ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.77 by root, Sun Dec 31 21:02:05 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
164 op->x = -1; 157 op->x = -1;
165 op->y = -1; 158 op->y = -1;
166} 159}
167 160
168void 161void
169player::enter_map () 162player::activate ()
170{ 163{
171 object *tmp = object::create (); 164 if (active)
165 return;
172 166
173 EXIT_PATH (tmp) = maplevel; 167 players.insert (this);
174 EXIT_X (tmp) = ob->x; 168 ob->remove ();
175 EXIT_Y (tmp) = ob->y; 169 ob->map = 0;
176 ob->enter_exit (tmp); 170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
177 174
178 tmp->destroy (); 175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
179} 195}
180 196
181// connect the player with a specific client 197// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
183void 199void
184player::connect (client *ns) 200player::connect (client *ns)
185{ 201{
186 this->ns = ns; 202 this->ns = ns;
187 ns->pl = this; 203 ns->pl = this;
188 204
189 next = first_player; 205 run_on = 0;
190 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
191 208
192 ns->update_look = 0; 209 ns->update_look = 0;
193 ns->look_position = 0; 210 ns->look_position = 0;
194 211
195 clear_los (ob); 212 clear_los (this);
213
214 ns->reset_stats ();
196 215
197 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->clone.race;
200 219
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
205 link_player_skills (ob); 221 link_player_skills (ob);
206 222
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208 224
209 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->clone.name);
210 226
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220
221 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
223 { 229 {
224 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
225 231
226 shstr_cmp dragon_ability_force ("dragon_ability_force"); 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force"); 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
228 234
229 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == dragon_ability_force)
232 abil = tmp; 238 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == dragon_skin_force)
234 skin = tmp; 240 skin = tmp;
235 241
236 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
237 } 243 }
238 244
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 246
246 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
247 248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
248 ob->update_stats (); 274 ob->update_stats ();
275
249 ns->floorbox_update (); 276 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
253 279
254 ob->activate_recursive (); 280 activate ();
255 enter_map ();
256 281
257 send_rules (ob); 282 send_rules (ob);
258 send_news (ob); 283 send_news (ob);
259 display_motd (ob); 284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
260 INVOKE_PLAYER (LOGIN, this); 287 INVOKE_PLAYER (LOGIN, this);
261} 288}
262 289
263void 290void
264player::disconnect () 291player::disconnect ()
265{ 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
266 if (ob) 305 if (ob)
267 ob->deactivate_recursive (); 306 ob->close_container (); //TODO: client-specific
268 307
269 //TODO: don't be so harsh and destroy :) 308 deactivate ();
270 if (ns)
271 {
272 if (enable_save)
273 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
274
275 client *ns = this->ns;
276 ns->send_packet ("goodbye");
277 ns->flush ();
278 ns->pl = 0;
279 this->ns = 0;
280
281 ns->destroy ();
282 destroy ();
283 }
284} 309}
285 310
286// the need for this function can be explained 311// the need for this function can be explained
287// by load_object not returning the object 312// by load_object not returning the object
288void 313void
289player::set_object (object *op) 314player::set_object (object *op)
290{ 315{
291 ob = op; 316 ob = observe = op;
292 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
293 318
319 ob->speed = 1.0f;
294 ob->speed_left = 0.5; 320 ob->speed_left = 0.5f;
295 ob->speed = 1.0; 321
296 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
297 ob->stats.wc = 2; 323}
298 ob->run_away = 25; /* Then we panick... */
299 324
300 ob->roll_stats (); 325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
329 do_los = 1;
301} 330}
302 331
303player::player () 332player::player ()
304{ 333{
305 /* There are some elements we want initialized to non zero value - 334 /* There are some elements we want initialised to non zero value -
306 * we deal with that below this point. 335 * we deal with that below this point.
307 */ 336 */
308 outputs_sync = 16; /* Every 2 seconds */ 337 outputs_sync = 4;
309 outputs_count = 8; /* Keeps present behaviour */ 338 outputs_count = 4;
310 unapply = unapply_nochoice; 339 unapply = unapply_nochoice;
311 340
312 savebed_map = first_map_path; /* Init. respawn position */ 341 savebed_map = first_map_path; /* Init. respawn position */
313 342
314 gen_sp_armour = 10; 343 gen_sp_armour = 10;
315 last_speed = -1;
316 shoottype = range_none;
317 bowtype = bow_normal; 344 bowtype = bow_normal;
318 petmode = pet_normal; 345 petmode = pet_normal;
319 listening = 10; 346 listening = 10;
320 usekeys = containers; 347 usekeys = containers;
321 last_weapon_sp = -1;
322 peaceful = 1; /* default peaceful */ 348 peaceful = 1; /* default peaceful */
323 do_los = 1; 349 do_los = 1;
324 350
325 /* we need to clear these to -1 and not zero - otherwise, 351 weapon_sp = 1.0f;
326 * if a player quits and starts a new character, we wont 352 weapon_sp_left = 0.5f;
327 * send new values to the client, as things like exp start
328 * at zero.
329 */
330 for (int i = 0; i < NUM_SKILLS; i++)
331 last_skill_exp[i] = -1;
332
333 for (int i = 0; i < NROFATTACKS; i++)
334 last_resist[i] = -1;
335
336 last_stats.exp = -1;
337 last_weight = (uint32) - 1;
338} 353}
339 354
340void 355void
341player::do_destroy () 356player::do_destroy ()
342{ 357{
343 disconnect (); 358 disconnect ();
344 359
345 save (false);
346 enable_save = false;
347
348 attachable::do_destroy (); 360 attachable::do_destroy ();
349
350 terminate_all_pets (ob);
351
352 if (first_player != this)
353 {
354 player *prev = first_player;
355
356 while (prev && prev->next && prev->next != this)
357 prev = prev->next;
358
359 if (prev->next != this)
360 {
361 LOG (llevError, "Free_player: Can't find previous player.\n");
362 abort ();
363 }
364
365 prev->next = next;
366 }
367 else
368 first_player = next;
369 361
370 if (ob) 362 if (ob)
371 { 363 {
372 ob->destroy_inv (false); 364 ob->destroy_inv (false);
373 ob->destroy (); 365 ob->destroy ();
388player::create () 380player::create ()
389{ 381{
390 player *pl = new player; 382 player *pl = new player;
391 383
392 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
393 set_first_map (pl->ob); 390 set_first_map (pl->ob);
394 391
395 return pl; 392 return pl;
396} 393}
397 394
429 object *op = NULL; 426 object *op = NULL;
430 objectlink *ol; 427 objectlink *ol;
431 unsigned lastdist; 428 unsigned lastdist;
432 rv_vector rv; 429 rv_vector rv;
433 430
434 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
435 { 432 {
436 /* 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
437 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
438 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
439 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
443 object *tmp = ol->ob; 440 object *tmp = ol->ob;
444 441
445 /* 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
446 * itself will have been cleared. 443 * itself will have been cleared.
447 */ 444 */
448 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 ());
449 ol = ol->next; 447 ol = ol->next;
450 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
451 if (!ol) 449 if (!ol)
452 return op; 450 return op;
453 } 451 }
542 x = mon->x; 540 x = mon->x;
543 y = mon->y; 541 y = mon->y;
544 m = mon->map; 542 m = mon->map;
545 dir = rv.direction; 543 dir = rv.direction;
546 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 */
547 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
548 /* 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. */
549 if (diff > max) 548 if (diff > max)
550 return 0; 549 return 0;
550
551 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
552 { 552 {
553 lastx = x; 553 lastx = x;
554 lasty = y; 554 lasty = y;
555 lastmap = m; 555 lastmap = m;
637 max--; 637 max--;
638 lastdir = dir; 638 lastdir = dir;
639 if (!firstdir) 639 if (!firstdir)
640 firstdir = dir; 640 firstdir = dir;
641 } 641 }
642
642 if (diff <= 1) 643 if (diff <= 1)
643 { 644 {
644 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
645 * headed toward player for entire distance. 646 * headed toward player for entire distance.
646 */ 647 */
647 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
648 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));
649 } 650 }
651
650 if (diff > max) 652 if (diff > max)
651 return 0; 653 return 0;
652 } 654 }
655
653 /* 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 */
654 if (!max) 657 if (!max)
655 return 0; 658 return 0;
656 659
657 return firstdir; 660 return firstdir;
771roll_stat (void) 774roll_stat (void)
772{ 775{
773 int a[4], i, j, k; 776 int a[4], i, j, k;
774 777
775 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
776 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
777 780
778 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
779 if (a[i] < k) 782 if (a[i] < k)
780 k = a[i], j = i; 783 k = a[i], j = i;
781 784
787} 790}
788 791
789void 792void
790object::roll_stats () 793object::roll_stats ()
791{ 794{
792 int statsort [7]; 795 int statsort [NUM_STATS];
793 796
794 for (;;) 797 for (;;)
795 { 798 {
796 int sum = 0; 799 int sum = 0;
797 for (int i = 7; i--; ) 800 for (int i = NUM_STATS; i--; )
798 sum += statsort [i] = roll_stat (); 801 sum += statsort [i] = roll_stat ();
799 802
800 if (sum >= 82 && sum <= 116) 803 if (sum >= 82 && sum <= 116)
801 break; 804 break;
802 } 805 }
803 806
804 // Sort the stats so that rerolling is easier... 807 // Sort the stats so that rerolling is easier...
805 std::sort (statsort, statsort + 7, std::greater<int>()); 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
806 809
810 for (int i = 0; i < NUM_STATS; ++i)
807 stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
808 stats.Dex = statsort[1];
809 stats.Con = statsort[2];
810 stats.Int = statsort[3];
811 stats.Wis = statsort[4];
812 stats.Pow = statsort[5];
813 stats.Cha = statsort[6];
814 812
815 stats.exp = 0; 813 stats.exp = 0;
816 stats.ac = 0; 814 stats.ac = 0;
817 815
818 stats.hp = stats.maxhp; 816 stats.hp = stats.maxhp;
830} 828}
831 829
832void 830void
833object::swap_stats (int a, int b) 831object::swap_stats (int a, int b)
834{ 832{
835 int tmp = get_attr_value (&contr->orig_stats, a); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
836 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
837 set_attr_value (&contr->orig_stats, b, tmp);
838 834
835 for (int i = 0; i < NUM_STATS; ++i)
839 stats.Str = contr->orig_stats.Str; 836 stats.stat (i) = contr->orig_stats.stat (i);
840 stats.Dex = contr->orig_stats.Dex;
841 stats.Con = contr->orig_stats.Con;
842 stats.Int = contr->orig_stats.Int;
843 stats.Wis = contr->orig_stats.Wis;
844 stats.Pow = contr->orig_stats.Pow;
845 stats.Cha = contr->orig_stats.Cha;
846 837
847 //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,
848 // be merged with the similar code in roll_stats 839 // be merged with the similar code in roll_stats
849 stats.ac = 0; 840 stats.ac = 0;
850 841
881 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
882 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
883 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
884 * not the class. 875 * not the class.
885 */ 876 */
886int 877void
887key_change_class (object *op, char key) 878player::chargen_race_done ()
888{ 879{
889 int tmp_loop;
890
891 if (key == 'd' || key == 'D')
892 {
893 char buf[MAX_BUF];
894
895 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
896 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
897 882
898 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
899 if (tl) 884 if (tl)
900 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
901 886
902 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
903 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
904 889
905 op->contr->ns->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
906 891
907 if (op->msg) 892 if (ob->msg)
908 op->msg = NULL; 893 ob->msg = 0;
909 894
910 /* 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
911 * to save here. 896 * to save here.
912 */ 897 */
898 {
899 char buf[MAX_BUF];
913 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
914 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
915 903
916#ifdef AUTOSAVE
917 op->contr->last_save_tick = pticks;
918#endif
919 start_info (op); 904 start_info (ob);
920 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
921 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
922 link_player_skills (op); 907 link_player_skills (ob);
923 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
924 op->update_stats (); 909 ob->update_stats ();
925 910
926 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
927 * is one for this race 912 * is one for this race
928 */ 913 */
929 if (*first_map_ext_path) 914 if (*first_map_ext_path)
930 { 915 {
931 object *tmp; 916 object *tmp;
932 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
933 918
934 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);
935 tmp = object::create (); 920 tmp = object::create ();
936 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
937 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
938 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
939 op->enter_exit (tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
940 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
941 * default initial map */ 926 * default initial map */
942 tmp->destroy (); 927 tmp->destroy ();
943 } 928 }
944 else 929 else
945 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
946 932
947 return 0; 933void
948 } 934player::chargen_race_next ()
949 935{
950 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
951 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
952 */ 938 */
953 939
954 tmp_loop = 0; 940 do
955 while (!tmp_loop)
956 { 941 {
957 shstr name = op->name; 942 shstr name = ob->name;
958 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
959 944
960 op->remove_statbonus (); 945 ob->remove_statbonus ();
961 op->remove (); 946 ob->remove ();
962 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
963 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
964 op->instantiate (); 949 ob->instantiate ();
965 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
966 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
967 op->x = x; 952 ob->x = x;
968 op->y = y; 953 ob->y = y;
969 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
970 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
971 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
972 op->add_statbonus (); 957 ob->add_statbonus ();
973 tmp_loop = allowed_class (op);
974 } 958 }
959 while (!allowed_class (ob));
975 960
976 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
977 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
978 op->update_stats (); 963 ob->update_stats ();
979 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
980 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
981 op->stats.grace = 0; 966 ob->stats.grace = 0;
982
983 if (op->msg)
984 new_draw_info (NDI_BLUE, 0, op, op->msg);
985
986 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
987 return 0;
988}
989
990int
991key_confirm_quit (object *op, char key)
992{
993 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
994 {
995 op->contr->ns->state = ST_PLAYING;
996 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
997 return 1;
998 }
999
1000 INVOKE_PLAYER (LOGOUT, op->contr);
1001 INVOKE_PLAYER (QUIT, op->contr);
1002
1003 op->contr->enable_save = false;
1004
1005 terminate_all_pets (op);
1006 op->remove ();
1007 op->direction = 0;
1008 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1009
1010 strcpy (op->contr->killer, "quit");
1011 check_score (op);
1012 op->contr->party = 0;
1013 op->contr->own_title[0] = '\0';
1014 op->contr->destroy ();
1015
1016 return 1;
1017} 967}
1018 968
1019void 969void
1020flee_player (object *op) 970flee_player (object *op)
1021{ 971{
1068 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1069 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1070 op->enemy = NULL; 1020 op->enemy = NULL;
1071} 1021}
1072 1022
1073
1074/* 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.
1075 * 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
1076 * stop. 1025 * stop.
1077 */ 1026 */
1078int 1027int
1079check_pick (object *op) 1028check_pick (object *op)
1080{ 1029{
1081 object *tmp, *next; 1030 object *tmp, *next;
1082 int stop = 0; 1031 int stop = 0;
1083 int j, k, wvratio; 1032 int wvratio;
1084 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1085 1034
1086 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1087 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1088 return 1; 1037 return 1;
1089 1038
1157 if (tmp->name != NULL) 1106 if (tmp->name != NULL)
1158 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1159 &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))));
1160 else 1109 else
1161 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1162 &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))));
1163 1112
1164 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1165 } 1114 }
1166 1115
1167 /* philosophy: 1116 /* philosophy:
1360 /* careful: chairs and tables are weapons! */ 1309 /* careful: chairs and tables are weapons! */
1361 if (op->contr->mode & PU_ALLWEAPON) 1310 if (op->contr->mode & PU_ALLWEAPON)
1362 { 1311 {
1363 if (tmp->type == WEAPON && tmp->name != NULL) 1312 if (tmp->type == WEAPON && tmp->name != NULL)
1364 { 1313 {
1365 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 &&
1366 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1315 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1367 { 1316 {
1368 pick_up (op, tmp); 1317 pick_up (op, tmp);
1369 continue; 1318 continue;
1370 } 1319 }
1371 } 1320 }
1372 1321
1373 if (tmp->type == WEAPON && tmp->name == NULL) 1322 if (tmp->type == WEAPON && tmp->name == NULL)
1374 { 1323 {
1375 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)
1376 { 1325 {
1377 pick_up (op, tmp); 1326 pick_up (op, tmp);
1378 continue; 1327 continue;
1379 } 1328 }
1380 } 1329 }
1405 if (tmp->name != NULL) 1354 if (tmp->name != NULL)
1406 { 1355 {
1407 fprintf (stderr, "%s", tmp->name); 1356 fprintf (stderr, "%s", tmp->name);
1408 } 1357 }
1409 else 1358 else
1410 fprintf (stderr, "%s", tmp->arch->name); 1359 fprintf (stderr, "%s", tmp->arch->archname);
1411 fprintf (stderr, ",%d] = ", tmp->type); 1360 fprintf (stderr, ",%d] = ", tmp->type);
1412 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))));
1413#endif 1362#endif
1414 continue; 1363 continue;
1415 } 1364 }
1426 * found object is returned. 1375 * found object is returned.
1427 */ 1376 */
1428object * 1377object *
1429find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1430{ 1379{
1431 object *tmp = NULL; 1380 object *tmp = 0;
1432 1381
1433 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1434 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))
1435 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1436 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1437 return op; 1386 return op;
1387
1438 return tmp; 1388 return tmp;
1439} 1389}
1440 1390
1441/* 1391/*
1442 * 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
1443 * 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
1444 * 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
1445 * 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.
1446 */ 1396 */
1447
1448object * 1397object *
1449find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1450{ 1399{
1451 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1452 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1518 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1519 * op = the shooter 1468 * op = the shooter
1520 * type = bow->race 1469 * type = bow->race
1521 * dir = fire direction 1470 * dir = fire direction
1522 */ 1471 */
1523
1524object * 1472object *
1525pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1526{ 1474{
1527 object *tmp = NULL; 1475 object *tmp = NULL;
1528 maptile *m; 1476 maptile *m;
1593 */ 1541 */
1594int 1542int
1595fire_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)
1596{ 1544{
1597 object *left, *bow; 1545 object *left, *bow;
1598 int bowspeed, mflags; 1546 int mflags;
1599 maptile *m; 1547 maptile *m;
1600 1548
1601 if (!dir) 1549 if (!dir)
1602 { 1550 {
1603 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!");
1604 return 0; 1552 return 0;
1605 } 1553 }
1606 1554
1607 if (op->type == PLAYER) 1555 if (op->contr)
1608 bow = op->contr->ranges[range_bow]; 1556 bow = op->current_weapon;
1609 else 1557 else
1610 { 1558 {
1611 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1612 /* 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
1613 * 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.
1618 if (!bow) 1566 if (!bow)
1619 { 1567 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1569 return 0;
1622 } 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
1623 } 1579 }
1624 1580
1625 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1626 { 1582 {
1627 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);
1628 return 0; 1584 return 0;
1629 } 1585 }
1630
1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1632
1633 /* penalize ROF for bestarrow */
1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1637 if (bowspeed < 1)
1638 bowspeed = 1;
1639 1586
1640 if (arrow == NULL) 1587 if (arrow == NULL)
1641 { 1588 {
1642 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1643 { 1590 {
1644 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1645 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);
1646 /* 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 */
1647 else 1594 else
1648 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1649 return 0; 1597 return 0;
1650 } 1598 }
1651 } 1599 }
1652 1600
1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1677 1625
1678 arrow->set_owner (op); 1626 arrow->set_owner (op);
1679 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1680 arrow->direction = dir; 1628 arrow->direction = dir;
1681 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
1682 if (op->type == PLAYER) 1663 if (op->type == PLAYER)
1683 { 1664 {
1684 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1685 op->update_stats ();
1686 }
1687
1688 SET_ANIMATION (arrow, arrow->direction);
1689 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1690 arrow->stats.hp = arrow->stats.dam;
1691 arrow->stats.grace = arrow->attacktype;
1692 if (arrow->slaying != NULL)
1693 arrow->spellarg = strdup (arrow->slaying);
1694
1695 /* Note that this was different for monsters - they got their level
1696 * added to the damage. I think the strength bonus is more proper.
1697 */
1698
1699 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1700
1701 /* update the speed */
1702 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1703 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1704
1705 arrow->set_speed (max (arrow->speed, 1.0));
1706 arrow->speed_left = 0;
1707
1708 if (op->type == PLAYER)
1709 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1713
1714 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;
1715 } 1672 }
1716 else 1673 else
1717 { 1674 {
1718 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1719 arrow->level = op->level; 1675 arrow->level = op->level;
1720 } 1676 arrow->stats.wc -= bow->magic;
1721 1677
1722 if (arrow->attacktype == AT_PHYSICAL) 1678 if (!arrow->slaying)
1679 arrow->slaying = bow->slaying;
1680
1723 arrow->attacktype |= bow->attacktype; 1681 arrow->attacktype |= bow->attacktype;
1682 }
1724 1683
1725 if (bow->slaying) 1684 wc -= arrow->level;
1726 arrow->slaying = bow->slaying; 1685 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1727 1686
1687 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1688 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1690
1731 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);
1732 m->insert (arrow, sx, sy, op); 1692 m->insert (arrow, sx, sy, op);
1757{ 1717{
1758 int ret = 0, wcmod = 0; 1718 int ret = 0, wcmod = 0;
1759 1719
1760 if (op->contr->bowtype == bow_bestarrow) 1720 if (op->contr->bowtype == bow_bestarrow)
1761 { 1721 {
1762 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);
1763 } 1723 }
1764 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)
1765 { 1725 {
1766 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1726 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1767 wcmod = -1; 1727 wcmod = -1;
1777 else if (op->contr->bowtype == bow_spreadshot) 1737 else if (op->contr->bowtype == bow_spreadshot)
1778 { 1738 {
1779 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);
1780 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);
1781 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);
1782
1783 } 1742 }
1784 else 1743 else
1785 { 1744 {
1786 /* Simple case */ 1745 /* Simple case */
1787 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);
1788 } 1747 }
1748
1789 return ret; 1749 return ret;
1790} 1750}
1791
1792 1751
1793/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1794 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1795 */ 1754 */
1796void 1755void
1797fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
1798{ 1757{
1799 object *item; 1758 object *item = op->contr->ranged_ob;
1800 1759
1801 if (!op->contr->ranges[range_misc]) 1760 if (!item)
1802 { 1761 {
1803 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.");
1804 return; 1763 return;
1805 } 1764 }
1806 1765
1807 item = op->contr->ranges[range_misc];
1808 if (!item->inv) 1766 if (!item->inv)
1809 { 1767 {
1810 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1811 return; 1769 return;
1812 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
1813 if (item->type == WAND) 1775 if (item->type == WAND)
1814 { 1776 {
1815 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
1816 { 1778 {
1817 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1818 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
1819 return; 1782 return;
1820 } 1783 }
1821 } 1784 }
1822 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
1823 { 1786 {
1824 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))
1825 { 1788 {
1826 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
1827 if (item->type == ROD) 1791 if (item->type == ROD)
1828 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));
1829 else 1793 else
1830 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
1831 return; 1796 return;
1832 } 1797 }
1833 } 1798 }
1834 1799
1835 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
1857 } 1822 }
1858} 1823}
1859 1824
1860/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
1861 */ 1826 */
1862void 1827bool
1863fire (object *op, int dir) 1828fire (object *op, int dir)
1864{ 1829{
1865 int spellcost = 0; 1830 int spellcost = 0;
1866 1831
1867 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
1868 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
1869 make_visible (op); 1834 make_visible (op);
1870 1835
1871 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;
1872 { 1842 }
1873 case range_none:
1874 return;
1875 1843
1876 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:
1877 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1878 return; 1861 break;
1879 1862
1880 case range_magic: /* Casting spells */ 1863 case SPELL:
1881 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);
1882 return; 1865 break;
1883 1866
1884 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:
1885 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
1886 return; 1877 break;
1887
1888 case range_golem: /* Control summoned monsters from scrolls */
1889 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1890 {
1891 op->contr->ranges[range_golem] = 0;
1892 op->contr->shoottype = range_none;
1893 }
1894 else
1895 control_golem (op->contr->ranges[range_golem], dir);
1896 return;
1897
1898 case range_skill:
1899 if (!op->chosen_skill)
1900 {
1901 if (op->type == PLAYER)
1902 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1903 return;
1904 }
1905 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1906 return;
1907 case range_builder:
1908 apply_map_builder (op, dir);
1909 return;
1910 default:
1911 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1912 return;
1913 } 1878 }
1914}
1915 1879
1916 1880 return true;
1881}
1917 1882
1918/* find_key 1883/* find_key
1919 * 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
1920 * and successfully use it, we return the key, otherwise NULL 1885 * and successfully use it, we return the key, otherwise NULL
1921 * This function merges both normal and locked door, since the logic 1886 * This function merges both normal and locked door, since the logic
1923 * pl is the player, 1888 * pl is the player,
1924 * inv is the objects inventory to searched 1889 * inv is the objects inventory to searched
1925 * door is the door we are trying to match against. 1890 * door is the door we are trying to match against.
1926 * This function can be called recursively to search containers. 1891 * This function can be called recursively to search containers.
1927 */ 1892 */
1928
1929object * 1893object *
1930find_key (object *pl, object *container, object *door) 1894find_key (object *pl, object *container, object *door)
1931{ 1895{
1932 object *tmp, *key; 1896 object *tmp, *key;
1933 1897
1934 /* Should not happen, but sanity checking is never bad */ 1898 /* Should not happen, but sanity checking is never bad */
1935 if (container->inv == NULL) 1899 if (!container->inv)
1936 return NULL; 1900 return 0;
1937 1901
1938 /* 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 */
1939 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1903 for (tmp = container->inv; tmp; tmp = tmp->below)
1940 { 1904 {
1941 if (door->type == DOOR && tmp->type == KEY) 1905 if (door->type == DOOR && tmp->type == KEY)
1942 break; 1906 break;
1943 /* For sanity, we should really check door type, but other stuff 1907 /* For sanity, we should really check door type, but other stuff
1944 * (like containers) can be locked with special keys 1908 * (like containers) can be locked with special keys
1945 */ 1909 */
1946 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1947 break; 1911 break;
1948 } 1912 }
1913
1949 /* No key found - lets search inventories now */ 1914 /* No key found - lets search inventories now */
1950 /* 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.
1951 * 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
1952 * a key, return 1917 * a key, return
1953 */ 1918 */
1954 if (!tmp) 1919 if (!tmp)
1955 { 1920 {
1956 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1921 for (tmp = container->inv; tmp; tmp = tmp->below)
1957 { 1922 {
1958 /* No reason to search empty containers */ 1923 /* No reason to search empty containers */
1959 if (tmp->type == CONTAINER && tmp->inv) 1924 if (tmp->type == CONTAINER && tmp->inv)
1960 { 1925 {
1961 if ((key = find_key (pl, tmp, door)) != NULL) 1926 if ((key = find_key (pl, tmp, door)))
1962 return key; 1927 return key;
1963 } 1928 }
1964 } 1929 }
1930
1965 if (!tmp) 1931 if (!tmp)
1966 return NULL; 1932 return NULL;
1967 } 1933 }
1934
1968 /* 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,
1969 * see if we actually want to use it 1936 * see if we actually want to use it
1970 */ 1937 */
1971 if (pl != container) 1938 if (pl != container)
1972 { 1939 {
1993 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1960 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1994 "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));
1995 return NULL; 1962 return NULL;
1996 } 1963 }
1997 } 1964 }
1965
1998 return tmp; 1966 return tmp;
1999} 1967}
2000 1968
2001/* moved door processing out of move_player_attack. 1969/* moved door processing out of move_player_attack.
2002 * returns 1 if player has opened the door with a key 1970 * returns 1 if player has opened the door with a key
2004 * 0 otherwise 1972 * 0 otherwise
2005 */ 1973 */
2006static int 1974static int
2007player_attack_door (object *op, object *door) 1975player_attack_door (object *op, object *door)
2008{ 1976{
2009 /* 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,
2010 * 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 -
2011 * otherwise, we fall through to the rest of the code. 1979 * otherwise, we fall through to the rest of the code.
2012 */ 1980 */
2013 object *key = find_key (op, op, door); 1981 object *key = find_key (op, op, door);
2014 1982
2015 /* IF we found a key, do some extra work */ 1983 /* If we found a key, do some extra work */
2016 if (key) 1984 if (key)
2017 { 1985 {
2018 object *container = key->env; 1986 object *container = key->env;
2019 1987
2020 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
2021 if (action_makes_visible (op)) 1990 if (action_makes_visible (op))
2022 make_visible (op); 1991 make_visible (op);
1992
2023 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2024 spring_trap (door->inv, op); 1994 spring_trap (door->inv, op);
1995
2025 if (door->type == DOOR) 1996 if (door->type == DOOR)
2026 {
2027 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 */
2028 }
2029 else if (door->type == LOCKED_DOOR) 1998 else if (door->type == LOCKED_DOOR)
2030 { 1999 {
2031 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));
2032 remove_door2 (door); /* remove door without violence ;-) */ 2001 remove_door2 (door); /* remove door without violence ;-) */
2033 } 2002 }
2003
2034 /* Do this after we print the message */ 2004 /* Do this after we print the message */
2035 decrease_ob (key); /* Use up one of the keys */ 2005 decrease_ob (key); /* Use up one of the keys */
2036 /* Need to update the weight the container the key was in */ 2006 /* Need to update the weight the container the key was in */
2037 if (container != op) 2007 if (container != op)
2038 esrv_update_item (UPD_WEIGHT, op, container); 2008 esrv_update_item (UPD_WEIGHT, op, container);
2009
2039 return 1; /* Nothing more to do below */ 2010 return 1; /* Nothing more to do below */
2040 } 2011 }
2041 else if (door->type == LOCKED_DOOR) 2012 else if (door->type == LOCKED_DOOR)
2042 { 2013 {
2043 /* Might as well return now - no other way to open this */ 2014 /* Might as well return now - no other way to open this */
2044 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2045 return 1; 2016 return 1;
2046 } 2017 }
2018
2047 return 0; 2019 return 0;
2048} 2020}
2049 2021
2050/* This function is just part of a breakup from move_player. 2022/* This function is just part of a breakup from move_player.
2051 * It should keep the code cleaner. 2023 * It should keep the code cleaner.
2052 * When this is called, the players direction has been updated 2024 * When this is called, the players direction has been updated
2053 * (taking into account confusion.) The player is also actually 2025 * (taking into account confusion.) The player is also actually
2054 * going to try and move (not fire weapons). 2026 * going to try and move (not fire weapons).
2055 */ 2027 */
2056void 2028bool
2057move_player_attack (object *op, int dir) 2029move_player_attack (object *op, int dir)
2058{ 2030{
2059 object *tmp, *mon;
2060 sint16 nx, ny;
2061 int on_battleground; 2031 int on_battleground;
2062 maptile *m;
2063 2032
2064 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2065 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2066 2035
2067 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 }
2068 2046
2069 /* 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
2070 * 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
2071 * 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
2072 * player. This is a pretty nasty hack, because if we could 2050 * player. This is a pretty nasty hack, because if we could
2073 * 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
2074 * 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
2075 * 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
2076 * move_ob uses. 2054 * move_ob uses.
2077 */ 2055 */
2078 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);
2079 {
2080 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2081 {
2082 m = get_map_from_coord (op->map, &nx, &ny);
2083 if (!m)
2084 return; /* Don't think this should happen */
2085 }
2086 else
2087 m = op->map;
2088 2057
2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2090 {
2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2092 return;
2093 }
2094
2095 mon = 0;
2096 /* 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
2097 * 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.
2098 * 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
2099 * on the space 2061 * on the space
2100 */ 2062 */
2101 while (tmp) 2063 object *mon;
2102 { 2064 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2103 if (tmp == op) 2065 {
2104 { 2066 if ((mon->flag [FLAG_ALIVE]
2105 tmp = tmp->above; 2067 || mon->type == LOCKED_DOOR
2106 continue; 2068 || mon->flag [FLAG_CAN_ROLL])
2107 }
2108
2109 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2110 {
2111 mon = tmp; 2069 && mon != op)
2112 break; 2070 break;
2113 } 2071 }
2114 2072
2115 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2116 mon = tmp;
2117
2118 tmp = tmp->above;
2119 }
2120
2121 if (!mon) /* This happens anytime the player tries to move */ 2073 if (!mon) /* This happens anytime the player tries to move */
2122 return; /* into a wall */ 2074 return false; /* into a wall */
2123 2075
2124 if (mon->head)
2125 mon = mon->head; 2076 mon = mon->head_ ();
2126 2077
2127 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)
2128 if (player_attack_door (op, mon)) 2080 if (player_attack_door (op, mon))
2081 {
2082 --op->contr->weapon_sp_left;
2129 return; 2083 return true;
2084 }
2130 2085
2131 /* The following deals with possibly attacking peaceful 2086 /* The following deals with possibly attacking peaceful
2132 * or frienddly creatures. Basically, all players are considered 2087 * or friendly creatures. Basically, all players are considered
2133 * unaggressive. If the moving player has peaceful set, then the 2088 * unaggressive. If the moving player has peaceful set, then the
2134 * object should be pushed instead of attacked. It is assumed that 2089 * object should be pushed instead of attacked. It is assumed that
2135 * if you are braced, you will not attack friends accidently, 2090 * if you are braced, you will not attack friends accidently,
2136 * and thus will not push them. 2091 * and thus will not push them.
2137 */ 2092 */
2138 2093
2139 /* 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
2140 * peaceful. Our assumption is the creature is a pet if the 2095 * peaceful. Our assumption is the creature is a pet if the
2141 * player owns it and it is either friendly or unagressive. 2096 * player owns it and it is either friendly or unagressive.
2142 */ 2097 */
2143 if ((op->type == PLAYER) 2098 if (op->type == PLAYER
2144#if COZY_SERVER
2145 &&
2146 ((mon->owner && mon->owner->contr 2099 && ((mon->owner && mon->owner->contr
2147 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2100 && same_party (mon->owner->contr->party, op->contr->party))
2148#else
2149 && mon->owner == op 2101 || mon->owner == op)
2150#endif
2151 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2152 { 2103 {
2153 /* 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 */
2154 if (op->contr->braced) 2105 if (op->contr->braced)
2155 return; 2106 return false;
2107
2108 if (op->speed_left > 0.f)
2109 {
2110 --op->speed_left;
2111
2156 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);
2157 (void) push_ob (mon, dir, op); 2113 push_ob (mon, dir, op);
2114
2158 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2159 make_visible (op); 2116 make_visible (op);
2117
2160 return; 2118 return true;
2161 } 2119 }
2120 else
2121 return false;
2122 }
2162 2123
2163 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2164 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2165 * 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
2166 * attack them either. 2127 * attack them either.
2167 */ 2128 */
2168 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op)
2169 (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))
2170#ifdef PROHIBIT_PLAYERKILL
2171 (op->contr->peaceful 2131 && ((op->contr->peaceful
2172 || (mon->type == PLAYER 2132 || (mon->type == PLAYER && mon->contr->peaceful))
2173 && mon->contr->
2174 peaceful)) &&
2175#else
2176 op->contr->peaceful &&
2177#endif
2178 !on_battleground)) 2133 && !on_battleground))
2134 {
2135 if (op->speed_left > 0.f)
2179 { 2136 {
2137 --op->speed_left;
2138
2180 if (!op->contr->braced) 2139 if (!op->contr->braced)
2181 { 2140 {
2182 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);
2183 (void) push_ob (mon, dir, op); 2142 push_ob (mon, dir, op);
2184 } 2143 }
2185 else 2144 else
2186 new_draw_info (0, 0, op, "You withhold your attack"); 2145 new_draw_info (0, 0, op, "You withhold your attack");
2187 2146
2188 if (op->contr->tmp_invis || op->hide) 2147 if (op->contr->tmp_invis || op->hide)
2189 make_visible (op); 2148 make_visible (op);
2190 }
2191 2149
2150 return true;
2151 }
2152 }
2192 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2193 * 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.
2194 */ 2155 */
2195 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)
2196 { 2159 {
2160 --op->speed_left;
2161
2197 recursive_roll (mon, dir, op); 2162 recursive_roll (mon, dir, op);
2198 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2199 make_visible (op); 2164 make_visible (op);
2200 }
2201 2165
2166 return true;
2167 }
2168 }
2202 /* Any generic living creature. Including things like doors. 2169 /* Any generic living creature. Including things like doors.
2203 * 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
2204 * and be living. Then, it must be one of the following: 2171 * and be living. Then, it must be one of the following:
2205 * 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
2206 * 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.
2207 */ 2174 */
2208
2209 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2175 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2210 ((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)))
2211 { 2177 {
2212 2178 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2213 /* If the player hasn't hit something this tick, and does
2214 * so, give them speed boost based on weapon speed. Doing
2215 * it here is better than process_players2, which basically
2216 * incurred a 1 tick offset.
2217 */
2218 if (!op->contr->has_hit)
2219 { 2179 {
2220 op->speed_left += op->speed / op->contr->weapon_sp; 2180 --op->contr->weapon_sp_left;
2221
2222 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2223 }
2224 2181
2225 skill_attack (mon, op, 0, 0, 0); 2182 skill_attack (mon, op, 0, 0, 0);
2226
2227 /* If attacking another player, that player gets automatic
2228 * hitback, and doesn't loose luck either.
2229 * Disable hitback on the battleground or if the target is
2230 * the wiz.
2231 */
2232 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2233 {
2234 short luck = mon->stats.luck;
2235
2236 mon->contr->has_hit = 1;
2237 skill_attack (op, mon, 0, 0, 0);
2238 mon->stats.luck = luck;
2239 }
2240 2183
2241 if (action_makes_visible (op)) 2184 if (action_makes_visible (op))
2242 make_visible (op); 2185 make_visible (op);
2243 }
2244 } /* if player should attack something */
2245}
2246 2186
2247int 2187 return true;
2188 }
2189 }
2190
2191 return false;
2192}
2193
2194bool
2248move_player (object *op, int dir) 2195move_player (object *op, int dir)
2249{ 2196{
2250 int pick; 2197 int pick;
2251 2198
2252 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2199 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2253 return 0; 2200 return 0;
2254 2201
2255 /* Sanity check: make sure dir is valid */ 2202 /* Sanity check: make sure dir is valid */
2256 if ((dir < 0) || (dir >= 9)) 2203 if ((dir < 0) || (dir >= 9))
2257 { 2204 {
2258 LOG (llevError, "move_player: invalid direction %d\n", dir); 2205 LOG (llevError, "move_player: invalid direction %d\n", dir);
2259 return 0; 2206 return 0;
2260 } 2207 }
2261 2208
2262 /* peterm: added following line */ 2209 /* peterm: added following line */
2263 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2210 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2264 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2211 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2265 2212
2266 op->facing = dir; 2213 op->facing = dir;
2267 2214
2268 if (op->hide) 2215 if (op->hide)
2269 do_hidden_move (op); 2216 do_hidden_move (op);
2270 2217
2218 bool retval;
2219
2271 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2272 /*nop */ ; 2221 retval = RESULT_INT (0);
2273 else if (op->contr->fire_on) 2222 else if (op->contr->fire_on)
2274 fire (op, dir); 2223 retval = fire (op, dir);
2275 else 2224 else
2276 { 2225 {
2277 move_player_attack (op, dir); 2226 retval = move_player_attack (op, dir);
2278 pick = check_pick (op); 2227 pick = check_pick (op);
2279 } 2228 }
2280 2229
2281 /* 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
2282 * server can handle repeat firing. 2231 * server can handle repeat firing.
2289 /* Update how the player looks. Use the facing, so direction may 2238 /* Update how the player looks. Use the facing, so direction may
2290 * get reset to zero. This allows for full animation capabilities 2239 * get reset to zero. This allows for full animation capabilities
2291 * for players. 2240 * for players.
2292 */ 2241 */
2293 animate_object (op, op->facing); 2242 animate_object (op, op->facing);
2294 return 0; 2243
2244 return retval;
2295} 2245}
2296 2246
2297/* 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
2298 * new client/server stuff. 2248 * new client/server stuff.
2299 * 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
2300 * the new speed values for commands. 2250 * the new speed values for commands.
2301 * 2251 *
2302 * 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.
2303 */ 2255 */
2304int 2256bool
2305handle_newcs_player (object *op) 2257handle_newcs_player (object *op)
2306{ 2258{
2307 if (op->contr->hidden)
2308 {
2309 op->invisible = 1000;
2310 /* the socket code flashes the player visible/invisible
2311 * depending on the value of invisible, so we need to
2312 * alternate it here for it to work correctly.
2313 */
2314 if (pticks & 2)
2315 op->invisible--;
2316 }
2317 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2318 {
2319 op->invisible--;
2320 if (!op->invisible)
2321 {
2322 make_visible (op);
2323 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2324 }
2325 }
2326
2327 if (QUERY_FLAG (op, FLAG_SCARED)) 2259 if (QUERY_FLAG (op, FLAG_SCARED))
2328 { 2260 {
2329 flee_player (op); 2261 if (op->speed_left > 0.f)
2330 /* If player is still scared, that is his action for this tick */
2331 if (QUERY_FLAG (op, FLAG_SCARED))
2332 { 2262 {
2333 op->speed_left--; 2263 --op->speed_left;
2264 flee_player (op);
2265
2334 return 0; 2266 return true;
2335 } 2267 }
2268 else
2269 return false;
2336 } 2270 }
2337
2338 /* I've been seeing crashes where the golem has been destroyed, but
2339 * the player object still points to the defunct golem. The code that
2340 * destroys the golem looks correct, and it doesn't always happen, so
2341 * put this in a a workaround to clean up the golem pointer.
2342 */
2343 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2344 op->contr->ranges[range_golem] = 0;
2345 2271
2346 /* 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
2347 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2348 * called, so we recheck it here. 2274 * called, so we recheck it here.
2349 */ 2275 */
2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2276 if (op->contr->ns->handle_command ())
2351 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2352 ;
2353
2354 if (op->speed_left < 0)
2355 return 0; 2277 return true;
2356 2278
2357 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2279 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2358 {
2359 /* All move commands take 1 tick, at least for now */
2360 op->speed_left--;
2361
2362 /* Instead of all the stuff below, let move_player take care
2363 * of it. Also, some of the skill stuff is only put in
2364 * there, as well as the confusion stuff.
2365 */
2366 move_player (op, op->direction); 2280 return move_player (op, op->direction);
2367 if (op->speed_left > 0)
2368 return 1;
2369 else
2370 return 0;
2371 }
2372 2281
2373 return 0; 2282 return false;
2374} 2283}
2375 2284
2376int 2285int
2377save_life (object *op) 2286save_life (object *op)
2378{ 2287{
2413 * from. 2322 * from.
2414 */ 2323 */
2415void 2324void
2416remove_unpaid_objects (object *op, object *env) 2325remove_unpaid_objects (object *op, object *env)
2417{ 2326{
2418 object *next;
2419
2420 while (op) 2327 while (op)
2421 { 2328 {
2422 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' */
2423 2330
2424 if (QUERY_FLAG (op, FLAG_UNPAID)) 2331 if (QUERY_FLAG (op, FLAG_UNPAID))
2490 int rate_grace = 2000; 2397 int rate_grace = 2000;
2491 const int max_hp = 1; 2398 const int max_hp = 1;
2492 const int max_sp = 1; 2399 const int max_sp = 1;
2493 const int max_grace = 1; 2400 const int max_grace = 1;
2494 2401
2495 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--;
2496 { 2411 }
2497 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2412 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2498 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2413 {
2499 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 }
2500 } 2419 }
2501 2420
2502 if (op->contr->ns->state == ST_PLAYING) 2421 if (op->contr->ns->state == ST_PLAYING)
2503 { 2422 {
2504 /* these next three if clauses make it possible to SLOW DOWN 2423 /* these next three if clauses make it possible to SLOW DOWN
2526 gen_grace = op->stats.maxgrace; 2445 gen_grace = op->stats.maxgrace;
2527 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2446 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2528 } 2447 }
2529 2448
2530 /* Regenerate Spell Points */ 2449 /* Regenerate Spell Points */
2531 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2450 if (!op->contr->golem && --op->last_sp < 0)
2532 { 2451 {
2533 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);
2534 if (op->stats.sp < op->stats.maxsp) 2453 if (op->stats.sp < op->stats.maxsp)
2535 { 2454 {
2536 op->stats.sp++; 2455 op->stats.sp++;
2634 } 2553 }
2635 2554
2636 /* Digestion */ 2555 /* Digestion */
2637 if (--op->last_eat < 0) 2556 if (--op->last_eat < 0)
2638 { 2557 {
2639#ifdef COZY_SERVER
2640 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2641 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2642#else
2643 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;
2644#endif
2645 2559
2646 if (op->contr->gen_hp > 0) 2560 if (op->contr->gen_hp > 0)
2647 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);
2648 else 2562 else
2649 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2754 tmp->name = buf; 2668 tmp->name = buf;
2755 sprintf (buf, " This finger has been cut off %s\n" 2669 sprintf (buf, " This finger has been cut off %s\n"
2756 " 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",
2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2671 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2758 tmp->msg = buf; 2672 tmp->msg = buf;
2759 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2673 tmp->value = 0, tmp->type = 0;
2760 tmp->materialname = NULL; 2674 tmp->materialname = "organics";
2761 op->insert_at (tmp, op); 2675 tmp->insert_at (op, tmp);
2762 } 2676 }
2763 2677
2764 /* teleport defeated player to new destination */ 2678 /* teleport defeated player to new destination */
2765 transfer_ob (op, x, y, 0, NULL); 2679 transfer_ob (op, x, y, 0, NULL);
2766 op->contr->braced = 0; 2680 op->contr->braced = 0;
2771 2685
2772 command_kill_pets (op, 0); 2686 command_kill_pets (op, 0);
2773 2687
2774 if (op->stats.food < 0) 2688 if (op->stats.food < 0)
2775 { 2689 {
2776 if (op->contr->explore)
2777 {
2778 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780 op->stats.food = 999;
2781 return;
2782 }
2783 sprintf (buf, "%s starved to death.", &op->name); 2690 sprintf (buf, "%s starved to death.", &op->name);
2784 strcpy (op->contr->killer, "starvation"); 2691 strcpy (op->contr->killer, "starvation");
2785 } 2692 }
2786 else 2693 else
2787 {
2788 if (op->contr->explore)
2789 {
2790 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2791 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2792 op->stats.hp = op->stats.maxhp;
2793 return;
2794 }
2795 sprintf (buf, "%s died.", &op->name); 2694 sprintf (buf, "%s died.", &op->name);
2796 }
2797 2695
2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2696 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2799 2697
2800 /* save the map location for corpse, gravestone */ 2698 /* save the map location for corpse, gravestone */
2801 x = op->x; 2699 x = op->x;
2977 op->stats.hp = op->stats.maxhp; 2875 op->stats.hp = op->stats.maxhp;
2978 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2876 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2979 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2877 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2980 2878
2981 /* 2879 /*
2982 * Check to see if the player is in a shop. IF so, then check to see if
2983 * 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
2984 * in the map. 2881 * and put them back in the map.
2985 */ 2882 */
2986
2987 if (is_in_shop (op))
2988 remove_unpaid_objects (op->inv, op); 2883 remove_unpaid_objects (op->inv, op);
2989 2884
2990 /****************************************/ 2885 /****************************************/
2991 /* */ 2886 /* */
2992 /* Move player to his current respawn- */ 2887 /* Move player to his current respawn- */
2993 /* position (usually last savebed) */ 2888 /* position (usually last savebed) */
2994 /* */ 2889 /* */
2995 /****************************************/ 2890 /****************************************/
2996 2891
2997 enter_player_savebed (op); 2892 enter_player_savebed (op);
2998 2893
2999 /* Save the player before inserting the force to reduce
3000 * chance of abuse.
3001 */
3002 op->contr->braced = 0; 2894 op->contr->braced = 0;
3003 op->contr->save ();
3004 2895
3005 /* it is possible that the player has blown something up 2896 /* it is possible that the player has blown something up
3006 * at his savebed location, and that can have long lasting 2897 * at his savebed location, and that can have long lasting
3007 * spell effects. So first see if there is a spell effect 2898 * spell effects. So first see if there is a spell effect
3008 * on the space that might harm the player. 2899 * on the space that might harm the player.
3017 object *force; 2908 object *force;
3018 int at; 2909 int at;
3019 2910
3020 force = get_archetype (FORCE_NAME); 2911 force = get_archetype (FORCE_NAME);
3021 /* 50 ticks should be enough time for the spell to abate */ 2912 /* 50 ticks should be enough time for the spell to abate */
3022 force->speed = 0.1; 2913 force->speed = 0.1f;
3023 force->speed_left = -5.0; 2914 force->speed_left = -5.f;
3024 SET_FLAG (force, FLAG_APPLIED); 2915 SET_FLAG (force, FLAG_APPLIED);
3025 for (at = 0; at < NROFATTACKS; at++) 2916 for (at = 0; at < NROFATTACKS; at++)
3026 if (will_kill_again & (1 << at)) 2917 if (will_kill_again & (1 << at))
3027 force->resist[at] = 100; 2918 force->resist[at] = 100;
3028 2919
3037void 2928void
3038loot_object (object *op) 2929loot_object (object *op)
3039{ /* Grab and destroy some treasure */ 2930{ /* Grab and destroy some treasure */
3040 object *tmp, *tmp2, *next; 2931 object *tmp, *tmp2, *next;
3041 2932
3042 if (op->container) 2933 op->close_container (); /* close open sack first */
3043 esrv_apply_container (op, op->container); /* close open sack first */
3044 2934
3045 for (tmp = op->inv; tmp; tmp = next) 2935 for (tmp = op->inv; tmp; tmp = next)
3046 { 2936 {
3047 next = tmp->below; 2937 next = tmp->below;
3048 2938
3049 if (tmp->invisible) 2939 if (tmp->invisible)
3050 continue; 2940 continue;
3051 2941
3052 tmp->remove (); 2942 tmp->remove ();
3053 tmp->x = op->x, tmp->y = op->y; 2943 tmp->x = op->x, tmp->y = op->y;
2944
3054 if (tmp->type == CONTAINER) 2945 if (tmp->type == CONTAINER)
3055 { /* empty container to ground */ 2946 loot_object (tmp); /* empty container to ground */
3056 loot_object (tmp); 2947
3057 }
3058 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))))
3059 { 2949 {
3060 if (tmp->nrof > 1) 2950 if (tmp->nrof > 1)
3061 { 2951 {
3062 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2952 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3063 tmp2->destroy (); 2953 tmp2->destroy ();
3074/* 2964/*
3075 * fix_weight(): Check recursively the weight of all players, and fix 2965 * fix_weight(): Check recursively the weight of all players, and fix
3076 * 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
3077 * was changed. 2967 * was changed.
3078 */ 2968 */
3079
3080void 2969void
3081fix_weight (void) 2970fix_weight (void)
3082{ 2971{
3083 for_all_players (pl) 2972 for_all_players (pl)
3084 { 2973 {
3144 if (op->type == PLAYER) 3033 if (op->type == PLAYER)
3145 { 3034 {
3146 op->contr->tmp_invis = 0; 3035 op->contr->tmp_invis = 0;
3147 op->contr->invis_race = 0; 3036 op->contr->invis_race = 0;
3148 } 3037 }
3038
3149 update_object (op, UP_OBJ_FACE); 3039 update_object (op, UP_OBJ_CHANGE);
3150} 3040}
3151 3041
3152int 3042int
3153is_true_undead (object *op) 3043is_true_undead (object *op)
3154{ 3044{
3155 object *tmp = NULL;
3156
3157 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3158 return 1; 3046 return 1;
3159 3047
3160 return 0; 3048 return 0;
3161} 3049}
3206/* For Hidden creatures - a chance of becoming 'unhidden' 3094/* For Hidden creatures - a chance of becoming 'unhidden'
3207 * every time they move - as we subtract off 'invisibility' 3095 * every time they move - as we subtract off 'invisibility'
3208 * AND, for players, if they move into a ridiculously unhideable 3096 * AND, for players, if they move into a ridiculously unhideable
3209 * spot (surrounded by clear terrain in broad daylight). -b.t. 3097 * spot (surrounded by clear terrain in broad daylight). -b.t.
3210 */ 3098 */
3211
3212void 3099void
3213do_hidden_move (object *op) 3100do_hidden_move (object *op)
3214{ 3101{
3215 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3102 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3216 object *skop; 3103 object *skop;
3220 3107
3221 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3108 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3222 3109
3223 /* 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! */
3224 if (op->type == PLAYER && op->contr->run_on) 3111 if (op->type == PLAYER && op->contr->run_on)
3225 {
3226 if (!skop || num >= skop->level) 3112 if (!skop || num >= skop->level)
3227 { 3113 {
3228 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!");
3229 make_visible (op); 3115 make_visible (op);
3230 return; 3116 return;
3231 } 3117 }
3232 else 3118 else
3233 num += 20; 3119 num += 20;
3234 } 3120
3235 num += op->map->difficulty; 3121 num += op->map->difficulty;
3236 hide = hideability (op); /* modify by terrain hidden level */ 3122 hide = hideability (op); /* modify by terrain hidden level */
3237 num -= hide; 3123 num -= hide;
3124
3238 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3125 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3239 { 3126 {
3240 make_visible (op); 3127 make_visible (op);
3241 if (op->type == PLAYER) 3128 if (op->type == PLAYER)
3242 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!");
3243 } 3130 }
3244 else if (op->type == PLAYER && skop) 3131 else if (op->type == PLAYER && skop)
3245 {
3246 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);
3247 }
3248} 3133}
3249 3134
3250/* determine if who is standing near a hostile creature. */ 3135/* determine if who is standing near a hostile creature. */
3251 3136
3252int 3137int
3451 char buf[MAX_BUF]; /* tmp. string buffer */ 3336 char buf[MAX_BUF]; /* tmp. string buffer */
3452 int i = 0, j = 0; 3337 int i = 0, j = 0;
3453 3338
3454 /* get the appropriate treasurelist */ 3339 /* get the appropriate treasurelist */
3455 if (atnr == ATNR_FIRE) 3340 if (atnr == ATNR_FIRE)
3456 trlist = find_treasurelist ("dragon_ability_fire"); 3341 trlist = treasurelist::find ("dragon_ability_fire");
3457 else if (atnr == ATNR_COLD) 3342 else if (atnr == ATNR_COLD)
3458 trlist = find_treasurelist ("dragon_ability_cold"); 3343 trlist = treasurelist::find ("dragon_ability_cold");
3459 else if (atnr == ATNR_ELECTRICITY) 3344 else if (atnr == ATNR_ELECTRICITY)
3460 trlist = find_treasurelist ("dragon_ability_elec"); 3345 trlist = treasurelist::find ("dragon_ability_elec");
3461 else if (atnr == ATNR_POISON) 3346 else if (atnr == ATNR_POISON)
3462 trlist = find_treasurelist ("dragon_ability_poison"); 3347 trlist = treasurelist::find ("dragon_ability_poison");
3463 3348
3464 if (trlist == NULL || who->type != PLAYER) 3349 if (trlist == NULL || who->type != PLAYER)
3465 return; 3350 return;
3466 3351
3467 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++);
3468 3353
3469 if (tr == NULL || tr->item == NULL) 3354 if (!tr || !tr->item)
3470 { 3355 {
3471 /* 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]); */
3472 return; 3357 return;
3473 } 3358 }
3474 3359
3541 /* forces in the treasurelist can alter the player's stats */ 3426 /* forces in the treasurelist can alter the player's stats */
3542 object *skin; 3427 object *skin;
3543 3428
3544 /* first get the dragon skin force */ 3429 /* first get the dragon skin force */
3545 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3430 shstr_cmp dragon_skin_force ("dragon_skin_force");
3546 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)
3547 ; 3432 ;
3548 3433
3549 if (!skin) 3434 if (!skin)
3550 return; 3435 return;
3551 3436
3599 * not readied. 3484 * not readied.
3600 */ 3485 */
3601void 3486void
3602player_unready_range_ob (player *pl, object *ob) 3487player_unready_range_ob (player *pl, object *ob)
3603{ 3488{
3604 rangetype i; 3489 if (pl->ob->current_weapon == ob)
3490 pl->ob->current_weapon = 0;
3605 3491
3606 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3492 if (pl->combat_ob == ob)
3607 { 3493 pl->combat_ob = 0;
3494
3608 if (pl->ranges[i] == ob) 3495 if (pl->ranged_ob == ob)
3609 { 3496 pl->ranged_ob = 0;
3610 pl->ranges[i] = NULL;
3611 if (pl->shoottype == i)
3612 {
3613 pl->shoottype = range_none;
3614 }
3615 }
3616 }
3617} 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}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines