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Comparing deliantra/server/server/player.C (file contents):
Revision 1.73 by root, Wed Dec 27 18:09:49 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!");
234 246
235 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
236 248
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);
237 ob->update_stats (); 274 ob->update_stats ();
275
238 ns->floorbox_update (); 276 ns->floorbox_update ();
239
240 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
241 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
242 279
243 enter_exit (ob, 0); 280 activate ();
244 281
245 send_rules (ob); 282 send_rules (ob);
246 send_news (ob); 283 send_news (ob);
247 display_motd (ob); 284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
248 INVOKE_PLAYER (LOGIN, this); 287 INVOKE_PLAYER (LOGIN, this);
249} 288}
250 289
251void 290void
252player::disconnect () 291player::disconnect ()
253{ 292{
254 //TODO: don't be so harsh and destroy :)
255 if (ns) 293 if (ns)
256 { 294 {
257 if (enable_save) 295 if (active)
258 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
259 297
260 client *ns = this->ns; 298 INVOKE_PLAYER (DISCONNECT, this);
261 ns->send_packet ("goodbye"); 299
262 ns->flush (); 300 ns->reset_stats ();
263 ns->pl = 0; 301 ns->pl = 0;
264 this->ns = 0; 302 ns = 0;
265
266 ns->destroy ();
267 destroy ();
268 } 303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 observe = ob;
309
310 deactivate ();
269} 311}
270 312
271// the need for this function can be explained 313// the need for this function can be explained
272// by load_object not returning the object 314// by load_object not returning the object
273void 315void
274player::set_object (object *op) 316player::set_object (object *op)
275{ 317{
276 ob = op; 318 ob = observe = op;
277 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
278 320
321 ob->speed = 1.0f;
279 ob->speed_left = 0.5; 322 ob->speed_left = 0.5f;
280 ob->speed = 1.0; 323
281 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
282 ob->stats.wc = 2; 325}
283 ob->run_away = 25; /* Then we panick... */
284 326
285 set_first_map (ob); 327void
286 328player::set_observe (object *op)
287 ob->roll_stats (); 329{
330 observe = op ? op : ob;
331 do_los = 1;
288} 332}
289 333
290player::player () 334player::player ()
291{ 335{
292 /* There are some elements we want initialized to non zero value - 336 /* There are some elements we want initialised to non zero value -
293 * we deal with that below this point. 337 * we deal with that below this point.
294 */ 338 */
295 outputs_sync = 16; /* Every 2 seconds */ 339 outputs_sync = 4;
296 outputs_count = 8; /* Keeps present behaviour */ 340 outputs_count = 4;
297 unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
298 342
299 assign (savebed_map, first_map_path); /* Init. respawn position */ 343 savebed_map = first_map_path; /* Init. respawn position */
300 344
301 gen_sp_armour = 10; 345 gen_sp_armour = 10;
302 last_speed = -1;
303 shoottype = range_none;
304 bowtype = bow_normal; 346 bowtype = bow_normal;
305 petmode = pet_normal; 347 petmode = pet_normal;
306 listening = 10; 348 listening = 10;
307 usekeys = containers; 349 usekeys = containers;
308 last_weapon_sp = -1;
309 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
310 do_los = 1; 351 do_los = 1;
311 352
312 /* we need to clear these to -1 and not zero - otherwise, 353 weapon_sp = 1.0f;
313 * if a player quits and starts a new character, we wont 354 weapon_sp_left = 0.5f;
314 * send new values to the client, as things like exp start
315 * at zero.
316 */
317 for (int i = 0; i < NUM_SKILLS; i++)
318 last_skill_exp[i] = -1;
319
320 for (int i = 0; i < NROFATTACKS; i++)
321 last_resist[i] = -1;
322
323 last_stats.exp = -1;
324 last_weight = (uint32) - 1;
325} 355}
326 356
327void 357void
328player::do_destroy () 358player::do_destroy ()
329{ 359{
330 disconnect (); 360 disconnect ();
331 361
332 save (false);
333 enable_save = false;
334
335 attachable::do_destroy (); 362 attachable::do_destroy ();
336
337 terminate_all_pets (ob);
338
339 if (first_player != this)
340 {
341 player *prev = first_player;
342
343 while (prev && prev->next && prev->next != this)
344 prev = prev->next;
345
346 if (prev->next != this)
347 {
348 LOG (llevError, "Free_player: Can't find previous player.\n");
349 abort ();
350 }
351
352 prev->next = next;
353 }
354 else
355 first_player = next;
356 363
357 if (ob) 364 if (ob)
358 { 365 {
359 ob->destroy_inv (false); 366 ob->destroy_inv (false);
360 ob->destroy (); 367 ob->destroy ();
375player::create () 382player::create ()
376{ 383{
377 player *pl = new player; 384 player *pl = new player;
378 385
379 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);
380 393
381 return pl; 394 return pl;
382} 395}
383 396
384/* 397/*
387 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
388 */ 401 */
389archetype * 402archetype *
390get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
391{ 404{
392 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
393 406
394 for (;;) 407 for (;;)
395 { 408 {
396 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
397 at = first_archetype; 410 i = archetypes.begin ();
398 else 411 else if (*i == at)
399 at = at->next; 412 cleanup ("not a single player archetype found");
400 413
401 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
402 return at; 415 return *i;
403
404 if (at == start)
405 {
406 LOG (llevError, "No Player archetypes\n");
407 exit (-1);
408 }
409 } 416 }
410} 417}
411 418
412object * 419object *
413get_nearest_player (object *mon) 420get_nearest_player (object *mon)
415 object *op = NULL; 422 object *op = NULL;
416 objectlink *ol; 423 objectlink *ol;
417 unsigned lastdist; 424 unsigned lastdist;
418 rv_vector rv; 425 rv_vector rv;
419 426
420 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
421 { 428 {
422 /* 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
423 * does periodically happen. Given that, lets deal with it. 430 * does periodically happen. Given that, lets deal with it.
424 * While unlikely, it is possible the next object on the friendly 431 * While unlikely, it is possible the next object on the friendly
425 * list is also free, so encapsulate this in a while loop. 432 * list is also free, so encapsulate this in a while loop.
429 object *tmp = ol->ob; 436 object *tmp = ol->ob;
430 437
431 /* 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
432 * itself will have been cleared. 439 * itself will have been cleared.
433 */ 440 */
434 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 ());
435 ol = ol->next; 443 ol = ol->next;
436 remove_friendly_object (tmp); 444 remove_friendly_object (tmp);
437 if (!ol) 445 if (!ol)
438 return op; 446 return op;
439 } 447 }
528 x = mon->x; 536 x = mon->x;
529 y = mon->y; 537 y = mon->y;
530 m = mon->map; 538 m = mon->map;
531 dir = rv.direction; 539 dir = rv.direction;
532 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 */
533 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
534 /* 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. */
535 if (diff > max) 544 if (diff > max)
536 return 0; 545 return 0;
546
537 while (diff > 1 && max > 0) 547 while (diff > 1 && max > 0)
538 { 548 {
539 lastx = x; 549 lastx = x;
540 lasty = y; 550 lasty = y;
541 lastmap = m; 551 lastmap = m;
623 max--; 633 max--;
624 lastdir = dir; 634 lastdir = dir;
625 if (!firstdir) 635 if (!firstdir)
626 firstdir = dir; 636 firstdir = dir;
627 } 637 }
638
628 if (diff <= 1) 639 if (diff <= 1)
629 { 640 {
630 /* Recalculate diff (distance) because we may not have actually 641 /* Recalculate diff (distance) because we may not have actually
631 * headed toward player for entire distance. 642 * headed toward player for entire distance.
632 */ 643 */
633 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 644 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
634 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));
635 } 646 }
647
636 if (diff > max) 648 if (diff > max)
637 return 0; 649 return 0;
638 } 650 }
651
639 /* 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 */
640 if (!max) 653 if (!max)
641 return 0; 654 return 0;
642 655
643 return firstdir; 656 return firstdir;
757roll_stat (void) 770roll_stat (void)
758{ 771{
759 int a[4], i, j, k; 772 int a[4], i, j, k;
760 773
761 for (i = 0; i < 4; i++) 774 for (i = 0; i < 4; i++)
762 a[i] = (int) RANDOM () % 6 + 1; 775 a[i] = (int) rndm (6) + 1;
763 776
764 for (i = 0, j = 0, k = 7; i < 4; i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
765 if (a[i] < k) 778 if (a[i] < k)
766 k = a[i], j = i; 779 k = a[i], j = i;
767 780
773} 786}
774 787
775void 788void
776object::roll_stats () 789object::roll_stats ()
777{ 790{
778 int statsort [7]; 791 int statsort [NUM_STATS];
779 792
780 for (;;) 793 for (;;)
781 { 794 {
782 int sum = 0; 795 int sum = 0;
783 for (int i = 7; i--; ) 796 for (int i = NUM_STATS; i--; )
784 sum += statsort [i] = roll_stat (); 797 sum += statsort [i] = roll_stat ();
785 798
786 if (sum >= 82 && sum <= 116) 799 if (sum >= 82 && sum <= 116)
787 break; 800 break;
788 } 801 }
789 802
790 // Sort the stats so that rerolling is easier... 803 // Sort the stats so that rerolling is easier...
791 std::sort (statsort, statsort + 7, std::greater<int>()); 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
792 805
806 for (int i = 0; i < NUM_STATS; ++i)
793 stats.Str = statsort[0]; 807 stats.stat (i) = statsort [i];
794 stats.Dex = statsort[1];
795 stats.Con = statsort[2];
796 stats.Int = statsort[3];
797 stats.Wis = statsort[4];
798 stats.Pow = statsort[5];
799 stats.Cha = statsort[6];
800 808
801 stats.exp = 0; 809 stats.exp = 0;
802 stats.ac = 0; 810 stats.ac = 0;
803 811
804 stats.hp = stats.maxhp; 812 stats.hp = stats.maxhp;
816} 824}
817 825
818void 826void
819object::swap_stats (int a, int b) 827object::swap_stats (int a, int b)
820{ 828{
821 int tmp = get_attr_value (&contr->orig_stats, a); 829 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
822 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
823 set_attr_value (&contr->orig_stats, b, tmp);
824 830
831 for (int i = 0; i < NUM_STATS; ++i)
825 stats.Str = contr->orig_stats.Str; 832 stats.stat (i) = contr->orig_stats.stat (i);
826 stats.Dex = contr->orig_stats.Dex;
827 stats.Con = contr->orig_stats.Con;
828 stats.Int = contr->orig_stats.Int;
829 stats.Wis = contr->orig_stats.Wis;
830 stats.Pow = contr->orig_stats.Pow;
831 stats.Cha = contr->orig_stats.Cha;
832 833
833 //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,
834 // be merged with the similar code in roll_stats 835 // be merged with the similar code in roll_stats
835 stats.ac = 0; 836 stats.ac = 0;
836 837
867 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
868 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
869 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
870 * not the class. 871 * not the class.
871 */ 872 */
872int 873void
873key_change_class (object *op, char key) 874player::chargen_race_done ()
874{ 875{
875 int tmp_loop;
876
877 if (key == 'd' || key == 'D')
878 {
879 char buf[MAX_BUF];
880
881 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
882 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
883 878
884 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
885 if (tl) 880 if (tl)
886 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
887 882
888 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
889 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
890 885
891 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
892 887
893 if (op->msg) 888 if (ob->msg)
894 op->msg = NULL; 889 ob->msg = 0;
895 890
896 /* 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
897 * to save here. 892 * to save here.
898 */ 893 */
894 {
895 char buf[MAX_BUF];
899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
900 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
901 899
902#ifdef AUTOSAVE
903 op->contr->last_save_tick = pticks;
904#endif
905 start_info (op); 900 start_info (ob);
906 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
907 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
908 link_player_skills (op); 903 link_player_skills (ob);
909 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
910 op->update_stats (); 905 ob->update_stats ();
911 906
912 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
913 * is one for this race 908 * is one for this race
914 */ 909 */
915 if (*first_map_ext_path) 910 if (*first_map_ext_path)
916 { 911 {
917 object *tmp; 912 object *tmp;
918 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
919 914
920 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);
921 tmp = object::create (); 916 tmp = object::create ();
922 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
923 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
924 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
925 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;
926 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
927 * default initial map */ 922 * default initial map */
928 tmp->destroy (); 923 tmp->destroy ();
929 } 924 }
930 else 925 else
931 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
932 928
933 return 0; 929void
934 } 930player::chargen_race_next ()
935 931{
936 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
937 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
938 */ 934 */
939 935
940 tmp_loop = 0; 936 do
941 while (!tmp_loop)
942 { 937 {
943 shstr name = op->name; 938 shstr name = ob->name;
944 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
945 940
946 op->remove_statbonus (); 941 ob->remove_statbonus ();
947 op->remove (); 942 ob->remove ();
948 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
949 op->arch->clone.copy_to (op); 944 ob->arch->copy_to (ob);
950 op->instantiate (); 945 ob->instantiate ();
951 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
952 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
953 op->x = x; 948 ob->x = x;
954 op->y = y; 949 ob->y = y;
955 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
956 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
957 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
958 op->add_statbonus (); 953 ob->add_statbonus ();
959 tmp_loop = allowed_class (op);
960 } 954 }
955 while (!allowed_class (ob));
961 956
962 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
963 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
964 op->update_stats (); 959 ob->update_stats ();
965 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
966 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
967 op->stats.grace = 0; 962 ob->stats.grace = 0;
968
969 if (op->msg)
970 new_draw_info (NDI_BLUE, 0, op, op->msg);
971
972 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
973 return 0;
974}
975
976int
977key_confirm_quit (object *op, char key)
978{
979 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
980 {
981 op->contr->ns->state = ST_PLAYING;
982 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
983 return 1;
984 }
985
986 INVOKE_PLAYER (LOGOUT, op->contr);
987 INVOKE_PLAYER (QUIT, op->contr);
988
989 op->contr->enable_save = false;
990
991 terminate_all_pets (op);
992 leave_map (op);
993 op->direction = 0;
994 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
995
996 strcpy (op->contr->killer, "quit");
997 check_score (op);
998 op->contr->party = 0;
999 op->contr->own_title[0] = '\0';
1000
1001 object_ptr ob = op;
1002
1003 /* We need to hunt for any per player unique maps in memory and
1004 * get rid of them. The trailing slash in the path is intentional,
1005 * so that players named 'Ab' won't match against players 'Abe' pathname
1006 */
1007 char buf[MAX_BUF];
1008 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1009
1010 for_all_maps (mp)
1011 if (!strncmp (mp->path, buf, strlen (buf)))
1012 delete_map (mp);
1013
1014 delete_character (ob->name, 1);
1015 ob->contr->destroy ();
1016
1017 return 1;
1018} 963}
1019 964
1020void 965void
1021flee_player (object *op) 966flee_player (object *op)
1022{ 967{
1069 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1070 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1071 op->enemy = NULL; 1016 op->enemy = NULL;
1072} 1017}
1073 1018
1074
1075/* 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.
1076 * 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
1077 * stop. 1021 * stop.
1078 */ 1022 */
1079int 1023int
1080check_pick (object *op) 1024check_pick (object *op)
1081{ 1025{
1082 object *tmp, *next; 1026 object *tmp, *next;
1083 int stop = 0; 1027 int stop = 0;
1084 int j, k, wvratio; 1028 int wvratio;
1085 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1086 1030
1087 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1088 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1089 return 1; 1033 return 1;
1090 1034
1158 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1159 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1160 &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))));
1161 else 1105 else
1162 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1163 &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))));
1164 1108
1165 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1166 } 1110 }
1167 1111
1168 /* philosophy: 1112 /* philosophy:
1361 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1362 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1363 { 1307 {
1364 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1365 { 1309 {
1366 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 &&
1367 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1368 { 1312 {
1369 pick_up (op, tmp); 1313 pick_up (op, tmp);
1370 continue; 1314 continue;
1371 } 1315 }
1372 } 1316 }
1373 1317
1374 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1375 { 1319 {
1376 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)
1377 { 1321 {
1378 pick_up (op, tmp); 1322 pick_up (op, tmp);
1379 continue; 1323 continue;
1380 } 1324 }
1381 } 1325 }
1406 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1407 { 1351 {
1408 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1409 } 1353 }
1410 else 1354 else
1411 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1412 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1413 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))));
1414#endif 1358#endif
1415 continue; 1359 continue;
1416 } 1360 }
1427 * found object is returned. 1371 * found object is returned.
1428 */ 1372 */
1429object * 1373object *
1430find_arrow (object *op, const char *type) 1374find_arrow (object *op, const char *type)
1431{ 1375{
1432 object *tmp = NULL; 1376 object *tmp = 0;
1433 1377
1434 for (op = op->inv; op; op = op->below) 1378 for (op = op->inv; op; op = op->below)
1435 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))
1436 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1437 else if (op->type == ARROW && op->race == type) 1381 else if (op->type == ARROW && op->race == type)
1438 return op; 1382 return op;
1383
1439 return tmp; 1384 return tmp;
1440} 1385}
1441 1386
1442/* 1387/*
1443 * 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
1444 * 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
1445 * 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
1446 * 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.
1447 */ 1392 */
1448
1449object * 1393object *
1450find_better_arrow (object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1451{ 1395{
1452 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1453 int attacknum, attacktype, betterby = 0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1486 else 1430 else
1487 { 1431 {
1488 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1489 { 1433 {
1490 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1491 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1492 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)
1493 { 1437 {
1494 tmp = arrow; 1438 tmp = arrow;
1495 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;
1496 } 1440 }
1497 } 1441 }
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1499 { 1443 {
1500 tmp = arrow; 1444 tmp = arrow;
1519 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1520 * op = the shooter 1464 * op = the shooter
1521 * type = bow->race 1465 * type = bow->race
1522 * dir = fire direction 1466 * dir = fire direction
1523 */ 1467 */
1524
1525object * 1468object *
1526pick_arrow_target (object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1527{ 1470{
1528 object *tmp = NULL; 1471 object *tmp = NULL;
1529 maptile *m; 1472 maptile *m;
1594 */ 1537 */
1595int 1538int
1596fire_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)
1597{ 1540{
1598 object *left, *bow; 1541 object *left, *bow;
1599 int bowspeed, mflags; 1542 int mflags;
1600 maptile *m; 1543 maptile *m;
1601 1544
1602 if (!dir) 1545 if (!dir)
1603 { 1546 {
1604 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!");
1605 return 0; 1548 return 0;
1606 } 1549 }
1607 1550
1608 if (op->type == PLAYER) 1551 if (op->contr)
1609 bow = op->contr->ranges[range_bow]; 1552 bow = op->current_weapon;
1610 else 1553 else
1611 { 1554 {
1612 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1613 /* 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
1614 * 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.
1619 if (!bow) 1562 if (!bow)
1620 { 1563 {
1621 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1622 return 0; 1565 return 0;
1623 } 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
1624 } 1575 }
1625 1576
1626 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1627 { 1578 {
1628 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);
1629 return 0; 1580 return 0;
1630 } 1581 }
1631
1632 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1633
1634 /* penalize ROF for bestarrow */
1635 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1636 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1637
1638 if (bowspeed < 1)
1639 bowspeed = 1;
1640 1582
1641 if (arrow == NULL) 1583 if (arrow == NULL)
1642 { 1584 {
1643 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1644 { 1586 {
1645 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1646 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);
1647 /* 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 */
1648 else 1590 else
1649 CLEAR_FLAG (op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1650 return 0; 1593 return 0;
1651 } 1594 }
1652 } 1595 }
1653 1596
1654 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1678 1621
1679 arrow->set_owner (op); 1622 arrow->set_owner (op);
1680 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1681 arrow->direction = dir; 1624 arrow->direction = dir;
1682 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
1683 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1684 { 1660 {
1685 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1686 op->update_stats ();
1687 }
1688
1689 SET_ANIMATION (arrow, arrow->direction);
1690 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1691 arrow->stats.hp = arrow->stats.dam;
1692 arrow->stats.grace = arrow->attacktype;
1693 if (arrow->slaying != NULL)
1694 arrow->spellarg = strdup (arrow->slaying);
1695
1696 /* Note that this was different for monsters - they got their level
1697 * added to the damage. I think the strength bonus is more proper.
1698 */
1699
1700 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1701
1702 /* update the speed */
1703 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1704 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1705
1706 arrow->set_speed (max (arrow->speed, 1.0));
1707 arrow->speed_left = 0;
1708
1709 if (op->type == PLAYER)
1710 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 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;
1716 } 1668 }
1717 else 1669 else
1718 { 1670 {
1719 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1720 arrow->level = op->level; 1671 arrow->level = op->level;
1721 } 1672 arrow->stats.wc -= bow->magic;
1722 1673
1723 if (arrow->attacktype == AT_PHYSICAL) 1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1724 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1678 }
1725 1679
1726 if (bow->slaying) 1680 wc -= arrow->level;
1727 arrow->slaying = bow->slaying; 1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1728 1682
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1686
1732 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);
1733 m->insert (arrow, sx, sy, op); 1688 m->insert (arrow, sx, sy, op);
1758{ 1713{
1759 int ret = 0, wcmod = 0; 1714 int ret = 0, wcmod = 0;
1760 1715
1761 if (op->contr->bowtype == bow_bestarrow) 1716 if (op->contr->bowtype == bow_bestarrow)
1762 { 1717 {
1763 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);
1764 } 1719 }
1765 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)
1766 { 1721 {
1767 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1768 wcmod = -1; 1723 wcmod = -1;
1724
1769 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);
1770 } 1726 }
1771 else if (op->contr->bowtype == bow_threewide) 1727 else if (op->contr->bowtype == bow_threewide)
1772 { 1728 {
1773 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);
1777 else if (op->contr->bowtype == bow_spreadshot) 1733 else if (op->contr->bowtype == bow_spreadshot)
1778 { 1734 {
1779 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);
1780 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);
1781 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);
1782
1783 } 1738 }
1784 else 1739 else
1785 { 1740 {
1786 /* Simple case */ 1741 /* Simple case */
1787 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);
1788 } 1743 }
1744
1789 return ret; 1745 return ret;
1790} 1746}
1791
1792 1747
1793/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
1794 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
1795 */ 1750 */
1796void 1751void
1797fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
1798{ 1753{
1799 object *item; 1754 object *item = op->contr->ranged_ob;
1800 1755
1801 if (!op->contr->ranges[range_misc]) 1756 if (!item)
1802 { 1757 {
1803 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.");
1804 return; 1759 return;
1805 } 1760 }
1806 1761
1807 item = op->contr->ranges[range_misc];
1808 if (!item->inv) 1762 if (!item->inv)
1809 { 1763 {
1810 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1811 return; 1765 return;
1812 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
1813 if (item->type == WAND) 1771 if (item->type == WAND)
1814 { 1772 {
1815 if (item->stats.food <= 0) 1773 if (item->stats.food <= 0)
1816 { 1774 {
1817 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1818 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777
1819 return; 1778 return;
1820 } 1779 }
1821 } 1780 }
1822 else if (item->type == ROD || item->type == HORN) 1781 else if (item->type == ROD || item->type == HORN)
1823 { 1782 {
1824 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))
1825 { 1784 {
1826 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
1827 if (item->type == ROD) 1787 if (item->type == ROD)
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1829 else 1789 else
1830 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
1831 return; 1792 return;
1832 } 1793 }
1833 } 1794 }
1834 1795
1835 if (cast_spell (op, item, dir, item->inv, NULL)) 1796 if (cast_spell (op, item, dir, item->inv, NULL))
1842 object *tmp; 1803 object *tmp;
1843 1804
1844 if (item->arch) 1805 if (item->arch)
1845 { 1806 {
1846 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
1847 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
1848 item->set_speed (0); 1809 item->set_speed (0);
1849 } 1810 }
1850 1811
1851 if ((tmp = item->in_player ())) 1812 if ((tmp = item->in_player ()))
1852 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
1857 } 1818 }
1858} 1819}
1859 1820
1860/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
1861 */ 1822 */
1862void 1823bool
1863fire (object *op, int dir) 1824fire (object *op, int dir)
1864{ 1825{
1865 int spellcost = 0; 1826 int spellcost = 0;
1866 1827
1867 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
1868 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
1869 make_visible (op); 1830 make_visible (op);
1870 1831
1871 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;
1872 { 1838 }
1873 case range_none:
1874 return;
1875 1839
1876 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:
1877 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
1878 return; 1857 break;
1879 1858
1880 case range_magic: /* Casting spells */ 1859 case SPELL:
1881 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);
1882 return; 1861 break;
1883 1862
1884 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:
1885 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
1886 return; 1873 break;
1887
1888 case range_golem: /* Control summoned monsters from scrolls */
1889 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1890 {
1891 op->contr->ranges[range_golem] = 0;
1892 op->contr->shoottype = range_none;
1893 }
1894 else
1895 control_golem (op->contr->ranges[range_golem], dir);
1896 return;
1897
1898 case range_skill:
1899 if (!op->chosen_skill)
1900 {
1901 if (op->type == PLAYER)
1902 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1903 return;
1904 }
1905 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1906 return;
1907 case range_builder:
1908 apply_map_builder (op, dir);
1909 return;
1910 default:
1911 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1912 return;
1913 } 1874 }
1914}
1915 1875
1916 1876 return true;
1877}
1917 1878
1918/* find_key 1879/* find_key
1919 * 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
1920 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
1921 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
1923 * pl is the player, 1884 * pl is the player,
1924 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
1925 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
1926 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
1927 */ 1888 */
1928
1929object * 1889object *
1930find_key (object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
1931{ 1891{
1932 object *tmp, *key; 1892 object *tmp, *key;
1933 1893
1934 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
1935 if (container->inv == NULL) 1895 if (!container->inv)
1936 return NULL; 1896 return 0;
1937 1897
1938 /* 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 */
1939 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
1940 { 1900 {
1941 if (door->type == DOOR && tmp->type == KEY) 1901 if (door->type == DOOR && tmp->type == KEY)
1942 break; 1902 break;
1943 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
1944 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
1945 */ 1905 */
1946 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1947 break; 1907 break;
1948 } 1908 }
1909
1949 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
1950 /* 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.
1951 * 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
1952 * a key, return 1913 * a key, return
1953 */ 1914 */
1954 if (!tmp) 1915 if (!tmp)
1955 { 1916 {
1956 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
1957 { 1918 {
1958 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
1959 if (tmp->type == CONTAINER && tmp->inv) 1920 if (tmp->type == CONTAINER && tmp->inv)
1960 { 1921 {
1961 if ((key = find_key (pl, tmp, door)) != NULL) 1922 if ((key = find_key (pl, tmp, door)))
1962 return key; 1923 return key;
1963 } 1924 }
1964 } 1925 }
1926
1965 if (!tmp) 1927 if (!tmp)
1966 return NULL; 1928 return NULL;
1967 } 1929 }
1930
1968 /* 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,
1969 * see if we actually want to use it 1932 * see if we actually want to use it
1970 */ 1933 */
1971 if (pl != container) 1934 if (pl != container)
1972 { 1935 {
1993 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1994 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1957 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1995 return NULL; 1958 return NULL;
1996 } 1959 }
1997 } 1960 }
1961
1998 return tmp; 1962 return tmp;
1999} 1963}
2000 1964
2001/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
2002 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
2004 * 0 otherwise 1968 * 0 otherwise
2005 */ 1969 */
2006static int 1970static int
2007player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
2008{ 1972{
2009 /* 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,
2010 * 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 -
2011 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
2012 */ 1976 */
2013 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
2014 1978
2015 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
2016 if (key) 1980 if (key)
2017 { 1981 {
2018 object *container = key->env; 1982 object *container = key->env;
2019 1983
2020 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
2021 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2022 make_visible (op); 1987 make_visible (op);
1988
2023 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2024 spring_trap (door->inv, op); 1990 spring_trap (door->inv, op);
1991
2025 if (door->type == DOOR) 1992 if (door->type == DOOR)
2026 {
2027 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 */
2028 }
2029 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
2030 { 1995 {
2031 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));
2032 remove_door2 (door); /* remove door without violence ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
2033 } 1998 }
1999
2034 /* Do this after we print the message */ 2000 /* Do this after we print the message */
2035 decrease_ob (key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2036 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2037 if (container != op) 2003 if (container != op)
2038 esrv_update_item (UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2039 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2040 } 2007 }
2041 else if (door->type == LOCKED_DOOR) 2008 else if (door->type == LOCKED_DOOR)
2042 { 2009 {
2043 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2044 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2045 return 1; 2012 return 1;
2046 } 2013 }
2014
2047 return 0; 2015 return 0;
2048} 2016}
2049 2017
2050/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2051 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2052 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2053 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2054 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2055 */ 2023 */
2056void 2024bool
2057move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2058{ 2026{
2059 object *tmp, *mon;
2060 sint16 nx, ny;
2061 int on_battleground; 2027 int on_battleground;
2062 maptile *m;
2063 2028
2064 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2065 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2066 2031
2067 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 }
2068 2042
2069 /* 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
2070 * 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
2071 * 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
2072 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2073 * move to some space, it then means that if we are braced, we should 2047 * move to some space, it then means that if we are braced, we should
2074 * do nothing at all. As it is, if we are braced, we go through 2048 * do nothing at all. As it is, if we are braced, we go through
2075 * quite a bit of processing. However, it probably is less than what 2049 * quite a bit of processing. However, it probably is less than what
2076 * move_ob uses. 2050 * move_ob uses.
2077 */ 2051 */
2078 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);
2079 {
2080 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2081 {
2082 m = get_map_from_coord (op->map, &nx, &ny);
2083 if (!m)
2084 return; /* Don't think this should happen */
2085 }
2086 else
2087 m = op->map;
2088 2053
2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2090 {
2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2092 return;
2093 }
2094
2095 mon = 0;
2096 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* Go through all the objects, and find ones of interest. Only stop if
2097 * we find a monster - that is something we know we want to attack. 2055 * we find a monster - that is something we know we want to attack.
2098 * if its a door or barrel (can roll) see if there may be monsters 2056 * if its a door or barrel (can roll) see if there may be monsters
2099 * on the space 2057 * on the space
2100 */ 2058 */
2101 while (tmp) 2059 object *mon;
2102 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2103 if (tmp == op) 2061 {
2104 { 2062 if ((mon->flag [FLAG_ALIVE]
2105 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2106 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2107 }
2108
2109 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2110 {
2111 mon = tmp; 2065 && mon != op)
2112 break; 2066 break;
2113 } 2067 }
2114 2068
2115 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2116 mon = tmp;
2117
2118 tmp = tmp->above;
2119 }
2120
2121 if (!mon) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2122 return; /* into a wall */ 2070 return false; /* into a wall */
2123 2071
2124 if (mon->head)
2125 mon = mon->head; 2072 mon = mon->head_ ();
2126 2073
2127 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)
2128 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2129 return; 2079 return true;
2080 }
2130 2081
2131 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2132 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2133 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2134 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2135 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2136 * and thus will not push them. 2087 * and thus will not push them.
2137 */ 2088 */
2138 2089
2139 /* 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
2140 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2141 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2142 */ 2093 */
2143 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2144#if COZY_SERVER
2145 &&
2146 ((mon->owner && mon->owner->contr 2095 && ((mon->owner && mon->owner->contr
2147 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2148#else
2149 && mon->owner == op 2097 || mon->owner == op)
2150#endif
2151 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2152 { 2099 {
2153 /* 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 */
2154 if (op->contr->braced) 2101 if (op->contr->braced)
2155 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2156 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);
2157 (void) push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2158 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2159 make_visible (op); 2112 make_visible (op);
2113
2160 return; 2114 return true;
2161 } 2115 }
2116 else
2117 return false;
2118 }
2162 2119
2163 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2164 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2165 * 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
2166 * attack them either. 2123 * attack them either.
2167 */ 2124 */
2168 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2169 (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))
2170#ifdef PROHIBIT_PLAYERKILL
2171 (op->contr->peaceful 2127 && ((op->contr->peaceful
2172 || (mon->type == PLAYER 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2173 && mon->contr->
2174 peaceful)) &&
2175#else
2176 op->contr->peaceful &&
2177#endif
2178 !on_battleground)) 2129 && !on_battleground))
2130 {
2131 if (op->speed_left > 0.f)
2179 { 2132 {
2133 --op->speed_left;
2134
2180 if (!op->contr->braced) 2135 if (!op->contr->braced)
2181 { 2136 {
2182 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);
2183 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2184 } 2139 }
2185 else 2140 else
2186 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2187 2142
2188 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2189 make_visible (op); 2144 make_visible (op);
2190 }
2191 2145
2146 return true;
2147 }
2148 }
2192 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2193 * roll it if not braced. You can't roll it if you are braced. 2150 * roll it if not braced. You can't roll it if you are braced.
2194 */ 2151 */
2195 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)
2196 { 2155 {
2156 --op->speed_left;
2157
2197 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2198 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2199 make_visible (op); 2160 make_visible (op);
2200 }
2201 2161
2162 return true;
2163 }
2164 }
2202 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2203 * 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
2204 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2205 * 1) Not a player, 2) A player, but of a different party. Note 2168 * 1) Not a player, 2) A player, but of a different party. Note
2206 * that party_number -1 is no party, so attacks can still happen. 2169 * that party_number -1 is no party, so attacks can still happen.
2207 */ 2170 */
2208
2209 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2210 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2211 { 2173 {
2212 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2213 /* If the player hasn't hit something this tick, and does
2214 * so, give them speed boost based on weapon speed. Doing
2215 * it here is better than process_players2, which basically
2216 * incurred a 1 tick offset.
2217 */
2218 if (!op->contr->has_hit)
2219 { 2175 {
2220 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2221
2222 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2223 }
2224 2177
2225 skill_attack (mon, op, 0, 0, 0); 2178 skill_attack (mon, op, 0, 0, 0);
2226
2227 /* If attacking another player, that player gets automatic
2228 * hitback, and doesn't loose luck either.
2229 * Disable hitback on the battleground or if the target is
2230 * the wiz.
2231 */
2232 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2233 {
2234 short luck = mon->stats.luck;
2235
2236 mon->contr->has_hit = 1;
2237 skill_attack (op, mon, 0, 0, 0);
2238 mon->stats.luck = luck;
2239 }
2240 2179
2241 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2242 make_visible (op); 2181 make_visible (op);
2243 }
2244 } /* if player should attack something */
2245}
2246 2182
2247int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2248move_player (object *op, int dir) 2191move_player (object *op, int dir)
2249{ 2192{
2250 int pick; 2193 int pick;
2251 2194
2252 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2253 return 0; 2196 return 0;
2254 2197
2255 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2256 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2257 { 2200 {
2258 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2259 return 0; 2202 return 0;
2260 } 2203 }
2261 2204
2262 /* peterm: added following line */ 2205 /* peterm: added following line */
2263 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2264 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2265 2208
2266 op->facing = dir; 2209 op->facing = dir;
2267 2210
2268 if (op->hide) 2211 if (op->hide)
2269 do_hidden_move (op); 2212 do_hidden_move (op);
2270 2213
2214 bool retval;
2215
2271 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2272 /*nop */ ; 2217 retval = RESULT_INT (0);
2273 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2274 fire (op, dir); 2219 retval = fire (op, dir);
2275 else 2220 else
2276 { 2221 {
2277 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2278 pick = check_pick (op); 2223 pick = check_pick (op);
2279 } 2224 }
2280 2225
2281 /* 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
2282 * server can handle repeat firing. 2227 * server can handle repeat firing.
2289 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2290 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2291 * for players. 2236 * for players.
2292 */ 2237 */
2293 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2294 return 0; 2239
2240 return retval;
2295} 2241}
2296 2242
2297/* 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
2298 * new client/server stuff. 2244 * new client/server stuff.
2299 * 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
2300 * the new speed values for commands. 2246 * the new speed values for commands.
2301 * 2247 *
2302 * 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.
2303 */ 2251 */
2304int 2252bool
2305handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2306{ 2254{
2307 if (op->contr->hidden)
2308 {
2309 op->invisible = 1000;
2310 /* the socket code flashes the player visible/invisible
2311 * depending on the value of invisible, so we need to
2312 * alternate it here for it to work correctly.
2313 */
2314 if (pticks & 2)
2315 op->invisible--;
2316 }
2317 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2318 {
2319 op->invisible--;
2320 if (!op->invisible)
2321 {
2322 make_visible (op);
2323 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2324 }
2325 }
2326
2327 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2328 { 2256 {
2329 flee_player (op); 2257 if (op->speed_left > 0.f)
2330 /* If player is still scared, that is his action for this tick */
2331 if (QUERY_FLAG (op, FLAG_SCARED))
2332 { 2258 {
2333 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2334 return 0; 2262 return true;
2335 } 2263 }
2264 else
2265 return false;
2336 } 2266 }
2337
2338 /* I've been seeing crashes where the golem has been destroyed, but
2339 * the player object still points to the defunct golem. The code that
2340 * destroys the golem looks correct, and it doesn't always happen, so
2341 * put this in a a workaround to clean up the golem pointer.
2342 */
2343 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2344 op->contr->ranges[range_golem] = 0;
2345 2267
2346 /* 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
2347 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2348 * called, so we recheck it here. 2270 * called, so we recheck it here.
2349 */ 2271 */
2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2272 if (op->contr->ns->handle_command ())
2351 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2352 ;
2353
2354 if (op->speed_left < 0)
2355 return 0; 2273 return true;
2356 2274
2357 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2358 {
2359 /* All move commands take 1 tick, at least for now */
2360 op->speed_left--;
2361
2362 /* Instead of all the stuff below, let move_player take care
2363 * of it. Also, some of the skill stuff is only put in
2364 * there, as well as the confusion stuff.
2365 */
2366 move_player (op, op->direction); 2276 return move_player (op, op->direction);
2367 if (op->speed_left > 0)
2368 return 1;
2369 else
2370 return 0;
2371 }
2372 2277
2373 return 0; 2278 return false;
2374} 2279}
2375 2280
2376int 2281int
2377save_life (object *op) 2282save_life (object *op)
2378{ 2283{
2413 * from. 2318 * from.
2414 */ 2319 */
2415void 2320void
2416remove_unpaid_objects (object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2417{ 2322{
2418 object *next;
2419
2420 while (op) 2323 while (op)
2421 { 2324 {
2422 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' */
2423 2326
2424 if (QUERY_FLAG (op, FLAG_UNPAID)) 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2490 int rate_grace = 2000; 2393 int rate_grace = 2000;
2491 const int max_hp = 1; 2394 const int max_hp = 1;
2492 const int max_sp = 1; 2395 const int max_sp = 1;
2493 const int max_grace = 1; 2396 const int max_grace = 1;
2494 2397
2495 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--;
2496 { 2407 }
2497 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2408 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2498 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2409 {
2499 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 }
2500 } 2415 }
2501 2416
2502 if (op->contr->ns->state == ST_PLAYING) 2417 if (op->contr->ns->state == ST_PLAYING)
2503 { 2418 {
2504 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2526 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2527 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2528 } 2443 }
2529 2444
2530 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2531 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2446 if (!op->contr->golem && --op->last_sp < 0)
2532 { 2447 {
2533 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);
2534 if (op->stats.sp < op->stats.maxsp) 2449 if (op->stats.sp < op->stats.maxsp)
2535 { 2450 {
2536 op->stats.sp++; 2451 op->stats.sp++;
2634 } 2549 }
2635 2550
2636 /* Digestion */ 2551 /* Digestion */
2637 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2638 { 2553 {
2639#ifdef COZY_SERVER
2640 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2641 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2642#else
2643 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2644#endif
2645 2555
2646 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2647 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);
2648 else 2558 else
2649 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2754 tmp->name = buf; 2664 tmp->name = buf;
2755 sprintf (buf, " This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
2756 " 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",
2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2758 tmp->msg = buf; 2668 tmp->msg = buf;
2759 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2669 tmp->value = 0, tmp->type = 0;
2760 tmp->materialname = NULL; 2670 tmp->materialname = "organics";
2761 op->insert_at (tmp, op); 2671 tmp->insert_at (op, tmp);
2762 } 2672 }
2763 2673
2764 /* teleport defeated player to new destination */ 2674 /* teleport defeated player to new destination */
2765 transfer_ob (op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
2766 op->contr->braced = 0; 2676 op->contr->braced = 0;
2771 2681
2772 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
2773 2683
2774 if (op->stats.food < 0) 2684 if (op->stats.food < 0)
2775 { 2685 {
2776 if (op->contr->explore)
2777 {
2778 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780 op->stats.food = 999;
2781 return;
2782 }
2783 sprintf (buf, "%s starved to death.", &op->name); 2686 sprintf (buf, "%s starved to death.", &op->name);
2784 strcpy (op->contr->killer, "starvation"); 2687 strcpy (op->contr->killer, "starvation");
2785 } 2688 }
2786 else 2689 else
2787 {
2788 if (op->contr->explore)
2789 {
2790 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2791 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2792 op->stats.hp = op->stats.maxhp;
2793 return;
2794 }
2795 sprintf (buf, "%s died.", &op->name); 2690 sprintf (buf, "%s died.", &op->name);
2796 }
2797 2691
2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2799 2693
2800 /* save the map location for corpse, gravestone */ 2694 /* save the map location for corpse, gravestone */
2801 x = op->x; 2695 x = op->x;
2977 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
2978 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2979 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2980 2874
2981 /* 2875 /*
2982 * Check to see if the player is in a shop. IF so, then check to see if
2983 * the player has any unpaid items. If so, remove them and put them back 2876 * Check to see if the player has any unpaid items. If so, remove them
2984 * in the map. 2877 * and put them back in the map.
2985 */ 2878 */
2986
2987 if (is_in_shop (op))
2988 remove_unpaid_objects (op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
2989 2880
2990 /****************************************/ 2881 /****************************************/
2991 /* */ 2882 /* */
2992 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
2993 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
2994 /* */ 2885 /* */
2995 /****************************************/ 2886 /****************************************/
2996 2887
2997 enter_player_savebed (op); 2888 enter_player_savebed (op);
2998 2889
2999 /* Save the player before inserting the force to reduce
3000 * chance of abuse.
3001 */
3002 op->contr->braced = 0; 2890 op->contr->braced = 0;
3003 op->contr->save ();
3004 2891
3005 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
3006 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
3007 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
3008 * on the space that might harm the player. 2895 * on the space that might harm the player.
3017 object *force; 2904 object *force;
3018 int at; 2905 int at;
3019 2906
3020 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
3021 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
3022 force->speed = 0.1; 2909 force->speed = 0.1f;
3023 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
3024 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
3025 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
3026 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
3027 force->resist[at] = 100; 2914 force->resist[at] = 100;
3028 2915
3037void 2924void
3038loot_object (object *op) 2925loot_object (object *op)
3039{ /* Grab and destroy some treasure */ 2926{ /* Grab and destroy some treasure */
3040 object *tmp, *tmp2, *next; 2927 object *tmp, *tmp2, *next;
3041 2928
3042 if (op->container) 2929 op->close_container (); /* close open sack first */
3043 esrv_apply_container (op, op->container); /* close open sack first */
3044 2930
3045 for (tmp = op->inv; tmp; tmp = next) 2931 for (tmp = op->inv; tmp; tmp = next)
3046 { 2932 {
3047 next = tmp->below; 2933 next = tmp->below;
3048 2934
3049 if (tmp->invisible) 2935 if (tmp->invisible)
3050 continue; 2936 continue;
3051 2937
3052 tmp->remove (); 2938 tmp->remove ();
3053 tmp->x = op->x, tmp->y = op->y; 2939 tmp->x = op->x, tmp->y = op->y;
2940
3054 if (tmp->type == CONTAINER) 2941 if (tmp->type == CONTAINER)
3055 { /* empty container to ground */ 2942 loot_object (tmp); /* empty container to ground */
3056 loot_object (tmp); 2943
3057 }
3058 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))))
3059 { 2945 {
3060 if (tmp->nrof > 1) 2946 if (tmp->nrof > 1)
3061 { 2947 {
3062 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3063 tmp2->destroy (); 2949 tmp2->destroy ();
3074/* 2960/*
3075 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3076 * 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
3077 * was changed. 2963 * was changed.
3078 */ 2964 */
3079
3080void 2965void
3081fix_weight (void) 2966fix_weight (void)
3082{ 2967{
3083 for_all_players (pl) 2968 for_all_players (pl)
3084 { 2969 {
3144 if (op->type == PLAYER) 3029 if (op->type == PLAYER)
3145 { 3030 {
3146 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3147 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3148 } 3033 }
3034
3149 update_object (op, UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3150} 3036}
3151 3037
3152int 3038int
3153is_true_undead (object *op) 3039is_true_undead (object *op)
3154{ 3040{
3155 object *tmp = NULL;
3156
3157 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3158 return 1; 3042 return 1;
3159 3043
3160 return 0; 3044 return 0;
3161} 3045}
3162 3046
3206/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3207 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3208 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3209 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3210 */ 3094 */
3211
3212void 3095void
3213do_hidden_move (object *op) 3096do_hidden_move (object *op)
3214{ 3097{
3215 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3216 object *skop; 3099 object *skop;
3220 3103
3221 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3222 3105
3223 /* 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! */
3224 if (op->type == PLAYER && op->contr->run_on) 3107 if (op->type == PLAYER && op->contr->run_on)
3225 {
3226 if (!skop || num >= skop->level) 3108 if (!skop || num >= skop->level)
3227 { 3109 {
3228 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!");
3229 make_visible (op); 3111 make_visible (op);
3230 return; 3112 return;
3231 } 3113 }
3232 else 3114 else
3233 num += 20; 3115 num += 20;
3234 } 3116
3235 num += op->map->difficulty; 3117 num += op->map->difficulty;
3236 hide = hideability (op); /* modify by terrain hidden level */ 3118 hide = hideability (op); /* modify by terrain hidden level */
3237 num -= hide; 3119 num -= hide;
3120
3238 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3239 { 3122 {
3240 make_visible (op); 3123 make_visible (op);
3241 if (op->type == PLAYER) 3124 if (op->type == PLAYER)
3242 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!");
3243 } 3126 }
3244 else if (op->type == PLAYER && skop) 3127 else if (op->type == PLAYER && skop)
3245 {
3246 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);
3247 }
3248} 3129}
3249 3130
3250/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3251 3132
3252int 3133int
3319 if (pl->type != PLAYER) 3200 if (pl->type != PLAYER)
3320 { 3201 {
3321 LOG (llevError, "player_can_view() called for non-player object\n"); 3202 LOG (llevError, "player_can_view() called for non-player object\n");
3322 return -1; 3203 return -1;
3323 } 3204 }
3205
3324 if (!pl || !op) 3206 if (!pl || !op)
3325 return 0; 3207 return 0;
3326 3208
3327 if (op->head)
3328 {
3329 op = op->head; 3209 op = op->head_ ();
3330 } 3210
3331 get_rangevector (pl, op, &rv, 0x1); 3211 get_rangevector (pl, op, &rv, 0x1);
3332 3212
3333 /* starting with the 'head' part, lets loop 3213 /* starting with the 'head' part, lets loop
3334 * through the object and find if it has any 3214 * through the object and find if it has any
3335 * part that is in the los array but isnt on 3215 * part that is in the los array but isnt on
3336 * a blocked los square. 3216 * a blocked los square.
3337 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3338 */ 3218 */
3339 while (op) 3219 while (op)
3340 { 3220 {
3341 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3342 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3343 3223
3344 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3345 * 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
3346 * for any meaningful values. 3226 * for any meaningful values.
3347 */ 3227 */
3452 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3453 int i = 0, j = 0; 3333 int i = 0, j = 0;
3454 3334
3455 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3456 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3457 trlist = find_treasurelist ("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3458 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3459 trlist = find_treasurelist ("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3460 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3461 trlist = find_treasurelist ("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3462 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3463 trlist = find_treasurelist ("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3464 3344
3465 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3466 return; 3346 return;
3467 3347
3468 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++);
3469 3349
3470 if (tr == NULL || tr->item == NULL) 3350 if (!tr || !tr->item)
3471 { 3351 {
3472 /* 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]); */
3473 return; 3353 return;
3474 } 3354 }
3475 3355
3476 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3477 item = &(tr->item->clone); 3357 item = tr->item;
3478 3358
3479 if (item->type == SPELL) 3359 if (item->type == SPELL)
3480 { 3360 {
3481 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3482 return; 3362 return;
3542 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3543 object *skin; 3423 object *skin;
3544 3424
3545 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3546 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3547 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)
3548 ; 3428 ;
3549 3429
3550 if (!skin) 3430 if (!skin)
3551 return; 3431 return;
3552 3432
3600 * not readied. 3480 * not readied.
3601 */ 3481 */
3602void 3482void
3603player_unready_range_ob (player *pl, object *ob) 3483player_unready_range_ob (player *pl, object *ob)
3604{ 3484{
3605 rangetype i; 3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3606 3487
3607 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->combat_ob == ob)
3608 { 3489 pl->combat_ob = 0;
3490
3609 if (pl->ranges[i] == ob) 3491 if (pl->ranged_ob == ob)
3610 { 3492 pl->ranged_ob = 0;
3611 pl->ranges[i] = NULL;
3612 if (pl->shoottype == i)
3613 {
3614 pl->shoottype = range_none;
3615 }
3616 }
3617 }
3618} 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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