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Comparing deliantra/server/server/player.C (file contents):
Revision 1.69 by root, Tue Dec 26 17:39:30 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 ob->set_speed (ob->speed);
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
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345 359
346 if (ob) 360 if (ob)
347 { 361 {
348 ob->destroy_inv (false); 362 ob->destroy_inv (false);
349 ob->destroy (); 363 ob->destroy ();
350 } 364 }
351 365
352 if (ns) 366 ob = observe = 0;
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 }
361} 367}
362 368
363player::~player () 369player::~player ()
364{ 370{
365 /* Clear item stack */ 371 /* Clear item stack */
374player::create () 380player::create ()
375{ 381{
376 player *pl = new player; 382 player *pl = new player;
377 383
378 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);
379 391
380 return pl; 392 return pl;
381} 393}
382 394
383/* 395/*
386 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
387 */ 399 */
388archetype * 400archetype *
389get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
390{ 402{
391 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
392 404
393 for (;;) 405 for (;;)
394 { 406 {
395 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
396 at = first_archetype; 408 i = archetypes.begin ();
397 else 409 else if (*i == at)
398 at = at->next; 410 cleanup ("not a single player archetype found");
399 411
400 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
401 return at; 413 return *i;
402
403 if (at == start)
404 {
405 LOG (llevError, "No Player archetypes\n");
406 exit (-1);
407 }
408 } 414 }
409} 415}
410 416
411object * 417object *
412get_nearest_player (object *mon) 418get_nearest_player (object *mon)
414 object *op = NULL; 420 object *op = NULL;
415 objectlink *ol; 421 objectlink *ol;
416 unsigned lastdist; 422 unsigned lastdist;
417 rv_vector rv; 423 rv_vector rv;
418 424
419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
420 { 426 {
421 /* 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
422 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
423 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
424 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
428 object *tmp = ol->ob; 434 object *tmp = ol->ob;
429 435
430 /* 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
431 * itself will have been cleared. 437 * itself will have been cleared.
432 */ 438 */
433 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 ());
434 ol = ol->next; 441 ol = ol->next;
435 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
436 if (!ol) 443 if (!ol)
437 return op; 444 return op;
438 } 445 }
527 x = mon->x; 534 x = mon->x;
528 y = mon->y; 535 y = mon->y;
529 m = mon->map; 536 m = mon->map;
530 dir = rv.direction; 537 dir = rv.direction;
531 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 */
532 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
533 /* 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. */
534 if (diff > max) 542 if (diff > max)
535 return 0; 543 return 0;
544
536 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
537 { 546 {
538 lastx = x; 547 lastx = x;
539 lasty = y; 548 lasty = y;
540 lastmap = m; 549 lastmap = m;
622 max--; 631 max--;
623 lastdir = dir; 632 lastdir = dir;
624 if (!firstdir) 633 if (!firstdir)
625 firstdir = dir; 634 firstdir = dir;
626 } 635 }
636
627 if (diff <= 1) 637 if (diff <= 1)
628 { 638 {
629 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 640 * headed toward player for entire distance.
631 */ 641 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 644 }
645
635 if (diff > max) 646 if (diff > max)
636 return 0; 647 return 0;
637 } 648 }
649
638 /* 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 */
639 if (!max) 651 if (!max)
640 return 0; 652 return 0;
641 653
642 return firstdir; 654 return firstdir;
756roll_stat (void) 768roll_stat (void)
757{ 769{
758 int a[4], i, j, k; 770 int a[4], i, j, k;
759 771
760 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
761 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
762 774
763 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k) 776 if (a[i] < k)
765 k = a[i], j = i; 777 k = a[i], j = i;
766 778
772} 784}
773 785
774void 786void
775object::roll_stats () 787object::roll_stats ()
776{ 788{
777 int statsort [7]; 789 int statsort [NUM_STATS];
778 790
779 for (;;) 791 for (;;)
780 { 792 {
781 int sum = 0; 793 int sum = 0;
782 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
784 796
785 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
786 break; 798 break;
787 } 799 }
788 800
789 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 803
804 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 806
800 stats.exp = 0; 807 stats.exp = 0;
801 stats.ac = 0; 808 stats.ac = 0;
802 809
803 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
815} 822}
816 823
817void 824void
818object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
819{ 826{
820 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 828
829 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 831
832 //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,
833 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
834 stats.ac = 0; 834 stats.ac = 0;
835 835
847 contr->levsp[1] = 6; 847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3; 848 contr->levgrace[1] = 3;
849 849
850 contr->orig_stats = stats; 850 contr->orig_stats = stats;
851 } 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, " ");
852} 863}
853 864
854/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
855 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
856 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
857 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
858 * not the class. 869 * not the class.
859 */ 870 */
860int 871void
861key_change_class (object *op, char key) 872player::chargen_race_done ()
862{ 873{
863 int tmp_loop;
864
865 if (key == 'd' || key == 'D')
866 {
867 char buf[MAX_BUF];
868
869 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
870 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
871 876
872 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
873 if (tl) 878 if (tl)
874 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
875 880
876 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
877 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
878 883
879 op->contr->ns->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
880 885
881 if (op->msg) 886 if (ob->msg)
882 op->msg = NULL; 887 ob->msg = 0;
883 888
884 /* 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
885 * to save here. 890 * to save here.
886 */ 891 */
892 {
893 char buf[MAX_BUF];
887 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
888 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
889 897
890#ifdef AUTOSAVE
891 op->contr->last_save_tick = pticks;
892#endif
893 start_info (op); 898 start_info (ob);
894 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
895 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
896 link_player_skills (op); 901 link_player_skills (ob);
897 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
898 op->update_stats (); 903 ob->update_stats ();
899 904
900 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
901 * is one for this race 906 * is one for this race
902 */ 907 */
903 if (*first_map_ext_path) 908 if (*first_map_ext_path)
904 { 909 {
905 object *tmp; 910 object *tmp;
906 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
907 912
908 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);
909 tmp = object::create (); 914 tmp = object::create ();
910 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
911 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
912 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
913 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;
914 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
915 * default initial map */ 920 * default initial map */
916 tmp->destroy (); 921 tmp->destroy ();
917 } 922 }
918 else 923 else
919 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
920 926
921 return 0; 927void
922 } 928player::chargen_race_next ()
923 929{
924 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
925 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
926 */ 932 */
927 933
928 tmp_loop = 0; 934 do
929 while (!tmp_loop)
930 { 935 {
931 shstr name = op->name; 936 shstr name = ob->name;
932 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
933 938
934 op->remove_statbonus (); 939 ob->remove_statbonus ();
935 op->remove (); 940 ob->remove ();
936 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
937 op->arch->clone.copy_to (op); 942 ob->arch->copy_to (ob);
938 op->instantiate (); 943 ob->instantiate ();
939 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
940 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
941 op->x = x; 946 ob->x = x;
942 op->y = y; 947 ob->y = y;
943 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
944 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
945 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
946 op->add_statbonus (); 951 ob->add_statbonus ();
947 tmp_loop = allowed_class (op);
948 } 952 }
953 while (!allowed_class (ob));
949 954
950 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
951 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
952 op->update_stats (); 957 ob->update_stats ();
953 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
954 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
955 op->stats.grace = 0; 960 ob->stats.grace = 0;
956
957 if (op->msg)
958 new_draw_info (NDI_BLUE, 0, op, op->msg);
959
960 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
961 return 0;
962}
963
964int
965key_confirm_quit (object *op, char key)
966{
967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
968 {
969 op->contr->ns->state = ST_PLAYING;
970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
971 return 1;
972 }
973
974 INVOKE_PLAYER (LOGOUT, op->contr);
975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
978
979 terminate_all_pets (op);
980 leave_map (op);
981 op->direction = 0;
982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
983
984 strcpy (op->contr->killer, "quit");
985 check_score (op);
986 op->contr->party = 0;
987 op->contr->own_title[0] = '\0';
988
989 object_ptr ob = op;
990
991 /* We need to hunt for any per player unique maps in memory and
992 * get rid of them. The trailing slash in the path is intentional,
993 * so that players named 'Ab' won't match against players 'Abe' pathname
994 */
995 char buf[MAX_BUF];
996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
997
998 for (maptile *next, *mp = first_map; mp; mp = next)
999 {
1000 next = mp->next;
1001
1002 if (!strncmp (mp->path, buf, strlen (buf)))
1003 delete_map (mp);
1004 }
1005
1006 delete_character (ob->name, 1);
1007 ob->contr->destroy ();
1008
1009 return 1;
1010} 961}
1011 962
1012void 963void
1013flee_player (object *op) 964flee_player (object *op)
1014{ 965{
1061 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1062 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1063 op->enemy = NULL; 1014 op->enemy = NULL;
1064} 1015}
1065 1016
1066
1067/* 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.
1068 * 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
1069 * stop. 1019 * stop.
1070 */ 1020 */
1071int 1021int
1072check_pick (object *op) 1022check_pick (object *op)
1073{ 1023{
1074 object *tmp, *next; 1024 object *tmp, *next;
1075 int stop = 0; 1025 int stop = 0;
1076 int j, k, wvratio; 1026 int wvratio;
1077 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1078 1028
1079 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1080 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1081 return 1; 1031 return 1;
1082 1032
1150 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1151 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1152 &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))));
1153 else 1103 else
1154 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1155 &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))));
1156 1106
1157 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1158 } 1108 }
1159 1109
1160 /* philosophy: 1110 /* philosophy:
1353 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1354 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1355 { 1305 {
1356 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1357 { 1307 {
1358 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 &&
1359 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1360 { 1310 {
1361 pick_up (op, tmp); 1311 pick_up (op, tmp);
1362 continue; 1312 continue;
1363 } 1313 }
1364 } 1314 }
1365 1315
1366 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1367 { 1317 {
1368 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)
1369 { 1319 {
1370 pick_up (op, tmp); 1320 pick_up (op, tmp);
1371 continue; 1321 continue;
1372 } 1322 }
1373 } 1323 }
1398 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1399 { 1349 {
1400 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1401 } 1351 }
1402 else 1352 else
1403 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1404 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1405 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))));
1406#endif 1356#endif
1407 continue; 1357 continue;
1408 } 1358 }
1419 * found object is returned. 1369 * found object is returned.
1420 */ 1370 */
1421object * 1371object *
1422find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1423{ 1373{
1424 object *tmp = NULL; 1374 object *tmp = 0;
1425 1375
1426 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1427 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))
1428 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1429 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1430 return op; 1380 return op;
1381
1431 return tmp; 1382 return tmp;
1432} 1383}
1433 1384
1434/* 1385/*
1435 * 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
1436 * 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
1437 * 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
1438 * 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.
1439 */ 1390 */
1440
1441object * 1391object *
1442find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1443{ 1393{
1444 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1445 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1478 else 1428 else
1479 { 1429 {
1480 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1481 { 1431 {
1482 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1483 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1484 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)
1485 { 1435 {
1486 tmp = arrow; 1436 tmp = arrow;
1487 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;
1488 } 1438 }
1489 } 1439 }
1490 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1491 { 1441 {
1492 tmp = arrow; 1442 tmp = arrow;
1511 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1512 * op = the shooter 1462 * op = the shooter
1513 * type = bow->race 1463 * type = bow->race
1514 * dir = fire direction 1464 * dir = fire direction
1515 */ 1465 */
1516
1517object * 1466object *
1518pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1519{ 1468{
1520 object *tmp = NULL; 1469 object *tmp = NULL;
1521 maptile *m; 1470 maptile *m;
1586 */ 1535 */
1587int 1536int
1588fire_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)
1589{ 1538{
1590 object *left, *bow; 1539 object *left, *bow;
1591 int bowspeed, mflags; 1540 int mflags;
1592 maptile *m; 1541 maptile *m;
1593 1542
1594 if (!dir) 1543 if (!dir)
1595 { 1544 {
1596 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!");
1597 return 0; 1546 return 0;
1598 } 1547 }
1599 1548
1600 if (op->type == PLAYER) 1549 if (op->contr)
1601 bow = op->contr->ranges[range_bow]; 1550 bow = op->current_weapon;
1602 else 1551 else
1603 { 1552 {
1604 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1605 /* 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
1606 * 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.
1611 if (!bow) 1560 if (!bow)
1612 { 1561 {
1613 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1614 return 0; 1563 return 0;
1615 } 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
1616 } 1573 }
1617 1574
1618 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1619 { 1576 {
1620 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);
1621 return 0; 1578 return 0;
1622 } 1579 }
1623
1624 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1625
1626 /* penalize ROF for bestarrow */
1627 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1628 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1629
1630 if (bowspeed < 1)
1631 bowspeed = 1;
1632 1580
1633 if (arrow == NULL) 1581 if (arrow == NULL)
1634 { 1582 {
1635 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1636 { 1584 {
1637 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1638 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);
1639 /* 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 */
1640 else 1588 else
1641 CLEAR_FLAG (op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1642 return 0; 1591 return 0;
1643 } 1592 }
1644 } 1593 }
1645 1594
1646 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1668 return 0; 1617 return 0;
1669 } 1618 }
1670 1619
1671 arrow->set_owner (op); 1620 arrow->set_owner (op);
1672 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1673
1674 arrow->direction = dir; 1622 arrow->direction = dir;
1675 arrow->x = sx; 1623
1676 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;
1677 1656
1678 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1679 { 1658 {
1680 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 op->update_stats ();
1682 }
1683
1684 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup (arrow->slaying);
1690
1691 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper.
1693 */
1694
1695 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1696
1697 /* update the speed */
1698 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1699 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1700
1701 arrow->set_speed (max (arrow->speed, 1.0));
1702 arrow->speed_left = 0;
1703
1704 if (op->type == PLAYER)
1705 {
1706 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1707 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1708 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1709
1710 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;
1711 } 1666 }
1712 else 1667 else
1713 { 1668 {
1714 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1715 arrow->level = op->level; 1669 arrow->level = op->level;
1716 } 1670 arrow->stats.wc -= bow->magic;
1717 1671
1718 if (arrow->attacktype == AT_PHYSICAL) 1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1719 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1720 1677
1721 if (bow->slaying) 1678 wc -= arrow->level;
1722 arrow->slaying = bow->slaying; 1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1723 1680
1724 arrow->map = m; 1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1725 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1726 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1727 1684
1728 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);
1729 insert_ob_in_map (arrow, m, op, 0); 1686 m->insert (arrow, sx, sy, op);
1730 1687
1731 if (!arrow->destroyed ()) 1688 if (!arrow->destroyed ())
1732 move_arrow (arrow); 1689 move_arrow (arrow);
1733 1690
1734 if (op->type == PLAYER) 1691 if (op->type == PLAYER)
1754{ 1711{
1755 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
1756 1713
1757 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
1758 { 1715 {
1759 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);
1760 } 1717 }
1761 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)
1762 { 1719 {
1763 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod = -1; 1721 wcmod = -1;
1722
1765 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);
1766 } 1724 }
1767 else if (op->contr->bowtype == bow_threewide) 1725 else if (op->contr->bowtype == bow_threewide)
1768 { 1726 {
1769 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);
1773 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
1774 { 1732 {
1775 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);
1776 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);
1777 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);
1778
1779 } 1736 }
1780 else 1737 else
1781 { 1738 {
1782 /* Simple case */ 1739 /* Simple case */
1783 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);
1784 } 1741 }
1742
1785 return ret; 1743 return ret;
1786} 1744}
1787
1788 1745
1789/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1790 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1791 */ 1748 */
1792void 1749void
1793fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
1794{ 1751{
1795 object *item; 1752 object *item = op->contr->ranged_ob;
1796 1753
1797 if (!op->contr->ranges[range_misc]) 1754 if (!item)
1798 { 1755 {
1799 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.");
1800 return; 1757 return;
1801 } 1758 }
1802 1759
1803 item = op->contr->ranges[range_misc];
1804 if (!item->inv) 1760 if (!item->inv)
1805 { 1761 {
1806 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1807 return; 1763 return;
1808 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
1809 if (item->type == WAND) 1769 if (item->type == WAND)
1810 { 1770 {
1811 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
1812 { 1772 {
1813 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1814 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
1815 return; 1776 return;
1816 } 1777 }
1817 } 1778 }
1818 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
1819 { 1780 {
1820 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))
1821 { 1782 {
1822 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
1823 if (item->type == ROD) 1785 if (item->type == ROD)
1824 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));
1825 else 1787 else
1826 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
1827 return; 1790 return;
1828 } 1791 }
1829 } 1792 }
1830 1793
1831 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
1838 object *tmp; 1801 object *tmp;
1839 1802
1840 if (item->arch) 1803 if (item->arch)
1841 { 1804 {
1842 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1843 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
1844 item->set_speed (0); 1807 item->set_speed (0);
1845 } 1808 }
1846 1809
1847 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
1848 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1853 } 1816 }
1854} 1817}
1855 1818
1856/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1857 */ 1820 */
1858void 1821bool
1859fire (object *op, int dir) 1822fire (object *op, int dir)
1860{ 1823{
1861 int spellcost = 0; 1824 int spellcost = 0;
1862 1825
1863 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1864 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
1865 make_visible (op); 1828 make_visible (op);
1866 1829
1867 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;
1868 { 1836 }
1869 case range_none:
1870 return;
1871 1837
1872 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:
1873 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
1874 return; 1855 break;
1875 1856
1876 case range_magic: /* Casting spells */ 1857 case SPELL:
1877 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);
1878 return; 1859 break;
1879 1860
1880 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:
1881 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
1882 return; 1871 break;
1883
1884 case range_golem: /* Control summoned monsters from scrolls */
1885 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1886 {
1887 op->contr->ranges[range_golem] = 0;
1888 op->contr->shoottype = range_none;
1889 }
1890 else
1891 control_golem (op->contr->ranges[range_golem], dir);
1892 return;
1893
1894 case range_skill:
1895 if (!op->chosen_skill)
1896 {
1897 if (op->type == PLAYER)
1898 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1899 return;
1900 }
1901 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1902 return;
1903 case range_builder:
1904 apply_map_builder (op, dir);
1905 return;
1906 default:
1907 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1908 return;
1909 } 1872 }
1910}
1911 1873
1912 1874 return true;
1875}
1913 1876
1914/* find_key 1877/* find_key
1915 * 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
1916 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
1917 * This function merges both normal and locked door, since the logic 1880 * This function merges both normal and locked door, since the logic
1919 * pl is the player, 1882 * pl is the player,
1920 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
1921 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
1922 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
1923 */ 1886 */
1924
1925object * 1887object *
1926find_key (object *pl, object *container, object *door) 1888find_key (object *pl, object *container, object *door)
1927{ 1889{
1928 object *tmp, *key; 1890 object *tmp, *key;
1929 1891
1930 /* Should not happen, but sanity checking is never bad */ 1892 /* Should not happen, but sanity checking is never bad */
1931 if (container->inv == NULL) 1893 if (!container->inv)
1932 return NULL; 1894 return 0;
1933 1895
1934 /* 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 */
1935 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
1936 { 1898 {
1937 if (door->type == DOOR && tmp->type == KEY) 1899 if (door->type == DOOR && tmp->type == KEY)
1938 break; 1900 break;
1939 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
1940 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
1941 */ 1903 */
1942 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1943 break; 1905 break;
1944 } 1906 }
1907
1945 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
1946 /* 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.
1947 * 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
1948 * a key, return 1911 * a key, return
1949 */ 1912 */
1950 if (!tmp) 1913 if (!tmp)
1951 { 1914 {
1952 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1915 for (tmp = container->inv; tmp; tmp = tmp->below)
1953 { 1916 {
1954 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
1955 if (tmp->type == CONTAINER && tmp->inv) 1918 if (tmp->type == CONTAINER && tmp->inv)
1956 { 1919 {
1957 if ((key = find_key (pl, tmp, door)) != NULL) 1920 if ((key = find_key (pl, tmp, door)))
1958 return key; 1921 return key;
1959 } 1922 }
1960 } 1923 }
1924
1961 if (!tmp) 1925 if (!tmp)
1962 return NULL; 1926 return NULL;
1963 } 1927 }
1928
1964 /* 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,
1965 * see if we actually want to use it 1930 * see if we actually want to use it
1966 */ 1931 */
1967 if (pl != container) 1932 if (pl != container)
1968 { 1933 {
1989 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1990 "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));
1991 return NULL; 1956 return NULL;
1992 } 1957 }
1993 } 1958 }
1959
1994 return tmp; 1960 return tmp;
1995} 1961}
1996 1962
1997/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
1998 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
2000 * 0 otherwise 1966 * 0 otherwise
2001 */ 1967 */
2002static int 1968static int
2003player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
2004{ 1970{
2005 /* 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,
2006 * 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 -
2007 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
2008 */ 1974 */
2009 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
2010 1976
2011 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
2012 if (key) 1978 if (key)
2013 { 1979 {
2014 object *container = key->env; 1980 object *container = key->env;
2015 1981
2016 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
2017 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
2018 make_visible (op); 1985 make_visible (op);
1986
2019 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2020 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1989
2021 if (door->type == DOOR) 1990 if (door->type == DOOR)
2022 {
2023 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 */
2024 }
2025 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2026 { 1993 {
2027 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));
2028 remove_door2 (door); /* remove door without violence ;-) */ 1995 remove_door2 (door); /* remove door without violence ;-) */
2029 } 1996 }
1997
2030 /* Do this after we print the message */ 1998 /* Do this after we print the message */
2031 decrease_ob (key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
2032 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
2033 if (container != op) 2001 if (container != op)
2034 esrv_update_item (UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
2035 return 1; /* Nothing more to do below */ 2004 return 1; /* Nothing more to do below */
2036 } 2005 }
2037 else if (door->type == LOCKED_DOOR) 2006 else if (door->type == LOCKED_DOOR)
2038 { 2007 {
2039 /* Might as well return now - no other way to open this */ 2008 /* Might as well return now - no other way to open this */
2040 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2041 return 1; 2010 return 1;
2042 } 2011 }
2012
2043 return 0; 2013 return 0;
2044} 2014}
2045 2015
2046/* This function is just part of a breakup from move_player. 2016/* This function is just part of a breakup from move_player.
2047 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2048 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2049 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2050 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2051 */ 2021 */
2052void 2022bool
2053move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2054{ 2024{
2055 object *tmp, *mon;
2056 sint16 nx, ny;
2057 int on_battleground; 2025 int on_battleground;
2058 maptile *m;
2059 2026
2060 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2061 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2062 2029
2063 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 }
2064 2040
2065 /* 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
2066 * 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
2067 * 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
2068 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2069 * 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
2070 * 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
2071 * 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
2072 * move_ob uses. 2048 * move_ob uses.
2073 */ 2049 */
2074 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);
2075 {
2076 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2077 {
2078 m = get_map_from_coord (op->map, &nx, &ny);
2079 if (!m)
2080 return; /* Don't think this should happen */
2081 }
2082 else
2083 m = op->map;
2084 2051
2085 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2086 {
2087 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2088 return;
2089 }
2090
2091 mon = 0;
2092 /* 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
2093 * 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.
2094 * 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
2095 * on the space 2055 * on the space
2096 */ 2056 */
2097 while (tmp) 2057 object *mon;
2098 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2099 if (tmp == op) 2059 {
2100 { 2060 if ((mon->flag [FLAG_ALIVE]
2101 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2102 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2103 }
2104
2105 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2106 {
2107 mon = tmp; 2063 && mon != op)
2108 break; 2064 break;
2109 } 2065 }
2110 2066
2111 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2112 mon = tmp;
2113
2114 tmp = tmp->above;
2115 }
2116
2117 if (!mon) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2118 return; /* into a wall */ 2068 return false; /* into a wall */
2119 2069
2120 if (mon->head)
2121 mon = mon->head; 2070 mon = mon->head_ ();
2122 2071
2123 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)
2124 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2125 return; 2077 return true;
2078 }
2126 2079
2127 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2128 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2129 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2130 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2131 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2132 * and thus will not push them. 2085 * and thus will not push them.
2133 */ 2086 */
2134 2087
2135 /* 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
2136 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2137 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2138 */ 2091 */
2139 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2140#if COZY_SERVER
2141 &&
2142 ((mon->owner && mon->owner->contr 2093 && ((mon->owner && mon->owner->contr
2143 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2144#else
2145 && mon->owner == op 2095 || mon->owner == op)
2146#endif
2147 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2148 { 2097 {
2149 /* 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 */
2150 if (op->contr->braced) 2099 if (op->contr->braced)
2151 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2105
2152 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);
2153 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2154 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op); 2110 make_visible (op);
2111
2156 return; 2112 return true;
2157 } 2113 }
2114 else
2115 return false;
2116 }
2158 2117
2159 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2160 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2161 * 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
2162 * attack them either. 2121 * attack them either.
2163 */ 2122 */
2164 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2165 (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))
2166#ifdef PROHIBIT_PLAYERKILL
2167 (op->contr->peaceful 2125 && ((op->contr->peaceful
2168 || (mon->type == PLAYER 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2169 && mon->contr->
2170 peaceful)) &&
2171#else
2172 op->contr->peaceful &&
2173#endif
2174 !on_battleground)) 2127 && !on_battleground))
2128 {
2129 if (op->speed_left > 0.f)
2175 { 2130 {
2131 --op->speed_left;
2132
2176 if (!op->contr->braced) 2133 if (!op->contr->braced)
2177 { 2134 {
2178 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);
2179 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2180 } 2137 }
2181 else 2138 else
2182 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2183 2140
2184 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2185 make_visible (op); 2142 make_visible (op);
2186 }
2187 2143
2144 return true;
2145 }
2146 }
2188 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2189 * 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.
2190 */ 2149 */
2191 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)
2192 { 2153 {
2154 --op->speed_left;
2155
2193 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2194 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2195 make_visible (op); 2158 make_visible (op);
2196 }
2197 2159
2160 return true;
2161 }
2162 }
2198 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2199 * 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
2200 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2201 * 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
2202 * 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.
2203 */ 2168 */
2204
2205 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2206 ((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)))
2207 { 2171 {
2208 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2209 /* If the player hasn't hit something this tick, and does
2210 * so, give them speed boost based on weapon speed. Doing
2211 * it here is better than process_players2, which basically
2212 * incurred a 1 tick offset.
2213 */
2214 if (!op->contr->has_hit)
2215 { 2173 {
2216 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2217
2218 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2219 }
2220 2175
2221 skill_attack (mon, op, 0, 0, 0); 2176 skill_attack (mon, op, 0, 0, 0);
2222
2223 /* If attacking another player, that player gets automatic
2224 * hitback, and doesn't loose luck either.
2225 * Disable hitback on the battleground or if the target is
2226 * the wiz.
2227 */
2228 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2229 {
2230 short luck = mon->stats.luck;
2231
2232 mon->contr->has_hit = 1;
2233 skill_attack (op, mon, 0, 0, 0);
2234 mon->stats.luck = luck;
2235 }
2236 2177
2237 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2238 make_visible (op); 2179 make_visible (op);
2239 }
2240 } /* if player should attack something */
2241}
2242 2180
2243int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2244move_player (object *op, int dir) 2189move_player (object *op, int dir)
2245{ 2190{
2246 int pick; 2191 int pick;
2247 2192
2248 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2249 return 0; 2194 return 0;
2250 2195
2251 /* Sanity check: make sure dir is valid */ 2196 /* Sanity check: make sure dir is valid */
2252 if ((dir < 0) || (dir >= 9)) 2197 if ((dir < 0) || (dir >= 9))
2253 { 2198 {
2254 LOG (llevError, "move_player: invalid direction %d\n", dir); 2199 LOG (llevError, "move_player: invalid direction %d\n", dir);
2255 return 0; 2200 return 0;
2256 } 2201 }
2257 2202
2258 /* peterm: added following line */ 2203 /* peterm: added following line */
2259 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2260 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2205 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2261 2206
2262 op->facing = dir; 2207 op->facing = dir;
2263 2208
2264 if (op->hide) 2209 if (op->hide)
2265 do_hidden_move (op); 2210 do_hidden_move (op);
2266 2211
2212 bool retval;
2213
2267 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2268 /*nop */ ; 2215 retval = RESULT_INT (0);
2269 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2270 fire (op, dir); 2217 retval = fire (op, dir);
2271 else 2218 else
2272 { 2219 {
2273 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2274 pick = check_pick (op); 2221 pick = check_pick (op);
2275 } 2222 }
2276 2223
2277 /* 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
2278 * server can handle repeat firing. 2225 * server can handle repeat firing.
2285 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2286 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2287 * for players. 2234 * for players.
2288 */ 2235 */
2289 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2290 return 0; 2237
2238 return retval;
2291} 2239}
2292 2240
2293/* 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
2294 * new client/server stuff. 2242 * new client/server stuff.
2295 * 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
2296 * the new speed values for commands. 2244 * the new speed values for commands.
2297 * 2245 *
2298 * 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.
2299 */ 2249 */
2300int 2250bool
2301handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2302{ 2252{
2303 if (op->contr->hidden)
2304 {
2305 op->invisible = 1000;
2306 /* the socket code flashes the player visible/invisible
2307 * depending on the value of invisible, so we need to
2308 * alternate it here for it to work correctly.
2309 */
2310 if (pticks & 2)
2311 op->invisible--;
2312 }
2313 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2314 {
2315 op->invisible--;
2316 if (!op->invisible)
2317 {
2318 make_visible (op);
2319 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2320 }
2321 }
2322
2323 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2324 { 2254 {
2325 flee_player (op); 2255 if (op->speed_left > 0.f)
2326 /* If player is still scared, that is his action for this tick */
2327 if (QUERY_FLAG (op, FLAG_SCARED))
2328 { 2256 {
2329 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2330 return 0; 2260 return true;
2331 } 2261 }
2262 else
2263 return false;
2332 } 2264 }
2333
2334 /* I've been seeing crashes where the golem has been destroyed, but
2335 * the player object still points to the defunct golem. The code that
2336 * destroys the golem looks correct, and it doesn't always happen, so
2337 * put this in a a workaround to clean up the golem pointer.
2338 */
2339 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2340 op->contr->ranges[range_golem] = 0;
2341 2265
2342 /* 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
2343 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2344 * called, so we recheck it here. 2268 * called, so we recheck it here.
2345 */ 2269 */
2346 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2270 if (op->contr->ns->handle_command ())
2347 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2348 ;
2349
2350 if (op->speed_left < 0)
2351 return 0; 2271 return true;
2352 2272
2353 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2354 {
2355 /* All move commands take 1 tick, at least for now */
2356 op->speed_left--;
2357
2358 /* Instead of all the stuff below, let move_player take care
2359 * of it. Also, some of the skill stuff is only put in
2360 * there, as well as the confusion stuff.
2361 */
2362 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2363 if (op->speed_left > 0)
2364 return 1;
2365 else
2366 return 0;
2367 }
2368 2275
2369 return 0; 2276 return false;
2370} 2277}
2371 2278
2372int 2279int
2373save_life (object *op) 2280save_life (object *op)
2374{ 2281{
2409 * from. 2316 * from.
2410 */ 2317 */
2411void 2318void
2412remove_unpaid_objects (object *op, object *env) 2319remove_unpaid_objects (object *op, object *env)
2413{ 2320{
2414 object *next;
2415
2416 while (op) 2321 while (op)
2417 { 2322 {
2418 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' */
2419 * we remove object 'op' 2324
2420 */
2421 if (QUERY_FLAG (op, FLAG_UNPAID)) 2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2422 { 2326 {
2423 op->remove ();
2424 op->x = env->x;
2425 op->y = env->y;
2426 if (env->type == PLAYER) 2327 if (env->type == PLAYER)
2427 esrv_del_item (env->contr, op->count); 2328 esrv_del_item (env->contr, op->count);
2428 insert_ob_in_map (op, env->map, NULL, 0); 2329
2330 op->insert_at (env);
2429 } 2331 }
2430 else if (op->inv) 2332 else if (op->inv)
2431 remove_unpaid_objects (op->inv, env); 2333 remove_unpaid_objects (op->inv, env);
2432 2334
2433 op = next; 2335 op = next;
2489 int rate_grace = 2000; 2391 int rate_grace = 2000;
2490 const int max_hp = 1; 2392 const int max_hp = 1;
2491 const int max_sp = 1; 2393 const int max_sp = 1;
2492 const int max_grace = 1; 2394 const int max_grace = 1;
2493 2395
2494 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--;
2495 { 2405 }
2496 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2497 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2407 {
2498 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 }
2499 } 2413 }
2500 2414
2501 if (op->contr->ns->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2502 { 2416 {
2503 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2525 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2526 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2527 } 2441 }
2528 2442
2529 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2530 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2531 { 2445 {
2532 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);
2533 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2534 { 2448 {
2535 op->stats.sp++; 2449 op->stats.sp++;
2633 } 2547 }
2634 2548
2635 /* Digestion */ 2549 /* Digestion */
2636 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2637 { 2551 {
2638#ifdef COZY_SERVER
2639 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2640 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2641#else
2642 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;
2643#endif
2644 2553
2645 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2646 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);
2647 else 2556 else
2648 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2726 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!");
2727 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...");
2728 2637
2729 /* restore player */ 2638 /* restore player */
2730 at = archetype::find ("poisoning"); 2639 at = archetype::find ("poisoning");
2731 tmp = present_arch_in_ob (at, op); 2640 if (object *tmp = present_arch_in_ob (at, op))
2732 if (tmp)
2733 { 2641 {
2734 tmp->destroy (); 2642 tmp->destroy ();
2735 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2736 } 2644 }
2737 2645
2738 at = archetype::find ("confusion"); 2646 at = archetype::find ("confusion");
2739 tmp = present_arch_in_ob (at, op); 2647 if (object *tmp = present_arch_in_ob (at, op))
2740 if (tmp)
2741 { 2648 {
2742 tmp->destroy (); 2649 tmp->destroy ();
2743 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2744 } 2651 }
2745 2652
2747 op->stats.hp = op->stats.maxhp; 2654 op->stats.hp = op->stats.maxhp;
2748 if (op->stats.food <= 0) 2655 if (op->stats.food <= 0)
2749 op->stats.food = 999; 2656 op->stats.food = 999;
2750 2657
2751 /* create a bodypart-trophy to make the winner happy */ 2658 /* create a bodypart-trophy to make the winner happy */
2752 tmp = arch_to_object (archetype::find ("finger")); 2659 if (object *tmp = arch_to_object (archetype::find ("finger")))
2753 if (tmp != NULL)
2754 { 2660 {
2755 sprintf (buf, "%s's finger", &op->name); 2661 sprintf (buf, "%s's finger", &op->name);
2756 tmp->name = buf; 2662 tmp->name = buf;
2757 sprintf (buf, " This finger has been cut off %s\n" 2663 sprintf (buf, " This finger has been cut off %s\n"
2758 " 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",
2759 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2760 tmp->msg = buf; 2666 tmp->msg = buf;
2761 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2667 tmp->value = 0, tmp->type = 0;
2762 tmp->materialname = NULL; 2668 tmp->materialname = "organics";
2763 tmp->x = op->x, tmp->y = op->y; 2669 tmp->insert_at (op, tmp);
2764 insert_ob_in_map (tmp, op->map, op, 0);
2765 } 2670 }
2766 2671
2767 /* teleport defeated player to new destination */ 2672 /* teleport defeated player to new destination */
2768 transfer_ob (op, x, y, 0, NULL); 2673 transfer_ob (op, x, y, 0, NULL);
2769 op->contr->braced = 0; 2674 op->contr->braced = 0;
2774 2679
2775 command_kill_pets (op, 0); 2680 command_kill_pets (op, 0);
2776 2681
2777 if (op->stats.food < 0) 2682 if (op->stats.food < 0)
2778 { 2683 {
2779 if (op->contr->explore)
2780 {
2781 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783 op->stats.food = 999;
2784 return;
2785 }
2786 sprintf (buf, "%s starved to death.", &op->name); 2684 sprintf (buf, "%s starved to death.", &op->name);
2787 strcpy (op->contr->killer, "starvation"); 2685 strcpy (op->contr->killer, "starvation");
2788 } 2686 }
2789 else 2687 else
2790 {
2791 if (op->contr->explore)
2792 {
2793 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2794 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2795 op->stats.hp = op->stats.maxhp;
2796 return;
2797 }
2798 sprintf (buf, "%s died.", &op->name); 2688 sprintf (buf, "%s died.", &op->name);
2799 } 2689
2800 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2801 2691
2802 /* save the map location for corpse, gravestone */ 2692 /* save the map location for corpse, gravestone */
2803 x = op->x; 2693 x = op->x;
2804 y = op->y; 2694 y = op->y;
2805 map = op->map; 2695 map = op->map;
2806
2807 2696
2808 /* NOT_PERMADEATH code. This basically brings the character back to 2697 /* NOT_PERMADEATH code. This basically brings the character back to
2809 * 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.
2810 * 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.
2811 */ 2700 */
2828 num_stats_lose = 1; 2717 num_stats_lose = 1;
2829 else 2718 else
2830 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2719 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2831 } 2720 }
2832 else 2721 else
2833 {
2834 num_stats_lose = 1; 2722 num_stats_lose = 1;
2835 } 2723
2836 lost_a_stat = 0; 2724 lost_a_stat = 0;
2837 2725
2838 for (z = 0; z < num_stats_lose; z++) 2726 for (z = 0; z < num_stats_lose; z++)
2839 { 2727 {
2840 i = RANDOM () % NUM_STATS; 2728 i = RANDOM () % NUM_STATS;
2981 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
2982 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2983 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2984 2872
2985 /* 2873 /*
2986 * Check to see if the player is in a shop. IF so, then check to see if
2987 * 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
2988 * in the map. 2875 * and put them back in the map.
2989 */ 2876 */
2990
2991 if (is_in_shop (op))
2992 remove_unpaid_objects (op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
2993 2878
2994 /****************************************/ 2879 /****************************************/
2995 /* */ 2880 /* */
2996 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
2997 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
2998 /* */ 2883 /* */
2999 /****************************************/ 2884 /****************************************/
3000 2885
3001 enter_player_savebed (op); 2886 enter_player_savebed (op);
3002 2887
3003 /* Save the player before inserting the force to reduce
3004 * chance of abuse.
3005 */
3006 op->contr->braced = 0; 2888 op->contr->braced = 0;
3007 op->contr->save ();
3008 2889
3009 /* it is possible that the player has blown something up 2890 /* it is possible that the player has blown something up
3010 * at his savebed location, and that can have long lasting 2891 * at his savebed location, and that can have long lasting
3011 * spell effects. So first see if there is a spell effect 2892 * spell effects. So first see if there is a spell effect
3012 * on the space that might harm the player. 2893 * on the space that might harm the player.
3021 object *force; 2902 object *force;
3022 int at; 2903 int at;
3023 2904
3024 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
3025 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
3026 force->speed = 0.1; 2907 force->speed = 0.1f;
3027 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
3028 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
3029 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
3030 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
3031 force->resist[at] = 100; 2912 force->resist[at] = 100;
3032 2913
3041void 2922void
3042loot_object (object *op) 2923loot_object (object *op)
3043{ /* Grab and destroy some treasure */ 2924{ /* Grab and destroy some treasure */
3044 object *tmp, *tmp2, *next; 2925 object *tmp, *tmp2, *next;
3045 2926
3046 if (op->container) 2927 op->close_container (); /* close open sack first */
3047 esrv_apply_container (op, op->container); /* close open sack first */
3048 2928
3049 for (tmp = op->inv; tmp; tmp = next) 2929 for (tmp = op->inv; tmp; tmp = next)
3050 { 2930 {
3051 next = tmp->below; 2931 next = tmp->below;
3052 2932
3053 if (tmp->invisible) 2933 if (tmp->invisible)
3054 continue; 2934 continue;
3055 2935
3056 tmp->remove (); 2936 tmp->remove ();
3057 tmp->x = op->x, tmp->y = op->y; 2937 tmp->x = op->x, tmp->y = op->y;
2938
3058 if (tmp->type == CONTAINER) 2939 if (tmp->type == CONTAINER)
3059 { /* empty container to ground */ 2940 loot_object (tmp); /* empty container to ground */
3060 loot_object (tmp); 2941
3061 }
3062 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))))
3063 { 2943 {
3064 if (tmp->nrof > 1) 2944 if (tmp->nrof > 1)
3065 { 2945 {
3066 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3067 tmp2->destroy (); 2947 tmp2->destroy ();
3078/* 2958/*
3079 * fix_weight(): Check recursively the weight of all players, and fix 2959 * fix_weight(): Check recursively the weight of all players, and fix
3080 * 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
3081 * was changed. 2961 * was changed.
3082 */ 2962 */
3083
3084void 2963void
3085fix_weight (void) 2964fix_weight (void)
3086{ 2965{
3087 for_all_players (pl) 2966 for_all_players (pl)
3088 { 2967 {
3148 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3149 { 3028 {
3150 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3151 op->contr->invis_race = 0; 3030 op->contr->invis_race = 0;
3152 } 3031 }
3032
3153 update_object (op, UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3154} 3034}
3155 3035
3156int 3036int
3157is_true_undead (object *op) 3037is_true_undead (object *op)
3158{ 3038{
3159 object *tmp = NULL;
3160
3161 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3162 return 1; 3040 return 1;
3163 3041
3164 return 0; 3042 return 0;
3165} 3043}
3166 3044
3210/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3211 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3212 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3213 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3214 */ 3092 */
3215
3216void 3093void
3217do_hidden_move (object *op) 3094do_hidden_move (object *op)
3218{ 3095{
3219 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3220 object *skop; 3097 object *skop;
3224 3101
3225 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3226 3103
3227 /* 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! */
3228 if (op->type == PLAYER && op->contr->run_on) 3105 if (op->type == PLAYER && op->contr->run_on)
3229 {
3230 if (!skop || num >= skop->level) 3106 if (!skop || num >= skop->level)
3231 { 3107 {
3232 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!");
3233 make_visible (op); 3109 make_visible (op);
3234 return; 3110 return;
3235 } 3111 }
3236 else 3112 else
3237 num += 20; 3113 num += 20;
3238 } 3114
3239 num += op->map->difficulty; 3115 num += op->map->difficulty;
3240 hide = hideability (op); /* modify by terrain hidden level */ 3116 hide = hideability (op); /* modify by terrain hidden level */
3241 num -= hide; 3117 num -= hide;
3118
3242 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3243 { 3120 {
3244 make_visible (op); 3121 make_visible (op);
3245 if (op->type == PLAYER) 3122 if (op->type == PLAYER)
3246 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!");
3247 } 3124 }
3248 else if (op->type == PLAYER && skop) 3125 else if (op->type == PLAYER && skop)
3249 {
3250 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);
3251 }
3252} 3127}
3253 3128
3254/* determine if who is standing near a hostile creature. */ 3129/* determine if who is standing near a hostile creature. */
3255 3130
3256int 3131int
3323 if (pl->type != PLAYER) 3198 if (pl->type != PLAYER)
3324 { 3199 {
3325 LOG (llevError, "player_can_view() called for non-player object\n"); 3200 LOG (llevError, "player_can_view() called for non-player object\n");
3326 return -1; 3201 return -1;
3327 } 3202 }
3203
3328 if (!pl || !op) 3204 if (!pl || !op)
3329 return 0; 3205 return 0;
3330 3206
3331 if (op->head)
3332 {
3333 op = op->head; 3207 op = op->head_ ();
3334 } 3208
3335 get_rangevector (pl, op, &rv, 0x1); 3209 get_rangevector (pl, op, &rv, 0x1);
3336 3210
3337 /* starting with the 'head' part, lets loop 3211 /* starting with the 'head' part, lets loop
3338 * through the object and find if it has any 3212 * through the object and find if it has any
3339 * part that is in the los array but isnt on 3213 * part that is in the los array but isnt on
3340 * a blocked los square. 3214 * a blocked los square.
3341 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3342 */ 3216 */
3343 while (op) 3217 while (op)
3344 { 3218 {
3345 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3346 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3347 3221
3348 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3349 * 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
3350 * for any meaningful values. 3224 * for any meaningful values.
3351 */ 3225 */
3456 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3457 int i = 0, j = 0; 3331 int i = 0, j = 0;
3458 3332
3459 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3460 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3461 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3462 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3463 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3464 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3465 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3466 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3467 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3468 3342
3469 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3470 return; 3344 return;
3471 3345
3472 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++);
3473 3347
3474 if (tr == NULL || tr->item == NULL) 3348 if (!tr || !tr->item)
3475 { 3349 {
3476 /* 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]); */
3477 return; 3351 return;
3478 } 3352 }
3479 3353
3480 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3481 item = &(tr->item->clone); 3355 item = tr->item;
3482 3356
3483 if (item->type == SPELL) 3357 if (item->type == SPELL)
3484 { 3358 {
3485 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3486 return; 3360 return;
3545 { 3419 {
3546 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3547 object *skin; 3421 object *skin;
3548 3422
3549 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3550 shstr_cmp dragon_skin_force ("dragon_skin_force");
3551 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)
3552 ; 3425 ;
3553 3426
3554 if (!skin) 3427 if (!skin)
3555 return; 3428 return;
3556 3429
3604 * not readied. 3477 * not readied.
3605 */ 3478 */
3606void 3479void
3607player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3608{ 3481{
3609 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3610 3484
3611 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3612 { 3486 pl->combat_ob = 0;
3487
3613 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3614 { 3489 pl->ranged_ob = 0;
3615 pl->ranges[i] = NULL;
3616 if (pl->shoottype == i)
3617 {
3618 pl->shoottype = range_none;
3619 }
3620 }
3621 }
3622} 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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