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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 1.156 by root, Thu Jul 26 00:27:09 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
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} 964}
1025 965
1026void 966void
1027flee_player (object *op) 967flee_player (object *op)
1028{ 968{
1075 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1076 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1077 op->enemy = NULL; 1017 op->enemy = NULL;
1078} 1018}
1079 1019
1080
1081/* 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.
1082 * 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
1083 * stop. 1022 * stop.
1084 */ 1023 */
1085int 1024int
1086check_pick (object *op) 1025check_pick (object *op)
1087{ 1026{
1088 object *tmp, *next; 1027 object *tmp, *next;
1089 int stop = 0; 1028 int stop = 0;
1090 int j, k, wvratio; 1029 int wvratio;
1091 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1092 1031
1093 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1094 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1095 return 1; 1034 return 1;
1096 1035
1164 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1165 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1166 &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))));
1167 else 1106 else
1168 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1169 &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))));
1170 1109
1171 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1172 } 1111 }
1173 1112
1174 /* philosophy: 1113 /* philosophy:
1367 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1368 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1369 { 1308 {
1370 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1371 { 1310 {
1372 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 &&
1373 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1374 { 1313 {
1375 pick_up (op, tmp); 1314 pick_up (op, tmp);
1376 continue; 1315 continue;
1377 } 1316 }
1378 } 1317 }
1379 1318
1380 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1381 { 1320 {
1382 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)
1383 { 1322 {
1384 pick_up (op, tmp); 1323 pick_up (op, tmp);
1385 continue; 1324 continue;
1386 } 1325 }
1387 } 1326 }
1412 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1413 { 1352 {
1414 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1415 } 1354 }
1416 else 1355 else
1417 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1418 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1419 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))));
1420#endif 1359#endif
1421 continue; 1360 continue;
1422 } 1361 }
1433 * found object is returned. 1372 * found object is returned.
1434 */ 1373 */
1435object * 1374object *
1436find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1437{ 1376{
1438 object *tmp = NULL; 1377 object *tmp = 0;
1439 1378
1440 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1441 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))
1442 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1443 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1444 return op; 1383 return op;
1384
1445 return tmp; 1385 return tmp;
1446} 1386}
1447 1387
1448/* 1388/*
1449 * 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
1450 * 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
1451 * 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
1452 * 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.
1453 */ 1393 */
1454
1455object * 1394object *
1456find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1457{ 1396{
1458 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1459 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1492 else 1431 else
1493 { 1432 {
1494 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1495 { 1434 {
1496 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1497 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1498 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)
1499 { 1438 {
1500 tmp = arrow; 1439 tmp = arrow;
1501 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;
1502 } 1441 }
1503 } 1442 }
1504 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1505 { 1444 {
1506 tmp = arrow; 1445 tmp = arrow;
1525 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1526 * op = the shooter 1465 * op = the shooter
1527 * type = bow->race 1466 * type = bow->race
1528 * dir = fire direction 1467 * dir = fire direction
1529 */ 1468 */
1530
1531object * 1469object *
1532pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1533{ 1471{
1534 object *tmp = NULL; 1472 object *tmp = NULL;
1535 maptile *m; 1473 maptile *m;
1600 */ 1538 */
1601int 1539int
1602fire_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)
1603{ 1541{
1604 object *left, *bow; 1542 object *left, *bow;
1605 int bowspeed, mflags; 1543 int mflags;
1606 maptile *m; 1544 maptile *m;
1607 1545
1608 if (!dir) 1546 if (!dir)
1609 { 1547 {
1610 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!");
1611 return 0; 1549 return 0;
1612 } 1550 }
1613 1551
1614 if (op->type == PLAYER) 1552 if (op->contr)
1615 bow = op->contr->ranges[range_bow]; 1553 bow = op->current_weapon;
1616 else 1554 else
1617 { 1555 {
1618 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1619 /* 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
1620 * 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.
1625 if (!bow) 1563 if (!bow)
1626 { 1564 {
1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1628 return 0; 1566 return 0;
1629 } 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
1630 } 1576 }
1631 1577
1632 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1633 { 1579 {
1634 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);
1635 return 0; 1581 return 0;
1636 } 1582 }
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 1583
1647 if (arrow == NULL) 1584 if (arrow == NULL)
1648 { 1585 {
1649 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1650 { 1587 {
1651 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1652 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);
1653 /* 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 */
1654 else 1591 else
1655 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1656 return 0; 1594 return 0;
1657 } 1595 }
1658 } 1596 }
1659 1597
1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1684 1622
1685 arrow->set_owner (op); 1623 arrow->set_owner (op);
1686 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1687 arrow->direction = dir; 1625 arrow->direction = dir;
1688 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
1689 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1690 { 1661 {
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; 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;
1722 } 1669 }
1723 else 1670 else
1724 { 1671 {
1725 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1726 arrow->level = op->level; 1672 arrow->level = op->level;
1727 } 1673 arrow->stats.wc -= bow->magic;
1728 1674
1729 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1730 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1731 1680
1732 if (bow->slaying) 1681 wc -= arrow->level;
1733 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1734 1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1735 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1737 1687
1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1739 m->insert (arrow, sx, sy, op); 1689 m->insert (arrow, sx, sy, op);
1740 1690
1741 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1742 move_arrow (arrow); 1692 move_arrow (arrow);
1743 1693
1764{ 1714{
1765 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1766 1716
1767 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1768 { 1718 {
1769 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);
1770 } 1720 }
1771 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)
1772 { 1722 {
1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1774 wcmod = -1; 1724 wcmod = -1;
1784 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1785 { 1735 {
1786 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);
1787 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);
1788 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);
1789
1790 } 1739 }
1791 else 1740 else
1792 { 1741 {
1793 /* Simple case */ 1742 /* Simple case */
1794 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);
1795 } 1744 }
1745
1796 return ret; 1746 return ret;
1797} 1747}
1798
1799 1748
1800/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1801 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1802 */ 1751 */
1803void 1752void
1804fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
1805{ 1754{
1806 object *item; 1755 object *item = op->contr->ranged_ob;
1807 1756
1808 if (!op->contr->ranges[range_misc]) 1757 if (!item)
1809 { 1758 {
1810 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.");
1811 return; 1760 return;
1812 } 1761 }
1813 1762
1814 item = op->contr->ranges[range_misc];
1815 if (!item->inv) 1763 if (!item->inv)
1816 { 1764 {
1817 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1818 return; 1766 return;
1819 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
1820 if (item->type == WAND) 1772 if (item->type == WAND)
1821 { 1773 {
1822 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1823 { 1775 {
1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
1825 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
1826 return; 1779 return;
1827 } 1780 }
1828 } 1781 }
1829 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
1830 { 1783 {
1831 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))
1832 { 1785 {
1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
1834 if (item->type == ROD) 1788 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)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1836 else 1790 else
1837 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
1838 return; 1793 return;
1839 } 1794 }
1840 } 1795 }
1841 1796
1842 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1849 object *tmp; 1804 object *tmp;
1850 1805
1851 if (item->arch) 1806 if (item->arch)
1852 { 1807 {
1853 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1854 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1855 item->set_speed (0); 1810 item->set_speed (0);
1856 } 1811 }
1857 1812
1858 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1859 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1864 } 1819 }
1865} 1820}
1866 1821
1867/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1868 */ 1823 */
1869void 1824bool
1870fire (object *op, int dir) 1825fire (object *op, int dir)
1871{ 1826{
1872 int spellcost = 0; 1827 int spellcost = 0;
1873 1828
1874 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1875 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
1876 make_visible (op); 1831 make_visible (op);
1877 1832
1878 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;
1879 { 1839 }
1880 case range_none:
1881 return;
1882 1840
1883 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:
1884 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
1885 return; 1858 break;
1886 1859
1887 case range_magic: /* Casting spells */ 1860 case SPELL:
1888 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);
1889 return; 1862 break;
1890 1863
1891 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:
1892 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1893 return; 1874 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 } 1875 }
1921}
1922 1876
1923 1877 return true;
1878}
1924 1879
1925/* find_key 1880/* find_key
1926 * 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
1927 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1928 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
1930 * pl is the player, 1885 * pl is the player,
1931 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1932 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1933 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1934 */ 1889 */
1935
1936object * 1890object *
1937find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
1938{ 1892{
1939 object *tmp, *key; 1893 object *tmp, *key;
1940 1894
1941 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1942 if (container->inv == NULL) 1896 if (!container->inv)
1943 return NULL; 1897 return 0;
1944 1898
1945 /* 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 */
1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
1947 { 1901 {
1948 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
1949 break; 1903 break;
1950 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1951 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1952 */ 1906 */
1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1954 break; 1908 break;
1955 } 1909 }
1910
1956 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1957 /* 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.
1958 * 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
1959 * a key, return 1914 * a key, return
1960 */ 1915 */
1961 if (!tmp) 1916 if (!tmp)
1962 { 1917 {
1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
1964 { 1919 {
1965 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1966 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
1967 { 1922 {
1968 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
1969 return key; 1924 return key;
1970 } 1925 }
1971 } 1926 }
1927
1972 if (!tmp) 1928 if (!tmp)
1973 return NULL; 1929 return NULL;
1974 } 1930 }
1931
1975 /* 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,
1976 * see if we actually want to use it 1933 * see if we actually want to use it
1977 */ 1934 */
1978 if (pl != container) 1935 if (pl != container)
1979 { 1936 {
2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 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)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2002 return NULL; 1959 return NULL;
2003 } 1960 }
2004 } 1961 }
1962
2005 return tmp; 1963 return tmp;
2006} 1964}
2007 1965
2008/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2009 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2011 * 0 otherwise 1969 * 0 otherwise
2012 */ 1970 */
2013static int 1971static int
2014player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2015{ 1973{
2016 /* 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,
2017 * 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 -
2018 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2019 */ 1977 */
2020 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2021 1979
2022 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2023 if (key) 1981 if (key)
2024 { 1982 {
2025 object *container = key->env; 1983 object *container = key->env;
2026 1984
2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 op->play_sound (sound_find ("open_door"));
1986
2028 if (action_makes_visible (op)) 1987 if (action_makes_visible (op))
2029 make_visible (op); 1988 make_visible (op);
1989
2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op); 1991 spring_trap (door->inv, op);
1992
2032 if (door->type == DOOR) 1993 if (door->type == DOOR)
2033 {
2034 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2035 }
2036 else if (door->type == LOCKED_DOOR) 1995 else if (door->type == LOCKED_DOOR)
2037 { 1996 {
2038 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1997 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 ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
2040 } 1999 }
2000
2041 /* Do this after we print the message */ 2001 /* Do this after we print the message */
2042 decrease_ob (key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
2043 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
2044 if (container != op) 2004 if (container != op)
2045 esrv_update_item (UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
2046 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
2047 } 2008 }
2048 else if (door->type == LOCKED_DOOR) 2009 else if (door->type == LOCKED_DOOR)
2049 { 2010 {
2050 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2052 return 1; 2013 return 1;
2053 } 2014 }
2015
2054 return 0; 2016 return 0;
2055} 2017}
2056 2018
2057/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
2058 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2059 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2060 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2061 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2062 */ 2024 */
2063void 2025bool
2064move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2065{ 2027{
2066 object *tmp, *mon;
2067 sint16 nx, ny;
2068 int on_battleground; 2028 int on_battleground;
2069 maptile *m;
2070 2029
2071 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2072 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2073 2032
2074 on_battleground = op_on_battleground (op, 0, 0); 2033 on_battleground = op_on_battleground (op, 0, 0);
2034
2035 if (out_of_map (op->map, nx, ny))
2036 return false;
2037
2038 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2039 {
2040 --op->speed_left;
2041 return true;
2042 }
2075 2043
2076 /* If braced, or can't move to the square, and it is not out of the 2044 /* 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 2045 * map, attack it. Note order of if statement is important - don't
2078 * want to be calling move_ob if braced, because move_ob will move the 2046 * want to be calling move_ob if braced, because move_ob will move the
2079 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2080 * move to some space, it then means that if we are braced, we should 2048 * move to some space, it then means that if we are braced, we should
2081 * do nothing at all. As it is, if we are braced, we go through 2049 * do nothing at all. As it is, if we are braced, we go through
2082 * quite a bit of processing. However, it probably is less than what 2050 * quite a bit of processing. However, it probably is less than what
2083 * move_ob uses. 2051 * move_ob uses.
2084 */ 2052 */
2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2053 maptile *m = op->map->xy_find (nx, ny);
2086 {
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 {
2089 m = get_map_from_coord (op->map, &nx, &ny);
2090 if (!m)
2091 return; /* Don't think this should happen */
2092 }
2093 else
2094 m = op->map;
2095 2054
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2097 {
2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return;
2100 }
2101
2102 mon = 0;
2103 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* 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. 2056 * 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 2057 * if its a door or barrel (can roll) see if there may be monsters
2106 * on the space 2058 * on the space
2107 */ 2059 */
2108 while (tmp) 2060 object *mon;
2109 { 2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2110 if (tmp == op) 2062 {
2111 { 2063 if ((mon->flag [FLAG_ALIVE]
2112 tmp = tmp->above; 2064 || mon->type == LOCKED_DOOR
2113 continue; 2065 || mon->flag [FLAG_CAN_ROLL])
2114 }
2115
2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2117 {
2118 mon = tmp; 2066 && mon != op)
2119 break; 2067 break;
2120 } 2068 }
2121 2069
2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2123 mon = tmp;
2124
2125 tmp = tmp->above;
2126 }
2127
2128 if (!mon) /* This happens anytime the player tries to move */ 2070 if (!mon) /* This happens anytime the player tries to move */
2129 return; /* into a wall */ 2071 return false; /* into a wall */
2130 2072
2131 if (mon->head)
2132 mon = mon->head; 2073 mon = mon->head_ ();
2133 2074
2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2075 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2076 if (op->contr->weapon_sp_left > 0.f)
2135 if (player_attack_door (op, mon)) 2077 if (player_attack_door (op, mon))
2078 {
2079 --op->contr->weapon_sp_left;
2136 return; 2080 return true;
2081 }
2137 2082
2138 /* The following deals with possibly attacking peaceful 2083 /* The following deals with possibly attacking peaceful
2139 * or frienddly creatures. Basically, all players are considered 2084 * or friendly creatures. Basically, all players are considered
2140 * unaggressive. If the moving player has peaceful set, then the 2085 * unaggressive. If the moving player has peaceful set, then the
2141 * object should be pushed instead of attacked. It is assumed that 2086 * object should be pushed instead of attacked. It is assumed that
2142 * if you are braced, you will not attack friends accidently, 2087 * if you are braced, you will not attack friends accidently,
2143 * and thus will not push them. 2088 * and thus will not push them.
2144 */ 2089 */
2145 2090
2146 /* If the creature is a pet, push it even if the player is not 2091 /* 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 2092 * peaceful. Our assumption is the creature is a pet if the
2148 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2149 */ 2094 */
2150 if ((op->type == PLAYER) 2095 if (op->type == PLAYER
2151#if COZY_SERVER
2152 &&
2153 ((mon->owner && mon->owner->contr 2096 && ((mon->owner && mon->owner->contr
2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2097 && same_party (mon->owner->contr->party, op->contr->party))
2155#else
2156 && mon->owner == op 2098 || mon->owner == op)
2157#endif
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 { 2100 {
2160 /* If we're braced, we don't want to switch places with it */ 2101 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced) 2102 if (op->contr->braced)
2162 return; 2103 return false;
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2104
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2108
2109 op->play_sound (sound_find ("push_player"));
2164 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2111
2165 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op); 2113 make_visible (op);
2114
2167 return; 2115 return true;
2168 } 2116 }
2117 else
2118 return false;
2119 }
2169 2120
2170 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2172 * someone, but put it inside this loop so that you won't 2123 * someone, but put it inside this loop so that you won't
2173 * attack them either. 2124 * attack them either.
2174 */ 2125 */
2175 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op)
2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2177#ifdef PROHIBIT_PLAYERKILL
2178 (op->contr->peaceful 2128 && ((op->contr->peaceful
2179 || (mon->type == PLAYER 2129 || (mon->type == PLAYER && mon->contr->peaceful))
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground)) 2130 && !on_battleground))
2131 {
2132 if (op->speed_left > 0.f)
2186 { 2133 {
2134 --op->speed_left;
2135
2187 if (!op->contr->braced) 2136 if (!op->contr->braced)
2188 { 2137 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2138 op->play_sound (sound_find ("push_player"));
2190 (void) push_ob (mon, dir, op); 2139 push_ob (mon, dir, op);
2191 } 2140 }
2192 else 2141 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2194 2143
2195 if (op->contr->tmp_invis || op->hide) 2144 if (op->contr->tmp_invis || op->hide)
2196 make_visible (op); 2145 make_visible (op);
2197 }
2198 2146
2147 return true;
2148 }
2149 }
2199 /* If the object is a boulder or other rollable object, then 2150 /* 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. 2151 * roll it if not braced. You can't roll it if you are braced.
2201 */ 2152 */
2202 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 if (op->speed_left > 0.f)
2203 { 2156 {
2157 --op->speed_left;
2158
2204 recursive_roll (mon, dir, op); 2159 recursive_roll (mon, dir, op);
2205 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2206 make_visible (op); 2161 make_visible (op);
2207 }
2208 2162
2163 return true;
2164 }
2165 }
2209 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2210 * Way it works is like this: First, it must have some hit points 2167 * 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: 2168 * 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 2169 * 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. 2170 * that party_number -1 is no party, so attacks can still happen.
2214 */ 2171 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2172 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))) 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 { 2174 {
2219 2175 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
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)
2226 { 2176 {
2227 op->speed_left += op->speed / op->contr->weapon_sp; 2177 --op->contr->weapon_sp_left;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2230 }
2231 2178
2232 skill_attack (mon, op, 0, 0, 0); 2179 skill_attack (mon, op, 0, 0, 0);
2233
2234 /* If attacking another player, that player gets automatic
2235 * hitback, and doesn't loose luck either.
2236 * Disable hitback on the battleground or if the target is
2237 * the wiz.
2238 */
2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2240 {
2241 short luck = mon->stats.luck;
2242
2243 mon->contr->has_hit = 1;
2244 skill_attack (op, mon, 0, 0, 0);
2245 mon->stats.luck = luck;
2246 }
2247 2180
2248 if (action_makes_visible (op)) 2181 if (action_makes_visible (op))
2249 make_visible (op); 2182 make_visible (op);
2250 }
2251 } /* if player should attack something */
2252}
2253 2183
2254int 2184 return true;
2185 }
2186 }
2187
2188 return false;
2189}
2190
2191bool
2255move_player (object *op, int dir) 2192move_player (object *op, int dir)
2256{ 2193{
2257 int pick; 2194 int pick;
2258 2195
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2260 return 0; 2197 return 0;
2261 2198
2262 /* Sanity check: make sure dir is valid */ 2199 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 2200 if ((dir < 0) || (dir >= 9))
2264 { 2201 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 2202 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 2203 return 0;
2267 } 2204 }
2268 2205
2269 /* peterm: added following line */ 2206 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2208 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2209
2273 op->facing = dir; 2210 op->facing = dir;
2274 2211
2275 if (op->hide) 2212 if (op->hide)
2276 do_hidden_move (op); 2213 do_hidden_move (op);
2277 2214
2215 bool retval;
2216
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ; 2218 retval = RESULT_INT (0);
2280 else if (op->contr->fire_on) 2219 else if (op->contr->fire_on)
2281 fire (op, dir); 2220 retval = fire (op, dir);
2282 else 2221 else
2283 { 2222 {
2284 move_player_attack (op, dir); 2223 retval = move_player_attack (op, dir);
2285 pick = check_pick (op); 2224 pick = check_pick (op);
2286 } 2225 }
2287 2226
2288 /* Add special check for newcs players and fire on - this way, the 2227 /* Add special check for newcs players and fire on - this way, the
2289 * server can handle repeat firing. 2228 * server can handle repeat firing.
2296 /* Update how the player looks. Use the facing, so direction may 2235 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities 2236 * get reset to zero. This allows for full animation capabilities
2298 * for players. 2237 * for players.
2299 */ 2238 */
2300 animate_object (op, op->facing); 2239 animate_object (op, op->facing);
2301 return 0; 2240
2241 return retval;
2302} 2242}
2303 2243
2304/* This is similar to handle_player, below, but is only used by the 2244/* This is similar to handle_player, below, but is only used by the
2305 * new client/server stuff. 2245 * new client/server stuff.
2306 * This is sort of special, in that the new client/server actually uses 2246 * This is sort of special, in that the new client/server actually uses
2307 * the new speed values for commands. 2247 * the new speed values for commands.
2308 * 2248 *
2309 * Returns true if there are more actions we can do. 2249 * Returns true if there are more actions we can do. Should not do
2250 * many actions in a row, as that would be too unfair to other
2251 * players.
2310 */ 2252 */
2311int 2253bool
2312handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2313{ 2255{
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)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2335 { 2257 {
2336 flee_player (op); 2258 if (op->speed_left > 0.f)
2337 /* If player is still scared, that is his action for this tick */
2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 { 2259 {
2340 op->speed_left--; 2260 --op->speed_left;
2261 flee_player (op);
2262
2341 return 0; 2263 return true;
2342 } 2264 }
2265 else
2266 return false;
2343 } 2267 }
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 2268
2353 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2271 * called, so we recheck it here.
2356 */ 2272 */
2357 op->contr->ns->handle_command (); 2273 if (op->contr->ns->handle_command ())
2358
2359 if (op->speed_left < 0)
2360 return 0; 2274 return true;
2361 2275
2362 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2276 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2363 {
2364 /* All move commands take 1 tick, at least for now */
2365 op->speed_left--;
2366
2367 /* Instead of all the stuff below, let move_player take care
2368 * of it. Also, some of the skill stuff is only put in
2369 * there, as well as the confusion stuff.
2370 */
2371 move_player (op, op->direction); 2277 return move_player (op, op->direction);
2372 if (op->speed_left > 0)
2373 return 1;
2374 else
2375 return 0;
2376 }
2377 2278
2378 return 0; 2279 return false;
2379} 2280}
2380 2281
2381int 2282int
2382save_life (object *op) 2283save_life (object *op)
2383{ 2284{
2385 return 0; 2286 return 0;
2386 2287
2387 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2288 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2388 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2389 { 2290 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2291 op->play_sound (sound_find ("ob_evaporate"));
2391 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2292 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2392 2293
2393 if (op->contr) 2294 if (op->contr)
2394 esrv_del_item (op->contr, tmp->count); 2295 esrv_del_item (op->contr, tmp->count);
2395 2296
2415/* This goes throws the inventory and removes unpaid objects, and puts them 2316/* This goes throws the inventory and removes unpaid objects, and puts them
2416 * back in the map (location and map determined by values of env). This 2317 * back in the map (location and map determined by values of env). This
2417 * function will descend into containers. op is the object to start the search 2318 * function will descend into containers. op is the object to start the search
2418 * from. 2319 * from.
2419 */ 2320 */
2420void 2321static void
2421remove_unpaid_objects (object *op, object *env) 2322drop_unpaid_items (object *op, object *env)
2422{ 2323{
2423 object *next;
2424
2425 while (op) 2324 while (op)
2426 { 2325 {
2427 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2428 2327
2429 if (QUERY_FLAG (op, FLAG_UNPAID)) 2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2432 esrv_del_item (env->contr, op->count); 2331 esrv_del_item (env->contr, op->count);
2433 2332
2434 op->insert_at (env); 2333 op->insert_at (env);
2435 } 2334 }
2436 else if (op->inv) 2335 else if (op->inv)
2437 remove_unpaid_objects (op->inv, env); 2336 drop_unpaid_items (op->inv, env);
2438 2337
2439 op = next; 2338 op = next;
2440 } 2339 }
2340}
2341
2342void
2343object::drop_unpaid_items ()
2344{
2345 if (!flag [FLAG_REMOVED])
2346 ::drop_unpaid_items (inv, this);
2441} 2347}
2442 2348
2443/* 2349/*
2444 * Returns pointer a static string containing gravestone text 2350 * Returns pointer a static string containing gravestone text
2445 * Moved from apply.c to player.c - player.c is what 2351 * Moved from apply.c to player.c - player.c is what
2495 int rate_grace = 2000; 2401 int rate_grace = 2000;
2496 const int max_hp = 1; 2402 const int max_hp = 1;
2497 const int max_sp = 1; 2403 const int max_sp = 1;
2498 const int max_grace = 1; 2404 const int max_grace = 1;
2499 2405
2500 if (op->contr->outputs_sync) 2406 if (op->contr->hidden)
2407 {
2408 op->invisible = 1000;
2409 /* the socket code flashes the player visible/invisible
2410 * depending on the value of invisible, so we need to
2411 * alternate it here for it to work correctly.
2412 */
2413 if (pticks & 2)
2414 op->invisible--;
2501 { 2415 }
2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2416 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) 2417 {
2504 flush_output_element (op, &op->contr->outputs[i]); 2418 if (!op->invisible--)
2419 {
2420 make_visible (op);
2421 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2422 }
2505 } 2423 }
2506 2424
2507 if (op->contr->ns->state == ST_PLAYING) 2425 if (op->contr->ns->state == ST_PLAYING)
2508 { 2426 {
2509 /* these next three if clauses make it possible to SLOW DOWN 2427 /* these next three if clauses make it possible to SLOW DOWN
2531 gen_grace = op->stats.maxgrace; 2449 gen_grace = op->stats.maxgrace;
2532 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2450 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2533 } 2451 }
2534 2452
2535 /* Regenerate Spell Points */ 2453 /* Regenerate Spell Points */
2536 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2454 if (!op->contr->golem && --op->last_sp < 0)
2537 { 2455 {
2538 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2456 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) 2457 if (op->stats.sp < op->stats.maxsp)
2540 { 2458 {
2541 op->stats.sp++; 2459 op->stats.sp++;
2639 } 2557 }
2640 2558
2641 /* Digestion */ 2559 /* Digestion */
2642 if (--op->last_eat < 0) 2560 if (--op->last_eat < 0)
2643 { 2561 {
2644#ifdef COZY_SERVER 2562 int bonus = max (0, op->contr->digestion),
2645 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2563 penalty = max (0, -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;
2649#endif
2650 2564
2651 if (op->contr->gen_hp > 0)
2652 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2565 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2653 else
2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2655 2566
2656 /* dms do not consume food */ 2567 /* dms do not consume food */
2657 if (!QUERY_FLAG (op, FLAG_WIZ)) 2568 if (!QUERY_FLAG (op, FLAG_WIZ))
2658 op->stats.food--; 2569 op->stats.food--;
2659 } 2570 }
2720 object *tmp; 2631 object *tmp;
2721 2632
2722 if (save_life (op)) 2633 if (save_life (op))
2723 return; 2634 return;
2724 2635
2725
2726 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2636 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2727 * in cities ONLY!!! It is very important that this doesn't get abused. 2637 * in cities ONLY!!! It is very important that this doesn't get abused.
2728 * Look at op_on_battleground() for more info --AndreasV 2638 * Look at op_on_battleground() for more info --AndreasV
2729 */ 2639 */
2730 if (op_on_battleground (op, &x, &y)) 2640 if (op_on_battleground (op, &x, &y))
2759 tmp->name = buf; 2669 tmp->name = buf;
2760 sprintf (buf, " This finger has been cut off %s\n" 2670 sprintf (buf, " This finger has been cut off %s\n"
2761 " the %s, when he was defeated at\n level %d by %s.\n", 2671 " 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); 2672 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2763 tmp->msg = buf; 2673 tmp->msg = buf;
2764 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2674 tmp->value = 0, tmp->type = 0;
2765 tmp->materialname = NULL; 2675 tmp->materialname = "organics";
2766 op->insert_at (tmp, op); 2676 tmp->insert_at (op, tmp);
2767 } 2677 }
2768 2678
2769 /* teleport defeated player to new destination */ 2679 /* teleport defeated player to new destination */
2770 transfer_ob (op, x, y, 0, NULL); 2680 transfer_ob (op, x, y, 0, NULL);
2771 op->contr->braced = 0; 2681 op->contr->braced = 0;
2776 2686
2777 command_kill_pets (op, 0); 2687 command_kill_pets (op, 0);
2778 2688
2779 if (op->stats.food < 0) 2689 if (op->stats.food < 0)
2780 { 2690 {
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); 2691 sprintf (buf, "%s starved to death.", &op->name);
2789 strcpy (op->contr->killer, "starvation"); 2692 strcpy (op->contr->killer, "starvation");
2790 } 2693 }
2791 else 2694 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); 2695 sprintf (buf, "%s died.", &op->name);
2801 }
2802 2696
2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2697 op->contr->play_sound (sound_find ("player_dies"));
2804 2698
2805 /* save the map location for corpse, gravestone */ 2699 /* save the map location for corpse, gravestone */
2806 x = op->x; 2700 x = op->x;
2807 y = op->y; 2701 y = op->y;
2808 map = op->map; 2702 map = op->map;
2982 op->stats.hp = op->stats.maxhp; 2876 op->stats.hp = op->stats.maxhp;
2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2877 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2878 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2985 2879
2986 /* 2880 /*
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 2881 * Check to see if the player has any unpaid items. If so, remove them
2989 * in the map. 2882 * and put them back in the map.
2990 */ 2883 */
2991 2884 op->drop_unpaid_items ();
2992 if (is_in_shop (op))
2993 remove_unpaid_objects (op->inv, op);
2994 2885
2995 /****************************************/ 2886 /****************************************/
2996 /* */ 2887 /* */
2997 /* Move player to his current respawn- */ 2888 /* Move player to his current respawn- */
2998 /* position (usually last savebed) */ 2889 /* position (usually last savebed) */
2999 /* */ 2890 /* */
3000 /****************************************/ 2891 /****************************************/
3001 2892
3002 enter_player_savebed (op); 2893 enter_player_savebed (op);
3003 2894
3004 /* Save the player before inserting the force to reduce
3005 * chance of abuse.
3006 */
3007 op->contr->braced = 0; 2895 op->contr->braced = 0;
3008 op->contr->save ();
3009 2896
3010 /* it is possible that the player has blown something up 2897 /* it is possible that the player has blown something up
3011 * at his savebed location, and that can have long lasting 2898 * at his savebed location, and that can have long lasting
3012 * spell effects. So first see if there is a spell effect 2899 * spell effects. So first see if there is a spell effect
3013 * on the space that might harm the player. 2900 * on the space that might harm the player.
3022 object *force; 2909 object *force;
3023 int at; 2910 int at;
3024 2911
3025 force = get_archetype (FORCE_NAME); 2912 force = get_archetype (FORCE_NAME);
3026 /* 50 ticks should be enough time for the spell to abate */ 2913 /* 50 ticks should be enough time for the spell to abate */
3027 force->speed = 0.1; 2914 force->speed = 0.1f;
3028 force->speed_left = -5.0; 2915 force->speed_left = -5.f;
3029 SET_FLAG (force, FLAG_APPLIED); 2916 SET_FLAG (force, FLAG_APPLIED);
3030 for (at = 0; at < NROFATTACKS; at++) 2917 for (at = 0; at < NROFATTACKS; at++)
3031 if (will_kill_again & (1 << at)) 2918 if (will_kill_again & (1 << at))
3032 force->resist[at] = 100; 2919 force->resist[at] = 100;
3033 2920
3042void 2929void
3043loot_object (object *op) 2930loot_object (object *op)
3044{ /* Grab and destroy some treasure */ 2931{ /* Grab and destroy some treasure */
3045 object *tmp, *tmp2, *next; 2932 object *tmp, *tmp2, *next;
3046 2933
3047 if (op->container) 2934 op->close_container (); /* close open sack first */
3048 esrv_apply_container (op, op->container); /* close open sack first */
3049 2935
3050 for (tmp = op->inv; tmp; tmp = next) 2936 for (tmp = op->inv; tmp; tmp = next)
3051 { 2937 {
3052 next = tmp->below; 2938 next = tmp->below;
3053 2939
3054 if (tmp->invisible) 2940 if (tmp->invisible)
3055 continue; 2941 continue;
3056 2942
3057 tmp->remove (); 2943 tmp->remove ();
3058 tmp->x = op->x, tmp->y = op->y; 2944 tmp->x = op->x, tmp->y = op->y;
2945
3059 if (tmp->type == CONTAINER) 2946 if (tmp->type == CONTAINER)
3060 { /* empty container to ground */ 2947 loot_object (tmp); /* empty container to ground */
3061 loot_object (tmp); 2948
3062 }
3063 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2949 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3064 { 2950 {
3065 if (tmp->nrof > 1) 2951 if (tmp->nrof > 1)
3066 { 2952 {
3067 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2953 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3068 tmp2->destroy (); 2954 tmp2->destroy ();
3079/* 2965/*
3080 * fix_weight(): Check recursively the weight of all players, and fix 2966 * fix_weight(): Check recursively the weight of all players, and fix
3081 * what needs to be fixed. Refresh windows and fix speed if anything 2967 * what needs to be fixed. Refresh windows and fix speed if anything
3082 * was changed. 2968 * was changed.
3083 */ 2969 */
3084
3085void 2970void
3086fix_weight (void) 2971fix_weight (void)
3087{ 2972{
3088 for_all_players (pl) 2973 for_all_players (pl)
3089 { 2974 {
3149 if (op->type == PLAYER) 3034 if (op->type == PLAYER)
3150 { 3035 {
3151 op->contr->tmp_invis = 0; 3036 op->contr->tmp_invis = 0;
3152 op->contr->invis_race = 0; 3037 op->contr->invis_race = 0;
3153 } 3038 }
3039
3154 update_object (op, UP_OBJ_FACE); 3040 update_object (op, UP_OBJ_CHANGE);
3155} 3041}
3156 3042
3157int 3043int
3158is_true_undead (object *op) 3044is_true_undead (object *op)
3159{ 3045{
3160 object *tmp = NULL;
3161
3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3046 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3163 return 1; 3047 return 1;
3164 3048
3165 return 0; 3049 return 0;
3166} 3050}
3167 3051
3211/* For Hidden creatures - a chance of becoming 'unhidden' 3095/* For Hidden creatures - a chance of becoming 'unhidden'
3212 * every time they move - as we subtract off 'invisibility' 3096 * every time they move - as we subtract off 'invisibility'
3213 * AND, for players, if they move into a ridiculously unhideable 3097 * AND, for players, if they move into a ridiculously unhideable
3214 * spot (surrounded by clear terrain in broad daylight). -b.t. 3098 * spot (surrounded by clear terrain in broad daylight). -b.t.
3215 */ 3099 */
3216
3217void 3100void
3218do_hidden_move (object *op) 3101do_hidden_move (object *op)
3219{ 3102{
3220 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3103 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3221 object *skop; 3104 object *skop;
3225 3108
3226 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3109 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3227 3110
3228 /* its *extremely* hard to run and sneak/hide at the same time! */ 3111 /* its *extremely* hard to run and sneak/hide at the same time! */
3229 if (op->type == PLAYER && op->contr->run_on) 3112 if (op->type == PLAYER && op->contr->run_on)
3230 {
3231 if (!skop || num >= skop->level) 3113 if (!skop || num >= skop->level)
3232 { 3114 {
3233 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3115 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3234 make_visible (op); 3116 make_visible (op);
3235 return; 3117 return;
3236 } 3118 }
3237 else 3119 else
3238 num += 20; 3120 num += 20;
3239 } 3121
3240 num += op->map->difficulty; 3122 num += op->map->difficulty;
3241 hide = hideability (op); /* modify by terrain hidden level */ 3123 hide = hideability (op); /* modify by terrain hidden level */
3242 num -= hide; 3124 num -= hide;
3125
3243 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3126 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3244 { 3127 {
3245 make_visible (op); 3128 make_visible (op);
3246 if (op->type == PLAYER) 3129 if (op->type == PLAYER)
3247 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3130 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3248 } 3131 }
3249 else if (op->type == PLAYER && skop) 3132 else if (op->type == PLAYER && skop)
3250 {
3251 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3133 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3252 }
3253} 3134}
3254 3135
3255/* determine if who is standing near a hostile creature. */ 3136/* determine if who is standing near a hostile creature. */
3256 3137
3257int 3138int
3340 * a blocked los square. 3221 * a blocked los square.
3341 * we use the archetype to figure out offsets. 3222 * we use the archetype to figure out offsets.
3342 */ 3223 */
3343 while (op) 3224 while (op)
3344 { 3225 {
3345 dx = rv.distance_x + op->arch->clone.x; 3226 dx = rv.distance_x + op->arch->x;
3346 dy = rv.distance_y + op->arch->clone.y; 3227 dy = rv.distance_y + op->arch->y;
3347 3228
3348 /* only the viewable area the player sees is updated by LOS 3229 /* only the viewable area the player sees is updated by LOS
3349 * code, so we need to restrict ourselves to that range of values 3230 * code, so we need to restrict ourselves to that range of values
3350 * for any meaningful values. 3231 * for any meaningful values.
3351 */ 3232 */
3456 char buf[MAX_BUF]; /* tmp. string buffer */ 3337 char buf[MAX_BUF]; /* tmp. string buffer */
3457 int i = 0, j = 0; 3338 int i = 0, j = 0;
3458 3339
3459 /* get the appropriate treasurelist */ 3340 /* get the appropriate treasurelist */
3460 if (atnr == ATNR_FIRE) 3341 if (atnr == ATNR_FIRE)
3461 trlist = find_treasurelist ("dragon_ability_fire"); 3342 trlist = treasurelist::find ("dragon_ability_fire");
3462 else if (atnr == ATNR_COLD) 3343 else if (atnr == ATNR_COLD)
3463 trlist = find_treasurelist ("dragon_ability_cold"); 3344 trlist = treasurelist::find ("dragon_ability_cold");
3464 else if (atnr == ATNR_ELECTRICITY) 3345 else if (atnr == ATNR_ELECTRICITY)
3465 trlist = find_treasurelist ("dragon_ability_elec"); 3346 trlist = treasurelist::find ("dragon_ability_elec");
3466 else if (atnr == ATNR_POISON) 3347 else if (atnr == ATNR_POISON)
3467 trlist = find_treasurelist ("dragon_ability_poison"); 3348 trlist = treasurelist::find ("dragon_ability_poison");
3468 3349
3469 if (trlist == NULL || who->type != PLAYER) 3350 if (trlist == NULL || who->type != PLAYER)
3470 return; 3351 return;
3471 3352
3472 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3353 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3476 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3357 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3477 return; 3358 return;
3478 } 3359 }
3479 3360
3480 /* everything seems okay - now bring on the gift: */ 3361 /* everything seems okay - now bring on the gift: */
3481 item = &(tr->item->clone); 3362 item = tr->item;
3482 3363
3483 if (item->type == SPELL) 3364 if (item->type == SPELL)
3484 { 3365 {
3485 if (check_spell_known (who, item->name)) 3366 if (check_spell_known (who, item->name))
3486 return; 3367 return;
3545 { 3426 {
3546 /* forces in the treasurelist can alter the player's stats */ 3427 /* forces in the treasurelist can alter the player's stats */
3547 object *skin; 3428 object *skin;
3548 3429
3549 /* first get the dragon skin force */ 3430 /* first get the dragon skin force */
3550 shstr_cmp dragon_skin_force ("dragon_skin_force");
3551 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3431 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3552 ; 3432 ;
3553 3433
3554 if (!skin) 3434 if (!skin)
3555 return; 3435 return;
3556 3436
3604 * not readied. 3484 * not readied.
3605 */ 3485 */
3606void 3486void
3607player_unready_range_ob (player *pl, object *ob) 3487player_unready_range_ob (player *pl, object *ob)
3608{ 3488{
3609 rangetype i; 3489 if (pl->ob->current_weapon == ob)
3490 pl->ob->current_weapon = 0;
3610 3491
3611 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3492 if (pl->combat_ob == ob)
3612 { 3493 pl->combat_ob = 0;
3494
3613 if (pl->ranges[i] == ob) 3495 if (pl->ranged_ob == ob)
3614 { 3496 pl->ranged_ob = 0;
3615 pl->ranges[i] = NULL;
3616 if (pl->shoottype == i)
3617 {
3618 pl->shoottype = range_none;
3619 }
3620 }
3621 }
3622} 3497}
3498
3499sint8
3500player::visibility_at (maptile *map, int x, int y) const
3501{
3502 if (!ns)
3503 return 0;
3504
3505 int dx, dy;
3506 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3507 return 0;
3508
3509 x += dx - ns->current_x + ns->mapx / 2;
3510 y += dy - ns->current_y + ns->mapy / 2;
3511
3512 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3513 return 0;
3514
3515 return 100 - blocked_los [x][y];
3516}

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