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Comparing deliantra/server/server/player.C (file contents):
Revision 1.99 by root, Thu Jan 18 19:42:10 2007 UTC vs.
Revision 1.147 by root, Sun Jun 3 17:42:39 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)
199 maplevel = ob->map->path; 186 maplevel = ob->map->path;
187
200 ob->remove (); 188 ob->remove ();
201 ob->map = 0; 189 ob->map = 0;
190 party = 0;
202 191
203 // 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
204 ranges [range_skill] = 0;
205 193
206 players.erase (this); 194 players.erase (this);
207} 195}
208 196
209// connect the player with a specific client 197// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
211void 199void
212player::connect (client *ns) 200player::connect (client *ns)
213{ 201{
214 this->ns = ns; 202 this->ns = ns;
215 ns->pl = this; 203 ns->pl = this;
216 204
217 run_on = 0; 205 run_on = 0;
218 fire_on = 0; 206 fire_on = 0;
219 ob->container = 0; //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
220 208
221 ns->update_look = 0; 209 ns->update_look = 0;
222 ns->look_position = 0; 210 ns->look_position = 0;
223 211
224 clear_los (ob); 212 clear_los (this);
225 213
226 ns->reset_stats (); 214 ns->reset_stats ();
227 215
228 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->clone.race;
231 219
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 221 link_player_skills (ob);
237 222
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 224
240 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251 226
252 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
254 { 229 {
255 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
269 244
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271 246
272 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
273 248
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);
274 ob->update_stats (); 274 ob->update_stats ();
275
275 ns->floorbox_update (); 276 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
279 279
280 activate (); 280 activate ();
281 281
297 297
298 INVOKE_PLAYER (DISCONNECT, this); 298 INVOKE_PLAYER (DISCONNECT, this);
299 299
300 ns->reset_stats (); 300 ns->reset_stats ();
301 ns->pl = 0; 301 ns->pl = 0;
302 this->ns = 0; 302 ns = 0;
303 } 303 }
304 304
305 if (ob)
305 ob->container = 0; //TODO: client-specific 306 ob->close_container (); //TODO: client-specific
307
306 deactivate (); 308 deactivate ();
307} 309}
308 310
309// the need for this function can be explained 311// the need for this function can be explained
310// by load_object not returning the object 312// by load_object not returning the object
311void 313void
312player::set_object (object *op) 314player::set_object (object *op)
313{ 315{
314 ob = op; 316 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
316 318
319 ob->speed = 1.0f;
317 ob->speed_left = 0.5; 320 ob->speed_left = 0.5f;
318 ob->speed = 1.0; 321
319 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2; 323}
321 ob->run_away = 25; /* Then we panick... */
322 324
323 ob->roll_stats (); 325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
329 do_los = 1;
324} 330}
325 331
326player::player () 332player::player ()
327{ 333{
328 /* There are some elements we want initialised to non zero value - 334 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 335 * we deal with that below this point.
330 */ 336 */
331 outputs_sync = 16; /* Every 2 seconds */ 337 outputs_sync = 4;
332 outputs_count = 8; /* Keeps present behaviour */ 338 outputs_count = 4;
333 unapply = unapply_nochoice; 339 unapply = unapply_nochoice;
334 340
335 savebed_map = first_map_path; /* Init. respawn position */ 341 savebed_map = first_map_path; /* Init. respawn position */
336 342
337 gen_sp_armour = 10; 343 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal; 344 bowtype = bow_normal;
340 petmode = pet_normal; 345 petmode = pet_normal;
341 listening = 10; 346 listening = 10;
342 usekeys = containers; 347 usekeys = containers;
343 peaceful = 1; /* default peaceful */ 348 peaceful = 1; /* default peaceful */
344 do_los = 1; 349 do_los = 1;
350
351 weapon_sp = 1.0f;
352 weapon_sp_left = 0.5f;
345} 353}
346 354
347void 355void
348player::do_destroy () 356player::do_destroy ()
349{ 357{
372player::create () 380player::create ()
373{ 381{
374 player *pl = new player; 382 player *pl = new player;
375 383
376 pl->set_object (arch_to_object (get_player_archetype (0))); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
385
386 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
389
377 set_first_map (pl->ob); 390 set_first_map (pl->ob);
378 391
379 return pl; 392 return pl;
380} 393}
381 394
527 x = mon->x; 540 x = mon->x;
528 y = mon->y; 541 y = mon->y;
529 m = mon->map; 542 m = mon->map;
530 dir = rv.direction; 543 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
533 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
534 if (diff > max) 548 if (diff > max)
535 return 0; 549 return 0;
550
536 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
537 { 552 {
538 lastx = x; 553 lastx = x;
539 lasty = y; 554 lasty = y;
540 lastmap = m; 555 lastmap = m;
622 max--; 637 max--;
623 lastdir = dir; 638 lastdir = dir;
624 if (!firstdir) 639 if (!firstdir)
625 firstdir = dir; 640 firstdir = dir;
626 } 641 }
642
627 if (diff <= 1) 643 if (diff <= 1)
628 { 644 {
629 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 646 * headed toward player for entire distance.
631 */ 647 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 650 }
651
635 if (diff > max) 652 if (diff > max)
636 return 0; 653 return 0;
637 } 654 }
655
638 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
639 if (!max) 657 if (!max)
640 return 0; 658 return 0;
641 659
642 return firstdir; 660 return firstdir;
772} 790}
773 791
774void 792void
775object::roll_stats () 793object::roll_stats ()
776{ 794{
777 int statsort [7]; 795 int statsort [NUM_STATS];
778 796
779 for (;;) 797 for (;;)
780 { 798 {
781 int sum = 0; 799 int sum = 0;
782 for (int i = 7; i--; ) 800 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 801 sum += statsort [i] = roll_stat ();
784 802
785 if (sum >= 82 && sum <= 116) 803 if (sum >= 82 && sum <= 116)
786 break; 804 break;
787 } 805 }
788 806
789 // Sort the stats so that rerolling is easier... 807 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 809
810 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 812
800 stats.exp = 0; 813 stats.exp = 0;
801 stats.ac = 0; 814 stats.ac = 0;
802 815
803 stats.hp = stats.maxhp; 816 stats.hp = stats.maxhp;
815} 828}
816 829
817void 830void
818object::swap_stats (int a, int b) 831object::swap_stats (int a, int b)
819{ 832{
820 int tmp = get_attr_value (&contr->orig_stats, a); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 834
835 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 836 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 837
832 //TODO: the following code looks so borked and should, at the very least, 838 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats 839 // be merged with the similar code in roll_stats
834 stats.ac = 0; 840 stats.ac = 0;
835 841
866 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
868 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
869 * not the class. 875 * not the class.
870 */ 876 */
871int 877void
872key_change_class (object *op, char key) 878player::chargen_race_done ()
873{ 879{
874 int tmp_loop;
875
876 if (key == 'd' || key == 'D')
877 {
878 char buf[MAX_BUF];
879
880 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
881 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
882 882
883 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl) 884 if (tl)
885 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
886 886
887 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
889 889
890 op->contr->ns->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
891 891
892 if (op->msg) 892 if (ob->msg)
893 op->msg = NULL; 893 ob->msg = 0;
894 894
895 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
896 * to save here. 896 * to save here.
897 */ 897 */
898 {
899 char buf[MAX_BUF];
898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
899 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
900 903
901 start_info (op); 904 start_info (ob);
902 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
904 link_player_skills (op); 907 link_player_skills (ob);
905 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
906 op->update_stats (); 909 ob->update_stats ();
907 910
908 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
909 * is one for this race 912 * is one for this race
910 */ 913 */
911 if (*first_map_ext_path) 914 if (*first_map_ext_path)
912 { 915 {
913 object *tmp; 916 object *tmp;
914 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
915 918
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
917 tmp = object::create (); 920 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
921 op->enter_exit (tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
923 * default initial map */ 926 * default initial map */
924 tmp->destroy (); 927 tmp->destroy ();
925 } 928 }
926 else 929 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
928 932
929 return 0; 933void
930 } 934player::chargen_race_next ()
931 935{
932 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
934 */ 938 */
935 939
936 tmp_loop = 0; 940 do
937 while (!tmp_loop)
938 { 941 {
939 shstr name = op->name; 942 shstr name = ob->name;
940 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
941 944
942 op->remove_statbonus (); 945 ob->remove_statbonus ();
943 op->remove (); 946 ob->remove ();
944 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
945 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
946 op->instantiate (); 949 ob->instantiate ();
947 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
948 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
949 op->x = x; 952 ob->x = x;
950 op->y = y; 953 ob->y = y;
951 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
952 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
953 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
954 op->add_statbonus (); 957 ob->add_statbonus ();
955 tmp_loop = allowed_class (op);
956 } 958 }
959 while (!allowed_class (ob));
957 960
958 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
959 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
960 op->update_stats (); 963 ob->update_stats ();
961 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
962 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
963 op->stats.grace = 0; 966 ob->stats.grace = 0;
964
965 if (op->msg)
966 new_draw_info (NDI_BLUE, 0, op, op->msg);
967
968 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
969 return 0;
970} 967}
971 968
972void 969void
973flee_player (object *op) 970flee_player (object *op)
974{ 971{
1021 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1022 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1023 op->enemy = NULL; 1020 op->enemy = NULL;
1024} 1021}
1025 1022
1026
1027/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1028 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1029 * stop. 1025 * stop.
1030 */ 1026 */
1031int 1027int
1032check_pick (object *op) 1028check_pick (object *op)
1033{ 1029{
1034 object *tmp, *next; 1030 object *tmp, *next;
1035 int stop = 0; 1031 int stop = 0;
1036 int j, k, wvratio; 1032 int wvratio;
1037 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1038 1034
1039 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1040 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1041 return 1; 1037 return 1;
1042 1038
1379 * found object is returned. 1375 * found object is returned.
1380 */ 1376 */
1381object * 1377object *
1382find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1383{ 1379{
1384 object *tmp = NULL; 1380 object *tmp = 0;
1385 1381
1386 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1387 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1388 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1389 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1390 return op; 1386 return op;
1387
1391 return tmp; 1388 return tmp;
1392} 1389}
1393 1390
1394/* 1391/*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1396 * against the target. A full test is not performed, simply a basic test 1393 * against the target. A full test is not performed, simply a basic test
1397 * of resistances. The archer is making a quick guess at what he sees down 1394 * of resistances. The archer is making a quick guess at what he sees down
1398 * the hall. Failing that it does it's best to pick the highest plus arrow. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */ 1396 */
1400
1401object * 1397object *
1402find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1403{ 1399{
1404 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1405 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1471 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1472 * op = the shooter 1468 * op = the shooter
1473 * type = bow->race 1469 * type = bow->race
1474 * dir = fire direction 1470 * dir = fire direction
1475 */ 1471 */
1476
1477object * 1472object *
1478pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1479{ 1474{
1480 object *tmp = NULL; 1475 object *tmp = NULL;
1481 maptile *m; 1476 maptile *m;
1546 */ 1541 */
1547int 1542int
1548fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1549{ 1544{
1550 object *left, *bow; 1545 object *left, *bow;
1551 int bowspeed, mflags; 1546 int mflags;
1552 maptile *m; 1547 maptile *m;
1553 1548
1554 if (!dir) 1549 if (!dir)
1555 { 1550 {
1556 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1557 return 0; 1552 return 0;
1558 } 1553 }
1559 1554
1560 if (op->type == PLAYER) 1555 if (op->contr)
1561 bow = op->contr->ranges[range_bow]; 1556 bow = op->current_weapon;
1562 else 1557 else
1563 { 1558 {
1564 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1565 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1566 * don't need to switch back and forth between bows and weapons. 1561 * don't need to switch back and forth between bows and weapons.
1571 if (!bow) 1566 if (!bow)
1572 { 1567 {
1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1574 return 0; 1569 return 0;
1575 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1576 } 1579 }
1577 1580
1578 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1579 { 1582 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1581 return 0; 1584 return 0;
1582 } 1585 }
1583
1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1585
1586 /* penalize ROF for bestarrow */
1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1590 if (bowspeed < 1)
1591 bowspeed = 1;
1592 1586
1593 if (arrow == NULL) 1587 if (arrow == NULL)
1594 { 1588 {
1595 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1596 { 1590 {
1597 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1598 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1599 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1600 else 1594 else
1601 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1602 return 0; 1597 return 0;
1603 } 1598 }
1604 } 1599 }
1605 1600
1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1630 1625
1631 arrow->set_owner (op); 1626 arrow->set_owner (op);
1632 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1633 arrow->direction = dir; 1628 arrow->direction = dir;
1634 1629
1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype;
1633
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637#if 0
1638 if (player *pl = op->contr)
1639 {
1640 float speed = pl->weapon_sp;
1641
1642 /* penalize ROF for bestarrow */
1643 if (pl->bowtype == bow_bestarrow)
1644 speed *= .9f;
1645 else
1646 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1647
1648 op->speed_left += speed - op->speed;
1649 }
1650#endif
1651
1652 SET_ANIMATION (arrow, arrow->direction);
1653
1654 /* update the speed */
1655 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1656 + bow->stats.dam / 7.f;
1657
1658 arrow->set_speed (max (arrow->speed, 2.f));
1659 arrow->speed_left = 0;
1660
1661 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1662
1635 if (op->type == PLAYER) 1663 if (op->type == PLAYER)
1636 { 1664 {
1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1638 op->update_stats ();
1639 }
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1643 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype;
1645 if (arrow->slaying != NULL)
1646 arrow->spellarg = strdup (arrow->slaying);
1647
1648 /* Note that this was different for monsters - they got their level
1649 * added to the damage. I think the strength bonus is more proper.
1650 */
1651
1652 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1653
1654 /* update the speed */
1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1656 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1657
1658 arrow->set_speed (max (arrow->speed, 1.0));
1659 arrow->speed_left = 0;
1660
1661 if (op->type == PLAYER)
1662 {
1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1664 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1665 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1666
1667 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1665 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1666 wc -= dex_bonus[op->stats.Dex];
1667
1668 if (!arrow->slaying)
1669 arrow->slaying = op->slaying;
1670
1671 arrow->attacktype |= op->attacktype;
1668 } 1672 }
1669 else 1673 else
1670 { 1674 {
1671 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1672 arrow->level = op->level; 1675 arrow->level = op->level;
1673 } 1676 arrow->stats.wc -= bow->magic;
1674 1677
1675 if (arrow->attacktype == AT_PHYSICAL) 1678 if (!arrow->slaying)
1679 arrow->slaying = bow->slaying;
1680
1676 arrow->attacktype |= bow->attacktype; 1681 arrow->attacktype |= bow->attacktype;
1682 }
1677 1683
1678 if (bow->slaying) 1684 wc -= arrow->level;
1679 arrow->slaying = bow->slaying; 1685 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1680 1686
1687 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1688 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1690
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1691 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1685 m->insert (arrow, sx, sy, op); 1692 m->insert (arrow, sx, sy, op);
1710{ 1717{
1711 int ret = 0, wcmod = 0; 1718 int ret = 0, wcmod = 0;
1712 1719
1713 if (op->contr->bowtype == bow_bestarrow) 1720 if (op->contr->bowtype == bow_bestarrow)
1714 { 1721 {
1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1722 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1716 } 1723 }
1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1724 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 { 1725 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1726 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1720 wcmod = -1; 1727 wcmod = -1;
1730 else if (op->contr->bowtype == bow_spreadshot) 1737 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1738 {
1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1739 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 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);
1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1741 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735
1736 } 1742 }
1737 else 1743 else
1738 { 1744 {
1739 /* Simple case */ 1745 /* Simple case */
1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1741 } 1747 }
1748
1742 return ret; 1749 return ret;
1743} 1750}
1744
1745 1751
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1748 */ 1754 */
1749void 1755void
1750fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
1751{ 1757{
1752 object *item; 1758 object *item = op->contr->ranged_ob;
1753 1759
1754 if (!op->contr->ranges[range_misc]) 1760 if (!item)
1755 { 1761 {
1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1757 return; 1763 return;
1758 } 1764 }
1759 1765
1760 item = op->contr->ranges[range_misc];
1761 if (!item->inv) 1766 if (!item->inv)
1762 { 1767 {
1763 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1764 return; 1769 return;
1765 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
1766 if (item->type == WAND) 1775 if (item->type == WAND)
1767 { 1776 {
1768 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
1769 { 1778 {
1770 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1771 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
1772 return; 1782 return;
1773 } 1783 }
1774 } 1784 }
1775 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
1776 { 1786 {
1777 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1778 { 1788 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
1780 if (item->type == ROD) 1791 if (item->type == ROD)
1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1782 else 1793 else
1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1795
1784 return; 1796 return;
1785 } 1797 }
1786 } 1798 }
1787 1799
1788 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
1810 } 1822 }
1811} 1823}
1812 1824
1813/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
1814 */ 1826 */
1815void 1827bool
1816fire (object *op, int dir) 1828fire (object *op, int dir)
1817{ 1829{
1818 int spellcost = 0; 1830 int spellcost = 0;
1819 1831
1820 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
1821 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
1822 make_visible (op); 1834 make_visible (op);
1823 1835
1824 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
1839 {
1840 control_golem (op->contr->golem, dir);
1841 return false;
1825 { 1842 }
1826 case range_none:
1827 return;
1828 1843
1829 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return false;
1848
1849 if (!op->change_weapon (ob))
1850 return false;
1851
1852 if (op->speed_left > 0.f)
1853 --op->speed_left;
1854 else
1855 return false;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
1830 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1831 return; 1861 break;
1832 1862
1833 case range_magic: /* Casting spells */ 1863 case SPELL:
1834 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1835 return; 1865 break;
1836 1866
1837 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
1838 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
1839 return; 1877 break;
1840
1841 case range_golem: /* Control summoned monsters from scrolls */
1842 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1843 {
1844 op->contr->ranges[range_golem] = 0;
1845 op->contr->shoottype = range_none;
1846 }
1847 else
1848 control_golem (op->contr->ranges[range_golem], dir);
1849 return;
1850
1851 case range_skill:
1852 if (!op->chosen_skill)
1853 {
1854 if (op->type == PLAYER)
1855 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1856 return;
1857 }
1858
1859 do_skill (op, op, op->chosen_skill, dir, NULL);
1860 return;
1861 case range_builder:
1862 apply_map_builder (op, dir);
1863 return;
1864 default:
1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1866 return;
1867 } 1878 }
1868}
1869 1879
1870 1880 return true;
1881}
1871 1882
1872/* find_key 1883/* find_key
1873 * We try to find a key for the door as passed. If we find a key 1884 * We try to find a key for the door as passed. If we find a key
1874 * and successfully use it, we return the key, otherwise NULL 1885 * and successfully use it, we return the key, otherwise NULL
1875 * This function merges both normal and locked door, since the logic 1886 * This function merges both normal and locked door, since the logic
1877 * pl is the player, 1888 * pl is the player,
1878 * inv is the objects inventory to searched 1889 * inv is the objects inventory to searched
1879 * door is the door we are trying to match against. 1890 * door is the door we are trying to match against.
1880 * This function can be called recursively to search containers. 1891 * This function can be called recursively to search containers.
1881 */ 1892 */
1882
1883object * 1893object *
1884find_key (object *pl, object *container, object *door) 1894find_key (object *pl, object *container, object *door)
1885{ 1895{
1886 object *tmp, *key; 1896 object *tmp, *key;
1887 1897
1888 /* Should not happen, but sanity checking is never bad */ 1898 /* Should not happen, but sanity checking is never bad */
1889 if (container->inv == NULL) 1899 if (!container->inv)
1890 return NULL; 1900 return 0;
1891 1901
1892 /* First, lets try to find a key in the top level inventory */ 1902 /* First, lets try to find a key in the top level inventory */
1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1903 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 { 1904 {
1895 if (door->type == DOOR && tmp->type == KEY) 1905 if (door->type == DOOR && tmp->type == KEY)
1896 break; 1906 break;
1897 /* For sanity, we should really check door type, but other stuff 1907 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys 1908 * (like containers) can be locked with special keys
1899 */ 1909 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break; 1911 break;
1902 } 1912 }
1913
1903 /* No key found - lets search inventories now */ 1914 /* No key found - lets search inventories now */
1904 /* If we find and use a key in an inventory, return at that time. 1915 /* If we find and use a key in an inventory, return at that time.
1905 * otherwise, if we search all the inventories and still don't find 1916 * otherwise, if we search all the inventories and still don't find
1906 * a key, return 1917 * a key, return
1907 */ 1918 */
1908 if (!tmp) 1919 if (!tmp)
1909 { 1920 {
1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1921 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 { 1922 {
1912 /* No reason to search empty containers */ 1923 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv) 1924 if (tmp->type == CONTAINER && tmp->inv)
1914 { 1925 {
1915 if ((key = find_key (pl, tmp, door)) != NULL) 1926 if ((key = find_key (pl, tmp, door)))
1916 return key; 1927 return key;
1917 } 1928 }
1918 } 1929 }
1930
1919 if (!tmp) 1931 if (!tmp)
1920 return NULL; 1932 return NULL;
1921 } 1933 }
1934
1922 /* We get down here if we have found a key. Now if its in a container, 1935 /* We get down here if we have found a key. Now if its in a container,
1923 * see if we actually want to use it 1936 * see if we actually want to use it
1924 */ 1937 */
1925 if (pl != container) 1938 if (pl != container)
1926 { 1939 {
1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1960 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1961 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1949 return NULL; 1962 return NULL;
1950 } 1963 }
1951 } 1964 }
1965
1952 return tmp; 1966 return tmp;
1953} 1967}
1954 1968
1955/* moved door processing out of move_player_attack. 1969/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1970 * returns 1 if player has opened the door with a key
1958 * 0 otherwise 1972 * 0 otherwise
1959 */ 1973 */
1960static int 1974static int
1961player_attack_door (object *op, object *door) 1975player_attack_door (object *op, object *door)
1962{ 1976{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1977 /* If its a door, try to find a key. If we do destroy the door,
1964 * might as well return immediately as there is nothing more to do - 1978 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1979 * otherwise, we fall through to the rest of the code.
1966 */ 1980 */
1967 object *key = find_key (op, op, door); 1981 object *key = find_key (op, op, door);
1968 1982
1969 /* IF we found a key, do some extra work */ 1983 /* If we found a key, do some extra work */
1970 if (key) 1984 if (key)
1971 { 1985 {
1972 object *container = key->env; 1986 object *container = key->env;
1973 1987
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
1975 if (action_makes_visible (op)) 1990 if (action_makes_visible (op))
1976 make_visible (op); 1991 make_visible (op);
1992
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1994 spring_trap (door->inv, op);
1995
1979 if (door->type == DOOR) 1996 if (door->type == DOOR)
1980 {
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 }
1983 else if (door->type == LOCKED_DOOR) 1998 else if (door->type == LOCKED_DOOR)
1984 { 1999 {
1985 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2000 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1986 remove_door2 (door); /* remove door without violence ;-) */ 2001 remove_door2 (door); /* remove door without violence ;-) */
1987 } 2002 }
2003
1988 /* Do this after we print the message */ 2004 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 2005 decrease_ob (key); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */ 2006 /* Need to update the weight the container the key was in */
1991 if (container != op) 2007 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container); 2008 esrv_update_item (UPD_WEIGHT, op, container);
2009
1993 return 1; /* Nothing more to do below */ 2010 return 1; /* Nothing more to do below */
1994 } 2011 }
1995 else if (door->type == LOCKED_DOOR) 2012 else if (door->type == LOCKED_DOOR)
1996 { 2013 {
1997 /* Might as well return now - no other way to open this */ 2014 /* Might as well return now - no other way to open this */
1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1999 return 1; 2016 return 1;
2000 } 2017 }
2018
2001 return 0; 2019 return 0;
2002} 2020}
2003 2021
2004/* This function is just part of a breakup from move_player. 2022/* This function is just part of a breakup from move_player.
2005 * It should keep the code cleaner. 2023 * It should keep the code cleaner.
2006 * When this is called, the players direction has been updated 2024 * When this is called, the players direction has been updated
2007 * (taking into account confusion.) The player is also actually 2025 * (taking into account confusion.) The player is also actually
2008 * going to try and move (not fire weapons). 2026 * going to try and move (not fire weapons).
2009 */ 2027 */
2010void 2028bool
2011move_player_attack (object *op, int dir) 2029move_player_attack (object *op, int dir)
2012{ 2030{
2013 object *tmp, *mon;
2014 sint16 nx, ny;
2015 int on_battleground; 2031 int on_battleground;
2016 maptile *m;
2017 2032
2018 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2019 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2020 2035
2021 on_battleground = op_on_battleground (op, 0, 0); 2036 on_battleground = op_on_battleground (op, 0, 0);
2037
2038 if (out_of_map (op->map, nx, ny))
2039 return false;
2040
2041 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2042 {
2043 --op->speed_left;
2044 return true;
2045 }
2022 2046
2023 /* If braced, or can't move to the square, and it is not out of the 2047 /* If braced, or can't move to the square, and it is not out of the
2024 * map, attack it. Note order of if statement is important - don't 2048 * map, attack it. Note order of if statement is important - don't
2025 * want to be calling move_ob if braced, because move_ob will move the 2049 * want to be calling move_ob if braced, because move_ob will move the
2026 * player. This is a pretty nasty hack, because if we could 2050 * player. This is a pretty nasty hack, because if we could
2027 * move to some space, it then means that if we are braced, we should 2051 * move to some space, it then means that if we are braced, we should
2028 * do nothing at all. As it is, if we are braced, we go through 2052 * do nothing at all. As it is, if we are braced, we go through
2029 * quite a bit of processing. However, it probably is less than what 2053 * quite a bit of processing. However, it probably is less than what
2030 * move_ob uses. 2054 * move_ob uses.
2031 */ 2055 */
2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2033 {
2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2035 {
2036 m = op->map->xy_find (nx, ny); 2056 maptile *m = op->map->xy_find (nx, ny);
2037 if (!m)
2038 return; /* Don't think this should happen */
2039 }
2040 else
2041 m = op->map;
2042 2057
2043 if (!(tmp = m->at (nx, ny).bot))
2044 return;
2045
2046 mon = 0;
2047 /* Go through all the objects, and find ones of interest. Only stop if 2058 /* Go through all the objects, and find ones of interest. Only stop if
2048 * we find a monster - that is something we know we want to attack. 2059 * we find a monster - that is something we know we want to attack.
2049 * if its a door or barrel (can roll) see if there may be monsters 2060 * if its a door or barrel (can roll) see if there may be monsters
2050 * on the space 2061 * on the space
2051 */ 2062 */
2052 while (tmp) 2063 object *mon;
2053 { 2064 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2054 if (tmp == op) 2065 {
2055 { 2066 if ((mon->flag [FLAG_ALIVE]
2056 tmp = tmp->above; 2067 || mon->type == LOCKED_DOOR
2057 continue; 2068 || mon->flag [FLAG_CAN_ROLL])
2058 }
2059
2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2061 {
2062 mon = tmp; 2069 && mon != op)
2063 break; 2070 break;
2064 } 2071 }
2065 2072
2066 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2067 mon = tmp;
2068
2069 tmp = tmp->above;
2070 }
2071
2072 if (!mon) /* This happens anytime the player tries to move */ 2073 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2074 return false; /* into a wall */
2074 2075
2075 if (mon->head)
2076 mon = mon->head; 2076 mon = mon->head_ ();
2077 2077
2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door (op, mon)) 2080 if (player_attack_door (op, mon))
2081 {
2082 --op->contr->weapon_sp_left;
2080 return; 2083 return true;
2084 }
2081 2085
2082 /* The following deals with possibly attacking peaceful 2086 /* The following deals with possibly attacking peaceful
2083 * or frienddly creatures. Basically, all players are considered 2087 * or friendly creatures. Basically, all players are considered
2084 * unaggressive. If the moving player has peaceful set, then the 2088 * unaggressive. If the moving player has peaceful set, then the
2085 * object should be pushed instead of attacked. It is assumed that 2089 * object should be pushed instead of attacked. It is assumed that
2086 * if you are braced, you will not attack friends accidently, 2090 * if you are braced, you will not attack friends accidently,
2087 * and thus will not push them. 2091 * and thus will not push them.
2088 */ 2092 */
2089 2093
2090 /* If the creature is a pet, push it even if the player is not 2094 /* If the creature is a pet, push it even if the player is not
2091 * peaceful. Our assumption is the creature is a pet if the 2095 * peaceful. Our assumption is the creature is a pet if the
2092 * player owns it and it is either friendly or unagressive. 2096 * player owns it and it is either friendly or unagressive.
2093 */ 2097 */
2094 if ((op->type == PLAYER) 2098 if (op->type == PLAYER
2095#if COZY_SERVER
2096 &&
2097 ((mon->owner && mon->owner->contr 2099 && ((mon->owner && mon->owner->contr
2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2100 && same_party (mon->owner->contr->party, op->contr->party))
2099#else
2100 && mon->owner == op 2101 || mon->owner == op)
2101#endif
2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2103 { 2103 {
2104 /* If we're braced, we don't want to switch places with it */ 2104 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced) 2105 if (op->contr->braced)
2106 return; 2106 return false;
2107
2108 if (op->speed_left > 0.f)
2109 {
2110 --op->speed_left;
2107 2111
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2112 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob (mon, dir, op); 2113 push_ob (mon, dir, op);
2114
2110 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op); 2116 make_visible (op);
2112 2117
2113 return; 2118 return true;
2114 } 2119 }
2120 else
2121 return false;
2122 }
2115 2123
2116 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 2126 * someone, but put it inside this loop so that you won't
2119 * attack them either. 2127 * attack them either.
2120 */ 2128 */
2121 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op)
2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2130 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2123#ifdef PROHIBIT_PLAYERKILL
2124 (op->contr->peaceful 2131 && ((op->contr->peaceful
2125 || (mon->type == PLAYER 2132 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && mon->contr->
2127 peaceful)) &&
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground)) 2133 && !on_battleground))
2134 {
2135 if (op->speed_left > 0.f)
2132 { 2136 {
2137 --op->speed_left;
2138
2133 if (!op->contr->braced) 2139 if (!op->contr->braced)
2134 { 2140 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2141 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2136 push_ob (mon, dir, op); 2142 push_ob (mon, dir, op);
2137 } 2143 }
2138 else 2144 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 2145 new_draw_info (0, 0, op, "You withhold your attack");
2140 2146
2141 if (op->contr->tmp_invis || op->hide) 2147 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op); 2148 make_visible (op);
2143 }
2144 2149
2150 return true;
2151 }
2152 }
2145 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2146 * roll it if not braced. You can't roll it if you are braced. 2154 * roll it if not braced. You can't roll it if you are braced.
2147 */ 2155 */
2148 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2157 {
2158 if (op->speed_left > 0.f)
2149 { 2159 {
2160 --op->speed_left;
2161
2150 recursive_roll (mon, dir, op); 2162 recursive_roll (mon, dir, op);
2151 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2152 make_visible (op); 2164 make_visible (op);
2153 }
2154 2165
2166 return true;
2167 }
2168 }
2155 /* Any generic living creature. Including things like doors. 2169 /* Any generic living creature. Including things like doors.
2156 * Way it works is like this: First, it must have some hit points 2170 * Way it works is like this: First, it must have some hit points
2157 * and be living. Then, it must be one of the following: 2171 * and be living. Then, it must be one of the following:
2158 * 1) Not a player, 2) A player, but of a different party. Note 2172 * 1) Not a player, 2) A player, but of a different party. Note
2159 * that party_number -1 is no party, so attacks can still happen. 2173 * that party_number -1 is no party, so attacks can still happen.
2160 */ 2174 */
2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2175 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2163 { 2177 {
2164 2178 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2165 /* If the player hasn't hit something this tick, and does
2166 * so, give them speed boost based on weapon speed. Doing
2167 * it here is better than process_players2, which basically
2168 * incurred a 1 tick offset.
2169 */
2170 if (!op->contr->has_hit)
2171 { 2179 {
2172 op->speed_left += op->speed / op->contr->weapon_sp; 2180 --op->contr->weapon_sp_left;
2173
2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2175 }
2176 2181
2177 skill_attack (mon, op, 0, 0, 0); 2182 skill_attack (mon, op, 0, 0, 0);
2178
2179 /* If attacking another player, that player gets automatic
2180 * hitback, and doesn't loose luck either.
2181 * Disable hitback on the battleground or if the target is
2182 * the wiz.
2183 */
2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2185 {
2186 short luck = mon->stats.luck;
2187
2188 mon->contr->has_hit = 1;
2189 skill_attack (op, mon, 0, 0, 0);
2190 mon->stats.luck = luck;
2191 }
2192 2183
2193 if (action_makes_visible (op)) 2184 if (action_makes_visible (op))
2194 make_visible (op); 2185 make_visible (op);
2195 }
2196 } /* if player should attack something */
2197}
2198 2186
2199int 2187 return true;
2188 }
2189 }
2190
2191 return false;
2192}
2193
2194bool
2200move_player (object *op, int dir) 2195move_player (object *op, int dir)
2201{ 2196{
2202 int pick; 2197 int pick;
2203 2198
2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2199 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2218 op->facing = dir; 2213 op->facing = dir;
2219 2214
2220 if (op->hide) 2215 if (op->hide)
2221 do_hidden_move (op); 2216 do_hidden_move (op);
2222 2217
2218 bool retval;
2219
2223 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2224 /*nop */ ; 2221 retval = RESULT_INT (0);
2225 else if (op->contr->fire_on) 2222 else if (op->contr->fire_on)
2226 fire (op, dir); 2223 retval = fire (op, dir);
2227 else 2224 else
2228 { 2225 {
2229 move_player_attack (op, dir); 2226 retval = move_player_attack (op, dir);
2230 pick = check_pick (op); 2227 pick = check_pick (op);
2231 } 2228 }
2232 2229
2233 /* Add special check for newcs players and fire on - this way, the 2230 /* Add special check for newcs players and fire on - this way, the
2234 * server can handle repeat firing. 2231 * server can handle repeat firing.
2241 /* Update how the player looks. Use the facing, so direction may 2238 /* Update how the player looks. Use the facing, so direction may
2242 * get reset to zero. This allows for full animation capabilities 2239 * get reset to zero. This allows for full animation capabilities
2243 * for players. 2240 * for players.
2244 */ 2241 */
2245 animate_object (op, op->facing); 2242 animate_object (op, op->facing);
2246 return 0; 2243
2244 return retval;
2247} 2245}
2248 2246
2249/* This is similar to handle_player, below, but is only used by the 2247/* This is similar to handle_player, below, but is only used by the
2250 * new client/server stuff. 2248 * new client/server stuff.
2251 * This is sort of special, in that the new client/server actually uses 2249 * This is sort of special, in that the new client/server actually uses
2252 * the new speed values for commands. 2250 * the new speed values for commands.
2253 * 2251 *
2254 * Returns true if there are more actions we can do. 2252 * Returns true if there are more actions we can do. Should not do
2253 * many actions in a row, as that would be too unfair to other
2254 * players.
2255 */ 2255 */
2256int 2256bool
2257handle_newcs_player (object *op) 2257handle_newcs_player (object *op)
2258{ 2258{
2259 if (op->contr->hidden)
2260 {
2261 op->invisible = 1000;
2262 /* the socket code flashes the player visible/invisible
2263 * depending on the value of invisible, so we need to
2264 * alternate it here for it to work correctly.
2265 */
2266 if (pticks & 2)
2267 op->invisible--;
2268 }
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2271 op->invisible--;
2272 if (!op->invisible)
2273 {
2274 make_visible (op);
2275 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2276 }
2277 }
2278
2279 if (QUERY_FLAG (op, FLAG_SCARED)) 2259 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2260 {
2281 flee_player (op); 2261 if (op->speed_left > 0.f)
2282 /* If player is still scared, that is his action for this tick */
2283 if (QUERY_FLAG (op, FLAG_SCARED))
2284 { 2262 {
2285 op->speed_left--; 2263 --op->speed_left;
2264 flee_player (op);
2265
2286 return 0; 2266 return true;
2287 } 2267 }
2268 else
2269 return false;
2288 } 2270 }
2289
2290 /* I've been seeing crashes where the golem has been destroyed, but
2291 * the player object still points to the defunct golem. The code that
2292 * destroys the golem looks correct, and it doesn't always happen, so
2293 * put this in a a workaround to clean up the golem pointer.
2294 */
2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2296 op->contr->ranges[range_golem] = 0;
2297 2271
2298 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2299 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2300 * called, so we recheck it here. 2274 * called, so we recheck it here.
2301 */ 2275 */
2302 if (op->contr->ns->handle_command ()) 2276 if (op->contr->ns->handle_command ())
2303 return 1; 2277 return true;
2304 2278
2305 if (op->speed_left > 0)
2306 {
2307 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2279 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 {
2309 /* All move commands take 1 tick, at least for now */
2310 op->speed_left--;
2311
2312 /* Instead of all the stuff below, let move_player take care
2313 * of it. Also, some of the skill stuff is only put in
2314 * there, as well as the confusion stuff.
2315 */
2316 move_player (op, op->direction); 2280 return move_player (op, op->direction);
2317 2281
2318 return op->speed_left > 0;
2319 }
2320 }
2321
2322 return 0; 2282 return false;
2323} 2283}
2324 2284
2325int 2285int
2326save_life (object *op) 2286save_life (object *op)
2327{ 2287{
2362 * from. 2322 * from.
2363 */ 2323 */
2364void 2324void
2365remove_unpaid_objects (object *op, object *env) 2325remove_unpaid_objects (object *op, object *env)
2366{ 2326{
2367 object *next;
2368
2369 while (op) 2327 while (op)
2370 { 2328 {
2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2329 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2372 2330
2373 if (QUERY_FLAG (op, FLAG_UNPAID)) 2331 if (QUERY_FLAG (op, FLAG_UNPAID))
2439 int rate_grace = 2000; 2397 int rate_grace = 2000;
2440 const int max_hp = 1; 2398 const int max_hp = 1;
2441 const int max_sp = 1; 2399 const int max_sp = 1;
2442 const int max_grace = 1; 2400 const int max_grace = 1;
2443 2401
2444 if (op->contr->outputs_sync) 2402 if (op->contr->hidden)
2403 {
2404 op->invisible = 1000;
2405 /* the socket code flashes the player visible/invisible
2406 * depending on the value of invisible, so we need to
2407 * alternate it here for it to work correctly.
2408 */
2409 if (pticks & 2)
2410 op->invisible--;
2445 { 2411 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2412 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2413 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2414 if (!op->invisible--)
2415 {
2416 make_visible (op);
2417 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2418 }
2449 } 2419 }
2450 2420
2451 if (op->contr->ns->state == ST_PLAYING) 2421 if (op->contr->ns->state == ST_PLAYING)
2452 { 2422 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2423 /* these next three if clauses make it possible to SLOW DOWN
2475 gen_grace = op->stats.maxgrace; 2445 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2446 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 } 2447 }
2478 2448
2479 /* Regenerate Spell Points */ 2449 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2450 if (!op->contr->golem && --op->last_sp < 0)
2481 { 2451 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2452 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp) 2453 if (op->stats.sp < op->stats.maxsp)
2484 { 2454 {
2485 op->stats.sp++; 2455 op->stats.sp++;
2583 } 2553 }
2584 2554
2585 /* Digestion */ 2555 /* Digestion */
2586 if (--op->last_eat < 0) 2556 if (--op->last_eat < 0)
2587 { 2557 {
2588#ifdef COZY_SERVER
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591#else
2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2558 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593#endif
2594 2559
2595 if (op->contr->gen_hp > 0) 2560 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2561 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2597 else 2562 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2703 tmp->name = buf; 2668 tmp->name = buf;
2704 sprintf (buf, " This finger has been cut off %s\n" 2669 sprintf (buf, " This finger has been cut off %s\n"
2705 " the %s, when he was defeated at\n level %d by %s.\n", 2670 " the %s, when he was defeated at\n level %d by %s.\n",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2671 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2707 tmp->msg = buf; 2672 tmp->msg = buf;
2708 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2673 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = NULL; 2674 tmp->materialname = "organics";
2710 tmp->insert_at (op, tmp); 2675 tmp->insert_at (op, tmp);
2711 } 2676 }
2712 2677
2713 /* teleport defeated player to new destination */ 2678 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL); 2679 transfer_ob (op, x, y, 0, NULL);
2910 op->stats.hp = op->stats.maxhp; 2875 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2876 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2877 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2878
2914 /* 2879 /*
2915 * Check to see if the player is in a shop. IF so, then check to see if
2916 * the player has any unpaid items. If so, remove them and put them back 2880 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2881 * and put them back in the map.
2918 */ 2882 */
2919
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op); 2883 remove_unpaid_objects (op->inv, op);
2922 2884
2923 /****************************************/ 2885 /****************************************/
2924 /* */ 2886 /* */
2925 /* Move player to his current respawn- */ 2887 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2888 /* position (usually last savebed) */
2946 object *force; 2908 object *force;
2947 int at; 2909 int at;
2948 2910
2949 force = get_archetype (FORCE_NAME); 2911 force = get_archetype (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */ 2912 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1; 2913 force->speed = 0.1f;
2952 force->speed_left = -5.0; 2914 force->speed_left = -5.f;
2953 SET_FLAG (force, FLAG_APPLIED); 2915 SET_FLAG (force, FLAG_APPLIED);
2954 for (at = 0; at < NROFATTACKS; at++) 2916 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at)) 2917 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100; 2918 force->resist[at] = 100;
2957 2919
2966void 2928void
2967loot_object (object *op) 2929loot_object (object *op)
2968{ /* Grab and destroy some treasure */ 2930{ /* Grab and destroy some treasure */
2969 object *tmp, *tmp2, *next; 2931 object *tmp, *tmp2, *next;
2970 2932
2971 if (op->container) 2933 op->close_container (); /* close open sack first */
2972 esrv_apply_container (op, op->container); /* close open sack first */
2973 2934
2974 for (tmp = op->inv; tmp; tmp = next) 2935 for (tmp = op->inv; tmp; tmp = next)
2975 { 2936 {
2976 next = tmp->below; 2937 next = tmp->below;
2977 2938
2978 if (tmp->invisible) 2939 if (tmp->invisible)
2979 continue; 2940 continue;
2980 2941
2981 tmp->remove (); 2942 tmp->remove ();
2982 tmp->x = op->x, tmp->y = op->y; 2943 tmp->x = op->x, tmp->y = op->y;
2944
2983 if (tmp->type == CONTAINER) 2945 if (tmp->type == CONTAINER)
2984 { /* empty container to ground */ 2946 loot_object (tmp); /* empty container to ground */
2985 loot_object (tmp); 2947
2986 }
2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2948 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2988 { 2949 {
2989 if (tmp->nrof > 1) 2950 if (tmp->nrof > 1)
2990 { 2951 {
2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2952 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3003/* 2964/*
3004 * fix_weight(): Check recursively the weight of all players, and fix 2965 * fix_weight(): Check recursively the weight of all players, and fix
3005 * what needs to be fixed. Refresh windows and fix speed if anything 2966 * what needs to be fixed. Refresh windows and fix speed if anything
3006 * was changed. 2967 * was changed.
3007 */ 2968 */
3008
3009void 2969void
3010fix_weight (void) 2970fix_weight (void)
3011{ 2971{
3012 for_all_players (pl) 2972 for_all_players (pl)
3013 { 2973 {
3073 if (op->type == PLAYER) 3033 if (op->type == PLAYER)
3074 { 3034 {
3075 op->contr->tmp_invis = 0; 3035 op->contr->tmp_invis = 0;
3076 op->contr->invis_race = 0; 3036 op->contr->invis_race = 0;
3077 } 3037 }
3038
3078 update_object (op, UP_OBJ_FACE); 3039 update_object (op, UP_OBJ_CHANGE);
3079} 3040}
3080 3041
3081int 3042int
3082is_true_undead (object *op) 3043is_true_undead (object *op)
3083{ 3044{
3084 object *tmp = NULL;
3085
3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3087 return 1; 3046 return 1;
3088 3047
3089 return 0; 3048 return 0;
3090} 3049}
3135/* For Hidden creatures - a chance of becoming 'unhidden' 3094/* For Hidden creatures - a chance of becoming 'unhidden'
3136 * every time they move - as we subtract off 'invisibility' 3095 * every time they move - as we subtract off 'invisibility'
3137 * AND, for players, if they move into a ridiculously unhideable 3096 * AND, for players, if they move into a ridiculously unhideable
3138 * spot (surrounded by clear terrain in broad daylight). -b.t. 3097 * spot (surrounded by clear terrain in broad daylight). -b.t.
3139 */ 3098 */
3140
3141void 3099void
3142do_hidden_move (object *op) 3100do_hidden_move (object *op)
3143{ 3101{
3144 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3102 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3145 object *skop; 3103 object *skop;
3378 char buf[MAX_BUF]; /* tmp. string buffer */ 3336 char buf[MAX_BUF]; /* tmp. string buffer */
3379 int i = 0, j = 0; 3337 int i = 0, j = 0;
3380 3338
3381 /* get the appropriate treasurelist */ 3339 /* get the appropriate treasurelist */
3382 if (atnr == ATNR_FIRE) 3340 if (atnr == ATNR_FIRE)
3383 trlist = find_treasurelist ("dragon_ability_fire"); 3341 trlist = treasurelist::find ("dragon_ability_fire");
3384 else if (atnr == ATNR_COLD) 3342 else if (atnr == ATNR_COLD)
3385 trlist = find_treasurelist ("dragon_ability_cold"); 3343 trlist = treasurelist::find ("dragon_ability_cold");
3386 else if (atnr == ATNR_ELECTRICITY) 3344 else if (atnr == ATNR_ELECTRICITY)
3387 trlist = find_treasurelist ("dragon_ability_elec"); 3345 trlist = treasurelist::find ("dragon_ability_elec");
3388 else if (atnr == ATNR_POISON) 3346 else if (atnr == ATNR_POISON)
3389 trlist = find_treasurelist ("dragon_ability_poison"); 3347 trlist = treasurelist::find ("dragon_ability_poison");
3390 3348
3391 if (trlist == NULL || who->type != PLAYER) 3349 if (trlist == NULL || who->type != PLAYER)
3392 return; 3350 return;
3393 3351
3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3352 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3526 * not readied. 3484 * not readied.
3527 */ 3485 */
3528void 3486void
3529player_unready_range_ob (player *pl, object *ob) 3487player_unready_range_ob (player *pl, object *ob)
3530{ 3488{
3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3489 if (pl->ob->current_weapon == ob)
3490 pl->ob->current_weapon = 0;
3491
3492 if (pl->combat_ob == ob)
3493 pl->combat_ob = 0;
3494
3532 if (pl->ranges[i] == ob) 3495 if (pl->ranged_ob == ob)
3533 {
3534 pl->ranges[i] = 0; 3496 pl->ranged_ob = 0;
3535 if (pl->shoottype == i)
3536 pl->shoottype = range_none;
3537 }
3538} 3497}
3498
3499sint8
3500player::visibility_at (maptile *map, int x, int y) const
3501{
3502 if (!ns)
3503 return 0;
3504
3505 int dx, dy;
3506 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3507 return 0;
3508
3509 x += dx - ns->current_x + ns->mapx / 2;
3510 y += dy - ns->current_y + ns->mapy / 2;
3511
3512 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3513 return 0;
3514
3515 return 100 - blocked_los [x][y];
3516}

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