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Comparing deliantra/server/server/player.C (file contents):
Revision 1.63 by root, Mon Dec 25 17:11:17 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 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 36
46void 37void
47display_motd (const object *op) 38display_motd (const object *op)
48{ 39{
49 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
123 114
124 news[0] = '\0'; 115 news[0] = '\0';
125 subject[0] = '\0'; 116 subject[0] = '\0';
126 size = 0; 117 size = 0;
127 118
128 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
129 { 120 {
130 if (*buf == '#') 121 if (*buf == '#')
131 continue; 122 continue;
132 123
133 if (*buf == '%') 124 if (*buf == '%')
134 { /* send one news */ 125 { /* send one news */
135 if (size > 0) 126 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 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
137 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
138 strip_endline (subject); 130 strip_endline (subject);
139 size = 0; 131 size = 0;
140 news[0] = '\0'; 132 news[0] = '\0';
141 } 133 }
150 size += strlen (buf); 142 size += strlen (buf);
151 } 143 }
152 } 144 }
153 145
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
156 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
157} 149}
158 150
159/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
160static void 152static void
161set_first_map (object *op) 153set_first_map (object *op)
162{ 154{
163 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
164 op->x = -1; 156 op->x = -1;
165 op->y = -1; 157 op->y = -1;
166 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);
167} 194}
168 195
169// connect the player with a specific client 196// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
171void 198void
172player::connect (client *ns) 199player::connect (client *ns)
173{ 200{
174 this->ns = ns; 201 this->ns = ns;
175 ns->pl = this; 202 ns->pl = this;
176 203
177 next = first_player; 204 run_on = 0;
178 first_player = this; 205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
179 207
180 ns->update_look = 0; 208 ns->update_look = 0;
181 ns->look_position = 0; 209 ns->look_position = 0;
182 210
183 clear_los (ob); 211 clear_los (this);
212
213 ns->reset_stats ();
184 214
185 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191 218
192 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 220 link_player_skills (ob);
194 221
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197 223
198 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 225
210 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
212 { 228 {
213 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
214 230
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
221 abil = tmp; 234 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
223 skin = tmp; 236 skin = tmp;
224 237
225 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
226 } 239 }
227 240
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 242
236 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
237 244
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);
238 ob->update_stats (); 270 ob->update_stats ();
271
239 ns->floorbox_update (); 272 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
243 275
244 enter_exit (ob, 0); 276 activate ();
245 277
246 send_rules (ob); 278 send_rules (ob);
247 send_news (ob); 279 send_news (ob);
248 display_motd (ob); 280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 283 INVOKE_PLAYER (LOGIN, this);
250} 284}
251 285
252void 286void
253player::disconnect () 287player::disconnect ()
254{ 288{
255 //TODO: don't be so harsh and destroy :)
256 if (ns) 289 if (ns)
257 destroy (); 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 ();
258} 307}
259 308
260// the need for this function can be explained 309// the need for this function can be explained
261// by load_object not returning the object 310// by load_object not returning the object
262void 311void
263player::set_object (object *op) 312player::set_object (object *op)
264{ 313{
265 ob = op; 314 ob = observe = op;
266 ob->contr = this; /* this aren't yet in archetype */ 315 ob->contr = this; /* this aren't yet in archetype */
267 316
317 ob->speed = 1.0f;
268 ob->speed_left = 0.5; 318 ob->speed_left = 0.5f;
269 ob->speed = 1.0; 319
270 ob->direction = 5; /* So player faces south */ 320 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2; 321}
272 ob->run_away = 25; /* Then we panick... */
273 322
274 set_first_map (ob); 323void
275 324player::set_observe (object *op)
276 ob->roll_stats (); 325{
326 observe = op ? op : ob;
327 do_los = 1;
277} 328}
278 329
279player::player () 330player::player ()
280{ 331{
281 /* There are some elements we want initialized to non zero value - 332 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 333 * we deal with that below this point.
283 */ 334 */
284 outputs_sync = 16; /* Every 2 seconds */ 335 outputs_sync = 4;
285 outputs_count = 8; /* Keeps present behaviour */ 336 outputs_count = 4;
286 unapply = unapply_nochoice; 337 unapply = unapply_nochoice;
287 338
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 339 savebed_map = first_map_path; /* Init. respawn position */
289 340
290 gen_sp_armour = 10; 341 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal; 342 bowtype = bow_normal;
294 petmode = pet_normal; 343 petmode = pet_normal;
295 listening = 10; 344 listening = 10;
296 usekeys = containers; 345 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 346 peaceful = 1; /* default peaceful */
299 do_los = 1; 347 do_los = 1;
300 348
301 /* we need to clear these to -1 and not zero - otherwise, 349 weapon_sp = 1.0f;
302 * if a player quits and starts a new character, we wont 350 weapon_sp_left = 0.5f;
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 351}
315 352
316void 353void
317player::do_destroy () 354player::do_destroy ()
318{ 355{
356 disconnect ();
357
319 attachable::do_destroy (); 358 attachable::do_destroy ();
320 359
321 disconnect ();
322
323 terminate_all_pets (ob);
324
325 if (first_player != this)
326 {
327 player *prev = first_player;
328
329 while (prev && prev->next && prev->next != this)
330 prev = prev->next;
331
332 if (prev->next != this)
333 {
334 LOG (llevError, "Free_player: Can't find previous player.\n");
335 abort ();
336 }
337
338 prev->next = next;
339 }
340 else
341 first_player = next;
342
343 if (ob) 360 if (ob)
361 {
344 ob->destroy (true); 362 ob->destroy_inv (false);
345
346 if (ns)
347 {
348 client *ns = this->ns;
349 ns->send_packet ("goodbye");
350 ns->flush ();
351 ns->pl = 0;
352 this->ns = 0;
353 ns->destroy (); 363 ob->destroy ();
354 } 364 }
355 365
356 attachable::do_destroy (); 366 ob = observe = 0;
357} 367}
358 368
359player::~player () 369player::~player ()
360{ 370{
361 /* Clear item stack */ 371 /* Clear item stack */
370player::create () 380player::create ()
371{ 381{
372 player *pl = new player; 382 player *pl = new player;
373 383
374 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);
375 391
376 return pl; 392 return pl;
377} 393}
378 394
379/* 395/*
382 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
383 */ 399 */
384archetype * 400archetype *
385get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
386{ 402{
387 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
388 404
389 for (;;) 405 for (;;)
390 { 406 {
391 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
392 at = first_archetype; 408 i = archetypes.begin ();
393 else 409 else if (*i == at)
394 at = at->next; 410 cleanup ("not a single player archetype found");
395 411
396 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
397 return at; 413 return *i;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 } 414 }
405} 415}
406 416
407object * 417object *
408get_nearest_player (object *mon) 418get_nearest_player (object *mon)
410 object *op = NULL; 420 object *op = NULL;
411 objectlink *ol; 421 objectlink *ol;
412 unsigned lastdist; 422 unsigned lastdist;
413 rv_vector rv; 423 rv_vector rv;
414 424
415 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 426 {
417 /* 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
418 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
419 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
420 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
424 object *tmp = ol->ob; 434 object *tmp = ol->ob;
425 435
426 /* 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
427 * itself will have been cleared. 437 * itself will have been cleared.
428 */ 438 */
429 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 ());
430 ol = ol->next; 441 ol = ol->next;
431 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
432 if (!ol) 443 if (!ol)
433 return op; 444 return op;
434 } 445 }
523 x = mon->x; 534 x = mon->x;
524 y = mon->y; 535 y = mon->y;
525 m = mon->map; 536 m = mon->map;
526 dir = rv.direction; 537 dir = rv.direction;
527 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 */
528 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
529 /* 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. */
530 if (diff > max) 542 if (diff > max)
531 return 0; 543 return 0;
544
532 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
533 { 546 {
534 lastx = x; 547 lastx = x;
535 lasty = y; 548 lasty = y;
536 lastmap = m; 549 lastmap = m;
618 max--; 631 max--;
619 lastdir = dir; 632 lastdir = dir;
620 if (!firstdir) 633 if (!firstdir)
621 firstdir = dir; 634 firstdir = dir;
622 } 635 }
636
623 if (diff <= 1) 637 if (diff <= 1)
624 { 638 {
625 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance. 640 * headed toward player for entire distance.
627 */ 641 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
629 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));
630 } 644 }
645
631 if (diff > max) 646 if (diff > max)
632 return 0; 647 return 0;
633 } 648 }
649
634 /* 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 */
635 if (!max) 651 if (!max)
636 return 0; 652 return 0;
637 653
638 return firstdir; 654 return firstdir;
752roll_stat (void) 768roll_stat (void)
753{ 769{
754 int a[4], i, j, k; 770 int a[4], i, j, k;
755 771
756 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
758 774
759 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k) 776 if (a[i] < k)
761 k = a[i], j = i; 777 k = a[i], j = i;
762 778
768} 784}
769 785
770void 786void
771object::roll_stats () 787object::roll_stats ()
772{ 788{
773 int statsort [7]; 789 int statsort [NUM_STATS];
774 790
775 for (;;) 791 for (;;)
776 { 792 {
777 int sum = 0; 793 int sum = 0;
778 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
779 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
780 796
781 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
782 break; 798 break;
783 } 799 }
784 800
785 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
786 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
787 803
804 for (int i = 0; i < NUM_STATS; ++i)
788 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
789 stats.Dex = statsort[1];
790 stats.Con = statsort[2];
791 stats.Int = statsort[3];
792 stats.Wis = statsort[4];
793 stats.Pow = statsort[5];
794 stats.Cha = statsort[6];
795 806
796 stats.exp = 0; 807 stats.exp = 0;
797 stats.ac = 0; 808 stats.ac = 0;
798 809
799 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
811} 822}
812 823
813void 824void
814object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
815{ 826{
816 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
818 set_attr_value (&contr->orig_stats, b, tmp);
819 828
829 for (int i = 0; i < NUM_STATS; ++i)
820 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827 831
828 //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,
829 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
830 stats.ac = 0; 834 stats.ac = 0;
831 835
843 contr->levsp[1] = 6; 847 contr->levsp[1] = 6;
844 contr->levgrace[1] = 3; 848 contr->levgrace[1] = 3;
845 849
846 contr->orig_stats = stats; 850 contr->orig_stats = stats;
847 } 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, " ");
848} 863}
849 864
850/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
851 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
852 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
853 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
854 * not the class. 869 * not the class.
855 */ 870 */
856int 871void
857key_change_class (object *op, char key) 872player::chargen_race_done ()
858{ 873{
859 int tmp_loop;
860
861 if (key == 'd' || key == 'D')
862 {
863 char buf[MAX_BUF];
864
865 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
866 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
867 876
868 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
869 if (tl) 878 if (tl)
870 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
871 880
872 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
873 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
874 883
875 op->contr->ns->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
876 885
877 if (op->msg) 886 if (ob->msg)
878 op->msg = NULL; 887 ob->msg = 0;
879 888
880 /* 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
881 * to save here. 890 * to save here.
882 */ 891 */
892 {
893 char buf[MAX_BUF];
883 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
884 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
885 897
886#ifdef AUTOSAVE
887 op->contr->last_save_tick = pticks;
888#endif
889 start_info (op); 898 start_info (ob);
890 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
891 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
892 link_player_skills (op); 901 link_player_skills (ob);
893 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
894 op->update_stats (); 903 ob->update_stats ();
895 904
896 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
897 * is one for this race 906 * is one for this race
898 */ 907 */
899 if (*first_map_ext_path) 908 if (*first_map_ext_path)
900 { 909 {
901 object *tmp; 910 object *tmp;
902 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
903 912
904 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);
905 tmp = object::create (); 914 tmp = object::create ();
906 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
907 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
908 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
909 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;
910 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
911 * default initial map */ 920 * default initial map */
912 tmp->destroy (); 921 tmp->destroy ();
913 } 922 }
914 else 923 else
915 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
916 926
917 return 0; 927void
918 } 928player::chargen_race_next ()
919 929{
920 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
921 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
922 */ 932 */
923 933
924 tmp_loop = 0; 934 do
925 while (!tmp_loop)
926 { 935 {
927 shstr name = op->name; 936 shstr name = ob->name;
928 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
929 938
930 op->remove_statbonus (); 939 ob->remove_statbonus ();
931 op->remove (); 940 ob->remove ();
932 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
933 op->arch->clone.copy_to (op); 942 ob->arch->copy_to (ob);
934 op->instantiate (); 943 ob->instantiate ();
935 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
936 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
937 op->x = x; 946 ob->x = x;
938 op->y = y; 947 ob->y = y;
939 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
940 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
941 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
942 op->add_statbonus (); 951 ob->add_statbonus ();
943 tmp_loop = allowed_class (op);
944 } 952 }
953 while (!allowed_class (ob));
945 954
946 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
947 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
948 op->update_stats (); 957 ob->update_stats ();
949 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
950 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
951 op->stats.grace = 0; 960 ob->stats.grace = 0;
952
953 if (op->msg)
954 new_draw_info (NDI_BLUE, 0, op, op->msg);
955
956 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
957 return 0;
958}
959
960int
961key_confirm_quit (object *op, char key)
962{
963 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
964 {
965 op->contr->ns->state = ST_PLAYING;
966 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
967 return 1;
968 }
969
970 INVOKE_PLAYER (LOGOUT, op->contr);
971 INVOKE_PLAYER (QUIT, op->contr);
972
973 terminate_all_pets (op);
974 leave_map (op);
975 op->direction = 0;
976 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
977
978 strcpy (op->contr->killer, "quit");
979 check_score (op);
980 op->contr->party = 0;
981 op->contr->own_title[0] = '\0';
982
983 object_ptr ob = op;
984
985 delete ob->contr;
986
987 /* We need to hunt for any per player unique maps in memory and
988 * get rid of them. The trailing slash in the path is intentional,
989 * so that players named 'Ab' won't match against players 'Abe' pathname
990 */
991 char buf[MAX_BUF];
992 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
993
994 for (maptile *next, *mp = first_map; mp; mp = next)
995 {
996 next = mp->next;
997
998 if (!strncmp (mp->path, buf, strlen (buf)))
999 delete_map (mp);
1000 }
1001
1002 delete_character (ob->name, 1);
1003
1004 return 1;
1005} 961}
1006 962
1007void 963void
1008flee_player (object *op) 964flee_player (object *op)
1009{ 965{
1056 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1057 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1058 op->enemy = NULL; 1014 op->enemy = NULL;
1059} 1015}
1060 1016
1061
1062/* 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.
1063 * 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
1064 * stop. 1019 * stop.
1065 */ 1020 */
1066int 1021int
1067check_pick (object *op) 1022check_pick (object *op)
1068{ 1023{
1069 object *tmp, *next; 1024 object *tmp, *next;
1070 int stop = 0; 1025 int stop = 0;
1071 int j, k, wvratio; 1026 int wvratio;
1072 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1073 1028
1074 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1075 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1076 return 1; 1031 return 1;
1077 1032
1145 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1146 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1147 &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))));
1148 else 1103 else
1149 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1150 &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))));
1151 1106
1152 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1153 } 1108 }
1154 1109
1155 /* philosophy: 1110 /* philosophy:
1348 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1349 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1350 { 1305 {
1351 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1352 { 1307 {
1353 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 &&
1354 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1355 { 1310 {
1356 pick_up (op, tmp); 1311 pick_up (op, tmp);
1357 continue; 1312 continue;
1358 } 1313 }
1359 } 1314 }
1360 1315
1361 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1362 { 1317 {
1363 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)
1364 { 1319 {
1365 pick_up (op, tmp); 1320 pick_up (op, tmp);
1366 continue; 1321 continue;
1367 } 1322 }
1368 } 1323 }
1393 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1394 { 1349 {
1395 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1396 } 1351 }
1397 else 1352 else
1398 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1399 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1400 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))));
1401#endif 1356#endif
1402 continue; 1357 continue;
1403 } 1358 }
1414 * found object is returned. 1369 * found object is returned.
1415 */ 1370 */
1416object * 1371object *
1417find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1418{ 1373{
1419 object *tmp = NULL; 1374 object *tmp = 0;
1420 1375
1421 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1422 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))
1423 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1424 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1425 return op; 1380 return op;
1381
1426 return tmp; 1382 return tmp;
1427} 1383}
1428 1384
1429/* 1385/*
1430 * 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
1431 * 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
1432 * 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
1433 * 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.
1434 */ 1390 */
1435
1436object * 1391object *
1437find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1438{ 1393{
1439 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1440 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1473 else 1428 else
1474 { 1429 {
1475 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1476 { 1431 {
1477 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1478 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1479 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)
1480 { 1435 {
1481 tmp = arrow; 1436 tmp = arrow;
1482 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;
1483 } 1438 }
1484 } 1439 }
1485 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1486 { 1441 {
1487 tmp = arrow; 1442 tmp = arrow;
1506 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1507 * op = the shooter 1462 * op = the shooter
1508 * type = bow->race 1463 * type = bow->race
1509 * dir = fire direction 1464 * dir = fire direction
1510 */ 1465 */
1511
1512object * 1466object *
1513pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1514{ 1468{
1515 object *tmp = NULL; 1469 object *tmp = NULL;
1516 maptile *m; 1470 maptile *m;
1581 */ 1535 */
1582int 1536int
1583fire_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)
1584{ 1538{
1585 object *left, *bow; 1539 object *left, *bow;
1586 int bowspeed, mflags; 1540 int mflags;
1587 maptile *m; 1541 maptile *m;
1588 1542
1589 if (!dir) 1543 if (!dir)
1590 { 1544 {
1591 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!");
1592 return 0; 1546 return 0;
1593 } 1547 }
1594 1548
1595 if (op->type == PLAYER) 1549 if (op->contr)
1596 bow = op->contr->ranges[range_bow]; 1550 bow = op->current_weapon;
1597 else 1551 else
1598 { 1552 {
1599 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1600 /* 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
1601 * 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.
1606 if (!bow) 1560 if (!bow)
1607 { 1561 {
1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 return 0; 1563 return 0;
1610 } 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
1611 } 1573 }
1612 1574
1613 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1614 { 1576 {
1615 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);
1616 return 0; 1578 return 0;
1617 } 1579 }
1618
1619 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1620
1621 /* penalize ROF for bestarrow */
1622 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1623 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1624
1625 if (bowspeed < 1)
1626 bowspeed = 1;
1627 1580
1628 if (arrow == NULL) 1581 if (arrow == NULL)
1629 { 1582 {
1630 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1631 { 1584 {
1632 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1633 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);
1634 /* 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 */
1635 else 1588 else
1636 CLEAR_FLAG (op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1637 return 0; 1591 return 0;
1638 } 1592 }
1639 } 1593 }
1640 1594
1641 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1663 return 0; 1617 return 0;
1664 } 1618 }
1665 1619
1666 arrow->set_owner (op); 1620 arrow->set_owner (op);
1667 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1668
1669 arrow->direction = dir; 1622 arrow->direction = dir;
1670 arrow->x = sx; 1623
1671 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;
1672 1656
1673 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1674 { 1658 {
1675 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1676 op->update_stats ();
1677 }
1678
1679 SET_ANIMATION (arrow, arrow->direction);
1680 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1681 arrow->stats.hp = arrow->stats.dam;
1682 arrow->stats.grace = arrow->attacktype;
1683 if (arrow->slaying != NULL)
1684 arrow->spellarg = strdup (arrow->slaying);
1685
1686 /* Note that this was different for monsters - they got their level
1687 * added to the damage. I think the strength bonus is more proper.
1688 */
1689
1690 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1691
1692 /* update the speed */
1693 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1694 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1695
1696 if (arrow->speed < 1.0)
1697 arrow->speed = 1.0;
1698 update_ob_speed (arrow);
1699 arrow->speed_left = 0;
1700
1701 if (op->type == PLAYER)
1702 {
1703 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1704 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1705 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1706
1707 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;
1708 } 1666 }
1709 else 1667 else
1710 { 1668 {
1711 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1712 arrow->level = op->level; 1669 arrow->level = op->level;
1713 } 1670 arrow->stats.wc -= bow->magic;
1714 1671
1715 if (arrow->attacktype == AT_PHYSICAL) 1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1716 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1717 1677
1718 if (bow->slaying) 1678 wc -= arrow->level;
1719 arrow->slaying = bow->slaying; 1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1720 1680
1721 arrow->map = m; 1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1722 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1723 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1724 1684
1725 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);
1726 insert_ob_in_map (arrow, m, op, 0); 1686 m->insert (arrow, sx, sy, op);
1727 1687
1728 if (!arrow->destroyed ()) 1688 if (!arrow->destroyed ())
1729 move_arrow (arrow); 1689 move_arrow (arrow);
1730 1690
1731 if (op->type == PLAYER) 1691 if (op->type == PLAYER)
1751{ 1711{
1752 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
1753 1713
1754 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
1755 { 1715 {
1756 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);
1757 } 1717 }
1758 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)
1759 { 1719 {
1760 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1761 wcmod = -1; 1721 wcmod = -1;
1722
1762 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);
1763 } 1724 }
1764 else if (op->contr->bowtype == bow_threewide) 1725 else if (op->contr->bowtype == bow_threewide)
1765 { 1726 {
1766 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);
1770 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
1771 { 1732 {
1772 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);
1773 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);
1774 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);
1775
1776 } 1736 }
1777 else 1737 else
1778 { 1738 {
1779 /* Simple case */ 1739 /* Simple case */
1780 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);
1781 } 1741 }
1742
1782 return ret; 1743 return ret;
1783} 1744}
1784
1785 1745
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1788 */ 1748 */
1789void 1749void
1790fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
1791{ 1751{
1792 object *item; 1752 object *item = op->contr->ranged_ob;
1793 1753
1794 if (!op->contr->ranges[range_misc]) 1754 if (!item)
1795 { 1755 {
1796 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.");
1797 return; 1757 return;
1798 } 1758 }
1799 1759
1800 item = op->contr->ranges[range_misc];
1801 if (!item->inv) 1760 if (!item->inv)
1802 { 1761 {
1803 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1804 return; 1763 return;
1805 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
1806 if (item->type == WAND) 1769 if (item->type == WAND)
1807 { 1770 {
1808 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
1809 { 1772 {
1810 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 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
1812 return; 1776 return;
1813 } 1777 }
1814 } 1778 }
1815 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
1816 { 1780 {
1817 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))
1818 { 1782 {
1819 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
1820 if (item->type == ROD) 1785 if (item->type == ROD)
1821 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));
1822 else 1787 else
1823 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
1824 return; 1790 return;
1825 } 1791 }
1826 } 1792 }
1827 1793
1828 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
1835 object *tmp; 1801 object *tmp;
1836 1802
1837 if (item->arch) 1803 if (item->arch)
1838 { 1804 {
1839 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1840 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
1841 item->speed = 0; 1807 item->set_speed (0);
1842 update_ob_speed (item);
1843 } 1808 }
1809
1844 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
1845 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1846 } 1812 }
1847 } 1813 }
1848 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
1849 {
1850 drain_rod_charge (item); 1815 drain_rod_charge (item);
1851 }
1852 } 1816 }
1853} 1817}
1854 1818
1855/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1856 */ 1820 */
1857void 1821bool
1858fire (object *op, int dir) 1822fire (object *op, int dir)
1859{ 1823{
1860 int spellcost = 0; 1824 int spellcost = 0;
1861 1825
1862 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1863 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
1864 make_visible (op); 1828 make_visible (op);
1865 1829
1866 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;
1867 { 1836 }
1868 case range_none:
1869 return;
1870 1837
1871 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:
1872 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
1873 return; 1855 break;
1874 1856
1875 case range_magic: /* Casting spells */ 1857 case SPELL:
1876 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);
1877 return; 1859 break;
1878 1860
1879 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:
1880 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
1881 return; 1871 break;
1882
1883 case range_golem: /* Control summoned monsters from scrolls */
1884 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1885 {
1886 op->contr->ranges[range_golem] = 0;
1887 op->contr->shoottype = range_none;
1888 }
1889 else
1890 control_golem (op->contr->ranges[range_golem], dir);
1891 return;
1892
1893 case range_skill:
1894 if (!op->chosen_skill)
1895 {
1896 if (op->type == PLAYER)
1897 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1898 return;
1899 }
1900 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1901 return;
1902 case range_builder:
1903 apply_map_builder (op, dir);
1904 return;
1905 default:
1906 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1907 return;
1908 } 1872 }
1909}
1910 1873
1911 1874 return true;
1875}
1912 1876
1913/* find_key 1877/* find_key
1914 * 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
1915 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
1916 * This function merges both normal and locked door, since the logic 1880 * This function merges both normal and locked door, since the logic
1918 * pl is the player, 1882 * pl is the player,
1919 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
1920 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
1921 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
1922 */ 1886 */
1923
1924object * 1887object *
1925find_key (object *pl, object *container, object *door) 1888find_key (object *pl, object *container, object *door)
1926{ 1889{
1927 object *tmp, *key; 1890 object *tmp, *key;
1928 1891
1929 /* Should not happen, but sanity checking is never bad */ 1892 /* Should not happen, but sanity checking is never bad */
1930 if (container->inv == NULL) 1893 if (!container->inv)
1931 return NULL; 1894 return 0;
1932 1895
1933 /* 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 */
1934 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
1935 { 1898 {
1936 if (door->type == DOOR && tmp->type == KEY) 1899 if (door->type == DOOR && tmp->type == KEY)
1937 break; 1900 break;
1938 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
1939 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
1940 */ 1903 */
1941 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1942 break; 1905 break;
1943 } 1906 }
1907
1944 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
1945 /* 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.
1946 * 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
1947 * a key, return 1911 * a key, return
1948 */ 1912 */
1949 if (!tmp) 1913 if (!tmp)
1950 { 1914 {
1951 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1915 for (tmp = container->inv; tmp; tmp = tmp->below)
1952 { 1916 {
1953 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
1954 if (tmp->type == CONTAINER && tmp->inv) 1918 if (tmp->type == CONTAINER && tmp->inv)
1955 { 1919 {
1956 if ((key = find_key (pl, tmp, door)) != NULL) 1920 if ((key = find_key (pl, tmp, door)))
1957 return key; 1921 return key;
1958 } 1922 }
1959 } 1923 }
1924
1960 if (!tmp) 1925 if (!tmp)
1961 return NULL; 1926 return NULL;
1962 } 1927 }
1928
1963 /* 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,
1964 * see if we actually want to use it 1930 * see if we actually want to use it
1965 */ 1931 */
1966 if (pl != container) 1932 if (pl != container)
1967 { 1933 {
1988 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1989 "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));
1990 return NULL; 1956 return NULL;
1991 } 1957 }
1992 } 1958 }
1959
1993 return tmp; 1960 return tmp;
1994} 1961}
1995 1962
1996/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
1997 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
1999 * 0 otherwise 1966 * 0 otherwise
2000 */ 1967 */
2001static int 1968static int
2002player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
2003{ 1970{
2004 /* 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,
2005 * 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 -
2006 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
2007 */ 1974 */
2008 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
2009 1976
2010 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
2011 if (key) 1978 if (key)
2012 { 1979 {
2013 object *container = key->env; 1980 object *container = key->env;
2014 1981
2015 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
2016 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
2017 make_visible (op); 1985 make_visible (op);
1986
2018 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2019 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1989
2020 if (door->type == DOOR) 1990 if (door->type == DOOR)
2021 {
2022 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 */
2023 }
2024 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2025 { 1993 {
2026 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));
2027 remove_door2 (door); /* remove door without violence ;-) */ 1995 remove_door2 (door); /* remove door without violence ;-) */
2028 } 1996 }
1997
2029 /* Do this after we print the message */ 1998 /* Do this after we print the message */
2030 decrease_ob (key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
2031 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
2032 if (container != op) 2001 if (container != op)
2033 esrv_update_item (UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
2034 return 1; /* Nothing more to do below */ 2004 return 1; /* Nothing more to do below */
2035 } 2005 }
2036 else if (door->type == LOCKED_DOOR) 2006 else if (door->type == LOCKED_DOOR)
2037 { 2007 {
2038 /* Might as well return now - no other way to open this */ 2008 /* Might as well return now - no other way to open this */
2039 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2040 return 1; 2010 return 1;
2041 } 2011 }
2012
2042 return 0; 2013 return 0;
2043} 2014}
2044 2015
2045/* This function is just part of a breakup from move_player. 2016/* This function is just part of a breakup from move_player.
2046 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2047 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2048 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2049 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2050 */ 2021 */
2051void 2022bool
2052move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2053{ 2024{
2054 object *tmp, *mon;
2055 sint16 nx, ny;
2056 int on_battleground; 2025 int on_battleground;
2057 maptile *m;
2058 2026
2059 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2060 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2061 2029
2062 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 }
2063 2040
2064 /* 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
2065 * 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
2066 * 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
2067 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2068 * 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
2069 * 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
2070 * 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
2071 * move_ob uses. 2048 * move_ob uses.
2072 */ 2049 */
2073 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);
2074 {
2075 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2076 {
2077 m = get_map_from_coord (op->map, &nx, &ny);
2078 if (!m)
2079 return; /* Don't think this should happen */
2080 }
2081 else
2082 m = op->map;
2083 2051
2084 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2085 {
2086 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2087 return;
2088 }
2089
2090 mon = 0;
2091 /* 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
2092 * 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.
2093 * 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
2094 * on the space 2055 * on the space
2095 */ 2056 */
2096 while (tmp) 2057 object *mon;
2097 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2098 if (tmp == op) 2059 {
2099 { 2060 if ((mon->flag [FLAG_ALIVE]
2100 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2101 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2102 }
2103
2104 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2105 {
2106 mon = tmp; 2063 && mon != op)
2107 break; 2064 break;
2108 } 2065 }
2109 2066
2110 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2111 mon = tmp;
2112
2113 tmp = tmp->above;
2114 }
2115
2116 if (!mon) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2117 return; /* into a wall */ 2068 return false; /* into a wall */
2118 2069
2119 if (mon->head)
2120 mon = mon->head; 2070 mon = mon->head_ ();
2121 2071
2122 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)
2123 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2124 return; 2077 return true;
2078 }
2125 2079
2126 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2127 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2128 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2129 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2130 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2131 * and thus will not push them. 2085 * and thus will not push them.
2132 */ 2086 */
2133 2087
2134 /* 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
2135 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2136 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2137 */ 2091 */
2138 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2139#if COZY_SERVER
2140 &&
2141 ((mon->owner && mon->owner->contr 2093 && ((mon->owner && mon->owner->contr
2142 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2143#else
2144 && mon->owner == op 2095 || mon->owner == op)
2145#endif
2146 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2147 { 2097 {
2148 /* 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 */
2149 if (op->contr->braced) 2099 if (op->contr->braced)
2150 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2105
2151 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);
2152 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2153 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2154 make_visible (op); 2110 make_visible (op);
2111
2155 return; 2112 return true;
2156 } 2113 }
2114 else
2115 return false;
2116 }
2157 2117
2158 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2159 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2160 * 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
2161 * attack them either. 2121 * attack them either.
2162 */ 2122 */
2163 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2164 (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))
2165#ifdef PROHIBIT_PLAYERKILL
2166 (op->contr->peaceful 2125 && ((op->contr->peaceful
2167 || (mon->type == PLAYER 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2168 && mon->contr->
2169 peaceful)) &&
2170#else
2171 op->contr->peaceful &&
2172#endif
2173 !on_battleground)) 2127 && !on_battleground))
2128 {
2129 if (op->speed_left > 0.f)
2174 { 2130 {
2131 --op->speed_left;
2132
2175 if (!op->contr->braced) 2133 if (!op->contr->braced)
2176 { 2134 {
2177 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);
2178 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2179 } 2137 }
2180 else 2138 else
2181 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2182 2140
2183 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2184 make_visible (op); 2142 make_visible (op);
2185 }
2186 2143
2144 return true;
2145 }
2146 }
2187 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2188 * 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.
2189 */ 2149 */
2190 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)
2191 { 2153 {
2154 --op->speed_left;
2155
2192 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2193 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2194 make_visible (op); 2158 make_visible (op);
2195 }
2196 2159
2160 return true;
2161 }
2162 }
2197 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2198 * 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
2199 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2200 * 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
2201 * 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.
2202 */ 2168 */
2203
2204 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2205 ((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)))
2206 { 2171 {
2207 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2208 /* If the player hasn't hit something this tick, and does
2209 * so, give them speed boost based on weapon speed. Doing
2210 * it here is better than process_players2, which basically
2211 * incurred a 1 tick offset.
2212 */
2213 if (!op->contr->has_hit)
2214 { 2173 {
2215 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2216
2217 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2218 }
2219 2175
2220 skill_attack (mon, op, 0, 0, 0); 2176 skill_attack (mon, op, 0, 0, 0);
2221
2222 /* If attacking another player, that player gets automatic
2223 * hitback, and doesn't loose luck either.
2224 * Disable hitback on the battleground or if the target is
2225 * the wiz.
2226 */
2227 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2228 {
2229 short luck = mon->stats.luck;
2230
2231 mon->contr->has_hit = 1;
2232 skill_attack (op, mon, 0, 0, 0);
2233 mon->stats.luck = luck;
2234 }
2235 2177
2236 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2237 make_visible (op); 2179 make_visible (op);
2238 }
2239 } /* if player should attack something */
2240}
2241 2180
2242int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2243move_player (object *op, int dir) 2189move_player (object *op, int dir)
2244{ 2190{
2245 int pick; 2191 int pick;
2246 2192
2247 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2248 return 0; 2194 return 0;
2249 2195
2250 /* Sanity check: make sure dir is valid */ 2196 /* Sanity check: make sure dir is valid */
2251 if ((dir < 0) || (dir >= 9)) 2197 if ((dir < 0) || (dir >= 9))
2252 { 2198 {
2253 LOG (llevError, "move_player: invalid direction %d\n", dir); 2199 LOG (llevError, "move_player: invalid direction %d\n", dir);
2254 return 0; 2200 return 0;
2255 } 2201 }
2256 2202
2257 /* peterm: added following line */ 2203 /* peterm: added following line */
2258 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2259 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2205 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2260 2206
2261 op->facing = dir; 2207 op->facing = dir;
2262 2208
2263 if (op->hide) 2209 if (op->hide)
2264 do_hidden_move (op); 2210 do_hidden_move (op);
2265 2211
2212 bool retval;
2213
2266 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2267 /*nop */ ; 2215 retval = RESULT_INT (0);
2268 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2269 fire (op, dir); 2217 retval = fire (op, dir);
2270 else 2218 else
2271 { 2219 {
2272 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2273 pick = check_pick (op); 2221 pick = check_pick (op);
2274 } 2222 }
2275 2223
2276 /* 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
2277 * server can handle repeat firing. 2225 * server can handle repeat firing.
2284 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2285 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2286 * for players. 2234 * for players.
2287 */ 2235 */
2288 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2289 return 0; 2237
2238 return retval;
2290} 2239}
2291 2240
2292/* 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
2293 * new client/server stuff. 2242 * new client/server stuff.
2294 * 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
2295 * the new speed values for commands. 2244 * the new speed values for commands.
2296 * 2245 *
2297 * 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.
2298 */ 2249 */
2299int 2250bool
2300handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2301{ 2252{
2302 if (op->contr->hidden)
2303 {
2304 op->invisible = 1000;
2305 /* the socket code flashes the player visible/invisible
2306 * depending on the value of invisible, so we need to
2307 * alternate it here for it to work correctly.
2308 */
2309 if (pticks & 2)
2310 op->invisible--;
2311 }
2312 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2313 {
2314 op->invisible--;
2315 if (!op->invisible)
2316 {
2317 make_visible (op);
2318 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2319 }
2320 }
2321
2322 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2323 { 2254 {
2324 flee_player (op); 2255 if (op->speed_left > 0.f)
2325 /* If player is still scared, that is his action for this tick */
2326 if (QUERY_FLAG (op, FLAG_SCARED))
2327 { 2256 {
2328 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2329 return 0; 2260 return true;
2330 } 2261 }
2262 else
2263 return false;
2331 } 2264 }
2332
2333 /* I've been seeing crashes where the golem has been destroyed, but
2334 * the player object still points to the defunct golem. The code that
2335 * destroys the golem looks correct, and it doesn't always happen, so
2336 * put this in a a workaround to clean up the golem pointer.
2337 */
2338 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2339 op->contr->ranges[range_golem] = 0;
2340 2265
2341 /* 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
2342 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2343 * called, so we recheck it here. 2268 * called, so we recheck it here.
2344 */ 2269 */
2345 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2270 if (op->contr->ns->handle_command ())
2346 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2347 ;
2348
2349 if (op->speed_left < 0)
2350 return 0; 2271 return true;
2351 2272
2352 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2353 {
2354 /* All move commands take 1 tick, at least for now */
2355 op->speed_left--;
2356
2357 /* Instead of all the stuff below, let move_player take care
2358 * of it. Also, some of the skill stuff is only put in
2359 * there, as well as the confusion stuff.
2360 */
2361 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2362 if (op->speed_left > 0)
2363 return 1;
2364 else
2365 return 0;
2366 }
2367 2275
2368 return 0; 2276 return false;
2369} 2277}
2370 2278
2371int 2279int
2372save_life (object *op) 2280save_life (object *op)
2373{ 2281{
2408 * from. 2316 * from.
2409 */ 2317 */
2410void 2318void
2411remove_unpaid_objects (object *op, object *env) 2319remove_unpaid_objects (object *op, object *env)
2412{ 2320{
2413 object *next;
2414
2415 while (op) 2321 while (op)
2416 { 2322 {
2417 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' */
2418 * we remove object 'op' 2324
2419 */
2420 if (QUERY_FLAG (op, FLAG_UNPAID)) 2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2421 { 2326 {
2422 op->remove ();
2423 op->x = env->x;
2424 op->y = env->y;
2425 if (env->type == PLAYER) 2327 if (env->type == PLAYER)
2426 esrv_del_item (env->contr, op->count); 2328 esrv_del_item (env->contr, op->count);
2427 insert_ob_in_map (op, env->map, NULL, 0); 2329
2330 op->insert_at (env);
2428 } 2331 }
2429 else if (op->inv) 2332 else if (op->inv)
2430 remove_unpaid_objects (op->inv, env); 2333 remove_unpaid_objects (op->inv, env);
2431 2334
2432 op = next; 2335 op = next;
2488 int rate_grace = 2000; 2391 int rate_grace = 2000;
2489 const int max_hp = 1; 2392 const int max_hp = 1;
2490 const int max_sp = 1; 2393 const int max_sp = 1;
2491 const int max_grace = 1; 2394 const int max_grace = 1;
2492 2395
2493 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--;
2494 { 2405 }
2495 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2496 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2407 {
2497 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 }
2498 } 2413 }
2499 2414
2500 if (op->contr->ns->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2501 { 2416 {
2502 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2524 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2525 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2526 } 2441 }
2527 2442
2528 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2529 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2530 { 2445 {
2531 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);
2532 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2533 { 2448 {
2534 op->stats.sp++; 2449 op->stats.sp++;
2632 } 2547 }
2633 2548
2634 /* Digestion */ 2549 /* Digestion */
2635 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2636 { 2551 {
2637#ifdef COZY_SERVER
2638 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2639 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2640#else
2641 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;
2642#endif
2643 2553
2644 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2645 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);
2646 else 2556 else
2647 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2725 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!");
2726 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...");
2727 2637
2728 /* restore player */ 2638 /* restore player */
2729 at = archetype::find ("poisoning"); 2639 at = archetype::find ("poisoning");
2730 tmp = present_arch_in_ob (at, op); 2640 if (object *tmp = present_arch_in_ob (at, op))
2731 if (tmp)
2732 { 2641 {
2733 tmp->destroy (); 2642 tmp->destroy ();
2734 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2735 } 2644 }
2736 2645
2737 at = archetype::find ("confusion"); 2646 at = archetype::find ("confusion");
2738 tmp = present_arch_in_ob (at, op); 2647 if (object *tmp = present_arch_in_ob (at, op))
2739 if (tmp)
2740 { 2648 {
2741 tmp->destroy (); 2649 tmp->destroy ();
2742 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2743 } 2651 }
2744 2652
2746 op->stats.hp = op->stats.maxhp; 2654 op->stats.hp = op->stats.maxhp;
2747 if (op->stats.food <= 0) 2655 if (op->stats.food <= 0)
2748 op->stats.food = 999; 2656 op->stats.food = 999;
2749 2657
2750 /* create a bodypart-trophy to make the winner happy */ 2658 /* create a bodypart-trophy to make the winner happy */
2751 tmp = arch_to_object (archetype::find ("finger")); 2659 if (object *tmp = arch_to_object (archetype::find ("finger")))
2752 if (tmp != NULL)
2753 { 2660 {
2754 sprintf (buf, "%s's finger", &op->name); 2661 sprintf (buf, "%s's finger", &op->name);
2755 tmp->name = buf; 2662 tmp->name = buf;
2756 sprintf (buf, " This finger has been cut off %s\n" 2663 sprintf (buf, " This finger has been cut off %s\n"
2757 " 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",
2758 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2759 tmp->msg = buf; 2666 tmp->msg = buf;
2760 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2667 tmp->value = 0, tmp->type = 0;
2761 tmp->materialname = NULL; 2668 tmp->materialname = "organics";
2762 tmp->x = op->x, tmp->y = op->y; 2669 tmp->insert_at (op, tmp);
2763 insert_ob_in_map (tmp, op->map, op, 0);
2764 } 2670 }
2765 2671
2766 /* teleport defeated player to new destination */ 2672 /* teleport defeated player to new destination */
2767 transfer_ob (op, x, y, 0, NULL); 2673 transfer_ob (op, x, y, 0, NULL);
2768 op->contr->braced = 0; 2674 op->contr->braced = 0;
2773 2679
2774 command_kill_pets (op, 0); 2680 command_kill_pets (op, 0);
2775 2681
2776 if (op->stats.food < 0) 2682 if (op->stats.food < 0)
2777 { 2683 {
2778 if (op->contr->explore)
2779 {
2780 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2781 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2782 op->stats.food = 999;
2783 return;
2784 }
2785 sprintf (buf, "%s starved to death.", &op->name); 2684 sprintf (buf, "%s starved to death.", &op->name);
2786 strcpy (op->contr->killer, "starvation"); 2685 strcpy (op->contr->killer, "starvation");
2787 } 2686 }
2788 else 2687 else
2789 {
2790 if (op->contr->explore)
2791 {
2792 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2793 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2794 op->stats.hp = op->stats.maxhp;
2795 return;
2796 }
2797 sprintf (buf, "%s died.", &op->name); 2688 sprintf (buf, "%s died.", &op->name);
2798 } 2689
2799 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2800 2691
2801 /* save the map location for corpse, gravestone */ 2692 /* save the map location for corpse, gravestone */
2802 x = op->x; 2693 x = op->x;
2803 y = op->y; 2694 y = op->y;
2804 map = op->map; 2695 map = op->map;
2805
2806 2696
2807 /* NOT_PERMADEATH code. This basically brings the character back to 2697 /* NOT_PERMADEATH code. This basically brings the character back to
2808 * 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.
2809 * 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.
2810 */ 2700 */
2827 num_stats_lose = 1; 2717 num_stats_lose = 1;
2828 else 2718 else
2829 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2719 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2830 } 2720 }
2831 else 2721 else
2832 {
2833 num_stats_lose = 1; 2722 num_stats_lose = 1;
2834 } 2723
2835 lost_a_stat = 0; 2724 lost_a_stat = 0;
2836 2725
2837 for (z = 0; z < num_stats_lose; z++) 2726 for (z = 0; z < num_stats_lose; z++)
2838 { 2727 {
2839 i = RANDOM () % NUM_STATS; 2728 i = RANDOM () % NUM_STATS;
2980 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
2981 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2982 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2983 2872
2984 /* 2873 /*
2985 * Check to see if the player is in a shop. IF so, then check to see if
2986 * 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
2987 * in the map. 2875 * and put them back in the map.
2988 */ 2876 */
2989
2990 if (is_in_shop (op))
2991 remove_unpaid_objects (op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
2992 2878
2993 /****************************************/ 2879 /****************************************/
2994 /* */ 2880 /* */
2995 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
2996 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
2997 /* */ 2883 /* */
2998 /****************************************/ 2884 /****************************************/
2999 2885
3000 enter_player_savebed (op); 2886 enter_player_savebed (op);
3001 2887
3002 /* Save the player before inserting the force to reduce
3003 * chance of abuse.
3004 */
3005 op->contr->braced = 0; 2888 op->contr->braced = 0;
3006 op->contr->save ();
3007 2889
3008 /* it is possible that the player has blown something up 2890 /* it is possible that the player has blown something up
3009 * at his savebed location, and that can have long lasting 2891 * at his savebed location, and that can have long lasting
3010 * spell effects. So first see if there is a spell effect 2892 * spell effects. So first see if there is a spell effect
3011 * on the space that might harm the player. 2893 * on the space that might harm the player.
3020 object *force; 2902 object *force;
3021 int at; 2903 int at;
3022 2904
3023 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
3024 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
3025 force->speed = 0.1; 2907 force->speed = 0.1f;
3026 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
3027 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
3028 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
3029 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
3030 force->resist[at] = 100; 2912 force->resist[at] = 100;
3031 2913
3040void 2922void
3041loot_object (object *op) 2923loot_object (object *op)
3042{ /* Grab and destroy some treasure */ 2924{ /* Grab and destroy some treasure */
3043 object *tmp, *tmp2, *next; 2925 object *tmp, *tmp2, *next;
3044 2926
3045 if (op->container) 2927 op->close_container (); /* close open sack first */
3046 esrv_apply_container (op, op->container); /* close open sack first */
3047 2928
3048 for (tmp = op->inv; tmp; tmp = next) 2929 for (tmp = op->inv; tmp; tmp = next)
3049 { 2930 {
3050 next = tmp->below; 2931 next = tmp->below;
3051 2932
3052 if (tmp->invisible) 2933 if (tmp->invisible)
3053 continue; 2934 continue;
3054 2935
3055 tmp->remove (); 2936 tmp->remove ();
3056 tmp->x = op->x, tmp->y = op->y; 2937 tmp->x = op->x, tmp->y = op->y;
2938
3057 if (tmp->type == CONTAINER) 2939 if (tmp->type == CONTAINER)
3058 { /* empty container to ground */ 2940 loot_object (tmp); /* empty container to ground */
3059 loot_object (tmp); 2941
3060 }
3061 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))))
3062 { 2943 {
3063 if (tmp->nrof > 1) 2944 if (tmp->nrof > 1)
3064 { 2945 {
3065 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3066 tmp2->destroy (); 2947 tmp2->destroy ();
3077/* 2958/*
3078 * fix_weight(): Check recursively the weight of all players, and fix 2959 * fix_weight(): Check recursively the weight of all players, and fix
3079 * 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
3080 * was changed. 2961 * was changed.
3081 */ 2962 */
3082
3083void 2963void
3084fix_weight (void) 2964fix_weight (void)
3085{ 2965{
3086 for_all_players (pl) 2966 for_all_players (pl)
3087 { 2967 {
3147 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3148 { 3028 {
3149 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3150 op->contr->invis_race = 0; 3030 op->contr->invis_race = 0;
3151 } 3031 }
3032
3152 update_object (op, UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3153} 3034}
3154 3035
3155int 3036int
3156is_true_undead (object *op) 3037is_true_undead (object *op)
3157{ 3038{
3158 object *tmp = NULL;
3159
3160 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3161 return 1; 3040 return 1;
3162 3041
3163 return 0; 3042 return 0;
3164} 3043}
3165 3044
3209/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3210 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3211 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3212 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3213 */ 3092 */
3214
3215void 3093void
3216do_hidden_move (object *op) 3094do_hidden_move (object *op)
3217{ 3095{
3218 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3219 object *skop; 3097 object *skop;
3223 3101
3224 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3225 3103
3226 /* 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! */
3227 if (op->type == PLAYER && op->contr->run_on) 3105 if (op->type == PLAYER && op->contr->run_on)
3228 {
3229 if (!skop || num >= skop->level) 3106 if (!skop || num >= skop->level)
3230 { 3107 {
3231 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!");
3232 make_visible (op); 3109 make_visible (op);
3233 return; 3110 return;
3234 } 3111 }
3235 else 3112 else
3236 num += 20; 3113 num += 20;
3237 } 3114
3238 num += op->map->difficulty; 3115 num += op->map->difficulty;
3239 hide = hideability (op); /* modify by terrain hidden level */ 3116 hide = hideability (op); /* modify by terrain hidden level */
3240 num -= hide; 3117 num -= hide;
3118
3241 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3242 { 3120 {
3243 make_visible (op); 3121 make_visible (op);
3244 if (op->type == PLAYER) 3122 if (op->type == PLAYER)
3245 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!");
3246 } 3124 }
3247 else if (op->type == PLAYER && skop) 3125 else if (op->type == PLAYER && skop)
3248 {
3249 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);
3250 }
3251} 3127}
3252 3128
3253/* determine if who is standing near a hostile creature. */ 3129/* determine if who is standing near a hostile creature. */
3254 3130
3255int 3131int
3322 if (pl->type != PLAYER) 3198 if (pl->type != PLAYER)
3323 { 3199 {
3324 LOG (llevError, "player_can_view() called for non-player object\n"); 3200 LOG (llevError, "player_can_view() called for non-player object\n");
3325 return -1; 3201 return -1;
3326 } 3202 }
3203
3327 if (!pl || !op) 3204 if (!pl || !op)
3328 return 0; 3205 return 0;
3329 3206
3330 if (op->head)
3331 {
3332 op = op->head; 3207 op = op->head_ ();
3333 } 3208
3334 get_rangevector (pl, op, &rv, 0x1); 3209 get_rangevector (pl, op, &rv, 0x1);
3335 3210
3336 /* starting with the 'head' part, lets loop 3211 /* starting with the 'head' part, lets loop
3337 * through the object and find if it has any 3212 * through the object and find if it has any
3338 * part that is in the los array but isnt on 3213 * part that is in the los array but isnt on
3339 * a blocked los square. 3214 * a blocked los square.
3340 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3341 */ 3216 */
3342 while (op) 3217 while (op)
3343 { 3218 {
3344 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3345 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3346 3221
3347 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3348 * 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
3349 * for any meaningful values. 3224 * for any meaningful values.
3350 */ 3225 */
3455 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3456 int i = 0, j = 0; 3331 int i = 0, j = 0;
3457 3332
3458 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3459 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3460 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3461 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3462 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3463 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3464 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3465 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3466 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3467 3342
3468 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3469 return; 3344 return;
3470 3345
3471 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++);
3472 3347
3473 if (tr == NULL || tr->item == NULL) 3348 if (!tr || !tr->item)
3474 { 3349 {
3475 /* 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]); */
3476 return; 3351 return;
3477 } 3352 }
3478 3353
3479 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3480 item = &(tr->item->clone); 3355 item = tr->item;
3481 3356
3482 if (item->type == SPELL) 3357 if (item->type == SPELL)
3483 { 3358 {
3484 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3485 return; 3360 return;
3544 { 3419 {
3545 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3546 object *skin; 3421 object *skin;
3547 3422
3548 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3549 shstr_cmp dragon_skin_force ("dragon_skin_force");
3550 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)
3551 ; 3425 ;
3552 3426
3553 if (!skin) 3427 if (!skin)
3554 return; 3428 return;
3555 3429
3603 * not readied. 3477 * not readied.
3604 */ 3478 */
3605void 3479void
3606player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3607{ 3481{
3608 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3609 3484
3610 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3611 { 3486 pl->combat_ob = 0;
3487
3612 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3613 { 3489 pl->ranged_ob = 0;
3614 pl->ranges[i] = NULL;
3615 if (pl->shoottype == i)
3616 {
3617 pl->shoottype = range_none;
3618 }
3619 }
3620 }
3621} 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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