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Comparing deliantra/server/server/player.C (file contents):
Revision 1.61 by root, Sat Dec 23 13:56:25 2006 UTC vs.
Revision 1.158 by root, Mon Aug 13 15:46:45 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#include <algorithm> 32#include <algorithm>
34#include <functional> 33#include <functional>
35 34
36player * 35playervec players;
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 36
46void 37void
47display_motd (const object *op) 38display_motd (const object *op)
48{ 39{
49 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
123 114
124 news[0] = '\0'; 115 news[0] = '\0';
125 subject[0] = '\0'; 116 subject[0] = '\0';
126 size = 0; 117 size = 0;
127 118
128 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
129 { 120 {
130 if (*buf == '#') 121 if (*buf == '#')
131 continue; 122 continue;
132 123
133 if (*buf == '%') 124 if (*buf == '%')
134 { /* send one news */ 125 { /* send one news */
135 if (size > 0) 126 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
137 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
138 strip_endline (subject); 130 strip_endline (subject);
139 size = 0; 131 size = 0;
140 news[0] = '\0'; 132 news[0] = '\0';
141 } 133 }
150 size += strlen (buf); 142 size += strlen (buf);
151 } 143 }
152 } 144 }
153 145
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
156 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
157} 149}
158 150
159/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
160static void 152static void
161set_first_map (object *op) 153set_first_map (object *op)
162{ 154{
163 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
164 op->x = -1; 156 op->x = -1;
165 op->y = -1; 157 op->y = -1;
166 enter_exit (op, 0); 158}
159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
167} 194}
168 195
169// connect the player with a specific client 196// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
171void 198void
172player::connect (client *ns) 199player::connect (client *ns)
173{ 200{
174 this->ns = ns; 201 this->ns = ns;
175 ns->pl = this; 202 ns->pl = this;
176 203
177 next = first_player; 204 run_on = 0;
178 first_player = this; 205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
179 207
180 ns->update_look = 0; 208 ns->update_look = 0;
181 ns->look_position = 0; 209 ns->look_position = 0;
182 210
183 clear_los (ob); 211 clear_los (this);
212
213 ns->reset_stats ();
184 214
185 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191 218
192 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 220 link_player_skills (ob);
194 221
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197 223
198 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 225
210 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
212 { 228 {
213 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
214 230
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
221 abil = tmp; 234 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
223 skin = tmp; 236 skin = tmp;
224 237
225 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
226 } 239 }
227 240
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 242
236 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
237 244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
238 ob->update_stats (); 270 ob->update_stats ();
271
239 ns->floorbox_update (); 272 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
243 275
244 enter_exit (ob, 0); 276 activate ();
245 277
246 send_rules (ob); 278 send_rules (ob);
247 send_news (ob); 279 send_news (ob);
248 display_motd (ob); 280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
308
309 deactivate ();
250} 310}
251 311
252// the need for this function can be explained 312// the need for this function can be explained
253// by load_object not returning the object 313// by load_object not returning the object
254void 314void
255player::set_object (object *op) 315player::set_object (object *op)
256{ 316{
257 ob = op; 317 ob = observe = op;
258 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
259 319
320 ob->speed = 1.0f;
260 ob->speed_left = 0.5; 321 ob->speed_left = 0.5f;
261 ob->speed = 1.0; 322
262 ob->direction = 5; /* So player faces south */ 323 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2; 324}
264 ob->run_away = 25; /* Then we panick... */
265 325
266 set_first_map (ob); 326void
267 327player::set_observe (object *op)
268 ob->roll_stats (); 328{
329 observe = op ? op : ob;
330 do_los = 1;
269} 331}
270 332
271player::player () 333player::player ()
272{ 334{
273 /* There are some elements we want initialized to non zero value - 335 /* There are some elements we want initialised to non zero value -
274 * we deal with that below this point. 336 * we deal with that below this point.
275 */ 337 */
276 outputs_sync = 16; /* Every 2 seconds */ 338 outputs_sync = 4;
277 outputs_count = 8; /* Keeps present behaviour */ 339 outputs_count = 4;
278 unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
279 341
280 assign (savebed_map, first_map_path); /* Init. respawn position */ 342 savebed_map = first_map_path; /* Init. respawn position */
281 343
282 gen_sp_armour = 10; 344 gen_sp_armour = 10;
283 last_speed = -1;
284 shoottype = range_none;
285 bowtype = bow_normal; 345 bowtype = bow_normal;
286 petmode = pet_normal; 346 petmode = pet_normal;
287 listening = 10; 347 listening = 10;
288 usekeys = containers; 348 usekeys = containers;
289 last_weapon_sp = -1;
290 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
291 do_los = 1; 350 do_los = 1;
292 351
293 /* we need to clear these to -1 and not zero - otherwise, 352 weapon_sp = 1.0f;
294 * if a player quits and starts a new character, we wont 353 weapon_sp_left = 0.5f;
295 * send new values to the client, as things like exp start 354}
296 * at zero.
297 */
298 for (int i = 0; i < NUM_SKILLS; i++)
299 last_skill_exp[i] = -1;
300 355
301 for (int i = 0; i < NROFATTACKS; i++) 356void
302 last_resist[i] = -1; 357player::do_destroy ()
358{
359 disconnect ();
303 360
304 last_stats.exp = -1; 361 attachable::do_destroy ();
305 last_weight = (uint32) - 1; 362
363 if (ob)
364 {
365 ob->destroy_inv (false);
366 ob->destroy ();
367 }
368
369 ob = observe = 0;
306} 370}
307 371
308player::~player () 372player::~player ()
309{ 373{
310 terminate_all_pets (ob);
311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */ 374 /* Clear item stack */
345 free (stack_items); 375 free (stack_items);
346} 376}
347 377
348/* Tries to add player on the connection passed in ns. 378/* Tries to add player on the connection passed in ns.
353player::create () 383player::create ()
354{ 384{
355 player *pl = new player; 385 player *pl = new player;
356 386
357 pl->set_object (arch_to_object (get_player_archetype (0))); 387 pl->set_object (arch_to_object (get_player_archetype (0)));
388
389 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
392
393 set_first_map (pl->ob);
358 394
359 return pl; 395 return pl;
360} 396}
361 397
362/* 398/*
365 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
366 */ 402 */
367archetype * 403archetype *
368get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
369{ 405{
370 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
371 407
372 for (;;) 408 for (;;)
373 { 409 {
374 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
375 at = first_archetype; 411 i = archetypes.begin ();
376 else 412 else if (*i == at)
377 at = at->next; 413 cleanup ("not a single player archetype found");
378 414
379 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
380 return at; 416 return *i;
381
382 if (at == start)
383 {
384 LOG (llevError, "No Player archetypes\n");
385 exit (-1);
386 }
387 } 417 }
388} 418}
389 419
390object * 420object *
391get_nearest_player (object *mon) 421get_nearest_player (object *mon)
393 object *op = NULL; 423 object *op = NULL;
394 objectlink *ol; 424 objectlink *ol;
395 unsigned lastdist; 425 unsigned lastdist;
396 rv_vector rv; 426 rv_vector rv;
397 427
398 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
399 { 429 {
400 /* We should not find free objects on this friendly list, but it 430 /* We should not find free objects on this friendly list, but it
401 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
402 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
403 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
407 object *tmp = ol->ob; 437 object *tmp = ol->ob;
408 438
409 /* Can't do much more other than log the fact, because the object 439 /* Can't do much more other than log the fact, because the object
410 * itself will have been cleared. 440 * itself will have been cleared.
411 */ 441 */
412 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
413 ol = ol->next; 444 ol = ol->next;
414 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
415 if (!ol) 446 if (!ol)
416 return op; 447 return op;
417 } 448 }
506 x = mon->x; 537 x = mon->x;
507 y = mon->y; 538 y = mon->y;
508 m = mon->map; 539 m = mon->map;
509 dir = rv.direction; 540 dir = rv.direction;
510 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 541 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
511 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543
512 /* If we can't solve it within the search distance, return now. */ 544 /* If we can't solve it within the search distance, return now. */
513 if (diff > max) 545 if (diff > max)
514 return 0; 546 return 0;
547
515 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
516 { 549 {
517 lastx = x; 550 lastx = x;
518 lasty = y; 551 lasty = y;
519 lastmap = m; 552 lastmap = m;
601 max--; 634 max--;
602 lastdir = dir; 635 lastdir = dir;
603 if (!firstdir) 636 if (!firstdir)
604 firstdir = dir; 637 firstdir = dir;
605 } 638 }
639
606 if (diff <= 1) 640 if (diff <= 1)
607 { 641 {
608 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
609 * headed toward player for entire distance. 643 * headed toward player for entire distance.
610 */ 644 */
611 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
612 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
613 } 647 }
648
614 if (diff > max) 649 if (diff > max)
615 return 0; 650 return 0;
616 } 651 }
652
617 /* If we reached the max, didn't find a direction in time */ 653 /* If we reached the max, didn't find a direction in time */
618 if (!max) 654 if (!max)
619 return 0; 655 return 0;
620 656
621 return firstdir; 657 return firstdir;
735roll_stat (void) 771roll_stat (void)
736{ 772{
737 int a[4], i, j, k; 773 int a[4], i, j, k;
738 774
739 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
740 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
741 777
742 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
743 if (a[i] < k) 779 if (a[i] < k)
744 k = a[i], j = i; 780 k = a[i], j = i;
745 781
751} 787}
752 788
753void 789void
754object::roll_stats () 790object::roll_stats ()
755{ 791{
756 int statsort [7]; 792 int statsort [NUM_STATS];
757 793
758 for (;;) 794 for (;;)
759 { 795 {
760 int sum = 0; 796 int sum = 0;
761 for (int i = 7; i--; ) 797 for (int i = NUM_STATS; i--; )
762 sum += statsort [i] = roll_stat (); 798 sum += statsort [i] = roll_stat ();
763 799
764 if (sum >= 82 && sum <= 116) 800 if (sum >= 82 && sum <= 116)
765 break; 801 break;
766 } 802 }
767 803
768 // Sort the stats so that rerolling is easier... 804 // Sort the stats so that rerolling is easier...
769 std::sort (statsort, statsort + 7, std::greater<int>()); 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
770 806
807 for (int i = 0; i < NUM_STATS; ++i)
771 stats.Str = statsort[0]; 808 stats.stat (i) = statsort [i];
772 stats.Dex = statsort[1];
773 stats.Con = statsort[2];
774 stats.Int = statsort[3];
775 stats.Wis = statsort[4];
776 stats.Pow = statsort[5];
777 stats.Cha = statsort[6];
778 809
779 stats.exp = 0; 810 stats.exp = 0;
780 stats.ac = 0; 811 stats.ac = 0;
781 812
782 stats.hp = stats.maxhp; 813 stats.hp = stats.maxhp;
794} 825}
795 826
796void 827void
797object::swap_stats (int a, int b) 828object::swap_stats (int a, int b)
798{ 829{
799 int tmp = get_attr_value (&contr->orig_stats, a); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
800 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
801 set_attr_value (&contr->orig_stats, b, tmp);
802 831
832 for (int i = 0; i < NUM_STATS; ++i)
803 stats.Str = contr->orig_stats.Str; 833 stats.stat (i) = contr->orig_stats.stat (i);
804 stats.Dex = contr->orig_stats.Dex;
805 stats.Con = contr->orig_stats.Con;
806 stats.Int = contr->orig_stats.Int;
807 stats.Wis = contr->orig_stats.Wis;
808 stats.Pow = contr->orig_stats.Pow;
809 stats.Cha = contr->orig_stats.Cha;
810 834
811 //TODO: the following code looks so borked and should, at the very least, 835 //TODO: the following code looks so borked and should, at the very least,
812 // be merged with the similar code in roll_stats 836 // be merged with the similar code in roll_stats
813 stats.ac = 0; 837 stats.ac = 0;
814 838
826 contr->levsp[1] = 6; 850 contr->levsp[1] = 6;
827 contr->levgrace[1] = 3; 851 contr->levgrace[1] = 3;
828 852
829 contr->orig_stats = stats; 853 contr->orig_stats = stats;
830 } 854 }
855}
856
857static void
858start_info (object *op)
859{
860 char buf[MAX_BUF];
861
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf);
864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
831} 866}
832 867
833/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
834 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
835 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
836 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
837 * not the class. 872 * not the class.
838 */ 873 */
839int 874void
840key_change_class (object *op, char key) 875player::chargen_race_done ()
841{ 876{
842 int tmp_loop;
843
844 if (key == 'd' || key == 'D')
845 {
846 char buf[MAX_BUF];
847
848 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
849 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
850 879
851 treasurelist *tl = find_treasurelist ("starting_wealth"); 880 treasurelist *tl = treasurelist::find ("starting_wealth");
852 if (tl) 881 if (tl)
853 create_treasure (tl, op, 0, 0, 0); 882 create_treasure (tl, ob, 0, 0, 0);
854 883
855 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
856 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
857 886
858 op->contr->ns->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
859 888
860 if (op->msg) 889 if (ob->msg)
861 op->msg = NULL; 890 ob->msg = 0;
862 891
863 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
864 * to save here. 893 * to save here.
865 */ 894 */
895 {
896 char buf[MAX_BUF];
866 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
867 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
868 900
869#ifdef AUTOSAVE
870 op->contr->last_save_tick = pticks;
871#endif
872 start_info (op); 901 start_info (ob);
873 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
874 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
875 link_player_skills (op); 904 link_player_skills (ob);
876 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
877 op->update_stats (); 906 ob->update_stats ();
878 907
879 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
880 * is one for this race 909 * is one for this race
881 */ 910 */
882 if (*first_map_ext_path) 911 if (*first_map_ext_path)
883 { 912 {
884 object *tmp; 913 object *tmp;
885 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
886 915
887 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
888 tmp = object::create (); 917 tmp = object::create ();
889 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
890 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
891 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
892 enter_exit (op, tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
893 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
894 * default initial map */ 923 * default initial map */
895 tmp->destroy (); 924 tmp->destroy ();
896 } 925 }
897 else 926 else
898 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
928}
899 929
900 return 0; 930void
901 } 931player::chargen_race_next ()
902 932{
903 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
904 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
905 */ 935 */
906 936
907 tmp_loop = 0; 937 do
908 while (!tmp_loop)
909 { 938 {
910 shstr name = op->name; 939 shstr name = ob->name;
911 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
912 941
913 op->remove_statbonus (); 942 ob->remove_statbonus ();
914 op->remove (); 943 ob->remove ();
915 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
916 op->arch->clone.copy_to (op); 945 ob->arch->copy_to (ob);
917 op->instantiate (); 946 ob->instantiate ();
918 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
919 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
920 op->x = x; 949 ob->x = x;
921 op->y = y; 950 ob->y = y;
922 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
923 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
924 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
925 op->add_statbonus (); 954 ob->add_statbonus ();
926 tmp_loop = allowed_class (op);
927 } 955 }
956 while (!allowed_class (ob));
928 957
929 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
930 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
931 op->update_stats (); 960 ob->update_stats ();
932 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
933 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
934 op->stats.grace = 0; 963 ob->stats.grace = 0;
935
936 if (op->msg)
937 new_draw_info (NDI_BLUE, 0, op, op->msg);
938
939 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
940 return 0;
941}
942
943int
944key_confirm_quit (object *op, char key)
945{
946 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
947 {
948 op->contr->ns->state = ST_PLAYING;
949 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
950 return 1;
951 }
952
953 INVOKE_PLAYER (LOGOUT, op->contr);
954 INVOKE_PLAYER (QUIT, op->contr);
955
956 terminate_all_pets (op);
957 leave_map (op);
958 op->direction = 0;
959 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
960
961 strcpy (op->contr->killer, "quit");
962 check_score (op);
963 op->contr->party = 0;
964 op->contr->own_title[0] = '\0';
965
966 object_ptr ob = op;
967
968 delete ob->contr;
969
970 /* We need to hunt for any per player unique maps in memory and
971 * get rid of them. The trailing slash in the path is intentional,
972 * so that players named 'Ab' won't match against players 'Abe' pathname
973 */
974 char buf[MAX_BUF];
975 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
976
977 for (maptile *next, *mp = first_map; mp; mp = next)
978 {
979 next = mp->next;
980
981 if (!strncmp (mp->path, buf, strlen (buf)))
982 delete_map (mp);
983 }
984
985 delete_character (ob->name, 1);
986
987 return 1;
988} 964}
989 965
990void 966void
991flee_player (object *op) 967flee_player (object *op)
992{ 968{
1039 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1040 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1041 op->enemy = NULL; 1017 op->enemy = NULL;
1042} 1018}
1043 1019
1044
1045/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1046 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * It returns 1 if the player should keep on moving, 0 if he should
1047 * stop. 1022 * stop.
1048 */ 1023 */
1049int 1024int
1050check_pick (object *op) 1025check_pick (object *op)
1051{ 1026{
1052 object *tmp, *next; 1027 object *tmp, *next;
1053 int stop = 0; 1028 int stop = 0;
1054 int j, k, wvratio; 1029 int wvratio;
1055 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1056 1031
1057 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1058 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1059 return 1; 1034 return 1;
1060 1035
1128 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1129 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1130 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1131 else 1106 else
1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1133 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1134 1109
1135 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1136 } 1111 }
1137 1112
1138 /* philosophy: 1113 /* philosophy:
1213 pick_up (op, tmp); 1188 pick_up (op, tmp);
1214 continue; 1189 continue;
1215 } 1190 }
1216 1191
1217 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1218 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1219 { 1194 {
1220 pick_up (op, tmp); 1195 pick_up (op, tmp);
1221 continue; 1196 continue;
1222 } 1197 }
1223 1198
1331 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1332 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1333 { 1308 {
1334 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1335 { 1310 {
1336 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1337 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1338 { 1313 {
1339 pick_up (op, tmp); 1314 pick_up (op, tmp);
1340 continue; 1315 continue;
1341 } 1316 }
1342 } 1317 }
1343 1318
1344 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1345 { 1320 {
1346 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1347 { 1322 {
1348 pick_up (op, tmp); 1323 pick_up (op, tmp);
1349 continue; 1324 continue;
1350 } 1325 }
1351 } 1326 }
1376 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1377 { 1352 {
1378 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1379 } 1354 }
1380 else 1355 else
1381 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1382 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1383 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1384#endif 1359#endif
1385 continue; 1360 continue;
1386 } 1361 }
1397 * found object is returned. 1372 * found object is returned.
1398 */ 1373 */
1399object * 1374object *
1400find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1401{ 1376{
1402 object *tmp = NULL; 1377 object *tmp = 0;
1403 1378
1404 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1405 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1406 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1407 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1408 return op; 1383 return op;
1384
1409 return tmp; 1385 return tmp;
1410} 1386}
1411 1387
1412/* 1388/*
1413 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1414 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1415 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1416 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1417 */ 1393 */
1418
1419object * 1394object *
1420find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1421{ 1396{
1422 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1423 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1456 else 1431 else
1457 { 1432 {
1458 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1459 { 1434 {
1460 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1461 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1462 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1463 { 1438 {
1464 tmp = arrow; 1439 tmp = arrow;
1465 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1466 } 1441 }
1467 } 1442 }
1468 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1469 { 1444 {
1470 tmp = arrow; 1445 tmp = arrow;
1489 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1490 * op = the shooter 1465 * op = the shooter
1491 * type = bow->race 1466 * type = bow->race
1492 * dir = fire direction 1467 * dir = fire direction
1493 */ 1468 */
1494
1495object * 1469object *
1496pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1497{ 1471{
1498 object *tmp = NULL; 1472 object *tmp = NULL;
1499 maptile *m; 1473 maptile *m;
1564 */ 1538 */
1565int 1539int
1566fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1567{ 1541{
1568 object *left, *bow; 1542 object *left, *bow;
1569 int bowspeed, mflags; 1543 int mflags;
1570 maptile *m; 1544 maptile *m;
1571 1545
1572 if (!dir) 1546 if (!dir)
1573 { 1547 {
1574 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1575 return 0; 1549 return 0;
1576 } 1550 }
1577 1551
1578 if (op->type == PLAYER) 1552 if (op->contr)
1579 bow = op->contr->ranges[range_bow]; 1553 bow = op->current_weapon;
1580 else 1554 else
1581 { 1555 {
1582 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1583 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* Don't check for applied - monsters don't apply bows - in that way, they
1584 * don't need to switch back and forth between bows and weapons. 1558 * don't need to switch back and forth between bows and weapons.
1589 if (!bow) 1563 if (!bow)
1590 { 1564 {
1591 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1592 return 0; 1566 return 0;
1593 } 1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1594 } 1576 }
1595 1577
1596 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1597 { 1579 {
1598 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1599 return 0; 1581 return 0;
1600 } 1582 }
1601
1602 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1603
1604 /* penalize ROF for bestarrow */
1605 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1606 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1607
1608 if (bowspeed < 1)
1609 bowspeed = 1;
1610 1583
1611 if (arrow == NULL) 1584 if (arrow == NULL)
1612 { 1585 {
1613 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1614 { 1587 {
1615 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1617 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1618 else 1591 else
1619 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1620 return 0; 1594 return 0;
1621 } 1595 }
1622 } 1596 }
1623 1597
1624 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1646 return 0; 1620 return 0;
1647 } 1621 }
1648 1622
1649 arrow->set_owner (op); 1623 arrow->set_owner (op);
1650 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1651
1652 arrow->direction = dir; 1625 arrow->direction = dir;
1653 arrow->x = sx; 1626
1654 arrow->y = sy; 1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype;
1630
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633
1634#if 0
1635 if (player *pl = op->contr)
1636 {
1637 float speed = pl->weapon_sp;
1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1651 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0;
1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1655 1659
1656 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1657 { 1661 {
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats ();
1660 }
1661
1662 SET_ANIMATION (arrow, arrow->direction);
1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1664 arrow->stats.hp = arrow->stats.dam;
1665 arrow->stats.grace = arrow->attacktype;
1666 if (arrow->slaying != NULL)
1667 arrow->spellarg = strdup (arrow->slaying);
1668
1669 /* Note that this was different for monsters - they got their level
1670 * added to the damage. I think the strength bonus is more proper.
1671 */
1672
1673 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1674
1675 /* update the speed */
1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1678
1679 if (arrow->speed < 1.0)
1680 arrow->speed = 1.0;
1681 update_ob_speed (arrow);
1682 arrow->speed_left = 0;
1683
1684 if (op->type == PLAYER)
1685 {
1686 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1687 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1688 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1689
1690 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 wc -= dex_bonus[op->stats.Dex];
1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1691 } 1669 }
1692 else 1670 else
1693 { 1671 {
1694 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1695 arrow->level = op->level; 1672 arrow->level = op->level;
1696 } 1673 arrow->stats.wc -= bow->magic;
1697 1674
1698 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1699 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1700 1680
1701 if (bow->slaying) 1681 wc -= arrow->level;
1702 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1703 1683
1704 arrow->map = m; 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1705 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1706 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1707 1687
1708 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1709 insert_ob_in_map (arrow, m, op, 0); 1689 m->insert (arrow, sx, sy, op);
1710 1690
1711 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1712 move_arrow (arrow); 1692 move_arrow (arrow);
1713 1693
1714 if (op->type == PLAYER) 1694 if (op->type == PLAYER)
1734{ 1714{
1735 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1736 1716
1737 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1738 { 1718 {
1739 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1740 } 1720 }
1741 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1742 { 1722 {
1743 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1744 wcmod = -1; 1724 wcmod = -1;
1725
1745 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1746 } 1727 }
1747 else if (op->contr->bowtype == bow_threewide) 1728 else if (op->contr->bowtype == bow_threewide)
1748 { 1729 {
1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1753 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1754 { 1735 {
1755 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1756 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1757 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1758
1759 } 1739 }
1760 else 1740 else
1761 { 1741 {
1762 /* Simple case */ 1742 /* Simple case */
1763 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764 } 1744 }
1745
1765 return ret; 1746 return ret;
1766} 1747}
1767
1768 1748
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1771 */ 1751 */
1772void 1752void
1773fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
1774{ 1754{
1775 object *item; 1755 object *item = op->contr->ranged_ob;
1776 1756
1777 if (!op->contr->ranges[range_misc]) 1757 if (!item)
1778 { 1758 {
1779 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1780 return; 1760 return;
1781 } 1761 }
1782 1762
1783 item = op->contr->ranges[range_misc];
1784 if (!item->inv) 1763 if (!item->inv)
1785 { 1764 {
1786 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1766 return;
1788 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
1789 if (item->type == WAND) 1772 if (item->type == WAND)
1790 { 1773 {
1791 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1792 { 1775 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
1795 return; 1779 return;
1796 } 1780 }
1797 } 1781 }
1798 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
1799 { 1783 {
1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1801 { 1785 {
1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
1803 if (item->type == ROD) 1788 if (item->type == ROD)
1804 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1805 else 1790 else
1806 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1792
1807 return; 1793 return;
1808 } 1794 }
1809 } 1795 }
1810 1796
1811 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1818 object *tmp; 1804 object *tmp;
1819 1805
1820 if (item->arch) 1806 if (item->arch)
1821 { 1807 {
1822 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1823 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1824 item->speed = 0; 1810 item->set_speed (0);
1825 update_ob_speed (item);
1826 } 1811 }
1812
1827 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1828 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1829 } 1815 }
1830 } 1816 }
1831 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
1832 {
1833 drain_rod_charge (item); 1818 drain_rod_charge (item);
1834 }
1835 } 1819 }
1836} 1820}
1837 1821
1838/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1839 */ 1823 */
1840void 1824bool
1841fire (object *op, int dir) 1825fire (object *op, int dir)
1842{ 1826{
1843 int spellcost = 0; 1827 int spellcost = 0;
1844 1828
1845 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1846 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
1847 make_visible (op); 1831 make_visible (op);
1848 1832
1849 switch (op->contr->shoottype) 1833 player *pl = op->contr;
1834
1835 if (pl->golem)
1836 {
1837 control_golem (op->contr->golem, dir);
1838 return false;
1850 { 1839 }
1851 case range_none:
1852 return;
1853 1840
1854 case range_bow: 1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
1855 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
1856 return; 1858 break;
1857 1859
1858 case range_magic: /* Casting spells */ 1860 case SPELL:
1859 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1860 return; 1862 break;
1861 1863
1862 case range_misc: 1864 case BUILDER:
1865 apply_map_builder (op, dir);
1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
1863 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1864 return; 1874 break;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1868 {
1869 op->contr->ranges[range_golem] = 0;
1870 op->contr->shoottype = range_none;
1871 }
1872 else
1873 control_golem (op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if (!op->chosen_skill)
1878 {
1879 if (op->type == PLAYER)
1880 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1884 return;
1885 case range_builder:
1886 apply_map_builder (op, dir);
1887 return;
1888 default:
1889 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return;
1891 } 1875 }
1892}
1893 1876
1894 1877 return true;
1878}
1895 1879
1896/* find_key 1880/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
1898 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1885 * pl is the player,
1902 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1905 */ 1889 */
1906
1907object * 1890object *
1908find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
1909{ 1892{
1910 object *tmp, *key; 1893 object *tmp, *key;
1911 1894
1912 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) 1896 if (!container->inv)
1914 return NULL; 1897 return 0;
1915 1898
1916 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
1917 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 { 1901 {
1919 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
1920 break; 1903 break;
1921 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1922 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1923 */ 1906 */
1924 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1925 break; 1908 break;
1926 } 1909 }
1910
1927 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1928 /* If we find and use a key in an inventory, return at that time. 1912 /* If we find and use a key in an inventory, return at that time.
1929 * otherwise, if we search all the inventories and still don't find 1913 * otherwise, if we search all the inventories and still don't find
1930 * a key, return 1914 * a key, return
1931 */ 1915 */
1932 if (!tmp) 1916 if (!tmp)
1933 { 1917 {
1934 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
1935 { 1919 {
1936 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1937 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
1938 { 1922 {
1939 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
1940 return key; 1924 return key;
1941 } 1925 }
1942 } 1926 }
1927
1943 if (!tmp) 1928 if (!tmp)
1944 return NULL; 1929 return NULL;
1945 } 1930 }
1931
1946 /* We get down here if we have found a key. Now if its in a container, 1932 /* We get down here if we have found a key. Now if its in a container,
1947 * see if we actually want to use it 1933 * see if we actually want to use it
1948 */ 1934 */
1949 if (pl != container) 1935 if (pl != container)
1950 { 1936 {
1971 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1972 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1973 return NULL; 1959 return NULL;
1974 } 1960 }
1975 } 1961 }
1962
1976 return tmp; 1963 return tmp;
1977} 1964}
1978 1965
1979/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
1980 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
1982 * 0 otherwise 1969 * 0 otherwise
1983 */ 1970 */
1984static int 1971static int
1985player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
1986{ 1973{
1987 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
1988 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
1989 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1990 */ 1977 */
1991 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
1992 1979
1993 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1994 if (key) 1981 if (key)
1995 { 1982 {
1996 object *container = key->env; 1983 object *container = key->env;
1997 1984
1998 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1999 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2000 make_visible (op); 1986 make_visible (op);
1987
2001 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2002 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
1990
2003 if (door->type == DOOR) 1991 if (door->type == DOOR)
2004 {
2005 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2006 }
2007 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2008 { 1994 {
2009 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2010 remove_door2 (door); /* remove door without violence ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
2011 } 1997 }
1998
2012 /* Do this after we print the message */ 1999 /* Do this after we print the message */
2013 decrease_ob (key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
2014 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
2015 if (container != op) 2002 if (container != op)
2016 esrv_update_item (UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2017 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2018 } 2006 }
2019 else if (door->type == LOCKED_DOOR) 2007 else if (door->type == LOCKED_DOOR)
2020 { 2008 {
2021 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2023 return 1; 2011 return 1;
2024 } 2012 }
2013
2025 return 0; 2014 return 0;
2026} 2015}
2027 2016
2028/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2029 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2030 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2031 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2032 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2033 */ 2022 */
2034void 2023bool
2035move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2036{ 2025{
2037 object *tmp, *mon;
2038 sint16 nx, ny;
2039 int on_battleground; 2026 int on_battleground;
2040 maptile *m;
2041 2027
2042 nx = freearr_x[dir] + op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2043 ny = freearr_y[dir] + op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2044 2030
2045 on_battleground = op_on_battleground (op, 0, 0); 2031 on_battleground = op_on_battleground (op, 0, 0);
2032
2033 if (out_of_map (op->map, nx, ny))
2034 return false;
2035
2036 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2037 {
2038 --op->speed_left;
2039 return true;
2040 }
2046 2041
2047 /* If braced, or can't move to the square, and it is not out of the 2042 /* If braced, or can't move to the square, and it is not out of the
2048 * map, attack it. Note order of if statement is important - don't 2043 * map, attack it. Note order of if statement is important - don't
2049 * want to be calling move_ob if braced, because move_ob will move the 2044 * want to be calling move_ob if braced, because move_ob will move the
2050 * player. This is a pretty nasty hack, because if we could 2045 * player. This is a pretty nasty hack, because if we could
2051 * move to some space, it then means that if we are braced, we should 2046 * move to some space, it then means that if we are braced, we should
2052 * do nothing at all. As it is, if we are braced, we go through 2047 * do nothing at all. As it is, if we are braced, we go through
2053 * quite a bit of processing. However, it probably is less than what 2048 * quite a bit of processing. However, it probably is less than what
2054 * move_ob uses. 2049 * move_ob uses.
2055 */ 2050 */
2056 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2051 maptile *m = op->map->xy_find (nx, ny);
2057 {
2058 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2059 {
2060 m = get_map_from_coord (op->map, &nx, &ny);
2061 if (!m)
2062 return; /* Don't think this should happen */
2063 }
2064 else
2065 m = op->map;
2066 2052
2067 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2068 {
2069 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2070 return;
2071 }
2072
2073 mon = 0;
2074 /* Go through all the objects, and find ones of interest. Only stop if 2053 /* Go through all the objects, and find ones of interest. Only stop if
2075 * we find a monster - that is something we know we want to attack. 2054 * we find a monster - that is something we know we want to attack.
2076 * if its a door or barrel (can roll) see if there may be monsters 2055 * if its a door or barrel (can roll) see if there may be monsters
2077 * on the space 2056 * on the space
2078 */ 2057 */
2079 while (tmp) 2058 object *mon;
2080 { 2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2081 if (tmp == op) 2060 {
2082 { 2061 if ((mon->flag [FLAG_ALIVE]
2083 tmp = tmp->above; 2062 || mon->type == LOCKED_DOOR
2084 continue; 2063 || mon->flag [FLAG_CAN_ROLL])
2085 }
2086
2087 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2088 {
2089 mon = tmp; 2064 && mon != op)
2090 break; 2065 break;
2091 } 2066 }
2092 2067
2093 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2094 mon = tmp;
2095
2096 tmp = tmp->above;
2097 }
2098
2099 if (!mon) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2100 return; /* into a wall */ 2069 return false; /* into a wall */
2101 2070
2102 if (mon->head)
2103 mon = mon->head; 2071 mon = mon->head_ ();
2104 2072
2105 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2073 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2074 if (op->contr->weapon_sp_left > 0.f)
2106 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2076 {
2077 --op->contr->weapon_sp_left;
2107 return; 2078 return true;
2079 }
2108 2080
2109 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2110 * or frienddly creatures. Basically, all players are considered 2082 * or friendly creatures. Basically, all players are considered
2111 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2112 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2113 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2114 * and thus will not push them. 2086 * and thus will not push them.
2115 */ 2087 */
2116 2088
2117 /* If the creature is a pet, push it even if the player is not 2089 /* If the creature is a pet, push it even if the player is not
2118 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2119 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2120 */ 2092 */
2121 if ((op->type == PLAYER) 2093 if (op->type == PLAYER
2122#if COZY_SERVER
2123 &&
2124 ((mon->owner && mon->owner->contr 2094 && ((mon->owner && mon->owner->contr
2125 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2095 && same_party (mon->owner->contr->party, op->contr->party))
2126#else
2127 && mon->owner == op 2096 || mon->owner == op)
2128#endif
2129 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2130 { 2098 {
2131 /* If we're braced, we don't want to switch places with it */ 2099 /* If we're braced, we don't want to switch places with it */
2132 if (op->contr->braced) 2100 if (op->contr->braced)
2133 return; 2101 return false;
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102
2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2107 op->play_sound (sound_find ("push_player"));
2135 (void) push_ob (mon, dir, op); 2108 push_ob (mon, dir, op);
2109
2136 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2137 make_visible (op); 2111 make_visible (op);
2112
2138 return; 2113 return true;
2139 } 2114 }
2115 else
2116 return false;
2117 }
2140 2118
2141 /* in certain circumstances, you shouldn't attack friendly 2119 /* in certain circumstances, you shouldn't attack friendly
2142 * creatures. Note that if you are braced, you can't push 2120 * creatures. Note that if you are braced, you can't push
2143 * someone, but put it inside this loop so that you won't 2121 * someone, but put it inside this loop so that you won't
2144 * attack them either. 2122 * attack them either.
2145 */ 2123 */
2146 if ((mon->type == PLAYER || mon->enemy != op) && 2124 if ((mon->type == PLAYER || mon->enemy != op)
2147 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2125 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2148#ifdef PROHIBIT_PLAYERKILL
2149 (op->contr->peaceful 2126 && ((op->contr->peaceful
2150 || (mon->type == PLAYER 2127 || (mon->type == PLAYER && mon->contr->peaceful))
2151 && mon->contr->
2152 peaceful)) &&
2153#else
2154 op->contr->peaceful &&
2155#endif
2156 !on_battleground)) 2128 && !on_battleground))
2129 {
2130 if (op->speed_left > 0.f)
2157 { 2131 {
2132 --op->speed_left;
2133
2158 if (!op->contr->braced) 2134 if (!op->contr->braced)
2159 { 2135 {
2160 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 op->play_sound (sound_find ("push_player"));
2161 (void) push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2162 } 2138 }
2163 else 2139 else
2164 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2165 2141
2166 if (op->contr->tmp_invis || op->hide) 2142 if (op->contr->tmp_invis || op->hide)
2167 make_visible (op); 2143 make_visible (op);
2168 }
2169 2144
2145 return true;
2146 }
2147 }
2170 /* If the object is a boulder or other rollable object, then 2148 /* If the object is a boulder or other rollable object, then
2171 * roll it if not braced. You can't roll it if you are braced. 2149 * roll it if not braced. You can't roll it if you are braced.
2172 */ 2150 */
2173 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2151 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2152 {
2153 if (op->speed_left > 0.f)
2174 { 2154 {
2155 --op->speed_left;
2156
2175 recursive_roll (mon, dir, op); 2157 recursive_roll (mon, dir, op);
2176 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2177 make_visible (op); 2159 make_visible (op);
2178 }
2179 2160
2161 return true;
2162 }
2163 }
2180 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2181 * Way it works is like this: First, it must have some hit points 2165 * Way it works is like this: First, it must have some hit points
2182 * and be living. Then, it must be one of the following: 2166 * and be living. Then, it must be one of the following:
2183 * 1) Not a player, 2) A player, but of a different party. Note 2167 * 1) Not a player, 2) A player, but of a different party. Note
2184 * that party_number -1 is no party, so attacks can still happen. 2168 * that party_number -1 is no party, so attacks can still happen.
2185 */ 2169 */
2186
2187 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2188 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2171 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2189 { 2172 {
2190 2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2191 /* If the player hasn't hit something this tick, and does
2192 * so, give them speed boost based on weapon speed. Doing
2193 * it here is better than process_players2, which basically
2194 * incurred a 1 tick offset.
2195 */
2196 if (!op->contr->has_hit)
2197 { 2174 {
2198 op->speed_left += op->speed / op->contr->weapon_sp; 2175 --op->contr->weapon_sp_left;
2199
2200 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2201 }
2202 2176
2203 skill_attack (mon, op, 0, 0, 0); 2177 skill_attack (mon, op, 0, 0, 0);
2204
2205 /* If attacking another player, that player gets automatic
2206 * hitback, and doesn't loose luck either.
2207 * Disable hitback on the battleground or if the target is
2208 * the wiz.
2209 */
2210 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2211 {
2212 short luck = mon->stats.luck;
2213
2214 mon->contr->has_hit = 1;
2215 skill_attack (op, mon, 0, 0, 0);
2216 mon->stats.luck = luck;
2217 }
2218 2178
2219 if (action_makes_visible (op)) 2179 if (action_makes_visible (op))
2220 make_visible (op); 2180 make_visible (op);
2221 }
2222 } /* if player should attack something */
2223}
2224 2181
2225int 2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2226move_player (object *op, int dir) 2190move_player (object *op, int dir)
2227{ 2191{
2228 int pick; 2192 int pick;
2229 2193
2230 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2231 return 0; 2195 return 0;
2232 2196
2233 /* Sanity check: make sure dir is valid */ 2197 /* Sanity check: make sure dir is valid */
2234 if ((dir < 0) || (dir >= 9)) 2198 if ((dir < 0) || (dir >= 9))
2235 { 2199 {
2236 LOG (llevError, "move_player: invalid direction %d\n", dir); 2200 LOG (llevError, "move_player: invalid direction %d\n", dir);
2237 return 0; 2201 return 0;
2238 } 2202 }
2239 2203
2240 /* peterm: added following line */ 2204 /* peterm: added following line */
2241 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2242 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2206 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2243 2207
2244 op->facing = dir; 2208 op->facing = dir;
2245 2209
2246 if (op->hide) 2210 if (op->hide)
2247 do_hidden_move (op); 2211 do_hidden_move (op);
2248 2212
2213 bool retval;
2214
2249 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2250 /*nop */ ; 2216 retval = RESULT_INT (0);
2251 else if (op->contr->fire_on) 2217 else if (op->contr->fire_on)
2252 fire (op, dir); 2218 retval = fire (op, dir);
2253 else 2219 else
2254 { 2220 {
2255 move_player_attack (op, dir); 2221 retval = move_player_attack (op, dir);
2256 pick = check_pick (op); 2222 pick = check_pick (op);
2257 } 2223 }
2258 2224
2259 /* Add special check for newcs players and fire on - this way, the 2225 /* Add special check for newcs players and fire on - this way, the
2260 * server can handle repeat firing. 2226 * server can handle repeat firing.
2267 /* Update how the player looks. Use the facing, so direction may 2233 /* Update how the player looks. Use the facing, so direction may
2268 * get reset to zero. This allows for full animation capabilities 2234 * get reset to zero. This allows for full animation capabilities
2269 * for players. 2235 * for players.
2270 */ 2236 */
2271 animate_object (op, op->facing); 2237 animate_object (op, op->facing);
2272 return 0; 2238
2239 return retval;
2273} 2240}
2274 2241
2275/* This is similar to handle_player, below, but is only used by the 2242/* This is similar to handle_player, below, but is only used by the
2276 * new client/server stuff. 2243 * new client/server stuff.
2277 * This is sort of special, in that the new client/server actually uses 2244 * This is sort of special, in that the new client/server actually uses
2278 * the new speed values for commands. 2245 * the new speed values for commands.
2279 * 2246 *
2280 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do. Should not do
2248 * many actions in a row, as that would be too unfair to other
2249 * players.
2281 */ 2250 */
2282int 2251bool
2283handle_newcs_player (object *op) 2252handle_newcs_player (object *op)
2284{ 2253{
2285 if (op->contr->hidden)
2286 {
2287 op->invisible = 1000;
2288 /* the socket code flashes the player visible/invisible
2289 * depending on the value of invisible, so we need to
2290 * alternate it here for it to work correctly.
2291 */
2292 if (pticks & 2)
2293 op->invisible--;
2294 }
2295 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2296 {
2297 op->invisible--;
2298 if (!op->invisible)
2299 {
2300 make_visible (op);
2301 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2302 }
2303 }
2304
2305 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2306 { 2255 {
2307 flee_player (op); 2256 if (op->speed_left > 0.f)
2308 /* If player is still scared, that is his action for this tick */
2309 if (QUERY_FLAG (op, FLAG_SCARED))
2310 { 2257 {
2311 op->speed_left--; 2258 --op->speed_left;
2259 flee_player (op);
2260
2312 return 0; 2261 return true;
2313 } 2262 }
2263 else
2264 return false;
2314 } 2265 }
2315
2316 /* I've been seeing crashes where the golem has been destroyed, but
2317 * the player object still points to the defunct golem. The code that
2318 * destroys the golem looks correct, and it doesn't always happen, so
2319 * put this in a a workaround to clean up the golem pointer.
2320 */
2321 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2322 op->contr->ranges[range_golem] = 0;
2323 2266
2324 /* call this here - we also will call this in do_ericserver, but 2267 /* call this here - we also will call this in do_ericserver, but
2325 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2326 * called, so we recheck it here. 2269 * called, so we recheck it here.
2327 */ 2270 */
2328 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2271 if (op->contr->ns->handle_command ())
2329 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2330 ;
2331
2332 if (op->speed_left < 0)
2333 return 0; 2272 return true;
2334 2273
2335 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2274 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2336 {
2337 /* All move commands take 1 tick, at least for now */
2338 op->speed_left--;
2339
2340 /* Instead of all the stuff below, let move_player take care
2341 * of it. Also, some of the skill stuff is only put in
2342 * there, as well as the confusion stuff.
2343 */
2344 move_player (op, op->direction); 2275 return move_player (op, op->direction);
2345 if (op->speed_left > 0)
2346 return 1;
2347 else
2348 return 0;
2349 }
2350 2276
2351 return 0; 2277 return false;
2352} 2278}
2353 2279
2354int 2280int
2355save_life (object *op) 2281save_life (object *op)
2356{ 2282{
2358 return 0; 2284 return 0;
2359 2285
2360 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2361 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2362 { 2288 {
2363 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2289 op->play_sound (sound_find ("ob_evaporate"));
2364 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2290 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2365 2291
2366 if (op->contr) 2292 if (op->contr)
2367 esrv_del_item (op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2368 2294
2388/* This goes throws the inventory and removes unpaid objects, and puts them 2314/* This goes throws the inventory and removes unpaid objects, and puts them
2389 * back in the map (location and map determined by values of env). This 2315 * back in the map (location and map determined by values of env). This
2390 * function will descend into containers. op is the object to start the search 2316 * function will descend into containers. op is the object to start the search
2391 * from. 2317 * from.
2392 */ 2318 */
2393void 2319static void
2394remove_unpaid_objects (object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2395{ 2321{
2396 object *next;
2397
2398 while (op) 2322 while (op)
2399 { 2323 {
2400 next = op->below; /* Make sure we have a good value, in case 2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2401 * we remove object 'op' 2325
2402 */
2403 if (QUERY_FLAG (op, FLAG_UNPAID)) 2326 if (QUERY_FLAG (op, FLAG_UNPAID))
2404 { 2327 {
2405 op->remove ();
2406 op->x = env->x;
2407 op->y = env->y;
2408 if (env->type == PLAYER) 2328 if (env->type == PLAYER)
2409 esrv_del_item (env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2410 insert_ob_in_map (op, env->map, NULL, 0); 2330
2331 op->insert_at (env);
2411 } 2332 }
2412 else if (op->inv) 2333 else if (op->inv)
2413 remove_unpaid_objects (op->inv, env); 2334 drop_unpaid_items (op->inv, env);
2414 2335
2415 op = next; 2336 op = next;
2416 } 2337 }
2338}
2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2417} 2345}
2418 2346
2419/* 2347/*
2420 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2421 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2471 int rate_grace = 2000; 2399 int rate_grace = 2000;
2472 const int max_hp = 1; 2400 const int max_hp = 1;
2473 const int max_sp = 1; 2401 const int max_sp = 1;
2474 const int max_grace = 1; 2402 const int max_grace = 1;
2475 2403
2476 if (op->contr->outputs_sync) 2404 if (op->contr->hidden)
2405 {
2406 op->invisible = 1000;
2407 /* the socket code flashes the player visible/invisible
2408 * depending on the value of invisible, so we need to
2409 * alternate it here for it to work correctly.
2410 */
2411 if (pticks & 2)
2412 op->invisible--;
2477 { 2413 }
2478 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2414 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2479 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2415 {
2480 flush_output_element (op, &op->contr->outputs[i]); 2416 if (!op->invisible--)
2417 {
2418 make_visible (op);
2419 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2420 }
2481 } 2421 }
2482 2422
2483 if (op->contr->ns->state == ST_PLAYING) 2423 if (op->contr->ns->state == ST_PLAYING)
2484 { 2424 {
2485 /* these next three if clauses make it possible to SLOW DOWN 2425 /* these next three if clauses make it possible to SLOW DOWN
2507 gen_grace = op->stats.maxgrace; 2447 gen_grace = op->stats.maxgrace;
2508 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2509 } 2449 }
2510 2450
2511 /* Regenerate Spell Points */ 2451 /* Regenerate Spell Points */
2512 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2452 if (!op->contr->golem && --op->last_sp < 0)
2513 { 2453 {
2514 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2454 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2515 if (op->stats.sp < op->stats.maxsp) 2455 if (op->stats.sp < op->stats.maxsp)
2516 { 2456 {
2517 op->stats.sp++; 2457 op->stats.sp++;
2615 } 2555 }
2616 2556
2617 /* Digestion */ 2557 /* Digestion */
2618 if (--op->last_eat < 0) 2558 if (--op->last_eat < 0)
2619 { 2559 {
2620#ifdef COZY_SERVER 2560 int bonus = max (0, op->contr->digestion),
2621 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2561 penalty = max (0, -op->contr->digestion);
2622 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2623#else
2624 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2625#endif
2626 2562
2627 if (op->contr->gen_hp > 0)
2628 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2629 else
2630 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2631 2564
2632 /* dms do not consume food */ 2565 /* dms do not consume food */
2633 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2634 op->stats.food--; 2567 op->stats.food--;
2635 } 2568 }
2696 object *tmp; 2629 object *tmp;
2697 2630
2698 if (save_life (op)) 2631 if (save_life (op))
2699 return; 2632 return;
2700 2633
2701
2702 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2703 * in cities ONLY!!! It is very important that this doesn't get abused. 2635 * in cities ONLY!!! It is very important that this doesn't get abused.
2704 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2705 */ 2637 */
2706 if (op_on_battleground (op, &x, &y)) 2638 if (op_on_battleground (op, &x, &y))
2708 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2709 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2710 2642
2711 /* restore player */ 2643 /* restore player */
2712 at = archetype::find ("poisoning"); 2644 at = archetype::find ("poisoning");
2713 tmp = present_arch_in_ob (at, op); 2645 if (object *tmp = present_arch_in_ob (at, op))
2714 if (tmp)
2715 { 2646 {
2716 tmp->destroy (); 2647 tmp->destroy ();
2717 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2718 } 2649 }
2719 2650
2720 at = archetype::find ("confusion"); 2651 at = archetype::find ("confusion");
2721 tmp = present_arch_in_ob (at, op); 2652 if (object *tmp = present_arch_in_ob (at, op))
2722 if (tmp)
2723 { 2653 {
2724 tmp->destroy (); 2654 tmp->destroy ();
2725 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2726 } 2656 }
2727 2657
2729 op->stats.hp = op->stats.maxhp; 2659 op->stats.hp = op->stats.maxhp;
2730 if (op->stats.food <= 0) 2660 if (op->stats.food <= 0)
2731 op->stats.food = 999; 2661 op->stats.food = 999;
2732 2662
2733 /* create a bodypart-trophy to make the winner happy */ 2663 /* create a bodypart-trophy to make the winner happy */
2734 tmp = arch_to_object (archetype::find ("finger")); 2664 if (object *tmp = arch_to_object (archetype::find ("finger")))
2735 if (tmp != NULL)
2736 { 2665 {
2737 sprintf (buf, "%s's finger", &op->name); 2666 sprintf (buf, "%s's finger", &op->name);
2738 tmp->name = buf; 2667 tmp->name = buf;
2739 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2740 " the %s, when he was defeated at\n level %d by %s.\n", 2669 " the %s, when he was defeated at\n level %d by %s.\n",
2741 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2742 tmp->msg = buf; 2671 tmp->msg = buf;
2743 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
2744 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2745 tmp->x = op->x, tmp->y = op->y; 2674 tmp->insert_at (op, tmp);
2746 insert_ob_in_map (tmp, op->map, op, 0);
2747 } 2675 }
2748 2676
2749 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
2750 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2751 op->contr->braced = 0; 2679 op->contr->braced = 0;
2756 2684
2757 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
2758 2686
2759 if (op->stats.food < 0) 2687 if (op->stats.food < 0)
2760 { 2688 {
2761 if (op->contr->explore)
2762 {
2763 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2764 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2765 op->stats.food = 999;
2766 return;
2767 }
2768 sprintf (buf, "%s starved to death.", &op->name); 2689 sprintf (buf, "%s starved to death.", &op->name);
2769 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
2770 } 2691 }
2771 else 2692 else
2772 {
2773 if (op->contr->explore)
2774 {
2775 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2776 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2777 op->stats.hp = op->stats.maxhp;
2778 return;
2779 }
2780 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
2781 } 2694
2782 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 op->contr->play_sound (sound_find ("player_dies"));
2783 2696
2784 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
2785 x = op->x; 2698 x = op->x;
2786 y = op->y; 2699 y = op->y;
2787 map = op->map; 2700 map = op->map;
2788
2789 2701
2790 /* NOT_PERMADEATH code. This basically brings the character back to 2702 /* NOT_PERMADEATH code. This basically brings the character back to
2791 * life if they are dead - it takes some exp and a random stat. 2703 * life if they are dead - it takes some exp and a random stat.
2792 * See the config.h file for a little more in depth detail about this. 2704 * See the config.h file for a little more in depth detail about this.
2793 */ 2705 */
2810 num_stats_lose = 1; 2722 num_stats_lose = 1;
2811 else 2723 else
2812 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2724 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2813 } 2725 }
2814 else 2726 else
2815 {
2816 num_stats_lose = 1; 2727 num_stats_lose = 1;
2817 } 2728
2818 lost_a_stat = 0; 2729 lost_a_stat = 0;
2819 2730
2820 for (z = 0; z < num_stats_lose; z++) 2731 for (z = 0; z < num_stats_lose; z++)
2821 { 2732 {
2822 i = RANDOM () % NUM_STATS; 2733 i = RANDOM () % NUM_STATS;
2963 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
2964 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2965 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2966 2877
2967 /* 2878 /*
2968 * Check to see if the player is in a shop. IF so, then check to see if
2969 * the player has any unpaid items. If so, remove them and put them back 2879 * Check to see if the player has any unpaid items. If so, remove them
2970 * in the map. 2880 * and put them back in the map.
2971 */ 2881 */
2972 2882 op->drop_unpaid_items ();
2973 if (is_in_shop (op))
2974 remove_unpaid_objects (op->inv, op);
2975 2883
2976 /****************************************/ 2884 /****************************************/
2977 /* */ 2885 /* */
2978 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
2979 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
2980 /* */ 2888 /* */
2981 /****************************************/ 2889 /****************************************/
2982 2890
2983 enter_player_savebed (op); 2891 enter_player_savebed (op);
2984 2892
2985 /* Save the player before inserting the force to reduce
2986 * chance of abuse.
2987 */
2988 op->contr->braced = 0; 2893 op->contr->braced = 0;
2989 op->contr->save ();
2990 2894
2991 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
2992 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
2993 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
2994 * on the space that might harm the player. 2898 * on the space that might harm the player.
3003 object *force; 2907 object *force;
3004 int at; 2908 int at;
3005 2909
3006 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
3007 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
3008 force->speed = 0.1; 2912 force->speed = 0.1f;
3009 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
3010 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
3011 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
3012 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
3013 force->resist[at] = 100; 2917 force->resist[at] = 100;
3014 2918
3023void 2927void
3024loot_object (object *op) 2928loot_object (object *op)
3025{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
3026 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
3027 2931
3028 if (op->container) 2932 op->close_container (); /* close open sack first */
3029 esrv_apply_container (op, op->container); /* close open sack first */
3030 2933
3031 for (tmp = op->inv; tmp; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
3032 { 2935 {
3033 next = tmp->below; 2936 next = tmp->below;
3034 2937
3035 if (tmp->invisible) 2938 if (tmp->invisible)
3036 continue; 2939 continue;
3037 2940
3038 tmp->remove (); 2941 tmp->remove ();
3039 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3040 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3041 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3042 loot_object (tmp); 2946
3043 }
3044 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3045 { 2948 {
3046 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3047 { 2950 {
3048 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3049 tmp2->destroy (); 2952 tmp2->destroy ();
3060/* 2963/*
3061 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3062 * what needs to be fixed. Refresh windows and fix speed if anything 2965 * what needs to be fixed. Refresh windows and fix speed if anything
3063 * was changed. 2966 * was changed.
3064 */ 2967 */
3065
3066void 2968void
3067fix_weight (void) 2969fix_weight (void)
3068{ 2970{
3069 for_all_players (pl) 2971 for_all_players (pl)
3070 { 2972 {
3130 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3131 { 3033 {
3132 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3133 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3134 } 3036 }
3037
3135 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3136} 3039}
3137 3040
3138int 3041int
3139is_true_undead (object *op) 3042is_true_undead (object *op)
3140{ 3043{
3141 object *tmp = NULL;
3142
3143 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3144 return 1; 3045 return 1;
3145 3046
3146 return 0; 3047 return 0;
3147} 3048}
3148 3049
3192/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3193 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3194 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3195 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3196 */ 3097 */
3197
3198void 3098void
3199do_hidden_move (object *op) 3099do_hidden_move (object *op)
3200{ 3100{
3201 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3202 object *skop; 3102 object *skop;
3206 3106
3207 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3208 3108
3209 /* its *extremely* hard to run and sneak/hide at the same time! */ 3109 /* its *extremely* hard to run and sneak/hide at the same time! */
3210 if (op->type == PLAYER && op->contr->run_on) 3110 if (op->type == PLAYER && op->contr->run_on)
3211 {
3212 if (!skop || num >= skop->level) 3111 if (!skop || num >= skop->level)
3213 { 3112 {
3214 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3113 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3215 make_visible (op); 3114 make_visible (op);
3216 return; 3115 return;
3217 } 3116 }
3218 else 3117 else
3219 num += 20; 3118 num += 20;
3220 } 3119
3221 num += op->map->difficulty; 3120 num += op->map->difficulty;
3222 hide = hideability (op); /* modify by terrain hidden level */ 3121 hide = hideability (op); /* modify by terrain hidden level */
3223 num -= hide; 3122 num -= hide;
3123
3224 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3225 { 3125 {
3226 make_visible (op); 3126 make_visible (op);
3227 if (op->type == PLAYER) 3127 if (op->type == PLAYER)
3228 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3229 } 3129 }
3230 else if (op->type == PLAYER && skop) 3130 else if (op->type == PLAYER && skop)
3231 {
3232 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3233 }
3234} 3132}
3235 3133
3236/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3237 3135
3238int 3136int
3305 if (pl->type != PLAYER) 3203 if (pl->type != PLAYER)
3306 { 3204 {
3307 LOG (llevError, "player_can_view() called for non-player object\n"); 3205 LOG (llevError, "player_can_view() called for non-player object\n");
3308 return -1; 3206 return -1;
3309 } 3207 }
3208
3310 if (!pl || !op) 3209 if (!pl || !op)
3311 return 0; 3210 return 0;
3312 3211
3313 if (op->head)
3314 {
3315 op = op->head; 3212 op = op->head_ ();
3316 } 3213
3317 get_rangevector (pl, op, &rv, 0x1); 3214 get_rangevector (pl, op, &rv, 0x1);
3318 3215
3319 /* starting with the 'head' part, lets loop 3216 /* starting with the 'head' part, lets loop
3320 * through the object and find if it has any 3217 * through the object and find if it has any
3321 * part that is in the los array but isnt on 3218 * part that is in the los array but isnt on
3322 * a blocked los square. 3219 * a blocked los square.
3323 * we use the archetype to figure out offsets. 3220 * we use the archetype to figure out offsets.
3324 */ 3221 */
3325 while (op) 3222 while (op)
3326 { 3223 {
3327 dx = rv.distance_x + op->arch->clone.x; 3224 dx = rv.distance_x + op->arch->x;
3328 dy = rv.distance_y + op->arch->clone.y; 3225 dy = rv.distance_y + op->arch->y;
3329 3226
3330 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3331 * code, so we need to restrict ourselves to that range of values 3228 * code, so we need to restrict ourselves to that range of values
3332 * for any meaningful values. 3229 * for any meaningful values.
3333 */ 3230 */
3438 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3439 int i = 0, j = 0; 3336 int i = 0, j = 0;
3440 3337
3441 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3442 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3443 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3444 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3445 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3446 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3447 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3448 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3449 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3450 3347
3451 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3452 return; 3349 return;
3453 3350
3454 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3455 3352
3456 if (tr == NULL || tr->item == NULL) 3353 if (!tr || !tr->item)
3457 { 3354 {
3458 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3459 return; 3356 return;
3460 } 3357 }
3461 3358
3462 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3463 item = &(tr->item->clone); 3360 item = tr->item;
3464 3361
3465 if (item->type == SPELL) 3362 if (item->type == SPELL)
3466 { 3363 {
3467 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3468 return; 3365 return;
3527 { 3424 {
3528 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3529 object *skin; 3426 object *skin;
3530 3427
3531 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3532 shstr_cmp dragon_skin_force ("dragon_skin_force");
3533 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3429 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3534 ; 3430 ;
3535 3431
3536 if (!skin) 3432 if (!skin)
3537 return; 3433 return;
3538 3434
3586 * not readied. 3482 * not readied.
3587 */ 3483 */
3588void 3484void
3589player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3590{ 3486{
3591 rangetype i; 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3592 3489
3593 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3490 if (pl->combat_ob == ob)
3594 { 3491 pl->combat_ob = 0;
3492
3595 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3596 { 3494 pl->ranged_ob = 0;
3597 pl->ranges[i] = NULL;
3598 if (pl->shoottype == i)
3599 {
3600 pl->shoottype = range_none;
3601 }
3602 }
3603 }
3604} 3495}
3496
3497sint8
3498player::visibility_at (maptile *map, int x, int y) const
3499{
3500 if (!ns)
3501 return 0;
3502
3503 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0;
3506
3507 x += dx - ns->current_x + ns->mapx / 2;
3508 y += dy - ns->current_y + ns->mapy / 2;
3509
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514}

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