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Comparing deliantra/server/server/player.C (file contents):
Revision 1.59 by root, Sat Dec 23 07:36:35 2006 UTC vs.
Revision 1.153 by root, Tue Jul 10 05:51:38 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#include <algorithm> 32#include <algorithm>
34#include <functional> 33#include <functional>
35 34
36player * 35playervec players;
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47 36
48void 37void
49display_motd (const object *op) 38display_motd (const object *op)
50{ 39{
51 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
125 114
126 news[0] = '\0'; 115 news[0] = '\0';
127 subject[0] = '\0'; 116 subject[0] = '\0';
128 size = 0; 117 size = 0;
129 118
130 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
131 { 120 {
132 if (*buf == '#') 121 if (*buf == '#')
133 continue; 122 continue;
134 123
135 if (*buf == '%') 124 if (*buf == '%')
136 { /* send one news */ 125 { /* send one news */
137 if (size > 0) 126 if (size > 0)
138 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 */ 127 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 */
128
139 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
140 strip_endline (subject); 130 strip_endline (subject);
141 size = 0; 131 size = 0;
142 news[0] = '\0'; 132 news[0] = '\0';
143 } 133 }
152 size += strlen (buf); 142 size += strlen (buf);
153 } 143 }
154 } 144 }
155 145
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
158 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
159} 149}
160 150
161/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
162static void 152static void
163set_first_map (object *op) 153set_first_map (object *op)
164{ 154{
165 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
166 op->x = -1; 156 op->x = -1;
167 op->y = -1; 157 op->y = -1;
168 enter_exit (op, 0); 158}
159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
169} 194}
170 195
171// connect the player with a specific client 196// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
173void 198void
174player::connect (client *ns) 199player::connect (client *ns)
175{ 200{
176 this->ns = ns; 201 this->ns = ns;
177 ns->pl = this; 202 ns->pl = this;
178 203
179 next = first_player; 204 run_on = 0;
180 first_player = this; 205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
181 207
182 ns->update_look = 0; 208 ns->update_look = 0;
183 ns->look_position = 0; 209 ns->look_position = 0;
184 210
185 clear_los (ob); 211 clear_los (this);
212
213 ns->reset_stats ();
186 214
187 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
190
191 if (!legal_range (ob, shoottype))
192 shoottype = range_none;
193 218
194 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
195 link_player_skills (ob); 220 link_player_skills (ob);
196 221
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200 223
201 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
202
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information
205 * to then update this. I don't think this will actually break anything - anyone
206 * that can use armour should be able to use a shield. What this may 'break'
207 * are features new characters get, eg, if someone starts up with a Q, they
208 * should be able to use a shield. However, old Q's won't get that advantage.
209 */
210 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211 SET_FLAG (ob, FLAG_USE_SHIELD);
212 225
213 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
214 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
215 { 228 {
216 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
217 230
218 shstr_cmp dragon_ability_force ("dragon_ability_force");
219 shstr_cmp dragon_skin_force ("dragon_skin_force");
220
221 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
222 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
223 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
224 abil = tmp; 234 abil = tmp;
225 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
226 skin = tmp; 236 skin = tmp;
227 237
228 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
229 } 239 }
230 240
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); 242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
238 271
239 ns->floorbox_update (); 272 ns->floorbox_update ();
240
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
244 275
245 enter_exit (ob, 0); 276 activate ();
246 277
247 send_rules (ob); 278 send_rules (ob);
248 send_news (ob); 279 send_news (ob);
249 display_motd (ob); 280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
250 INVOKE_PLAYER (LOGIN, this); 283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
305
306 deactivate ();
251} 307}
252 308
253// the need for this function can be explained 309// the need for this function can be explained
254// by load_object not returning the object 310// by load_object not returning the object
255void 311void
256player::set_object (object *op) 312player::set_object (object *op)
257{ 313{
258 ob = op; 314 ob = observe = op;
259 ob->contr = this; /* this aren't yet in archetype */ 315 ob->contr = this; /* this aren't yet in archetype */
260 316
317 ob->speed = 1.0f;
261 ob->speed_left = 0.5; 318 ob->speed_left = 0.5f;
262 ob->speed = 1.0; 319
263 ob->direction = 5; /* So player faces south */ 320 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2; 321}
265 ob->run_away = 25; /* Then we panick... */
266 322
267 set_first_map (ob); 323void
268 324player::set_observe (object *op)
269 ob->roll_stats (); 325{
326 observe = op ? op : ob;
327 do_los = 1;
270} 328}
271 329
272player::player () 330player::player ()
273{ 331{
274 /* There are some elements we want initialized to non zero value - 332 /* There are some elements we want initialised to non zero value -
275 * we deal with that below this point. 333 * we deal with that below this point.
276 */ 334 */
277 outputs_sync = 16; /* Every 2 seconds */ 335 outputs_sync = 4;
278 outputs_count = 8; /* Keeps present behaviour */ 336 outputs_count = 4;
279 unapply = unapply_nochoice; 337 unapply = unapply_nochoice;
280 338
281 assign (savebed_map, first_map_path); /* Init. respawn position */ 339 savebed_map = first_map_path; /* Init. respawn position */
282 340
283 gen_sp_armour = 10; 341 gen_sp_armour = 10;
284 last_speed = -1;
285 shoottype = range_none;
286 bowtype = bow_normal; 342 bowtype = bow_normal;
287 petmode = pet_normal; 343 petmode = pet_normal;
288 listening = 10; 344 listening = 10;
289 usekeys = containers; 345 usekeys = containers;
290 last_weapon_sp = -1;
291 peaceful = 1; /* default peaceful */ 346 peaceful = 1; /* default peaceful */
292 do_los = 1; 347 do_los = 1;
293 348
294 /* we need to clear these to -1 and not zero - otherwise, 349 weapon_sp = 1.0f;
295 * if a player quits and starts a new character, we wont 350 weapon_sp_left = 0.5f;
296 * send new values to the client, as things like exp start 351}
297 * at zero.
298 */
299 for (int i = 0; i < NUM_SKILLS; i++)
300 last_skill_exp[i] = -1;
301 352
302 for (int i = 0; i < NROFATTACKS; i++) 353void
303 last_resist[i] = -1; 354player::do_destroy ()
355{
356 disconnect ();
304 357
305 last_stats.exp = -1; 358 attachable::do_destroy ();
306 last_weight = (uint32) - 1; 359
360 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy ();
364 }
365
366 ob = observe = 0;
307} 367}
308 368
309player::~player () 369player::~player ()
310{ 370{
311 terminate_all_pets (ob);
312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */ 371 /* Clear item stack */
346 free (stack_items); 372 free (stack_items);
347} 373}
348 374
349/* Tries to add player on the connection passed in ns. 375/* Tries to add player on the connection passed in ns.
354player::create () 380player::create ()
355{ 381{
356 player *pl = new player; 382 player *pl = new player;
357 383
358 pl->set_object (arch_to_object (get_player_archetype (0))); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
385
386 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
389
390 set_first_map (pl->ob);
359 391
360 return pl; 392 return pl;
361} 393}
362 394
363/* 395/*
366 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
367 */ 399 */
368archetype * 400archetype *
369get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
370{ 402{
371 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
372 404
373 for (;;) 405 for (;;)
374 { 406 {
375 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
376 at = first_archetype; 408 i = archetypes.begin ();
377 else 409 else if (*i == at)
378 at = at->next; 410 cleanup ("not a single player archetype found");
379 411
380 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
381 return at; 413 return *i;
382
383 if (at == start)
384 {
385 LOG (llevError, "No Player archetypes\n");
386 exit (-1);
387 }
388 } 414 }
389} 415}
390 416
391object * 417object *
392get_nearest_player (object *mon) 418get_nearest_player (object *mon)
393{ 419{
394 object *op = NULL; 420 object *op = NULL;
395 player *pl = NULL;
396 objectlink *ol; 421 objectlink *ol;
397 unsigned lastdist; 422 unsigned lastdist;
398 rv_vector rv; 423 rv_vector rv;
399 424
400 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
401 { 426 {
402 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
403 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
404 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
405 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
409 object *tmp = ol->ob; 434 object *tmp = ol->ob;
410 435
411 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
412 * itself will have been cleared. 437 * itself will have been cleared.
413 */ 438 */
414 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
415 ol = ol->next; 441 ol = ol->next;
416 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
417 if (!ol) 443 if (!ol)
418 return op; 444 return op;
419 } 445 }
432 { 458 {
433 op = ol->ob; 459 op = ol->ob;
434 lastdist = rv.distance; 460 lastdist = rv.distance;
435 } 461 }
436 } 462 }
437 for (pl = first_player; pl != NULL; pl = pl->next) 463
438 { 464 for_all_players (pl)
439 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
440 {
441
442 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
443 { 467 {
444 op = pl->ob; 468 op = pl->ob;
445 lastdist = rv.distance; 469 lastdist = rv.distance;
446 } 470 }
447 } 471
448 }
449#if 0 472#if 0
450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
451#endif 474#endif
452 return op; 475 return op;
453} 476}
511 x = mon->x; 534 x = mon->x;
512 y = mon->y; 535 y = mon->y;
513 m = mon->map; 536 m = mon->map;
514 dir = rv.direction; 537 dir = rv.direction;
515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
516 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
517 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
518 if (diff > max) 542 if (diff > max)
519 return 0; 543 return 0;
544
520 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
521 { 546 {
522 lastx = x; 547 lastx = x;
523 lasty = y; 548 lasty = y;
524 lastmap = m; 549 lastmap = m;
606 max--; 631 max--;
607 lastdir = dir; 632 lastdir = dir;
608 if (!firstdir) 633 if (!firstdir)
609 firstdir = dir; 634 firstdir = dir;
610 } 635 }
636
611 if (diff <= 1) 637 if (diff <= 1)
612 { 638 {
613 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
614 * headed toward player for entire distance. 640 * headed toward player for entire distance.
615 */ 641 */
616 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
617 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
618 } 644 }
645
619 if (diff > max) 646 if (diff > max)
620 return 0; 647 return 0;
621 } 648 }
649
622 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
623 if (!max) 651 if (!max)
624 return 0; 652 return 0;
625 653
626 return firstdir; 654 return firstdir;
740roll_stat (void) 768roll_stat (void)
741{ 769{
742 int a[4], i, j, k; 770 int a[4], i, j, k;
743 771
744 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
745 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
746 774
747 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
748 if (a[i] < k) 776 if (a[i] < k)
749 k = a[i], j = i; 777 k = a[i], j = i;
750 778
756} 784}
757 785
758void 786void
759object::roll_stats () 787object::roll_stats ()
760{ 788{
761 int statsort [7]; 789 int statsort [NUM_STATS];
762 790
763 for (;;) 791 for (;;)
764 { 792 {
765 int sum = 0; 793 int sum = 0;
766 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
767 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
768 796
769 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
770 break; 798 break;
771 } 799 }
772 800
773 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
774 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
775 803
804 for (int i = 0; i < NUM_STATS; ++i)
776 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
777 stats.Dex = statsort[1];
778 stats.Con = statsort[2];
779 stats.Int = statsort[3];
780 stats.Wis = statsort[4];
781 stats.Pow = statsort[5];
782 stats.Cha = statsort[6];
783 806
784 stats.exp = 0; 807 stats.exp = 0;
785 stats.ac = 0; 808 stats.ac = 0;
786 809
787 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
799} 822}
800 823
801void 824void
802object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
803{ 826{
804 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
805 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
806 set_attr_value (&contr->orig_stats, b, tmp);
807 828
829 for (int i = 0; i < NUM_STATS; ++i)
808 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
809 stats.Dex = contr->orig_stats.Dex;
810 stats.Con = contr->orig_stats.Con;
811 stats.Int = contr->orig_stats.Int;
812 stats.Wis = contr->orig_stats.Wis;
813 stats.Pow = contr->orig_stats.Pow;
814 stats.Cha = contr->orig_stats.Cha;
815 831
816 //TODO: the following code looks so borked and should, at the very least, 832 //TODO: the following code looks so borked and should, at the very least,
817 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
818 stats.ac = 0; 834 stats.ac = 0;
819 835
831 contr->levsp[1] = 6; 847 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3; 848 contr->levgrace[1] = 3;
833 849
834 contr->orig_stats = stats; 850 contr->orig_stats = stats;
835 } 851 }
852}
853
854static void
855start_info (object *op)
856{
857 char buf[MAX_BUF];
858
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
836} 863}
837 864
838/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
839 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
840 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
841 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
842 * not the class. 869 * not the class.
843 */ 870 */
844int 871void
845key_change_class (object *op, char key) 872player::chargen_race_done ()
846{ 873{
847 int tmp_loop;
848
849 if (key == 'd' || key == 'D')
850 {
851 char buf[MAX_BUF];
852
853 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
854 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
855 876
856 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
857 if (tl) 878 if (tl)
858 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
859 880
860 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
861 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
862 883
863 op->contr->ns->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
864 885
865 if (op->msg) 886 if (ob->msg)
866 op->msg = NULL; 887 ob->msg = 0;
867 888
868 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
869 * to save here. 890 * to save here.
870 */ 891 */
892 {
893 char buf[MAX_BUF];
871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
872 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
873 897
874#ifdef AUTOSAVE
875 op->contr->last_save_tick = pticks;
876#endif
877 start_info (op); 898 start_info (ob);
878 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
879 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
880 link_player_skills (op); 901 link_player_skills (ob);
881 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
882 op->update_stats (); 903 ob->update_stats ();
883 904
884 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
885 * is one for this race 906 * is one for this race
886 */ 907 */
887 if (*first_map_ext_path) 908 if (*first_map_ext_path)
888 { 909 {
889 object *tmp; 910 object *tmp;
890 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
891 912
892 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
893 tmp = object::create (); 914 tmp = object::create ();
894 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
895 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
896 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
897 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
898 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
899 * default initial map */ 920 * default initial map */
900 tmp->destroy (); 921 tmp->destroy ();
901 } 922 }
902 else 923 else
903 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
904 926
905 return 0; 927void
906 } 928player::chargen_race_next ()
907 929{
908 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
909 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
910 */ 932 */
911 933
912 tmp_loop = 0; 934 do
913 while (!tmp_loop)
914 { 935 {
915 shstr name = op->name; 936 shstr name = ob->name;
916 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
917 938
918 op->remove_statbonus (); 939 ob->remove_statbonus ();
919 op->remove (); 940 ob->remove ();
920 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
921 op->arch->clone.copy_to (op); 942 ob->arch->copy_to (ob);
922 op->instantiate (); 943 ob->instantiate ();
923 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
924 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
925 op->x = x; 946 ob->x = x;
926 op->y = y; 947 ob->y = y;
927 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
928 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
929 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
930 op->add_statbonus (); 951 ob->add_statbonus ();
931 tmp_loop = allowed_class (op);
932 } 952 }
953 while (!allowed_class (ob));
933 954
934 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
935 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
936 op->update_stats (); 957 ob->update_stats ();
937 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
938 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
939 op->stats.grace = 0; 960 ob->stats.grace = 0;
940
941 if (op->msg)
942 new_draw_info (NDI_BLUE, 0, op, op->msg);
943
944 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
945 return 0;
946}
947
948int
949key_confirm_quit (object *op, char key)
950{
951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
952 {
953 op->contr->ns->state = ST_PLAYING;
954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
955 return 1;
956 }
957
958 INVOKE_PLAYER (LOGOUT, op->contr);
959 INVOKE_PLAYER (QUIT, op->contr);
960
961 terminate_all_pets (op);
962 leave_map (op);
963 op->direction = 0;
964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
965
966 strcpy (op->contr->killer, "quit");
967 check_score (op);
968 op->contr->party = 0;
969 op->contr->own_title[0] = '\0';
970
971 object_ptr ob = op;
972
973 delete ob->contr;
974
975 /* We need to hunt for any per player unique maps in memory and
976 * get rid of them. The trailing slash in the path is intentional,
977 * so that players named 'Ab' won't match against players 'Abe' pathname
978 */
979 char buf[MAX_BUF];
980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
981
982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
984 next = mp->next;
985
986 if (!strncmp (mp->path, buf, strlen (buf)))
987 delete_map (mp);
988 }
989
990 delete_character (ob->name, 1);
991
992 return 1;
993} 961}
994 962
995void 963void
996flee_player (object *op) 964flee_player (object *op)
997{ 965{
1044 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1045 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1046 op->enemy = NULL; 1014 op->enemy = NULL;
1047} 1015}
1048 1016
1049
1050/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1051 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1052 * stop. 1019 * stop.
1053 */ 1020 */
1054int 1021int
1055check_pick (object *op) 1022check_pick (object *op)
1056{ 1023{
1057 object *tmp, *next; 1024 object *tmp, *next;
1058 int stop = 0; 1025 int stop = 0;
1059 int j, k, wvratio; 1026 int wvratio;
1060 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1061 1028
1062 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1063 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1064 return 1; 1031 return 1;
1065 1032
1133 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136 else 1103 else
1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139 1106
1140 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1141 } 1108 }
1142 1109
1143 /* philosophy: 1110 /* philosophy:
1336 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1337 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1338 { 1305 {
1339 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1340 { 1307 {
1341 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1342 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1343 { 1310 {
1344 pick_up (op, tmp); 1311 pick_up (op, tmp);
1345 continue; 1312 continue;
1346 } 1313 }
1347 } 1314 }
1348 1315
1349 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1350 { 1317 {
1351 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1352 { 1319 {
1353 pick_up (op, tmp); 1320 pick_up (op, tmp);
1354 continue; 1321 continue;
1355 } 1322 }
1356 } 1323 }
1381 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1382 { 1349 {
1383 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1384 } 1351 }
1385 else 1352 else
1386 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1387 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1388 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1389#endif 1356#endif
1390 continue; 1357 continue;
1391 } 1358 }
1402 * found object is returned. 1369 * found object is returned.
1403 */ 1370 */
1404object * 1371object *
1405find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1406{ 1373{
1407 object *tmp = NULL; 1374 object *tmp = 0;
1408 1375
1409 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1410 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1411 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1412 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1413 return op; 1380 return op;
1381
1414 return tmp; 1382 return tmp;
1415} 1383}
1416 1384
1417/* 1385/*
1418 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1419 * against the target. A full test is not performed, simply a basic test 1387 * against the target. A full test is not performed, simply a basic test
1420 * of resistances. The archer is making a quick guess at what he sees down 1388 * of resistances. The archer is making a quick guess at what he sees down
1421 * the hall. Failing that it does it's best to pick the highest plus arrow. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1422 */ 1390 */
1423
1424object * 1391object *
1425find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1426{ 1393{
1427 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1428 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1461 else 1428 else
1462 { 1429 {
1463 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1464 { 1431 {
1465 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1466 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1467 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1468 { 1435 {
1469 tmp = arrow; 1436 tmp = arrow;
1470 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1471 } 1438 }
1472 } 1439 }
1473 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1474 { 1441 {
1475 tmp = arrow; 1442 tmp = arrow;
1494 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1495 * op = the shooter 1462 * op = the shooter
1496 * type = bow->race 1463 * type = bow->race
1497 * dir = fire direction 1464 * dir = fire direction
1498 */ 1465 */
1499
1500object * 1466object *
1501pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1502{ 1468{
1503 object *tmp = NULL; 1469 object *tmp = NULL;
1504 maptile *m; 1470 maptile *m;
1569 */ 1535 */
1570int 1536int
1571fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1572{ 1538{
1573 object *left, *bow; 1539 object *left, *bow;
1574 int bowspeed, mflags; 1540 int mflags;
1575 maptile *m; 1541 maptile *m;
1576 1542
1577 if (!dir) 1543 if (!dir)
1578 { 1544 {
1579 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1580 return 0; 1546 return 0;
1581 } 1547 }
1582 1548
1583 if (op->type == PLAYER) 1549 if (op->contr)
1584 bow = op->contr->ranges[range_bow]; 1550 bow = op->current_weapon;
1585 else 1551 else
1586 { 1552 {
1587 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1588 /* Don't check for applied - monsters don't apply bows - in that way, they 1554 /* Don't check for applied - monsters don't apply bows - in that way, they
1589 * don't need to switch back and forth between bows and weapons. 1555 * don't need to switch back and forth between bows and weapons.
1594 if (!bow) 1560 if (!bow)
1595 { 1561 {
1596 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1597 return 0; 1563 return 0;
1598 } 1564 }
1565
1566 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below)
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1599 } 1573 }
1600 1574
1601 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1602 { 1576 {
1603 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1604 return 0; 1578 return 0;
1605 } 1579 }
1606
1607 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1608
1609 /* penalize ROF for bestarrow */
1610 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1611 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1612
1613 if (bowspeed < 1)
1614 bowspeed = 1;
1615 1580
1616 if (arrow == NULL) 1581 if (arrow == NULL)
1617 { 1582 {
1618 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1619 { 1584 {
1620 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1622 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1587 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1623 else 1588 else
1624 CLEAR_FLAG (op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1625 return 0; 1591 return 0;
1626 } 1592 }
1627 } 1593 }
1628 1594
1629 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1651 return 0; 1617 return 0;
1652 } 1618 }
1653 1619
1654 arrow->set_owner (op); 1620 arrow->set_owner (op);
1655 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1656
1657 arrow->direction = dir; 1622 arrow->direction = dir;
1658 arrow->x = sx; 1623
1659 arrow->y = sy; 1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625 arrow->stats.hp = arrow->stats.dam;
1626 arrow->stats.grace = arrow->attacktype;
1627
1628 if (arrow->slaying)
1629 arrow->spellarg = strdup (arrow->slaying);
1630
1631#if 0
1632 if (player *pl = op->contr)
1633 {
1634 float speed = pl->weapon_sp;
1635
1636 /* penalize ROF for bestarrow */
1637 if (pl->bowtype == bow_bestarrow)
1638 speed *= .9f;
1639 else
1640 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1641
1642 op->speed_left += speed - op->speed;
1643 }
1644#endif
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647
1648 /* update the speed */
1649 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1650 + bow->stats.dam / 7.f;
1651
1652 arrow->set_speed (max (arrow->speed, 2.f));
1653 arrow->speed_left = 0;
1654
1655 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1660 1656
1661 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1662 { 1658 {
1663 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1664 op->update_stats ();
1665 }
1666
1667 SET_ANIMATION (arrow, arrow->direction);
1668 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1669 arrow->stats.hp = arrow->stats.dam;
1670 arrow->stats.grace = arrow->attacktype;
1671 if (arrow->slaying != NULL)
1672 arrow->spellarg = strdup (arrow->slaying);
1673
1674 /* Note that this was different for monsters - they got their level
1675 * added to the damage. I think the strength bonus is more proper.
1676 */
1677
1678 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1679
1680 /* update the speed */
1681 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1682 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1683
1684 if (arrow->speed < 1.0)
1685 arrow->speed = 1.0;
1686 update_ob_speed (arrow);
1687 arrow->speed_left = 0;
1688
1689 if (op->type == PLAYER)
1690 {
1691 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1692 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1693 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1694
1695 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1660 wc -= dex_bonus[op->stats.Dex];
1661
1662 if (!arrow->slaying)
1663 arrow->slaying = op->slaying;
1664
1665 arrow->attacktype |= op->attacktype;
1696 } 1666 }
1697 else 1667 else
1698 { 1668 {
1699 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1700 arrow->level = op->level; 1669 arrow->level = op->level;
1701 } 1670 arrow->stats.wc -= bow->magic;
1702 1671
1703 if (arrow->attacktype == AT_PHYSICAL) 1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1704 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1705 1677
1706 if (bow->slaying) 1678 wc -= arrow->level;
1707 arrow->slaying = bow->slaying; 1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1708 1680
1709 arrow->map = m; 1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1710 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1711 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1712 1684
1713 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1714 insert_ob_in_map (arrow, m, op, 0); 1686 m->insert (arrow, sx, sy, op);
1715 1687
1716 if (!arrow->destroyed ()) 1688 if (!arrow->destroyed ())
1717 move_arrow (arrow); 1689 move_arrow (arrow);
1718 1690
1719 if (op->type == PLAYER) 1691 if (op->type == PLAYER)
1739{ 1711{
1740 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
1741 1713
1742 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
1743 { 1715 {
1744 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1745 } 1717 }
1746 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1747 { 1719 {
1748 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod = -1; 1721 wcmod = -1;
1722
1750 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1723 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 } 1724 }
1752 else if (op->contr->bowtype == bow_threewide) 1725 else if (op->contr->bowtype == bow_threewide)
1753 { 1726 {
1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1758 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
1759 { 1732 {
1760 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1761 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1762 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1763
1764 } 1736 }
1765 else 1737 else
1766 { 1738 {
1767 /* Simple case */ 1739 /* Simple case */
1768 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 } 1741 }
1742
1770 return ret; 1743 return ret;
1771} 1744}
1772
1773 1745
1774/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1775 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1776 */ 1748 */
1777void 1749void
1778fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
1779{ 1751{
1780 object *item; 1752 object *item = op->contr->ranged_ob;
1781 1753
1782 if (!op->contr->ranges[range_misc]) 1754 if (!item)
1783 { 1755 {
1784 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1785 return; 1757 return;
1786 } 1758 }
1787 1759
1788 item = op->contr->ranges[range_misc];
1789 if (!item->inv) 1760 if (!item->inv)
1790 { 1761 {
1791 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1792 return; 1763 return;
1793 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
1794 if (item->type == WAND) 1769 if (item->type == WAND)
1795 { 1770 {
1796 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
1797 { 1772 {
1798 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775
1800 return; 1776 return;
1801 } 1777 }
1802 } 1778 }
1803 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
1804 { 1780 {
1805 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1806 { 1782 {
1807 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
1808 if (item->type == ROD) 1785 if (item->type == ROD)
1809 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1810 else 1787 else
1811 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1789
1812 return; 1790 return;
1813 } 1791 }
1814 } 1792 }
1815 1793
1816 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
1823 object *tmp; 1801 object *tmp;
1824 1802
1825 if (item->arch) 1803 if (item->arch)
1826 { 1804 {
1827 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
1829 item->speed = 0; 1807 item->set_speed (0);
1830 update_ob_speed (item);
1831 } 1808 }
1809
1832 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
1833 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1812 }
1835 } 1813 }
1836 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
1837 {
1838 drain_rod_charge (item); 1815 drain_rod_charge (item);
1839 }
1840 } 1816 }
1841} 1817}
1842 1818
1843/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1844 */ 1820 */
1845void 1821bool
1846fire (object *op, int dir) 1822fire (object *op, int dir)
1847{ 1823{
1848 int spellcost = 0; 1824 int spellcost = 0;
1849 1825
1850 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1851 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
1852 make_visible (op); 1828 make_visible (op);
1853 1829
1854 switch (op->contr->shoottype) 1830 player *pl = op->contr;
1831
1832 if (pl->golem)
1833 {
1834 control_golem (op->contr->golem, dir);
1835 return false;
1855 { 1836 }
1856 case range_none:
1857 return;
1858 1837
1859 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false;
1845
1846 if (op->speed_left > 0.f)
1847 --op->speed_left;
1848 else
1849 return false;
1850
1851 switch (ob->type)
1852 {
1853 case BOW:
1860 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
1861 return; 1855 break;
1862 1856
1863 case range_magic: /* Casting spells */ 1857 case SPELL:
1864 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1865 return; 1859 break;
1866 1860
1867 case range_misc: 1861 case BUILDER:
1862 apply_map_builder (op, dir);
1863 break;
1864
1865 case SKILL:
1866 do_skill (op, op, ob, dir, 0);
1867 break;
1868
1869 default:
1868 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
1869 return; 1871 break;
1870
1871 case range_golem: /* Control summoned monsters from scrolls */
1872 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1873 {
1874 op->contr->ranges[range_golem] = 0;
1875 op->contr->shoottype = range_none;
1876 }
1877 else
1878 control_golem (op->contr->ranges[range_golem], dir);
1879 return;
1880
1881 case range_skill:
1882 if (!op->chosen_skill)
1883 {
1884 if (op->type == PLAYER)
1885 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1886 return;
1887 }
1888 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1889 return;
1890 case range_builder:
1891 apply_map_builder (op, dir);
1892 return;
1893 default:
1894 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1895 return;
1896 } 1872 }
1897}
1898 1873
1899 1874 return true;
1875}
1900 1876
1901/* find_key 1877/* find_key
1902 * We try to find a key for the door as passed. If we find a key 1878 * We try to find a key for the door as passed. If we find a key
1903 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
1904 * This function merges both normal and locked door, since the logic 1880 * This function merges both normal and locked door, since the logic
1906 * pl is the player, 1882 * pl is the player,
1907 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
1908 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
1909 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
1910 */ 1886 */
1911
1912object * 1887object *
1913find_key (object *pl, object *container, object *door) 1888find_key (object *pl, object *container, object *door)
1914{ 1889{
1915 object *tmp, *key; 1890 object *tmp, *key;
1916 1891
1917 /* Should not happen, but sanity checking is never bad */ 1892 /* Should not happen, but sanity checking is never bad */
1918 if (container->inv == NULL) 1893 if (!container->inv)
1919 return NULL; 1894 return 0;
1920 1895
1921 /* First, lets try to find a key in the top level inventory */ 1896 /* First, lets try to find a key in the top level inventory */
1922 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
1923 { 1898 {
1924 if (door->type == DOOR && tmp->type == KEY) 1899 if (door->type == DOOR && tmp->type == KEY)
1925 break; 1900 break;
1926 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
1927 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
1928 */ 1903 */
1929 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1930 break; 1905 break;
1931 } 1906 }
1907
1932 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
1933 /* If we find and use a key in an inventory, return at that time. 1909 /* If we find and use a key in an inventory, return at that time.
1934 * otherwise, if we search all the inventories and still don't find 1910 * otherwise, if we search all the inventories and still don't find
1935 * a key, return 1911 * a key, return
1936 */ 1912 */
1937 if (!tmp) 1913 if (!tmp)
1938 { 1914 {
1939 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1915 for (tmp = container->inv; tmp; tmp = tmp->below)
1940 { 1916 {
1941 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
1942 if (tmp->type == CONTAINER && tmp->inv) 1918 if (tmp->type == CONTAINER && tmp->inv)
1943 { 1919 {
1944 if ((key = find_key (pl, tmp, door)) != NULL) 1920 if ((key = find_key (pl, tmp, door)))
1945 return key; 1921 return key;
1946 } 1922 }
1947 } 1923 }
1924
1948 if (!tmp) 1925 if (!tmp)
1949 return NULL; 1926 return NULL;
1950 } 1927 }
1928
1951 /* We get down here if we have found a key. Now if its in a container, 1929 /* We get down here if we have found a key. Now if its in a container,
1952 * see if we actually want to use it 1930 * see if we actually want to use it
1953 */ 1931 */
1954 if (pl != container) 1932 if (pl != container)
1955 { 1933 {
1976 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1977 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1955 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1978 return NULL; 1956 return NULL;
1979 } 1957 }
1980 } 1958 }
1959
1981 return tmp; 1960 return tmp;
1982} 1961}
1983 1962
1984/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
1985 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
1987 * 0 otherwise 1966 * 0 otherwise
1988 */ 1967 */
1989static int 1968static int
1990player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
1991{ 1970{
1992 /* If its a door, try to find a use a key. If we do destroy the door, 1971 /* If its a door, try to find a key. If we do destroy the door,
1993 * might as well return immediately as there is nothing more to do - 1972 * might as well return immediately as there is nothing more to do -
1994 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
1995 */ 1974 */
1996 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
1997 1976
1998 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
1999 if (key) 1978 if (key)
2000 { 1979 {
2001 object *container = key->env; 1980 object *container = key->env;
2002 1981
2003 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
2004 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
2005 make_visible (op); 1985 make_visible (op);
1986
2006 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2007 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1989
2008 if (door->type == DOOR) 1990 if (door->type == DOOR)
2009 {
2010 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2011 }
2012 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2013 { 1993 {
2014 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2015 remove_door2 (door); /* remove door without violence ;-) */ 1995 remove_door2 (door); /* remove door without violence ;-) */
2016 } 1996 }
1997
2017 /* Do this after we print the message */ 1998 /* Do this after we print the message */
2018 decrease_ob (key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
2019 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
2020 if (container != op) 2001 if (container != op)
2021 esrv_update_item (UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
2022 return 1; /* Nothing more to do below */ 2004 return 1; /* Nothing more to do below */
2023 } 2005 }
2024 else if (door->type == LOCKED_DOOR) 2006 else if (door->type == LOCKED_DOOR)
2025 { 2007 {
2026 /* Might as well return now - no other way to open this */ 2008 /* Might as well return now - no other way to open this */
2027 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2028 return 1; 2010 return 1;
2029 } 2011 }
2012
2030 return 0; 2013 return 0;
2031} 2014}
2032 2015
2033/* This function is just part of a breakup from move_player. 2016/* This function is just part of a breakup from move_player.
2034 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2035 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2036 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2037 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2038 */ 2021 */
2039void 2022bool
2040move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2041{ 2024{
2042 object *tmp, *mon;
2043 sint16 nx, ny;
2044 int on_battleground; 2025 int on_battleground;
2045 maptile *m;
2046 2026
2047 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2048 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2049 2029
2050 on_battleground = op_on_battleground (op, 0, 0); 2030 on_battleground = op_on_battleground (op, 0, 0);
2031
2032 if (out_of_map (op->map, nx, ny))
2033 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2051 2040
2052 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2053 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2054 * want to be calling move_ob if braced, because move_ob will move the 2043 * want to be calling move_ob if braced, because move_ob will move the
2055 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2056 * move to some space, it then means that if we are braced, we should 2045 * move to some space, it then means that if we are braced, we should
2057 * do nothing at all. As it is, if we are braced, we go through 2046 * do nothing at all. As it is, if we are braced, we go through
2058 * quite a bit of processing. However, it probably is less than what 2047 * quite a bit of processing. However, it probably is less than what
2059 * move_ob uses. 2048 * move_ob uses.
2060 */ 2049 */
2061 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2050 maptile *m = op->map->xy_find (nx, ny);
2062 {
2063 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2064 {
2065 m = get_map_from_coord (op->map, &nx, &ny);
2066 if (!m)
2067 return; /* Don't think this should happen */
2068 }
2069 else
2070 m = op->map;
2071 2051
2072 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2073 {
2074 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2075 return;
2076 }
2077
2078 mon = 0;
2079 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2080 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2081 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2082 * on the space 2055 * on the space
2083 */ 2056 */
2084 while (tmp) 2057 object *mon;
2085 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2086 if (tmp == op) 2059 {
2087 { 2060 if ((mon->flag [FLAG_ALIVE]
2088 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2089 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2090 }
2091
2092 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2093 {
2094 mon = tmp; 2063 && mon != op)
2095 break; 2064 break;
2096 } 2065 }
2097 2066
2098 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2099 mon = tmp;
2100
2101 tmp = tmp->above;
2102 }
2103
2104 if (!mon) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2105 return; /* into a wall */ 2068 return false; /* into a wall */
2106 2069
2107 if (mon->head)
2108 mon = mon->head; 2070 mon = mon->head_ ();
2109 2071
2110 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (op->contr->weapon_sp_left > 0.f)
2111 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2112 return; 2077 return true;
2078 }
2113 2079
2114 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2115 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2116 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2117 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2118 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2119 * and thus will not push them. 2085 * and thus will not push them.
2120 */ 2086 */
2121 2087
2122 /* If the creature is a pet, push it even if the player is not 2088 /* If the creature is a pet, push it even if the player is not
2123 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2124 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2125 */ 2091 */
2126 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2127#if COZY_SERVER
2128 &&
2129 ((mon->owner && mon->owner->contr 2093 && ((mon->owner && mon->owner->contr
2130 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2131#else
2132 && mon->owner == op 2095 || mon->owner == op)
2133#endif
2134 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2135 { 2097 {
2136 /* If we're braced, we don't want to switch places with it */ 2098 /* If we're braced, we don't want to switch places with it */
2137 if (op->contr->braced) 2099 if (op->contr->braced)
2138 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2105
2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2140 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2141 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op); 2110 make_visible (op);
2111
2143 return; 2112 return true;
2144 } 2113 }
2114 else
2115 return false;
2116 }
2145 2117
2146 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2147 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2148 * someone, but put it inside this loop so that you won't 2120 * someone, but put it inside this loop so that you won't
2149 * attack them either. 2121 * attack them either.
2150 */ 2122 */
2151 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2152 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2153#ifdef PROHIBIT_PLAYERKILL
2154 (op->contr->peaceful 2125 && ((op->contr->peaceful
2155 || (mon->type == PLAYER 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2156 && mon->contr->
2157 peaceful)) &&
2158#else
2159 op->contr->peaceful &&
2160#endif
2161 !on_battleground)) 2127 && !on_battleground))
2128 {
2129 if (op->speed_left > 0.f)
2162 { 2130 {
2131 --op->speed_left;
2132
2163 if (!op->contr->braced) 2133 if (!op->contr->braced)
2164 { 2134 {
2165 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2166 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2167 } 2137 }
2168 else 2138 else
2169 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2170 2140
2171 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2172 make_visible (op); 2142 make_visible (op);
2173 }
2174 2143
2144 return true;
2145 }
2146 }
2175 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2176 * roll it if not braced. You can't roll it if you are braced. 2148 * roll it if not braced. You can't roll it if you are braced.
2177 */ 2149 */
2178 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2152 if (op->speed_left > 0.f)
2179 { 2153 {
2154 --op->speed_left;
2155
2180 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2181 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2182 make_visible (op); 2158 make_visible (op);
2183 }
2184 2159
2160 return true;
2161 }
2162 }
2185 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2186 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2187 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2188 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2189 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2190 */ 2168 */
2191
2192 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2193 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2194 { 2171 {
2195 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2196 /* If the player hasn't hit something this tick, and does
2197 * so, give them speed boost based on weapon speed. Doing
2198 * it here is better than process_players2, which basically
2199 * incurred a 1 tick offset.
2200 */
2201 if (!op->contr->has_hit)
2202 { 2173 {
2203 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2204
2205 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2206 }
2207 2175
2208 skill_attack (mon, op, 0, 0, 0); 2176 skill_attack (mon, op, 0, 0, 0);
2209
2210 /* If attacking another player, that player gets automatic
2211 * hitback, and doesn't loose luck either.
2212 * Disable hitback on the battleground or if the target is
2213 * the wiz.
2214 */
2215 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2216 {
2217 short luck = mon->stats.luck;
2218
2219 mon->contr->has_hit = 1;
2220 skill_attack (op, mon, 0, 0, 0);
2221 mon->stats.luck = luck;
2222 }
2223 2177
2224 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2225 make_visible (op); 2179 make_visible (op);
2226 }
2227 } /* if player should attack something */
2228}
2229 2180
2230int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2231move_player (object *op, int dir) 2189move_player (object *op, int dir)
2232{ 2190{
2233 int pick; 2191 int pick;
2234 2192
2235 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2236 return 0; 2194 return 0;
2237 2195
2238 /* Sanity check: make sure dir is valid */ 2196 /* Sanity check: make sure dir is valid */
2239 if ((dir < 0) || (dir >= 9)) 2197 if ((dir < 0) || (dir >= 9))
2240 { 2198 {
2241 LOG (llevError, "move_player: invalid direction %d\n", dir); 2199 LOG (llevError, "move_player: invalid direction %d\n", dir);
2242 return 0; 2200 return 0;
2243 } 2201 }
2244 2202
2245 /* peterm: added following line */ 2203 /* peterm: added following line */
2246 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2247 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2205 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2248 2206
2249 op->facing = dir; 2207 op->facing = dir;
2250 2208
2251 if (op->hide) 2209 if (op->hide)
2252 do_hidden_move (op); 2210 do_hidden_move (op);
2253 2211
2212 bool retval;
2213
2254 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2255 /*nop */ ; 2215 retval = RESULT_INT (0);
2256 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2257 fire (op, dir); 2217 retval = fire (op, dir);
2258 else 2218 else
2259 { 2219 {
2260 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2261 pick = check_pick (op); 2221 pick = check_pick (op);
2262 } 2222 }
2263 2223
2264 /* Add special check for newcs players and fire on - this way, the 2224 /* Add special check for newcs players and fire on - this way, the
2265 * server can handle repeat firing. 2225 * server can handle repeat firing.
2272 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2273 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2274 * for players. 2234 * for players.
2275 */ 2235 */
2276 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2277 return 0; 2237
2238 return retval;
2278} 2239}
2279 2240
2280/* This is similar to handle_player, below, but is only used by the 2241/* This is similar to handle_player, below, but is only used by the
2281 * new client/server stuff. 2242 * new client/server stuff.
2282 * This is sort of special, in that the new client/server actually uses 2243 * This is sort of special, in that the new client/server actually uses
2283 * the new speed values for commands. 2244 * the new speed values for commands.
2284 * 2245 *
2285 * Returns true if there are more actions we can do. 2246 * Returns true if there are more actions we can do. Should not do
2247 * many actions in a row, as that would be too unfair to other
2248 * players.
2286 */ 2249 */
2287int 2250bool
2288handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2289{ 2252{
2290 if (op->contr->hidden)
2291 {
2292 op->invisible = 1000;
2293 /* the socket code flashes the player visible/invisible
2294 * depending on the value of invisible, so we need to
2295 * alternate it here for it to work correctly.
2296 */
2297 if (pticks & 2)
2298 op->invisible--;
2299 }
2300 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2301 {
2302 op->invisible--;
2303 if (!op->invisible)
2304 {
2305 make_visible (op);
2306 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2307 }
2308 }
2309
2310 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2311 { 2254 {
2312 flee_player (op); 2255 if (op->speed_left > 0.f)
2313 /* If player is still scared, that is his action for this tick */
2314 if (QUERY_FLAG (op, FLAG_SCARED))
2315 { 2256 {
2316 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2317 return 0; 2260 return true;
2318 } 2261 }
2262 else
2263 return false;
2319 } 2264 }
2320
2321 /* I've been seeing crashes where the golem has been destroyed, but
2322 * the player object still points to the defunct golem. The code that
2323 * destroys the golem looks correct, and it doesn't always happen, so
2324 * put this in a a workaround to clean up the golem pointer.
2325 */
2326 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2327 op->contr->ranges[range_golem] = 0;
2328 2265
2329 /* call this here - we also will call this in do_ericserver, but 2266 /* call this here - we also will call this in do_ericserver, but
2330 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2331 * called, so we recheck it here. 2268 * called, so we recheck it here.
2332 */ 2269 */
2333 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2270 if (op->contr->ns->handle_command ())
2334 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2335 ;
2336
2337 if (op->speed_left < 0)
2338 return 0; 2271 return true;
2339 2272
2340 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2341 {
2342 /* All move commands take 1 tick, at least for now */
2343 op->speed_left--;
2344
2345 /* Instead of all the stuff below, let move_player take care
2346 * of it. Also, some of the skill stuff is only put in
2347 * there, as well as the confusion stuff.
2348 */
2349 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2350 if (op->speed_left > 0)
2351 return 1;
2352 else
2353 return 0;
2354 }
2355 2275
2356 return 0; 2276 return false;
2357} 2277}
2358 2278
2359int 2279int
2360save_life (object *op) 2280save_life (object *op)
2361{ 2281{
2396 * from. 2316 * from.
2397 */ 2317 */
2398void 2318void
2399remove_unpaid_objects (object *op, object *env) 2319remove_unpaid_objects (object *op, object *env)
2400{ 2320{
2401 object *next;
2402
2403 while (op) 2321 while (op)
2404 { 2322 {
2405 next = op->below; /* Make sure we have a good value, in case 2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2406 * we remove object 'op' 2324
2407 */
2408 if (QUERY_FLAG (op, FLAG_UNPAID)) 2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2409 { 2326 {
2410 op->remove ();
2411 op->x = env->x;
2412 op->y = env->y;
2413 if (env->type == PLAYER) 2327 if (env->type == PLAYER)
2414 esrv_del_item (env->contr, op->count); 2328 esrv_del_item (env->contr, op->count);
2415 insert_ob_in_map (op, env->map, NULL, 0); 2329
2330 op->insert_at (env);
2416 } 2331 }
2417 else if (op->inv) 2332 else if (op->inv)
2418 remove_unpaid_objects (op->inv, env); 2333 remove_unpaid_objects (op->inv, env);
2419 2334
2420 op = next; 2335 op = next;
2476 int rate_grace = 2000; 2391 int rate_grace = 2000;
2477 const int max_hp = 1; 2392 const int max_hp = 1;
2478 const int max_sp = 1; 2393 const int max_sp = 1;
2479 const int max_grace = 1; 2394 const int max_grace = 1;
2480 2395
2481 if (op->contr->outputs_sync) 2396 if (op->contr->hidden)
2397 {
2398 op->invisible = 1000;
2399 /* the socket code flashes the player visible/invisible
2400 * depending on the value of invisible, so we need to
2401 * alternate it here for it to work correctly.
2402 */
2403 if (pticks & 2)
2404 op->invisible--;
2482 { 2405 }
2483 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2484 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2407 {
2485 flush_output_element (op, &op->contr->outputs[i]); 2408 if (!op->invisible--)
2409 {
2410 make_visible (op);
2411 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2412 }
2486 } 2413 }
2487 2414
2488 if (op->contr->ns->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2489 { 2416 {
2490 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2512 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2513 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2514 } 2441 }
2515 2442
2516 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2517 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2518 { 2445 {
2519 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2446 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2520 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2521 { 2448 {
2522 op->stats.sp++; 2449 op->stats.sp++;
2620 } 2547 }
2621 2548
2622 /* Digestion */ 2549 /* Digestion */
2623 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2624 { 2551 {
2625#ifdef COZY_SERVER
2626 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2627 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2628#else
2629 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2630#endif
2631 2553
2632 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2633 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2634 else 2556 else
2635 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2713 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2714 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2636 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2715 2637
2716 /* restore player */ 2638 /* restore player */
2717 at = archetype::find ("poisoning"); 2639 at = archetype::find ("poisoning");
2718 tmp = present_arch_in_ob (at, op); 2640 if (object *tmp = present_arch_in_ob (at, op))
2719 if (tmp)
2720 { 2641 {
2721 tmp->destroy (); 2642 tmp->destroy ();
2722 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2723 } 2644 }
2724 2645
2725 at = archetype::find ("confusion"); 2646 at = archetype::find ("confusion");
2726 tmp = present_arch_in_ob (at, op); 2647 if (object *tmp = present_arch_in_ob (at, op))
2727 if (tmp)
2728 { 2648 {
2729 tmp->destroy (); 2649 tmp->destroy ();
2730 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2731 } 2651 }
2732 2652
2734 op->stats.hp = op->stats.maxhp; 2654 op->stats.hp = op->stats.maxhp;
2735 if (op->stats.food <= 0) 2655 if (op->stats.food <= 0)
2736 op->stats.food = 999; 2656 op->stats.food = 999;
2737 2657
2738 /* create a bodypart-trophy to make the winner happy */ 2658 /* create a bodypart-trophy to make the winner happy */
2739 tmp = arch_to_object (archetype::find ("finger")); 2659 if (object *tmp = arch_to_object (archetype::find ("finger")))
2740 if (tmp != NULL)
2741 { 2660 {
2742 sprintf (buf, "%s's finger", &op->name); 2661 sprintf (buf, "%s's finger", &op->name);
2743 tmp->name = buf; 2662 tmp->name = buf;
2744 sprintf (buf, " This finger has been cut off %s\n" 2663 sprintf (buf, " This finger has been cut off %s\n"
2745 " the %s, when he was defeated at\n level %d by %s.\n", 2664 " the %s, when he was defeated at\n level %d by %s.\n",
2746 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2747 tmp->msg = buf; 2666 tmp->msg = buf;
2748 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2667 tmp->value = 0, tmp->type = 0;
2749 tmp->materialname = NULL; 2668 tmp->materialname = "organics";
2750 tmp->x = op->x, tmp->y = op->y; 2669 tmp->insert_at (op, tmp);
2751 insert_ob_in_map (tmp, op->map, op, 0);
2752 } 2670 }
2753 2671
2754 /* teleport defeated player to new destination */ 2672 /* teleport defeated player to new destination */
2755 transfer_ob (op, x, y, 0, NULL); 2673 transfer_ob (op, x, y, 0, NULL);
2756 op->contr->braced = 0; 2674 op->contr->braced = 0;
2761 2679
2762 command_kill_pets (op, 0); 2680 command_kill_pets (op, 0);
2763 2681
2764 if (op->stats.food < 0) 2682 if (op->stats.food < 0)
2765 { 2683 {
2766 if (op->contr->explore)
2767 {
2768 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2769 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2770 op->stats.food = 999;
2771 return;
2772 }
2773 sprintf (buf, "%s starved to death.", &op->name); 2684 sprintf (buf, "%s starved to death.", &op->name);
2774 strcpy (op->contr->killer, "starvation"); 2685 strcpy (op->contr->killer, "starvation");
2775 } 2686 }
2776 else 2687 else
2777 {
2778 if (op->contr->explore)
2779 {
2780 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2781 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2782 op->stats.hp = op->stats.maxhp;
2783 return;
2784 }
2785 sprintf (buf, "%s died.", &op->name); 2688 sprintf (buf, "%s died.", &op->name);
2786 } 2689
2787 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2788 2691
2789 /* save the map location for corpse, gravestone */ 2692 /* save the map location for corpse, gravestone */
2790 x = op->x; 2693 x = op->x;
2791 y = op->y; 2694 y = op->y;
2792 map = op->map; 2695 map = op->map;
2793
2794 2696
2795 /* NOT_PERMADEATH code. This basically brings the character back to 2697 /* NOT_PERMADEATH code. This basically brings the character back to
2796 * life if they are dead - it takes some exp and a random stat. 2698 * life if they are dead - it takes some exp and a random stat.
2797 * See the config.h file for a little more in depth detail about this. 2699 * See the config.h file for a little more in depth detail about this.
2798 */ 2700 */
2815 num_stats_lose = 1; 2717 num_stats_lose = 1;
2816 else 2718 else
2817 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2719 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2818 } 2720 }
2819 else 2721 else
2820 {
2821 num_stats_lose = 1; 2722 num_stats_lose = 1;
2822 } 2723
2823 lost_a_stat = 0; 2724 lost_a_stat = 0;
2824 2725
2825 for (z = 0; z < num_stats_lose; z++) 2726 for (z = 0; z < num_stats_lose; z++)
2826 { 2727 {
2827 i = RANDOM () % NUM_STATS; 2728 i = RANDOM () % NUM_STATS;
2968 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
2969 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2970 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2971 2872
2972 /* 2873 /*
2973 * Check to see if the player is in a shop. IF so, then check to see if
2974 * the player has any unpaid items. If so, remove them and put them back 2874 * Check to see if the player has any unpaid items. If so, remove them
2975 * in the map. 2875 * and put them back in the map.
2976 */ 2876 */
2977
2978 if (is_in_shop (op))
2979 remove_unpaid_objects (op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
2980 2878
2981 /****************************************/ 2879 /****************************************/
2982 /* */ 2880 /* */
2983 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
2984 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
2985 /* */ 2883 /* */
2986 /****************************************/ 2884 /****************************************/
2987 2885
2988 enter_player_savebed (op); 2886 enter_player_savebed (op);
2989 2887
2990 /* Save the player before inserting the force to reduce
2991 * chance of abuse.
2992 */
2993 op->contr->braced = 0; 2888 op->contr->braced = 0;
2994 op->contr->save ();
2995 2889
2996 /* it is possible that the player has blown something up 2890 /* it is possible that the player has blown something up
2997 * at his savebed location, and that can have long lasting 2891 * at his savebed location, and that can have long lasting
2998 * spell effects. So first see if there is a spell effect 2892 * spell effects. So first see if there is a spell effect
2999 * on the space that might harm the player. 2893 * on the space that might harm the player.
3008 object *force; 2902 object *force;
3009 int at; 2903 int at;
3010 2904
3011 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
3012 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
3013 force->speed = 0.1; 2907 force->speed = 0.1f;
3014 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
3015 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
3016 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
3017 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
3018 force->resist[at] = 100; 2912 force->resist[at] = 100;
3019 2913
3028void 2922void
3029loot_object (object *op) 2923loot_object (object *op)
3030{ /* Grab and destroy some treasure */ 2924{ /* Grab and destroy some treasure */
3031 object *tmp, *tmp2, *next; 2925 object *tmp, *tmp2, *next;
3032 2926
3033 if (op->container) 2927 op->close_container (); /* close open sack first */
3034 esrv_apply_container (op, op->container); /* close open sack first */
3035 2928
3036 for (tmp = op->inv; tmp; tmp = next) 2929 for (tmp = op->inv; tmp; tmp = next)
3037 { 2930 {
3038 next = tmp->below; 2931 next = tmp->below;
3039 2932
3040 if (tmp->invisible) 2933 if (tmp->invisible)
3041 continue; 2934 continue;
3042 2935
3043 tmp->remove (); 2936 tmp->remove ();
3044 tmp->x = op->x, tmp->y = op->y; 2937 tmp->x = op->x, tmp->y = op->y;
2938
3045 if (tmp->type == CONTAINER) 2939 if (tmp->type == CONTAINER)
3046 { /* empty container to ground */ 2940 loot_object (tmp); /* empty container to ground */
3047 loot_object (tmp); 2941
3048 }
3049 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3050 { 2943 {
3051 if (tmp->nrof > 1) 2944 if (tmp->nrof > 1)
3052 { 2945 {
3053 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3054 tmp2->destroy (); 2947 tmp2->destroy ();
3065/* 2958/*
3066 * fix_weight(): Check recursively the weight of all players, and fix 2959 * fix_weight(): Check recursively the weight of all players, and fix
3067 * what needs to be fixed. Refresh windows and fix speed if anything 2960 * what needs to be fixed. Refresh windows and fix speed if anything
3068 * was changed. 2961 * was changed.
3069 */ 2962 */
3070
3071void 2963void
3072fix_weight (void) 2964fix_weight (void)
3073{ 2965{
3074 for (player *pl = first_player; pl; pl = pl->next) 2966 for_all_players (pl)
3075 { 2967 {
3076 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3077 2969
3078 if (old == sum) 2970 if (old == sum)
3079 continue; 2971 continue;
3083} 2975}
3084 2976
3085void 2977void
3086fix_luck (void) 2978fix_luck (void)
3087{ 2979{
3088 for (player *pl = first_player; pl; pl = pl->next) 2980 for_all_players (pl)
3089 if (!pl->ob->contr->ns->state) 2981 if (!pl->ob->contr->ns->state)
3090 pl->ob->change_luck (0); 2982 pl->ob->change_luck (0);
3091} 2983}
3092 2984
3093/* cast_dust() - handles op throwing objects of type 'DUST'. 2985/* cast_dust() - handles op throwing objects of type 'DUST'.
3135 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3136 { 3028 {
3137 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3138 op->contr->invis_race = 0; 3030 op->contr->invis_race = 0;
3139 } 3031 }
3032
3140 update_object (op, UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3141} 3034}
3142 3035
3143int 3036int
3144is_true_undead (object *op) 3037is_true_undead (object *op)
3145{ 3038{
3146 object *tmp = NULL;
3147
3148 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3149 return 1; 3040 return 1;
3150 3041
3151 return 0; 3042 return 0;
3152} 3043}
3153 3044
3197/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3198 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3199 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3200 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3201 */ 3092 */
3202
3203void 3093void
3204do_hidden_move (object *op) 3094do_hidden_move (object *op)
3205{ 3095{
3206 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3207 object *skop; 3097 object *skop;
3211 3101
3212 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3213 3103
3214 /* its *extremely* hard to run and sneak/hide at the same time! */ 3104 /* its *extremely* hard to run and sneak/hide at the same time! */
3215 if (op->type == PLAYER && op->contr->run_on) 3105 if (op->type == PLAYER && op->contr->run_on)
3216 {
3217 if (!skop || num >= skop->level) 3106 if (!skop || num >= skop->level)
3218 { 3107 {
3219 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3108 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3220 make_visible (op); 3109 make_visible (op);
3221 return; 3110 return;
3222 } 3111 }
3223 else 3112 else
3224 num += 20; 3113 num += 20;
3225 } 3114
3226 num += op->map->difficulty; 3115 num += op->map->difficulty;
3227 hide = hideability (op); /* modify by terrain hidden level */ 3116 hide = hideability (op); /* modify by terrain hidden level */
3228 num -= hide; 3117 num -= hide;
3118
3229 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3230 { 3120 {
3231 make_visible (op); 3121 make_visible (op);
3232 if (op->type == PLAYER) 3122 if (op->type == PLAYER)
3233 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3234 } 3124 }
3235 else if (op->type == PLAYER && skop) 3125 else if (op->type == PLAYER && skop)
3236 {
3237 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3238 }
3239} 3127}
3240 3128
3241/* determine if who is standing near a hostile creature. */ 3129/* determine if who is standing near a hostile creature. */
3242 3130
3243int 3131int
3310 if (pl->type != PLAYER) 3198 if (pl->type != PLAYER)
3311 { 3199 {
3312 LOG (llevError, "player_can_view() called for non-player object\n"); 3200 LOG (llevError, "player_can_view() called for non-player object\n");
3313 return -1; 3201 return -1;
3314 } 3202 }
3203
3315 if (!pl || !op) 3204 if (!pl || !op)
3316 return 0; 3205 return 0;
3317 3206
3318 if (op->head)
3319 {
3320 op = op->head; 3207 op = op->head_ ();
3321 } 3208
3322 get_rangevector (pl, op, &rv, 0x1); 3209 get_rangevector (pl, op, &rv, 0x1);
3323 3210
3324 /* starting with the 'head' part, lets loop 3211 /* starting with the 'head' part, lets loop
3325 * through the object and find if it has any 3212 * through the object and find if it has any
3326 * part that is in the los array but isnt on 3213 * part that is in the los array but isnt on
3327 * a blocked los square. 3214 * a blocked los square.
3328 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3329 */ 3216 */
3330 while (op) 3217 while (op)
3331 { 3218 {
3332 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3333 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3334 3221
3335 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3336 * code, so we need to restrict ourselves to that range of values 3223 * code, so we need to restrict ourselves to that range of values
3337 * for any meaningful values. 3224 * for any meaningful values.
3338 */ 3225 */
3443 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3444 int i = 0, j = 0; 3331 int i = 0, j = 0;
3445 3332
3446 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3447 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3448 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3449 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3450 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3451 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3452 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3453 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3454 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3455 3342
3456 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3457 return; 3344 return;
3458 3345
3459 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3460 3347
3461 if (tr == NULL || tr->item == NULL) 3348 if (!tr || !tr->item)
3462 { 3349 {
3463 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3464 return; 3351 return;
3465 } 3352 }
3466 3353
3467 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3468 item = &(tr->item->clone); 3355 item = tr->item;
3469 3356
3470 if (item->type == SPELL) 3357 if (item->type == SPELL)
3471 { 3358 {
3472 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3473 return; 3360 return;
3532 { 3419 {
3533 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3534 object *skin; 3421 object *skin;
3535 3422
3536 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3537 shstr_cmp dragon_skin_force ("dragon_skin_force");
3538 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3424 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3539 ; 3425 ;
3540 3426
3541 if (!skin) 3427 if (!skin)
3542 return; 3428 return;
3543 3429
3591 * not readied. 3477 * not readied.
3592 */ 3478 */
3593void 3479void
3594player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3595{ 3481{
3596 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3597 3484
3598 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3599 { 3486 pl->combat_ob = 0;
3487
3600 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3601 { 3489 pl->ranged_ob = 0;
3602 pl->ranges[i] = NULL;
3603 if (pl->shoottype == i)
3604 {
3605 pl->shoottype = range_none;
3606 }
3607 }
3608 }
3609} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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