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Comparing deliantra/server/server/player.C (file contents):
Revision 1.65 by root, Tue Dec 26 04:05:56 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 }
365
366 ob = observe = 0;
355} 367}
356 368
357player::~player () 369player::~player ()
358{ 370{
359 /* Clear item stack */ 371 /* Clear item stack */
368player::create () 380player::create ()
369{ 381{
370 player *pl = new player; 382 player *pl = new player;
371 383
372 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);
373 391
374 return pl; 392 return pl;
375} 393}
376 394
377/* 395/*
380 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
381 */ 399 */
382archetype * 400archetype *
383get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
384{ 402{
385 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
386 404
387 for (;;) 405 for (;;)
388 { 406 {
389 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
390 at = first_archetype; 408 i = archetypes.begin ();
391 else 409 else if (*i == at)
392 at = at->next; 410 cleanup ("not a single player archetype found");
393 411
394 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
395 return at; 413 return *i;
396
397 if (at == start)
398 {
399 LOG (llevError, "No Player archetypes\n");
400 exit (-1);
401 }
402 } 414 }
403} 415}
404 416
405object * 417object *
406get_nearest_player (object *mon) 418get_nearest_player (object *mon)
408 object *op = NULL; 420 object *op = NULL;
409 objectlink *ol; 421 objectlink *ol;
410 unsigned lastdist; 422 unsigned lastdist;
411 rv_vector rv; 423 rv_vector rv;
412 424
413 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
414 { 426 {
415 /* 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
416 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
417 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
418 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
422 object *tmp = ol->ob; 434 object *tmp = ol->ob;
423 435
424 /* 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
425 * itself will have been cleared. 437 * itself will have been cleared.
426 */ 438 */
427 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 ());
428 ol = ol->next; 441 ol = ol->next;
429 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
430 if (!ol) 443 if (!ol)
431 return op; 444 return op;
432 } 445 }
521 x = mon->x; 534 x = mon->x;
522 y = mon->y; 535 y = mon->y;
523 m = mon->map; 536 m = mon->map;
524 dir = rv.direction; 537 dir = rv.direction;
525 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 */
526 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
527 /* 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. */
528 if (diff > max) 542 if (diff > max)
529 return 0; 543 return 0;
544
530 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
531 { 546 {
532 lastx = x; 547 lastx = x;
533 lasty = y; 548 lasty = y;
534 lastmap = m; 549 lastmap = m;
616 max--; 631 max--;
617 lastdir = dir; 632 lastdir = dir;
618 if (!firstdir) 633 if (!firstdir)
619 firstdir = dir; 634 firstdir = dir;
620 } 635 }
636
621 if (diff <= 1) 637 if (diff <= 1)
622 { 638 {
623 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
624 * headed toward player for entire distance. 640 * headed toward player for entire distance.
625 */ 641 */
626 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
627 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));
628 } 644 }
645
629 if (diff > max) 646 if (diff > max)
630 return 0; 647 return 0;
631 } 648 }
649
632 /* 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 */
633 if (!max) 651 if (!max)
634 return 0; 652 return 0;
635 653
636 return firstdir; 654 return firstdir;
750roll_stat (void) 768roll_stat (void)
751{ 769{
752 int a[4], i, j, k; 770 int a[4], i, j, k;
753 771
754 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
755 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
756 774
757 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
758 if (a[i] < k) 776 if (a[i] < k)
759 k = a[i], j = i; 777 k = a[i], j = i;
760 778
766} 784}
767 785
768void 786void
769object::roll_stats () 787object::roll_stats ()
770{ 788{
771 int statsort [7]; 789 int statsort [NUM_STATS];
772 790
773 for (;;) 791 for (;;)
774 { 792 {
775 int sum = 0; 793 int sum = 0;
776 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
777 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
778 796
779 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
780 break; 798 break;
781 } 799 }
782 800
783 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
784 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 803
804 for (int i = 0; i < NUM_STATS; ++i)
786 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
787 stats.Dex = statsort[1];
788 stats.Con = statsort[2];
789 stats.Int = statsort[3];
790 stats.Wis = statsort[4];
791 stats.Pow = statsort[5];
792 stats.Cha = statsort[6];
793 806
794 stats.exp = 0; 807 stats.exp = 0;
795 stats.ac = 0; 808 stats.ac = 0;
796 809
797 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
809} 822}
810 823
811void 824void
812object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
813{ 826{
814 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
815 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
816 set_attr_value (&contr->orig_stats, b, tmp);
817 828
829 for (int i = 0; i < NUM_STATS; ++i)
818 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
819 stats.Dex = contr->orig_stats.Dex;
820 stats.Con = contr->orig_stats.Con;
821 stats.Int = contr->orig_stats.Int;
822 stats.Wis = contr->orig_stats.Wis;
823 stats.Pow = contr->orig_stats.Pow;
824 stats.Cha = contr->orig_stats.Cha;
825 831
826 //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,
827 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
828 stats.ac = 0; 834 stats.ac = 0;
829 835
841 contr->levsp[1] = 6; 847 contr->levsp[1] = 6;
842 contr->levgrace[1] = 3; 848 contr->levgrace[1] = 3;
843 849
844 contr->orig_stats = stats; 850 contr->orig_stats = stats;
845 } 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, " ");
846} 863}
847 864
848/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
849 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
850 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
851 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
852 * not the class. 869 * not the class.
853 */ 870 */
854int 871void
855key_change_class (object *op, char key) 872player::chargen_race_done ()
856{ 873{
857 int tmp_loop;
858
859 if (key == 'd' || key == 'D')
860 {
861 char buf[MAX_BUF];
862
863 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
864 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
865 876
866 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
867 if (tl) 878 if (tl)
868 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
869 880
870 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
871 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
872 883
873 op->contr->ns->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
874 885
875 if (op->msg) 886 if (ob->msg)
876 op->msg = NULL; 887 ob->msg = 0;
877 888
878 /* 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
879 * to save here. 890 * to save here.
880 */ 891 */
892 {
893 char buf[MAX_BUF];
881 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
882 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
883 897
884#ifdef AUTOSAVE
885 op->contr->last_save_tick = pticks;
886#endif
887 start_info (op); 898 start_info (ob);
888 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
889 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
890 link_player_skills (op); 901 link_player_skills (ob);
891 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
892 op->update_stats (); 903 ob->update_stats ();
893 904
894 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
895 * is one for this race 906 * is one for this race
896 */ 907 */
897 if (*first_map_ext_path) 908 if (*first_map_ext_path)
898 { 909 {
899 object *tmp; 910 object *tmp;
900 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
901 912
902 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);
903 tmp = object::create (); 914 tmp = object::create ();
904 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
905 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
906 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
907 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;
908 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
909 * default initial map */ 920 * default initial map */
910 tmp->destroy (); 921 tmp->destroy ();
911 } 922 }
912 else 923 else
913 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
914 926
915 return 0; 927void
916 } 928player::chargen_race_next ()
917 929{
918 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
919 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
920 */ 932 */
921 933
922 tmp_loop = 0; 934 do
923 while (!tmp_loop)
924 { 935 {
925 shstr name = op->name; 936 shstr name = ob->name;
926 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
927 938
928 op->remove_statbonus (); 939 ob->remove_statbonus ();
929 op->remove (); 940 ob->remove ();
930 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
931 op->arch->clone.copy_to (op); 942 ob->arch->copy_to (ob);
932 op->instantiate (); 943 ob->instantiate ();
933 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
934 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
935 op->x = x; 946 ob->x = x;
936 op->y = y; 947 ob->y = y;
937 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
938 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
939 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
940 op->add_statbonus (); 951 ob->add_statbonus ();
941 tmp_loop = allowed_class (op);
942 } 952 }
953 while (!allowed_class (ob));
943 954
944 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
945 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
946 op->update_stats (); 957 ob->update_stats ();
947 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
948 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
949 op->stats.grace = 0; 960 ob->stats.grace = 0;
950
951 if (op->msg)
952 new_draw_info (NDI_BLUE, 0, op, op->msg);
953
954 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
955 return 0;
956}
957
958int
959key_confirm_quit (object *op, char key)
960{
961 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
962 {
963 op->contr->ns->state = ST_PLAYING;
964 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
965 return 1;
966 }
967
968 INVOKE_PLAYER (LOGOUT, op->contr);
969 INVOKE_PLAYER (QUIT, op->contr);
970
971 op->contr->enable_save = false;
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 /* We need to hunt for any per player unique maps in memory and
986 * get rid of them. The trailing slash in the path is intentional,
987 * so that players named 'Ab' won't match against players 'Abe' pathname
988 */
989 char buf[MAX_BUF];
990 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
991
992 for (maptile *next, *mp = first_map; mp; mp = next)
993 {
994 next = mp->next;
995
996 if (!strncmp (mp->path, buf, strlen (buf)))
997 delete_map (mp);
998 }
999
1000 delete_character (ob->name, 1);
1001 ob->contr->destroy ();
1002
1003 return 1;
1004} 961}
1005 962
1006void 963void
1007flee_player (object *op) 964flee_player (object *op)
1008{ 965{
1055 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1056 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1057 op->enemy = NULL; 1014 op->enemy = NULL;
1058} 1015}
1059 1016
1060
1061/* 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.
1062 * 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
1063 * stop. 1019 * stop.
1064 */ 1020 */
1065int 1021int
1066check_pick (object *op) 1022check_pick (object *op)
1067{ 1023{
1068 object *tmp, *next; 1024 object *tmp, *next;
1069 int stop = 0; 1025 int stop = 0;
1070 int j, k, wvratio; 1026 int wvratio;
1071 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1072 1028
1073 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1074 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1075 return 1; 1031 return 1;
1076 1032
1144 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1145 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1146 &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))));
1147 else 1103 else
1148 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1149 &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))));
1150 1106
1151 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1152 } 1108 }
1153 1109
1154 /* philosophy: 1110 /* philosophy:
1347 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1348 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1349 { 1305 {
1350 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1351 { 1307 {
1352 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 &&
1353 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1354 { 1310 {
1355 pick_up (op, tmp); 1311 pick_up (op, tmp);
1356 continue; 1312 continue;
1357 } 1313 }
1358 } 1314 }
1359 1315
1360 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1361 { 1317 {
1362 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)
1363 { 1319 {
1364 pick_up (op, tmp); 1320 pick_up (op, tmp);
1365 continue; 1321 continue;
1366 } 1322 }
1367 } 1323 }
1392 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1393 { 1349 {
1394 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1395 } 1351 }
1396 else 1352 else
1397 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1398 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1399 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))));
1400#endif 1356#endif
1401 continue; 1357 continue;
1402 } 1358 }
1413 * found object is returned. 1369 * found object is returned.
1414 */ 1370 */
1415object * 1371object *
1416find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1417{ 1373{
1418 object *tmp = NULL; 1374 object *tmp = 0;
1419 1375
1420 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1421 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))
1422 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1423 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1424 return op; 1380 return op;
1381
1425 return tmp; 1382 return tmp;
1426} 1383}
1427 1384
1428/* 1385/*
1429 * 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
1430 * 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
1431 * 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
1432 * 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.
1433 */ 1390 */
1434
1435object * 1391object *
1436find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1437{ 1393{
1438 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1439 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1472 else 1428 else
1473 { 1429 {
1474 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1475 { 1431 {
1476 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1477 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1478 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)
1479 { 1435 {
1480 tmp = arrow; 1436 tmp = arrow;
1481 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;
1482 } 1438 }
1483 } 1439 }
1484 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1485 { 1441 {
1486 tmp = arrow; 1442 tmp = arrow;
1505 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1506 * op = the shooter 1462 * op = the shooter
1507 * type = bow->race 1463 * type = bow->race
1508 * dir = fire direction 1464 * dir = fire direction
1509 */ 1465 */
1510
1511object * 1466object *
1512pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1513{ 1468{
1514 object *tmp = NULL; 1469 object *tmp = NULL;
1515 maptile *m; 1470 maptile *m;
1580 */ 1535 */
1581int 1536int
1582fire_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)
1583{ 1538{
1584 object *left, *bow; 1539 object *left, *bow;
1585 int bowspeed, mflags; 1540 int mflags;
1586 maptile *m; 1541 maptile *m;
1587 1542
1588 if (!dir) 1543 if (!dir)
1589 { 1544 {
1590 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!");
1591 return 0; 1546 return 0;
1592 } 1547 }
1593 1548
1594 if (op->type == PLAYER) 1549 if (op->contr)
1595 bow = op->contr->ranges[range_bow]; 1550 bow = op->current_weapon;
1596 else 1551 else
1597 { 1552 {
1598 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1599 /* 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
1600 * 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.
1605 if (!bow) 1560 if (!bow)
1606 { 1561 {
1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1608 return 0; 1563 return 0;
1609 } 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
1610 } 1573 }
1611 1574
1612 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1613 { 1576 {
1614 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);
1615 return 0; 1578 return 0;
1616 } 1579 }
1617
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619
1620 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623
1624 if (bowspeed < 1)
1625 bowspeed = 1;
1626 1580
1627 if (arrow == NULL) 1581 if (arrow == NULL)
1628 { 1582 {
1629 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1630 { 1584 {
1631 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1632 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);
1633 /* 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 */
1634 else 1588 else
1635 CLEAR_FLAG (op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1636 return 0; 1591 return 0;
1637 } 1592 }
1638 } 1593 }
1639 1594
1640 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1662 return 0; 1617 return 0;
1663 } 1618 }
1664 1619
1665 arrow->set_owner (op); 1620 arrow->set_owner (op);
1666 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1667
1668 arrow->direction = dir; 1622 arrow->direction = dir;
1669 arrow->x = sx; 1623
1670 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;
1671 1656
1672 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1673 { 1658 {
1674 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1675 op->update_stats ();
1676 }
1677
1678 SET_ANIMATION (arrow, arrow->direction);
1679 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1680 arrow->stats.hp = arrow->stats.dam;
1681 arrow->stats.grace = arrow->attacktype;
1682 if (arrow->slaying != NULL)
1683 arrow->spellarg = strdup (arrow->slaying);
1684
1685 /* Note that this was different for monsters - they got their level
1686 * added to the damage. I think the strength bonus is more proper.
1687 */
1688
1689 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1690
1691 /* update the speed */
1692 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1693 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1694
1695 if (arrow->speed < 1.0)
1696 arrow->speed = 1.0;
1697 update_ob_speed (arrow);
1698 arrow->speed_left = 0;
1699
1700 if (op->type == PLAYER)
1701 {
1702 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1703 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1704 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1705
1706 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;
1707 } 1666 }
1708 else 1667 else
1709 { 1668 {
1710 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1711 arrow->level = op->level; 1669 arrow->level = op->level;
1712 } 1670 arrow->stats.wc -= bow->magic;
1713 1671
1714 if (arrow->attacktype == AT_PHYSICAL) 1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1715 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1716 1677
1717 if (bow->slaying) 1678 wc -= arrow->level;
1718 arrow->slaying = bow->slaying; 1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1719 1680
1720 arrow->map = m; 1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1721 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1722 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1723 1684
1724 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);
1725 insert_ob_in_map (arrow, m, op, 0); 1686 m->insert (arrow, sx, sy, op);
1726 1687
1727 if (!arrow->destroyed ()) 1688 if (!arrow->destroyed ())
1728 move_arrow (arrow); 1689 move_arrow (arrow);
1729 1690
1730 if (op->type == PLAYER) 1691 if (op->type == PLAYER)
1750{ 1711{
1751 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
1752 1713
1753 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
1754 { 1715 {
1755 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);
1756 } 1717 }
1757 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)
1758 { 1719 {
1759 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1760 wcmod = -1; 1721 wcmod = -1;
1722
1761 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);
1762 } 1724 }
1763 else if (op->contr->bowtype == bow_threewide) 1725 else if (op->contr->bowtype == bow_threewide)
1764 { 1726 {
1765 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);
1769 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
1770 { 1732 {
1771 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);
1772 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);
1773 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);
1774
1775 } 1736 }
1776 else 1737 else
1777 { 1738 {
1778 /* Simple case */ 1739 /* Simple case */
1779 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);
1780 } 1741 }
1742
1781 return ret; 1743 return ret;
1782} 1744}
1783
1784 1745
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1787 */ 1748 */
1788void 1749void
1789fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
1790{ 1751{
1791 object *item; 1752 object *item = op->contr->ranged_ob;
1792 1753
1793 if (!op->contr->ranges[range_misc]) 1754 if (!item)
1794 { 1755 {
1795 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.");
1796 return; 1757 return;
1797 } 1758 }
1798 1759
1799 item = op->contr->ranges[range_misc];
1800 if (!item->inv) 1760 if (!item->inv)
1801 { 1761 {
1802 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1803 return; 1763 return;
1804 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
1805 if (item->type == WAND) 1769 if (item->type == WAND)
1806 { 1770 {
1807 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
1808 { 1772 {
1809 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 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
1811 return; 1776 return;
1812 } 1777 }
1813 } 1778 }
1814 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
1815 { 1780 {
1816 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))
1817 { 1782 {
1818 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
1819 if (item->type == ROD) 1785 if (item->type == ROD)
1820 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));
1821 else 1787 else
1822 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
1823 return; 1790 return;
1824 } 1791 }
1825 } 1792 }
1826 1793
1827 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
1834 object *tmp; 1801 object *tmp;
1835 1802
1836 if (item->arch) 1803 if (item->arch)
1837 { 1804 {
1838 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1839 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
1840 item->speed = 0; 1807 item->set_speed (0);
1841 update_ob_speed (item);
1842 } 1808 }
1809
1843 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
1844 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1845 } 1812 }
1846 } 1813 }
1847 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
1848 {
1849 drain_rod_charge (item); 1815 drain_rod_charge (item);
1850 }
1851 } 1816 }
1852} 1817}
1853 1818
1854/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1855 */ 1820 */
1856void 1821bool
1857fire (object *op, int dir) 1822fire (object *op, int dir)
1858{ 1823{
1859 int spellcost = 0; 1824 int spellcost = 0;
1860 1825
1861 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1862 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
1863 make_visible (op); 1828 make_visible (op);
1864 1829
1865 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;
1866 { 1836 }
1867 case range_none:
1868 return;
1869 1837
1870 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:
1871 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
1872 return; 1855 break;
1873 1856
1874 case range_magic: /* Casting spells */ 1857 case SPELL:
1875 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);
1876 return; 1859 break;
1877 1860
1878 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:
1879 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
1880 return; 1871 break;
1881
1882 case range_golem: /* Control summoned monsters from scrolls */
1883 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1884 {
1885 op->contr->ranges[range_golem] = 0;
1886 op->contr->shoottype = range_none;
1887 }
1888 else
1889 control_golem (op->contr->ranges[range_golem], dir);
1890 return;
1891
1892 case range_skill:
1893 if (!op->chosen_skill)
1894 {
1895 if (op->type == PLAYER)
1896 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1897 return;
1898 }
1899 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1900 return;
1901 case range_builder:
1902 apply_map_builder (op, dir);
1903 return;
1904 default:
1905 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1906 return;
1907 } 1872 }
1908}
1909 1873
1910 1874 return true;
1875}
1911 1876
1912/* find_key 1877/* find_key
1913 * 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
1914 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
1915 * This function merges both normal and locked door, since the logic 1880 * This function merges both normal and locked door, since the logic
1917 * pl is the player, 1882 * pl is the player,
1918 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
1919 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
1920 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
1921 */ 1886 */
1922
1923object * 1887object *
1924find_key (object *pl, object *container, object *door) 1888find_key (object *pl, object *container, object *door)
1925{ 1889{
1926 object *tmp, *key; 1890 object *tmp, *key;
1927 1891
1928 /* Should not happen, but sanity checking is never bad */ 1892 /* Should not happen, but sanity checking is never bad */
1929 if (container->inv == NULL) 1893 if (!container->inv)
1930 return NULL; 1894 return 0;
1931 1895
1932 /* 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 */
1933 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
1934 { 1898 {
1935 if (door->type == DOOR && tmp->type == KEY) 1899 if (door->type == DOOR && tmp->type == KEY)
1936 break; 1900 break;
1937 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
1938 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
1939 */ 1903 */
1940 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1941 break; 1905 break;
1942 } 1906 }
1907
1943 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
1944 /* 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.
1945 * 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
1946 * a key, return 1911 * a key, return
1947 */ 1912 */
1948 if (!tmp) 1913 if (!tmp)
1949 { 1914 {
1950 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1915 for (tmp = container->inv; tmp; tmp = tmp->below)
1951 { 1916 {
1952 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
1953 if (tmp->type == CONTAINER && tmp->inv) 1918 if (tmp->type == CONTAINER && tmp->inv)
1954 { 1919 {
1955 if ((key = find_key (pl, tmp, door)) != NULL) 1920 if ((key = find_key (pl, tmp, door)))
1956 return key; 1921 return key;
1957 } 1922 }
1958 } 1923 }
1924
1959 if (!tmp) 1925 if (!tmp)
1960 return NULL; 1926 return NULL;
1961 } 1927 }
1928
1962 /* 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,
1963 * see if we actually want to use it 1930 * see if we actually want to use it
1964 */ 1931 */
1965 if (pl != container) 1932 if (pl != container)
1966 { 1933 {
1987 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1988 "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));
1989 return NULL; 1956 return NULL;
1990 } 1957 }
1991 } 1958 }
1959
1992 return tmp; 1960 return tmp;
1993} 1961}
1994 1962
1995/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
1996 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
1998 * 0 otherwise 1966 * 0 otherwise
1999 */ 1967 */
2000static int 1968static int
2001player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
2002{ 1970{
2003 /* 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,
2004 * 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 -
2005 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
2006 */ 1974 */
2007 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
2008 1976
2009 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
2010 if (key) 1978 if (key)
2011 { 1979 {
2012 object *container = key->env; 1980 object *container = key->env;
2013 1981
2014 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
2015 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
2016 make_visible (op); 1985 make_visible (op);
1986
2017 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2018 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1989
2019 if (door->type == DOOR) 1990 if (door->type == DOOR)
2020 {
2021 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 */
2022 }
2023 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2024 { 1993 {
2025 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));
2026 remove_door2 (door); /* remove door without violence ;-) */ 1995 remove_door2 (door); /* remove door without violence ;-) */
2027 } 1996 }
1997
2028 /* Do this after we print the message */ 1998 /* Do this after we print the message */
2029 decrease_ob (key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
2030 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
2031 if (container != op) 2001 if (container != op)
2032 esrv_update_item (UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
2033 return 1; /* Nothing more to do below */ 2004 return 1; /* Nothing more to do below */
2034 } 2005 }
2035 else if (door->type == LOCKED_DOOR) 2006 else if (door->type == LOCKED_DOOR)
2036 { 2007 {
2037 /* Might as well return now - no other way to open this */ 2008 /* Might as well return now - no other way to open this */
2038 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2039 return 1; 2010 return 1;
2040 } 2011 }
2012
2041 return 0; 2013 return 0;
2042} 2014}
2043 2015
2044/* This function is just part of a breakup from move_player. 2016/* This function is just part of a breakup from move_player.
2045 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2046 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2047 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2048 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2049 */ 2021 */
2050void 2022bool
2051move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2052{ 2024{
2053 object *tmp, *mon;
2054 sint16 nx, ny;
2055 int on_battleground; 2025 int on_battleground;
2056 maptile *m;
2057 2026
2058 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2059 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2060 2029
2061 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 }
2062 2040
2063 /* 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
2064 * 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
2065 * 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
2066 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2067 * 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
2068 * 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
2069 * 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
2070 * move_ob uses. 2048 * move_ob uses.
2071 */ 2049 */
2072 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);
2073 {
2074 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2075 {
2076 m = get_map_from_coord (op->map, &nx, &ny);
2077 if (!m)
2078 return; /* Don't think this should happen */
2079 }
2080 else
2081 m = op->map;
2082 2051
2083 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2084 {
2085 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2086 return;
2087 }
2088
2089 mon = 0;
2090 /* 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
2091 * 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.
2092 * 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
2093 * on the space 2055 * on the space
2094 */ 2056 */
2095 while (tmp) 2057 object *mon;
2096 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2097 if (tmp == op) 2059 {
2098 { 2060 if ((mon->flag [FLAG_ALIVE]
2099 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2100 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2101 }
2102
2103 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2104 {
2105 mon = tmp; 2063 && mon != op)
2106 break; 2064 break;
2107 } 2065 }
2108 2066
2109 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2110 mon = tmp;
2111
2112 tmp = tmp->above;
2113 }
2114
2115 if (!mon) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2116 return; /* into a wall */ 2068 return false; /* into a wall */
2117 2069
2118 if (mon->head)
2119 mon = mon->head; 2070 mon = mon->head_ ();
2120 2071
2121 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)
2122 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2123 return; 2077 return true;
2078 }
2124 2079
2125 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2126 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2127 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2128 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2129 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2130 * and thus will not push them. 2085 * and thus will not push them.
2131 */ 2086 */
2132 2087
2133 /* 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
2134 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2135 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2136 */ 2091 */
2137 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2138#if COZY_SERVER
2139 &&
2140 ((mon->owner && mon->owner->contr 2093 && ((mon->owner && mon->owner->contr
2141 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2142#else
2143 && mon->owner == op 2095 || mon->owner == op)
2144#endif
2145 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2146 { 2097 {
2147 /* 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 */
2148 if (op->contr->braced) 2099 if (op->contr->braced)
2149 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2105
2150 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);
2151 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2152 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2153 make_visible (op); 2110 make_visible (op);
2111
2154 return; 2112 return true;
2155 } 2113 }
2114 else
2115 return false;
2116 }
2156 2117
2157 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2158 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2159 * 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
2160 * attack them either. 2121 * attack them either.
2161 */ 2122 */
2162 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2163 (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))
2164#ifdef PROHIBIT_PLAYERKILL
2165 (op->contr->peaceful 2125 && ((op->contr->peaceful
2166 || (mon->type == PLAYER 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2167 && mon->contr->
2168 peaceful)) &&
2169#else
2170 op->contr->peaceful &&
2171#endif
2172 !on_battleground)) 2127 && !on_battleground))
2128 {
2129 if (op->speed_left > 0.f)
2173 { 2130 {
2131 --op->speed_left;
2132
2174 if (!op->contr->braced) 2133 if (!op->contr->braced)
2175 { 2134 {
2176 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);
2177 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2178 } 2137 }
2179 else 2138 else
2180 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2181 2140
2182 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2183 make_visible (op); 2142 make_visible (op);
2184 }
2185 2143
2144 return true;
2145 }
2146 }
2186 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2187 * 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.
2188 */ 2149 */
2189 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)
2190 { 2153 {
2154 --op->speed_left;
2155
2191 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2192 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2193 make_visible (op); 2158 make_visible (op);
2194 }
2195 2159
2160 return true;
2161 }
2162 }
2196 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2197 * 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
2198 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2199 * 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
2200 * 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.
2201 */ 2168 */
2202
2203 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2204 ((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)))
2205 { 2171 {
2206 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2207 /* If the player hasn't hit something this tick, and does
2208 * so, give them speed boost based on weapon speed. Doing
2209 * it here is better than process_players2, which basically
2210 * incurred a 1 tick offset.
2211 */
2212 if (!op->contr->has_hit)
2213 { 2173 {
2214 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2215
2216 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2217 }
2218 2175
2219 skill_attack (mon, op, 0, 0, 0); 2176 skill_attack (mon, op, 0, 0, 0);
2220
2221 /* If attacking another player, that player gets automatic
2222 * hitback, and doesn't loose luck either.
2223 * Disable hitback on the battleground or if the target is
2224 * the wiz.
2225 */
2226 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2227 {
2228 short luck = mon->stats.luck;
2229
2230 mon->contr->has_hit = 1;
2231 skill_attack (op, mon, 0, 0, 0);
2232 mon->stats.luck = luck;
2233 }
2234 2177
2235 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2236 make_visible (op); 2179 make_visible (op);
2237 }
2238 } /* if player should attack something */
2239}
2240 2180
2241int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2242move_player (object *op, int dir) 2189move_player (object *op, int dir)
2243{ 2190{
2244 int pick; 2191 int pick;
2245 2192
2246 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2247 return 0; 2194 return 0;
2248 2195
2249 /* Sanity check: make sure dir is valid */ 2196 /* Sanity check: make sure dir is valid */
2250 if ((dir < 0) || (dir >= 9)) 2197 if ((dir < 0) || (dir >= 9))
2251 { 2198 {
2252 LOG (llevError, "move_player: invalid direction %d\n", dir); 2199 LOG (llevError, "move_player: invalid direction %d\n", dir);
2253 return 0; 2200 return 0;
2254 } 2201 }
2255 2202
2256 /* peterm: added following line */ 2203 /* peterm: added following line */
2257 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2258 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2205 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2259 2206
2260 op->facing = dir; 2207 op->facing = dir;
2261 2208
2262 if (op->hide) 2209 if (op->hide)
2263 do_hidden_move (op); 2210 do_hidden_move (op);
2264 2211
2212 bool retval;
2213
2265 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2266 /*nop */ ; 2215 retval = RESULT_INT (0);
2267 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2268 fire (op, dir); 2217 retval = fire (op, dir);
2269 else 2218 else
2270 { 2219 {
2271 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2272 pick = check_pick (op); 2221 pick = check_pick (op);
2273 } 2222 }
2274 2223
2275 /* 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
2276 * server can handle repeat firing. 2225 * server can handle repeat firing.
2283 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2284 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2285 * for players. 2234 * for players.
2286 */ 2235 */
2287 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2288 return 0; 2237
2238 return retval;
2289} 2239}
2290 2240
2291/* 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
2292 * new client/server stuff. 2242 * new client/server stuff.
2293 * 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
2294 * the new speed values for commands. 2244 * the new speed values for commands.
2295 * 2245 *
2296 * 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.
2297 */ 2249 */
2298int 2250bool
2299handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2300{ 2252{
2301 if (op->contr->hidden)
2302 {
2303 op->invisible = 1000;
2304 /* the socket code flashes the player visible/invisible
2305 * depending on the value of invisible, so we need to
2306 * alternate it here for it to work correctly.
2307 */
2308 if (pticks & 2)
2309 op->invisible--;
2310 }
2311 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2312 {
2313 op->invisible--;
2314 if (!op->invisible)
2315 {
2316 make_visible (op);
2317 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2318 }
2319 }
2320
2321 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2322 { 2254 {
2323 flee_player (op); 2255 if (op->speed_left > 0.f)
2324 /* If player is still scared, that is his action for this tick */
2325 if (QUERY_FLAG (op, FLAG_SCARED))
2326 { 2256 {
2327 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2328 return 0; 2260 return true;
2329 } 2261 }
2262 else
2263 return false;
2330 } 2264 }
2331
2332 /* I've been seeing crashes where the golem has been destroyed, but
2333 * the player object still points to the defunct golem. The code that
2334 * destroys the golem looks correct, and it doesn't always happen, so
2335 * put this in a a workaround to clean up the golem pointer.
2336 */
2337 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2338 op->contr->ranges[range_golem] = 0;
2339 2265
2340 /* 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
2341 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2342 * called, so we recheck it here. 2268 * called, so we recheck it here.
2343 */ 2269 */
2344 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2270 if (op->contr->ns->handle_command ())
2345 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2346 ;
2347
2348 if (op->speed_left < 0)
2349 return 0; 2271 return true;
2350 2272
2351 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2352 {
2353 /* All move commands take 1 tick, at least for now */
2354 op->speed_left--;
2355
2356 /* Instead of all the stuff below, let move_player take care
2357 * of it. Also, some of the skill stuff is only put in
2358 * there, as well as the confusion stuff.
2359 */
2360 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2361 if (op->speed_left > 0)
2362 return 1;
2363 else
2364 return 0;
2365 }
2366 2275
2367 return 0; 2276 return false;
2368} 2277}
2369 2278
2370int 2279int
2371save_life (object *op) 2280save_life (object *op)
2372{ 2281{
2407 * from. 2316 * from.
2408 */ 2317 */
2409void 2318void
2410remove_unpaid_objects (object *op, object *env) 2319remove_unpaid_objects (object *op, object *env)
2411{ 2320{
2412 object *next;
2413
2414 while (op) 2321 while (op)
2415 { 2322 {
2416 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' */
2417 * we remove object 'op' 2324
2418 */
2419 if (QUERY_FLAG (op, FLAG_UNPAID)) 2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2420 { 2326 {
2421 op->remove ();
2422 op->x = env->x;
2423 op->y = env->y;
2424 if (env->type == PLAYER) 2327 if (env->type == PLAYER)
2425 esrv_del_item (env->contr, op->count); 2328 esrv_del_item (env->contr, op->count);
2426 insert_ob_in_map (op, env->map, NULL, 0); 2329
2330 op->insert_at (env);
2427 } 2331 }
2428 else if (op->inv) 2332 else if (op->inv)
2429 remove_unpaid_objects (op->inv, env); 2333 remove_unpaid_objects (op->inv, env);
2430 2334
2431 op = next; 2335 op = next;
2487 int rate_grace = 2000; 2391 int rate_grace = 2000;
2488 const int max_hp = 1; 2392 const int max_hp = 1;
2489 const int max_sp = 1; 2393 const int max_sp = 1;
2490 const int max_grace = 1; 2394 const int max_grace = 1;
2491 2395
2492 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--;
2493 { 2405 }
2494 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2495 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2407 {
2496 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 }
2497 } 2413 }
2498 2414
2499 if (op->contr->ns->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2500 { 2416 {
2501 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2523 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2524 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2525 } 2441 }
2526 2442
2527 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2528 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2529 { 2445 {
2530 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);
2531 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2532 { 2448 {
2533 op->stats.sp++; 2449 op->stats.sp++;
2631 } 2547 }
2632 2548
2633 /* Digestion */ 2549 /* Digestion */
2634 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2635 { 2551 {
2636#ifdef COZY_SERVER
2637 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2638 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2639#else
2640 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;
2641#endif
2642 2553
2643 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2644 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);
2645 else 2556 else
2646 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2724 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!");
2725 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...");
2726 2637
2727 /* restore player */ 2638 /* restore player */
2728 at = archetype::find ("poisoning"); 2639 at = archetype::find ("poisoning");
2729 tmp = present_arch_in_ob (at, op); 2640 if (object *tmp = present_arch_in_ob (at, op))
2730 if (tmp)
2731 { 2641 {
2732 tmp->destroy (); 2642 tmp->destroy ();
2733 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2734 } 2644 }
2735 2645
2736 at = archetype::find ("confusion"); 2646 at = archetype::find ("confusion");
2737 tmp = present_arch_in_ob (at, op); 2647 if (object *tmp = present_arch_in_ob (at, op))
2738 if (tmp)
2739 { 2648 {
2740 tmp->destroy (); 2649 tmp->destroy ();
2741 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2742 } 2651 }
2743 2652
2745 op->stats.hp = op->stats.maxhp; 2654 op->stats.hp = op->stats.maxhp;
2746 if (op->stats.food <= 0) 2655 if (op->stats.food <= 0)
2747 op->stats.food = 999; 2656 op->stats.food = 999;
2748 2657
2749 /* create a bodypart-trophy to make the winner happy */ 2658 /* create a bodypart-trophy to make the winner happy */
2750 tmp = arch_to_object (archetype::find ("finger")); 2659 if (object *tmp = arch_to_object (archetype::find ("finger")))
2751 if (tmp != NULL)
2752 { 2660 {
2753 sprintf (buf, "%s's finger", &op->name); 2661 sprintf (buf, "%s's finger", &op->name);
2754 tmp->name = buf; 2662 tmp->name = buf;
2755 sprintf (buf, " This finger has been cut off %s\n" 2663 sprintf (buf, " This finger has been cut off %s\n"
2756 " 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",
2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2758 tmp->msg = buf; 2666 tmp->msg = buf;
2759 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2667 tmp->value = 0, tmp->type = 0;
2760 tmp->materialname = NULL; 2668 tmp->materialname = "organics";
2761 tmp->x = op->x, tmp->y = op->y; 2669 tmp->insert_at (op, tmp);
2762 insert_ob_in_map (tmp, op->map, op, 0);
2763 } 2670 }
2764 2671
2765 /* teleport defeated player to new destination */ 2672 /* teleport defeated player to new destination */
2766 transfer_ob (op, x, y, 0, NULL); 2673 transfer_ob (op, x, y, 0, NULL);
2767 op->contr->braced = 0; 2674 op->contr->braced = 0;
2772 2679
2773 command_kill_pets (op, 0); 2680 command_kill_pets (op, 0);
2774 2681
2775 if (op->stats.food < 0) 2682 if (op->stats.food < 0)
2776 { 2683 {
2777 if (op->contr->explore)
2778 {
2779 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2780 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2781 op->stats.food = 999;
2782 return;
2783 }
2784 sprintf (buf, "%s starved to death.", &op->name); 2684 sprintf (buf, "%s starved to death.", &op->name);
2785 strcpy (op->contr->killer, "starvation"); 2685 strcpy (op->contr->killer, "starvation");
2786 } 2686 }
2787 else 2687 else
2788 {
2789 if (op->contr->explore)
2790 {
2791 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2792 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2793 op->stats.hp = op->stats.maxhp;
2794 return;
2795 }
2796 sprintf (buf, "%s died.", &op->name); 2688 sprintf (buf, "%s died.", &op->name);
2797 } 2689
2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2799 2691
2800 /* save the map location for corpse, gravestone */ 2692 /* save the map location for corpse, gravestone */
2801 x = op->x; 2693 x = op->x;
2802 y = op->y; 2694 y = op->y;
2803 map = op->map; 2695 map = op->map;
2804
2805 2696
2806 /* NOT_PERMADEATH code. This basically brings the character back to 2697 /* NOT_PERMADEATH code. This basically brings the character back to
2807 * 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.
2808 * 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.
2809 */ 2700 */
2826 num_stats_lose = 1; 2717 num_stats_lose = 1;
2827 else 2718 else
2828 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2719 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2829 } 2720 }
2830 else 2721 else
2831 {
2832 num_stats_lose = 1; 2722 num_stats_lose = 1;
2833 } 2723
2834 lost_a_stat = 0; 2724 lost_a_stat = 0;
2835 2725
2836 for (z = 0; z < num_stats_lose; z++) 2726 for (z = 0; z < num_stats_lose; z++)
2837 { 2727 {
2838 i = RANDOM () % NUM_STATS; 2728 i = RANDOM () % NUM_STATS;
2979 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
2980 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2981 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2982 2872
2983 /* 2873 /*
2984 * Check to see if the player is in a shop. IF so, then check to see if
2985 * 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
2986 * in the map. 2875 * and put them back in the map.
2987 */ 2876 */
2988
2989 if (is_in_shop (op))
2990 remove_unpaid_objects (op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
2991 2878
2992 /****************************************/ 2879 /****************************************/
2993 /* */ 2880 /* */
2994 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
2995 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
2996 /* */ 2883 /* */
2997 /****************************************/ 2884 /****************************************/
2998 2885
2999 enter_player_savebed (op); 2886 enter_player_savebed (op);
3000 2887
3001 /* Save the player before inserting the force to reduce
3002 * chance of abuse.
3003 */
3004 op->contr->braced = 0; 2888 op->contr->braced = 0;
3005 op->contr->save ();
3006 2889
3007 /* it is possible that the player has blown something up 2890 /* it is possible that the player has blown something up
3008 * at his savebed location, and that can have long lasting 2891 * at his savebed location, and that can have long lasting
3009 * spell effects. So first see if there is a spell effect 2892 * spell effects. So first see if there is a spell effect
3010 * on the space that might harm the player. 2893 * on the space that might harm the player.
3019 object *force; 2902 object *force;
3020 int at; 2903 int at;
3021 2904
3022 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
3023 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
3024 force->speed = 0.1; 2907 force->speed = 0.1f;
3025 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
3026 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
3027 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
3028 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
3029 force->resist[at] = 100; 2912 force->resist[at] = 100;
3030 2913
3039void 2922void
3040loot_object (object *op) 2923loot_object (object *op)
3041{ /* Grab and destroy some treasure */ 2924{ /* Grab and destroy some treasure */
3042 object *tmp, *tmp2, *next; 2925 object *tmp, *tmp2, *next;
3043 2926
3044 if (op->container) 2927 op->close_container (); /* close open sack first */
3045 esrv_apply_container (op, op->container); /* close open sack first */
3046 2928
3047 for (tmp = op->inv; tmp; tmp = next) 2929 for (tmp = op->inv; tmp; tmp = next)
3048 { 2930 {
3049 next = tmp->below; 2931 next = tmp->below;
3050 2932
3051 if (tmp->invisible) 2933 if (tmp->invisible)
3052 continue; 2934 continue;
3053 2935
3054 tmp->remove (); 2936 tmp->remove ();
3055 tmp->x = op->x, tmp->y = op->y; 2937 tmp->x = op->x, tmp->y = op->y;
2938
3056 if (tmp->type == CONTAINER) 2939 if (tmp->type == CONTAINER)
3057 { /* empty container to ground */ 2940 loot_object (tmp); /* empty container to ground */
3058 loot_object (tmp); 2941
3059 }
3060 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))))
3061 { 2943 {
3062 if (tmp->nrof > 1) 2944 if (tmp->nrof > 1)
3063 { 2945 {
3064 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3065 tmp2->destroy (); 2947 tmp2->destroy ();
3076/* 2958/*
3077 * fix_weight(): Check recursively the weight of all players, and fix 2959 * fix_weight(): Check recursively the weight of all players, and fix
3078 * 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
3079 * was changed. 2961 * was changed.
3080 */ 2962 */
3081
3082void 2963void
3083fix_weight (void) 2964fix_weight (void)
3084{ 2965{
3085 for_all_players (pl) 2966 for_all_players (pl)
3086 { 2967 {
3146 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3147 { 3028 {
3148 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3149 op->contr->invis_race = 0; 3030 op->contr->invis_race = 0;
3150 } 3031 }
3032
3151 update_object (op, UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3152} 3034}
3153 3035
3154int 3036int
3155is_true_undead (object *op) 3037is_true_undead (object *op)
3156{ 3038{
3157 object *tmp = NULL;
3158
3159 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3160 return 1; 3040 return 1;
3161 3041
3162 return 0; 3042 return 0;
3163} 3043}
3164 3044
3208/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3209 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3210 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3211 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3212 */ 3092 */
3213
3214void 3093void
3215do_hidden_move (object *op) 3094do_hidden_move (object *op)
3216{ 3095{
3217 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3218 object *skop; 3097 object *skop;
3222 3101
3223 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3224 3103
3225 /* 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! */
3226 if (op->type == PLAYER && op->contr->run_on) 3105 if (op->type == PLAYER && op->contr->run_on)
3227 {
3228 if (!skop || num >= skop->level) 3106 if (!skop || num >= skop->level)
3229 { 3107 {
3230 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!");
3231 make_visible (op); 3109 make_visible (op);
3232 return; 3110 return;
3233 } 3111 }
3234 else 3112 else
3235 num += 20; 3113 num += 20;
3236 } 3114
3237 num += op->map->difficulty; 3115 num += op->map->difficulty;
3238 hide = hideability (op); /* modify by terrain hidden level */ 3116 hide = hideability (op); /* modify by terrain hidden level */
3239 num -= hide; 3117 num -= hide;
3118
3240 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3241 { 3120 {
3242 make_visible (op); 3121 make_visible (op);
3243 if (op->type == PLAYER) 3122 if (op->type == PLAYER)
3244 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!");
3245 } 3124 }
3246 else if (op->type == PLAYER && skop) 3125 else if (op->type == PLAYER && skop)
3247 {
3248 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);
3249 }
3250} 3127}
3251 3128
3252/* determine if who is standing near a hostile creature. */ 3129/* determine if who is standing near a hostile creature. */
3253 3130
3254int 3131int
3321 if (pl->type != PLAYER) 3198 if (pl->type != PLAYER)
3322 { 3199 {
3323 LOG (llevError, "player_can_view() called for non-player object\n"); 3200 LOG (llevError, "player_can_view() called for non-player object\n");
3324 return -1; 3201 return -1;
3325 } 3202 }
3203
3326 if (!pl || !op) 3204 if (!pl || !op)
3327 return 0; 3205 return 0;
3328 3206
3329 if (op->head)
3330 {
3331 op = op->head; 3207 op = op->head_ ();
3332 } 3208
3333 get_rangevector (pl, op, &rv, 0x1); 3209 get_rangevector (pl, op, &rv, 0x1);
3334 3210
3335 /* starting with the 'head' part, lets loop 3211 /* starting with the 'head' part, lets loop
3336 * through the object and find if it has any 3212 * through the object and find if it has any
3337 * part that is in the los array but isnt on 3213 * part that is in the los array but isnt on
3338 * a blocked los square. 3214 * a blocked los square.
3339 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3340 */ 3216 */
3341 while (op) 3217 while (op)
3342 { 3218 {
3343 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3344 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3345 3221
3346 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3347 * 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
3348 * for any meaningful values. 3224 * for any meaningful values.
3349 */ 3225 */
3454 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3455 int i = 0, j = 0; 3331 int i = 0, j = 0;
3456 3332
3457 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3458 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3459 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3460 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3461 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3462 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3463 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3464 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3465 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3466 3342
3467 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3468 return; 3344 return;
3469 3345
3470 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++);
3471 3347
3472 if (tr == NULL || tr->item == NULL) 3348 if (!tr || !tr->item)
3473 { 3349 {
3474 /* 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]); */
3475 return; 3351 return;
3476 } 3352 }
3477 3353
3478 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3479 item = &(tr->item->clone); 3355 item = tr->item;
3480 3356
3481 if (item->type == SPELL) 3357 if (item->type == SPELL)
3482 { 3358 {
3483 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3484 return; 3360 return;
3543 { 3419 {
3544 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3545 object *skin; 3421 object *skin;
3546 3422
3547 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3548 shstr_cmp dragon_skin_force ("dragon_skin_force");
3549 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)
3550 ; 3425 ;
3551 3426
3552 if (!skin) 3427 if (!skin)
3553 return; 3428 return;
3554 3429
3602 * not readied. 3477 * not readied.
3603 */ 3478 */
3604void 3479void
3605player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3606{ 3481{
3607 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3608 3484
3609 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3610 { 3486 pl->combat_ob = 0;
3487
3611 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3612 { 3489 pl->ranged_ob = 0;
3613 pl->ranges[i] = NULL;
3614 if (pl->shoottype == i)
3615 {
3616 pl->shoottype = range_none;
3617 }
3618 }
3619 }
3620} 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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