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Comparing deliantra/server/server/player.C (file contents):
Revision 1.82 by elmex, Wed Jan 3 02:30:52 2007 UTC vs.
Revision 1.141 by root, Fri May 18 15:05:09 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#include <algorithm> 33#include <algorithm>
34#include <functional> 34#include <functional>
35 35
36player * 36playervec 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 37
46void 38void
47display_motd (const object *op) 39display_motd (const object *op)
48{ 40{
49 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
123 115
124 news[0] = '\0'; 116 news[0] = '\0';
125 subject[0] = '\0'; 117 subject[0] = '\0';
126 size = 0; 118 size = 0;
127 119
128 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
129 { 121 {
130 if (*buf == '#') 122 if (*buf == '#')
131 continue; 123 continue;
132 124
133 if (*buf == '%') 125 if (*buf == '%')
134 { /* send one news */ 126 { /* send one news */
135 if (size > 0) 127 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 */ 128 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 */
129
137 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
138 strip_endline (subject); 131 strip_endline (subject);
139 size = 0; 132 size = 0;
140 news[0] = '\0'; 133 news[0] = '\0';
141 } 134 }
150 size += strlen (buf); 143 size += strlen (buf);
151 } 144 }
152 } 145 }
153 146
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 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); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
156 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
157} 150}
158 151
159/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
160static void 153static void
176 ob->enter_exit (tmp); 169 ob->enter_exit (tmp);
177 170
178 tmp->destroy (); 171 tmp->destroy ();
179} 172}
180 173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
181// connect the player with a specific client 211// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
183void 213void
184player::connect (client *ns) 214player::connect (client *ns)
185{ 215{
186 this->ns = ns; 216 this->ns = ns;
187 ns->pl = this; 217 ns->pl = this;
188 218
189 next = first_player; 219 run_on = 0;
190 first_player = this; 220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
191 222
192 ns->update_look = 0; 223 ns->update_look = 0;
193 ns->look_position = 0; 224 ns->look_position = 0;
194 225
195 clear_los (ob); 226 clear_los (ob);
227
228 ns->reset_stats ();
196 229
197 /* make sure he's a player -- needed because of class change. */ 230 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 231 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 232 ob->race = ob->arch->clone.race;
200 233
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob); 234 ob->carrying = sum_weight (ob);
205 link_player_skills (ob); 235 link_player_skills (ob);
206 236
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208 238
209 assign (title, ob->arch->clone.name); 239 assign (title, ob->arch->clone.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);
220 240
221 /* if it's a dragon player, set the correct title here */ 241 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob)) 242 if (is_dragon_pl (ob))
223 { 243 {
224 object *tmp, *abil = 0, *skin = 0; 244 object *tmp, *abil = 0, *skin = 0;
234 skin = tmp; 254 skin = tmp;
235 255
236 set_dragon_name (ob, abil, skin); 256 set_dragon_name (ob, abil, skin);
237 } 257 }
238 258
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!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 260
246 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
247 262
263 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
248 ob->update_stats (); 288 ob->update_stats ();
289
249 ns->floorbox_update (); 290 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob); 291 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 292 esrv_add_spells (this, 0);
253 293
254 ob->activate_recursive (); 294 activate ();
255 enter_map ();
256 295
257 send_rules (ob); 296 send_rules (ob);
258 send_news (ob); 297 send_news (ob);
259 display_motd (ob); 298 display_motd (ob);
260 299
263} 302}
264 303
265void 304void
266player::disconnect () 305player::disconnect ()
267{ 306{
307 if (ns)
308 {
309 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311
312 INVOKE_PLAYER (DISCONNECT, this);
313
314 ns->reset_stats ();
315 ns->pl = 0;
316 ns = 0;
317 }
318
268 if (ob) 319 if (ob)
269 ob->deactivate_recursive (); 320 ob->close_container (); //TODO: client-specific
270 321
271 //TODO: don't be so harsh and destroy :) 322 deactivate ();
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 }
291} 323}
292 324
293// the need for this function can be explained 325// the need for this function can be explained
294// by load_object not returning the object 326// by load_object not returning the object
295void 327void
296player::set_object (object *op) 328player::set_object (object *op)
297{ 329{
298 ob = op; 330 ob = op;
299 ob->contr = this; /* this aren't yet in archetype */ 331 ob->contr = this; /* this aren't yet in archetype */
300 332
301 ob->speed_left = 0.5; 333 ob->speed_left = 0.5f;
302 ob->speed = 1.0; 334 ob->speed = 1.0f;
303 ob->direction = 5; /* So player faces south */ 335 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306
307 ob->roll_stats ();
308} 336}
309 337
310player::player () 338player::player ()
311{ 339{
312 /* There are some elements we want initialised to non zero value - 340 /* There are some elements we want initialised to non zero value -
313 * we deal with that below this point. 341 * we deal with that below this point.
314 */ 342 */
315 outputs_sync = 16; /* Every 2 seconds */ 343 outputs_sync = 4;
316 outputs_count = 8; /* Keeps present behaviour */ 344 outputs_count = 4;
317 unapply = unapply_nochoice; 345 unapply = unapply_nochoice;
318 346
319 savebed_map = first_map_path; /* Init. respawn position */ 347 savebed_map = first_map_path; /* Init. respawn position */
320 348
321 gen_sp_armour = 10; 349 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none;
324 bowtype = bow_normal; 350 bowtype = bow_normal;
325 petmode = pet_normal; 351 petmode = pet_normal;
326 listening = 10; 352 listening = 10;
327 usekeys = containers; 353 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
330 do_los = 1; 355 do_los = 1;
331
332 /* we need to clear these to -1 and not zero - otherwise,
333 * if a player quits and starts a new character, we wont
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} 356}
346 357
347void 358void
348player::do_destroy () 359player::do_destroy ()
349{ 360{
350 disconnect (); 361 disconnect ();
351 362
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy (); 363 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;
376 364
377 if (ob) 365 if (ob)
378 { 366 {
379 ob->destroy_inv (false); 367 ob->destroy_inv (false);
380 ob->destroy (); 368 ob->destroy ();
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
436 object *op = NULL; 429 object *op = NULL;
437 objectlink *ol; 430 objectlink *ol;
438 unsigned lastdist; 431 unsigned lastdist;
439 rv_vector rv; 432 rv_vector rv;
440 433
441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 434 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
442 { 435 {
443 /* We should not find free objects on this friendly list, but it 436 /* We should not find free objects on this friendly list, but it
444 * does periodically happen. Given that, lets deal with it. 437 * does periodically happen. Given that, lets deal with it.
445 * While unlikely, it is possible the next object on the friendly 438 * While unlikely, it is possible the next object on the friendly
446 * list is also free, so encapsulate this in a while loop. 439 * list is also free, so encapsulate this in a while loop.
450 object *tmp = ol->ob; 443 object *tmp = ol->ob;
451 444
452 /* Can't do much more other than log the fact, because the object 445 /* Can't do much more other than log the fact, because the object
453 * itself will have been cleared. 446 * itself will have been cleared.
454 */ 447 */
455 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 448 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
449 tmp->debug_desc ());
456 ol = ol->next; 450 ol = ol->next;
457 remove_friendly_object (tmp); 451 remove_friendly_object (tmp);
458 if (!ol) 452 if (!ol)
459 return op; 453 return op;
460 } 454 }
549 x = mon->x; 543 x = mon->x;
550 y = mon->y; 544 y = mon->y;
551 m = mon->map; 545 m = mon->map;
552 dir = rv.direction; 546 dir = rv.direction;
553 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 547 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); 548 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
549
555 /* If we can't solve it within the search distance, return now. */ 550 /* If we can't solve it within the search distance, return now. */
556 if (diff > max) 551 if (diff > max)
557 return 0; 552 return 0;
553
558 while (diff > 1 && max > 0) 554 while (diff > 1 && max > 0)
559 { 555 {
560 lastx = x; 556 lastx = x;
561 lasty = y; 557 lasty = y;
562 lastmap = m; 558 lastmap = m;
644 max--; 640 max--;
645 lastdir = dir; 641 lastdir = dir;
646 if (!firstdir) 642 if (!firstdir)
647 firstdir = dir; 643 firstdir = dir;
648 } 644 }
645
649 if (diff <= 1) 646 if (diff <= 1)
650 { 647 {
651 /* Recalculate diff (distance) because we may not have actually 648 /* Recalculate diff (distance) because we may not have actually
652 * headed toward player for entire distance. 649 * headed toward player for entire distance.
653 */ 650 */
654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 651 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); 652 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
656 } 653 }
654
657 if (diff > max) 655 if (diff > max)
658 return 0; 656 return 0;
659 } 657 }
658
660 /* If we reached the max, didn't find a direction in time */ 659 /* If we reached the max, didn't find a direction in time */
661 if (!max) 660 if (!max)
662 return 0; 661 return 0;
663 662
664 return firstdir; 663 return firstdir;
778roll_stat (void) 777roll_stat (void)
779{ 778{
780 int a[4], i, j, k; 779 int a[4], i, j, k;
781 780
782 for (i = 0; i < 4; i++) 781 for (i = 0; i < 4; i++)
783 a[i] = (int) RANDOM () % 6 + 1; 782 a[i] = (int) rndm (6) + 1;
784 783
785 for (i = 0, j = 0, k = 7; i < 4; i++) 784 for (i = 0, j = 0, k = 7; i < 4; i++)
786 if (a[i] < k) 785 if (a[i] < k)
787 k = a[i], j = i; 786 k = a[i], j = i;
788 787
794} 793}
795 794
796void 795void
797object::roll_stats () 796object::roll_stats ()
798{ 797{
799 int statsort [7]; 798 int statsort [NUM_STATS];
800 799
801 for (;;) 800 for (;;)
802 { 801 {
803 int sum = 0; 802 int sum = 0;
804 for (int i = 7; i--; ) 803 for (int i = NUM_STATS; i--; )
805 sum += statsort [i] = roll_stat (); 804 sum += statsort [i] = roll_stat ();
806 805
807 if (sum >= 82 && sum <= 116) 806 if (sum >= 82 && sum <= 116)
808 break; 807 break;
809 } 808 }
810 809
811 // Sort the stats so that rerolling is easier... 810 // Sort the stats so that rerolling is easier...
812 std::sort (statsort, statsort + 7, std::greater<int>()); 811 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
813 812
813 for (int i = 0; i < NUM_STATS; ++i)
814 stats.Str = statsort[0]; 814 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];
821 815
822 stats.exp = 0; 816 stats.exp = 0;
823 stats.ac = 0; 817 stats.ac = 0;
824 818
825 stats.hp = stats.maxhp; 819 stats.hp = stats.maxhp;
837} 831}
838 832
839void 833void
840object::swap_stats (int a, int b) 834object::swap_stats (int a, int b)
841{ 835{
842 int tmp = get_attr_value (&contr->orig_stats, a); 836 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);
845 837
838 for (int i = 0; i < NUM_STATS; ++i)
846 stats.Str = contr->orig_stats.Str; 839 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;
853 840
854 //TODO: the following code looks so borked and should, at the very least, 841 //TODO: the following code looks so borked and should, at the very least,
855 // be merged with the similar code in roll_stats 842 // be merged with the similar code in roll_stats
856 stats.ac = 0; 843 stats.ac = 0;
857 844
888 * appropriate action with it (change race, or other things). 875 * appropriate action with it (change race, or other things).
889 * The function name is for historical reasons - now we have 876 * The function name is for historical reasons - now we have
890 * separate race and class; this actually changes the RACE, 877 * separate race and class; this actually changes the RACE,
891 * not the class. 878 * not the class.
892 */ 879 */
893int 880void
894key_change_class (object *op, char key) 881player::chargen_race_done ()
895{ 882{
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 */ 883 /* this must before then initial items are given */
903 esrv_new_player (op->contr, op->weight + op->carrying); 884 esrv_new_player (ob->contr, ob->weight + ob->carrying);
904 885
905 treasurelist *tl = find_treasurelist ("starting_wealth"); 886 treasurelist *tl = treasurelist::find ("starting_wealth");
906 if (tl) 887 if (tl)
907 create_treasure (tl, op, 0, 0, 0); 888 create_treasure (tl, ob, 0, 0, 0);
908 889
909 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, ob->contr);
910 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, ob->contr);
911 892
912 op->contr->ns->state = ST_PLAYING; 893 ob->contr->ns->state = ST_PLAYING;
913 894
914 if (op->msg) 895 if (ob->msg)
915 op->msg = NULL; 896 ob->msg = 0;
916 897
917 /* We create this now because some of the unique maps will need it 898 /* We create this now because some of the unique maps will need it
918 * to save here. 899 * to save here.
919 */ 900 */
901 {
902 char buf[MAX_BUF];
920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
921 make_path_to_file (buf); 904 make_path_to_file (buf);
905 }
922 906
923#ifdef AUTOSAVE
924 op->contr->last_save_tick = pticks;
925#endif
926 start_info (op); 907 start_info (ob);
927 CLEAR_FLAG (op, FLAG_WIZ); 908 CLEAR_FLAG (ob, FLAG_WIZ);
928 give_initial_items (op, op->randomitems); 909 give_initial_items (ob, ob->randomitems);
929 link_player_skills (op); 910 link_player_skills (ob);
930 esrv_send_inventory (op, op); 911 esrv_send_inventory (ob, ob);
931 op->update_stats (); 912 ob->update_stats ();
932 913
933 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
934 * is one for this race 915 * is one for this race
935 */ 916 */
936 if (*first_map_ext_path) 917 if (*first_map_ext_path)
937 { 918 {
938 object *tmp; 919 object *tmp;
939 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
940 921
941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
942 tmp = object::create (); 923 tmp = object::create ();
943 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
944 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = ob->x;
945 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = ob->y;
946 op->enter_exit (tmp); /* we don't really care if it succeeded; 927 ob->enter_exit (tmp); /* we don't really care if it succeeded;
947 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
948 * default initial map */ 929 * default initial map */
949 tmp->destroy (); 930 tmp->destroy ();
950 } 931 }
951 else 932 else
952 LOG (llevDebug, "first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
934}
953 935
954 return 0; 936void
955 } 937player::chargen_race_next ()
956 938{
957 /* Following actually changes the race - this is the default command 939 /* Following actually changes the race - this is the default command
958 * if we don't match with one of the options above. 940 * if we don't match with one of the options above.
959 */ 941 */
960 942
961 tmp_loop = 0; 943 do
962 while (!tmp_loop)
963 { 944 {
964 shstr name = op->name; 945 shstr name = ob->name;
965 int x = op->x, y = op->y; 946 int x = ob->x, y = ob->y;
966 947
967 op->remove_statbonus (); 948 ob->remove_statbonus ();
968 op->remove (); 949 ob->remove ();
969 op->arch = get_player_archetype (op->arch); 950 ob->arch = get_player_archetype (ob->arch);
970 op->arch->clone.copy_to (op); 951 ob->arch->clone.copy_to (ob);
971 op->instantiate (); 952 ob->instantiate ();
972 op->stats = op->contr->orig_stats; 953 ob->stats = ob->contr->orig_stats;
973 op->name = op->name_pl = name; 954 ob->name = ob->name_pl = name;
974 op->x = x; 955 ob->x = x;
975 op->y = y; 956 ob->y = y;
976 SET_ANIMATION (op, 2); /* So player faces south */ 957 SET_ANIMATION (ob, 2); /* So player faces south */
977 insert_ob_in_map (op, op->map, op, 0); 958 insert_ob_in_map (ob, ob->map, ob, 0);
978 assign (op->contr->title, op->arch->clone.name); 959 assign (ob->contr->title, ob->arch->clone.name);
979 op->add_statbonus (); 960 ob->add_statbonus ();
980 tmp_loop = allowed_class (op);
981 } 961 }
962 while (!allowed_class (ob));
982 963
983 update_object (op, UP_OBJ_FACE); 964 update_object (ob, UP_OBJ_FACE);
984 esrv_update_item (UPD_FACE, op, op); 965 esrv_update_item (UPD_FACE, ob, ob);
985 op->update_stats (); 966 ob->update_stats ();
986 op->stats.hp = op->stats.maxhp; 967 ob->stats.hp = ob->stats.maxhp;
987 op->stats.sp = op->stats.maxsp; 968 ob->stats.sp = ob->stats.maxsp;
988 op->stats.grace = 0; 969 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
1012 terminate_all_pets (op);
1013 op->remove ();
1014 op->direction = 0;
1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1016
1017 strcpy (op->contr->killer, "quit");
1018 check_score (op);
1019 op->contr->party = 0;
1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1022
1023 return 1;
1024} 970}
1025 971
1026void 972void
1027flee_player (object *op) 973flee_player (object *op)
1028{ 974{
1075 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1076 CLEAR_FLAG (op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1077 op->enemy = NULL; 1023 op->enemy = NULL;
1078} 1024}
1079 1025
1080
1081/* check_pick sees if there is stuff to be picked up/picks up stuff. 1026/* check_pick sees if there is stuff to be picked up/picks up stuff.
1082 * IT returns 1 if the player should keep on moving, 0 if he should 1027 * It returns 1 if the player should keep on moving, 0 if he should
1083 * stop. 1028 * stop.
1084 */ 1029 */
1085int 1030int
1086check_pick (object *op) 1031check_pick (object *op)
1087{ 1032{
1088 object *tmp, *next; 1033 object *tmp, *next;
1089 int stop = 0; 1034 int stop = 0;
1090 int j, k, wvratio; 1035 int wvratio;
1091 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1092 1037
1093 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1094 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1095 return 1; 1040 return 1;
1096 1041
1433 * found object is returned. 1378 * found object is returned.
1434 */ 1379 */
1435object * 1380object *
1436find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1437{ 1382{
1438 object *tmp = NULL; 1383 object *tmp = 0;
1439 1384
1440 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1441 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1442 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1443 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1444 return op; 1389 return op;
1390
1445 return tmp; 1391 return tmp;
1446} 1392}
1447 1393
1448/* 1394/*
1449 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1450 * against the target. A full test is not performed, simply a basic test 1396 * against the target. A full test is not performed, simply a basic test
1451 * of resistances. The archer is making a quick guess at what he sees down 1397 * of resistances. The archer is making a quick guess at what he sees down
1452 * the hall. Failing that it does it's best to pick the highest plus arrow. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1453 */ 1399 */
1454
1455object * 1400object *
1456find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1457{ 1402{
1458 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1459 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1525 * find_better_arrow to find a decent arrow to use. 1470 * find_better_arrow to find a decent arrow to use.
1526 * op = the shooter 1471 * op = the shooter
1527 * type = bow->race 1472 * type = bow->race
1528 * dir = fire direction 1473 * dir = fire direction
1529 */ 1474 */
1530
1531object * 1475object *
1532pick_arrow_target (object *op, const char *type, int dir) 1476pick_arrow_target (object *op, const char *type, int dir)
1533{ 1477{
1534 object *tmp = NULL; 1478 object *tmp = NULL;
1535 maptile *m; 1479 maptile *m;
1600 */ 1544 */
1601int 1545int
1602fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1546fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1603{ 1547{
1604 object *left, *bow; 1548 object *left, *bow;
1605 int bowspeed, mflags; 1549 int mflags;
1606 maptile *m; 1550 maptile *m;
1607 1551
1608 if (!dir) 1552 if (!dir)
1609 { 1553 {
1610 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1611 return 0; 1555 return 0;
1612 } 1556 }
1613 1557
1614 if (op->type == PLAYER) 1558 if (op->contr)
1615 bow = op->contr->ranges[range_bow]; 1559 bow = op->current_weapon;
1616 else 1560 else
1617 { 1561 {
1618 for (bow = op->inv; bow; bow = bow->below) 1562 for (bow = op->inv; bow; bow = bow->below)
1619 /* Don't check for applied - monsters don't apply bows - in that way, they 1563 /* Don't check for applied - monsters don't apply bows - in that way, they
1620 * don't need to switch back and forth between bows and weapons. 1564 * don't need to switch back and forth between bows and weapons.
1625 if (!bow) 1569 if (!bow)
1626 { 1570 {
1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1628 return 0; 1572 return 0;
1629 } 1573 }
1574
1575 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below)
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1630 } 1582 }
1631 1583
1632 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1633 { 1585 {
1634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1635 return 0; 1587 return 0;
1636 } 1588 }
1637
1638 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1639
1640 /* penalize ROF for bestarrow */
1641 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1642 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643
1644 if (bowspeed < 1)
1645 bowspeed = 1;
1646 1589
1647 if (arrow == NULL) 1590 if (arrow == NULL)
1648 { 1591 {
1649 if ((arrow = find_arrow (op, bow->race)) == NULL) 1592 if ((arrow = find_arrow (op, bow->race)) == NULL)
1650 { 1593 {
1651 if (op->type == PLAYER) 1594 if (op->type == PLAYER)
1652 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1595 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1653 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1596 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1654 else 1597 else
1655 CLEAR_FLAG (op, FLAG_READY_BOW); 1598 CLEAR_FLAG (op, FLAG_READY_BOW);
1599
1656 return 0; 1600 return 0;
1657 } 1601 }
1658 } 1602 }
1659 1603
1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1604 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1684 1628
1685 arrow->set_owner (op); 1629 arrow->set_owner (op);
1686 arrow->skill = bow->skill; 1630 arrow->skill = bow->skill;
1687 arrow->direction = dir; 1631 arrow->direction = dir;
1688 1632
1633 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1634 arrow->stats.hp = arrow->stats.dam;
1635 arrow->stats.grace = arrow->attacktype;
1636
1637 if (arrow->slaying)
1638 arrow->spellarg = strdup (arrow->slaying);
1639
1640 if (player *pl = op->contr)
1641 {
1642 if (!pl->has_hit)
1643 {
1644 pl->has_hit = 1;
1645 pl->ob->speed_left += pl->weapon_sp - pl->ob->speed;
1646 }
1647#if 0
1648 float speed = pl->weapon_sp;
1649
1650 /* penalize ROF for bestarrow */
1651 if (pl->bowtype == bow_bestarrow)
1652 speed *= .9f;
1653 else
1654 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1655
1656 op->speed_left += speed - op->speed;
1657#endif
1658 }
1659
1660 SET_ANIMATION (arrow, arrow->direction);
1661
1662 /* update the speed */
1663 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1664 + bow->stats.dam / 7.0;
1665
1666 arrow->set_speed (max (arrow->speed, 2.0));
1667 arrow->speed_left = 0;
1668
1669 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1670
1689 if (op->type == PLAYER) 1671 if (op->type == PLAYER)
1690 { 1672 {
1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1692 op->update_stats ();
1693 }
1694
1695 SET_ANIMATION (arrow, arrow->direction);
1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1697 arrow->stats.hp = arrow->stats.dam;
1698 arrow->stats.grace = arrow->attacktype;
1699 if (arrow->slaying != NULL)
1700 arrow->spellarg = strdup (arrow->slaying);
1701
1702 /* Note that this was different for monsters - they got their level
1703 * added to the damage. I think the strength bonus is more proper.
1704 */
1705
1706 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1707
1708 /* update the speed */
1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1710 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1711
1712 arrow->set_speed (max (arrow->speed, 1.0));
1713 arrow->speed_left = 0;
1714
1715 if (op->type == PLAYER)
1716 {
1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1718 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1719 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1720
1721 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1673 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1674 wc -= dex_bonus[op->stats.Dex];
1675
1676 if (!arrow->slaying)
1677 arrow->slaying = op->slaying;
1678
1679 arrow->attacktype |= op->attacktype;
1722 } 1680 }
1723 else 1681 else
1724 { 1682 {
1725 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1726 arrow->level = op->level; 1683 arrow->level = op->level;
1727 } 1684 arrow->stats.wc -= bow->magic;
1728 1685
1729 if (arrow->attacktype == AT_PHYSICAL) 1686 if (!arrow->slaying)
1687 arrow->slaying = bow->slaying;
1688
1730 arrow->attacktype |= bow->attacktype; 1689 arrow->attacktype |= bow->attacktype;
1690 }
1731 1691
1732 if (bow->slaying) 1692 wc -= arrow->level;
1733 arrow->slaying = bow->slaying; 1693 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1734 1694
1695 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1735 arrow->move_type = MOVE_FLY_LOW; 1696 arrow->move_type = MOVE_FLY_LOW;
1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1737 1698
1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1739 m->insert (arrow, sx, sy, op); 1700 m->insert (arrow, sx, sy, op);
1764{ 1725{
1765 int ret = 0, wcmod = 0; 1726 int ret = 0, wcmod = 0;
1766 1727
1767 if (op->contr->bowtype == bow_bestarrow) 1728 if (op->contr->bowtype == bow_bestarrow)
1768 { 1729 {
1769 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1770 } 1731 }
1771 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1772 { 1733 {
1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1774 wcmod = -1; 1735 wcmod = -1;
1784 else if (op->contr->bowtype == bow_spreadshot) 1745 else if (op->contr->bowtype == bow_spreadshot)
1785 { 1746 {
1786 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1787 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1788 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1789
1790 } 1750 }
1791 else 1751 else
1792 { 1752 {
1793 /* Simple case */ 1753 /* Simple case */
1794 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1795 } 1755 }
1756
1796 return ret; 1757 return ret;
1797} 1758}
1798
1799 1759
1800/* Fires a misc (wand/rod/horn) object in 'dir'. 1760/* Fires a misc (wand/rod/horn) object in 'dir'.
1801 * Broken apart from 'fire' to keep it more readable. 1761 * Broken apart from 'fire' to keep it more readable.
1802 */ 1762 */
1803void 1763void
1804fire_misc_object (object *op, int dir) 1764fire_misc_object (object *op, int dir)
1805{ 1765{
1806 object *item; 1766 object *item = op->contr->ranged_ob;
1807 1767
1808 if (!op->contr->ranges[range_misc]) 1768 if (!item)
1809 { 1769 {
1810 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1811 return; 1771 return;
1812 } 1772 }
1813 1773
1814 item = op->contr->ranges[range_misc];
1815 if (!item->inv) 1774 if (!item->inv)
1816 { 1775 {
1817 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1776 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1818 return; 1777 return;
1819 } 1778 }
1779
1780 if (!op->change_weapon (item))
1781 return;
1782
1820 if (item->type == WAND) 1783 if (item->type == WAND)
1821 { 1784 {
1822 if (item->stats.food <= 0) 1785 if (item->stats.food <= 0)
1823 { 1786 {
1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789
1826 return; 1790 return;
1827 } 1791 }
1828 } 1792 }
1829 else if (item->type == ROD || item->type == HORN) 1793 else if (item->type == ROD || item->type == HORN)
1830 { 1794 {
1831 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1832 { 1796 {
1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798
1834 if (item->type == ROD) 1799 if (item->type == ROD)
1835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1836 else 1801 else
1837 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803
1838 return; 1804 return;
1839 } 1805 }
1840 } 1806 }
1841 1807
1842 if (cast_spell (op, item, dir, item->inv, NULL)) 1808 if (cast_spell (op, item, dir, item->inv, NULL))
1873 1839
1874 /* check for loss of invisiblity/hide */ 1840 /* check for loss of invisiblity/hide */
1875 if (action_makes_visible (op)) 1841 if (action_makes_visible (op))
1876 make_visible (op); 1842 make_visible (op);
1877 1843
1878 switch (op->contr->shoottype) 1844 player *pl = op->contr;
1845
1846 if (pl->golem)
1879 { 1847 {
1880 case range_none: 1848 control_golem (op->contr->golem, dir);
1881 return; 1849 return;
1850 }
1882 1851
1883 case range_bow: 1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 if (!op->change_weapon (ob))
1858 return;
1859
1860 switch (ob->type)
1861 {
1862 case BOW:
1884 player_fire_bow (op, dir); 1863 player_fire_bow (op, dir);
1885 return; 1864 break;
1886 1865
1887 case range_magic: /* Casting spells */ 1866 case SPELL:
1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1867 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1889 return; 1868 break;
1890 1869
1891 case range_misc: 1870 case BUILDER:
1871 apply_map_builder (op, dir);
1872 break;
1873
1874 case SKILL:
1875 do_skill (op, op, ob, dir, 0);
1876 break;
1877
1878 default:
1892 fire_misc_object (op, dir); 1879 fire_misc_object (op, dir);
1893 return; 1880 break;
1894
1895 case range_golem: /* Control summoned monsters from scrolls */
1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 {
1898 op->contr->ranges[range_golem] = 0;
1899 op->contr->shoottype = range_none;
1900 }
1901 else
1902 control_golem (op->contr->ranges[range_golem], dir);
1903 return;
1904
1905 case range_skill:
1906 if (!op->chosen_skill)
1907 {
1908 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910 return;
1911 }
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return;
1914 case range_builder:
1915 apply_map_builder (op, dir);
1916 return;
1917 default:
1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1919 return;
1920 } 1881 }
1921} 1882}
1922
1923
1924 1883
1925/* find_key 1884/* find_key
1926 * We try to find a key for the door as passed. If we find a key 1885 * We try to find a key for the door as passed. If we find a key
1927 * and successfully use it, we return the key, otherwise NULL 1886 * and successfully use it, we return the key, otherwise NULL
1928 * This function merges both normal and locked door, since the logic 1887 * This function merges both normal and locked door, since the logic
1930 * pl is the player, 1889 * pl is the player,
1931 * inv is the objects inventory to searched 1890 * inv is the objects inventory to searched
1932 * door is the door we are trying to match against. 1891 * door is the door we are trying to match against.
1933 * This function can be called recursively to search containers. 1892 * This function can be called recursively to search containers.
1934 */ 1893 */
1935
1936object * 1894object *
1937find_key (object *pl, object *container, object *door) 1895find_key (object *pl, object *container, object *door)
1938{ 1896{
1939 object *tmp, *key; 1897 object *tmp, *key;
1940 1898
1941 /* Should not happen, but sanity checking is never bad */ 1899 /* Should not happen, but sanity checking is never bad */
1942 if (container->inv == NULL) 1900 if (!container->inv)
1943 return NULL; 1901 return 0;
1944 1902
1945 /* First, lets try to find a key in the top level inventory */ 1903 /* First, lets try to find a key in the top level inventory */
1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1904 for (tmp = container->inv; tmp; tmp = tmp->below)
1947 { 1905 {
1948 if (door->type == DOOR && tmp->type == KEY) 1906 if (door->type == DOOR && tmp->type == KEY)
1949 break; 1907 break;
1950 /* For sanity, we should really check door type, but other stuff 1908 /* For sanity, we should really check door type, but other stuff
1951 * (like containers) can be locked with special keys 1909 * (like containers) can be locked with special keys
1952 */ 1910 */
1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1911 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1954 break; 1912 break;
1955 } 1913 }
1914
1956 /* No key found - lets search inventories now */ 1915 /* No key found - lets search inventories now */
1957 /* If we find and use a key in an inventory, return at that time. 1916 /* If we find and use a key in an inventory, return at that time.
1958 * otherwise, if we search all the inventories and still don't find 1917 * otherwise, if we search all the inventories and still don't find
1959 * a key, return 1918 * a key, return
1960 */ 1919 */
1961 if (!tmp) 1920 if (!tmp)
1962 { 1921 {
1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1922 for (tmp = container->inv; tmp; tmp = tmp->below)
1964 { 1923 {
1965 /* No reason to search empty containers */ 1924 /* No reason to search empty containers */
1966 if (tmp->type == CONTAINER && tmp->inv) 1925 if (tmp->type == CONTAINER && tmp->inv)
1967 { 1926 {
1968 if ((key = find_key (pl, tmp, door)) != NULL) 1927 if ((key = find_key (pl, tmp, door)))
1969 return key; 1928 return key;
1970 } 1929 }
1971 } 1930 }
1931
1972 if (!tmp) 1932 if (!tmp)
1973 return NULL; 1933 return NULL;
1974 } 1934 }
1935
1975 /* We get down here if we have found a key. Now if its in a container, 1936 /* We get down here if we have found a key. Now if its in a container,
1976 * see if we actually want to use it 1937 * see if we actually want to use it
1977 */ 1938 */
1978 if (pl != container) 1939 if (pl != container)
1979 { 1940 {
2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1961 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2001 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1962 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2002 return NULL; 1963 return NULL;
2003 } 1964 }
2004 } 1965 }
1966
2005 return tmp; 1967 return tmp;
2006} 1968}
2007 1969
2008/* moved door processing out of move_player_attack. 1970/* moved door processing out of move_player_attack.
2009 * returns 1 if player has opened the door with a key 1971 * returns 1 if player has opened the door with a key
2023 if (key) 1985 if (key)
2024 { 1986 {
2025 object *container = key->env; 1987 object *container = key->env;
2026 1988
2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1989 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990
2028 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2029 make_visible (op); 1992 make_visible (op);
1993
2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1994 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op); 1995 spring_trap (door->inv, op);
1996
2032 if (door->type == DOOR) 1997 if (door->type == DOOR)
2033 {
2034 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1998 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2035 }
2036 else if (door->type == LOCKED_DOOR) 1999 else if (door->type == LOCKED_DOOR)
2037 { 2000 {
2038 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2001 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2039 remove_door2 (door); /* remove door without violence ;-) */ 2002 remove_door2 (door); /* remove door without violence ;-) */
2040 } 2003 }
2004
2041 /* Do this after we print the message */ 2005 /* Do this after we print the message */
2042 decrease_ob (key); /* Use up one of the keys */ 2006 decrease_ob (key); /* Use up one of the keys */
2043 /* Need to update the weight the container the key was in */ 2007 /* Need to update the weight the container the key was in */
2044 if (container != op) 2008 if (container != op)
2045 esrv_update_item (UPD_WEIGHT, op, container); 2009 esrv_update_item (UPD_WEIGHT, op, container);
2010
2046 return 1; /* Nothing more to do below */ 2011 return 1; /* Nothing more to do below */
2047 } 2012 }
2048 else if (door->type == LOCKED_DOOR) 2013 else if (door->type == LOCKED_DOOR)
2049 { 2014 {
2050 /* Might as well return now - no other way to open this */ 2015 /* Might as well return now - no other way to open this */
2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2016 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2052 return 1; 2017 return 1;
2053 } 2018 }
2019
2054 return 0; 2020 return 0;
2055} 2021}
2056 2022
2057/* This function is just part of a breakup from move_player. 2023/* This function is just part of a breakup from move_player.
2058 * It should keep the code cleaner. 2024 * It should keep the code cleaner.
2062 */ 2028 */
2063void 2029void
2064move_player_attack (object *op, int dir) 2030move_player_attack (object *op, int dir)
2065{ 2031{
2066 object *tmp, *mon; 2032 object *tmp, *mon;
2067 sint16 nx, ny;
2068 int on_battleground; 2033 int on_battleground;
2069 maptile *m; 2034 maptile *m;
2070 2035
2071 nx = freearr_x[dir] + op->x; 2036 sint16 nx = freearr_x[dir] + op->x;
2072 ny = freearr_y[dir] + op->y; 2037 sint16 ny = freearr_y[dir] + op->y;
2073 2038
2074 on_battleground = op_on_battleground (op, 0, 0); 2039 on_battleground = op_on_battleground (op, 0, 0);
2075 2040
2076 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2077 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2084 */ 2049 */
2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2050 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2086 { 2051 {
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2052 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 { 2053 {
2089 m = get_map_from_coord (op->map, &nx, &ny); 2054 m = op->map->xy_find (nx, ny);
2090 if (!m) 2055 if (!m)
2091 return; /* Don't think this should happen */ 2056 return; /* Don't think this should happen */
2092 } 2057 }
2093 else 2058 else
2094 m = op->map; 2059 m = op->map;
2095 2060
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2061 if (!(tmp = m->at (nx, ny).bot))
2097 {
2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return; 2062 return;
2100 }
2101 2063
2102 mon = 0; 2064 mon = 0;
2103 /* Go through all the objects, and find ones of interest. Only stop if 2065 /* Go through all the objects, and find ones of interest. Only stop if
2104 * we find a monster - that is something we know we want to attack. 2066 * we find a monster - that is something we know we want to attack.
2105 * if its a door or barrel (can roll) see if there may be monsters 2067 * if its a door or barrel (can roll) see if there may be monsters
2145 2107
2146 /* If the creature is a pet, push it even if the player is not 2108 /* If the creature is a pet, push it even if the player is not
2147 * peaceful. Our assumption is the creature is a pet if the 2109 * peaceful. Our assumption is the creature is a pet if the
2148 * player owns it and it is either friendly or unagressive. 2110 * player owns it and it is either friendly or unagressive.
2149 */ 2111 */
2150 if ((op->type == PLAYER) 2112 if (op->type == PLAYER
2151#if COZY_SERVER
2152 &&
2153 ((mon->owner && mon->owner->contr 2113 && ((mon->owner && mon->owner->contr
2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2114 && same_party (mon->owner->contr->party, op->contr->party))
2155#else
2156 && mon->owner == op 2115 || mon->owner == op)
2157#endif
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2116 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 { 2117 {
2160 /* If we're braced, we don't want to switch places with it */ 2118 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced) 2119 if (op->contr->braced)
2162 return; 2120 return;
2121
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2122 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op); 2123 push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide) 2124 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op); 2125 make_visible (op);
2126
2167 return; 2127 return;
2168 } 2128 }
2169 2129
2170 /* in certain circumstances, you shouldn't attack friendly 2130 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 2131 * creatures. Note that if you are braced, you can't push
2172 * someone, but put it inside this loop so that you won't 2132 * someone, but put it inside this loop so that you won't
2173 * attack them either. 2133 * attack them either.
2174 */ 2134 */
2175 if ((mon->type == PLAYER || mon->enemy != op) && 2135 if ((mon->type == PLAYER || mon->enemy != op)
2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2136 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2177#ifdef PROHIBIT_PLAYERKILL
2178 (op->contr->peaceful 2137 && ((op->contr->peaceful
2179 || (mon->type == PLAYER 2138 || (mon->type == PLAYER && mon->contr->peaceful))
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground)) 2139 && !on_battleground))
2186 { 2140 {
2187 if (!op->contr->braced) 2141 if (!op->contr->braced)
2188 { 2142 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2190 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2191 } 2145 }
2192 else 2146 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2194 2148
2195 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2210 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2211 * and be living. Then, it must be one of the following: 2165 * 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 2166 * 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. 2167 * that party_number -1 is no party, so attacks can still happen.
2214 */ 2168 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 { 2171 {
2219
2220 /* If the player hasn't hit something this tick, and does
2221 * so, give them speed boost based on weapon speed. Doing
2222 * it here is better than process_players2, which basically
2223 * incurred a 1 tick offset.
2224 */
2225 if (!op->contr->has_hit) 2172 if (!op->contr->has_hit)
2226 { 2173 {
2174 op->contr->has_hit = 1;
2227 op->speed_left += op->speed / op->contr->weapon_sp; 2175 op->speed_left += op->contr->weapon_sp - op->speed;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2230 } 2176 }
2231 2177
2232 skill_attack (mon, op, 0, 0, 0); 2178 skill_attack (mon, op, 0, 0, 0);
2233 2179
2234 /* If attacking another player, that player gets automatic 2180 /* If attacking another player, that player gets automatic
2254int 2200int
2255move_player (object *op, int dir) 2201move_player (object *op, int dir)
2256{ 2202{
2257 int pick; 2203 int pick;
2258 2204
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2205 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2260 return 0; 2206 return 0;
2261 2207
2262 /* Sanity check: make sure dir is valid */ 2208 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 2209 if ((dir < 0) || (dir >= 9))
2264 { 2210 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 2211 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 2212 return 0;
2267 } 2213 }
2268 2214
2269 /* peterm: added following line */ 2215 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2216 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2217 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2218
2273 op->facing = dir; 2219 op->facing = dir;
2274 2220
2275 if (op->hide) 2221 if (op->hide)
2276 do_hidden_move (op); 2222 do_hidden_move (op);
2309 * Returns true if there are more actions we can do. 2255 * Returns true if there are more actions we can do.
2310 */ 2256 */
2311int 2257int
2312handle_newcs_player (object *op) 2258handle_newcs_player (object *op)
2313{ 2259{
2314 if (op->contr->hidden)
2315 {
2316 op->invisible = 1000;
2317 /* the socket code flashes the player visible/invisible
2318 * depending on the value of invisible, so we need to
2319 * alternate it here for it to work correctly.
2320 */
2321 if (pticks & 2)
2322 op->invisible--;
2323 }
2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2326 op->invisible--;
2327 if (!op->invisible)
2328 {
2329 make_visible (op);
2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2331 }
2332 }
2333
2334 if (QUERY_FLAG (op, FLAG_SCARED)) 2260 if (QUERY_FLAG (op, FLAG_SCARED))
2335 { 2261 {
2336 flee_player (op); 2262 flee_player (op);
2263
2337 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2338 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (op->flag [FLAG_SCARED])
2339 { 2266 {
2340 op->speed_left--; 2267 --op->speed_left;
2341 return 0; 2268 return 0;
2342 } 2269 }
2343 } 2270 }
2344
2345 /* I've been seeing crashes where the golem has been destroyed, but
2346 * the player object still points to the defunct golem. The code that
2347 * destroys the golem looks correct, and it doesn't always happen, so
2348 * put this in a a workaround to clean up the golem pointer.
2349 */
2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2351 op->contr->ranges[range_golem] = 0;
2352 2271
2353 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2274 * called, so we recheck it here.
2356 */ 2275 */
2357 op->contr->ns->handle_command (); 2276 if (op->contr->ns->handle_command ())
2358
2359 if (op->speed_left < 0)
2360 return 0; 2277 return 1;
2361 2278
2279 if (op->speed_left > 0.f)
2280 {
2362 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2281 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2363 { 2282 {
2364 /* All move commands take 1 tick, at least for now */ 2283 /* All move commands take 1 tick, at least for now */
2365 op->speed_left--; 2284 --op->speed_left;
2366 2285
2367 /* Instead of all the stuff below, let move_player take care 2286 /* Instead of all the stuff below, let move_player take care
2368 * of it. Also, some of the skill stuff is only put in 2287 * of it. Also, some of the skill stuff is only put in
2369 * there, as well as the confusion stuff. 2288 * there, as well as the confusion stuff.
2370 */ 2289 */
2371 move_player (op, op->direction); 2290 move_player (op, op->direction);
2372 if (op->speed_left > 0) 2291
2373 return 1; 2292 return op->speed_left > 0.f;
2374 else 2293 }
2375 return 0;
2376 } 2294 }
2377 2295
2378 return 0; 2296 return 0;
2379} 2297}
2380 2298
2418 * from. 2336 * from.
2419 */ 2337 */
2420void 2338void
2421remove_unpaid_objects (object *op, object *env) 2339remove_unpaid_objects (object *op, object *env)
2422{ 2340{
2423 object *next;
2424
2425 while (op) 2341 while (op)
2426 { 2342 {
2427 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2343 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2428 2344
2429 if (QUERY_FLAG (op, FLAG_UNPAID)) 2345 if (QUERY_FLAG (op, FLAG_UNPAID))
2495 int rate_grace = 2000; 2411 int rate_grace = 2000;
2496 const int max_hp = 1; 2412 const int max_hp = 1;
2497 const int max_sp = 1; 2413 const int max_sp = 1;
2498 const int max_grace = 1; 2414 const int max_grace = 1;
2499 2415
2500 if (op->contr->outputs_sync) 2416 if (op->contr->hidden)
2417 {
2418 op->invisible = 1000;
2419 /* the socket code flashes the player visible/invisible
2420 * depending on the value of invisible, so we need to
2421 * alternate it here for it to work correctly.
2422 */
2423 if (pticks & 2)
2424 op->invisible--;
2501 { 2425 }
2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2426 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2503 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2427 {
2504 flush_output_element (op, &op->contr->outputs[i]); 2428 if (!op->invisible--)
2429 {
2430 make_visible (op);
2431 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2432 }
2505 } 2433 }
2506 2434
2507 if (op->contr->ns->state == ST_PLAYING) 2435 if (op->contr->ns->state == ST_PLAYING)
2508 { 2436 {
2509 /* these next three if clauses make it possible to SLOW DOWN 2437 /* these next three if clauses make it possible to SLOW DOWN
2531 gen_grace = op->stats.maxgrace; 2459 gen_grace = op->stats.maxgrace;
2532 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2533 } 2461 }
2534 2462
2535 /* Regenerate Spell Points */ 2463 /* Regenerate Spell Points */
2536 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2464 if (!op->contr->golem && --op->last_sp < 0)
2537 { 2465 {
2538 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2539 if (op->stats.sp < op->stats.maxsp) 2467 if (op->stats.sp < op->stats.maxsp)
2540 { 2468 {
2541 op->stats.sp++; 2469 op->stats.sp++;
2639 } 2567 }
2640 2568
2641 /* Digestion */ 2569 /* Digestion */
2642 if (--op->last_eat < 0) 2570 if (--op->last_eat < 0)
2643 { 2571 {
2644#ifdef COZY_SERVER
2645 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2646 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2647#else
2648 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2572 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2649#endif
2650 2573
2651 if (op->contr->gen_hp > 0) 2574 if (op->contr->gen_hp > 0)
2652 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2575 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2653 else 2576 else
2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2577 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2759 tmp->name = buf; 2682 tmp->name = buf;
2760 sprintf (buf, " This finger has been cut off %s\n" 2683 sprintf (buf, " This finger has been cut off %s\n"
2761 " the %s, when he was defeated at\n level %d by %s.\n", 2684 " the %s, when he was defeated at\n level %d by %s.\n",
2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2685 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2763 tmp->msg = buf; 2686 tmp->msg = buf;
2764 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2687 tmp->value = 0, tmp->type = 0;
2765 tmp->materialname = NULL; 2688 tmp->materialname = "organics";
2766 op->insert_at (tmp, op); 2689 tmp->insert_at (op, tmp);
2767 } 2690 }
2768 2691
2769 /* teleport defeated player to new destination */ 2692 /* teleport defeated player to new destination */
2770 transfer_ob (op, x, y, 0, NULL); 2693 transfer_ob (op, x, y, 0, NULL);
2771 op->contr->braced = 0; 2694 op->contr->braced = 0;
2776 2699
2777 command_kill_pets (op, 0); 2700 command_kill_pets (op, 0);
2778 2701
2779 if (op->stats.food < 0) 2702 if (op->stats.food < 0)
2780 { 2703 {
2781 if (op->contr->explore)
2782 {
2783 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2784 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2785 op->stats.food = 999;
2786 return;
2787 }
2788 sprintf (buf, "%s starved to death.", &op->name); 2704 sprintf (buf, "%s starved to death.", &op->name);
2789 strcpy (op->contr->killer, "starvation"); 2705 strcpy (op->contr->killer, "starvation");
2790 } 2706 }
2791 else 2707 else
2792 {
2793 if (op->contr->explore)
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797 op->stats.hp = op->stats.maxhp;
2798 return;
2799 }
2800 sprintf (buf, "%s died.", &op->name); 2708 sprintf (buf, "%s died.", &op->name);
2801 }
2802 2709
2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2710 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2804 2711
2805 /* save the map location for corpse, gravestone */ 2712 /* save the map location for corpse, gravestone */
2806 x = op->x; 2713 x = op->x;
2982 op->stats.hp = op->stats.maxhp; 2889 op->stats.hp = op->stats.maxhp;
2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2890 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2891 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2985 2892
2986 /* 2893 /*
2987 * Check to see if the player is in a shop. IF so, then check to see if
2988 * the player has any unpaid items. If so, remove them and put them back 2894 * Check to see if the player has any unpaid items. If so, remove them
2989 * in the map. 2895 * and put them back in the map.
2990 */ 2896 */
2991
2992 if (is_in_shop (op))
2993 remove_unpaid_objects (op->inv, op); 2897 remove_unpaid_objects (op->inv, op);
2994 2898
2995 /****************************************/ 2899 /****************************************/
2996 /* */ 2900 /* */
2997 /* Move player to his current respawn- */ 2901 /* Move player to his current respawn- */
2998 /* position (usually last savebed) */ 2902 /* position (usually last savebed) */
2999 /* */ 2903 /* */
3000 /****************************************/ 2904 /****************************************/
3001 2905
3002 enter_player_savebed (op); 2906 enter_player_savebed (op);
3003 2907
3004 /* Save the player before inserting the force to reduce
3005 * chance of abuse.
3006 */
3007 op->contr->braced = 0; 2908 op->contr->braced = 0;
3008 op->contr->save ();
3009 2909
3010 /* it is possible that the player has blown something up 2910 /* it is possible that the player has blown something up
3011 * at his savebed location, and that can have long lasting 2911 * at his savebed location, and that can have long lasting
3012 * spell effects. So first see if there is a spell effect 2912 * spell effects. So first see if there is a spell effect
3013 * on the space that might harm the player. 2913 * on the space that might harm the player.
3022 object *force; 2922 object *force;
3023 int at; 2923 int at;
3024 2924
3025 force = get_archetype (FORCE_NAME); 2925 force = get_archetype (FORCE_NAME);
3026 /* 50 ticks should be enough time for the spell to abate */ 2926 /* 50 ticks should be enough time for the spell to abate */
3027 force->speed = 0.1; 2927 force->speed = 0.1f;
3028 force->speed_left = -5.0; 2928 force->speed_left = -5.f;
3029 SET_FLAG (force, FLAG_APPLIED); 2929 SET_FLAG (force, FLAG_APPLIED);
3030 for (at = 0; at < NROFATTACKS; at++) 2930 for (at = 0; at < NROFATTACKS; at++)
3031 if (will_kill_again & (1 << at)) 2931 if (will_kill_again & (1 << at))
3032 force->resist[at] = 100; 2932 force->resist[at] = 100;
3033 2933
3042void 2942void
3043loot_object (object *op) 2943loot_object (object *op)
3044{ /* Grab and destroy some treasure */ 2944{ /* Grab and destroy some treasure */
3045 object *tmp, *tmp2, *next; 2945 object *tmp, *tmp2, *next;
3046 2946
3047 if (op->container) 2947 op->close_container (); /* close open sack first */
3048 esrv_apply_container (op, op->container); /* close open sack first */
3049 2948
3050 for (tmp = op->inv; tmp; tmp = next) 2949 for (tmp = op->inv; tmp; tmp = next)
3051 { 2950 {
3052 next = tmp->below; 2951 next = tmp->below;
3053 2952
3054 if (tmp->invisible) 2953 if (tmp->invisible)
3055 continue; 2954 continue;
3056 2955
3057 tmp->remove (); 2956 tmp->remove ();
3058 tmp->x = op->x, tmp->y = op->y; 2957 tmp->x = op->x, tmp->y = op->y;
2958
3059 if (tmp->type == CONTAINER) 2959 if (tmp->type == CONTAINER)
3060 { /* empty container to ground */ 2960 loot_object (tmp); /* empty container to ground */
3061 loot_object (tmp); 2961
3062 }
3063 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2962 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3064 { 2963 {
3065 if (tmp->nrof > 1) 2964 if (tmp->nrof > 1)
3066 { 2965 {
3067 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2966 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3068 tmp2->destroy (); 2967 tmp2->destroy ();
3079/* 2978/*
3080 * fix_weight(): Check recursively the weight of all players, and fix 2979 * fix_weight(): Check recursively the weight of all players, and fix
3081 * what needs to be fixed. Refresh windows and fix speed if anything 2980 * what needs to be fixed. Refresh windows and fix speed if anything
3082 * was changed. 2981 * was changed.
3083 */ 2982 */
3084
3085void 2983void
3086fix_weight (void) 2984fix_weight (void)
3087{ 2985{
3088 for_all_players (pl) 2986 for_all_players (pl)
3089 { 2987 {
3149 if (op->type == PLAYER) 3047 if (op->type == PLAYER)
3150 { 3048 {
3151 op->contr->tmp_invis = 0; 3049 op->contr->tmp_invis = 0;
3152 op->contr->invis_race = 0; 3050 op->contr->invis_race = 0;
3153 } 3051 }
3052
3154 update_object (op, UP_OBJ_FACE); 3053 update_object (op, UP_OBJ_CHANGE);
3155} 3054}
3156 3055
3157int 3056int
3158is_true_undead (object *op) 3057is_true_undead (object *op)
3159{ 3058{
3160 object *tmp = NULL;
3161
3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3059 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3163 return 1; 3060 return 1;
3164 3061
3165 return 0; 3062 return 0;
3166} 3063}
3225 3122
3226 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3123 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3227 3124
3228 /* its *extremely* hard to run and sneak/hide at the same time! */ 3125 /* its *extremely* hard to run and sneak/hide at the same time! */
3229 if (op->type == PLAYER && op->contr->run_on) 3126 if (op->type == PLAYER && op->contr->run_on)
3230 {
3231 if (!skop || num >= skop->level) 3127 if (!skop || num >= skop->level)
3232 { 3128 {
3233 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3129 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3234 make_visible (op); 3130 make_visible (op);
3235 return; 3131 return;
3236 } 3132 }
3237 else 3133 else
3238 num += 20; 3134 num += 20;
3239 } 3135
3240 num += op->map->difficulty; 3136 num += op->map->difficulty;
3241 hide = hideability (op); /* modify by terrain hidden level */ 3137 hide = hideability (op); /* modify by terrain hidden level */
3242 num -= hide; 3138 num -= hide;
3139
3243 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3140 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3244 { 3141 {
3245 make_visible (op); 3142 make_visible (op);
3246 if (op->type == PLAYER) 3143 if (op->type == PLAYER)
3247 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3144 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3248 } 3145 }
3249 else if (op->type == PLAYER && skop) 3146 else if (op->type == PLAYER && skop)
3250 {
3251 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3147 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3252 }
3253} 3148}
3254 3149
3255/* determine if who is standing near a hostile creature. */ 3150/* determine if who is standing near a hostile creature. */
3256 3151
3257int 3152int
3456 char buf[MAX_BUF]; /* tmp. string buffer */ 3351 char buf[MAX_BUF]; /* tmp. string buffer */
3457 int i = 0, j = 0; 3352 int i = 0, j = 0;
3458 3353
3459 /* get the appropriate treasurelist */ 3354 /* get the appropriate treasurelist */
3460 if (atnr == ATNR_FIRE) 3355 if (atnr == ATNR_FIRE)
3461 trlist = find_treasurelist ("dragon_ability_fire"); 3356 trlist = treasurelist::find ("dragon_ability_fire");
3462 else if (atnr == ATNR_COLD) 3357 else if (atnr == ATNR_COLD)
3463 trlist = find_treasurelist ("dragon_ability_cold"); 3358 trlist = treasurelist::find ("dragon_ability_cold");
3464 else if (atnr == ATNR_ELECTRICITY) 3359 else if (atnr == ATNR_ELECTRICITY)
3465 trlist = find_treasurelist ("dragon_ability_elec"); 3360 trlist = treasurelist::find ("dragon_ability_elec");
3466 else if (atnr == ATNR_POISON) 3361 else if (atnr == ATNR_POISON)
3467 trlist = find_treasurelist ("dragon_ability_poison"); 3362 trlist = treasurelist::find ("dragon_ability_poison");
3468 3363
3469 if (trlist == NULL || who->type != PLAYER) 3364 if (trlist == NULL || who->type != PLAYER)
3470 return; 3365 return;
3471 3366
3472 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3367 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3604 * not readied. 3499 * not readied.
3605 */ 3500 */
3606void 3501void
3607player_unready_range_ob (player *pl, object *ob) 3502player_unready_range_ob (player *pl, object *ob)
3608{ 3503{
3609 rangetype i; 3504 if (pl->ob->current_weapon == ob)
3505 pl->ob->current_weapon = 0;
3610 3506
3611 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3507 if (pl->combat_ob == ob)
3612 { 3508 pl->combat_ob = 0;
3509
3613 if (pl->ranges[i] == ob) 3510 if (pl->ranged_ob == ob)
3614 { 3511 pl->ranged_ob = 0;
3615 pl->ranges[i] = NULL;
3616 if (pl->shoottype == i)
3617 {
3618 pl->shoottype = range_none;
3619 }
3620 }
3621 }
3622} 3512}
3513
3514sint8
3515player::visibility_at (maptile *map, int x, int y) const
3516{
3517 if (!ns)
3518 return 0;
3519
3520 int dx, dy;
3521 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3522 return 0;
3523
3524 x += dx - ns->current_x + ns->mapx / 2;
3525 y += dy - ns->current_y + ns->mapy / 2;
3526
3527 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3528 return 0;
3529
3530 return 100 - blocked_los [x][y];
3531}

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