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Comparing deliantra/server/server/player.C (file contents):
Revision 1.86 by root, Thu Jan 4 19:28:38 2007 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
164 op->x = -1; 156 op->x = -1;
165 op->y = -1; 157 op->y = -1;
166} 158}
167 159
168void 160void
169player::enter_map () 161player::activate ()
170{ 162{
171 object *tmp = object::create (); 163 if (active)
164 return;
172 165
173 EXIT_PATH (tmp) = maplevel; 166 players.insert (this);
174 EXIT_X (tmp) = ob->x; 167 ob->remove ();
175 EXIT_Y (tmp) = ob->y; 168 ob->map = 0;
176 ob->enter_exit (tmp); 169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
177 173
178 tmp->destroy (); 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);
179} 194}
180 195
181// connect the player with a specific client 196// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
183void 198void
184player::connect (client *ns) 199player::connect (client *ns)
185{ 200{
186 this->ns = ns; 201 this->ns = ns;
187 ns->pl = this; 202 ns->pl = this;
188 203
189 next = first_player; 204 run_on = 0;
190 first_player = this; 205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
191 207
192 ns->update_look = 0; 208 ns->update_look = 0;
193 ns->look_position = 0; 209 ns->look_position = 0;
194 210
195 clear_los (ob); 211 clear_los (this);
212
213 ns->reset_stats ();
196 214
197 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203 218
204 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
205 link_player_skills (ob); 220 link_player_skills (ob);
206 221
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208 223
209 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220 225
221 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
223 { 228 {
224 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
225 230
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
232 abil = tmp; 234 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
234 skin = tmp; 236 skin = tmp;
235 237
236 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
237 } 239 }
238 240
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 242
246 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
247 244
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);
248 ob->update_stats (); 270 ob->update_stats ();
271
249 ns->floorbox_update (); 272 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
253 275
254 ob->activate_recursive (); 276 activate ();
255 enter_map ();
256 277
257 send_rules (ob); 278 send_rules (ob);
258 send_news (ob); 279 send_news (ob);
259 display_motd (ob); 280 display_motd (ob);
260 281
263} 284}
264 285
265void 286void
266player::disconnect () 287player::disconnect ()
267{ 288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
268 if (ob) 301 if (ob)
269 ob->deactivate_recursive ();
270
271 //TODO: don't be so harsh and destroy :)
272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 } 302 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
308
309 deactivate ();
291} 310}
292 311
293// the need for this function can be explained 312// the need for this function can be explained
294// by load_object not returning the object 313// by load_object not returning the object
295void 314void
296player::set_object (object *op) 315player::set_object (object *op)
297{ 316{
298 ob = op; 317 ob = observe = op;
299 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
300 319
320 ob->speed = 1.0f;
301 ob->speed_left = 0.5; 321 ob->speed_left = 0.5f;
302 ob->speed = 1.0; 322
303 ob->direction = 5; /* So player faces south */ 323 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2; 324}
305 ob->run_away = 25; /* Then we panick... */
306 325
307 ob->roll_stats (); 326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
308} 331}
309 332
310player::player () 333player::player ()
311{ 334{
312 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
313 * we deal with that below this point. 336 * we deal with that below this point.
314 */ 337 */
315 outputs_sync = 16; /* Every 2 seconds */ 338 outputs_sync = 4;
316 outputs_count = 8; /* Keeps present behaviour */ 339 outputs_count = 4;
317 unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
318 341
319 savebed_map = first_map_path; /* Init. respawn position */ 342 savebed_map = first_map_path; /* Init. respawn position */
320 343
321 gen_sp_armour = 10; 344 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none;
324 bowtype = bow_normal; 345 bowtype = bow_normal;
325 petmode = pet_normal; 346 petmode = pet_normal;
326 listening = 10; 347 listening = 10;
327 usekeys = containers; 348 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
330 do_los = 1; 350 do_los = 1;
331 351
332 /* we need to clear these to -1 and not zero - otherwise, 352 weapon_sp = 1.0f;
333 * if a player quits and starts a new character, we wont 353 weapon_sp_left = 0.5f;
334 * send new values to the client, as things like exp start
335 * at zero.
336 */
337 for (int i = 0; i < NUM_SKILLS; i++)
338 last_skill_exp[i] = -1;
339
340 for (int i = 0; i < NROFATTACKS; i++)
341 last_resist[i] = -1;
342
343 last_stats.exp = -1;
344 last_weight = (uint32) - 1;
345} 354}
346 355
347void 356void
348player::do_destroy () 357player::do_destroy ()
349{ 358{
350 disconnect (); 359 disconnect ();
351 360
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy (); 361 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376 362
377 if (ob) 363 if (ob)
378 { 364 {
379 ob->destroy_inv (false); 365 ob->destroy_inv (false);
380 ob->destroy (); 366 ob->destroy ();
381 } 367 }
368
369 ob = observe = 0;
382} 370}
383 371
384player::~player () 372player::~player ()
385{ 373{
386 /* Clear item stack */ 374 /* Clear item stack */
395player::create () 383player::create ()
396{ 384{
397 player *pl = new player; 385 player *pl = new player;
398 386
399 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
400 set_first_map (pl->ob); 393 set_first_map (pl->ob);
401 394
402 return pl; 395 return pl;
403} 396}
404 397
408 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
409 */ 402 */
410archetype * 403archetype *
411get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
412{ 405{
413 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
414 407
415 for (;;) 408 for (;;)
416 { 409 {
417 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
418 at = first_archetype; 411 i = archetypes.begin ();
419 else 412 else if (*i == at)
420 at = at->next; 413 cleanup ("not a single player archetype found");
421 414
422 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
423 return at; 416 return *i;
424
425 if (at == start)
426 {
427 LOG (llevError, "No Player archetypes\n");
428 exit (-1);
429 }
430 } 417 }
431} 418}
432 419
433object * 420object *
434get_nearest_player (object *mon) 421get_nearest_player (object *mon)
436 object *op = NULL; 423 object *op = NULL;
437 objectlink *ol; 424 objectlink *ol;
438 unsigned lastdist; 425 unsigned lastdist;
439 rv_vector rv; 426 rv_vector rv;
440 427
441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
442 { 429 {
443 /* 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
444 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
445 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
446 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
450 object *tmp = ol->ob; 437 object *tmp = ol->ob;
451 438
452 /* 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
453 * itself will have been cleared. 440 * itself will have been cleared.
454 */ 441 */
455 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 ());
456 ol = ol->next; 444 ol = ol->next;
457 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
458 if (!ol) 446 if (!ol)
459 return op; 447 return op;
460 } 448 }
549 x = mon->x; 537 x = mon->x;
550 y = mon->y; 538 y = mon->y;
551 m = mon->map; 539 m = mon->map;
552 dir = rv.direction; 540 dir = rv.direction;
553 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 */
554 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
555 /* 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. */
556 if (diff > max) 545 if (diff > max)
557 return 0; 546 return 0;
547
558 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
559 { 549 {
560 lastx = x; 550 lastx = x;
561 lasty = y; 551 lasty = y;
562 lastmap = m; 552 lastmap = m;
644 max--; 634 max--;
645 lastdir = dir; 635 lastdir = dir;
646 if (!firstdir) 636 if (!firstdir)
647 firstdir = dir; 637 firstdir = dir;
648 } 638 }
639
649 if (diff <= 1) 640 if (diff <= 1)
650 { 641 {
651 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
652 * headed toward player for entire distance. 643 * headed toward player for entire distance.
653 */ 644 */
654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
655 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));
656 } 647 }
648
657 if (diff > max) 649 if (diff > max)
658 return 0; 650 return 0;
659 } 651 }
652
660 /* 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 */
661 if (!max) 654 if (!max)
662 return 0; 655 return 0;
663 656
664 return firstdir; 657 return firstdir;
778roll_stat (void) 771roll_stat (void)
779{ 772{
780 int a[4], i, j, k; 773 int a[4], i, j, k;
781 774
782 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
783 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
784 777
785 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
786 if (a[i] < k) 779 if (a[i] < k)
787 k = a[i], j = i; 780 k = a[i], j = i;
788 781
794} 787}
795 788
796void 789void
797object::roll_stats () 790object::roll_stats ()
798{ 791{
799 int statsort [7]; 792 int statsort [NUM_STATS];
800 793
801 for (;;) 794 for (;;)
802 { 795 {
803 int sum = 0; 796 int sum = 0;
804 for (int i = 7; i--; ) 797 for (int i = NUM_STATS; i--; )
805 sum += statsort [i] = roll_stat (); 798 sum += statsort [i] = roll_stat ();
806 799
807 if (sum >= 82 && sum <= 116) 800 if (sum >= 82 && sum <= 116)
808 break; 801 break;
809 } 802 }
810 803
811 // Sort the stats so that rerolling is easier... 804 // Sort the stats so that rerolling is easier...
812 std::sort (statsort, statsort + 7, std::greater<int>()); 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
813 806
807 for (int i = 0; i < NUM_STATS; ++i)
814 stats.Str = statsort[0]; 808 stats.stat (i) = statsort [i];
815 stats.Dex = statsort[1];
816 stats.Con = statsort[2];
817 stats.Int = statsort[3];
818 stats.Wis = statsort[4];
819 stats.Pow = statsort[5];
820 stats.Cha = statsort[6];
821 809
822 stats.exp = 0; 810 stats.exp = 0;
823 stats.ac = 0; 811 stats.ac = 0;
824 812
825 stats.hp = stats.maxhp; 813 stats.hp = stats.maxhp;
837} 825}
838 826
839void 827void
840object::swap_stats (int a, int b) 828object::swap_stats (int a, int b)
841{ 829{
842 int tmp = get_attr_value (&contr->orig_stats, a); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
844 set_attr_value (&contr->orig_stats, b, tmp);
845 831
832 for (int i = 0; i < NUM_STATS; ++i)
846 stats.Str = contr->orig_stats.Str; 833 stats.stat (i) = contr->orig_stats.stat (i);
847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853 834
854 //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,
855 // be merged with the similar code in roll_stats 836 // be merged with the similar code in roll_stats
856 stats.ac = 0; 837 stats.ac = 0;
857 838
888 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
889 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
890 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
891 * not the class. 872 * not the class.
892 */ 873 */
893int 874void
894key_change_class (object *op, char key) 875player::chargen_race_done ()
895{ 876{
896 int tmp_loop;
897
898 if (key == 'd' || key == 'D')
899 {
900 char buf[MAX_BUF];
901
902 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
903 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
904 879
905 treasurelist *tl = find_treasurelist ("starting_wealth"); 880 treasurelist *tl = treasurelist::find ("starting_wealth");
906 if (tl) 881 if (tl)
907 create_treasure (tl, op, 0, 0, 0); 882 create_treasure (tl, ob, 0, 0, 0);
908 883
909 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
910 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
911 886
912 op->contr->ns->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
913 888
914 if (op->msg) 889 if (ob->msg)
915 op->msg = NULL; 890 ob->msg = 0;
916 891
917 /* 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
918 * to save here. 893 * to save here.
919 */ 894 */
895 {
896 char buf[MAX_BUF];
920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
921 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
922 900
923#ifdef AUTOSAVE
924 op->contr->last_save_tick = pticks;
925#endif
926 start_info (op); 901 start_info (ob);
927 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
928 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
929 link_player_skills (op); 904 link_player_skills (ob);
930 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
931 op->update_stats (); 906 ob->update_stats ();
932 907
933 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
934 * is one for this race 909 * is one for this race
935 */ 910 */
936 if (*first_map_ext_path) 911 if (*first_map_ext_path)
937 { 912 {
938 object *tmp; 913 object *tmp;
939 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
940 915
941 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);
942 tmp = object::create (); 917 tmp = object::create ();
943 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
944 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
945 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
946 op->enter_exit (tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
947 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
948 * default initial map */ 923 * default initial map */
949 tmp->destroy (); 924 tmp->destroy ();
950 } 925 }
951 else 926 else
952 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
928}
953 929
954 return 0; 930void
955 } 931player::chargen_race_next ()
956 932{
957 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
958 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
959 */ 935 */
960 936
961 tmp_loop = 0; 937 do
962 while (!tmp_loop)
963 { 938 {
964 shstr name = op->name; 939 shstr name = ob->name;
965 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
966 941
967 op->remove_statbonus (); 942 ob->remove_statbonus ();
968 op->remove (); 943 ob->remove ();
969 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
970 op->arch->clone.copy_to (op); 945 ob->arch->copy_to (ob);
971 op->instantiate (); 946 ob->instantiate ();
972 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
973 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
974 op->x = x; 949 ob->x = x;
975 op->y = y; 950 ob->y = y;
976 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
977 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
978 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
979 op->add_statbonus (); 954 ob->add_statbonus ();
980 tmp_loop = allowed_class (op);
981 } 955 }
956 while (!allowed_class (ob));
982 957
983 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
984 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
985 op->update_stats (); 960 ob->update_stats ();
986 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
987 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
988 op->stats.grace = 0; 963 ob->stats.grace = 0;
989
990 if (op->msg)
991 new_draw_info (NDI_BLUE, 0, op, op->msg);
992
993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
994 return 0;
995}
996
997int
998key_confirm_quit (object *op, char key)
999{
1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001 {
1002 op->contr->ns->state = ST_PLAYING;
1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1004 return 1;
1005 }
1006
1007 INVOKE_PLAYER (LOGOUT, op->contr);
1008 INVOKE_PLAYER (QUIT, op->contr);
1009
1010 op->contr->enable_save = false;
1011 delete_character (op->name);
1012
1013 terminate_all_pets (op);
1014 op->remove ();
1015 op->direction = 0;
1016 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1017
1018 strcpy (op->contr->killer, "quit");
1019 check_score (op);
1020 op->contr->party = 0;
1021 op->contr->own_title[0] = '\0';
1022 op->contr->destroy ();
1023
1024 return 1;
1025} 964}
1026 965
1027void 966void
1028flee_player (object *op) 967flee_player (object *op)
1029{ 968{
1076 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1077 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1078 op->enemy = NULL; 1017 op->enemy = NULL;
1079} 1018}
1080 1019
1081
1082/* 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.
1083 * 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
1084 * stop. 1022 * stop.
1085 */ 1023 */
1086int 1024int
1087check_pick (object *op) 1025check_pick (object *op)
1088{ 1026{
1089 object *tmp, *next; 1027 object *tmp, *next;
1090 int stop = 0; 1028 int stop = 0;
1091 int j, k, wvratio; 1029 int wvratio;
1092 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1093 1031
1094 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1095 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1096 return 1; 1034 return 1;
1097 1035
1165 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1166 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1167 &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))));
1168 else 1106 else
1169 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1170 &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))));
1171 1109
1172 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1173 } 1111 }
1174 1112
1175 /* philosophy: 1113 /* philosophy:
1250 pick_up (op, tmp); 1188 pick_up (op, tmp);
1251 continue; 1189 continue;
1252 } 1190 }
1253 1191
1254 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1255 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1256 { 1194 {
1257 pick_up (op, tmp); 1195 pick_up (op, tmp);
1258 continue; 1196 continue;
1259 } 1197 }
1260 1198
1368 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1369 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1370 { 1308 {
1371 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1372 { 1310 {
1373 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 &&
1374 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1375 { 1313 {
1376 pick_up (op, tmp); 1314 pick_up (op, tmp);
1377 continue; 1315 continue;
1378 } 1316 }
1379 } 1317 }
1380 1318
1381 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1382 { 1320 {
1383 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)
1384 { 1322 {
1385 pick_up (op, tmp); 1323 pick_up (op, tmp);
1386 continue; 1324 continue;
1387 } 1325 }
1388 } 1326 }
1413 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1414 { 1352 {
1415 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1416 } 1354 }
1417 else 1355 else
1418 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1419 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1420 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))));
1421#endif 1359#endif
1422 continue; 1360 continue;
1423 } 1361 }
1434 * found object is returned. 1372 * found object is returned.
1435 */ 1373 */
1436object * 1374object *
1437find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1438{ 1376{
1439 object *tmp = NULL; 1377 object *tmp = 0;
1440 1378
1441 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1442 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))
1443 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1444 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1445 return op; 1383 return op;
1384
1446 return tmp; 1385 return tmp;
1447} 1386}
1448 1387
1449/* 1388/*
1450 * 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
1451 * 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
1452 * 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
1453 * 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.
1454 */ 1393 */
1455
1456object * 1394object *
1457find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1396{
1459 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1493 else 1431 else
1494 { 1432 {
1495 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1496 { 1434 {
1497 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1498 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1499 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)
1500 { 1438 {
1501 tmp = arrow; 1439 tmp = arrow;
1502 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;
1503 } 1441 }
1504 } 1442 }
1505 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1506 { 1444 {
1507 tmp = arrow; 1445 tmp = arrow;
1526 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1465 * op = the shooter
1528 * type = bow->race 1466 * type = bow->race
1529 * dir = fire direction 1467 * dir = fire direction
1530 */ 1468 */
1531
1532object * 1469object *
1533pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1534{ 1471{
1535 object *tmp = NULL; 1472 object *tmp = NULL;
1536 maptile *m; 1473 maptile *m;
1601 */ 1538 */
1602int 1539int
1603fire_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)
1604{ 1541{
1605 object *left, *bow; 1542 object *left, *bow;
1606 int bowspeed, mflags; 1543 int mflags;
1607 maptile *m; 1544 maptile *m;
1608 1545
1609 if (!dir) 1546 if (!dir)
1610 { 1547 {
1611 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!");
1612 return 0; 1549 return 0;
1613 } 1550 }
1614 1551
1615 if (op->type == PLAYER) 1552 if (op->contr)
1616 bow = op->contr->ranges[range_bow]; 1553 bow = op->current_weapon;
1617 else 1554 else
1618 { 1555 {
1619 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1620 /* 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
1621 * 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.
1626 if (!bow) 1563 if (!bow)
1627 { 1564 {
1628 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1629 return 0; 1566 return 0;
1630 } 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
1631 } 1576 }
1632 1577
1633 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1634 { 1579 {
1635 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);
1636 return 0; 1581 return 0;
1637 } 1582 }
1638
1639 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1640
1641 /* penalize ROF for bestarrow */
1642 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1643 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1644
1645 if (bowspeed < 1)
1646 bowspeed = 1;
1647 1583
1648 if (arrow == NULL) 1584 if (arrow == NULL)
1649 { 1585 {
1650 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1651 { 1587 {
1652 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1653 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);
1654 /* 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 */
1655 else 1591 else
1656 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1657 return 0; 1594 return 0;
1658 } 1595 }
1659 } 1596 }
1660 1597
1661 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1685 1622
1686 arrow->set_owner (op); 1623 arrow->set_owner (op);
1687 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1688 arrow->direction = dir; 1625 arrow->direction = dir;
1689 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
1690 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1691 { 1661 {
1692 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1693 op->update_stats ();
1694 }
1695
1696 SET_ANIMATION (arrow, arrow->direction);
1697 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1698 arrow->stats.hp = arrow->stats.dam;
1699 arrow->stats.grace = arrow->attacktype;
1700 if (arrow->slaying != NULL)
1701 arrow->spellarg = strdup (arrow->slaying);
1702
1703 /* Note that this was different for monsters - they got their level
1704 * added to the damage. I think the strength bonus is more proper.
1705 */
1706
1707 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1708
1709 /* update the speed */
1710 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1711 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1712
1713 arrow->set_speed (max (arrow->speed, 1.0));
1714 arrow->speed_left = 0;
1715
1716 if (op->type == PLAYER)
1717 {
1718 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1719 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1720 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1721
1722 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;
1723 } 1669 }
1724 else 1670 else
1725 { 1671 {
1726 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1727 arrow->level = op->level; 1672 arrow->level = op->level;
1728 } 1673 arrow->stats.wc -= bow->magic;
1729 1674
1730 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1731 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1732 1680
1733 if (bow->slaying) 1681 wc -= arrow->level;
1734 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1735 1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1736 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1738 1687
1739 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1740 m->insert (arrow, sx, sy, op); 1689 m->insert (arrow, sx, sy, op);
1741 1690
1742 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1743 move_arrow (arrow); 1692 move_arrow (arrow);
1744 1693
1765{ 1714{
1766 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1767 1716
1768 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1769 { 1718 {
1770 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);
1771 } 1720 }
1772 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)
1773 { 1722 {
1774 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1775 wcmod = -1; 1724 wcmod = -1;
1785 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1786 { 1735 {
1787 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);
1788 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);
1789 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);
1790
1791 } 1739 }
1792 else 1740 else
1793 { 1741 {
1794 /* Simple case */ 1742 /* Simple case */
1795 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);
1796 } 1744 }
1745
1797 return ret; 1746 return ret;
1798} 1747}
1799
1800 1748
1801/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1802 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1803 */ 1751 */
1804void 1752void
1805fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
1806{ 1754{
1807 object *item; 1755 object *item = op->contr->ranged_ob;
1808 1756
1809 if (!op->contr->ranges[range_misc]) 1757 if (!item)
1810 { 1758 {
1811 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.");
1812 return; 1760 return;
1813 } 1761 }
1814 1762
1815 item = op->contr->ranges[range_misc];
1816 if (!item->inv) 1763 if (!item->inv)
1817 { 1764 {
1818 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1819 return; 1766 return;
1820 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
1821 if (item->type == WAND) 1772 if (item->type == WAND)
1822 { 1773 {
1823 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1824 { 1775 {
1825 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
1826 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
1827 return; 1779 return;
1828 } 1780 }
1829 } 1781 }
1830 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
1831 { 1783 {
1832 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))
1833 { 1785 {
1834 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
1835 if (item->type == ROD) 1788 if (item->type == ROD)
1836 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));
1837 else 1790 else
1838 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
1839 return; 1793 return;
1840 } 1794 }
1841 } 1795 }
1842 1796
1843 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1850 object *tmp; 1804 object *tmp;
1851 1805
1852 if (item->arch) 1806 if (item->arch)
1853 { 1807 {
1854 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1855 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1856 item->set_speed (0); 1810 item->set_speed (0);
1857 } 1811 }
1858 1812
1859 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1860 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1865 } 1819 }
1866} 1820}
1867 1821
1868/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1869 */ 1823 */
1870void 1824bool
1871fire (object *op, int dir) 1825fire (object *op, int dir)
1872{ 1826{
1873 int spellcost = 0; 1827 int spellcost = 0;
1874 1828
1875 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1876 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
1877 make_visible (op); 1831 make_visible (op);
1878 1832
1879 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;
1880 { 1839 }
1881 case range_none:
1882 return;
1883 1840
1884 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:
1885 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
1886 return; 1858 break;
1887 1859
1888 case range_magic: /* Casting spells */ 1860 case SPELL:
1889 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);
1890 return; 1862 break;
1891 1863
1892 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:
1893 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1894 return; 1874 break;
1895
1896 case range_golem: /* Control summoned monsters from scrolls */
1897 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1898 {
1899 op->contr->ranges[range_golem] = 0;
1900 op->contr->shoottype = range_none;
1901 }
1902 else
1903 control_golem (op->contr->ranges[range_golem], dir);
1904 return;
1905
1906 case range_skill:
1907 if (!op->chosen_skill)
1908 {
1909 if (op->type == PLAYER)
1910 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1911 return;
1912 }
1913 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1914 return;
1915 case range_builder:
1916 apply_map_builder (op, dir);
1917 return;
1918 default:
1919 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1920 return;
1921 } 1875 }
1922}
1923 1876
1924 1877 return true;
1878}
1925 1879
1926/* find_key 1880/* find_key
1927 * 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
1928 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1929 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
1931 * pl is the player, 1885 * pl is the player,
1932 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1933 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1934 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1935 */ 1889 */
1936
1937object * 1890object *
1938find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
1939{ 1892{
1940 object *tmp, *key; 1893 object *tmp, *key;
1941 1894
1942 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1943 if (container->inv == NULL) 1896 if (!container->inv)
1944 return NULL; 1897 return 0;
1945 1898
1946 /* 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 */
1947 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
1948 { 1901 {
1949 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
1950 break; 1903 break;
1951 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1952 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1953 */ 1906 */
1954 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1955 break; 1908 break;
1956 } 1909 }
1910
1957 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1958 /* 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.
1959 * 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
1960 * a key, return 1914 * a key, return
1961 */ 1915 */
1962 if (!tmp) 1916 if (!tmp)
1963 { 1917 {
1964 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
1965 { 1919 {
1966 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1967 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
1968 { 1922 {
1969 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
1970 return key; 1924 return key;
1971 } 1925 }
1972 } 1926 }
1927
1973 if (!tmp) 1928 if (!tmp)
1974 return NULL; 1929 return NULL;
1975 } 1930 }
1931
1976 /* 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,
1977 * see if we actually want to use it 1933 * see if we actually want to use it
1978 */ 1934 */
1979 if (pl != container) 1935 if (pl != container)
1980 { 1936 {
2001 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2002 "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));
2003 return NULL; 1959 return NULL;
2004 } 1960 }
2005 } 1961 }
1962
2006 return tmp; 1963 return tmp;
2007} 1964}
2008 1965
2009/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2010 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2012 * 0 otherwise 1969 * 0 otherwise
2013 */ 1970 */
2014static int 1971static int
2015player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2016{ 1973{
2017 /* 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,
2018 * 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 -
2019 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2020 */ 1977 */
2021 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2022 1979
2023 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2024 if (key) 1981 if (key)
2025 { 1982 {
2026 object *container = key->env; 1983 object *container = key->env;
2027 1984
2028 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2029 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2030 make_visible (op); 1986 make_visible (op);
1987
2031 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2032 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
1990
2033 if (door->type == DOOR) 1991 if (door->type == DOOR)
2034 {
2035 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 */
2036 }
2037 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2038 { 1994 {
2039 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));
2040 remove_door2 (door); /* remove door without violence ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
2041 } 1997 }
1998
2042 /* Do this after we print the message */ 1999 /* Do this after we print the message */
2043 decrease_ob (key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
2044 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
2045 if (container != op) 2002 if (container != op)
2046 esrv_update_item (UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2047 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2048 } 2006 }
2049 else if (door->type == LOCKED_DOOR) 2007 else if (door->type == LOCKED_DOOR)
2050 { 2008 {
2051 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2052 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2053 return 1; 2011 return 1;
2054 } 2012 }
2013
2055 return 0; 2014 return 0;
2056} 2015}
2057 2016
2058/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2059 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2060 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2061 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2062 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2063 */ 2022 */
2064void 2023bool
2065move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2066{ 2025{
2067 object *tmp, *mon;
2068 sint16 nx, ny;
2069 int on_battleground; 2026 int on_battleground;
2070 maptile *m;
2071 2027
2072 nx = freearr_x[dir] + op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2073 ny = freearr_y[dir] + op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2074 2030
2075 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 }
2076 2041
2077 /* 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
2078 * 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
2079 * 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
2080 * player. This is a pretty nasty hack, because if we could 2045 * player. This is a pretty nasty hack, because if we could
2081 * 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
2082 * 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
2083 * 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
2084 * move_ob uses. 2049 * move_ob uses.
2085 */ 2050 */
2086 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2087 {
2088 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2089 {
2090 m = op->map->xy_find (nx, ny); 2051 maptile *m = op->map->xy_find (nx, ny);
2091 if (!m)
2092 return; /* Don't think this should happen */
2093 }
2094 else
2095 m = op->map;
2096 2052
2097 if (!(tmp = m->at (nx, ny).bot))
2098 return;
2099
2100 mon = 0;
2101 /* 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
2102 * 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.
2103 * 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
2104 * on the space 2056 * on the space
2105 */ 2057 */
2106 while (tmp) 2058 object *mon;
2107 { 2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2108 if (tmp == op) 2060 {
2109 { 2061 if ((mon->flag [FLAG_ALIVE]
2110 tmp = tmp->above; 2062 || mon->type == LOCKED_DOOR
2111 continue; 2063 || mon->flag [FLAG_CAN_ROLL])
2112 }
2113
2114 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2115 {
2116 mon = tmp; 2064 && mon != op)
2117 break; 2065 break;
2118 } 2066 }
2119 2067
2120 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2121 mon = tmp;
2122
2123 tmp = tmp->above;
2124 }
2125
2126 if (!mon) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2127 return; /* into a wall */ 2069 return false; /* into a wall */
2128 2070
2129 if (mon->head)
2130 mon = mon->head; 2071 mon = mon->head_ ();
2131 2072
2132 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)
2133 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2076 {
2077 --op->contr->weapon_sp_left;
2134 return; 2078 return true;
2079 }
2135 2080
2136 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2137 * or frienddly creatures. Basically, all players are considered 2082 * or friendly creatures. Basically, all players are considered
2138 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2139 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2140 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2141 * and thus will not push them. 2086 * and thus will not push them.
2142 */ 2087 */
2143 2088
2144 /* 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
2145 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2146 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2147 */ 2092 */
2148 if ((op->type == PLAYER) 2093 if (op->type == PLAYER
2149#if COZY_SERVER
2150 &&
2151 ((mon->owner && mon->owner->contr 2094 && ((mon->owner && mon->owner->contr
2152 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2095 && same_party (mon->owner->contr->party, op->contr->party))
2153#else
2154 && mon->owner == op 2096 || mon->owner == op)
2155#endif
2156 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2157 { 2098 {
2158 /* 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 */
2159 if (op->contr->braced) 2100 if (op->contr->braced)
2160 return; 2101 return false;
2161 2102
2162 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2107 op->play_sound (sound_find ("push_player"));
2163 (void) push_ob (mon, dir, op); 2108 push_ob (mon, dir, op);
2109
2164 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2165 make_visible (op); 2111 make_visible (op);
2166 2112
2167 return; 2113 return true;
2168 } 2114 }
2115 else
2116 return false;
2117 }
2169 2118
2170 /* in certain circumstances, you shouldn't attack friendly 2119 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 2120 * creatures. Note that if you are braced, you can't push
2172 * 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
2173 * attack them either. 2122 * attack them either.
2174 */ 2123 */
2175 if ((mon->type == PLAYER || mon->enemy != op) && 2124 if ((mon->type == PLAYER || mon->enemy != op)
2176 (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))
2177#ifdef PROHIBIT_PLAYERKILL
2178 (op->contr->peaceful 2126 && ((op->contr->peaceful
2179 || (mon->type == PLAYER 2127 || (mon->type == PLAYER && mon->contr->peaceful))
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground)) 2128 && !on_battleground))
2129 {
2130 if (op->speed_left > 0.f)
2186 { 2131 {
2132 --op->speed_left;
2133
2187 if (!op->contr->braced) 2134 if (!op->contr->braced)
2188 { 2135 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 op->play_sound (sound_find ("push_player"));
2190 push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2191 } 2138 }
2192 else 2139 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2194 2141
2195 if (op->contr->tmp_invis || op->hide) 2142 if (op->contr->tmp_invis || op->hide)
2196 make_visible (op); 2143 make_visible (op);
2197 }
2198 2144
2145 return true;
2146 }
2147 }
2199 /* If the object is a boulder or other rollable object, then 2148 /* If the object is a boulder or other rollable object, then
2200 * 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.
2201 */ 2150 */
2202 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)
2203 { 2154 {
2155 --op->speed_left;
2156
2204 recursive_roll (mon, dir, op); 2157 recursive_roll (mon, dir, op);
2205 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2206 make_visible (op); 2159 make_visible (op);
2207 }
2208 2160
2161 return true;
2162 }
2163 }
2209 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2210 * 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
2211 * and be living. Then, it must be one of the following: 2166 * and be living. Then, it must be one of the following:
2212 * 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
2213 * 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.
2214 */ 2169 */
2215 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2216 ((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)))
2217 { 2172 {
2218 2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2219 /* If the player hasn't hit something this tick, and does
2220 * so, give them speed boost based on weapon speed. Doing
2221 * it here is better than process_players2, which basically
2222 * incurred a 1 tick offset.
2223 */
2224 if (!op->contr->has_hit)
2225 { 2174 {
2226 op->speed_left += op->speed / op->contr->weapon_sp; 2175 --op->contr->weapon_sp_left;
2227
2228 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2229 }
2230 2176
2231 skill_attack (mon, op, 0, 0, 0); 2177 skill_attack (mon, op, 0, 0, 0);
2232
2233 /* If attacking another player, that player gets automatic
2234 * hitback, and doesn't loose luck either.
2235 * Disable hitback on the battleground or if the target is
2236 * the wiz.
2237 */
2238 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2239 {
2240 short luck = mon->stats.luck;
2241
2242 mon->contr->has_hit = 1;
2243 skill_attack (op, mon, 0, 0, 0);
2244 mon->stats.luck = luck;
2245 }
2246 2178
2247 if (action_makes_visible (op)) 2179 if (action_makes_visible (op))
2248 make_visible (op); 2180 make_visible (op);
2249 }
2250 } /* if player should attack something */
2251}
2252 2181
2253int 2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2254move_player (object *op, int dir) 2190move_player (object *op, int dir)
2255{ 2191{
2256 int pick; 2192 int pick;
2257 2193
2258 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2265 return 0; 2201 return 0;
2266 } 2202 }
2267 2203
2268 /* peterm: added following line */ 2204 /* peterm: added following line */
2269 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2270 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2206 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2271 2207
2272 op->facing = dir; 2208 op->facing = dir;
2273 2209
2274 if (op->hide) 2210 if (op->hide)
2275 do_hidden_move (op); 2211 do_hidden_move (op);
2276 2212
2213 bool retval;
2214
2277 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2278 /*nop */ ; 2216 retval = RESULT_INT (0);
2279 else if (op->contr->fire_on) 2217 else if (op->contr->fire_on)
2280 fire (op, dir); 2218 retval = fire (op, dir);
2281 else 2219 else
2282 { 2220 {
2283 move_player_attack (op, dir); 2221 retval = move_player_attack (op, dir);
2284 pick = check_pick (op); 2222 pick = check_pick (op);
2285 } 2223 }
2286 2224
2287 /* 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
2288 * server can handle repeat firing. 2226 * server can handle repeat firing.
2295 /* Update how the player looks. Use the facing, so direction may 2233 /* Update how the player looks. Use the facing, so direction may
2296 * get reset to zero. This allows for full animation capabilities 2234 * get reset to zero. This allows for full animation capabilities
2297 * for players. 2235 * for players.
2298 */ 2236 */
2299 animate_object (op, op->facing); 2237 animate_object (op, op->facing);
2300 return 0; 2238
2239 return retval;
2301} 2240}
2302 2241
2303/* 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
2304 * new client/server stuff. 2243 * new client/server stuff.
2305 * 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
2306 * the new speed values for commands. 2245 * the new speed values for commands.
2307 * 2246 *
2308 * 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.
2309 */ 2250 */
2310int 2251bool
2311handle_newcs_player (object *op) 2252handle_newcs_player (object *op)
2312{ 2253{
2313 if (op->contr->hidden)
2314 {
2315 op->invisible = 1000;
2316 /* the socket code flashes the player visible/invisible
2317 * depending on the value of invisible, so we need to
2318 * alternate it here for it to work correctly.
2319 */
2320 if (pticks & 2)
2321 op->invisible--;
2322 }
2323 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2324 {
2325 op->invisible--;
2326 if (!op->invisible)
2327 {
2328 make_visible (op);
2329 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2330 }
2331 }
2332
2333 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2334 { 2255 {
2335 flee_player (op); 2256 if (op->speed_left > 0.f)
2336 /* If player is still scared, that is his action for this tick */
2337 if (QUERY_FLAG (op, FLAG_SCARED))
2338 { 2257 {
2339 op->speed_left--; 2258 --op->speed_left;
2259 flee_player (op);
2260
2340 return 0; 2261 return true;
2341 } 2262 }
2263 else
2264 return false;
2342 } 2265 }
2343
2344 /* I've been seeing crashes where the golem has been destroyed, but
2345 * the player object still points to the defunct golem. The code that
2346 * destroys the golem looks correct, and it doesn't always happen, so
2347 * put this in a a workaround to clean up the golem pointer.
2348 */
2349 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2350 op->contr->ranges[range_golem] = 0;
2351 2266
2352 /* 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
2353 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2354 * called, so we recheck it here. 2269 * called, so we recheck it here.
2355 */ 2270 */
2356 if (op->contr->ns->handle_command ()) 2271 if (op->contr->ns->handle_command ())
2357 return 1; 2272 return true;
2358 2273
2359 if (op->speed_left > 0)
2360 {
2361 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2274 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2362 {
2363 /* All move commands take 1 tick, at least for now */
2364 op->speed_left--;
2365
2366 /* Instead of all the stuff below, let move_player take care
2367 * of it. Also, some of the skill stuff is only put in
2368 * there, as well as the confusion stuff.
2369 */
2370 move_player (op, op->direction); 2275 return move_player (op, op->direction);
2371 2276
2372 return op->speed_left > 0;
2373 }
2374 }
2375
2376 return 0; 2277 return false;
2377} 2278}
2378 2279
2379int 2280int
2380save_life (object *op) 2281save_life (object *op)
2381{ 2282{
2383 return 0; 2284 return 0;
2384 2285
2385 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2386 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2387 { 2288 {
2388 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2289 op->play_sound (sound_find ("ob_evaporate"));
2389 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));
2390 2291
2391 if (op->contr) 2292 if (op->contr)
2392 esrv_del_item (op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2393 2294
2413/* 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
2414 * 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
2415 * 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
2416 * from. 2317 * from.
2417 */ 2318 */
2418void 2319static void
2419remove_unpaid_objects (object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2420{ 2321{
2421 object *next;
2422
2423 while (op) 2322 while (op)
2424 { 2323 {
2425 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' */
2426 2325
2427 if (QUERY_FLAG (op, FLAG_UNPAID)) 2326 if (QUERY_FLAG (op, FLAG_UNPAID))
2430 esrv_del_item (env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2431 2330
2432 op->insert_at (env); 2331 op->insert_at (env);
2433 } 2332 }
2434 else if (op->inv) 2333 else if (op->inv)
2435 remove_unpaid_objects (op->inv, env); 2334 drop_unpaid_items (op->inv, env);
2436 2335
2437 op = next; 2336 op = next;
2438 } 2337 }
2338}
2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2439} 2345}
2440 2346
2441/* 2347/*
2442 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2443 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2493 int rate_grace = 2000; 2399 int rate_grace = 2000;
2494 const int max_hp = 1; 2400 const int max_hp = 1;
2495 const int max_sp = 1; 2401 const int max_sp = 1;
2496 const int max_grace = 1; 2402 const int max_grace = 1;
2497 2403
2498 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--;
2499 { 2413 }
2500 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2414 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2501 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2415 {
2502 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 }
2503 } 2421 }
2504 2422
2505 if (op->contr->ns->state == ST_PLAYING) 2423 if (op->contr->ns->state == ST_PLAYING)
2506 { 2424 {
2507 /* these next three if clauses make it possible to SLOW DOWN 2425 /* these next three if clauses make it possible to SLOW DOWN
2529 gen_grace = op->stats.maxgrace; 2447 gen_grace = op->stats.maxgrace;
2530 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2531 } 2449 }
2532 2450
2533 /* Regenerate Spell Points */ 2451 /* Regenerate Spell Points */
2534 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2452 if (!op->contr->golem && --op->last_sp < 0)
2535 { 2453 {
2536 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);
2537 if (op->stats.sp < op->stats.maxsp) 2455 if (op->stats.sp < op->stats.maxsp)
2538 { 2456 {
2539 op->stats.sp++; 2457 op->stats.sp++;
2637 } 2555 }
2638 2556
2639 /* Digestion */ 2557 /* Digestion */
2640 if (--op->last_eat < 0) 2558 if (--op->last_eat < 0)
2641 { 2559 {
2642#ifdef COZY_SERVER 2560 int bonus = max (0, op->contr->digestion),
2643 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2561 penalty = max (0, -op->contr->digestion);
2644 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2645#else
2646 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2647#endif
2648 2562
2649 if (op->contr->gen_hp > 0)
2650 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);
2651 else
2652 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2653 2564
2654 /* dms do not consume food */ 2565 /* dms do not consume food */
2655 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2656 op->stats.food--; 2567 op->stats.food--;
2657 } 2568 }
2718 object *tmp; 2629 object *tmp;
2719 2630
2720 if (save_life (op)) 2631 if (save_life (op))
2721 return; 2632 return;
2722 2633
2723
2724 /* 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
2725 * 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.
2726 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2727 */ 2637 */
2728 if (op_on_battleground (op, &x, &y)) 2638 if (op_on_battleground (op, &x, &y))
2757 tmp->name = buf; 2667 tmp->name = buf;
2758 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2759 " 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",
2760 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2761 tmp->msg = buf; 2671 tmp->msg = buf;
2762 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
2763 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2764 op->insert_at (tmp, op); 2674 tmp->insert_at (op, tmp);
2765 } 2675 }
2766 2676
2767 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
2768 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2769 op->contr->braced = 0; 2679 op->contr->braced = 0;
2774 2684
2775 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
2776 2686
2777 if (op->stats.food < 0) 2687 if (op->stats.food < 0)
2778 { 2688 {
2779 if (op->contr->explore)
2780 {
2781 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783 op->stats.food = 999;
2784 return;
2785 }
2786 sprintf (buf, "%s starved to death.", &op->name); 2689 sprintf (buf, "%s starved to death.", &op->name);
2787 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
2788 } 2691 }
2789 else 2692 else
2790 {
2791 if (op->contr->explore)
2792 {
2793 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2794 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2795 op->stats.hp = op->stats.maxhp;
2796 return;
2797 }
2798 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
2799 }
2800 2694
2801 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 op->contr->play_sound (sound_find ("player_dies"));
2802 2696
2803 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
2804 x = op->x; 2698 x = op->x;
2805 y = op->y; 2699 y = op->y;
2806 map = op->map; 2700 map = op->map;
2980 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
2981 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2982 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2983 2877
2984 /* 2878 /*
2985 * Check to see if the player is in a shop. IF so, then check to see if
2986 * the player has any unpaid items. If so, remove them and put them back 2879 * Check to see if the player has any unpaid items. If so, remove them
2987 * in the map. 2880 * and put them back in the map.
2988 */ 2881 */
2989 2882 op->drop_unpaid_items ();
2990 if (is_in_shop (op))
2991 remove_unpaid_objects (op->inv, op);
2992 2883
2993 /****************************************/ 2884 /****************************************/
2994 /* */ 2885 /* */
2995 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
2996 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
2997 /* */ 2888 /* */
2998 /****************************************/ 2889 /****************************************/
2999 2890
3000 enter_player_savebed (op); 2891 enter_player_savebed (op);
3001 2892
3002 /* Save the player before inserting the force to reduce
3003 * chance of abuse.
3004 */
3005 op->contr->braced = 0; 2893 op->contr->braced = 0;
3006 op->contr->save ();
3007 2894
3008 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
3009 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
3010 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
3011 * on the space that might harm the player. 2898 * on the space that might harm the player.
3020 object *force; 2907 object *force;
3021 int at; 2908 int at;
3022 2909
3023 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
3024 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
3025 force->speed = 0.1; 2912 force->speed = 0.1f;
3026 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
3027 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
3028 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
3029 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
3030 force->resist[at] = 100; 2917 force->resist[at] = 100;
3031 2918
3040void 2927void
3041loot_object (object *op) 2928loot_object (object *op)
3042{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
3043 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
3044 2931
3045 if (op->container) 2932 op->close_container (); /* close open sack first */
3046 esrv_apply_container (op, op->container); /* close open sack first */
3047 2933
3048 for (tmp = op->inv; tmp; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
3049 { 2935 {
3050 next = tmp->below; 2936 next = tmp->below;
3051 2937
3052 if (tmp->invisible) 2938 if (tmp->invisible)
3053 continue; 2939 continue;
3054 2940
3055 tmp->remove (); 2941 tmp->remove ();
3056 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3057 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3058 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3059 loot_object (tmp); 2946
3060 }
3061 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))))
3062 { 2948 {
3063 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3064 { 2950 {
3065 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3066 tmp2->destroy (); 2952 tmp2->destroy ();
3077/* 2963/*
3078 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3079 * 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
3080 * was changed. 2966 * was changed.
3081 */ 2967 */
3082
3083void 2968void
3084fix_weight (void) 2969fix_weight (void)
3085{ 2970{
3086 for_all_players (pl) 2971 for_all_players (pl)
3087 { 2972 {
3147 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3148 { 3033 {
3149 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3150 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3151 } 3036 }
3037
3152 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3153} 3039}
3154 3040
3155int 3041int
3156is_true_undead (object *op) 3042is_true_undead (object *op)
3157{ 3043{
3158 object *tmp = NULL;
3159
3160 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3161 return 1; 3045 return 1;
3162 3046
3163 return 0; 3047 return 0;
3164} 3048}
3165 3049
3209/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3210 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3211 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3212 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3213 */ 3097 */
3214
3215void 3098void
3216do_hidden_move (object *op) 3099do_hidden_move (object *op)
3217{ 3100{
3218 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3219 object *skop; 3102 object *skop;
3336 * a blocked los square. 3219 * a blocked los square.
3337 * we use the archetype to figure out offsets. 3220 * we use the archetype to figure out offsets.
3338 */ 3221 */
3339 while (op) 3222 while (op)
3340 { 3223 {
3341 dx = rv.distance_x + op->arch->clone.x; 3224 dx = rv.distance_x + op->arch->x;
3342 dy = rv.distance_y + op->arch->clone.y; 3225 dy = rv.distance_y + op->arch->y;
3343 3226
3344 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3345 * 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
3346 * for any meaningful values. 3229 * for any meaningful values.
3347 */ 3230 */
3452 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3453 int i = 0, j = 0; 3336 int i = 0, j = 0;
3454 3337
3455 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3456 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3457 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3458 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3459 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3460 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3461 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3462 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3463 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3464 3347
3465 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3466 return; 3349 return;
3467 3350
3468 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++);
3472 /* 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]); */
3473 return; 3356 return;
3474 } 3357 }
3475 3358
3476 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3477 item = &(tr->item->clone); 3360 item = tr->item;
3478 3361
3479 if (item->type == SPELL) 3362 if (item->type == SPELL)
3480 { 3363 {
3481 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3482 return; 3365 return;
3541 { 3424 {
3542 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3543 object *skin; 3426 object *skin;
3544 3427
3545 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3546 shstr_cmp dragon_skin_force ("dragon_skin_force");
3547 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)
3548 ; 3430 ;
3549 3431
3550 if (!skin) 3432 if (!skin)
3551 return; 3433 return;
3552 3434
3600 * not readied. 3482 * not readied.
3601 */ 3483 */
3602void 3484void
3603player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3604{ 3486{
3605 rangetype i; 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3606 3489
3607 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3490 if (pl->combat_ob == ob)
3608 { 3491 pl->combat_ob = 0;
3492
3609 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3610 { 3494 pl->ranged_ob = 0;
3611 pl->ranges[i] = NULL;
3612 if (pl->shoottype == i)
3613 {
3614 pl->shoottype = range_none;
3615 }
3616 }
3617 }
3618} 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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