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Comparing deliantra/server/server/player.C (file contents):
Revision 1.96 by root, Mon Jan 8 19:25:53 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
216 run_on = 0; 205 run_on = 0;
217 fire_on = 0; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
218 208
219 ns->update_look = 0; 209 ns->update_look = 0;
220 ns->look_position = 0; 210 ns->look_position = 0;
221 211
222 clear_los (ob); 212 clear_los (ob);
225 215
226 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
227 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
228 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->clone.race;
229 219
230 if (!legal_range (ob, shoottype))
231 shoottype = range_none;
232
233 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
234 link_player_skills (ob); 221 link_player_skills (ob);
235 222
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237 224
238 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->clone.name);
239
240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241 * from the class, and not race. I don't see any way to get the class information
242 * to then update this. I don't think this will actually break anything - anyone
243 * that can use armour should be able to use a shield. What this may 'break'
244 * are features new characters get, eg, if someone starts up with a Q, they
245 * should be able to use a shield. However, old Q's won't get that advantage.
246 */
247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
248 SET_FLAG (ob, FLAG_USE_SHIELD);
249 226
250 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
252 { 229 {
253 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
267 244
268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
269 246
270 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
271 248
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);
272 ob->update_stats (); 274 ob->update_stats ();
275
273 ns->floorbox_update (); 276 ns->floorbox_update ();
274
275 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
276 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
277 279
278 activate (); 280 activate ();
279 281
293 if (active) 295 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295 297
296 INVOKE_PLAYER (DISCONNECT, this); 298 INVOKE_PLAYER (DISCONNECT, this);
297 299
300 ns->reset_stats ();
298 ns->pl = 0; 301 ns->pl = 0;
299 this->ns = 0; 302 ns = 0;
300 } 303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
301 307
302 deactivate (); 308 deactivate ();
303} 309}
304 310
305// the need for this function can be explained 311// the need for this function can be explained
306// by load_object not returning the object 312// by load_object not returning the object
307void 313void
308player::set_object (object *op) 314player::set_object (object *op)
309{ 315{
310 ob = op; 316 ob = observe = op;
311 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
312 318
319 ob->speed = 1.0f;
313 ob->speed_left = 0.5; 320 ob->speed_left = 0.5f;
314 ob->speed = 1.0; 321
315 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2; 323}
317 ob->run_away = 25; /* Then we panick... */
318 324
319 ob->roll_stats (); 325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
320} 329}
321 330
322player::player () 331player::player ()
323{ 332{
324 /* There are some elements we want initialised to non zero value - 333 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point. 334 * we deal with that below this point.
326 */ 335 */
327 outputs_sync = 16; /* Every 2 seconds */ 336 outputs_sync = 4;
328 outputs_count = 8; /* Keeps present behaviour */ 337 outputs_count = 4;
329 unapply = unapply_nochoice; 338 unapply = unapply_nochoice;
330 339
331 savebed_map = first_map_path; /* Init. respawn position */ 340 savebed_map = first_map_path; /* Init. respawn position */
332 341
333 gen_sp_armour = 10; 342 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal; 343 bowtype = bow_normal;
336 petmode = pet_normal; 344 petmode = pet_normal;
337 listening = 10; 345 listening = 10;
338 usekeys = containers; 346 usekeys = containers;
339 peaceful = 1; /* default peaceful */ 347 peaceful = 1; /* default peaceful */
340 do_los = 1; 348 do_los = 1;
349
350 weapon_sp = 1.0f;
351 weapon_sp_left = 0.5f;
341} 352}
342 353
343void 354void
344player::do_destroy () 355player::do_destroy ()
345{ 356{
368player::create () 379player::create ()
369{ 380{
370 player *pl = new player; 381 player *pl = new player;
371 382
372 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
373 set_first_map (pl->ob); 389 set_first_map (pl->ob);
374 390
375 return pl; 391 return pl;
376} 392}
377 393
523 x = mon->x; 539 x = mon->x;
524 y = mon->y; 540 y = mon->y;
525 m = mon->map; 541 m = mon->map;
526 dir = rv.direction; 542 dir = rv.direction;
527 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 */
528 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
529 /* 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. */
530 if (diff > max) 547 if (diff > max)
531 return 0; 548 return 0;
549
532 while (diff > 1 && max > 0) 550 while (diff > 1 && max > 0)
533 { 551 {
534 lastx = x; 552 lastx = x;
535 lasty = y; 553 lasty = y;
536 lastmap = m; 554 lastmap = m;
618 max--; 636 max--;
619 lastdir = dir; 637 lastdir = dir;
620 if (!firstdir) 638 if (!firstdir)
621 firstdir = dir; 639 firstdir = dir;
622 } 640 }
641
623 if (diff <= 1) 642 if (diff <= 1)
624 { 643 {
625 /* Recalculate diff (distance) because we may not have actually 644 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance. 645 * headed toward player for entire distance.
627 */ 646 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 647 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
629 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));
630 } 649 }
650
631 if (diff > max) 651 if (diff > max)
632 return 0; 652 return 0;
633 } 653 }
654
634 /* 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 */
635 if (!max) 656 if (!max)
636 return 0; 657 return 0;
637 658
638 return firstdir; 659 return firstdir;
752roll_stat (void) 773roll_stat (void)
753{ 774{
754 int a[4], i, j, k; 775 int a[4], i, j, k;
755 776
756 for (i = 0; i < 4; i++) 777 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1; 778 a[i] = (int) rndm (6) + 1;
758 779
759 for (i = 0, j = 0, k = 7; i < 4; i++) 780 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k) 781 if (a[i] < k)
761 k = a[i], j = i; 782 k = a[i], j = i;
762 783
768} 789}
769 790
770void 791void
771object::roll_stats () 792object::roll_stats ()
772{ 793{
773 int statsort [7]; 794 int statsort [NUM_STATS];
774 795
775 for (;;) 796 for (;;)
776 { 797 {
777 int sum = 0; 798 int sum = 0;
778 for (int i = 7; i--; ) 799 for (int i = NUM_STATS; i--; )
779 sum += statsort [i] = roll_stat (); 800 sum += statsort [i] = roll_stat ();
780 801
781 if (sum >= 82 && sum <= 116) 802 if (sum >= 82 && sum <= 116)
782 break; 803 break;
783 } 804 }
784 805
785 // Sort the stats so that rerolling is easier... 806 // Sort the stats so that rerolling is easier...
786 std::sort (statsort, statsort + 7, std::greater<int>()); 807 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
787 808
809 for (int i = 0; i < NUM_STATS; ++i)
788 stats.Str = statsort[0]; 810 stats.stat (i) = statsort [i];
789 stats.Dex = statsort[1];
790 stats.Con = statsort[2];
791 stats.Int = statsort[3];
792 stats.Wis = statsort[4];
793 stats.Pow = statsort[5];
794 stats.Cha = statsort[6];
795 811
796 stats.exp = 0; 812 stats.exp = 0;
797 stats.ac = 0; 813 stats.ac = 0;
798 814
799 stats.hp = stats.maxhp; 815 stats.hp = stats.maxhp;
811} 827}
812 828
813void 829void
814object::swap_stats (int a, int b) 830object::swap_stats (int a, int b)
815{ 831{
816 int tmp = get_attr_value (&contr->orig_stats, a); 832 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
818 set_attr_value (&contr->orig_stats, b, tmp);
819 833
834 for (int i = 0; i < NUM_STATS; ++i)
820 stats.Str = contr->orig_stats.Str; 835 stats.stat (i) = contr->orig_stats.stat (i);
821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827 836
828 //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,
829 // be merged with the similar code in roll_stats 838 // be merged with the similar code in roll_stats
830 stats.ac = 0; 839 stats.ac = 0;
831 840
862 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
863 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
864 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
865 * not the class. 874 * not the class.
866 */ 875 */
867int 876void
868key_change_class (object *op, char key) 877player::chargen_race_done ()
869{ 878{
870 int tmp_loop;
871
872 if (key == 'd' || key == 'D')
873 {
874 char buf[MAX_BUF];
875
876 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
877 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
878 881
879 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 883 if (tl)
881 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, ob, 0, 0, 0);
882 885
883 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, ob->contr);
885 888
886 op->contr->ns->state = ST_PLAYING; 889 ob->contr->ns->state = ST_PLAYING;
887 890
888 if (op->msg) 891 if (ob->msg)
889 op->msg = NULL; 892 ob->msg = 0;
890 893
891 /* 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
892 * to save here. 895 * to save here.
893 */ 896 */
897 {
898 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf); 900 make_path_to_file (buf);
901 }
896 902
897 start_info (op); 903 start_info (ob);
898 CLEAR_FLAG (op, FLAG_WIZ); 904 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (op, op->randomitems); 905 give_initial_items (ob, ob->randomitems);
900 link_player_skills (op); 906 link_player_skills (ob);
901 esrv_send_inventory (op, op); 907 esrv_send_inventory (ob, ob);
902 op->update_stats (); 908 ob->update_stats ();
903 909
904 /* This moves the player to a different start map, if there 910 /* This moves the player to a different start map, if there
905 * is one for this race 911 * is one for this race
906 */ 912 */
907 if (*first_map_ext_path) 913 if (*first_map_ext_path)
908 { 914 {
909 object *tmp; 915 object *tmp;
910 char mapname[MAX_BUF]; 916 char mapname[MAX_BUF];
911 917
912 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);
913 tmp = object::create (); 919 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname; 920 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = op->x; 921 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = op->y; 922 EXIT_Y (tmp) = ob->y;
917 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;
918 * if the map isn't there, then stay on the 924 * if the map isn't there, then stay on the
919 * default initial map */ 925 * default initial map */
920 tmp->destroy (); 926 tmp->destroy ();
921 } 927 }
922 else 928 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 929 LOG (llevDebug, "first_map_ext_path not set\n");
930}
924 931
925 return 0; 932void
926 } 933player::chargen_race_next ()
927 934{
928 /* Following actually changes the race - this is the default command 935 /* Following actually changes the race - this is the default command
929 * if we don't match with one of the options above. 936 * if we don't match with one of the options above.
930 */ 937 */
931 938
932 tmp_loop = 0; 939 do
933 while (!tmp_loop)
934 { 940 {
935 shstr name = op->name; 941 shstr name = ob->name;
936 int x = op->x, y = op->y; 942 int x = ob->x, y = ob->y;
937 943
938 op->remove_statbonus (); 944 ob->remove_statbonus ();
939 op->remove (); 945 ob->remove ();
940 op->arch = get_player_archetype (op->arch); 946 ob->arch = get_player_archetype (ob->arch);
941 op->arch->clone.copy_to (op); 947 ob->arch->clone.copy_to (ob);
942 op->instantiate (); 948 ob->instantiate ();
943 op->stats = op->contr->orig_stats; 949 ob->stats = ob->contr->orig_stats;
944 op->name = op->name_pl = name; 950 ob->name = ob->name_pl = name;
945 op->x = x; 951 ob->x = x;
946 op->y = y; 952 ob->y = y;
947 SET_ANIMATION (op, 2); /* So player faces south */ 953 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (op, op->map, op, 0); 954 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (op->contr->title, op->arch->clone.name); 955 assign (ob->contr->title, ob->arch->clone.name);
950 op->add_statbonus (); 956 ob->add_statbonus ();
951 tmp_loop = allowed_class (op);
952 } 957 }
958 while (!allowed_class (ob));
953 959
954 update_object (op, UP_OBJ_FACE); 960 update_object (ob, UP_OBJ_FACE);
955 esrv_update_item (UPD_FACE, op, op); 961 esrv_update_item (UPD_FACE, ob, ob);
956 op->update_stats (); 962 ob->update_stats ();
957 op->stats.hp = op->stats.maxhp; 963 ob->stats.hp = ob->stats.maxhp;
958 op->stats.sp = op->stats.maxsp; 964 ob->stats.sp = ob->stats.maxsp;
959 op->stats.grace = 0; 965 ob->stats.grace = 0;
960
961 if (op->msg)
962 new_draw_info (NDI_BLUE, 0, op, op->msg);
963
964 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
965 return 0;
966} 966}
967 967
968void 968void
969flee_player (object *op) 969flee_player (object *op)
970{ 970{
1017 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1018 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL; 1019 op->enemy = NULL;
1020} 1020}
1021 1021
1022
1023/* 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.
1024 * 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
1025 * stop. 1024 * stop.
1026 */ 1025 */
1027int 1026int
1028check_pick (object *op) 1027check_pick (object *op)
1029{ 1028{
1030 object *tmp, *next; 1029 object *tmp, *next;
1031 int stop = 0; 1030 int stop = 0;
1032 int j, k, wvratio; 1031 int wvratio;
1033 char putstring[128], tmpstr[16]; 1032 char putstring[128];
1034 1033
1035 /* if you're flying, you cna't pick up anything */ 1034 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 1035 if (op->move_type & MOVE_FLYING)
1037 return 1; 1036 return 1;
1038 1037
1375 * found object is returned. 1374 * found object is returned.
1376 */ 1375 */
1377object * 1376object *
1378find_arrow (object *op, const char *type) 1377find_arrow (object *op, const char *type)
1379{ 1378{
1380 object *tmp = NULL; 1379 object *tmp = 0;
1381 1380
1382 for (op = op->inv; op; op = op->below) 1381 for (op = op->inv; op; op = op->below)
1383 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))
1384 tmp = find_arrow (op, type); 1383 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1384 else if (op->type == ARROW && op->race == type)
1386 return op; 1385 return op;
1386
1387 return tmp; 1387 return tmp;
1388} 1388}
1389 1389
1390/* 1390/*
1391 * 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
1392 * 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
1393 * 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
1394 * 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.
1395 */ 1395 */
1396
1397object * 1396object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1397find_better_arrow (object *op, object *target, const char *type, int *better)
1399{ 1398{
1400 object *tmp = NULL, *arrow, *ntmp; 1399 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1400 int attacknum, attacktype, betterby = 0, i;
1467 * find_better_arrow to find a decent arrow to use. 1466 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1467 * op = the shooter
1469 * type = bow->race 1468 * type = bow->race
1470 * dir = fire direction 1469 * dir = fire direction
1471 */ 1470 */
1472
1473object * 1471object *
1474pick_arrow_target (object *op, const char *type, int dir) 1472pick_arrow_target (object *op, const char *type, int dir)
1475{ 1473{
1476 object *tmp = NULL; 1474 object *tmp = NULL;
1477 maptile *m; 1475 maptile *m;
1542 */ 1540 */
1543int 1541int
1544fire_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)
1545{ 1543{
1546 object *left, *bow; 1544 object *left, *bow;
1547 int bowspeed, mflags; 1545 int mflags;
1548 maptile *m; 1546 maptile *m;
1549 1547
1550 if (!dir) 1548 if (!dir)
1551 { 1549 {
1552 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!");
1553 return 0; 1551 return 0;
1554 } 1552 }
1555 1553
1556 if (op->type == PLAYER) 1554 if (op->contr)
1557 bow = op->contr->ranges[range_bow]; 1555 bow = op->current_weapon;
1558 else 1556 else
1559 { 1557 {
1560 for (bow = op->inv; bow; bow = bow->below) 1558 for (bow = op->inv; bow; bow = bow->below)
1561 /* 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
1562 * 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.
1567 if (!bow) 1565 if (!bow)
1568 { 1566 {
1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1567 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1570 return 0; 1568 return 0;
1571 } 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
1572 } 1578 }
1573 1579
1574 if (!bow->race || !bow->skill) 1580 if (!bow->race || !bow->skill)
1575 { 1581 {
1576 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);
1577 return 0; 1583 return 0;
1578 } 1584 }
1579
1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1581
1582 /* penalize ROF for bestarrow */
1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1586 if (bowspeed < 1)
1587 bowspeed = 1;
1588 1585
1589 if (arrow == NULL) 1586 if (arrow == NULL)
1590 { 1587 {
1591 if ((arrow = find_arrow (op, bow->race)) == NULL) 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 { 1589 {
1593 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1594 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);
1595 /* 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 */
1596 else 1593 else
1597 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1598 return 0; 1596 return 0;
1599 } 1597 }
1600 } 1598 }
1601 1599
1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1626 1624
1627 arrow->set_owner (op); 1625 arrow->set_owner (op);
1628 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1629 arrow->direction = dir; 1627 arrow->direction = dir;
1630 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
1631 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1632 { 1663 {
1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1634 op->update_stats ();
1635 }
1636
1637 SET_ANIMATION (arrow, arrow->direction);
1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641 if (arrow->slaying != NULL)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644 /* Note that this was different for monsters - they got their level
1645 * added to the damage. I think the strength bonus is more proper.
1646 */
1647
1648 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1649
1650 /* update the speed */
1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1652 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1653
1654 arrow->set_speed (max (arrow->speed, 1.0));
1655 arrow->speed_left = 0;
1656
1657 if (op->type == PLAYER)
1658 {
1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1660 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1661 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1662
1663 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;
1664 } 1671 }
1665 else 1672 else
1666 { 1673 {
1667 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1668 arrow->level = op->level; 1674 arrow->level = op->level;
1669 } 1675 arrow->stats.wc -= bow->magic;
1670 1676
1671 if (arrow->attacktype == AT_PHYSICAL) 1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1672 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1673 1682
1674 if (bow->slaying) 1683 wc -= arrow->level;
1675 arrow->slaying = bow->slaying; 1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1676 1685
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1677 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1679 1689
1680 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);
1681 m->insert (arrow, sx, sy, op); 1691 m->insert (arrow, sx, sy, op);
1706{ 1716{
1707 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1708 1718
1709 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1710 { 1720 {
1711 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);
1712 } 1722 }
1713 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)
1714 { 1724 {
1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1716 wcmod = -1; 1726 wcmod = -1;
1726 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1727 { 1737 {
1728 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);
1729 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);
1730 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);
1731
1732 } 1741 }
1733 else 1742 else
1734 { 1743 {
1735 /* Simple case */ 1744 /* Simple case */
1736 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);
1737 } 1746 }
1747
1738 return ret; 1748 return ret;
1739} 1749}
1740
1741 1750
1742/* Fires a misc (wand/rod/horn) object in 'dir'. 1751/* Fires a misc (wand/rod/horn) object in 'dir'.
1743 * Broken apart from 'fire' to keep it more readable. 1752 * Broken apart from 'fire' to keep it more readable.
1744 */ 1753 */
1745void 1754void
1746fire_misc_object (object *op, int dir) 1755fire_misc_object (object *op, int dir)
1747{ 1756{
1748 object *item; 1757 object *item = op->contr->ranged_ob;
1749 1758
1750 if (!op->contr->ranges[range_misc]) 1759 if (!item)
1751 { 1760 {
1752 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.");
1753 return; 1762 return;
1754 } 1763 }
1755 1764
1756 item = op->contr->ranges[range_misc];
1757 if (!item->inv) 1765 if (!item->inv)
1758 { 1766 {
1759 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1767 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1760 return; 1768 return;
1761 } 1769 }
1770
1771 if (!op->change_weapon (item))
1772 return;
1773
1762 if (item->type == WAND) 1774 if (item->type == WAND)
1763 { 1775 {
1764 if (item->stats.food <= 0) 1776 if (item->stats.food <= 0)
1765 { 1777 {
1766 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1767 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
1768 return; 1781 return;
1769 } 1782 }
1770 } 1783 }
1771 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
1772 { 1785 {
1773 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))
1774 { 1787 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789
1776 if (item->type == ROD) 1790 if (item->type == ROD)
1777 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));
1778 else 1792 else
1779 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
1780 return; 1795 return;
1781 } 1796 }
1782 } 1797 }
1783 1798
1784 if (cast_spell (op, item, dir, item->inv, NULL)) 1799 if (cast_spell (op, item, dir, item->inv, NULL))
1806 } 1821 }
1807} 1822}
1808 1823
1809/* Received a fire command for the player - go and do it. 1824/* Received a fire command for the player - go and do it.
1810 */ 1825 */
1811void 1826bool
1812fire (object *op, int dir) 1827fire (object *op, int dir)
1813{ 1828{
1814 int spellcost = 0; 1829 int spellcost = 0;
1815 1830
1816 /* check for loss of invisiblity/hide */ 1831 /* check for loss of invisiblity/hide */
1817 if (action_makes_visible (op)) 1832 if (action_makes_visible (op))
1818 make_visible (op); 1833 make_visible (op);
1819 1834
1820 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;
1821 { 1841 }
1822 case range_none:
1823 return;
1824 1842
1825 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:
1826 player_fire_bow (op, dir); 1859 player_fire_bow (op, dir);
1827 return; 1860 break;
1828 1861
1829 case range_magic: /* Casting spells */ 1862 case SPELL:
1830 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);
1831 return; 1864 break;
1832 1865
1833 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:
1834 fire_misc_object (op, dir); 1875 fire_misc_object (op, dir);
1835 return; 1876 break;
1836
1837 case range_golem: /* Control summoned monsters from scrolls */
1838 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1839 {
1840 op->contr->ranges[range_golem] = 0;
1841 op->contr->shoottype = range_none;
1842 }
1843 else
1844 control_golem (op->contr->ranges[range_golem], dir);
1845 return;
1846
1847 case range_skill:
1848 if (!op->chosen_skill)
1849 {
1850 if (op->type == PLAYER)
1851 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1852 return;
1853 }
1854
1855 do_skill (op, op, op->chosen_skill, dir, NULL);
1856 return;
1857 case range_builder:
1858 apply_map_builder (op, dir);
1859 return;
1860 default:
1861 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1862 return;
1863 } 1877 }
1864}
1865 1878
1866 1879 return true;
1880}
1867 1881
1868/* find_key 1882/* find_key
1869 * 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
1870 * and successfully use it, we return the key, otherwise NULL 1884 * and successfully use it, we return the key, otherwise NULL
1871 * This function merges both normal and locked door, since the logic 1885 * This function merges both normal and locked door, since the logic
1873 * pl is the player, 1887 * pl is the player,
1874 * inv is the objects inventory to searched 1888 * inv is the objects inventory to searched
1875 * door is the door we are trying to match against. 1889 * door is the door we are trying to match against.
1876 * This function can be called recursively to search containers. 1890 * This function can be called recursively to search containers.
1877 */ 1891 */
1878
1879object * 1892object *
1880find_key (object *pl, object *container, object *door) 1893find_key (object *pl, object *container, object *door)
1881{ 1894{
1882 object *tmp, *key; 1895 object *tmp, *key;
1883 1896
1884 /* Should not happen, but sanity checking is never bad */ 1897 /* Should not happen, but sanity checking is never bad */
1885 if (container->inv == NULL) 1898 if (!container->inv)
1886 return NULL; 1899 return 0;
1887 1900
1888 /* 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 */
1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1903 {
1891 if (door->type == DOOR && tmp->type == KEY) 1904 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1905 break;
1893 /* For sanity, we should really check door type, but other stuff 1906 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1907 * (like containers) can be locked with special keys
1895 */ 1908 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1909 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1910 break;
1898 } 1911 }
1912
1899 /* No key found - lets search inventories now */ 1913 /* No key found - lets search inventories now */
1900 /* 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.
1901 * 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
1902 * a key, return 1916 * a key, return
1903 */ 1917 */
1904 if (!tmp) 1918 if (!tmp)
1905 { 1919 {
1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1920 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 { 1921 {
1908 /* No reason to search empty containers */ 1922 /* No reason to search empty containers */
1909 if (tmp->type == CONTAINER && tmp->inv) 1923 if (tmp->type == CONTAINER && tmp->inv)
1910 { 1924 {
1911 if ((key = find_key (pl, tmp, door)) != NULL) 1925 if ((key = find_key (pl, tmp, door)))
1912 return key; 1926 return key;
1913 } 1927 }
1914 } 1928 }
1929
1915 if (!tmp) 1930 if (!tmp)
1916 return NULL; 1931 return NULL;
1917 } 1932 }
1933
1918 /* 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,
1919 * see if we actually want to use it 1935 * see if we actually want to use it
1920 */ 1936 */
1921 if (pl != container) 1937 if (pl != container)
1922 { 1938 {
1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1959 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1944 "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));
1945 return NULL; 1961 return NULL;
1946 } 1962 }
1947 } 1963 }
1964
1948 return tmp; 1965 return tmp;
1949} 1966}
1950 1967
1951/* moved door processing out of move_player_attack. 1968/* moved door processing out of move_player_attack.
1952 * returns 1 if player has opened the door with a key 1969 * returns 1 if player has opened the door with a key
1954 * 0 otherwise 1971 * 0 otherwise
1955 */ 1972 */
1956static int 1973static int
1957player_attack_door (object *op, object *door) 1974player_attack_door (object *op, object *door)
1958{ 1975{
1959 /* 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,
1960 * 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 -
1961 * otherwise, we fall through to the rest of the code. 1978 * otherwise, we fall through to the rest of the code.
1962 */ 1979 */
1963 object *key = find_key (op, op, door); 1980 object *key = find_key (op, op, door);
1964 1981
1965 /* IF we found a key, do some extra work */ 1982 /* If we found a key, do some extra work */
1966 if (key) 1983 if (key)
1967 { 1984 {
1968 object *container = key->env; 1985 object *container = key->env;
1969 1986
1970 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
1971 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
1972 make_visible (op); 1990 make_visible (op);
1991
1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974 spring_trap (door->inv, op); 1993 spring_trap (door->inv, op);
1994
1975 if (door->type == DOOR) 1995 if (door->type == DOOR)
1976 {
1977 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 */
1978 }
1979 else if (door->type == LOCKED_DOOR) 1997 else if (door->type == LOCKED_DOOR)
1980 { 1998 {
1981 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));
1982 remove_door2 (door); /* remove door without violence ;-) */ 2000 remove_door2 (door); /* remove door without violence ;-) */
1983 } 2001 }
2002
1984 /* Do this after we print the message */ 2003 /* Do this after we print the message */
1985 decrease_ob (key); /* Use up one of the keys */ 2004 decrease_ob (key); /* Use up one of the keys */
1986 /* Need to update the weight the container the key was in */ 2005 /* Need to update the weight the container the key was in */
1987 if (container != op) 2006 if (container != op)
1988 esrv_update_item (UPD_WEIGHT, op, container); 2007 esrv_update_item (UPD_WEIGHT, op, container);
2008
1989 return 1; /* Nothing more to do below */ 2009 return 1; /* Nothing more to do below */
1990 } 2010 }
1991 else if (door->type == LOCKED_DOOR) 2011 else if (door->type == LOCKED_DOOR)
1992 { 2012 {
1993 /* Might as well return now - no other way to open this */ 2013 /* Might as well return now - no other way to open this */
1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2014 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 2015 return 1;
1996 } 2016 }
2017
1997 return 0; 2018 return 0;
1998} 2019}
1999 2020
2000/* This function is just part of a breakup from move_player. 2021/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2022 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 2023 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 2024 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 2025 * going to try and move (not fire weapons).
2005 */ 2026 */
2006void 2027bool
2007move_player_attack (object *op, int dir) 2028move_player_attack (object *op, int dir)
2008{ 2029{
2009 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground; 2030 int on_battleground;
2012 maptile *m;
2013 2031
2014 nx = freearr_x[dir] + op->x; 2032 sint16 nx = freearr_x[dir] + op->x;
2015 ny = freearr_y[dir] + op->y; 2033 sint16 ny = freearr_y[dir] + op->y;
2016 2034
2017 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 }
2018 2045
2019 /* 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
2020 * 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
2021 * 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
2022 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2023 * 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
2024 * 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
2025 * 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
2026 * move_ob uses. 2053 * move_ob uses.
2027 */ 2054 */
2028 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2029 {
2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2031 {
2032 m = op->map->xy_find (nx, ny); 2055 maptile *m = op->map->xy_find (nx, ny);
2033 if (!m)
2034 return; /* Don't think this should happen */
2035 }
2036 else
2037 m = op->map;
2038 2056
2039 if (!(tmp = m->at (nx, ny).bot))
2040 return;
2041
2042 mon = 0;
2043 /* 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
2044 * 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.
2045 * 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
2046 * on the space 2060 * on the space
2047 */ 2061 */
2048 while (tmp) 2062 object *mon;
2049 { 2063 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2050 if (tmp == op) 2064 {
2051 { 2065 if ((mon->flag [FLAG_ALIVE]
2052 tmp = tmp->above; 2066 || mon->type == LOCKED_DOOR
2053 continue; 2067 || mon->flag [FLAG_CAN_ROLL])
2054 }
2055
2056 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2057 {
2058 mon = tmp; 2068 && mon != op)
2059 break; 2069 break;
2060 } 2070 }
2061 2071
2062 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2063 mon = tmp;
2064
2065 tmp = tmp->above;
2066 }
2067
2068 if (!mon) /* This happens anytime the player tries to move */ 2072 if (!mon) /* This happens anytime the player tries to move */
2069 return; /* into a wall */ 2073 return false; /* into a wall */
2070 2074
2071 if (mon->head)
2072 mon = mon->head; 2075 mon = mon->head_ ();
2073 2076
2074 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)
2075 if (player_attack_door (op, mon)) 2079 if (player_attack_door (op, mon))
2080 {
2081 --op->contr->weapon_sp_left;
2076 return; 2082 return true;
2083 }
2077 2084
2078 /* The following deals with possibly attacking peaceful 2085 /* The following deals with possibly attacking peaceful
2079 * or frienddly creatures. Basically, all players are considered 2086 * or friendly creatures. Basically, all players are considered
2080 * unaggressive. If the moving player has peaceful set, then the 2087 * unaggressive. If the moving player has peaceful set, then the
2081 * object should be pushed instead of attacked. It is assumed that 2088 * object should be pushed instead of attacked. It is assumed that
2082 * if you are braced, you will not attack friends accidently, 2089 * if you are braced, you will not attack friends accidently,
2083 * and thus will not push them. 2090 * and thus will not push them.
2084 */ 2091 */
2085 2092
2086 /* 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
2087 * peaceful. Our assumption is the creature is a pet if the 2094 * peaceful. Our assumption is the creature is a pet if the
2088 * player owns it and it is either friendly or unagressive. 2095 * player owns it and it is either friendly or unagressive.
2089 */ 2096 */
2090 if ((op->type == PLAYER) 2097 if (op->type == PLAYER
2091#if COZY_SERVER
2092 &&
2093 ((mon->owner && mon->owner->contr 2098 && ((mon->owner && mon->owner->contr
2094 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2099 && same_party (mon->owner->contr->party, op->contr->party))
2095#else
2096 && mon->owner == op 2100 || mon->owner == op)
2097#endif
2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2099 { 2102 {
2100 /* 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 */
2101 if (op->contr->braced) 2104 if (op->contr->braced)
2102 return; 2105 return false;
2106
2107 if (op->speed_left > 0.f)
2108 {
2109 --op->speed_left;
2103 2110
2104 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);
2105 (void) push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2113
2106 if (op->contr->tmp_invis || op->hide) 2114 if (op->contr->tmp_invis || op->hide)
2107 make_visible (op); 2115 make_visible (op);
2108 2116
2109 return; 2117 return true;
2110 } 2118 }
2119 else
2120 return false;
2121 }
2111 2122
2112 /* in certain circumstances, you shouldn't attack friendly 2123 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push 2124 * creatures. Note that if you are braced, you can't push
2114 * 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
2115 * attack them either. 2126 * attack them either.
2116 */ 2127 */
2117 if ((mon->type == PLAYER || mon->enemy != op) && 2128 if ((mon->type == PLAYER || mon->enemy != op)
2118 (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))
2119#ifdef PROHIBIT_PLAYERKILL
2120 (op->contr->peaceful 2130 && ((op->contr->peaceful
2121 || (mon->type == PLAYER 2131 || (mon->type == PLAYER && mon->contr->peaceful))
2122 && mon->contr->
2123 peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground)) 2132 && !on_battleground))
2133 {
2134 if (op->speed_left > 0.f)
2128 { 2135 {
2136 --op->speed_left;
2137
2129 if (!op->contr->braced) 2138 if (!op->contr->braced)
2130 { 2139 {
2131 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);
2132 push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2133 } 2142 }
2134 else 2143 else
2135 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2136 2145
2137 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2138 make_visible (op); 2147 make_visible (op);
2139 }
2140 2148
2149 return true;
2150 }
2151 }
2141 /* If the object is a boulder or other rollable object, then 2152 /* If the object is a boulder or other rollable object, then
2142 * 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.
2143 */ 2154 */
2144 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)
2145 { 2158 {
2159 --op->speed_left;
2160
2146 recursive_roll (mon, dir, op); 2161 recursive_roll (mon, dir, op);
2147 if (action_makes_visible (op)) 2162 if (action_makes_visible (op))
2148 make_visible (op); 2163 make_visible (op);
2149 }
2150 2164
2165 return true;
2166 }
2167 }
2151 /* Any generic living creature. Including things like doors. 2168 /* Any generic living creature. Including things like doors.
2152 * 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
2153 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2154 * 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
2155 * 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.
2156 */ 2173 */
2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((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)))
2159 { 2176 {
2160 2177 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2161 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit)
2167 { 2178 {
2168 op->speed_left += op->speed / op->contr->weapon_sp; 2179 --op->contr->weapon_sp_left;
2169
2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2171 }
2172 2180
2173 skill_attack (mon, op, 0, 0, 0); 2181 skill_attack (mon, op, 0, 0, 0);
2174
2175 /* If attacking another player, that player gets automatic
2176 * hitback, and doesn't loose luck either.
2177 * Disable hitback on the battleground or if the target is
2178 * the wiz.
2179 */
2180 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2181 {
2182 short luck = mon->stats.luck;
2183
2184 mon->contr->has_hit = 1;
2185 skill_attack (op, mon, 0, 0, 0);
2186 mon->stats.luck = luck;
2187 }
2188 2182
2189 if (action_makes_visible (op)) 2183 if (action_makes_visible (op))
2190 make_visible (op); 2184 make_visible (op);
2191 }
2192 } /* if player should attack something */
2193}
2194 2185
2195int 2186 return true;
2187 }
2188 }
2189
2190 return false;
2191}
2192
2193bool
2196move_player (object *op, int dir) 2194move_player (object *op, int dir)
2197{ 2195{
2198 int pick; 2196 int pick;
2199 2197
2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2198 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2207 return 0; 2205 return 0;
2208 } 2206 }
2209 2207
2210 /* peterm: added following line */ 2208 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2209 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2210 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2213 2211
2214 op->facing = dir; 2212 op->facing = dir;
2215 2213
2216 if (op->hide) 2214 if (op->hide)
2217 do_hidden_move (op); 2215 do_hidden_move (op);
2218 2216
2217 bool retval;
2218
2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2220 /*nop */ ; 2220 retval = RESULT_INT (0);
2221 else if (op->contr->fire_on) 2221 else if (op->contr->fire_on)
2222 fire (op, dir); 2222 retval = fire (op, dir);
2223 else 2223 else
2224 { 2224 {
2225 move_player_attack (op, dir); 2225 retval = move_player_attack (op, dir);
2226 pick = check_pick (op); 2226 pick = check_pick (op);
2227 } 2227 }
2228 2228
2229 /* 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
2230 * server can handle repeat firing. 2230 * server can handle repeat firing.
2237 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2238 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2239 * for players. 2239 * for players.
2240 */ 2240 */
2241 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2242 return 0; 2242
2243 return retval;
2243} 2244}
2244 2245
2245/* 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
2246 * new client/server stuff. 2247 * new client/server stuff.
2247 * 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
2248 * the new speed values for commands. 2249 * the new speed values for commands.
2249 * 2250 *
2250 * 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.
2251 */ 2254 */
2252int 2255bool
2253handle_newcs_player (object *op) 2256handle_newcs_player (object *op)
2254{ 2257{
2255 if (op->contr->hidden)
2256 {
2257 op->invisible = 1000;
2258 /* the socket code flashes the player visible/invisible
2259 * depending on the value of invisible, so we need to
2260 * alternate it here for it to work correctly.
2261 */
2262 if (pticks & 2)
2263 op->invisible--;
2264 }
2265 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2266 {
2267 op->invisible--;
2268 if (!op->invisible)
2269 {
2270 make_visible (op);
2271 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2272 }
2273 }
2274
2275 if (QUERY_FLAG (op, FLAG_SCARED)) 2258 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2259 {
2277 flee_player (op); 2260 if (op->speed_left > 0.f)
2278 /* If player is still scared, that is his action for this tick */
2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2261 {
2281 op->speed_left--; 2262 --op->speed_left;
2263 flee_player (op);
2264
2282 return 0; 2265 return true;
2283 } 2266 }
2267 else
2268 return false;
2284 } 2269 }
2285
2286 /* I've been seeing crashes where the golem has been destroyed, but
2287 * the player object still points to the defunct golem. The code that
2288 * destroys the golem looks correct, and it doesn't always happen, so
2289 * put this in a a workaround to clean up the golem pointer.
2290 */
2291 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2292 op->contr->ranges[range_golem] = 0;
2293 2270
2294 /* 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
2295 * the players time has been increased when doericserver has been 2272 * the players time has been increased when doericserver has been
2296 * called, so we recheck it here. 2273 * called, so we recheck it here.
2297 */ 2274 */
2298 if (op->contr->ns->handle_command ()) 2275 if (op->contr->ns->handle_command ())
2299 return 1; 2276 return true;
2300 2277
2301 if (op->speed_left > 0)
2302 {
2303 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2278 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2304 {
2305 /* All move commands take 1 tick, at least for now */
2306 op->speed_left--;
2307
2308 /* Instead of all the stuff below, let move_player take care
2309 * of it. Also, some of the skill stuff is only put in
2310 * there, as well as the confusion stuff.
2311 */
2312 move_player (op, op->direction); 2279 return move_player (op, op->direction);
2313 2280
2314 return op->speed_left > 0;
2315 }
2316 }
2317
2318 return 0; 2281 return false;
2319} 2282}
2320 2283
2321int 2284int
2322save_life (object *op) 2285save_life (object *op)
2323{ 2286{
2358 * from. 2321 * from.
2359 */ 2322 */
2360void 2323void
2361remove_unpaid_objects (object *op, object *env) 2324remove_unpaid_objects (object *op, object *env)
2362{ 2325{
2363 object *next;
2364
2365 while (op) 2326 while (op)
2366 { 2327 {
2367 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' */
2368 2329
2369 if (QUERY_FLAG (op, FLAG_UNPAID)) 2330 if (QUERY_FLAG (op, FLAG_UNPAID))
2435 int rate_grace = 2000; 2396 int rate_grace = 2000;
2436 const int max_hp = 1; 2397 const int max_hp = 1;
2437 const int max_sp = 1; 2398 const int max_sp = 1;
2438 const int max_grace = 1; 2399 const int max_grace = 1;
2439 2400
2440 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--;
2441 { 2410 }
2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2411 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2412 {
2444 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 }
2445 } 2418 }
2446 2419
2447 if (op->contr->ns->state == ST_PLAYING) 2420 if (op->contr->ns->state == ST_PLAYING)
2448 { 2421 {
2449 /* these next three if clauses make it possible to SLOW DOWN 2422 /* these next three if clauses make it possible to SLOW DOWN
2471 gen_grace = op->stats.maxgrace; 2444 gen_grace = op->stats.maxgrace;
2472 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2445 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2473 } 2446 }
2474 2447
2475 /* Regenerate Spell Points */ 2448 /* Regenerate Spell Points */
2476 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2449 if (!op->contr->golem && --op->last_sp < 0)
2477 { 2450 {
2478 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);
2479 if (op->stats.sp < op->stats.maxsp) 2452 if (op->stats.sp < op->stats.maxsp)
2480 { 2453 {
2481 op->stats.sp++; 2454 op->stats.sp++;
2579 } 2552 }
2580 2553
2581 /* Digestion */ 2554 /* Digestion */
2582 if (--op->last_eat < 0) 2555 if (--op->last_eat < 0)
2583 { 2556 {
2584#ifdef COZY_SERVER
2585 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2586 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2587#else
2588 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;
2589#endif
2590 2558
2591 if (op->contr->gen_hp > 0) 2559 if (op->contr->gen_hp > 0)
2592 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);
2593 else 2561 else
2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2562 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2699 tmp->name = buf; 2667 tmp->name = buf;
2700 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2701 " 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",
2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2703 tmp->msg = buf; 2671 tmp->msg = buf;
2704 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
2705 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2706 tmp->insert_at (op, tmp); 2674 tmp->insert_at (op, tmp);
2707 } 2675 }
2708 2676
2709 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
2710 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2906 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2909 2877
2910 /* 2878 /*
2911 * Check to see if the player is in a shop. IF so, then check to see if
2912 * 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
2913 * in the map. 2880 * and put them back in the map.
2914 */ 2881 */
2915
2916 if (is_in_shop (op))
2917 remove_unpaid_objects (op->inv, op); 2882 remove_unpaid_objects (op->inv, op);
2918 2883
2919 /****************************************/ 2884 /****************************************/
2920 /* */ 2885 /* */
2921 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
2922 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
2942 object *force; 2907 object *force;
2943 int at; 2908 int at;
2944 2909
2945 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
2946 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
2947 force->speed = 0.1; 2912 force->speed = 0.1f;
2948 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
2949 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
2950 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
2951 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
2952 force->resist[at] = 100; 2917 force->resist[at] = 100;
2953 2918
2962void 2927void
2963loot_object (object *op) 2928loot_object (object *op)
2964{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
2966 2931
2967 if (op->container) 2932 op->close_container (); /* close open sack first */
2968 esrv_apply_container (op, op->container); /* close open sack first */
2969 2933
2970 for (tmp = op->inv; tmp; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
2971 { 2935 {
2972 next = tmp->below; 2936 next = tmp->below;
2973 2937
2974 if (tmp->invisible) 2938 if (tmp->invisible)
2975 continue; 2939 continue;
2976 2940
2977 tmp->remove (); 2941 tmp->remove ();
2978 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
2979 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
2980 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
2981 loot_object (tmp); 2946
2982 }
2983 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))))
2984 { 2948 {
2985 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
2986 { 2950 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2988 tmp2->destroy (); 2952 tmp2->destroy ();
2999/* 2963/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3001 * 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
3002 * was changed. 2966 * was changed.
3003 */ 2967 */
3004
3005void 2968void
3006fix_weight (void) 2969fix_weight (void)
3007{ 2970{
3008 for_all_players (pl) 2971 for_all_players (pl)
3009 { 2972 {
3069 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3070 { 3033 {
3071 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3073 } 3036 }
3037
3074 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3075} 3039}
3076 3040
3077int 3041int
3078is_true_undead (object *op) 3042is_true_undead (object *op)
3079{ 3043{
3080 object *tmp = NULL;
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3083 return 1; 3045 return 1;
3084 3046
3085 return 0; 3047 return 0;
3086} 3048}
3131/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 3097 */
3136
3137void 3098void
3138do_hidden_move (object *op) 3099do_hidden_move (object *op)
3139{ 3100{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3141 object *skop; 3102 object *skop;
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3336 int i = 0, j = 0;
3376 3337
3377 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3380 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3382 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3384 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3386 3347
3387 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3388 return; 3349 return;
3389 3350
3390 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++);
3522 * not readied. 3483 * not readied.
3523 */ 3484 */
3524void 3485void
3525player_unready_range_ob (player *pl, object *ob) 3486player_unready_range_ob (player *pl, object *ob)
3526{ 3487{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->ob->current_weapon == ob)
3489 pl->ob->current_weapon = 0;
3490
3491 if (pl->combat_ob == ob)
3492 pl->combat_ob = 0;
3493
3528 if (pl->ranges[i] == ob) 3494 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3495 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 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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