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Comparing deliantra/server/server/player.C (file contents):
Revision 1.94 by root, Mon Jan 8 14:29:05 2007 UTC vs.
Revision 1.146 by root, Sun Jun 3 17:05:36 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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 it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * 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, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * 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 along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
116 115
117 news[0] = '\0'; 116 news[0] = '\0';
118 subject[0] = '\0'; 117 subject[0] = '\0';
119 size = 0; 118 size = 0;
120 119
121 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
122 { 121 {
123 if (*buf == '#') 122 if (*buf == '#')
124 continue; 123 continue;
125 124
126 if (*buf == '%') 125 if (*buf == '%')
127 { /* send one news */ 126 { /* send one news */
128 if (size > 0) 127 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 129
131 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
132 strip_endline (subject); 131 strip_endline (subject);
133 size = 0; 132 size = 0;
134 news[0] = '\0'; 133 news[0] = '\0';
144 size += strlen (buf); 143 size += strlen (buf);
145 } 144 }
146 } 145 }
147 146
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
151} 150}
152 151
153/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
154static void 153static void
155set_first_map (object *op) 154set_first_map (object *op)
156{ 155{
157 op->contr->maplevel = first_map_path; 156 op->contr->maplevel = first_map_path;
158 op->x = -1; 157 op->x = -1;
159 op->y = -1; 158 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 159}
174 160
175void 161void
176player::activate () 162player::activate ()
177{ 163{
182 ob->remove (); 168 ob->remove ();
183 ob->map = 0; 169 ob->map = 0;
184 ob->activate_recursive (); 170 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 172 add_friendly_object (ob);
187 enter_map ();
188} 173}
189 174
190void 175void
191player::deactivate () 176player::deactivate ()
192{ 177{
194 return; 179 return;
195 180
196 terminate_all_pets (ob); 181 terminate_all_pets (ob);
197 remove_friendly_object (ob); 182 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
199 ob->remove (); 188 ob->remove ();
200 ob->map = 0; 189 ob->map = 0;
190 party = 0;
201 191
202 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 193
205 players.erase (this); 194 players.erase (this);
206} 195}
207 196
208// connect the player with a specific client 197// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
210void 199void
211player::connect (client *ns) 200player::connect (client *ns)
212{ 201{
213 this->ns = ns; 202 this->ns = ns;
214 ns->pl = this; 203 ns->pl = this;
215 204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
216 ns->update_look = 0; 209 ns->update_look = 0;
217 ns->look_position = 0; 210 ns->look_position = 0;
218 211
219 clear_los (ob); 212 clear_los (ob);
220 213
221//TODO: must move into client 214 ns->reset_stats ();
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247 215
248 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->clone.race;
251 219
252 if (!legal_range (ob, shoottype))
253 shoottype = range_none;
254
255 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
256 link_player_skills (ob); 221 link_player_skills (ob);
257 222
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259 224
260 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->clone.name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271 226
272 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
274 { 229 {
275 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
289 244
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291 246
292 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
293 248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
294 ob->update_stats (); 274 ob->update_stats ();
275
295 ns->floorbox_update (); 276 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
299 279
300 activate (); 280 activate ();
301 281
315 if (active) 295 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 297
318 INVOKE_PLAYER (DISCONNECT, this); 298 INVOKE_PLAYER (DISCONNECT, this);
319 299
300 ns->reset_stats ();
320 ns->pl = 0; 301 ns->pl = 0;
321 this->ns = 0; 302 ns = 0;
322 } 303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
323 307
324 deactivate (); 308 deactivate ();
325} 309}
326 310
327// the need for this function can be explained 311// the need for this function can be explained
328// by load_object not returning the object 312// by load_object not returning the object
329void 313void
330player::set_object (object *op) 314player::set_object (object *op)
331{ 315{
332 ob = op; 316 ob = observe = op;
333 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
334 318
319 ob->speed = 1.0f;
335 ob->speed_left = 0.5; 320 ob->speed_left = 0.5f;
336 ob->speed = 1.0; 321
337 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2; 323}
339 ob->run_away = 25; /* Then we panick... */
340 324
341 ob->roll_stats (); 325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
342} 329}
343 330
344player::player () 331player::player ()
345{ 332{
346 /* There are some elements we want initialised to non zero value - 333 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point. 334 * we deal with that below this point.
348 */ 335 */
349 outputs_sync = 16; /* Every 2 seconds */ 336 outputs_sync = 4;
350 outputs_count = 8; /* Keeps present behaviour */ 337 outputs_count = 4;
351 unapply = unapply_nochoice; 338 unapply = unapply_nochoice;
352 339
353 savebed_map = first_map_path; /* Init. respawn position */ 340 savebed_map = first_map_path; /* Init. respawn position */
354 341
355 gen_sp_armour = 10; 342 gen_sp_armour = 10;
356 shoottype = range_none;
357 bowtype = bow_normal; 343 bowtype = bow_normal;
358 petmode = pet_normal; 344 petmode = pet_normal;
359 listening = 10; 345 listening = 10;
360 usekeys = containers; 346 usekeys = containers;
361 peaceful = 1; /* default peaceful */ 347 peaceful = 1; /* default peaceful */
362 do_los = 1; 348 do_los = 1;
349
350 weapon_sp = 1.0f;
351 weapon_sp_left = 0.5f;
363} 352}
364 353
365void 354void
366player::do_destroy () 355player::do_destroy ()
367{ 356{
390player::create () 379player::create ()
391{ 380{
392 player *pl = new player; 381 player *pl = new player;
393 382
394 pl->set_object (arch_to_object (get_player_archetype (0))); 383 pl->set_object (arch_to_object (get_player_archetype (0)));
384
385 pl->ob->roll_stats ();
386 pl->ob->stats.wc = 2;
387 pl->ob->run_away = 25; /* Then we panick... */
388
395 set_first_map (pl->ob); 389 set_first_map (pl->ob);
396 390
397 return pl; 391 return pl;
398} 392}
399 393
545 x = mon->x; 539 x = mon->x;
546 y = mon->y; 540 y = mon->y;
547 m = mon->map; 541 m = mon->map;
548 dir = rv.direction; 542 dir = rv.direction;
549 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 543 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
550 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 544 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
545
551 /* If we can't solve it within the search distance, return now. */ 546 /* If we can't solve it within the search distance, return now. */
552 if (diff > max) 547 if (diff > max)
553 return 0; 548 return 0;
549
554 while (diff > 1 && max > 0) 550 while (diff > 1 && max > 0)
555 { 551 {
556 lastx = x; 552 lastx = x;
557 lasty = y; 553 lasty = y;
558 lastmap = m; 554 lastmap = m;
640 max--; 636 max--;
641 lastdir = dir; 637 lastdir = dir;
642 if (!firstdir) 638 if (!firstdir)
643 firstdir = dir; 639 firstdir = dir;
644 } 640 }
641
645 if (diff <= 1) 642 if (diff <= 1)
646 { 643 {
647 /* Recalculate diff (distance) because we may not have actually 644 /* Recalculate diff (distance) because we may not have actually
648 * headed toward player for entire distance. 645 * headed toward player for entire distance.
649 */ 646 */
650 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 647 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
651 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 648 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
652 } 649 }
650
653 if (diff > max) 651 if (diff > max)
654 return 0; 652 return 0;
655 } 653 }
654
656 /* If we reached the max, didn't find a direction in time */ 655 /* If we reached the max, didn't find a direction in time */
657 if (!max) 656 if (!max)
658 return 0; 657 return 0;
659 658
660 return firstdir; 659 return firstdir;
774roll_stat (void) 773roll_stat (void)
775{ 774{
776 int a[4], i, j, k; 775 int a[4], i, j, k;
777 776
778 for (i = 0; i < 4; i++) 777 for (i = 0; i < 4; i++)
779 a[i] = (int) RANDOM () % 6 + 1; 778 a[i] = (int) rndm (6) + 1;
780 779
781 for (i = 0, j = 0, k = 7; i < 4; i++) 780 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k) 781 if (a[i] < k)
783 k = a[i], j = i; 782 k = a[i], j = i;
784 783
790} 789}
791 790
792void 791void
793object::roll_stats () 792object::roll_stats ()
794{ 793{
795 int statsort [7]; 794 int statsort [NUM_STATS];
796 795
797 for (;;) 796 for (;;)
798 { 797 {
799 int sum = 0; 798 int sum = 0;
800 for (int i = 7; i--; ) 799 for (int i = NUM_STATS; i--; )
801 sum += statsort [i] = roll_stat (); 800 sum += statsort [i] = roll_stat ();
802 801
803 if (sum >= 82 && sum <= 116) 802 if (sum >= 82 && sum <= 116)
804 break; 803 break;
805 } 804 }
806 805
807 // Sort the stats so that rerolling is easier... 806 // Sort the stats so that rerolling is easier...
808 std::sort (statsort, statsort + 7, std::greater<int>()); 807 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
809 808
809 for (int i = 0; i < NUM_STATS; ++i)
810 stats.Str = statsort[0]; 810 stats.stat (i) = statsort [i];
811 stats.Dex = statsort[1];
812 stats.Con = statsort[2];
813 stats.Int = statsort[3];
814 stats.Wis = statsort[4];
815 stats.Pow = statsort[5];
816 stats.Cha = statsort[6];
817 811
818 stats.exp = 0; 812 stats.exp = 0;
819 stats.ac = 0; 813 stats.ac = 0;
820 814
821 stats.hp = stats.maxhp; 815 stats.hp = stats.maxhp;
833} 827}
834 828
835void 829void
836object::swap_stats (int a, int b) 830object::swap_stats (int a, int b)
837{ 831{
838 int tmp = get_attr_value (&contr->orig_stats, a); 832 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
840 set_attr_value (&contr->orig_stats, b, tmp);
841 833
834 for (int i = 0; i < NUM_STATS; ++i)
842 stats.Str = contr->orig_stats.Str; 835 stats.stat (i) = contr->orig_stats.stat (i);
843 stats.Dex = contr->orig_stats.Dex;
844 stats.Con = contr->orig_stats.Con;
845 stats.Int = contr->orig_stats.Int;
846 stats.Wis = contr->orig_stats.Wis;
847 stats.Pow = contr->orig_stats.Pow;
848 stats.Cha = contr->orig_stats.Cha;
849 836
850 //TODO: the following code looks so borked and should, at the very least, 837 //TODO: the following code looks so borked and should, at the very least,
851 // be merged with the similar code in roll_stats 838 // be merged with the similar code in roll_stats
852 stats.ac = 0; 839 stats.ac = 0;
853 840
884 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
885 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
886 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
887 * not the class. 874 * not the class.
888 */ 875 */
889int 876void
890key_change_class (object *op, char key) 877player::chargen_race_done ()
891{ 878{
892 int tmp_loop;
893
894 if (key == 'd' || key == 'D')
895 {
896 char buf[MAX_BUF];
897
898 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
899 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
900 881
901 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
902 if (tl) 883 if (tl)
903 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, ob, 0, 0, 0);
904 885
905 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, ob->contr);
906 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, ob->contr);
907 888
908 op->contr->ns->state = ST_PLAYING; 889 ob->contr->ns->state = ST_PLAYING;
909 890
910 if (op->msg) 891 if (ob->msg)
911 op->msg = NULL; 892 ob->msg = 0;
912 893
913 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
914 * to save here. 895 * to save here.
915 */ 896 */
897 {
898 char buf[MAX_BUF];
916 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
917 make_path_to_file (buf); 900 make_path_to_file (buf);
901 }
918 902
919#ifdef AUTOSAVE
920 op->contr->last_save_tick = pticks;
921#endif
922 start_info (op); 903 start_info (ob);
923 CLEAR_FLAG (op, FLAG_WIZ); 904 CLEAR_FLAG (ob, FLAG_WIZ);
924 give_initial_items (op, op->randomitems); 905 give_initial_items (ob, ob->randomitems);
925 link_player_skills (op); 906 link_player_skills (ob);
926 esrv_send_inventory (op, op); 907 esrv_send_inventory (ob, ob);
927 op->update_stats (); 908 ob->update_stats ();
928 909
929 /* This moves the player to a different start map, if there 910 /* This moves the player to a different start map, if there
930 * is one for this race 911 * is one for this race
931 */ 912 */
932 if (*first_map_ext_path) 913 if (*first_map_ext_path)
933 { 914 {
934 object *tmp; 915 object *tmp;
935 char mapname[MAX_BUF]; 916 char mapname[MAX_BUF];
936 917
937 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
938 tmp = object::create (); 919 tmp = object::create ();
939 EXIT_PATH (tmp) = mapname; 920 EXIT_PATH (tmp) = mapname;
940 EXIT_X (tmp) = op->x; 921 EXIT_X (tmp) = ob->x;
941 EXIT_Y (tmp) = op->y; 922 EXIT_Y (tmp) = ob->y;
942 op->enter_exit (tmp); /* we don't really care if it succeeded; 923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
943 * if the map isn't there, then stay on the 924 * if the map isn't there, then stay on the
944 * default initial map */ 925 * default initial map */
945 tmp->destroy (); 926 tmp->destroy ();
946 } 927 }
947 else 928 else
948 LOG (llevDebug, "first_map_ext_path not set\n"); 929 LOG (llevDebug, "first_map_ext_path not set\n");
930}
949 931
950 return 0; 932void
951 } 933player::chargen_race_next ()
952 934{
953 /* Following actually changes the race - this is the default command 935 /* Following actually changes the race - this is the default command
954 * if we don't match with one of the options above. 936 * if we don't match with one of the options above.
955 */ 937 */
956 938
957 tmp_loop = 0; 939 do
958 while (!tmp_loop)
959 { 940 {
960 shstr name = op->name; 941 shstr name = ob->name;
961 int x = op->x, y = op->y; 942 int x = ob->x, y = ob->y;
962 943
963 op->remove_statbonus (); 944 ob->remove_statbonus ();
964 op->remove (); 945 ob->remove ();
965 op->arch = get_player_archetype (op->arch); 946 ob->arch = get_player_archetype (ob->arch);
966 op->arch->clone.copy_to (op); 947 ob->arch->clone.copy_to (ob);
967 op->instantiate (); 948 ob->instantiate ();
968 op->stats = op->contr->orig_stats; 949 ob->stats = ob->contr->orig_stats;
969 op->name = op->name_pl = name; 950 ob->name = ob->name_pl = name;
970 op->x = x; 951 ob->x = x;
971 op->y = y; 952 ob->y = y;
972 SET_ANIMATION (op, 2); /* So player faces south */ 953 SET_ANIMATION (ob, 2); /* So player faces south */
973 insert_ob_in_map (op, op->map, op, 0); 954 insert_ob_in_map (ob, ob->map, ob, 0);
974 assign (op->contr->title, op->arch->clone.name); 955 assign (ob->contr->title, ob->arch->clone.name);
975 op->add_statbonus (); 956 ob->add_statbonus ();
976 tmp_loop = allowed_class (op);
977 } 957 }
958 while (!allowed_class (ob));
978 959
979 update_object (op, UP_OBJ_FACE); 960 update_object (ob, UP_OBJ_FACE);
980 esrv_update_item (UPD_FACE, op, op); 961 esrv_update_item (UPD_FACE, ob, ob);
981 op->update_stats (); 962 ob->update_stats ();
982 op->stats.hp = op->stats.maxhp; 963 ob->stats.hp = ob->stats.maxhp;
983 op->stats.sp = op->stats.maxsp; 964 ob->stats.sp = ob->stats.maxsp;
984 op->stats.grace = 0; 965 ob->stats.grace = 0;
985
986 if (op->msg)
987 new_draw_info (NDI_BLUE, 0, op, op->msg);
988
989 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
990 return 0;
991} 966}
992 967
993void 968void
994flee_player (object *op) 969flee_player (object *op)
995{ 970{
1042 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1043 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1044 op->enemy = NULL; 1019 op->enemy = NULL;
1045} 1020}
1046 1021
1047
1048/* check_pick sees if there is stuff to be picked up/picks up stuff. 1022/* check_pick sees if there is stuff to be picked up/picks up stuff.
1049 * IT returns 1 if the player should keep on moving, 0 if he should 1023 * It returns 1 if the player should keep on moving, 0 if he should
1050 * stop. 1024 * stop.
1051 */ 1025 */
1052int 1026int
1053check_pick (object *op) 1027check_pick (object *op)
1054{ 1028{
1055 object *tmp, *next; 1029 object *tmp, *next;
1056 int stop = 0; 1030 int stop = 0;
1057 int j, k, wvratio; 1031 int wvratio;
1058 char putstring[128], tmpstr[16]; 1032 char putstring[128];
1059 1033
1060 /* if you're flying, you cna't pick up anything */ 1034 /* if you're flying, you cna't pick up anything */
1061 if (op->move_type & MOVE_FLYING) 1035 if (op->move_type & MOVE_FLYING)
1062 return 1; 1036 return 1;
1063 1037
1400 * found object is returned. 1374 * found object is returned.
1401 */ 1375 */
1402object * 1376object *
1403find_arrow (object *op, const char *type) 1377find_arrow (object *op, const char *type)
1404{ 1378{
1405 object *tmp = NULL; 1379 object *tmp = 0;
1406 1380
1407 for (op = op->inv; op; op = op->below) 1381 for (op = op->inv; op; op = op->below)
1408 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1409 tmp = find_arrow (op, type); 1383 tmp = find_arrow (op, type);
1410 else if (op->type == ARROW && op->race == type) 1384 else if (op->type == ARROW && op->race == type)
1411 return op; 1385 return op;
1386
1412 return tmp; 1387 return tmp;
1413} 1388}
1414 1389
1415/* 1390/*
1416 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1417 * against the target. A full test is not performed, simply a basic test 1392 * against the target. A full test is not performed, simply a basic test
1418 * of resistances. The archer is making a quick guess at what he sees down 1393 * of resistances. The archer is making a quick guess at what he sees down
1419 * the hall. Failing that it does it's best to pick the highest plus arrow. 1394 * the hall. Failing that it does it's best to pick the highest plus arrow.
1420 */ 1395 */
1421
1422object * 1396object *
1423find_better_arrow (object *op, object *target, const char *type, int *better) 1397find_better_arrow (object *op, object *target, const char *type, int *better)
1424{ 1398{
1425 object *tmp = NULL, *arrow, *ntmp; 1399 object *tmp = NULL, *arrow, *ntmp;
1426 int attacknum, attacktype, betterby = 0, i; 1400 int attacknum, attacktype, betterby = 0, i;
1492 * find_better_arrow to find a decent arrow to use. 1466 * find_better_arrow to find a decent arrow to use.
1493 * op = the shooter 1467 * op = the shooter
1494 * type = bow->race 1468 * type = bow->race
1495 * dir = fire direction 1469 * dir = fire direction
1496 */ 1470 */
1497
1498object * 1471object *
1499pick_arrow_target (object *op, const char *type, int dir) 1472pick_arrow_target (object *op, const char *type, int dir)
1500{ 1473{
1501 object *tmp = NULL; 1474 object *tmp = NULL;
1502 maptile *m; 1475 maptile *m;
1567 */ 1540 */
1568int 1541int
1569fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1542fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1570{ 1543{
1571 object *left, *bow; 1544 object *left, *bow;
1572 int bowspeed, mflags; 1545 int mflags;
1573 maptile *m; 1546 maptile *m;
1574 1547
1575 if (!dir) 1548 if (!dir)
1576 { 1549 {
1577 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1578 return 0; 1551 return 0;
1579 } 1552 }
1580 1553
1581 if (op->type == PLAYER) 1554 if (op->contr)
1582 bow = op->contr->ranges[range_bow]; 1555 bow = op->current_weapon;
1583 else 1556 else
1584 { 1557 {
1585 for (bow = op->inv; bow; bow = bow->below) 1558 for (bow = op->inv; bow; bow = bow->below)
1586 /* Don't check for applied - monsters don't apply bows - in that way, they 1559 /* Don't check for applied - monsters don't apply bows - in that way, they
1587 * don't need to switch back and forth between bows and weapons. 1560 * don't need to switch back and forth between bows and weapons.
1592 if (!bow) 1565 if (!bow)
1593 { 1566 {
1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1567 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1595 return 0; 1568 return 0;
1596 } 1569 }
1570
1571 // optimisation: move object to top so we will find it quickly again
1572 if (bow->below)
1573 {
1574 bow->remove ();
1575 op->insert (bow);
1576 }
1577
1597 } 1578 }
1598 1579
1599 if (!bow->race || !bow->skill) 1580 if (!bow->race || !bow->skill)
1600 { 1581 {
1601 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1602 return 0; 1583 return 0;
1603 } 1584 }
1604
1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1606
1607 /* penalize ROF for bestarrow */
1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1611 if (bowspeed < 1)
1612 bowspeed = 1;
1613 1585
1614 if (arrow == NULL) 1586 if (arrow == NULL)
1615 { 1587 {
1616 if ((arrow = find_arrow (op, bow->race)) == NULL) 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1617 { 1589 {
1618 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1621 else 1593 else
1622 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1623 return 0; 1596 return 0;
1624 } 1597 }
1625 } 1598 }
1626 1599
1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1651 1624
1652 arrow->set_owner (op); 1625 arrow->set_owner (op);
1653 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1654 arrow->direction = dir; 1627 arrow->direction = dir;
1655 1628
1629 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1630 arrow->stats.hp = arrow->stats.dam;
1631 arrow->stats.grace = arrow->attacktype;
1632
1633 if (arrow->slaying)
1634 arrow->spellarg = strdup (arrow->slaying);
1635
1636#if 0
1637 if (player *pl = op->contr)
1638 {
1639 float speed = pl->weapon_sp;
1640
1641 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f;
1644 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646
1647 op->speed_left += speed - op->speed;
1648 }
1649#endif
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1652
1653 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1655 + bow->stats.dam / 7.f;
1656
1657 arrow->set_speed (max (arrow->speed, 2.f));
1658 arrow->speed_left = 0;
1659
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1661
1656 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1657 { 1663 {
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats ();
1660 }
1661
1662 SET_ANIMATION (arrow, arrow->direction);
1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1664 arrow->stats.hp = arrow->stats.dam;
1665 arrow->stats.grace = arrow->attacktype;
1666 if (arrow->slaying != NULL)
1667 arrow->spellarg = strdup (arrow->slaying);
1668
1669 /* Note that this was different for monsters - they got their level
1670 * added to the damage. I think the strength bonus is more proper.
1671 */
1672
1673 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1674
1675 /* update the speed */
1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1678
1679 arrow->set_speed (max (arrow->speed, 1.0));
1680 arrow->speed_left = 0;
1681
1682 if (op->type == PLAYER)
1683 {
1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1685 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1686 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1687
1688 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1665 wc -= dex_bonus[op->stats.Dex];
1666
1667 if (!arrow->slaying)
1668 arrow->slaying = op->slaying;
1669
1670 arrow->attacktype |= op->attacktype;
1689 } 1671 }
1690 else 1672 else
1691 { 1673 {
1692 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1693 arrow->level = op->level; 1674 arrow->level = op->level;
1694 } 1675 arrow->stats.wc -= bow->magic;
1695 1676
1696 if (arrow->attacktype == AT_PHYSICAL) 1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1697 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1698 1682
1699 if (bow->slaying) 1683 wc -= arrow->level;
1700 arrow->slaying = bow->slaying; 1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1701 1685
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1702 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1704 1689
1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1706 m->insert (arrow, sx, sy, op); 1691 m->insert (arrow, sx, sy, op);
1731{ 1716{
1732 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1733 1718
1734 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1735 { 1720 {
1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1737 } 1722 }
1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1739 { 1724 {
1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1741 wcmod = -1; 1726 wcmod = -1;
1751 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1752 { 1737 {
1753 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1755 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1756
1757 } 1741 }
1758 else 1742 else
1759 { 1743 {
1760 /* Simple case */ 1744 /* Simple case */
1761 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1762 } 1746 }
1747
1763 return ret; 1748 return ret;
1764} 1749}
1765
1766 1750
1767/* Fires a misc (wand/rod/horn) object in 'dir'. 1751/* Fires a misc (wand/rod/horn) object in 'dir'.
1768 * Broken apart from 'fire' to keep it more readable. 1752 * Broken apart from 'fire' to keep it more readable.
1769 */ 1753 */
1770void 1754void
1771fire_misc_object (object *op, int dir) 1755fire_misc_object (object *op, int dir)
1772{ 1756{
1773 object *item; 1757 object *item = op->contr->ranged_ob;
1774 1758
1775 if (!op->contr->ranges[range_misc]) 1759 if (!item)
1776 { 1760 {
1777 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1762 return;
1779 } 1763 }
1780 1764
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) 1765 if (!item->inv)
1783 { 1766 {
1784 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1767 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1785 return; 1768 return;
1786 } 1769 }
1770
1771 if (!op->change_weapon (item))
1772 return;
1773
1787 if (item->type == WAND) 1774 if (item->type == WAND)
1788 { 1775 {
1789 if (item->stats.food <= 0) 1776 if (item->stats.food <= 0)
1790 { 1777 {
1791 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780
1793 return; 1781 return;
1794 } 1782 }
1795 } 1783 }
1796 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
1797 { 1785 {
1798 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1799 { 1787 {
1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789
1801 if (item->type == ROD) 1790 if (item->type == ROD)
1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1803 else 1792 else
1804 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794
1805 return; 1795 return;
1806 } 1796 }
1807 } 1797 }
1808 1798
1809 if (cast_spell (op, item, dir, item->inv, NULL)) 1799 if (cast_spell (op, item, dir, item->inv, NULL))
1831 } 1821 }
1832} 1822}
1833 1823
1834/* Received a fire command for the player - go and do it. 1824/* Received a fire command for the player - go and do it.
1835 */ 1825 */
1836void 1826bool
1837fire (object *op, int dir) 1827fire (object *op, int dir)
1838{ 1828{
1839 int spellcost = 0; 1829 int spellcost = 0;
1840 1830
1841 /* check for loss of invisiblity/hide */ 1831 /* check for loss of invisiblity/hide */
1842 if (action_makes_visible (op)) 1832 if (action_makes_visible (op))
1843 make_visible (op); 1833 make_visible (op);
1844 1834
1845 switch (op->contr->shoottype) 1835 player *pl = op->contr;
1836
1837 if (pl->golem)
1838 {
1839 control_golem (op->contr->golem, dir);
1840 return false;
1846 { 1841 }
1847 case range_none:
1848 return;
1849 1842
1850 case range_bow: 1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return false;
1847
1848 if (!op->change_weapon (ob))
1849 return false;
1850
1851 if (op->speed_left > 0.f)
1852 --op->speed_left;
1853 else
1854 return false;
1855
1856 switch (ob->type)
1857 {
1858 case BOW:
1851 player_fire_bow (op, dir); 1859 player_fire_bow (op, dir);
1852 return; 1860 break;
1853 1861
1854 case range_magic: /* Casting spells */ 1862 case SPELL:
1855 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1863 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1856 return; 1864 break;
1857 1865
1858 case range_misc: 1866 case BUILDER:
1867 apply_map_builder (op, dir);
1868 break;
1869
1870 case SKILL:
1871 do_skill (op, op, ob, dir, 0);
1872 break;
1873
1874 default:
1859 fire_misc_object (op, dir); 1875 fire_misc_object (op, dir);
1860 return; 1876 break;
1861
1862 case range_golem: /* Control summoned monsters from scrolls */
1863 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1864 {
1865 op->contr->ranges[range_golem] = 0;
1866 op->contr->shoottype = range_none;
1867 }
1868 else
1869 control_golem (op->contr->ranges[range_golem], dir);
1870 return;
1871
1872 case range_skill:
1873 if (!op->chosen_skill)
1874 {
1875 if (op->type == PLAYER)
1876 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1877 return;
1878 }
1879
1880 do_skill (op, op, op->chosen_skill, dir, NULL);
1881 return;
1882 case range_builder:
1883 apply_map_builder (op, dir);
1884 return;
1885 default:
1886 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1887 return;
1888 } 1877 }
1889}
1890 1878
1891 1879 return true;
1880}
1892 1881
1893/* find_key 1882/* find_key
1894 * We try to find a key for the door as passed. If we find a key 1883 * We try to find a key for the door as passed. If we find a key
1895 * and successfully use it, we return the key, otherwise NULL 1884 * and successfully use it, we return the key, otherwise NULL
1896 * This function merges both normal and locked door, since the logic 1885 * This function merges both normal and locked door, since the logic
1898 * pl is the player, 1887 * pl is the player,
1899 * inv is the objects inventory to searched 1888 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 1889 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 1890 * This function can be called recursively to search containers.
1902 */ 1891 */
1903
1904object * 1892object *
1905find_key (object *pl, object *container, object *door) 1893find_key (object *pl, object *container, object *door)
1906{ 1894{
1907 object *tmp, *key; 1895 object *tmp, *key;
1908 1896
1909 /* Should not happen, but sanity checking is never bad */ 1897 /* Should not happen, but sanity checking is never bad */
1910 if (container->inv == NULL) 1898 if (!container->inv)
1911 return NULL; 1899 return 0;
1912 1900
1913 /* First, lets try to find a key in the top level inventory */ 1901 /* First, lets try to find a key in the top level inventory */
1914 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 { 1903 {
1916 if (door->type == DOOR && tmp->type == KEY) 1904 if (door->type == DOOR && tmp->type == KEY)
1917 break; 1905 break;
1918 /* For sanity, we should really check door type, but other stuff 1906 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1907 * (like containers) can be locked with special keys
1920 */ 1908 */
1921 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1909 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 break; 1910 break;
1923 } 1911 }
1912
1924 /* No key found - lets search inventories now */ 1913 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1914 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 1915 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1916 * a key, return
1928 */ 1917 */
1929 if (!tmp) 1918 if (!tmp)
1930 { 1919 {
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1920 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 { 1921 {
1933 /* No reason to search empty containers */ 1922 /* No reason to search empty containers */
1934 if (tmp->type == CONTAINER && tmp->inv) 1923 if (tmp->type == CONTAINER && tmp->inv)
1935 { 1924 {
1936 if ((key = find_key (pl, tmp, door)) != NULL) 1925 if ((key = find_key (pl, tmp, door)))
1937 return key; 1926 return key;
1938 } 1927 }
1939 } 1928 }
1929
1940 if (!tmp) 1930 if (!tmp)
1941 return NULL; 1931 return NULL;
1942 } 1932 }
1933
1943 /* We get down here if we have found a key. Now if its in a container, 1934 /* We get down here if we have found a key. Now if its in a container,
1944 * see if we actually want to use it 1935 * see if we actually want to use it
1945 */ 1936 */
1946 if (pl != container) 1937 if (pl != container)
1947 { 1938 {
1968 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1959 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1969 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1960 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1970 return NULL; 1961 return NULL;
1971 } 1962 }
1972 } 1963 }
1964
1973 return tmp; 1965 return tmp;
1974} 1966}
1975 1967
1976/* moved door processing out of move_player_attack. 1968/* moved door processing out of move_player_attack.
1977 * returns 1 if player has opened the door with a key 1969 * returns 1 if player has opened the door with a key
1979 * 0 otherwise 1971 * 0 otherwise
1980 */ 1972 */
1981static int 1973static int
1982player_attack_door (object *op, object *door) 1974player_attack_door (object *op, object *door)
1983{ 1975{
1984 /* If its a door, try to find a use a key. If we do destroy the door, 1976 /* If its a door, try to find a key. If we do destroy the door,
1985 * might as well return immediately as there is nothing more to do - 1977 * might as well return immediately as there is nothing more to do -
1986 * otherwise, we fall through to the rest of the code. 1978 * otherwise, we fall through to the rest of the code.
1987 */ 1979 */
1988 object *key = find_key (op, op, door); 1980 object *key = find_key (op, op, door);
1989 1981
1990 /* IF we found a key, do some extra work */ 1982 /* If we found a key, do some extra work */
1991 if (key) 1983 if (key)
1992 { 1984 {
1993 object *container = key->env; 1985 object *container = key->env;
1994 1986
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
1996 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
1997 make_visible (op); 1990 make_visible (op);
1991
1998 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1999 spring_trap (door->inv, op); 1993 spring_trap (door->inv, op);
1994
2000 if (door->type == DOOR) 1995 if (door->type == DOOR)
2001 {
2002 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1996 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2003 }
2004 else if (door->type == LOCKED_DOOR) 1997 else if (door->type == LOCKED_DOOR)
2005 { 1998 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1999 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2007 remove_door2 (door); /* remove door without violence ;-) */ 2000 remove_door2 (door); /* remove door without violence ;-) */
2008 } 2001 }
2002
2009 /* Do this after we print the message */ 2003 /* Do this after we print the message */
2010 decrease_ob (key); /* Use up one of the keys */ 2004 decrease_ob (key); /* Use up one of the keys */
2011 /* Need to update the weight the container the key was in */ 2005 /* Need to update the weight the container the key was in */
2012 if (container != op) 2006 if (container != op)
2013 esrv_update_item (UPD_WEIGHT, op, container); 2007 esrv_update_item (UPD_WEIGHT, op, container);
2008
2014 return 1; /* Nothing more to do below */ 2009 return 1; /* Nothing more to do below */
2015 } 2010 }
2016 else if (door->type == LOCKED_DOOR) 2011 else if (door->type == LOCKED_DOOR)
2017 { 2012 {
2018 /* Might as well return now - no other way to open this */ 2013 /* Might as well return now - no other way to open this */
2019 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2014 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2020 return 1; 2015 return 1;
2021 } 2016 }
2017
2022 return 0; 2018 return 0;
2023} 2019}
2024 2020
2025/* This function is just part of a breakup from move_player. 2021/* This function is just part of a breakup from move_player.
2026 * It should keep the code cleaner. 2022 * It should keep the code cleaner.
2027 * When this is called, the players direction has been updated 2023 * When this is called, the players direction has been updated
2028 * (taking into account confusion.) The player is also actually 2024 * (taking into account confusion.) The player is also actually
2029 * going to try and move (not fire weapons). 2025 * going to try and move (not fire weapons).
2030 */ 2026 */
2031void 2027bool
2032move_player_attack (object *op, int dir) 2028move_player_attack (object *op, int dir)
2033{ 2029{
2034 object *tmp, *mon;
2035 sint16 nx, ny;
2036 int on_battleground; 2030 int on_battleground;
2037 maptile *m;
2038 2031
2039 nx = freearr_x[dir] + op->x; 2032 sint16 nx = freearr_x[dir] + op->x;
2040 ny = freearr_y[dir] + op->y; 2033 sint16 ny = freearr_y[dir] + op->y;
2041 2034
2042 on_battleground = op_on_battleground (op, 0, 0); 2035 on_battleground = op_on_battleground (op, 0, 0);
2036
2037 if (out_of_map (op->map, nx, ny))
2038 return false;
2039
2040 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2041 {
2042 --op->speed_left;
2043 return true;
2044 }
2043 2045
2044 /* If braced, or can't move to the square, and it is not out of the 2046 /* If braced, or can't move to the square, and it is not out of the
2045 * map, attack it. Note order of if statement is important - don't 2047 * map, attack it. Note order of if statement is important - don't
2046 * want to be calling move_ob if braced, because move_ob will move the 2048 * want to be calling move_ob if braced, because move_ob will move the
2047 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2048 * move to some space, it then means that if we are braced, we should 2050 * move to some space, it then means that if we are braced, we should
2049 * do nothing at all. As it is, if we are braced, we go through 2051 * do nothing at all. As it is, if we are braced, we go through
2050 * quite a bit of processing. However, it probably is less than what 2052 * quite a bit of processing. However, it probably is less than what
2051 * move_ob uses. 2053 * move_ob uses.
2052 */ 2054 */
2053 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2054 {
2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2056 {
2057 m = op->map->xy_find (nx, ny); 2055 maptile *m = op->map->xy_find (nx, ny);
2058 if (!m)
2059 return; /* Don't think this should happen */
2060 }
2061 else
2062 m = op->map;
2063 2056
2064 if (!(tmp = m->at (nx, ny).bot))
2065 return;
2066
2067 mon = 0;
2068 /* Go through all the objects, and find ones of interest. Only stop if 2057 /* Go through all the objects, and find ones of interest. Only stop if
2069 * we find a monster - that is something we know we want to attack. 2058 * we find a monster - that is something we know we want to attack.
2070 * if its a door or barrel (can roll) see if there may be monsters 2059 * if its a door or barrel (can roll) see if there may be monsters
2071 * on the space 2060 * on the space
2072 */ 2061 */
2073 while (tmp) 2062 object *mon;
2074 { 2063 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2075 if (tmp == op) 2064 {
2076 { 2065 if ((mon->flag [FLAG_ALIVE]
2077 tmp = tmp->above; 2066 || mon->type == LOCKED_DOOR
2078 continue; 2067 || mon->flag [FLAG_CAN_ROLL])
2079 }
2080
2081 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2082 {
2083 mon = tmp; 2068 && mon != op)
2084 break; 2069 break;
2085 } 2070 }
2086 2071
2087 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2088 mon = tmp;
2089
2090 tmp = tmp->above;
2091 }
2092
2093 if (!mon) /* This happens anytime the player tries to move */ 2072 if (!mon) /* This happens anytime the player tries to move */
2094 return; /* into a wall */ 2073 return false; /* into a wall */
2095 2074
2096 if (mon->head)
2097 mon = mon->head; 2075 mon = mon->head_ ();
2098 2076
2099 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2078 if (op->contr->weapon_sp_left > 0.f)
2100 if (player_attack_door (op, mon)) 2079 if (player_attack_door (op, mon))
2080 {
2081 --op->contr->weapon_sp_left;
2101 return; 2082 return true;
2083 }
2102 2084
2103 /* The following deals with possibly attacking peaceful 2085 /* The following deals with possibly attacking peaceful
2104 * or frienddly creatures. Basically, all players are considered 2086 * or friendly creatures. Basically, all players are considered
2105 * unaggressive. If the moving player has peaceful set, then the 2087 * unaggressive. If the moving player has peaceful set, then the
2106 * object should be pushed instead of attacked. It is assumed that 2088 * object should be pushed instead of attacked. It is assumed that
2107 * if you are braced, you will not attack friends accidently, 2089 * if you are braced, you will not attack friends accidently,
2108 * and thus will not push them. 2090 * and thus will not push them.
2109 */ 2091 */
2110 2092
2111 /* If the creature is a pet, push it even if the player is not 2093 /* If the creature is a pet, push it even if the player is not
2112 * peaceful. Our assumption is the creature is a pet if the 2094 * peaceful. Our assumption is the creature is a pet if the
2113 * player owns it and it is either friendly or unagressive. 2095 * player owns it and it is either friendly or unagressive.
2114 */ 2096 */
2115 if ((op->type == PLAYER) 2097 if (op->type == PLAYER
2116#if COZY_SERVER
2117 &&
2118 ((mon->owner && mon->owner->contr 2098 && ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2099 && same_party (mon->owner->contr->party, op->contr->party))
2120#else
2121 && mon->owner == op 2100 || mon->owner == op)
2122#endif
2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2124 { 2102 {
2125 /* If we're braced, we don't want to switch places with it */ 2103 /* If we're braced, we don't want to switch places with it */
2126 if (op->contr->braced) 2104 if (op->contr->braced)
2127 return; 2105 return false;
2106
2107 if (op->speed_left > 0.f)
2108 {
2109 --op->speed_left;
2128 2110
2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2130 (void) push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2113
2131 if (op->contr->tmp_invis || op->hide) 2114 if (op->contr->tmp_invis || op->hide)
2132 make_visible (op); 2115 make_visible (op);
2133 2116
2134 return; 2117 return true;
2135 } 2118 }
2119 else
2120 return false;
2121 }
2136 2122
2137 /* in certain circumstances, you shouldn't attack friendly 2123 /* in certain circumstances, you shouldn't attack friendly
2138 * creatures. Note that if you are braced, you can't push 2124 * creatures. Note that if you are braced, you can't push
2139 * someone, but put it inside this loop so that you won't 2125 * someone, but put it inside this loop so that you won't
2140 * attack them either. 2126 * attack them either.
2141 */ 2127 */
2142 if ((mon->type == PLAYER || mon->enemy != op) && 2128 if ((mon->type == PLAYER || mon->enemy != op)
2143 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2129 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2144#ifdef PROHIBIT_PLAYERKILL
2145 (op->contr->peaceful 2130 && ((op->contr->peaceful
2146 || (mon->type == PLAYER 2131 || (mon->type == PLAYER && mon->contr->peaceful))
2147 && mon->contr->
2148 peaceful)) &&
2149#else
2150 op->contr->peaceful &&
2151#endif
2152 !on_battleground)) 2132 && !on_battleground))
2133 {
2134 if (op->speed_left > 0.f)
2153 { 2135 {
2136 --op->speed_left;
2137
2154 if (!op->contr->braced) 2138 if (!op->contr->braced)
2155 { 2139 {
2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2157 push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2158 } 2142 }
2159 else 2143 else
2160 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2161 2145
2162 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2163 make_visible (op); 2147 make_visible (op);
2164 }
2165 2148
2149 return true;
2150 }
2151 }
2166 /* If the object is a boulder or other rollable object, then 2152 /* If the object is a boulder or other rollable object, then
2167 * roll it if not braced. You can't roll it if you are braced. 2153 * roll it if not braced. You can't roll it if you are braced.
2168 */ 2154 */
2169 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2156 {
2157 if (op->speed_left > 0.f)
2170 { 2158 {
2159 --op->speed_left;
2160
2171 recursive_roll (mon, dir, op); 2161 recursive_roll (mon, dir, op);
2172 if (action_makes_visible (op)) 2162 if (action_makes_visible (op))
2173 make_visible (op); 2163 make_visible (op);
2174 }
2175 2164
2165 return true;
2166 }
2167 }
2176 /* Any generic living creature. Including things like doors. 2168 /* Any generic living creature. Including things like doors.
2177 * Way it works is like this: First, it must have some hit points 2169 * Way it works is like this: First, it must have some hit points
2178 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2179 * 1) Not a player, 2) A player, but of a different party. Note 2171 * 1) Not a player, 2) A player, but of a different party. Note
2180 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2181 */ 2173 */
2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2184 { 2176 {
2185 2177 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2186 /* If the player hasn't hit something this tick, and does
2187 * so, give them speed boost based on weapon speed. Doing
2188 * it here is better than process_players2, which basically
2189 * incurred a 1 tick offset.
2190 */
2191 if (!op->contr->has_hit)
2192 { 2178 {
2193 op->speed_left += op->speed / op->contr->weapon_sp; 2179 --op->contr->weapon_sp_left;
2194
2195 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2196 }
2197 2180
2198 skill_attack (mon, op, 0, 0, 0); 2181 skill_attack (mon, op, 0, 0, 0);
2199
2200 /* If attacking another player, that player gets automatic
2201 * hitback, and doesn't loose luck either.
2202 * Disable hitback on the battleground or if the target is
2203 * the wiz.
2204 */
2205 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2206 {
2207 short luck = mon->stats.luck;
2208
2209 mon->contr->has_hit = 1;
2210 skill_attack (op, mon, 0, 0, 0);
2211 mon->stats.luck = luck;
2212 }
2213 2182
2214 if (action_makes_visible (op)) 2183 if (action_makes_visible (op))
2215 make_visible (op); 2184 make_visible (op);
2216 }
2217 } /* if player should attack something */
2218}
2219 2185
2220int 2186 return true;
2187 }
2188 }
2189
2190 return false;
2191}
2192
2193bool
2221move_player (object *op, int dir) 2194move_player (object *op, int dir)
2222{ 2195{
2223 int pick; 2196 int pick;
2224 2197
2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2198 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2232 return 0; 2205 return 0;
2233 } 2206 }
2234 2207
2235 /* peterm: added following line */ 2208 /* peterm: added following line */
2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2209 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2210 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2238 2211
2239 op->facing = dir; 2212 op->facing = dir;
2240 2213
2241 if (op->hide) 2214 if (op->hide)
2242 do_hidden_move (op); 2215 do_hidden_move (op);
2243 2216
2217 bool retval;
2218
2244 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2245 /*nop */ ; 2220 retval = RESULT_INT (0);
2246 else if (op->contr->fire_on) 2221 else if (op->contr->fire_on)
2247 fire (op, dir); 2222 retval = fire (op, dir);
2248 else 2223 else
2249 { 2224 {
2250 move_player_attack (op, dir); 2225 retval = move_player_attack (op, dir);
2251 pick = check_pick (op); 2226 pick = check_pick (op);
2252 } 2227 }
2253 2228
2254 /* Add special check for newcs players and fire on - this way, the 2229 /* Add special check for newcs players and fire on - this way, the
2255 * server can handle repeat firing. 2230 * server can handle repeat firing.
2262 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2263 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2264 * for players. 2239 * for players.
2265 */ 2240 */
2266 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2267 return 0; 2242
2243 return retval;
2268} 2244}
2269 2245
2270/* This is similar to handle_player, below, but is only used by the 2246/* This is similar to handle_player, below, but is only used by the
2271 * new client/server stuff. 2247 * new client/server stuff.
2272 * This is sort of special, in that the new client/server actually uses 2248 * This is sort of special, in that the new client/server actually uses
2273 * the new speed values for commands. 2249 * the new speed values for commands.
2274 * 2250 *
2275 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do. Should not do
2252 * many actions in a row, as that would be too unfair to other
2253 * players.
2276 */ 2254 */
2277int 2255bool
2278handle_newcs_player (object *op) 2256handle_newcs_player (object *op)
2279{ 2257{
2280 if (op->contr->hidden)
2281 {
2282 op->invisible = 1000;
2283 /* the socket code flashes the player visible/invisible
2284 * depending on the value of invisible, so we need to
2285 * alternate it here for it to work correctly.
2286 */
2287 if (pticks & 2)
2288 op->invisible--;
2289 }
2290 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2291 {
2292 op->invisible--;
2293 if (!op->invisible)
2294 {
2295 make_visible (op);
2296 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2297 }
2298 }
2299
2300 if (QUERY_FLAG (op, FLAG_SCARED)) 2258 if (QUERY_FLAG (op, FLAG_SCARED))
2301 { 2259 {
2302 flee_player (op); 2260 if (op->speed_left > 0.f)
2303 /* If player is still scared, that is his action for this tick */
2304 if (QUERY_FLAG (op, FLAG_SCARED))
2305 { 2261 {
2306 op->speed_left--; 2262 --op->speed_left;
2263 flee_player (op);
2264
2307 return 0; 2265 return true;
2308 } 2266 }
2267 else
2268 return false;
2309 } 2269 }
2310
2311 /* I've been seeing crashes where the golem has been destroyed, but
2312 * the player object still points to the defunct golem. The code that
2313 * destroys the golem looks correct, and it doesn't always happen, so
2314 * put this in a a workaround to clean up the golem pointer.
2315 */
2316 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2317 op->contr->ranges[range_golem] = 0;
2318 2270
2319 /* call this here - we also will call this in do_ericserver, but 2271 /* call this here - we also will call this in do_ericserver, but
2320 * the players time has been increased when doericserver has been 2272 * the players time has been increased when doericserver has been
2321 * called, so we recheck it here. 2273 * called, so we recheck it here.
2322 */ 2274 */
2323 if (op->contr->ns->handle_command ()) 2275 if (op->contr->ns->handle_command ())
2324 return 1; 2276 return true;
2325 2277
2326 if (op->speed_left > 0)
2327 {
2328 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2278 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2329 {
2330 /* All move commands take 1 tick, at least for now */
2331 op->speed_left--;
2332
2333 /* Instead of all the stuff below, let move_player take care
2334 * of it. Also, some of the skill stuff is only put in
2335 * there, as well as the confusion stuff.
2336 */
2337 move_player (op, op->direction); 2279 return move_player (op, op->direction);
2338 2280
2339 return op->speed_left > 0;
2340 }
2341 }
2342
2343 return 0; 2281 return false;
2344} 2282}
2345 2283
2346int 2284int
2347save_life (object *op) 2285save_life (object *op)
2348{ 2286{
2383 * from. 2321 * from.
2384 */ 2322 */
2385void 2323void
2386remove_unpaid_objects (object *op, object *env) 2324remove_unpaid_objects (object *op, object *env)
2387{ 2325{
2388 object *next;
2389
2390 while (op) 2326 while (op)
2391 { 2327 {
2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2328 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2393 2329
2394 if (QUERY_FLAG (op, FLAG_UNPAID)) 2330 if (QUERY_FLAG (op, FLAG_UNPAID))
2460 int rate_grace = 2000; 2396 int rate_grace = 2000;
2461 const int max_hp = 1; 2397 const int max_hp = 1;
2462 const int max_sp = 1; 2398 const int max_sp = 1;
2463 const int max_grace = 1; 2399 const int max_grace = 1;
2464 2400
2465 if (op->contr->outputs_sync) 2401 if (op->contr->hidden)
2402 {
2403 op->invisible = 1000;
2404 /* the socket code flashes the player visible/invisible
2405 * depending on the value of invisible, so we need to
2406 * alternate it here for it to work correctly.
2407 */
2408 if (pticks & 2)
2409 op->invisible--;
2466 { 2410 }
2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2411 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2468 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2412 {
2469 flush_output_element (op, &op->contr->outputs[i]); 2413 if (!op->invisible--)
2414 {
2415 make_visible (op);
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2417 }
2470 } 2418 }
2471 2419
2472 if (op->contr->ns->state == ST_PLAYING) 2420 if (op->contr->ns->state == ST_PLAYING)
2473 { 2421 {
2474 /* these next three if clauses make it possible to SLOW DOWN 2422 /* these next three if clauses make it possible to SLOW DOWN
2496 gen_grace = op->stats.maxgrace; 2444 gen_grace = op->stats.maxgrace;
2497 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2445 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2498 } 2446 }
2499 2447
2500 /* Regenerate Spell Points */ 2448 /* Regenerate Spell Points */
2501 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2449 if (!op->contr->golem && --op->last_sp < 0)
2502 { 2450 {
2503 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2451 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2504 if (op->stats.sp < op->stats.maxsp) 2452 if (op->stats.sp < op->stats.maxsp)
2505 { 2453 {
2506 op->stats.sp++; 2454 op->stats.sp++;
2604 } 2552 }
2605 2553
2606 /* Digestion */ 2554 /* Digestion */
2607 if (--op->last_eat < 0) 2555 if (--op->last_eat < 0)
2608 { 2556 {
2609#ifdef COZY_SERVER
2610 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2611 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2612#else
2613 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2557 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2614#endif
2615 2558
2616 if (op->contr->gen_hp > 0) 2559 if (op->contr->gen_hp > 0)
2617 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2560 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2618 else 2561 else
2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2562 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2724 tmp->name = buf; 2667 tmp->name = buf;
2725 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2726 " the %s, when he was defeated at\n level %d by %s.\n", 2669 " the %s, when he was defeated at\n level %d by %s.\n",
2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2728 tmp->msg = buf; 2671 tmp->msg = buf;
2729 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
2730 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2731 tmp->insert_at (op, tmp); 2674 tmp->insert_at (op, tmp);
2732 } 2675 }
2733 2676
2734 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
2735 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2931 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2934 2877
2935 /* 2878 /*
2936 * Check to see if the player is in a shop. IF so, then check to see if
2937 * the player has any unpaid items. If so, remove them and put them back 2879 * Check to see if the player has any unpaid items. If so, remove them
2938 * in the map. 2880 * and put them back in the map.
2939 */ 2881 */
2940
2941 if (is_in_shop (op))
2942 remove_unpaid_objects (op->inv, op); 2882 remove_unpaid_objects (op->inv, op);
2943 2883
2944 /****************************************/ 2884 /****************************************/
2945 /* */ 2885 /* */
2946 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
2947 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
2967 object *force; 2907 object *force;
2968 int at; 2908 int at;
2969 2909
2970 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
2971 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
2972 force->speed = 0.1; 2912 force->speed = 0.1f;
2973 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
2974 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
2975 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
2976 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
2977 force->resist[at] = 100; 2917 force->resist[at] = 100;
2978 2918
2987void 2927void
2988loot_object (object *op) 2928loot_object (object *op)
2989{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
2990 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
2991 2931
2992 if (op->container) 2932 op->close_container (); /* close open sack first */
2993 esrv_apply_container (op, op->container); /* close open sack first */
2994 2933
2995 for (tmp = op->inv; tmp; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
2996 { 2935 {
2997 next = tmp->below; 2936 next = tmp->below;
2998 2937
2999 if (tmp->invisible) 2938 if (tmp->invisible)
3000 continue; 2939 continue;
3001 2940
3002 tmp->remove (); 2941 tmp->remove ();
3003 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3004 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3005 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3006 loot_object (tmp); 2946
3007 }
3008 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3009 { 2948 {
3010 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3011 { 2950 {
3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3013 tmp2->destroy (); 2952 tmp2->destroy ();
3024/* 2963/*
3025 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3026 * what needs to be fixed. Refresh windows and fix speed if anything 2965 * what needs to be fixed. Refresh windows and fix speed if anything
3027 * was changed. 2966 * was changed.
3028 */ 2967 */
3029
3030void 2968void
3031fix_weight (void) 2969fix_weight (void)
3032{ 2970{
3033 for_all_players (pl) 2971 for_all_players (pl)
3034 { 2972 {
3094 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3095 { 3033 {
3096 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3097 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3098 } 3036 }
3037
3099 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3100} 3039}
3101 3040
3102int 3041int
3103is_true_undead (object *op) 3042is_true_undead (object *op)
3104{ 3043{
3105 object *tmp = NULL;
3106
3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3108 return 1; 3045 return 1;
3109 3046
3110 return 0; 3047 return 0;
3111} 3048}
3156/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3157 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3158 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3159 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3160 */ 3097 */
3161
3162void 3098void
3163do_hidden_move (object *op) 3099do_hidden_move (object *op)
3164{ 3100{
3165 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3166 object *skop; 3102 object *skop;
3399 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3400 int i = 0, j = 0; 3336 int i = 0, j = 0;
3401 3337
3402 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3403 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3404 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3405 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3406 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3407 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3408 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3409 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3410 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3411 3347
3412 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3413 return; 3349 return;
3414 3350
3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3547 * not readied. 3483 * not readied.
3548 */ 3484 */
3549void 3485void
3550player_unready_range_ob (player *pl, object *ob) 3486player_unready_range_ob (player *pl, object *ob)
3551{ 3487{
3552 rangetype i; 3488 if (pl->ob->current_weapon == ob)
3489 pl->ob->current_weapon = 0;
3553 3490
3554 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3491 if (pl->combat_ob == ob)
3555 { 3492 pl->combat_ob = 0;
3493
3556 if (pl->ranges[i] == ob) 3494 if (pl->ranged_ob == ob)
3557 { 3495 pl->ranged_ob = 0;
3558 pl->ranges[i] = NULL;
3559 if (pl->shoottype == i)
3560 {
3561 pl->shoottype = range_none;
3562 }
3563 }
3564 }
3565} 3496}
3497
3498sint8
3499player::visibility_at (maptile *map, int x, int y) const
3500{
3501 if (!ns)
3502 return 0;
3503
3504 int dx, dy;
3505 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3506 return 0;
3507
3508 x += dx - ns->current_x + ns->mapx / 2;
3509 y += dy - ns->current_y + ns->mapy / 2;
3510
3511 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3512 return 0;
3513
3514 return 100 - blocked_los [x][y];
3515}

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