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Comparing deliantra/server/server/player.C (file contents):
Revision 1.70 by root, Tue Dec 26 20:04:09 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 ob->set_speed (ob->speed);
197 223
198 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 225
210 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
212 { 228 {
213 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
214 230
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
221 abil = tmp; 234 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
223 skin = tmp; 236 skin = tmp;
224 237
225 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
226 } 239 }
227 240
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 242
236 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
237 244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
238 ob->update_stats (); 270 ob->update_stats ();
271
239 ns->floorbox_update (); 272 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
243 275
244 enter_exit (ob, 0); 276 activate ();
245 277
246 send_rules (ob); 278 send_rules (ob);
247 send_news (ob); 279 send_news (ob);
248 display_motd (ob); 280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 283 INVOKE_PLAYER (LOGIN, this);
250} 284}
251 285
252void 286void
253player::disconnect () 287player::disconnect ()
254{ 288{
255 //TODO: don't be so harsh and destroy :)
256 if (ns) 289 if (ns)
257 destroy (); 290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
308
309 deactivate ();
258} 310}
259 311
260// the need for this function can be explained 312// the need for this function can be explained
261// by load_object not returning the object 313// by load_object not returning the object
262void 314void
263player::set_object (object *op) 315player::set_object (object *op)
264{ 316{
265 ob = op; 317 ob = observe = op;
266 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
267 319
320 ob->speed = 1.0f;
268 ob->speed_left = 0.5; 321 ob->speed_left = 0.5f;
269 ob->speed = 1.0; 322
270 ob->direction = 5; /* So player faces south */ 323 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2; 324}
272 ob->run_away = 25; /* Then we panick... */
273 325
274 set_first_map (ob); 326void
275 327player::set_observe (object *op)
276 ob->roll_stats (); 328{
329 observe = op ? op : ob;
330 do_los = 1;
277} 331}
278 332
279player::player () 333player::player ()
280{ 334{
281 /* There are some elements we want initialized to non zero value - 335 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 336 * we deal with that below this point.
283 */ 337 */
284 outputs_sync = 16; /* Every 2 seconds */ 338 outputs_sync = 4;
285 outputs_count = 8; /* Keeps present behaviour */ 339 outputs_count = 4;
286 unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
287 341
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 342 savebed_map = first_map_path; /* Init. respawn position */
289 343
290 gen_sp_armour = 10; 344 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal; 345 bowtype = bow_normal;
294 petmode = pet_normal; 346 petmode = pet_normal;
295 listening = 10; 347 listening = 10;
296 usekeys = containers; 348 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
299 do_los = 1; 350 do_los = 1;
300 351
301 /* we need to clear these to -1 and not zero - otherwise, 352 weapon_sp = 1.0f;
302 * if a player quits and starts a new character, we wont 353 weapon_sp_left = 0.5f;
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 354}
315 355
316void 356void
317player::do_destroy () 357player::do_destroy ()
318{ 358{
359 disconnect ();
360
319 attachable::do_destroy (); 361 attachable::do_destroy ();
320
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345 362
346 if (ob) 363 if (ob)
347 { 364 {
348 ob->destroy_inv (false); 365 ob->destroy_inv (false);
349 ob->destroy (); 366 ob->destroy ();
350 } 367 }
351 368
352 if (ns) 369 ob = observe = 0;
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 }
361} 370}
362 371
363player::~player () 372player::~player ()
364{ 373{
365 /* Clear item stack */ 374 /* Clear item stack */
374player::create () 383player::create ()
375{ 384{
376 player *pl = new player; 385 player *pl = new player;
377 386
378 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);
379 394
380 return pl; 395 return pl;
381} 396}
382 397
383/* 398/*
386 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
387 */ 402 */
388archetype * 403archetype *
389get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
390{ 405{
391 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
392 407
393 for (;;) 408 for (;;)
394 { 409 {
395 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
396 at = first_archetype; 411 i = archetypes.begin ();
397 else 412 else if (*i == at)
398 at = at->next; 413 cleanup ("not a single player archetype found");
399 414
400 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
401 return at; 416 return *i;
402
403 if (at == start)
404 {
405 LOG (llevError, "No Player archetypes\n");
406 exit (-1);
407 }
408 } 417 }
409} 418}
410 419
411object * 420object *
412get_nearest_player (object *mon) 421get_nearest_player (object *mon)
414 object *op = NULL; 423 object *op = NULL;
415 objectlink *ol; 424 objectlink *ol;
416 unsigned lastdist; 425 unsigned lastdist;
417 rv_vector rv; 426 rv_vector rv;
418 427
419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
420 { 429 {
421 /* 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
422 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
423 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
424 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
428 object *tmp = ol->ob; 437 object *tmp = ol->ob;
429 438
430 /* 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
431 * itself will have been cleared. 440 * itself will have been cleared.
432 */ 441 */
433 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 ());
434 ol = ol->next; 444 ol = ol->next;
435 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
436 if (!ol) 446 if (!ol)
437 return op; 447 return op;
438 } 448 }
527 x = mon->x; 537 x = mon->x;
528 y = mon->y; 538 y = mon->y;
529 m = mon->map; 539 m = mon->map;
530 dir = rv.direction; 540 dir = rv.direction;
531 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 */
532 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
533 /* 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. */
534 if (diff > max) 545 if (diff > max)
535 return 0; 546 return 0;
547
536 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
537 { 549 {
538 lastx = x; 550 lastx = x;
539 lasty = y; 551 lasty = y;
540 lastmap = m; 552 lastmap = m;
622 max--; 634 max--;
623 lastdir = dir; 635 lastdir = dir;
624 if (!firstdir) 636 if (!firstdir)
625 firstdir = dir; 637 firstdir = dir;
626 } 638 }
639
627 if (diff <= 1) 640 if (diff <= 1)
628 { 641 {
629 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 643 * headed toward player for entire distance.
631 */ 644 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 647 }
648
635 if (diff > max) 649 if (diff > max)
636 return 0; 650 return 0;
637 } 651 }
652
638 /* 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 */
639 if (!max) 654 if (!max)
640 return 0; 655 return 0;
641 656
642 return firstdir; 657 return firstdir;
756roll_stat (void) 771roll_stat (void)
757{ 772{
758 int a[4], i, j, k; 773 int a[4], i, j, k;
759 774
760 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
761 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
762 777
763 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k) 779 if (a[i] < k)
765 k = a[i], j = i; 780 k = a[i], j = i;
766 781
772} 787}
773 788
774void 789void
775object::roll_stats () 790object::roll_stats ()
776{ 791{
777 int statsort [7]; 792 int statsort [NUM_STATS];
778 793
779 for (;;) 794 for (;;)
780 { 795 {
781 int sum = 0; 796 int sum = 0;
782 for (int i = 7; i--; ) 797 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 798 sum += statsort [i] = roll_stat ();
784 799
785 if (sum >= 82 && sum <= 116) 800 if (sum >= 82 && sum <= 116)
786 break; 801 break;
787 } 802 }
788 803
789 // Sort the stats so that rerolling is easier... 804 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 806
807 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 808 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 809
800 stats.exp = 0; 810 stats.exp = 0;
801 stats.ac = 0; 811 stats.ac = 0;
802 812
803 stats.hp = stats.maxhp; 813 stats.hp = stats.maxhp;
815} 825}
816 826
817void 827void
818object::swap_stats (int a, int b) 828object::swap_stats (int a, int b)
819{ 829{
820 int tmp = get_attr_value (&contr->orig_stats, a); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 831
832 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 833 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 834
832 //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,
833 // be merged with the similar code in roll_stats 836 // be merged with the similar code in roll_stats
834 stats.ac = 0; 837 stats.ac = 0;
835 838
847 contr->levsp[1] = 6; 850 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3; 851 contr->levgrace[1] = 3;
849 852
850 contr->orig_stats = stats; 853 contr->orig_stats = stats;
851 } 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, " ");
852} 866}
853 867
854/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
855 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
856 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
857 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
858 * not the class. 872 * not the class.
859 */ 873 */
860int 874void
861key_change_class (object *op, char key) 875player::chargen_race_done ()
862{ 876{
863 int tmp_loop;
864
865 if (key == 'd' || key == 'D')
866 {
867 char buf[MAX_BUF];
868
869 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
870 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
871 879
872 treasurelist *tl = find_treasurelist ("starting_wealth"); 880 treasurelist *tl = treasurelist::find ("starting_wealth");
873 if (tl) 881 if (tl)
874 create_treasure (tl, op, 0, 0, 0); 882 create_treasure (tl, ob, 0, 0, 0);
875 883
876 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
877 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
878 886
879 op->contr->ns->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
880 888
881 if (op->msg) 889 if (ob->msg)
882 op->msg = NULL; 890 ob->msg = 0;
883 891
884 /* 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
885 * to save here. 893 * to save here.
886 */ 894 */
895 {
896 char buf[MAX_BUF];
887 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
888 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
889 900
890#ifdef AUTOSAVE
891 op->contr->last_save_tick = pticks;
892#endif
893 start_info (op); 901 start_info (ob);
894 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
895 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
896 link_player_skills (op); 904 link_player_skills (ob);
897 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
898 op->update_stats (); 906 ob->update_stats ();
899 907
900 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
901 * is one for this race 909 * is one for this race
902 */ 910 */
903 if (*first_map_ext_path) 911 if (*first_map_ext_path)
904 { 912 {
905 object *tmp; 913 object *tmp;
906 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
907 915
908 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);
909 tmp = object::create (); 917 tmp = object::create ();
910 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
911 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
912 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
913 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;
914 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
915 * default initial map */ 923 * default initial map */
916 tmp->destroy (); 924 tmp->destroy ();
917 } 925 }
918 else 926 else
919 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
928}
920 929
921 return 0; 930void
922 } 931player::chargen_race_next ()
923 932{
924 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
925 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
926 */ 935 */
927 936
928 tmp_loop = 0; 937 do
929 while (!tmp_loop)
930 { 938 {
931 shstr name = op->name; 939 shstr name = ob->name;
932 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
933 941
934 op->remove_statbonus (); 942 ob->remove_statbonus ();
935 op->remove (); 943 ob->remove ();
936 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
937 op->arch->clone.copy_to (op); 945 ob->arch->copy_to (ob);
938 op->instantiate (); 946 ob->instantiate ();
939 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
940 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
941 op->x = x; 949 ob->x = x;
942 op->y = y; 950 ob->y = y;
943 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
944 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
945 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
946 op->add_statbonus (); 954 ob->add_statbonus ();
947 tmp_loop = allowed_class (op);
948 } 955 }
956 while (!allowed_class (ob));
949 957
950 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
951 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
952 op->update_stats (); 960 ob->update_stats ();
953 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
954 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
955 op->stats.grace = 0; 963 ob->stats.grace = 0;
956
957 if (op->msg)
958 new_draw_info (NDI_BLUE, 0, op, op->msg);
959
960 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
961 return 0;
962}
963
964int
965key_confirm_quit (object *op, char key)
966{
967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
968 {
969 op->contr->ns->state = ST_PLAYING;
970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
971 return 1;
972 }
973
974 INVOKE_PLAYER (LOGOUT, op->contr);
975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
978
979 terminate_all_pets (op);
980 leave_map (op);
981 op->direction = 0;
982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
983
984 strcpy (op->contr->killer, "quit");
985 check_score (op);
986 op->contr->party = 0;
987 op->contr->own_title[0] = '\0';
988
989 object_ptr ob = op;
990
991 /* We need to hunt for any per player unique maps in memory and
992 * get rid of them. The trailing slash in the path is intentional,
993 * so that players named 'Ab' won't match against players 'Abe' pathname
994 */
995 char buf[MAX_BUF];
996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
997
998 for (maptile *next, *mp = first_map; mp; mp = next)
999 {
1000 next = mp->next;
1001
1002 if (!strncmp (mp->path, buf, strlen (buf)))
1003 delete_map (mp);
1004 }
1005
1006 delete_character (ob->name, 1);
1007 ob->contr->destroy ();
1008
1009 return 1;
1010} 964}
1011 965
1012void 966void
1013flee_player (object *op) 967flee_player (object *op)
1014{ 968{
1061 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1062 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1063 op->enemy = NULL; 1017 op->enemy = NULL;
1064} 1018}
1065 1019
1066
1067/* 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.
1068 * 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
1069 * stop. 1022 * stop.
1070 */ 1023 */
1071int 1024int
1072check_pick (object *op) 1025check_pick (object *op)
1073{ 1026{
1074 object *tmp, *next; 1027 object *tmp, *next;
1075 int stop = 0; 1028 int stop = 0;
1076 int j, k, wvratio; 1029 int wvratio;
1077 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1078 1031
1079 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1080 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1081 return 1; 1034 return 1;
1082 1035
1150 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1151 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1152 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1153 else 1106 else
1154 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1155 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1156 1109
1157 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1158 } 1111 }
1159 1112
1160 /* philosophy: 1113 /* philosophy:
1235 pick_up (op, tmp); 1188 pick_up (op, tmp);
1236 continue; 1189 continue;
1237 } 1190 }
1238 1191
1239 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1240 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1241 { 1194 {
1242 pick_up (op, tmp); 1195 pick_up (op, tmp);
1243 continue; 1196 continue;
1244 } 1197 }
1245 1198
1353 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1354 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1355 { 1308 {
1356 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1357 { 1310 {
1358 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 &&
1359 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1360 { 1313 {
1361 pick_up (op, tmp); 1314 pick_up (op, tmp);
1362 continue; 1315 continue;
1363 } 1316 }
1364 } 1317 }
1365 1318
1366 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1367 { 1320 {
1368 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)
1369 { 1322 {
1370 pick_up (op, tmp); 1323 pick_up (op, tmp);
1371 continue; 1324 continue;
1372 } 1325 }
1373 } 1326 }
1398 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1399 { 1352 {
1400 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1401 } 1354 }
1402 else 1355 else
1403 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1404 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1405 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))));
1406#endif 1359#endif
1407 continue; 1360 continue;
1408 } 1361 }
1419 * found object is returned. 1372 * found object is returned.
1420 */ 1373 */
1421object * 1374object *
1422find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1423{ 1376{
1424 object *tmp = NULL; 1377 object *tmp = 0;
1425 1378
1426 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1427 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))
1428 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1429 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1430 return op; 1383 return op;
1384
1431 return tmp; 1385 return tmp;
1432} 1386}
1433 1387
1434/* 1388/*
1435 * 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
1436 * 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
1437 * 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
1438 * 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.
1439 */ 1393 */
1440
1441object * 1394object *
1442find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1443{ 1396{
1444 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1445 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1478 else 1431 else
1479 { 1432 {
1480 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1481 { 1434 {
1482 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1483 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1484 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)
1485 { 1438 {
1486 tmp = arrow; 1439 tmp = arrow;
1487 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;
1488 } 1441 }
1489 } 1442 }
1490 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1491 { 1444 {
1492 tmp = arrow; 1445 tmp = arrow;
1511 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1512 * op = the shooter 1465 * op = the shooter
1513 * type = bow->race 1466 * type = bow->race
1514 * dir = fire direction 1467 * dir = fire direction
1515 */ 1468 */
1516
1517object * 1469object *
1518pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1519{ 1471{
1520 object *tmp = NULL; 1472 object *tmp = NULL;
1521 maptile *m; 1473 maptile *m;
1586 */ 1538 */
1587int 1539int
1588fire_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)
1589{ 1541{
1590 object *left, *bow; 1542 object *left, *bow;
1591 int bowspeed, mflags; 1543 int mflags;
1592 maptile *m; 1544 maptile *m;
1593 1545
1594 if (!dir) 1546 if (!dir)
1595 { 1547 {
1596 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!");
1597 return 0; 1549 return 0;
1598 } 1550 }
1599 1551
1600 if (op->type == PLAYER) 1552 if (op->contr)
1601 bow = op->contr->ranges[range_bow]; 1553 bow = op->current_weapon;
1602 else 1554 else
1603 { 1555 {
1604 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1605 /* 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
1606 * 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.
1611 if (!bow) 1563 if (!bow)
1612 { 1564 {
1613 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1614 return 0; 1566 return 0;
1615 } 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
1616 } 1576 }
1617 1577
1618 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1619 { 1579 {
1620 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);
1621 return 0; 1581 return 0;
1622 } 1582 }
1623
1624 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1625
1626 /* penalize ROF for bestarrow */
1627 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1628 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1629
1630 if (bowspeed < 1)
1631 bowspeed = 1;
1632 1583
1633 if (arrow == NULL) 1584 if (arrow == NULL)
1634 { 1585 {
1635 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1636 { 1587 {
1637 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1638 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);
1639 /* 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 */
1640 else 1591 else
1641 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1642 return 0; 1594 return 0;
1643 } 1595 }
1644 } 1596 }
1645 1597
1646 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1670 1622
1671 arrow->set_owner (op); 1623 arrow->set_owner (op);
1672 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1673 arrow->direction = dir; 1625 arrow->direction = dir;
1674 1626
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;
1659
1675 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1676 { 1661 {
1677 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1678 op->update_stats ();
1679 }
1680
1681 SET_ANIMATION (arrow, arrow->direction);
1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1683 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype;
1685 if (arrow->slaying != NULL)
1686 arrow->spellarg = strdup (arrow->slaying);
1687
1688 /* Note that this was different for monsters - they got their level
1689 * added to the damage. I think the strength bonus is more proper.
1690 */
1691
1692 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1693
1694 /* update the speed */
1695 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1697
1698 arrow->set_speed (max (arrow->speed, 1.0));
1699 arrow->speed_left = 0;
1700
1701 if (op->type == PLAYER)
1702 {
1703 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1704 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1705 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1706
1707 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1708 } 1669 }
1709 else 1670 else
1710 { 1671 {
1711 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1712 arrow->level = op->level; 1672 arrow->level = op->level;
1713 } 1673 arrow->stats.wc -= bow->magic;
1714 1674
1715 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1716 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1717 1680
1718 if (bow->slaying) 1681 wc -= arrow->level;
1719 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1720 1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1721 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1722 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1723 1687
1724 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1725 m->insert (arrow, sx, sy, op); 1689 m->insert (arrow, sx, sy, op);
1726 1690
1727 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1728 move_arrow (arrow); 1692 move_arrow (arrow);
1729 1693
1750{ 1714{
1751 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1752 1716
1753 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1754 { 1718 {
1755 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);
1756 } 1720 }
1757 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)
1758 { 1722 {
1759 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1760 wcmod = -1; 1724 wcmod = -1;
1725
1761 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);
1762 } 1727 }
1763 else if (op->contr->bowtype == bow_threewide) 1728 else if (op->contr->bowtype == bow_threewide)
1764 { 1729 {
1765 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);
1769 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1770 { 1735 {
1771 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);
1772 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);
1773 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);
1774
1775 } 1739 }
1776 else 1740 else
1777 { 1741 {
1778 /* Simple case */ 1742 /* Simple case */
1779 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);
1780 } 1744 }
1745
1781 return ret; 1746 return ret;
1782} 1747}
1783
1784 1748
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1787 */ 1751 */
1788void 1752void
1789fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
1790{ 1754{
1791 object *item; 1755 object *item = op->contr->ranged_ob;
1792 1756
1793 if (!op->contr->ranges[range_misc]) 1757 if (!item)
1794 { 1758 {
1795 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.");
1796 return; 1760 return;
1797 } 1761 }
1798 1762
1799 item = op->contr->ranges[range_misc];
1800 if (!item->inv) 1763 if (!item->inv)
1801 { 1764 {
1802 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1803 return; 1766 return;
1804 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
1805 if (item->type == WAND) 1772 if (item->type == WAND)
1806 { 1773 {
1807 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1808 { 1775 {
1809 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
1810 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
1811 return; 1779 return;
1812 } 1780 }
1813 } 1781 }
1814 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
1815 { 1783 {
1816 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))
1817 { 1785 {
1818 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
1819 if (item->type == ROD) 1788 if (item->type == ROD)
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1821 else 1790 else
1822 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
1823 return; 1793 return;
1824 } 1794 }
1825 } 1795 }
1826 1796
1827 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1834 object *tmp; 1804 object *tmp;
1835 1805
1836 if (item->arch) 1806 if (item->arch)
1837 { 1807 {
1838 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1839 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1840 item->set_speed (0); 1810 item->set_speed (0);
1841 } 1811 }
1842 1812
1843 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1844 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1849 } 1819 }
1850} 1820}
1851 1821
1852/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1853 */ 1823 */
1854void 1824bool
1855fire (object *op, int dir) 1825fire (object *op, int dir)
1856{ 1826{
1857 int spellcost = 0; 1827 int spellcost = 0;
1858 1828
1859 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1860 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
1861 make_visible (op); 1831 make_visible (op);
1862 1832
1863 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;
1864 { 1839 }
1865 case range_none:
1866 return;
1867 1840
1868 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:
1869 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
1870 return; 1858 break;
1871 1859
1872 case range_magic: /* Casting spells */ 1860 case SPELL:
1873 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);
1874 return; 1862 break;
1875 1863
1876 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:
1877 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1878 return; 1874 break;
1879
1880 case range_golem: /* Control summoned monsters from scrolls */
1881 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1882 {
1883 op->contr->ranges[range_golem] = 0;
1884 op->contr->shoottype = range_none;
1885 }
1886 else
1887 control_golem (op->contr->ranges[range_golem], dir);
1888 return;
1889
1890 case range_skill:
1891 if (!op->chosen_skill)
1892 {
1893 if (op->type == PLAYER)
1894 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1895 return;
1896 }
1897 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1898 return;
1899 case range_builder:
1900 apply_map_builder (op, dir);
1901 return;
1902 default:
1903 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1904 return;
1905 } 1875 }
1906}
1907 1876
1908 1877 return true;
1878}
1909 1879
1910/* find_key 1880/* find_key
1911 * 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
1912 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1913 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
1915 * pl is the player, 1885 * pl is the player,
1916 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1917 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1918 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1919 */ 1889 */
1920
1921object * 1890object *
1922find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
1923{ 1892{
1924 object *tmp, *key; 1893 object *tmp, *key;
1925 1894
1926 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1927 if (container->inv == NULL) 1896 if (!container->inv)
1928 return NULL; 1897 return 0;
1929 1898
1930 /* 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 */
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 { 1901 {
1933 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
1934 break; 1903 break;
1935 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1936 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1937 */ 1906 */
1938 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1939 break; 1908 break;
1940 } 1909 }
1910
1941 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1942 /* 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.
1943 * 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
1944 * a key, return 1914 * a key, return
1945 */ 1915 */
1946 if (!tmp) 1916 if (!tmp)
1947 { 1917 {
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
1949 { 1919 {
1950 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1951 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
1952 { 1922 {
1953 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
1954 return key; 1924 return key;
1955 } 1925 }
1956 } 1926 }
1927
1957 if (!tmp) 1928 if (!tmp)
1958 return NULL; 1929 return NULL;
1959 } 1930 }
1931
1960 /* 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,
1961 * see if we actually want to use it 1933 * see if we actually want to use it
1962 */ 1934 */
1963 if (pl != container) 1935 if (pl != container)
1964 { 1936 {
1985 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1986 "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));
1987 return NULL; 1959 return NULL;
1988 } 1960 }
1989 } 1961 }
1962
1990 return tmp; 1963 return tmp;
1991} 1964}
1992 1965
1993/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
1994 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
1996 * 0 otherwise 1969 * 0 otherwise
1997 */ 1970 */
1998static int 1971static int
1999player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2000{ 1973{
2001 /* 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,
2002 * 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 -
2003 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2004 */ 1977 */
2005 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2006 1979
2007 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2008 if (key) 1981 if (key)
2009 { 1982 {
2010 object *container = key->env; 1983 object *container = key->env;
2011 1984
2012 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2013 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2014 make_visible (op); 1986 make_visible (op);
1987
2015 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2016 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
1990
2017 if (door->type == DOOR) 1991 if (door->type == DOOR)
2018 {
2019 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 */
2020 }
2021 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2022 { 1994 {
2023 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));
2024 remove_door2 (door); /* remove door without violence ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
2025 } 1997 }
1998
2026 /* Do this after we print the message */ 1999 /* Do this after we print the message */
2027 decrease_ob (key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
2028 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
2029 if (container != op) 2002 if (container != op)
2030 esrv_update_item (UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2031 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2032 } 2006 }
2033 else if (door->type == LOCKED_DOOR) 2007 else if (door->type == LOCKED_DOOR)
2034 { 2008 {
2035 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2036 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2037 return 1; 2011 return 1;
2038 } 2012 }
2013
2039 return 0; 2014 return 0;
2040} 2015}
2041 2016
2042/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2043 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2044 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2045 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2046 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2047 */ 2022 */
2048void 2023bool
2049move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2050{ 2025{
2051 object *tmp, *mon;
2052 sint16 nx, ny;
2053 int on_battleground; 2026 int on_battleground;
2054 maptile *m;
2055 2027
2056 nx = freearr_x[dir] + op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2057 ny = freearr_y[dir] + op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2058 2030
2059 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 }
2060 2041
2061 /* 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
2062 * 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
2063 * 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
2064 * player. This is a pretty nasty hack, because if we could 2045 * player. This is a pretty nasty hack, because if we could
2065 * 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
2066 * 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
2067 * 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
2068 * move_ob uses. 2049 * move_ob uses.
2069 */ 2050 */
2070 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);
2071 {
2072 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2073 {
2074 m = get_map_from_coord (op->map, &nx, &ny);
2075 if (!m)
2076 return; /* Don't think this should happen */
2077 }
2078 else
2079 m = op->map;
2080 2052
2081 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2082 {
2083 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2084 return;
2085 }
2086
2087 mon = 0;
2088 /* 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
2089 * 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.
2090 * 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
2091 * on the space 2056 * on the space
2092 */ 2057 */
2093 while (tmp) 2058 object *mon;
2094 { 2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2095 if (tmp == op) 2060 {
2096 { 2061 if ((mon->flag [FLAG_ALIVE]
2097 tmp = tmp->above; 2062 || mon->type == LOCKED_DOOR
2098 continue; 2063 || mon->flag [FLAG_CAN_ROLL])
2099 }
2100
2101 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2102 {
2103 mon = tmp; 2064 && mon != op)
2104 break; 2065 break;
2105 } 2066 }
2106 2067
2107 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2108 mon = tmp;
2109
2110 tmp = tmp->above;
2111 }
2112
2113 if (!mon) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2114 return; /* into a wall */ 2069 return false; /* into a wall */
2115 2070
2116 if (mon->head)
2117 mon = mon->head; 2071 mon = mon->head_ ();
2118 2072
2119 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)
2120 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2076 {
2077 --op->contr->weapon_sp_left;
2121 return; 2078 return true;
2079 }
2122 2080
2123 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2124 * or frienddly creatures. Basically, all players are considered 2082 * or friendly creatures. Basically, all players are considered
2125 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2126 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2127 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2128 * and thus will not push them. 2086 * and thus will not push them.
2129 */ 2087 */
2130 2088
2131 /* 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
2132 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2133 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2134 */ 2092 */
2135 if ((op->type == PLAYER) 2093 if (op->type == PLAYER
2136#if COZY_SERVER
2137 &&
2138 ((mon->owner && mon->owner->contr 2094 && ((mon->owner && mon->owner->contr
2139 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2095 && same_party (mon->owner->contr->party, op->contr->party))
2140#else
2141 && mon->owner == op 2096 || mon->owner == op)
2142#endif
2143 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2144 { 2098 {
2145 /* 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 */
2146 if (op->contr->braced) 2100 if (op->contr->braced)
2147 return; 2101 return false;
2148 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"));
2149 (void) push_ob (mon, dir, op); 2108 push_ob (mon, dir, op);
2109
2150 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2151 make_visible (op); 2111 make_visible (op);
2112
2152 return; 2113 return true;
2153 } 2114 }
2115 else
2116 return false;
2117 }
2154 2118
2155 /* in certain circumstances, you shouldn't attack friendly 2119 /* in certain circumstances, you shouldn't attack friendly
2156 * creatures. Note that if you are braced, you can't push 2120 * creatures. Note that if you are braced, you can't push
2157 * 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
2158 * attack them either. 2122 * attack them either.
2159 */ 2123 */
2160 if ((mon->type == PLAYER || mon->enemy != op) && 2124 if ((mon->type == PLAYER || mon->enemy != op)
2161 (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))
2162#ifdef PROHIBIT_PLAYERKILL
2163 (op->contr->peaceful 2126 && ((op->contr->peaceful
2164 || (mon->type == PLAYER 2127 || (mon->type == PLAYER && mon->contr->peaceful))
2165 && mon->contr->
2166 peaceful)) &&
2167#else
2168 op->contr->peaceful &&
2169#endif
2170 !on_battleground)) 2128 && !on_battleground))
2129 {
2130 if (op->speed_left > 0.f)
2171 { 2131 {
2132 --op->speed_left;
2133
2172 if (!op->contr->braced) 2134 if (!op->contr->braced)
2173 { 2135 {
2174 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 op->play_sound (sound_find ("push_player"));
2175 (void) push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2176 } 2138 }
2177 else 2139 else
2178 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2179 2141
2180 if (op->contr->tmp_invis || op->hide) 2142 if (op->contr->tmp_invis || op->hide)
2181 make_visible (op); 2143 make_visible (op);
2182 }
2183 2144
2145 return true;
2146 }
2147 }
2184 /* If the object is a boulder or other rollable object, then 2148 /* If the object is a boulder or other rollable object, then
2185 * 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.
2186 */ 2150 */
2187 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)
2188 { 2154 {
2155 --op->speed_left;
2156
2189 recursive_roll (mon, dir, op); 2157 recursive_roll (mon, dir, op);
2190 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2191 make_visible (op); 2159 make_visible (op);
2192 }
2193 2160
2161 return true;
2162 }
2163 }
2194 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2195 * 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
2196 * and be living. Then, it must be one of the following: 2166 * and be living. Then, it must be one of the following:
2197 * 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
2198 * 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.
2199 */ 2169 */
2200
2201 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2202 ((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)))
2203 { 2172 {
2204 2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2205 /* If the player hasn't hit something this tick, and does
2206 * so, give them speed boost based on weapon speed. Doing
2207 * it here is better than process_players2, which basically
2208 * incurred a 1 tick offset.
2209 */
2210 if (!op->contr->has_hit)
2211 { 2174 {
2212 op->speed_left += op->speed / op->contr->weapon_sp; 2175 --op->contr->weapon_sp_left;
2213
2214 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2215 }
2216 2176
2217 skill_attack (mon, op, 0, 0, 0); 2177 skill_attack (mon, op, 0, 0, 0);
2218
2219 /* If attacking another player, that player gets automatic
2220 * hitback, and doesn't loose luck either.
2221 * Disable hitback on the battleground or if the target is
2222 * the wiz.
2223 */
2224 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2225 {
2226 short luck = mon->stats.luck;
2227
2228 mon->contr->has_hit = 1;
2229 skill_attack (op, mon, 0, 0, 0);
2230 mon->stats.luck = luck;
2231 }
2232 2178
2233 if (action_makes_visible (op)) 2179 if (action_makes_visible (op))
2234 make_visible (op); 2180 make_visible (op);
2235 }
2236 } /* if player should attack something */
2237}
2238 2181
2239int 2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2240move_player (object *op, int dir) 2190move_player (object *op, int dir)
2241{ 2191{
2242 int pick; 2192 int pick;
2243 2193
2244 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2245 return 0; 2195 return 0;
2246 2196
2247 /* Sanity check: make sure dir is valid */ 2197 /* Sanity check: make sure dir is valid */
2248 if ((dir < 0) || (dir >= 9)) 2198 if ((dir < 0) || (dir >= 9))
2249 { 2199 {
2250 LOG (llevError, "move_player: invalid direction %d\n", dir); 2200 LOG (llevError, "move_player: invalid direction %d\n", dir);
2251 return 0; 2201 return 0;
2252 } 2202 }
2253 2203
2254 /* peterm: added following line */ 2204 /* peterm: added following line */
2255 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2256 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2206 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2257 2207
2258 op->facing = dir; 2208 op->facing = dir;
2259 2209
2260 if (op->hide) 2210 if (op->hide)
2261 do_hidden_move (op); 2211 do_hidden_move (op);
2262 2212
2213 bool retval;
2214
2263 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2264 /*nop */ ; 2216 retval = RESULT_INT (0);
2265 else if (op->contr->fire_on) 2217 else if (op->contr->fire_on)
2266 fire (op, dir); 2218 retval = fire (op, dir);
2267 else 2219 else
2268 { 2220 {
2269 move_player_attack (op, dir); 2221 retval = move_player_attack (op, dir);
2270 pick = check_pick (op); 2222 pick = check_pick (op);
2271 } 2223 }
2272 2224
2273 /* 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
2274 * server can handle repeat firing. 2226 * server can handle repeat firing.
2281 /* Update how the player looks. Use the facing, so direction may 2233 /* Update how the player looks. Use the facing, so direction may
2282 * get reset to zero. This allows for full animation capabilities 2234 * get reset to zero. This allows for full animation capabilities
2283 * for players. 2235 * for players.
2284 */ 2236 */
2285 animate_object (op, op->facing); 2237 animate_object (op, op->facing);
2286 return 0; 2238
2239 return retval;
2287} 2240}
2288 2241
2289/* 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
2290 * new client/server stuff. 2243 * new client/server stuff.
2291 * 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
2292 * the new speed values for commands. 2245 * the new speed values for commands.
2293 * 2246 *
2294 * 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.
2295 */ 2250 */
2296int 2251bool
2297handle_newcs_player (object *op) 2252handle_newcs_player (object *op)
2298{ 2253{
2299 if (op->contr->hidden)
2300 {
2301 op->invisible = 1000;
2302 /* the socket code flashes the player visible/invisible
2303 * depending on the value of invisible, so we need to
2304 * alternate it here for it to work correctly.
2305 */
2306 if (pticks & 2)
2307 op->invisible--;
2308 }
2309 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2310 {
2311 op->invisible--;
2312 if (!op->invisible)
2313 {
2314 make_visible (op);
2315 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2316 }
2317 }
2318
2319 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2320 { 2255 {
2321 flee_player (op); 2256 if (op->speed_left > 0.f)
2322 /* If player is still scared, that is his action for this tick */
2323 if (QUERY_FLAG (op, FLAG_SCARED))
2324 { 2257 {
2325 op->speed_left--; 2258 --op->speed_left;
2259 flee_player (op);
2260
2326 return 0; 2261 return true;
2327 } 2262 }
2263 else
2264 return false;
2328 } 2265 }
2329
2330 /* I've been seeing crashes where the golem has been destroyed, but
2331 * the player object still points to the defunct golem. The code that
2332 * destroys the golem looks correct, and it doesn't always happen, so
2333 * put this in a a workaround to clean up the golem pointer.
2334 */
2335 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2336 op->contr->ranges[range_golem] = 0;
2337 2266
2338 /* 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
2339 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2340 * called, so we recheck it here. 2269 * called, so we recheck it here.
2341 */ 2270 */
2342 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2271 if (op->contr->ns->handle_command ())
2343 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2344 ;
2345
2346 if (op->speed_left < 0)
2347 return 0; 2272 return true;
2348 2273
2349 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2274 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2350 {
2351 /* All move commands take 1 tick, at least for now */
2352 op->speed_left--;
2353
2354 /* Instead of all the stuff below, let move_player take care
2355 * of it. Also, some of the skill stuff is only put in
2356 * there, as well as the confusion stuff.
2357 */
2358 move_player (op, op->direction); 2275 return move_player (op, op->direction);
2359 if (op->speed_left > 0)
2360 return 1;
2361 else
2362 return 0;
2363 }
2364 2276
2365 return 0; 2277 return false;
2366} 2278}
2367 2279
2368int 2280int
2369save_life (object *op) 2281save_life (object *op)
2370{ 2282{
2372 return 0; 2284 return 0;
2373 2285
2374 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2375 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2376 { 2288 {
2377 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2289 op->play_sound (sound_find ("ob_evaporate"));
2378 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));
2379 2291
2380 if (op->contr) 2292 if (op->contr)
2381 esrv_del_item (op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2382 2294
2402/* 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
2403 * 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
2404 * 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
2405 * from. 2317 * from.
2406 */ 2318 */
2407void 2319static void
2408remove_unpaid_objects (object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2409{ 2321{
2410 object *next;
2411
2412 while (op) 2322 while (op)
2413 { 2323 {
2414 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2415 2325
2416 if (QUERY_FLAG (op, FLAG_UNPAID)) 2326 if (QUERY_FLAG (op, FLAG_UNPAID))
2419 esrv_del_item (env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2420 2330
2421 op->insert_at (env); 2331 op->insert_at (env);
2422 } 2332 }
2423 else if (op->inv) 2333 else if (op->inv)
2424 remove_unpaid_objects (op->inv, env); 2334 drop_unpaid_items (op->inv, env);
2425 2335
2426 op = next; 2336 op = next;
2427 } 2337 }
2338}
2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2428} 2345}
2429 2346
2430/* 2347/*
2431 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2432 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2482 int rate_grace = 2000; 2399 int rate_grace = 2000;
2483 const int max_hp = 1; 2400 const int max_hp = 1;
2484 const int max_sp = 1; 2401 const int max_sp = 1;
2485 const int max_grace = 1; 2402 const int max_grace = 1;
2486 2403
2487 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--;
2488 { 2413 }
2489 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2414 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2490 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2415 {
2491 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 }
2492 } 2421 }
2493 2422
2494 if (op->contr->ns->state == ST_PLAYING) 2423 if (op->contr->ns->state == ST_PLAYING)
2495 { 2424 {
2496 /* these next three if clauses make it possible to SLOW DOWN 2425 /* these next three if clauses make it possible to SLOW DOWN
2518 gen_grace = op->stats.maxgrace; 2447 gen_grace = op->stats.maxgrace;
2519 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2520 } 2449 }
2521 2450
2522 /* Regenerate Spell Points */ 2451 /* Regenerate Spell Points */
2523 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2452 if (!op->contr->golem && --op->last_sp < 0)
2524 { 2453 {
2525 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);
2526 if (op->stats.sp < op->stats.maxsp) 2455 if (op->stats.sp < op->stats.maxsp)
2527 { 2456 {
2528 op->stats.sp++; 2457 op->stats.sp++;
2626 } 2555 }
2627 2556
2628 /* Digestion */ 2557 /* Digestion */
2629 if (--op->last_eat < 0) 2558 if (--op->last_eat < 0)
2630 { 2559 {
2631#ifdef COZY_SERVER 2560 int bonus = max (0, op->contr->digestion),
2632 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2561 penalty = max (0, -op->contr->digestion);
2633 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2634#else
2635 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2636#endif
2637 2562
2638 if (op->contr->gen_hp > 0)
2639 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);
2640 else
2641 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2642 2564
2643 /* dms do not consume food */ 2565 /* dms do not consume food */
2644 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2645 op->stats.food--; 2567 op->stats.food--;
2646 } 2568 }
2707 object *tmp; 2629 object *tmp;
2708 2630
2709 if (save_life (op)) 2631 if (save_life (op))
2710 return; 2632 return;
2711 2633
2712
2713 /* 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
2714 * 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.
2715 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2716 */ 2637 */
2717 if (op_on_battleground (op, &x, &y)) 2638 if (op_on_battleground (op, &x, &y))
2746 tmp->name = buf; 2667 tmp->name = buf;
2747 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2748 " 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",
2749 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2750 tmp->msg = buf; 2671 tmp->msg = buf;
2751 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
2752 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2753 op->insert_at (tmp, op); 2674 tmp->insert_at (op, tmp);
2754 } 2675 }
2755 2676
2756 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
2757 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2758 op->contr->braced = 0; 2679 op->contr->braced = 0;
2763 2684
2764 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
2765 2686
2766 if (op->stats.food < 0) 2687 if (op->stats.food < 0)
2767 { 2688 {
2768 if (op->contr->explore)
2769 {
2770 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2771 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2772 op->stats.food = 999;
2773 return;
2774 }
2775 sprintf (buf, "%s starved to death.", &op->name); 2689 sprintf (buf, "%s starved to death.", &op->name);
2776 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
2777 } 2691 }
2778 else 2692 else
2779 {
2780 if (op->contr->explore)
2781 {
2782 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2783 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2784 op->stats.hp = op->stats.maxhp;
2785 return;
2786 }
2787 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
2788 }
2789 2694
2790 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 op->contr->play_sound (sound_find ("player_dies"));
2791 2696
2792 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
2793 x = op->x; 2698 x = op->x;
2794 y = op->y; 2699 y = op->y;
2795 map = op->map; 2700 map = op->map;
2969 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2972 2877
2973 /* 2878 /*
2974 * Check to see if the player is in a shop. IF so, then check to see if
2975 * 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
2976 * in the map. 2880 * and put them back in the map.
2977 */ 2881 */
2978 2882 op->drop_unpaid_items ();
2979 if (is_in_shop (op))
2980 remove_unpaid_objects (op->inv, op);
2981 2883
2982 /****************************************/ 2884 /****************************************/
2983 /* */ 2885 /* */
2984 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
2985 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
2986 /* */ 2888 /* */
2987 /****************************************/ 2889 /****************************************/
2988 2890
2989 enter_player_savebed (op); 2891 enter_player_savebed (op);
2990 2892
2991 /* Save the player before inserting the force to reduce
2992 * chance of abuse.
2993 */
2994 op->contr->braced = 0; 2893 op->contr->braced = 0;
2995 op->contr->save ();
2996 2894
2997 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
2998 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
2999 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
3000 * on the space that might harm the player. 2898 * on the space that might harm the player.
3009 object *force; 2907 object *force;
3010 int at; 2908 int at;
3011 2909
3012 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
3013 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
3014 force->speed = 0.1; 2912 force->speed = 0.1f;
3015 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
3016 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
3017 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
3018 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
3019 force->resist[at] = 100; 2917 force->resist[at] = 100;
3020 2918
3029void 2927void
3030loot_object (object *op) 2928loot_object (object *op)
3031{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
3032 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
3033 2931
3034 if (op->container) 2932 op->close_container (); /* close open sack first */
3035 esrv_apply_container (op, op->container); /* close open sack first */
3036 2933
3037 for (tmp = op->inv; tmp; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
3038 { 2935 {
3039 next = tmp->below; 2936 next = tmp->below;
3040 2937
3041 if (tmp->invisible) 2938 if (tmp->invisible)
3042 continue; 2939 continue;
3043 2940
3044 tmp->remove (); 2941 tmp->remove ();
3045 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3046 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3047 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3048 loot_object (tmp); 2946
3049 }
3050 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))))
3051 { 2948 {
3052 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3053 { 2950 {
3054 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3055 tmp2->destroy (); 2952 tmp2->destroy ();
3066/* 2963/*
3067 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3068 * 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
3069 * was changed. 2966 * was changed.
3070 */ 2967 */
3071
3072void 2968void
3073fix_weight (void) 2969fix_weight (void)
3074{ 2970{
3075 for_all_players (pl) 2971 for_all_players (pl)
3076 { 2972 {
3136 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3137 { 3033 {
3138 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3139 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3140 } 3036 }
3037
3141 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3142} 3039}
3143 3040
3144int 3041int
3145is_true_undead (object *op) 3042is_true_undead (object *op)
3146{ 3043{
3147 object *tmp = NULL;
3148
3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3150 return 1; 3045 return 1;
3151 3046
3152 return 0; 3047 return 0;
3153} 3048}
3154 3049
3198/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3199 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3200 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3201 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3202 */ 3097 */
3203
3204void 3098void
3205do_hidden_move (object *op) 3099do_hidden_move (object *op)
3206{ 3100{
3207 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3208 object *skop; 3102 object *skop;
3212 3106
3213 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3214 3108
3215 /* 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! */
3216 if (op->type == PLAYER && op->contr->run_on) 3110 if (op->type == PLAYER && op->contr->run_on)
3217 {
3218 if (!skop || num >= skop->level) 3111 if (!skop || num >= skop->level)
3219 { 3112 {
3220 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!");
3221 make_visible (op); 3114 make_visible (op);
3222 return; 3115 return;
3223 } 3116 }
3224 else 3117 else
3225 num += 20; 3118 num += 20;
3226 } 3119
3227 num += op->map->difficulty; 3120 num += op->map->difficulty;
3228 hide = hideability (op); /* modify by terrain hidden level */ 3121 hide = hideability (op); /* modify by terrain hidden level */
3229 num -= hide; 3122 num -= hide;
3123
3230 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3231 { 3125 {
3232 make_visible (op); 3126 make_visible (op);
3233 if (op->type == PLAYER) 3127 if (op->type == PLAYER)
3234 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!");
3235 } 3129 }
3236 else if (op->type == PLAYER && skop) 3130 else if (op->type == PLAYER && skop)
3237 {
3238 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);
3239 }
3240} 3132}
3241 3133
3242/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3243 3135
3244int 3136int
3311 if (pl->type != PLAYER) 3203 if (pl->type != PLAYER)
3312 { 3204 {
3313 LOG (llevError, "player_can_view() called for non-player object\n"); 3205 LOG (llevError, "player_can_view() called for non-player object\n");
3314 return -1; 3206 return -1;
3315 } 3207 }
3208
3316 if (!pl || !op) 3209 if (!pl || !op)
3317 return 0; 3210 return 0;
3318 3211
3319 if (op->head)
3320 {
3321 op = op->head; 3212 op = op->head_ ();
3322 } 3213
3323 get_rangevector (pl, op, &rv, 0x1); 3214 get_rangevector (pl, op, &rv, 0x1);
3324 3215
3325 /* starting with the 'head' part, lets loop 3216 /* starting with the 'head' part, lets loop
3326 * through the object and find if it has any 3217 * through the object and find if it has any
3327 * part that is in the los array but isnt on 3218 * part that is in the los array but isnt on
3328 * a blocked los square. 3219 * a blocked los square.
3329 * we use the archetype to figure out offsets. 3220 * we use the archetype to figure out offsets.
3330 */ 3221 */
3331 while (op) 3222 while (op)
3332 { 3223 {
3333 dx = rv.distance_x + op->arch->clone.x; 3224 dx = rv.distance_x + op->arch->x;
3334 dy = rv.distance_y + op->arch->clone.y; 3225 dy = rv.distance_y + op->arch->y;
3335 3226
3336 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3337 * 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
3338 * for any meaningful values. 3229 * for any meaningful values.
3339 */ 3230 */
3444 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3445 int i = 0, j = 0; 3336 int i = 0, j = 0;
3446 3337
3447 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3448 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3449 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3450 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3451 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3452 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3453 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3454 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3455 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3456 3347
3457 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3458 return; 3349 return;
3459 3350
3460 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++);
3461 3352
3462 if (tr == NULL || tr->item == NULL) 3353 if (!tr || !tr->item)
3463 { 3354 {
3464 /* 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]); */
3465 return; 3356 return;
3466 } 3357 }
3467 3358
3468 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3469 item = &(tr->item->clone); 3360 item = tr->item;
3470 3361
3471 if (item->type == SPELL) 3362 if (item->type == SPELL)
3472 { 3363 {
3473 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3474 return; 3365 return;
3533 { 3424 {
3534 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3535 object *skin; 3426 object *skin;
3536 3427
3537 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3538 shstr_cmp dragon_skin_force ("dragon_skin_force");
3539 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)
3540 ; 3430 ;
3541 3431
3542 if (!skin) 3432 if (!skin)
3543 return; 3433 return;
3544 3434
3592 * not readied. 3482 * not readied.
3593 */ 3483 */
3594void 3484void
3595player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3596{ 3486{
3597 rangetype i; 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3598 3489
3599 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3490 if (pl->combat_ob == ob)
3600 { 3491 pl->combat_ob = 0;
3492
3601 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3602 { 3494 pl->ranged_ob = 0;
3603 pl->ranges[i] = NULL;
3604 if (pl->shoottype == i)
3605 {
3606 pl->shoottype = range_none;
3607 }
3608 }
3609 }
3610} 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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