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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 1.150 by root, Sun Jun 10 03:11:17 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->race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191 219
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->object::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 observe = ob;
309
310 deactivate ();
258} 311}
259 312
260// the need for this function can be explained 313// the need for this function can be explained
261// by load_object not returning the object 314// by load_object not returning the object
262void 315void
263player::set_object (object *op) 316player::set_object (object *op)
264{ 317{
265 ob = op; 318 ob = observe = op;
266 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
267 320
321 ob->speed = 1.0f;
268 ob->speed_left = 0.5; 322 ob->speed_left = 0.5f;
269 ob->speed = 1.0; 323
270 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2; 325}
272 ob->run_away = 25; /* Then we panick... */
273 326
274 set_first_map (ob); 327void
275 328player::set_observe (object *op)
276 ob->roll_stats (); 329{
330 observe = op ? op : ob;
331 do_los = 1;
277} 332}
278 333
279player::player () 334player::player ()
280{ 335{
281 /* There are some elements we want initialized to non zero value - 336 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 337 * we deal with that below this point.
283 */ 338 */
284 outputs_sync = 16; /* Every 2 seconds */ 339 outputs_sync = 4;
285 outputs_count = 8; /* Keeps present behaviour */ 340 outputs_count = 4;
286 unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
287 342
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 343 savebed_map = first_map_path; /* Init. respawn position */
289 344
290 gen_sp_armour = 10; 345 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal; 346 bowtype = bow_normal;
294 petmode = pet_normal; 347 petmode = pet_normal;
295 listening = 10; 348 listening = 10;
296 usekeys = containers; 349 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
299 do_los = 1; 351 do_los = 1;
300 352
301 /* we need to clear these to -1 and not zero - otherwise, 353 weapon_sp = 1.0f;
302 * if a player quits and starts a new character, we wont 354 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} 355}
315 356
316void 357void
317player::do_destroy () 358player::do_destroy ()
318{ 359{
360 disconnect ();
361
319 attachable::do_destroy (); 362 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;
345 363
346 if (ob) 364 if (ob)
347 { 365 {
348 ob->destroy_inv (false); 366 ob->destroy_inv (false);
349 ob->destroy (); 367 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 } 368 }
361} 369}
362 370
363player::~player () 371player::~player ()
364{ 372{
374player::create () 382player::create ()
375{ 383{
376 player *pl = new player; 384 player *pl = new player;
377 385
378 pl->set_object (arch_to_object (get_player_archetype (0))); 386 pl->set_object (arch_to_object (get_player_archetype (0)));
387
388 pl->ob->roll_stats ();
389 pl->ob->stats.wc = 2;
390 pl->ob->run_away = 25; /* Then we panick... */
391
392 set_first_map (pl->ob);
379 393
380 return pl; 394 return pl;
381} 395}
382 396
383/* 397/*
386 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
387 */ 401 */
388archetype * 402archetype *
389get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
390{ 404{
391 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
392 406
393 for (;;) 407 for (;;)
394 { 408 {
395 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
396 at = first_archetype; 410 i = archetypes.begin ();
397 else 411 else if (*i == at)
398 at = at->next; 412 cleanup ("not a single player archetype found");
399 413
400 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
401 return at; 415 return *i;
402
403 if (at == start)
404 {
405 LOG (llevError, "No Player archetypes\n");
406 exit (-1);
407 }
408 } 416 }
409} 417}
410 418
411object * 419object *
412get_nearest_player (object *mon) 420get_nearest_player (object *mon)
414 object *op = NULL; 422 object *op = NULL;
415 objectlink *ol; 423 objectlink *ol;
416 unsigned lastdist; 424 unsigned lastdist;
417 rv_vector rv; 425 rv_vector rv;
418 426
419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
420 { 428 {
421 /* We should not find free objects on this friendly list, but it 429 /* We should not find free objects on this friendly list, but it
422 * does periodically happen. Given that, lets deal with it. 430 * does periodically happen. Given that, lets deal with it.
423 * While unlikely, it is possible the next object on the friendly 431 * While unlikely, it is possible the next object on the friendly
424 * list is also free, so encapsulate this in a while loop. 432 * list is also free, so encapsulate this in a while loop.
428 object *tmp = ol->ob; 436 object *tmp = ol->ob;
429 437
430 /* Can't do much more other than log the fact, because the object 438 /* Can't do much more other than log the fact, because the object
431 * itself will have been cleared. 439 * itself will have been cleared.
432 */ 440 */
433 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 441 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
442 tmp->debug_desc ());
434 ol = ol->next; 443 ol = ol->next;
435 remove_friendly_object (tmp); 444 remove_friendly_object (tmp);
436 if (!ol) 445 if (!ol)
437 return op; 446 return op;
438 } 447 }
527 x = mon->x; 536 x = mon->x;
528 y = mon->y; 537 y = mon->y;
529 m = mon->map; 538 m = mon->map;
530 dir = rv.direction; 539 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 540 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); 541 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
542
533 /* If we can't solve it within the search distance, return now. */ 543 /* If we can't solve it within the search distance, return now. */
534 if (diff > max) 544 if (diff > max)
535 return 0; 545 return 0;
546
536 while (diff > 1 && max > 0) 547 while (diff > 1 && max > 0)
537 { 548 {
538 lastx = x; 549 lastx = x;
539 lasty = y; 550 lasty = y;
540 lastmap = m; 551 lastmap = m;
622 max--; 633 max--;
623 lastdir = dir; 634 lastdir = dir;
624 if (!firstdir) 635 if (!firstdir)
625 firstdir = dir; 636 firstdir = dir;
626 } 637 }
638
627 if (diff <= 1) 639 if (diff <= 1)
628 { 640 {
629 /* Recalculate diff (distance) because we may not have actually 641 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 642 * headed toward player for entire distance.
631 */ 643 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 644 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); 645 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 646 }
647
635 if (diff > max) 648 if (diff > max)
636 return 0; 649 return 0;
637 } 650 }
651
638 /* If we reached the max, didn't find a direction in time */ 652 /* If we reached the max, didn't find a direction in time */
639 if (!max) 653 if (!max)
640 return 0; 654 return 0;
641 655
642 return firstdir; 656 return firstdir;
756roll_stat (void) 770roll_stat (void)
757{ 771{
758 int a[4], i, j, k; 772 int a[4], i, j, k;
759 773
760 for (i = 0; i < 4; i++) 774 for (i = 0; i < 4; i++)
761 a[i] = (int) RANDOM () % 6 + 1; 775 a[i] = (int) rndm (6) + 1;
762 776
763 for (i = 0, j = 0, k = 7; i < 4; i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k) 778 if (a[i] < k)
765 k = a[i], j = i; 779 k = a[i], j = i;
766 780
772} 786}
773 787
774void 788void
775object::roll_stats () 789object::roll_stats ()
776{ 790{
777 int statsort [7]; 791 int statsort [NUM_STATS];
778 792
779 for (;;) 793 for (;;)
780 { 794 {
781 int sum = 0; 795 int sum = 0;
782 for (int i = 7; i--; ) 796 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 797 sum += statsort [i] = roll_stat ();
784 798
785 if (sum >= 82 && sum <= 116) 799 if (sum >= 82 && sum <= 116)
786 break; 800 break;
787 } 801 }
788 802
789 // Sort the stats so that rerolling is easier... 803 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 805
806 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 807 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];
799 808
800 stats.exp = 0; 809 stats.exp = 0;
801 stats.ac = 0; 810 stats.ac = 0;
802 811
803 stats.hp = stats.maxhp; 812 stats.hp = stats.maxhp;
815} 824}
816 825
817void 826void
818object::swap_stats (int a, int b) 827object::swap_stats (int a, int b)
819{ 828{
820 int tmp = get_attr_value (&contr->orig_stats, a); 829 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);
823 830
831 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 832 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;
831 833
832 //TODO: the following code looks so borked and should, at the very least, 834 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats 835 // be merged with the similar code in roll_stats
834 stats.ac = 0; 836 stats.ac = 0;
835 837
847 contr->levsp[1] = 6; 849 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3; 850 contr->levgrace[1] = 3;
849 851
850 contr->orig_stats = stats; 852 contr->orig_stats = stats;
851 } 853 }
854}
855
856static void
857start_info (object *op)
858{
859 char buf[MAX_BUF];
860
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
852} 865}
853 866
854/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
855 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
856 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
857 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
858 * not the class. 871 * not the class.
859 */ 872 */
860int 873void
861key_change_class (object *op, char key) 874player::chargen_race_done ()
862{ 875{
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 */ 876 /* this must before then initial items are given */
870 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
871 878
872 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
873 if (tl) 880 if (tl)
874 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
875 882
876 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
877 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
878 885
879 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
880 887
881 if (op->msg) 888 if (ob->msg)
882 op->msg = NULL; 889 ob->msg = 0;
883 890
884 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
885 * to save here. 892 * to save here.
886 */ 893 */
894 {
895 char buf[MAX_BUF];
887 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
888 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
889 899
890#ifdef AUTOSAVE
891 op->contr->last_save_tick = pticks;
892#endif
893 start_info (op); 900 start_info (ob);
894 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
895 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
896 link_player_skills (op); 903 link_player_skills (ob);
897 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
898 op->update_stats (); 905 ob->update_stats ();
899 906
900 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
901 * is one for this race 908 * is one for this race
902 */ 909 */
903 if (*first_map_ext_path) 910 if (*first_map_ext_path)
904 { 911 {
905 object *tmp; 912 object *tmp;
906 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
907 914
908 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
909 tmp = object::create (); 916 tmp = object::create ();
910 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
911 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
912 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
913 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
914 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
915 * default initial map */ 922 * default initial map */
916 tmp->destroy (); 923 tmp->destroy ();
917 } 924 }
918 else 925 else
919 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
920 928
921 return 0; 929void
922 } 930player::chargen_race_next ()
923 931{
924 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
925 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
926 */ 934 */
927 935
928 tmp_loop = 0; 936 do
929 while (!tmp_loop)
930 { 937 {
931 shstr name = op->name; 938 shstr name = ob->name;
932 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
933 940
934 op->remove_statbonus (); 941 ob->remove_statbonus ();
935 op->remove (); 942 ob->remove ();
936 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
937 op->arch->clone.copy_to (op); 944 ob->arch->copy_to (ob);
938 op->instantiate (); 945 ob->instantiate ();
939 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
940 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
941 op->x = x; 948 ob->x = x;
942 op->y = y; 949 ob->y = y;
943 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
944 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
945 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
946 op->add_statbonus (); 953 ob->add_statbonus ();
947 tmp_loop = allowed_class (op);
948 } 954 }
955 while (!allowed_class (ob));
949 956
950 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
951 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
952 op->update_stats (); 959 ob->update_stats ();
953 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
954 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
955 op->stats.grace = 0; 962 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} 963}
1007 964
1008void 965void
1009flee_player (object *op) 966flee_player (object *op)
1010{ 967{
1057 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1058 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1059 op->enemy = NULL; 1016 op->enemy = NULL;
1060} 1017}
1061 1018
1062
1063/* check_pick sees if there is stuff to be picked up/picks up stuff. 1019/* 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 1020 * It returns 1 if the player should keep on moving, 0 if he should
1065 * stop. 1021 * stop.
1066 */ 1022 */
1067int 1023int
1068check_pick (object *op) 1024check_pick (object *op)
1069{ 1025{
1070 object *tmp, *next; 1026 object *tmp, *next;
1071 int stop = 0; 1027 int stop = 0;
1072 int j, k, wvratio; 1028 int wvratio;
1073 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1074 1030
1075 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1076 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1077 return 1; 1033 return 1;
1078 1034
1146 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1147 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 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)))); 1104 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1149 else 1105 else
1150 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 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)))); 1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1152 1108
1153 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1154 } 1110 }
1155 1111
1156 /* philosophy: 1112 /* philosophy:
1349 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1350 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1351 { 1307 {
1352 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1353 { 1309 {
1354 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1355 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1356 { 1312 {
1357 pick_up (op, tmp); 1313 pick_up (op, tmp);
1358 continue; 1314 continue;
1359 } 1315 }
1360 } 1316 }
1361 1317
1362 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1363 { 1319 {
1364 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1365 { 1321 {
1366 pick_up (op, tmp); 1322 pick_up (op, tmp);
1367 continue; 1323 continue;
1368 } 1324 }
1369 } 1325 }
1394 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1395 { 1351 {
1396 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1397 } 1353 }
1398 else 1354 else
1399 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1400 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1401 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1402#endif 1358#endif
1403 continue; 1359 continue;
1404 } 1360 }
1415 * found object is returned. 1371 * found object is returned.
1416 */ 1372 */
1417object * 1373object *
1418find_arrow (object *op, const char *type) 1374find_arrow (object *op, const char *type)
1419{ 1375{
1420 object *tmp = NULL; 1376 object *tmp = 0;
1421 1377
1422 for (op = op->inv; op; op = op->below) 1378 for (op = op->inv; op; op = op->below)
1423 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1424 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1425 else if (op->type == ARROW && op->race == type) 1381 else if (op->type == ARROW && op->race == type)
1426 return op; 1382 return op;
1383
1427 return tmp; 1384 return tmp;
1428} 1385}
1429 1386
1430/* 1387/*
1431 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1388 * 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 1389 * 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 1390 * 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. 1391 * the hall. Failing that it does it's best to pick the highest plus arrow.
1435 */ 1392 */
1436
1437object * 1393object *
1438find_better_arrow (object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1439{ 1395{
1440 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1441 int attacknum, attacktype, betterby = 0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1474 else 1430 else
1475 { 1431 {
1476 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1477 { 1433 {
1478 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1479 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1480 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1436 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1481 { 1437 {
1482 tmp = arrow; 1438 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1484 } 1440 }
1485 } 1441 }
1486 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1487 { 1443 {
1488 tmp = arrow; 1444 tmp = arrow;
1507 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1508 * op = the shooter 1464 * op = the shooter
1509 * type = bow->race 1465 * type = bow->race
1510 * dir = fire direction 1466 * dir = fire direction
1511 */ 1467 */
1512
1513object * 1468object *
1514pick_arrow_target (object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1515{ 1470{
1516 object *tmp = NULL; 1471 object *tmp = NULL;
1517 maptile *m; 1472 maptile *m;
1582 */ 1537 */
1583int 1538int
1584fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1539fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1585{ 1540{
1586 object *left, *bow; 1541 object *left, *bow;
1587 int bowspeed, mflags; 1542 int mflags;
1588 maptile *m; 1543 maptile *m;
1589 1544
1590 if (!dir) 1545 if (!dir)
1591 { 1546 {
1592 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1547 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1593 return 0; 1548 return 0;
1594 } 1549 }
1595 1550
1596 if (op->type == PLAYER) 1551 if (op->contr)
1597 bow = op->contr->ranges[range_bow]; 1552 bow = op->current_weapon;
1598 else 1553 else
1599 { 1554 {
1600 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1601 /* Don't check for applied - monsters don't apply bows - in that way, they 1556 /* 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. 1557 * don't need to switch back and forth between bows and weapons.
1607 if (!bow) 1562 if (!bow)
1608 { 1563 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1565 return 0;
1611 } 1566 }
1567
1568 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below)
1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1612 } 1575 }
1613 1576
1614 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1615 { 1578 {
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1617 return 0; 1580 return 0;
1618 } 1581 }
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 1582
1629 if (arrow == NULL) 1583 if (arrow == NULL)
1630 { 1584 {
1631 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1632 { 1586 {
1633 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1634 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1588 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 */ 1589 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1636 else 1590 else
1637 CLEAR_FLAG (op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1638 return 0; 1593 return 0;
1639 } 1594 }
1640 } 1595 }
1641 1596
1642 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1666 1621
1667 arrow->set_owner (op); 1622 arrow->set_owner (op);
1668 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1669 arrow->direction = dir; 1624 arrow->direction = dir;
1670 1625
1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1627 arrow->stats.hp = arrow->stats.dam;
1628 arrow->stats.grace = arrow->attacktype;
1629
1630 if (arrow->slaying)
1631 arrow->spellarg = strdup (arrow->slaying);
1632
1633#if 0
1634 if (player *pl = op->contr)
1635 {
1636 float speed = pl->weapon_sp;
1637
1638 /* penalize ROF for bestarrow */
1639 if (pl->bowtype == bow_bestarrow)
1640 speed *= .9f;
1641 else
1642 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1643
1644 op->speed_left += speed - op->speed;
1645 }
1646#endif
1647
1648 SET_ANIMATION (arrow, arrow->direction);
1649
1650 /* update the speed */
1651 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1652 + bow->stats.dam / 7.f;
1653
1654 arrow->set_speed (max (arrow->speed, 2.f));
1655 arrow->speed_left = 0;
1656
1657 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1658
1671 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1672 { 1660 {
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; 1661 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1662 wc -= dex_bonus[op->stats.Dex];
1663
1664 if (!arrow->slaying)
1665 arrow->slaying = op->slaying;
1666
1667 arrow->attacktype |= op->attacktype;
1704 } 1668 }
1705 else 1669 else
1706 { 1670 {
1707 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1708 arrow->level = op->level; 1671 arrow->level = op->level;
1709 } 1672 arrow->stats.wc -= bow->magic;
1710 1673
1711 if (arrow->attacktype == AT_PHYSICAL) 1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1712 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1678 }
1713 1679
1714 if (bow->slaying) 1680 wc -= arrow->level;
1715 arrow->slaying = bow->slaying; 1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1716 1682
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1717 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1686
1720 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1721 m->insert (arrow, sx, sy, op); 1688 m->insert (arrow, sx, sy, op);
1746{ 1713{
1747 int ret = 0, wcmod = 0; 1714 int ret = 0, wcmod = 0;
1748 1715
1749 if (op->contr->bowtype == bow_bestarrow) 1716 if (op->contr->bowtype == bow_bestarrow)
1750 { 1717 {
1751 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1718 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1752 } 1719 }
1753 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1720 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1754 { 1721 {
1755 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1756 wcmod = -1; 1723 wcmod = -1;
1724
1757 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1758 } 1726 }
1759 else if (op->contr->bowtype == bow_threewide) 1727 else if (op->contr->bowtype == bow_threewide)
1760 { 1728 {
1761 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1765 else if (op->contr->bowtype == bow_spreadshot) 1733 else if (op->contr->bowtype == bow_spreadshot)
1766 { 1734 {
1767 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1735 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); 1736 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); 1737 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1770
1771 } 1738 }
1772 else 1739 else
1773 { 1740 {
1774 /* Simple case */ 1741 /* Simple case */
1775 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1776 } 1743 }
1744
1777 return ret; 1745 return ret;
1778} 1746}
1779
1780 1747
1781/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
1782 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
1783 */ 1750 */
1784void 1751void
1785fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
1786{ 1753{
1787 object *item; 1754 object *item = op->contr->ranged_ob;
1788 1755
1789 if (!op->contr->ranges[range_misc]) 1756 if (!item)
1790 { 1757 {
1791 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1758 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1792 return; 1759 return;
1793 } 1760 }
1794 1761
1795 item = op->contr->ranges[range_misc];
1796 if (!item->inv) 1762 if (!item->inv)
1797 { 1763 {
1798 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1765 return;
1800 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
1801 if (item->type == WAND) 1771 if (item->type == WAND)
1802 { 1772 {
1803 if (item->stats.food <= 0) 1773 if (item->stats.food <= 0)
1804 { 1774 {
1805 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1775 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)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777
1807 return; 1778 return;
1808 } 1779 }
1809 } 1780 }
1810 else if (item->type == ROD || item->type == HORN) 1781 else if (item->type == ROD || item->type == HORN)
1811 { 1782 {
1812 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1813 { 1784 {
1814 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
1815 if (item->type == ROD) 1787 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)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1817 else 1789 else
1818 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1791
1819 return; 1792 return;
1820 } 1793 }
1821 } 1794 }
1822 1795
1823 if (cast_spell (op, item, dir, item->inv, NULL)) 1796 if (cast_spell (op, item, dir, item->inv, NULL))
1830 object *tmp; 1803 object *tmp;
1831 1804
1832 if (item->arch) 1805 if (item->arch)
1833 { 1806 {
1834 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
1835 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
1836 item->set_speed (0); 1809 item->set_speed (0);
1837 } 1810 }
1838 1811
1839 if ((tmp = item->in_player ())) 1812 if ((tmp = item->in_player ()))
1840 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
1845 } 1818 }
1846} 1819}
1847 1820
1848/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
1849 */ 1822 */
1850void 1823bool
1851fire (object *op, int dir) 1824fire (object *op, int dir)
1852{ 1825{
1853 int spellcost = 0; 1826 int spellcost = 0;
1854 1827
1855 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
1856 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
1857 make_visible (op); 1830 make_visible (op);
1858 1831
1859 switch (op->contr->shoottype) 1832 player *pl = op->contr;
1833
1834 if (pl->golem)
1835 {
1836 control_golem (op->contr->golem, dir);
1837 return false;
1860 { 1838 }
1861 case range_none:
1862 return;
1863 1839
1864 case range_bow: 1840 object *ob = pl->ranged_ob;
1841
1842 if (!ob)
1843 return false;
1844
1845 if (!op->change_weapon (ob))
1846 return false;
1847
1848 if (op->speed_left > 0.f)
1849 --op->speed_left;
1850 else
1851 return false;
1852
1853 switch (ob->type)
1854 {
1855 case BOW:
1865 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
1866 return; 1857 break;
1867 1858
1868 case range_magic: /* Casting spells */ 1859 case SPELL:
1869 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1870 return; 1861 break;
1871 1862
1872 case range_misc: 1863 case BUILDER:
1864 apply_map_builder (op, dir);
1865 break;
1866
1867 case SKILL:
1868 do_skill (op, op, ob, dir, 0);
1869 break;
1870
1871 default:
1873 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
1874 return; 1873 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 } 1874 }
1902}
1903 1875
1904 1876 return true;
1877}
1905 1878
1906/* find_key 1879/* find_key
1907 * We try to find a key for the door as passed. If we find a key 1880 * 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 1881 * and successfully use it, we return the key, otherwise NULL
1909 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
1911 * pl is the player, 1884 * pl is the player,
1912 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
1913 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
1914 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
1915 */ 1888 */
1916
1917object * 1889object *
1918find_key (object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
1919{ 1891{
1920 object *tmp, *key; 1892 object *tmp, *key;
1921 1893
1922 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
1923 if (container->inv == NULL) 1895 if (!container->inv)
1924 return NULL; 1896 return 0;
1925 1897
1926 /* First, lets try to find a key in the top level inventory */ 1898 /* First, lets try to find a key in the top level inventory */
1927 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
1928 { 1900 {
1929 if (door->type == DOOR && tmp->type == KEY) 1901 if (door->type == DOOR && tmp->type == KEY)
1930 break; 1902 break;
1931 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
1932 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
1933 */ 1905 */
1934 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1935 break; 1907 break;
1936 } 1908 }
1909
1937 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
1938 /* If we find and use a key in an inventory, return at that time. 1911 /* 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 1912 * otherwise, if we search all the inventories and still don't find
1940 * a key, return 1913 * a key, return
1941 */ 1914 */
1942 if (!tmp) 1915 if (!tmp)
1943 { 1916 {
1944 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
1945 { 1918 {
1946 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
1947 if (tmp->type == CONTAINER && tmp->inv) 1920 if (tmp->type == CONTAINER && tmp->inv)
1948 { 1921 {
1949 if ((key = find_key (pl, tmp, door)) != NULL) 1922 if ((key = find_key (pl, tmp, door)))
1950 return key; 1923 return key;
1951 } 1924 }
1952 } 1925 }
1926
1953 if (!tmp) 1927 if (!tmp)
1954 return NULL; 1928 return NULL;
1955 } 1929 }
1930
1956 /* We get down here if we have found a key. Now if its in a container, 1931 /* 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 1932 * see if we actually want to use it
1958 */ 1933 */
1959 if (pl != container) 1934 if (pl != container)
1960 { 1935 {
1981 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1956 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)); 1957 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1983 return NULL; 1958 return NULL;
1984 } 1959 }
1985 } 1960 }
1961
1986 return tmp; 1962 return tmp;
1987} 1963}
1988 1964
1989/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
1990 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
1992 * 0 otherwise 1968 * 0 otherwise
1993 */ 1969 */
1994static int 1970static int
1995player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
1996{ 1972{
1997 /* If its a door, try to find a use a key. If we do destroy the door, 1973 /* 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 - 1974 * might as well return immediately as there is nothing more to do -
1999 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
2000 */ 1976 */
2001 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
2002 1978
2003 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
2004 if (key) 1980 if (key)
2005 { 1981 {
2006 object *container = key->env; 1982 object *container = key->env;
2007 1983
2008 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
2009 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2010 make_visible (op); 1987 make_visible (op);
1988
2011 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2012 spring_trap (door->inv, op); 1990 spring_trap (door->inv, op);
1991
2013 if (door->type == DOOR) 1992 if (door->type == DOOR)
2014 {
2015 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2016 }
2017 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
2018 { 1995 {
2019 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1996 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 ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
2021 } 1998 }
1999
2022 /* Do this after we print the message */ 2000 /* Do this after we print the message */
2023 decrease_ob (key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2024 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2025 if (container != op) 2003 if (container != op)
2026 esrv_update_item (UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2027 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2028 } 2007 }
2029 else if (door->type == LOCKED_DOOR) 2008 else if (door->type == LOCKED_DOOR)
2030 { 2009 {
2031 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2032 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2033 return 1; 2012 return 1;
2034 } 2013 }
2014
2035 return 0; 2015 return 0;
2036} 2016}
2037 2017
2038/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2039 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2040 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2041 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2042 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2043 */ 2023 */
2044void 2024bool
2045move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2046{ 2026{
2047 object *tmp, *mon;
2048 sint16 nx, ny;
2049 int on_battleground; 2027 int on_battleground;
2050 maptile *m;
2051 2028
2052 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2053 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2054 2031
2055 on_battleground = op_on_battleground (op, 0, 0); 2032 on_battleground = op_on_battleground (op, 0, 0);
2033
2034 if (out_of_map (op->map, nx, ny))
2035 return false;
2036
2037 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2038 {
2039 --op->speed_left;
2040 return true;
2041 }
2056 2042
2057 /* If braced, or can't move to the square, and it is not out of the 2043 /* 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 2044 * 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 2045 * 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 2046 * 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 2047 * 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 2048 * 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 2049 * quite a bit of processing. However, it probably is less than what
2064 * move_ob uses. 2050 * move_ob uses.
2065 */ 2051 */
2066 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2052 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 2053
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 2054 /* 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. 2055 * 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 2056 * if its a door or barrel (can roll) see if there may be monsters
2087 * on the space 2057 * on the space
2088 */ 2058 */
2089 while (tmp) 2059 object *mon;
2090 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2091 if (tmp == op) 2061 {
2092 { 2062 if ((mon->flag [FLAG_ALIVE]
2093 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2094 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2095 }
2096
2097 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2098 {
2099 mon = tmp; 2065 && mon != op)
2100 break; 2066 break;
2101 } 2067 }
2102 2068
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 */ 2069 if (!mon) /* This happens anytime the player tries to move */
2110 return; /* into a wall */ 2070 return false; /* into a wall */
2111 2071
2112 if (mon->head)
2113 mon = mon->head; 2072 mon = mon->head_ ();
2114 2073
2115 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (op->contr->weapon_sp_left > 0.f)
2116 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2117 return; 2079 return true;
2080 }
2118 2081
2119 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2120 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2121 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2122 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2123 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2124 * and thus will not push them. 2087 * and thus will not push them.
2125 */ 2088 */
2126 2089
2127 /* If the creature is a pet, push it even if the player is not 2090 /* 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 2091 * peaceful. Our assumption is the creature is a pet if the
2129 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2130 */ 2093 */
2131 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2132#if COZY_SERVER
2133 &&
2134 ((mon->owner && mon->owner->contr 2095 && ((mon->owner && mon->owner->contr
2135 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2136#else
2137 && mon->owner == op 2097 || mon->owner == op)
2138#endif
2139 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2140 { 2099 {
2141 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2142 if (op->contr->braced) 2101 if (op->contr->braced)
2143 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2144 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2145 (void) push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2146 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op); 2112 make_visible (op);
2113
2148 return; 2114 return true;
2149 } 2115 }
2116 else
2117 return false;
2118 }
2150 2119
2151 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2152 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2153 * someone, but put it inside this loop so that you won't 2122 * someone, but put it inside this loop so that you won't
2154 * attack them either. 2123 * attack them either.
2155 */ 2124 */
2156 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2157 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2126 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2158#ifdef PROHIBIT_PLAYERKILL
2159 (op->contr->peaceful 2127 && ((op->contr->peaceful
2160 || (mon->type == PLAYER 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2161 && mon->contr->
2162 peaceful)) &&
2163#else
2164 op->contr->peaceful &&
2165#endif
2166 !on_battleground)) 2129 && !on_battleground))
2130 {
2131 if (op->speed_left > 0.f)
2167 { 2132 {
2133 --op->speed_left;
2134
2168 if (!op->contr->braced) 2135 if (!op->contr->braced)
2169 { 2136 {
2170 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2171 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2172 } 2139 }
2173 else 2140 else
2174 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2175 2142
2176 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2177 make_visible (op); 2144 make_visible (op);
2178 }
2179 2145
2146 return true;
2147 }
2148 }
2180 /* If the object is a boulder or other rollable object, then 2149 /* 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. 2150 * roll it if not braced. You can't roll it if you are braced.
2182 */ 2151 */
2183 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2153 {
2154 if (op->speed_left > 0.f)
2184 { 2155 {
2156 --op->speed_left;
2157
2185 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2186 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2187 make_visible (op); 2160 make_visible (op);
2188 }
2189 2161
2162 return true;
2163 }
2164 }
2190 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2191 * Way it works is like this: First, it must have some hit points 2166 * 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: 2167 * 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 2168 * 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. 2169 * that party_number -1 is no party, so attacks can still happen.
2195 */ 2170 */
2196
2197 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 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))) 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2199 { 2173 {
2200 2174 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 { 2175 {
2208 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2209
2210 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2211 }
2212 2177
2213 skill_attack (mon, op, 0, 0, 0); 2178 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 2179
2229 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2230 make_visible (op); 2181 make_visible (op);
2231 }
2232 } /* if player should attack something */
2233}
2234 2182
2235int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2236move_player (object *op, int dir) 2191move_player (object *op, int dir)
2237{ 2192{
2238 int pick; 2193 int pick;
2239 2194
2240 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2241 return 0; 2196 return 0;
2242 2197
2243 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2244 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2245 { 2200 {
2246 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2247 return 0; 2202 return 0;
2248 } 2203 }
2249 2204
2250 /* peterm: added following line */ 2205 /* peterm: added following line */
2251 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2252 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2253 2208
2254 op->facing = dir; 2209 op->facing = dir;
2255 2210
2256 if (op->hide) 2211 if (op->hide)
2257 do_hidden_move (op); 2212 do_hidden_move (op);
2258 2213
2214 bool retval;
2215
2259 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2260 /*nop */ ; 2217 retval = RESULT_INT (0);
2261 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2262 fire (op, dir); 2219 retval = fire (op, dir);
2263 else 2220 else
2264 { 2221 {
2265 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2266 pick = check_pick (op); 2223 pick = check_pick (op);
2267 } 2224 }
2268 2225
2269 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2270 * server can handle repeat firing. 2227 * server can handle repeat firing.
2277 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2278 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2279 * for players. 2236 * for players.
2280 */ 2237 */
2281 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2282 return 0; 2239
2240 return retval;
2283} 2241}
2284 2242
2285/* This is similar to handle_player, below, but is only used by the 2243/* This is similar to handle_player, below, but is only used by the
2286 * new client/server stuff. 2244 * new client/server stuff.
2287 * This is sort of special, in that the new client/server actually uses 2245 * This is sort of special, in that the new client/server actually uses
2288 * the new speed values for commands. 2246 * the new speed values for commands.
2289 * 2247 *
2290 * Returns true if there are more actions we can do. 2248 * Returns true if there are more actions we can do. Should not do
2249 * many actions in a row, as that would be too unfair to other
2250 * players.
2291 */ 2251 */
2292int 2252bool
2293handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2294{ 2254{
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)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2316 { 2256 {
2317 flee_player (op); 2257 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 { 2258 {
2321 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2322 return 0; 2262 return true;
2323 } 2263 }
2264 else
2265 return false;
2324 } 2266 }
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 2267
2334 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2335 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2336 * called, so we recheck it here. 2270 * called, so we recheck it here.
2337 */ 2271 */
2338 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2272 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; 2273 return true;
2344 2274
2345 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 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); 2276 return move_player (op, op->direction);
2355 if (op->speed_left > 0)
2356 return 1;
2357 else
2358 return 0;
2359 }
2360 2277
2361 return 0; 2278 return false;
2362} 2279}
2363 2280
2364int 2281int
2365save_life (object *op) 2282save_life (object *op)
2366{ 2283{
2401 * from. 2318 * from.
2402 */ 2319 */
2403void 2320void
2404remove_unpaid_objects (object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2405{ 2322{
2406 object *next;
2407
2408 while (op) 2323 while (op)
2409 { 2324 {
2410 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2411 2326
2412 if (QUERY_FLAG (op, FLAG_UNPAID)) 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2478 int rate_grace = 2000; 2393 int rate_grace = 2000;
2479 const int max_hp = 1; 2394 const int max_hp = 1;
2480 const int max_sp = 1; 2395 const int max_sp = 1;
2481 const int max_grace = 1; 2396 const int max_grace = 1;
2482 2397
2483 if (op->contr->outputs_sync) 2398 if (op->contr->hidden)
2399 {
2400 op->invisible = 1000;
2401 /* the socket code flashes the player visible/invisible
2402 * depending on the value of invisible, so we need to
2403 * alternate it here for it to work correctly.
2404 */
2405 if (pticks & 2)
2406 op->invisible--;
2484 { 2407 }
2485 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2408 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) 2409 {
2487 flush_output_element (op, &op->contr->outputs[i]); 2410 if (!op->invisible--)
2411 {
2412 make_visible (op);
2413 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2414 }
2488 } 2415 }
2489 2416
2490 if (op->contr->ns->state == ST_PLAYING) 2417 if (op->contr->ns->state == ST_PLAYING)
2491 { 2418 {
2492 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2514 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2515 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2516 } 2443 }
2517 2444
2518 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2519 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2446 if (!op->contr->golem && --op->last_sp < 0)
2520 { 2447 {
2521 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2448 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) 2449 if (op->stats.sp < op->stats.maxsp)
2523 { 2450 {
2524 op->stats.sp++; 2451 op->stats.sp++;
2622 } 2549 }
2623 2550
2624 /* Digestion */ 2551 /* Digestion */
2625 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2626 { 2553 {
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; 2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2632#endif
2633 2555
2634 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2635 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2636 else 2558 else
2637 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2742 tmp->name = buf; 2664 tmp->name = buf;
2743 sprintf (buf, " This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
2744 " the %s, when he was defeated at\n level %d by %s.\n", 2666 " 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); 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2746 tmp->msg = buf; 2668 tmp->msg = buf;
2747 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2669 tmp->value = 0, tmp->type = 0;
2748 tmp->materialname = NULL; 2670 tmp->materialname = "organics";
2749 op->insert_at (tmp, op); 2671 tmp->insert_at (op, tmp);
2750 } 2672 }
2751 2673
2752 /* teleport defeated player to new destination */ 2674 /* teleport defeated player to new destination */
2753 transfer_ob (op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
2754 op->contr->braced = 0; 2676 op->contr->braced = 0;
2759 2681
2760 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
2761 2683
2762 if (op->stats.food < 0) 2684 if (op->stats.food < 0)
2763 { 2685 {
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); 2686 sprintf (buf, "%s starved to death.", &op->name);
2772 strcpy (op->contr->killer, "starvation"); 2687 strcpy (op->contr->killer, "starvation");
2773 } 2688 }
2774 else 2689 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); 2690 sprintf (buf, "%s died.", &op->name);
2784 }
2785 2691
2786 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2787 2693
2788 /* save the map location for corpse, gravestone */ 2694 /* save the map location for corpse, gravestone */
2789 x = op->x; 2695 x = op->x;
2965 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
2966 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2967 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2968 2874
2969 /* 2875 /*
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 2876 * Check to see if the player has any unpaid items. If so, remove them
2972 * in the map. 2877 * and put them back in the map.
2973 */ 2878 */
2974
2975 if (is_in_shop (op))
2976 remove_unpaid_objects (op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
2977 2880
2978 /****************************************/ 2881 /****************************************/
2979 /* */ 2882 /* */
2980 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
2981 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
2982 /* */ 2885 /* */
2983 /****************************************/ 2886 /****************************************/
2984 2887
2985 enter_player_savebed (op); 2888 enter_player_savebed (op);
2986 2889
2987 /* Save the player before inserting the force to reduce
2988 * chance of abuse.
2989 */
2990 op->contr->braced = 0; 2890 op->contr->braced = 0;
2991 op->contr->save ();
2992 2891
2993 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
2994 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
2995 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
2996 * on the space that might harm the player. 2895 * on the space that might harm the player.
3005 object *force; 2904 object *force;
3006 int at; 2905 int at;
3007 2906
3008 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
3009 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
3010 force->speed = 0.1; 2909 force->speed = 0.1f;
3011 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
3012 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
3013 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
3014 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
3015 force->resist[at] = 100; 2914 force->resist[at] = 100;
3016 2915
3025void 2924void
3026loot_object (object *op) 2925loot_object (object *op)
3027{ /* Grab and destroy some treasure */ 2926{ /* Grab and destroy some treasure */
3028 object *tmp, *tmp2, *next; 2927 object *tmp, *tmp2, *next;
3029 2928
3030 if (op->container) 2929 op->close_container (); /* close open sack first */
3031 esrv_apply_container (op, op->container); /* close open sack first */
3032 2930
3033 for (tmp = op->inv; tmp; tmp = next) 2931 for (tmp = op->inv; tmp; tmp = next)
3034 { 2932 {
3035 next = tmp->below; 2933 next = tmp->below;
3036 2934
3037 if (tmp->invisible) 2935 if (tmp->invisible)
3038 continue; 2936 continue;
3039 2937
3040 tmp->remove (); 2938 tmp->remove ();
3041 tmp->x = op->x, tmp->y = op->y; 2939 tmp->x = op->x, tmp->y = op->y;
2940
3042 if (tmp->type == CONTAINER) 2941 if (tmp->type == CONTAINER)
3043 { /* empty container to ground */ 2942 loot_object (tmp); /* empty container to ground */
3044 loot_object (tmp); 2943
3045 }
3046 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3047 { 2945 {
3048 if (tmp->nrof > 1) 2946 if (tmp->nrof > 1)
3049 { 2947 {
3050 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3051 tmp2->destroy (); 2949 tmp2->destroy ();
3062/* 2960/*
3063 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3064 * what needs to be fixed. Refresh windows and fix speed if anything 2962 * what needs to be fixed. Refresh windows and fix speed if anything
3065 * was changed. 2963 * was changed.
3066 */ 2964 */
3067
3068void 2965void
3069fix_weight (void) 2966fix_weight (void)
3070{ 2967{
3071 for_all_players (pl) 2968 for_all_players (pl)
3072 { 2969 {
3132 if (op->type == PLAYER) 3029 if (op->type == PLAYER)
3133 { 3030 {
3134 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3135 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3136 } 3033 }
3034
3137 update_object (op, UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3138} 3036}
3139 3037
3140int 3038int
3141is_true_undead (object *op) 3039is_true_undead (object *op)
3142{ 3040{
3143 object *tmp = NULL;
3144
3145 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3146 return 1; 3042 return 1;
3147 3043
3148 return 0; 3044 return 0;
3149} 3045}
3150 3046
3194/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3195 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3196 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3197 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3198 */ 3094 */
3199
3200void 3095void
3201do_hidden_move (object *op) 3096do_hidden_move (object *op)
3202{ 3097{
3203 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3204 object *skop; 3099 object *skop;
3208 3103
3209 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3210 3105
3211 /* its *extremely* hard to run and sneak/hide at the same time! */ 3106 /* its *extremely* hard to run and sneak/hide at the same time! */
3212 if (op->type == PLAYER && op->contr->run_on) 3107 if (op->type == PLAYER && op->contr->run_on)
3213 {
3214 if (!skop || num >= skop->level) 3108 if (!skop || num >= skop->level)
3215 { 3109 {
3216 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3110 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3217 make_visible (op); 3111 make_visible (op);
3218 return; 3112 return;
3219 } 3113 }
3220 else 3114 else
3221 num += 20; 3115 num += 20;
3222 } 3116
3223 num += op->map->difficulty; 3117 num += op->map->difficulty;
3224 hide = hideability (op); /* modify by terrain hidden level */ 3118 hide = hideability (op); /* modify by terrain hidden level */
3225 num -= hide; 3119 num -= hide;
3120
3226 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3227 { 3122 {
3228 make_visible (op); 3123 make_visible (op);
3229 if (op->type == PLAYER) 3124 if (op->type == PLAYER)
3230 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3231 } 3126 }
3232 else if (op->type == PLAYER && skop) 3127 else if (op->type == PLAYER && skop)
3233 {
3234 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3235 }
3236} 3129}
3237 3130
3238/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3239 3132
3240int 3133int
3307 if (pl->type != PLAYER) 3200 if (pl->type != PLAYER)
3308 { 3201 {
3309 LOG (llevError, "player_can_view() called for non-player object\n"); 3202 LOG (llevError, "player_can_view() called for non-player object\n");
3310 return -1; 3203 return -1;
3311 } 3204 }
3205
3312 if (!pl || !op) 3206 if (!pl || !op)
3313 return 0; 3207 return 0;
3314 3208
3315 if (op->head)
3316 {
3317 op = op->head; 3209 op = op->head_ ();
3318 } 3210
3319 get_rangevector (pl, op, &rv, 0x1); 3211 get_rangevector (pl, op, &rv, 0x1);
3320 3212
3321 /* starting with the 'head' part, lets loop 3213 /* starting with the 'head' part, lets loop
3322 * through the object and find if it has any 3214 * through the object and find if it has any
3323 * part that is in the los array but isnt on 3215 * part that is in the los array but isnt on
3324 * a blocked los square. 3216 * a blocked los square.
3325 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3326 */ 3218 */
3327 while (op) 3219 while (op)
3328 { 3220 {
3329 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3330 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3331 3223
3332 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3333 * code, so we need to restrict ourselves to that range of values 3225 * code, so we need to restrict ourselves to that range of values
3334 * for any meaningful values. 3226 * for any meaningful values.
3335 */ 3227 */
3440 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3441 int i = 0, j = 0; 3333 int i = 0, j = 0;
3442 3334
3443 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3444 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3445 trlist = find_treasurelist ("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3446 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3447 trlist = find_treasurelist ("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3448 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3449 trlist = find_treasurelist ("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3450 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3451 trlist = find_treasurelist ("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3452 3344
3453 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3454 return; 3346 return;
3455 3347
3456 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3457 3349
3458 if (tr == NULL || tr->item == NULL) 3350 if (!tr || !tr->item)
3459 { 3351 {
3460 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3352 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3461 return; 3353 return;
3462 } 3354 }
3463 3355
3464 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3465 item = &(tr->item->clone); 3357 item = tr->item;
3466 3358
3467 if (item->type == SPELL) 3359 if (item->type == SPELL)
3468 { 3360 {
3469 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3470 return; 3362 return;
3530 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3531 object *skin; 3423 object *skin;
3532 3424
3533 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3534 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3535 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3536 ; 3428 ;
3537 3429
3538 if (!skin) 3430 if (!skin)
3539 return; 3431 return;
3540 3432
3588 * not readied. 3480 * not readied.
3589 */ 3481 */
3590void 3482void
3591player_unready_range_ob (player *pl, object *ob) 3483player_unready_range_ob (player *pl, object *ob)
3592{ 3484{
3593 rangetype i; 3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3594 3487
3595 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->combat_ob == ob)
3596 { 3489 pl->combat_ob = 0;
3490
3597 if (pl->ranges[i] == ob) 3491 if (pl->ranged_ob == ob)
3598 { 3492 pl->ranged_ob = 0;
3599 pl->ranges[i] = NULL;
3600 if (pl->shoottype == i)
3601 {
3602 pl->shoottype = range_none;
3603 }
3604 }
3605 }
3606} 3493}
3494
3495sint8
3496player::visibility_at (maptile *map, int x, int y) const
3497{
3498 if (!ns)
3499 return 0;
3500
3501 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0;
3504
3505 x += dx - ns->current_x + ns->mapx / 2;
3506 y += dy - ns->current_y + ns->mapy / 2;
3507
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y];
3512}

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