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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 1.162 by root, Thu Aug 23 17:13:04 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 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 */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 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); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 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} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
194 return; 178 return;
195 179
196 terminate_all_pets (ob); 180 terminate_all_pets (ob);
197 remove_friendly_object (ob); 181 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
199 maplevel = ob->map->path; 185 maplevel = ob->map->path;
186
200 ob->remove (); 187 ob->remove ();
201 ob->map = 0; 188 ob->map = 0;
189 party = 0;
202 190
203 // for weird reasons, this is often "ob", keeping a circular reference 191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
204 ranges [range_skill] = 0;
205 192
206 players.erase (this); 193 players.erase (this);
207} 194}
208 195
209// connect the player with a specific client 196// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
211void 198void
212player::connect (client *ns) 199player::connect (client *ns)
213{ 200{
214 this->ns = ns; 201 this->ns = ns;
215 ns->pl = this; 202 ns->pl = this;
216 203
217 run_on = 0; 204 run_on = 0;
218 fire_on = 0; 205 fire_on = 0;
219 ob->container = 0; //TODO: client-specific 206 ob->close_container (); //TODO: client-specific
220 207
221 ns->update_look = 0; 208 ns->update_look = 0;
222 ns->look_position = 0; 209 ns->look_position = 0;
223 210
224 clear_los (ob); 211 clear_los (this);
225 212
226 ns->reset_stats (); 213 ns->reset_stats ();
227 214
228 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
231
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234 218
235 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 220 link_player_skills (ob);
237 221
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 223
240 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::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);
251 225
252 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
254 { 228 {
255 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
256 230
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
263 abil = tmp; 234 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
265 skin = tmp; 236 skin = tmp;
266 237
267 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
268 } 239 }
269 240
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271 242
272 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
273 244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 270 ob->update_stats ();
271
275 ns->floorbox_update (); 272 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
279 275
280 activate (); 276 activate ();
281 277
288} 284}
289 285
290void 286void
291player::disconnect () 287player::disconnect ()
292{ 288{
289 if (ob)
290 {
291 ob->close_container (); //TODO: client-specific
292 ob->drop_unpaid_items ();
293 }
294
293 if (ns) 295 if (ns)
294 { 296 {
295 if (active) 297 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 299
298 INVOKE_PLAYER (DISCONNECT, this); 300 INVOKE_PLAYER (DISCONNECT, this);
299 301
300 ns->reset_stats (); 302 ns->reset_stats ();
301 ns->pl = 0; 303 ns->pl = 0;
302 this->ns = 0; 304 ns = 0;
303 } 305 }
304 306
305 ob->container = 0; //TODO: client-specific 307 observe = ob;
308
306 deactivate (); 309 deactivate ();
307} 310}
308 311
309// the need for this function can be explained 312// the need for this function can be explained
310// by load_object not returning the object 313// by load_object not returning the object
311void 314void
312player::set_object (object *op) 315player::set_object (object *op)
313{ 316{
314 ob = op; 317 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
316 319
320 ob->speed = 1.0f;
317 ob->speed_left = 0.5; 321 ob->speed_left = 0.5f;
318 ob->speed = 1.0; 322
319 ob->direction = 5; /* So player faces south */ 323 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2; 324}
321 ob->run_away = 25; /* Then we panick... */
322 325
323 ob->roll_stats (); 326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
324} 331}
325 332
326player::player () 333player::player ()
327{ 334{
328 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 336 * we deal with that below this point.
330 */ 337 */
331 outputs_sync = 16; /* Every 2 seconds */ 338 outputs_sync = 4;
332 outputs_count = 8; /* Keeps present behaviour */ 339 outputs_count = 4;
333 unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
334 341
335 savebed_map = first_map_path; /* Init. respawn position */ 342 savebed_map = first_map_path; /* Init. respawn position */
336 343
337 gen_sp_armour = 10; 344 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal; 345 bowtype = bow_normal;
340 petmode = pet_normal; 346 petmode = pet_normal;
341 listening = 10; 347 listening = 10;
342 usekeys = containers; 348 usekeys = containers;
343 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
344 do_los = 1; 350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
345} 354}
346 355
347void 356void
348player::do_destroy () 357player::do_destroy ()
349{ 358{
354 if (ob) 363 if (ob)
355 { 364 {
356 ob->destroy_inv (false); 365 ob->destroy_inv (false);
357 ob->destroy (); 366 ob->destroy ();
358 } 367 }
368
369 ob = observe = 0;
359} 370}
360 371
361player::~player () 372player::~player ()
362{ 373{
363 /* Clear item stack */ 374 /* Clear item stack */
372player::create () 383player::create ()
373{ 384{
374 player *pl = new player; 385 player *pl = new player;
375 386
376 pl->set_object (arch_to_object (get_player_archetype (0))); 387 pl->set_object (arch_to_object (get_player_archetype (0)));
388
389 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
392
377 set_first_map (pl->ob); 393 set_first_map (pl->ob);
378 394
379 return pl; 395 return pl;
380} 396}
381 397
385 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
386 */ 402 */
387archetype * 403archetype *
388get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
389{ 405{
390 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
391 407
392 for (;;) 408 for (;;)
393 { 409 {
394 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
395 at = first_archetype; 411 i = archetypes.begin ();
396 else 412 else if (*i == at)
397 at = at->next; 413 cleanup ("not a single player archetype found");
398 414
399 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
400 return at; 416 return *i;
401
402 if (at == start)
403 {
404 LOG (llevError, "No Player archetypes\n");
405 exit (-1);
406 }
407 } 417 }
408} 418}
409 419
410object * 420object *
411get_nearest_player (object *mon) 421get_nearest_player (object *mon)
415 unsigned lastdist; 425 unsigned lastdist;
416 rv_vector rv; 426 rv_vector rv;
417 427
418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 { 429 {
420 /* We should not find free objects on this friendly list, but it
421 * does periodically happen. Given that, lets deal with it.
422 * While unlikely, it is possible the next object on the friendly
423 * list is also free, so encapsulate this in a while loop.
424 */
425 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426 {
427 object *tmp = ol->ob;
428
429 /* Can't do much more other than log the fact, because the object
430 * itself will have been cleared.
431 */
432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
434 ol = ol->next;
435 remove_friendly_object (tmp);
436 if (!ol)
437 return op;
438 }
439
440 /* Remove special check for player from this. First, it looks to cause
441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
442 * complicated method of state checking would be needed in any case -
443 * as it was, a clever player could type quit, and the function would
444 * skip them over while waiting for confirmation. Remove
445 * on_same_map check, as can_detect_enemy also does this
446 */
447 if (!can_detect_enemy (mon, ol->ob, &rv)) 430 if (!can_detect_enemy (mon, ol->ob, &rv))
448 continue; 431 continue;
449 432
450 if (lastdist > rv.distance) 433 if (lastdist > rv.distance)
451 { 434 {
527 x = mon->x; 510 x = mon->x;
528 y = mon->y; 511 y = mon->y;
529 m = mon->map; 512 m = mon->map;
530 dir = rv.direction; 513 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 514 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); 515 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
516
533 /* If we can't solve it within the search distance, return now. */ 517 /* If we can't solve it within the search distance, return now. */
534 if (diff > max) 518 if (diff > max)
535 return 0; 519 return 0;
520
536 while (diff > 1 && max > 0) 521 while (diff > 1 && max > 0)
537 { 522 {
538 lastx = x; 523 lastx = x;
539 lasty = y; 524 lasty = y;
540 lastmap = m; 525 lastmap = m;
622 max--; 607 max--;
623 lastdir = dir; 608 lastdir = dir;
624 if (!firstdir) 609 if (!firstdir)
625 firstdir = dir; 610 firstdir = dir;
626 } 611 }
612
627 if (diff <= 1) 613 if (diff <= 1)
628 { 614 {
629 /* Recalculate diff (distance) because we may not have actually 615 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 616 * headed toward player for entire distance.
631 */ 617 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 618 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); 619 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 620 }
621
635 if (diff > max) 622 if (diff > max)
636 return 0; 623 return 0;
637 } 624 }
625
638 /* If we reached the max, didn't find a direction in time */ 626 /* If we reached the max, didn't find a direction in time */
639 if (!max) 627 if (!max)
640 return 0; 628 return 0;
641 629
642 return firstdir; 630 return firstdir;
772} 760}
773 761
774void 762void
775object::roll_stats () 763object::roll_stats ()
776{ 764{
777 int statsort [7]; 765 int statsort [NUM_STATS];
778 766
779 for (;;) 767 for (;;)
780 { 768 {
781 int sum = 0; 769 int sum = 0;
782 for (int i = 7; i--; ) 770 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 771 sum += statsort [i] = roll_stat ();
784 772
785 if (sum >= 82 && sum <= 116) 773 if (sum >= 82 && sum <= 116)
786 break; 774 break;
787 } 775 }
788 776
789 // Sort the stats so that rerolling is easier... 777 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 778 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 779
780 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 781 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];
799 782
800 stats.exp = 0; 783 stats.exp = 0;
801 stats.ac = 0; 784 stats.ac = 0;
802 785
803 stats.hp = stats.maxhp; 786 stats.hp = stats.maxhp;
815} 798}
816 799
817void 800void
818object::swap_stats (int a, int b) 801object::swap_stats (int a, int b)
819{ 802{
820 int tmp = get_attr_value (&contr->orig_stats, a); 803 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);
823 804
805 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 806 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;
831 807
832 //TODO: the following code looks so borked and should, at the very least, 808 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats 809 // be merged with the similar code in roll_stats
834 stats.ac = 0; 810 stats.ac = 0;
835 811
866 * appropriate action with it (change race, or other things). 842 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 843 * The function name is for historical reasons - now we have
868 * separate race and class; this actually changes the RACE, 844 * separate race and class; this actually changes the RACE,
869 * not the class. 845 * not the class.
870 */ 846 */
871int 847void
872key_change_class (object *op, char key) 848player::chargen_race_done ()
873{ 849{
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 */ 850 /* this must before then initial items are given */
881 esrv_new_player (op->contr, op->weight + op->carrying); 851 esrv_new_player (ob->contr, ob->weight + ob->carrying);
882 852
883 treasurelist *tl = find_treasurelist ("starting_wealth"); 853 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl) 854 if (tl)
885 create_treasure (tl, op, 0, 0, 0); 855 create_treasure (tl, ob, 0, 0, 0);
886 856
887 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, ob->contr);
889 859
890 op->contr->ns->state = ST_PLAYING; 860 ob->contr->ns->state = ST_PLAYING;
891 861
892 if (op->msg) 862 if (ob->msg)
893 op->msg = NULL; 863 ob->msg = 0;
894 864
895 /* We create this now because some of the unique maps will need it 865 /* We create this now because some of the unique maps will need it
896 * to save here. 866 * to save here.
897 */ 867 */
868 {
869 char buf[MAX_BUF];
898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
899 make_path_to_file (buf); 871 make_path_to_file (buf);
872 }
900 873
901 start_info (op); 874 start_info (ob);
902 CLEAR_FLAG (op, FLAG_WIZ); 875 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (op, op->randomitems); 876 give_initial_items (ob, ob->randomitems);
904 link_player_skills (op); 877 link_player_skills (ob);
905 esrv_send_inventory (op, op); 878 esrv_send_inventory (ob, ob);
906 op->update_stats (); 879 ob->update_stats ();
907 880
908 /* This moves the player to a different start map, if there 881 /* This moves the player to a different start map, if there
909 * is one for this race 882 * is one for this race
910 */ 883 */
911 if (*first_map_ext_path) 884 if (*first_map_ext_path)
912 { 885 {
913 object *tmp; 886 object *tmp;
914 char mapname[MAX_BUF]; 887 char mapname[MAX_BUF];
915 888
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 889 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
917 tmp = object::create (); 890 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname; 891 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = op->x; 892 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = op->y; 893 EXIT_Y (tmp) = ob->y;
921 op->enter_exit (tmp); /* we don't really care if it succeeded; 894 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the 895 * if the map isn't there, then stay on the
923 * default initial map */ 896 * default initial map */
924 tmp->destroy (); 897 tmp->destroy ();
925 } 898 }
926 else 899 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 900 LOG (llevDebug, "first_map_ext_path not set\n");
901}
928 902
929 return 0; 903void
930 } 904player::chargen_race_next ()
931 905{
932 /* Following actually changes the race - this is the default command 906 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above. 907 * if we don't match with one of the options above.
934 */ 908 */
935 909
936 tmp_loop = 0; 910 do
937 while (!tmp_loop)
938 { 911 {
939 shstr name = op->name; 912 shstr name = ob->name;
940 int x = op->x, y = op->y; 913 int x = ob->x, y = ob->y;
941 914
942 op->remove_statbonus (); 915 ob->remove_statbonus ();
943 op->remove (); 916 ob->remove ();
944 op->arch = get_player_archetype (op->arch); 917 ob->arch = get_player_archetype (ob->arch);
945 op->arch->clone.copy_to (op); 918 ob->arch->copy_to (ob);
946 op->instantiate (); 919 ob->instantiate ();
947 op->stats = op->contr->orig_stats; 920 ob->stats = ob->contr->orig_stats;
948 op->name = op->name_pl = name; 921 ob->name = ob->name_pl = name;
949 op->x = x; 922 ob->x = x;
950 op->y = y; 923 ob->y = y;
951 SET_ANIMATION (op, 2); /* So player faces south */ 924 SET_ANIMATION (ob, 2); /* So player faces south */
952 insert_ob_in_map (op, op->map, op, 0); 925 insert_ob_in_map (ob, ob->map, ob, 0);
953 assign (op->contr->title, op->arch->clone.name); 926 assign (ob->contr->title, ob->arch->object::name);
954 op->add_statbonus (); 927 ob->add_statbonus ();
955 tmp_loop = allowed_class (op);
956 } 928 }
929 while (!allowed_class (ob));
957 930
958 update_object (op, UP_OBJ_FACE); 931 update_object (ob, UP_OBJ_FACE);
959 esrv_update_item (UPD_FACE, op, op); 932 esrv_update_item (UPD_FACE, ob, ob);
960 op->update_stats (); 933 ob->update_stats ();
961 op->stats.hp = op->stats.maxhp; 934 ob->stats.hp = ob->stats.maxhp;
962 op->stats.sp = op->stats.maxsp; 935 ob->stats.sp = ob->stats.maxsp;
963 op->stats.grace = 0; 936 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} 937}
971 938
972void 939void
973flee_player (object *op) 940flee_player (object *op)
974{ 941{
1021 /* Cornered, get rid of scared */ 988 /* Cornered, get rid of scared */
1022 CLEAR_FLAG (op, FLAG_SCARED); 989 CLEAR_FLAG (op, FLAG_SCARED);
1023 op->enemy = NULL; 990 op->enemy = NULL;
1024} 991}
1025 992
1026
1027/* check_pick sees if there is stuff to be picked up/picks up stuff. 993/* 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 994 * It returns 1 if the player should keep on moving, 0 if he should
1029 * stop. 995 * stop.
1030 */ 996 */
1031int 997int
1032check_pick (object *op) 998check_pick (object *op)
1033{ 999{
1034 object *tmp, *next; 1000 object *tmp, *next;
1035 int stop = 0; 1001 int stop = 0;
1036 int j, k, wvratio; 1002 int wvratio;
1037 char putstring[128], tmpstr[16]; 1003 char putstring[128];
1038 1004
1039 /* if you're flying, you cna't pick up anything */ 1005 /* if you're flying, you cna't pick up anything */
1040 if (op->move_type & MOVE_FLYING) 1006 if (op->move_type & MOVE_FLYING)
1041 return 1; 1007 return 1;
1042 1008
1110 if (tmp->name != NULL) 1076 if (tmp->name != NULL)
1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1077 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1112 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1078 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1113 else 1079 else
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1080 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1081 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116 1082
1117 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1083 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1118 } 1084 }
1119 1085
1120 /* philosophy: 1086 /* philosophy:
1195 pick_up (op, tmp); 1161 pick_up (op, tmp);
1196 continue; 1162 continue;
1197 } 1163 }
1198 1164
1199 if (op->contr->mode & PU_READABLES) 1165 if (op->contr->mode & PU_READABLES)
1200 if (tmp->type == BOOK || tmp->type == SCROLL) 1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1201 { 1167 {
1202 pick_up (op, tmp); 1168 pick_up (op, tmp);
1203 continue; 1169 continue;
1204 } 1170 }
1205 1171
1313 /* careful: chairs and tables are weapons! */ 1279 /* careful: chairs and tables are weapons! */
1314 if (op->contr->mode & PU_ALLWEAPON) 1280 if (op->contr->mode & PU_ALLWEAPON)
1315 { 1281 {
1316 if (tmp->type == WEAPON && tmp->name != NULL) 1282 if (tmp->type == WEAPON && tmp->name != NULL)
1317 { 1283 {
1318 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1284 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1319 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1320 { 1286 {
1321 pick_up (op, tmp); 1287 pick_up (op, tmp);
1322 continue; 1288 continue;
1323 } 1289 }
1324 } 1290 }
1325 1291
1326 if (tmp->type == WEAPON && tmp->name == NULL) 1292 if (tmp->type == WEAPON && tmp->name == NULL)
1327 { 1293 {
1328 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1294 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1329 { 1295 {
1330 pick_up (op, tmp); 1296 pick_up (op, tmp);
1331 continue; 1297 continue;
1332 } 1298 }
1333 } 1299 }
1358 if (tmp->name != NULL) 1324 if (tmp->name != NULL)
1359 { 1325 {
1360 fprintf (stderr, "%s", tmp->name); 1326 fprintf (stderr, "%s", tmp->name);
1361 } 1327 }
1362 else 1328 else
1363 fprintf (stderr, "%s", tmp->arch->name); 1329 fprintf (stderr, "%s", tmp->arch->archname);
1364 fprintf (stderr, ",%d] = ", tmp->type); 1330 fprintf (stderr, ",%d] = ", tmp->type);
1365 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1331 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1366#endif 1332#endif
1367 continue; 1333 continue;
1368 } 1334 }
1379 * found object is returned. 1345 * found object is returned.
1380 */ 1346 */
1381object * 1347object *
1382find_arrow (object *op, const char *type) 1348find_arrow (object *op, const char *type)
1383{ 1349{
1384 object *tmp = NULL; 1350 object *tmp = 0;
1385 1351
1386 for (op = op->inv; op; op = op->below) 1352 for (op = op->inv; op; op = op->below)
1387 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1353 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1388 tmp = find_arrow (op, type); 1354 tmp = find_arrow (op, type);
1389 else if (op->type == ARROW && op->race == type) 1355 else if (op->type == ARROW && op->race == type)
1390 return op; 1356 return op;
1357
1391 return tmp; 1358 return tmp;
1392} 1359}
1393 1360
1394/* 1361/*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1362 * 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 1363 * 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 1364 * 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. 1365 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */ 1366 */
1400
1401object * 1367object *
1402find_better_arrow (object *op, object *target, const char *type, int *better) 1368find_better_arrow (object *op, object *target, const char *type, int *better)
1403{ 1369{
1404 object *tmp = NULL, *arrow, *ntmp; 1370 object *tmp = NULL, *arrow, *ntmp;
1405 int attacknum, attacktype, betterby = 0, i; 1371 int attacknum, attacktype, betterby = 0, i;
1438 else 1404 else
1439 { 1405 {
1440 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1441 { 1407 {
1442 attacktype = 1 << attacknum; 1408 attacktype = 1 << attacknum;
1443 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1444 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1410 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1445 { 1411 {
1446 tmp = arrow; 1412 tmp = arrow;
1447 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1448 } 1414 }
1449 } 1415 }
1450 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1451 { 1417 {
1452 tmp = arrow; 1418 tmp = arrow;
1471 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1472 * op = the shooter 1438 * op = the shooter
1473 * type = bow->race 1439 * type = bow->race
1474 * dir = fire direction 1440 * dir = fire direction
1475 */ 1441 */
1476
1477object * 1442object *
1478pick_arrow_target (object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1479{ 1444{
1480 object *tmp = NULL; 1445 object *tmp = NULL;
1481 maptile *m; 1446 maptile *m;
1546 */ 1511 */
1547int 1512int
1548fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1513fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1549{ 1514{
1550 object *left, *bow; 1515 object *left, *bow;
1551 int bowspeed, mflags; 1516 int mflags;
1552 maptile *m; 1517 maptile *m;
1553 1518
1554 if (!dir) 1519 if (!dir)
1555 { 1520 {
1556 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1557 return 0; 1522 return 0;
1558 } 1523 }
1559 1524
1560 if (op->type == PLAYER) 1525 if (op->contr)
1561 bow = op->contr->ranges[range_bow]; 1526 bow = op->current_weapon;
1562 else 1527 else
1563 { 1528 {
1564 for (bow = op->inv; bow; bow = bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1565 /* Don't check for applied - monsters don't apply bows - in that way, they 1530 /* 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. 1531 * don't need to switch back and forth between bows and weapons.
1571 if (!bow) 1536 if (!bow)
1572 { 1537 {
1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1574 return 0; 1539 return 0;
1575 } 1540 }
1541
1542 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below)
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1576 } 1549 }
1577 1550
1578 if (!bow->race || !bow->skill) 1551 if (!bow->race || !bow->skill)
1579 { 1552 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1581 return 0; 1554 return 0;
1582 } 1555 }
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 1556
1593 if (arrow == NULL) 1557 if (arrow == NULL)
1594 { 1558 {
1595 if ((arrow = find_arrow (op, bow->race)) == NULL) 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1596 { 1560 {
1597 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1598 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1562 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 */ 1563 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1600 else 1564 else
1601 CLEAR_FLAG (op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1602 return 0; 1567 return 0;
1603 } 1568 }
1604 } 1569 }
1605 1570
1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1630 1595
1631 arrow->set_owner (op); 1596 arrow->set_owner (op);
1632 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1633 arrow->direction = dir; 1598 arrow->direction = dir;
1634 1599
1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype;
1603
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606
1607#if 0
1608 if (player *pl = op->contr)
1609 {
1610 float speed = pl->weapon_sp;
1611
1612 /* penalize ROF for bestarrow */
1613 if (pl->bowtype == bow_bestarrow)
1614 speed *= .9f;
1615 else
1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617
1618 op->speed_left += speed - op->speed;
1619 }
1620#endif
1621
1622 SET_ANIMATION (arrow, arrow->direction);
1623
1624 /* update the speed */
1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1626 + bow->stats.dam / 7.f;
1627
1628 arrow->set_speed (max (arrow->speed, 2.f));
1629 arrow->speed_left = 0;
1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1632
1635 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1636 { 1634 {
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; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1636 wc -= dex_bonus[op->stats.Dex];
1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1668 } 1642 }
1669 else 1643 else
1670 { 1644 {
1671 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1672 arrow->level = op->level; 1645 arrow->level = op->level;
1673 } 1646 arrow->stats.wc -= bow->magic;
1674 1647
1675 if (arrow->attacktype == AT_PHYSICAL) 1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1676 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1677 1653
1678 if (bow->slaying) 1654 wc -= arrow->level;
1679 arrow->slaying = bow->slaying; 1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1680 1656
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1660
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1686 1663
1687 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1665 move_arrow (arrow);
1689 1666
1710{ 1687{
1711 int ret = 0, wcmod = 0; 1688 int ret = 0, wcmod = 0;
1712 1689
1713 if (op->contr->bowtype == bow_bestarrow) 1690 if (op->contr->bowtype == bow_bestarrow)
1714 { 1691 {
1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1692 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1716 } 1693 }
1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1694 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 { 1695 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1696 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1720 wcmod = -1; 1697 wcmod = -1;
1730 else if (op->contr->bowtype == bow_spreadshot) 1707 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1708 {
1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1709 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); 1710 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); 1711 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735
1736 } 1712 }
1737 else 1713 else
1738 { 1714 {
1739 /* Simple case */ 1715 /* Simple case */
1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1741 } 1717 }
1718
1742 return ret; 1719 return ret;
1743} 1720}
1744
1745 1721
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1722/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1723 * Broken apart from 'fire' to keep it more readable.
1748 */ 1724 */
1749void 1725void
1750fire_misc_object (object *op, int dir) 1726fire_misc_object (object *op, int dir)
1751{ 1727{
1752 object *item; 1728 object *item = op->contr->ranged_ob;
1753 1729
1754 if (!op->contr->ranges[range_misc]) 1730 if (!item)
1755 { 1731 {
1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1732 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1757 return; 1733 return;
1758 } 1734 }
1759 1735
1760 item = op->contr->ranges[range_misc];
1761 if (!item->inv) 1736 if (!item->inv)
1762 { 1737 {
1763 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1738 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1764 return; 1739 return;
1765 } 1740 }
1741
1742 if (!op->change_weapon (item))
1743 return;
1744
1766 if (item->type == WAND) 1745 if (item->type == WAND)
1767 { 1746 {
1768 if (item->stats.food <= 0) 1747 if (item->stats.food <= 0)
1769 { 1748 {
1770 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1749 op->contr->play_sound (sound_find ("wand_poof"));
1771 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1751
1772 return; 1752 return;
1773 } 1753 }
1774 } 1754 }
1775 else if (item->type == ROD || item->type == HORN) 1755 else if (item->type == ROD || item->type == HORN)
1776 { 1756 {
1777 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1757 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1778 { 1758 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 op->contr->play_sound (sound_find ("wand_poof"));
1760
1780 if (item->type == ROD) 1761 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)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1782 else 1763 else
1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1765
1784 return; 1766 return;
1785 } 1767 }
1786 } 1768 }
1787 1769
1788 if (cast_spell (op, item, dir, item->inv, NULL)) 1770 if (cast_spell (op, item, dir, item->inv, NULL))
1795 object *tmp; 1777 object *tmp;
1796 1778
1797 if (item->arch) 1779 if (item->arch)
1798 { 1780 {
1799 CLEAR_FLAG (item, FLAG_ANIMATE); 1781 CLEAR_FLAG (item, FLAG_ANIMATE);
1800 item->face = item->arch->clone.face; 1782 item->face = item->arch->face;
1801 item->set_speed (0); 1783 item->set_speed (0);
1802 } 1784 }
1803 1785
1804 if ((tmp = item->in_player ())) 1786 if ((tmp = item->in_player ()))
1805 esrv_update_item (UPD_ANIM, tmp, item); 1787 esrv_update_item (UPD_ANIM, tmp, item);
1810 } 1792 }
1811} 1793}
1812 1794
1813/* Received a fire command for the player - go and do it. 1795/* Received a fire command for the player - go and do it.
1814 */ 1796 */
1815void 1797bool
1816fire (object *op, int dir) 1798fire (object *op, int dir)
1817{ 1799{
1818 int spellcost = 0; 1800 int spellcost = 0;
1819 1801
1820 /* check for loss of invisiblity/hide */ 1802 /* check for loss of invisiblity/hide */
1821 if (action_makes_visible (op)) 1803 if (action_makes_visible (op))
1822 make_visible (op); 1804 make_visible (op);
1823 1805
1824 switch (op->contr->shoottype) 1806 player *pl = op->contr;
1807
1808 if (pl->golem)
1809 {
1810 control_golem (op->contr->golem, dir);
1811 return false;
1825 { 1812 }
1826 case range_none:
1827 return;
1828 1813
1829 case range_bow: 1814 object *ob = pl->ranged_ob;
1815
1816 if (!ob)
1817 return false;
1818
1819 if (!op->change_weapon (ob))
1820 return false;
1821
1822 if (op->speed_left > 0.f)
1823 --op->speed_left;
1824 else
1825 return false;
1826
1827 switch (ob->type)
1828 {
1829 case BOW:
1830 player_fire_bow (op, dir); 1830 player_fire_bow (op, dir);
1831 return; 1831 break;
1832 1832
1833 case range_magic: /* Casting spells */ 1833 case SPELL:
1834 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1834 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1835 return; 1835 break;
1836 1836
1837 case range_misc: 1837 case BUILDER:
1838 apply_map_builder (op, dir);
1839 break;
1840
1841 case SKILL:
1842 do_skill (op, op, ob, dir, 0);
1843 break;
1844
1845 default:
1838 fire_misc_object (op, dir); 1846 fire_misc_object (op, dir);
1839 return; 1847 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 } 1848 }
1868}
1869 1849
1870 1850 return true;
1851}
1871 1852
1872/* find_key 1853/* find_key
1873 * We try to find a key for the door as passed. If we find a key 1854 * 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 1855 * and successfully use it, we return the key, otherwise NULL
1875 * This function merges both normal and locked door, since the logic 1856 * This function merges both normal and locked door, since the logic
1877 * pl is the player, 1858 * pl is the player,
1878 * inv is the objects inventory to searched 1859 * inv is the objects inventory to searched
1879 * door is the door we are trying to match against. 1860 * door is the door we are trying to match against.
1880 * This function can be called recursively to search containers. 1861 * This function can be called recursively to search containers.
1881 */ 1862 */
1882
1883object * 1863object *
1884find_key (object *pl, object *container, object *door) 1864find_key (object *pl, object *container, object *door)
1885{ 1865{
1886 object *tmp, *key; 1866 object *tmp, *key;
1887 1867
1888 /* Should not happen, but sanity checking is never bad */ 1868 /* Should not happen, but sanity checking is never bad */
1889 if (container->inv == NULL) 1869 if (!container->inv)
1890 return NULL; 1870 return 0;
1891 1871
1892 /* First, lets try to find a key in the top level inventory */ 1872 /* First, lets try to find a key in the top level inventory */
1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1873 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 { 1874 {
1895 if (door->type == DOOR && tmp->type == KEY) 1875 if (door->type == DOOR && tmp->type == KEY)
1896 break; 1876 break;
1897 /* For sanity, we should really check door type, but other stuff 1877 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys 1878 * (like containers) can be locked with special keys
1899 */ 1879 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1880 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break; 1881 break;
1902 } 1882 }
1883
1903 /* No key found - lets search inventories now */ 1884 /* No key found - lets search inventories now */
1904 /* If we find and use a key in an inventory, return at that time. 1885 /* 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 1886 * otherwise, if we search all the inventories and still don't find
1906 * a key, return 1887 * a key, return
1907 */ 1888 */
1908 if (!tmp) 1889 if (!tmp)
1909 { 1890 {
1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1891 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 { 1892 {
1912 /* No reason to search empty containers */ 1893 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv) 1894 if (tmp->type == CONTAINER && tmp->inv)
1914 { 1895 {
1915 if ((key = find_key (pl, tmp, door)) != NULL) 1896 if ((key = find_key (pl, tmp, door)))
1916 return key; 1897 return key;
1917 } 1898 }
1918 } 1899 }
1900
1919 if (!tmp) 1901 if (!tmp)
1920 return NULL; 1902 return NULL;
1921 } 1903 }
1904
1922 /* We get down here if we have found a key. Now if its in a container, 1905 /* 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 1906 * see if we actually want to use it
1924 */ 1907 */
1925 if (pl != container) 1908 if (pl != container)
1926 { 1909 {
1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1930 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)); 1931 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1949 return NULL; 1932 return NULL;
1950 } 1933 }
1951 } 1934 }
1935
1952 return tmp; 1936 return tmp;
1953} 1937}
1954 1938
1955/* moved door processing out of move_player_attack. 1939/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1940 * returns 1 if player has opened the door with a key
1958 * 0 otherwise 1942 * 0 otherwise
1959 */ 1943 */
1960static int 1944static int
1961player_attack_door (object *op, object *door) 1945player_attack_door (object *op, object *door)
1962{ 1946{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1947 /* 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 - 1948 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1949 * otherwise, we fall through to the rest of the code.
1966 */ 1950 */
1967 object *key = find_key (op, op, door); 1951 object *key = find_key (op, op, door);
1968 1952
1969 /* IF we found a key, do some extra work */ 1953 /* If we found a key, do some extra work */
1970 if (key) 1954 if (key)
1971 { 1955 {
1972 object *container = key->env; 1956 object *container = key->env;
1973 1957
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op)) 1958 if (action_makes_visible (op))
1976 make_visible (op); 1959 make_visible (op);
1960
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1961 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1962 spring_trap (door->inv, op);
1963
1979 if (door->type == DOOR) 1964 if (door->type == DOOR)
1980 {
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1965 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 }
1983 else if (door->type == LOCKED_DOOR) 1966 else if (door->type == LOCKED_DOOR)
1984 { 1967 {
1985 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1968 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 ;-) */ 1969 remove_door2 (door); /* remove door without violence ;-) */
1987 } 1970 }
1971
1988 /* Do this after we print the message */ 1972 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1973 decrease_ob (key); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */ 1974 /* Need to update the weight the container the key was in */
1991 if (container != op) 1975 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container); 1976 esrv_update_item (UPD_WEIGHT, op, container);
1977
1993 return 1; /* Nothing more to do below */ 1978 return 1; /* Nothing more to do below */
1994 } 1979 }
1995 else if (door->type == LOCKED_DOOR) 1980 else if (door->type == LOCKED_DOOR)
1996 { 1981 {
1997 /* Might as well return now - no other way to open this */ 1982 /* Might as well return now - no other way to open this */
1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1999 return 1; 1984 return 1;
2000 } 1985 }
1986
2001 return 0; 1987 return 0;
2002} 1988}
2003 1989
2004/* This function is just part of a breakup from move_player. 1990/* This function is just part of a breakup from move_player.
2005 * It should keep the code cleaner. 1991 * It should keep the code cleaner.
2006 * When this is called, the players direction has been updated 1992 * When this is called, the players direction has been updated
2007 * (taking into account confusion.) The player is also actually 1993 * (taking into account confusion.) The player is also actually
2008 * going to try and move (not fire weapons). 1994 * going to try and move (not fire weapons).
2009 */ 1995 */
2010void 1996bool
2011move_player_attack (object *op, int dir) 1997move_player_attack (object *op, int dir)
2012{ 1998{
2013 object *tmp, *mon;
2014 sint16 nx, ny;
2015 int on_battleground; 1999 int on_battleground;
2016 maptile *m;
2017 2000
2018 nx = freearr_x[dir] + op->x; 2001 sint16 nx = freearr_x[dir] + op->x;
2019 ny = freearr_y[dir] + op->y; 2002 sint16 ny = freearr_y[dir] + op->y;
2020 2003
2021 on_battleground = op_on_battleground (op, 0, 0); 2004 on_battleground = op_on_battleground (op, 0, 0);
2005
2006 if (out_of_map (op->map, nx, ny))
2007 return false;
2008
2009 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2010 {
2011 --op->speed_left;
2012 return true;
2013 }
2022 2014
2023 /* If braced, or can't move to the square, and it is not out of the 2015 /* 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 2016 * 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 2017 * 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 2018 * 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 2019 * 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 2020 * 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 2021 * quite a bit of processing. However, it probably is less than what
2030 * move_ob uses. 2022 * move_ob uses.
2031 */ 2023 */
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); 2024 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 2025
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 2026 /* 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. 2027 * 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 2028 * if its a door or barrel (can roll) see if there may be monsters
2050 * on the space 2029 * on the space
2051 */ 2030 */
2052 while (tmp) 2031 object *mon;
2053 { 2032 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2054 if (tmp == op) 2033 {
2055 { 2034 if ((mon->flag [FLAG_ALIVE]
2056 tmp = tmp->above; 2035 || mon->type == LOCKED_DOOR
2057 continue; 2036 || mon->flag [FLAG_CAN_ROLL])
2058 }
2059
2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2061 {
2062 mon = tmp; 2037 && mon != op)
2063 break; 2038 break;
2064 } 2039 }
2065 2040
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 */ 2041 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2042 return false; /* into a wall */
2074 2043
2075 if (mon->head)
2076 mon = mon->head; 2044 mon = mon->head_ ();
2077 2045
2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2046 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2047 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door (op, mon)) 2048 if (player_attack_door (op, mon))
2049 {
2050 --op->contr->weapon_sp_left;
2080 return; 2051 return true;
2052 }
2081 2053
2082 /* The following deals with possibly attacking peaceful 2054 /* The following deals with possibly attacking peaceful
2083 * or frienddly creatures. Basically, all players are considered 2055 * or friendly creatures. Basically, all players are considered
2084 * unaggressive. If the moving player has peaceful set, then the 2056 * unaggressive. If the moving player has peaceful set, then the
2085 * object should be pushed instead of attacked. It is assumed that 2057 * object should be pushed instead of attacked. It is assumed that
2086 * if you are braced, you will not attack friends accidently, 2058 * if you are braced, you will not attack friends accidently,
2087 * and thus will not push them. 2059 * and thus will not push them.
2088 */ 2060 */
2089 2061
2090 /* If the creature is a pet, push it even if the player is not 2062 /* 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 2063 * peaceful. Our assumption is the creature is a pet if the
2092 * player owns it and it is either friendly or unagressive. 2064 * player owns it and it is either friendly or unagressive.
2093 */ 2065 */
2094 if ((op->type == PLAYER) 2066 if (op->type == PLAYER
2095#if COZY_SERVER
2096 &&
2097 ((mon->owner && mon->owner->contr 2067 && ((mon->owner && mon->owner->contr
2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2068 && same_party (mon->owner->contr->party, op->contr->party))
2099#else
2100 && mon->owner == op 2069 || mon->owner == op)
2101#endif
2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2070 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2103 { 2071 {
2104 /* If we're braced, we don't want to switch places with it */ 2072 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced) 2073 if (op->contr->braced)
2106 return; 2074 return false;
2107 2075
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2076 if (op->speed_left > 0.f)
2077 {
2078 --op->speed_left;
2079
2080 op->play_sound (sound_find ("push_player"));
2109 (void) push_ob (mon, dir, op); 2081 push_ob (mon, dir, op);
2082
2110 if (op->contr->tmp_invis || op->hide) 2083 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op); 2084 make_visible (op);
2112 2085
2113 return; 2086 return true;
2114 } 2087 }
2088 else
2089 return false;
2090 }
2115 2091
2116 /* in certain circumstances, you shouldn't attack friendly 2092 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2093 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 2094 * someone, but put it inside this loop so that you won't
2119 * attack them either. 2095 * attack them either.
2120 */ 2096 */
2121 if ((mon->type == PLAYER || mon->enemy != op) && 2097 if ((mon->type == PLAYER || mon->enemy != op)
2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2098 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2123#ifdef PROHIBIT_PLAYERKILL
2124 (op->contr->peaceful 2099 && ((op->contr->peaceful
2125 || (mon->type == PLAYER 2100 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && mon->contr->
2127 peaceful)) &&
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground)) 2101 && !on_battleground))
2102 {
2103 if (op->speed_left > 0.f)
2132 { 2104 {
2105 --op->speed_left;
2106
2133 if (!op->contr->braced) 2107 if (!op->contr->braced)
2134 { 2108 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2137 } 2111 }
2138 else 2112 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 2113 new_draw_info (0, 0, op, "You withhold your attack");
2140 2114
2141 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op); 2116 make_visible (op);
2143 }
2144 2117
2118 return true;
2119 }
2120 }
2145 /* If the object is a boulder or other rollable object, then 2121 /* 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. 2122 * roll it if not braced. You can't roll it if you are braced.
2147 */ 2123 */
2148 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2124 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2125 {
2126 if (op->speed_left > 0.f)
2149 { 2127 {
2128 --op->speed_left;
2129
2150 recursive_roll (mon, dir, op); 2130 recursive_roll (mon, dir, op);
2151 if (action_makes_visible (op)) 2131 if (action_makes_visible (op))
2152 make_visible (op); 2132 make_visible (op);
2153 }
2154 2133
2134 return true;
2135 }
2136 }
2155 /* Any generic living creature. Including things like doors. 2137 /* Any generic living creature. Including things like doors.
2156 * Way it works is like this: First, it must have some hit points 2138 * 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: 2139 * 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 2140 * 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. 2141 * that party_number -1 is no party, so attacks can still happen.
2160 */ 2142 */
2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2143 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))) 2144 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2163 { 2145 {
2164 2146 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 { 2147 {
2172 op->speed_left += op->speed / op->contr->weapon_sp; 2148 --op->contr->weapon_sp_left;
2173
2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2175 }
2176 2149
2177 skill_attack (mon, op, 0, 0, 0); 2150 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 2151
2193 if (action_makes_visible (op)) 2152 if (action_makes_visible (op))
2194 make_visible (op); 2153 make_visible (op);
2195 }
2196 } /* if player should attack something */
2197}
2198 2154
2199int 2155 return true;
2156 }
2157 }
2158
2159 return false;
2160}
2161
2162bool
2200move_player (object *op, int dir) 2163move_player (object *op, int dir)
2201{ 2164{
2202 int pick; 2165 int pick;
2203 2166
2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2218 op->facing = dir; 2181 op->facing = dir;
2219 2182
2220 if (op->hide) 2183 if (op->hide)
2221 do_hidden_move (op); 2184 do_hidden_move (op);
2222 2185
2186 bool retval;
2187
2223 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2224 /*nop */ ; 2189 retval = RESULT_INT (0);
2225 else if (op->contr->fire_on) 2190 else if (op->contr->fire_on)
2226 fire (op, dir); 2191 retval = fire (op, dir);
2227 else 2192 else
2228 { 2193 {
2229 move_player_attack (op, dir); 2194 retval = move_player_attack (op, dir);
2230 pick = check_pick (op); 2195 pick = check_pick (op);
2231 } 2196 }
2232 2197
2233 /* Add special check for newcs players and fire on - this way, the 2198 /* Add special check for newcs players and fire on - this way, the
2234 * server can handle repeat firing. 2199 * server can handle repeat firing.
2241 /* Update how the player looks. Use the facing, so direction may 2206 /* Update how the player looks. Use the facing, so direction may
2242 * get reset to zero. This allows for full animation capabilities 2207 * get reset to zero. This allows for full animation capabilities
2243 * for players. 2208 * for players.
2244 */ 2209 */
2245 animate_object (op, op->facing); 2210 animate_object (op, op->facing);
2246 return 0; 2211
2212 return retval;
2247} 2213}
2248 2214
2249/* This is similar to handle_player, below, but is only used by the 2215/* This is similar to handle_player, below, but is only used by the
2250 * new client/server stuff. 2216 * new client/server stuff.
2251 * This is sort of special, in that the new client/server actually uses 2217 * This is sort of special, in that the new client/server actually uses
2252 * the new speed values for commands. 2218 * the new speed values for commands.
2253 * 2219 *
2254 * Returns true if there are more actions we can do. 2220 * Returns true if there are more actions we can do. Should not do
2221 * many actions in a row, as that would be too unfair to other
2222 * players.
2255 */ 2223 */
2256int 2224bool
2257handle_newcs_player (object *op) 2225handle_newcs_player (object *op)
2258{ 2226{
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)) 2227 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2228 {
2281 flee_player (op); 2229 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 { 2230 {
2285 op->speed_left--; 2231 --op->speed_left;
2232 flee_player (op);
2233
2286 return 0; 2234 return true;
2287 } 2235 }
2236 else
2237 return false;
2288 } 2238 }
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 2239
2298 /* call this here - we also will call this in do_ericserver, but 2240 /* call this here - we also will call this in do_ericserver, but
2299 * the players time has been increased when doericserver has been 2241 * the players time has been increased when doericserver has been
2300 * called, so we recheck it here. 2242 * called, so we recheck it here.
2301 */ 2243 */
2302 if (op->contr->ns->handle_command ()) 2244 if (op->contr->ns->handle_command ())
2303 return 1; 2245 return true;
2304 2246
2305 if (op->speed_left > 0)
2306 {
2307 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2247 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); 2248 return move_player (op, op->direction);
2317 2249
2318 return op->speed_left > 0;
2319 }
2320 }
2321
2322 return 0; 2250 return false;
2323} 2251}
2324 2252
2325int 2253int
2326save_life (object *op) 2254save_life (object *op)
2327{ 2255{
2329 return 0; 2257 return 0;
2330 2258
2331 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 { 2261 {
2334 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2262 op->play_sound (sound_find ("ob_evaporate"));
2335 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2263 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 2264
2337 if (op->contr) 2265 if (op->contr)
2338 esrv_del_item (op->contr, tmp->count); 2266 esrv_del_item (op->contr, tmp->count);
2339 2267
2359/* This goes throws the inventory and removes unpaid objects, and puts them 2287/* This goes throws the inventory and removes unpaid objects, and puts them
2360 * back in the map (location and map determined by values of env). This 2288 * back in the map (location and map determined by values of env). This
2361 * function will descend into containers. op is the object to start the search 2289 * function will descend into containers. op is the object to start the search
2362 * from. 2290 * from.
2363 */ 2291 */
2364void 2292static void
2365remove_unpaid_objects (object *op, object *env) 2293drop_unpaid_items (object *op, object *env)
2366{ 2294{
2367 object *next;
2368
2369 while (op) 2295 while (op)
2370 { 2296 {
2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2372 2298
2373 if (QUERY_FLAG (op, FLAG_UNPAID)) 2299 if (QUERY_FLAG (op, FLAG_UNPAID))
2376 esrv_del_item (env->contr, op->count); 2302 esrv_del_item (env->contr, op->count);
2377 2303
2378 op->insert_at (env); 2304 op->insert_at (env);
2379 } 2305 }
2380 else if (op->inv) 2306 else if (op->inv)
2381 remove_unpaid_objects (op->inv, env); 2307 drop_unpaid_items (op->inv, env);
2382 2308
2383 op = next; 2309 op = next;
2384 } 2310 }
2311}
2312
2313void
2314object::drop_unpaid_items ()
2315{
2316 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this);
2385} 2318}
2386 2319
2387/* 2320/*
2388 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2389 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2439 int rate_grace = 2000; 2372 int rate_grace = 2000;
2440 const int max_hp = 1; 2373 const int max_hp = 1;
2441 const int max_sp = 1; 2374 const int max_sp = 1;
2442 const int max_grace = 1; 2375 const int max_grace = 1;
2443 2376
2444 if (op->contr->outputs_sync) 2377 if (op->contr->hidden)
2378 {
2379 op->invisible = 1000;
2380 /* the socket code flashes the player visible/invisible
2381 * depending on the value of invisible, so we need to
2382 * alternate it here for it to work correctly.
2383 */
2384 if (pticks & 2)
2385 op->invisible--;
2445 { 2386 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2387 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) 2388 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2389 if (!op->invisible--)
2390 {
2391 make_visible (op);
2392 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2393 }
2449 } 2394 }
2450 2395
2451 if (op->contr->ns->state == ST_PLAYING) 2396 if (op->contr->ns->state == ST_PLAYING)
2452 { 2397 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2398 /* these next three if clauses make it possible to SLOW DOWN
2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2473 else 2418 else
2474 { 2419 {
2475 gen_grace = op->stats.maxgrace; 2420 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2421 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 }
2478
2479 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2482 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)
2484 {
2485 op->stats.sp++;
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490 if (op->contr->digestion < 0)
2491 op->stats.food += op->contr->digestion;
2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food = last_food;
2494 }
2495 }
2496
2497 if (max_sp > 1)
2498 {
2499 over_sp = (gen_sp + 10) / rate_sp;
2500 if (over_sp > 0)
2501 {
2502 if (op->stats.sp < op->stats.maxsp)
2503 {
2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2507 op->stats.sp--;
2508
2509 if (op->stats.sp > op->stats.maxsp)
2510 op->stats.sp = op->stats.maxsp;
2511 }
2512 op->last_sp = 0;
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 }
2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2519 } 2422 }
2520 2423
2521 /* Regenerate Grace */ 2424 /* Regenerate Grace */
2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2425 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2523 if (--op->last_grace < 0) 2426 if (--op->last_grace < 0)
2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2447 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2545 } 2448 }
2546 /* wearing stuff doesn't detract from grace generation. */ 2449 /* wearing stuff doesn't detract from grace generation. */
2547 } 2450 }
2548 2451
2452 if (op->stats.food > 0)
2453 {
2549 /* Regenerate Hit Points */ 2454 /* Regenerate Spell Points */
2550 if (--op->last_heal < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2551 {
2552 if (op->stats.hp < op->stats.maxhp)
2553 { 2456 {
2554 op->stats.hp++; 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2555 /* dms do not consume food */ 2458
2556 if (!QUERY_FLAG (op, FLAG_WIZ)) 2459 if (op->stats.sp < op->stats.maxsp)
2557 { 2460 {
2461 op->stats.sp++;
2462
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2558 op->stats.food--; 2466 op->stats.food--;
2467
2559 if (op->contr->digestion < 0) 2468 if (op->contr->digestion < 0)
2560 op->stats.food += op->contr->digestion; 2469 op->stats.food += op->contr->digestion;
2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2470 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2562 op->stats.food = last_food; 2471 op->stats.food = last_food;
2472 }
2563 } 2473 }
2564 }
2565 2474
2566 if (max_hp > 1) 2475 if (max_sp > 1)
2567 {
2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2569 if (over_hp > 0)
2570 { 2476 {
2571 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2477 over_sp = (gen_sp + 10) / rate_sp;
2478 if (over_sp > 0)
2479 {
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483
2484 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2485 op->stats.sp--;
2486
2487 if (op->stats.sp > op->stats.maxsp)
2488 op->stats.sp = op->stats.maxsp;
2489 }
2490
2572 op->last_heal = 0; 2491 op->last_sp = 0;
2492 }
2493 else
2494 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2573 } 2495 }
2574 else 2496 else
2497 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2498 }
2499
2500 /* Regenerate Hit Points */
2501 if (--op->last_heal < 0)
2502 {
2503 if (op->stats.hp < op->stats.maxhp)
2575 { 2504 {
2576 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2505 op->stats.hp++;
2506
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511
2512 if (op->contr->digestion < 0)
2513 op->stats.food += op->contr->digestion;
2514 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2515 op->stats.food = last_food;
2516 }
2577 } 2517 }
2518
2519 if (max_hp > 1)
2520 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522
2523 if (over_hp > 0)
2524 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0;
2527 }
2528 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 } 2530 }
2579 else 2531 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2532 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 } 2533 }
2583 } 2534 }
2584 2535
2585 /* Digestion */ 2536 /* Digestion */
2586 if (--op->last_eat < 0) 2537 if (--op->last_eat < 0)
2587 { 2538 {
2588#ifdef COZY_SERVER 2539 int bonus = max (0, op->contr->digestion),
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2540 penalty = max (0, -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;
2593#endif
2594 2541
2595 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2542 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2597 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599 2543
2600 /* dms do not consume food */ 2544 /* dms do not consume food */
2601 if (!QUERY_FLAG (op, FLAG_WIZ)) 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2602 op->stats.food--; 2546 op->stats.food--;
2603 } 2547 }
2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2631 manual_apply (op, flesh, 0); 2575 manual_apply (op, flesh, 0);
2632 } 2576 }
2633 } 2577 }
2634 2578
2635 while (op->stats.food < 0 && op->stats.hp >= 0) 2579 if (op->stats.food < 0)
2636 op->stats.food++, op->stats.hp--; 2580 {
2581 op->stats.hp += op->stats.food;
2582 op->stats.food = 0;
2583 }
2637 2584
2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2639 kill_player (op); 2586 kill_player (op);
2640 } 2587 }
2641} 2588}
2664 object *tmp; 2611 object *tmp;
2665 2612
2666 if (save_life (op)) 2613 if (save_life (op))
2667 return; 2614 return;
2668 2615
2669
2670 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2616 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2671 * in cities ONLY!!! It is very important that this doesn't get abused. 2617 * in cities ONLY!!! It is very important that this doesn't get abused.
2672 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2673 */ 2619 */
2674 if (op_on_battleground (op, &x, &y)) 2620 if (op_on_battleground (op, &x, &y))
2703 tmp->name = buf; 2649 tmp->name = buf;
2704 sprintf (buf, " This finger has been cut off %s\n" 2650 sprintf (buf, " This finger has been cut off %s\n"
2705 " the %s, when he was defeated at\n level %d by %s.\n", 2651 " 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); 2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2707 tmp->msg = buf; 2653 tmp->msg = buf;
2708 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2654 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = NULL; 2655 tmp->materialname = "organics";
2710 tmp->insert_at (op, tmp); 2656 tmp->insert_at (op, tmp);
2711 } 2657 }
2712 2658
2713 /* teleport defeated player to new destination */ 2659 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL); 2660 transfer_ob (op, x, y, 0, NULL);
2726 strcpy (op->contr->killer, "starvation"); 2672 strcpy (op->contr->killer, "starvation");
2727 } 2673 }
2728 else 2674 else
2729 sprintf (buf, "%s died.", &op->name); 2675 sprintf (buf, "%s died.", &op->name);
2730 2676
2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2677 op->contr->play_sound (sound_find ("player_dies"));
2732 2678
2733 /* save the map location for corpse, gravestone */ 2679 /* save the map location for corpse, gravestone */
2734 x = op->x; 2680 x = op->x;
2735 y = op->y; 2681 y = op->y;
2736 map = op->map; 2682 map = op->map;
2910 op->stats.hp = op->stats.maxhp; 2856 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2857 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2858 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2859
2914 /* 2860 /*
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 2861 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2862 * and put them back in the map.
2918 */ 2863 */
2919 2864 op->drop_unpaid_items ();
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op);
2922 2865
2923 /****************************************/ 2866 /****************************************/
2924 /* */ 2867 /* */
2925 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
2946 object *force; 2889 object *force;
2947 int at; 2890 int at;
2948 2891
2949 force = get_archetype (FORCE_NAME); 2892 force = get_archetype (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */ 2893 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1; 2894 force->speed = 0.1f;
2952 force->speed_left = -5.0; 2895 force->speed_left = -5.f;
2953 SET_FLAG (force, FLAG_APPLIED); 2896 SET_FLAG (force, FLAG_APPLIED);
2954 for (at = 0; at < NROFATTACKS; at++) 2897 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at)) 2898 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100; 2899 force->resist[at] = 100;
2957 2900
2966void 2909void
2967loot_object (object *op) 2910loot_object (object *op)
2968{ /* Grab and destroy some treasure */ 2911{ /* Grab and destroy some treasure */
2969 object *tmp, *tmp2, *next; 2912 object *tmp, *tmp2, *next;
2970 2913
2971 if (op->container) 2914 op->close_container (); /* close open sack first */
2972 esrv_apply_container (op, op->container); /* close open sack first */
2973 2915
2974 for (tmp = op->inv; tmp; tmp = next) 2916 for (tmp = op->inv; tmp; tmp = next)
2975 { 2917 {
2976 next = tmp->below; 2918 next = tmp->below;
2977 2919
2978 if (tmp->invisible) 2920 if (tmp->invisible)
2979 continue; 2921 continue;
2980 2922
2981 tmp->remove (); 2923 tmp->remove ();
2982 tmp->x = op->x, tmp->y = op->y; 2924 tmp->x = op->x, tmp->y = op->y;
2925
2983 if (tmp->type == CONTAINER) 2926 if (tmp->type == CONTAINER)
2984 { /* empty container to ground */ 2927 loot_object (tmp); /* empty container to ground */
2985 loot_object (tmp); 2928
2986 }
2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2929 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2988 { 2930 {
2989 if (tmp->nrof > 1) 2931 if (tmp->nrof > 1)
2990 { 2932 {
2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3003/* 2945/*
3004 * fix_weight(): Check recursively the weight of all players, and fix 2946 * fix_weight(): Check recursively the weight of all players, and fix
3005 * what needs to be fixed. Refresh windows and fix speed if anything 2947 * what needs to be fixed. Refresh windows and fix speed if anything
3006 * was changed. 2948 * was changed.
3007 */ 2949 */
3008
3009void 2950void
3010fix_weight (void) 2951fix_weight (void)
3011{ 2952{
3012 for_all_players (pl) 2953 for_all_players (pl)
3013 { 2954 {
3073 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3074 { 3015 {
3075 op->contr->tmp_invis = 0; 3016 op->contr->tmp_invis = 0;
3076 op->contr->invis_race = 0; 3017 op->contr->invis_race = 0;
3077 } 3018 }
3019
3078 update_object (op, UP_OBJ_FACE); 3020 update_object (op, UP_OBJ_CHANGE);
3079} 3021}
3080 3022
3081int 3023int
3082is_true_undead (object *op) 3024is_true_undead (object *op)
3083{ 3025{
3084 object *tmp = NULL;
3085
3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3026 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3087 return 1; 3027 return 1;
3088 3028
3089 return 0; 3029 return 0;
3090} 3030}
3091 3031
3135/* For Hidden creatures - a chance of becoming 'unhidden' 3075/* For Hidden creatures - a chance of becoming 'unhidden'
3136 * every time they move - as we subtract off 'invisibility' 3076 * every time they move - as we subtract off 'invisibility'
3137 * AND, for players, if they move into a ridiculously unhideable 3077 * AND, for players, if they move into a ridiculously unhideable
3138 * spot (surrounded by clear terrain in broad daylight). -b.t. 3078 * spot (surrounded by clear terrain in broad daylight). -b.t.
3139 */ 3079 */
3140
3141void 3080void
3142do_hidden_move (object *op) 3081do_hidden_move (object *op)
3143{ 3082{
3144 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3083 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3145 object *skop; 3084 object *skop;
3227 * object op. This function works fine for monsters, 3166 * object op. This function works fine for monsters,
3228 * but we dont worry if the object isnt the top one in 3167 * but we dont worry if the object isnt the top one in
3229 * a pile (say a coin under a table would return "viewable" 3168 * a pile (say a coin under a table would return "viewable"
3230 * by this routine). Another question, should we be 3169 * by this routine). Another question, should we be
3231 * concerned with the direction the player is looking 3170 * concerned with the direction the player is looking
3232 * in? Realistically, most of use cant see stuff behind 3171 * in? Realistically, most of us can't see stuff behind
3233 * our backs...on the other hand, does the "facing" direction 3172 * our backs...on the other hand, does the "facing" direction
3234 * imply the way your head, or body is facing? Its possible 3173 * imply the way your head, or body is facing? It's possible
3235 * for them to differ. Sigh, this fctn could get a bit more complex. 3174 * for them to differ. Sigh, this fctn could get a bit more complex.
3236 * -b.t. 3175 * -b.t.
3237 * This function is now map tiling safe. 3176 * This function is now map tiling safe.
3238 */ 3177 */
3239
3240int 3178int
3241player_can_view (object *pl, object *op) 3179player_can_view (object *pl, object *op)
3242{ 3180{
3243 rv_vector rv; 3181 rv_vector rv;
3244 int dx, dy; 3182 int dx, dy;
3256 3194
3257 get_rangevector (pl, op, &rv, 0x1); 3195 get_rangevector (pl, op, &rv, 0x1);
3258 3196
3259 /* starting with the 'head' part, lets loop 3197 /* starting with the 'head' part, lets loop
3260 * through the object and find if it has any 3198 * through the object and find if it has any
3261 * part that is in the los array but isnt on 3199 * part that is in the los array but isn't on
3262 * a blocked los square. 3200 * a blocked los square.
3263 * we use the archetype to figure out offsets. 3201 * we use the archetype to figure out offsets.
3264 */ 3202 */
3265 while (op) 3203 while (op)
3266 { 3204 {
3267 dx = rv.distance_x + op->arch->clone.x; 3205 dx = rv.distance_x + op->arch->x;
3268 dy = rv.distance_y + op->arch->clone.y; 3206 dy = rv.distance_y + op->arch->y;
3269 3207
3270 /* only the viewable area the player sees is updated by LOS 3208 /* only the viewable area the player sees is updated by LOS
3271 * code, so we need to restrict ourselves to that range of values 3209 * code, so we need to restrict ourselves to that range of values
3272 * for any meaningful values. 3210 * for any meaningful values.
3273 */ 3211 */
3274 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3212 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3275 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3213 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3276 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3214 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3277 return 1; 3215 return 1;
3216
3278 op = op->more; 3217 op = op->more;
3279 } 3218 }
3219
3280 return 0; 3220 return 0;
3281} 3221}
3282 3222
3283/* routine for both players and monsters. We call this when 3223/* routine for both players and monsters. We call this when
3284 * there is a possibility for our action distrubing our hiding 3224 * there is a possibility for our action distrubing our hiding
3287 * return 0. 3227 * return 0.
3288 */ 3228 */
3289int 3229int
3290action_makes_visible (object *op) 3230action_makes_visible (object *op)
3291{ 3231{
3292
3293 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3232 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3294 { 3233 {
3295 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3234 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3296 return 0; 3235 return 0;
3297 3236
3303 { 3242 {
3304 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3243 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3305 return 1; 3244 return 1;
3306 } 3245 }
3307 } 3246 }
3247
3308 return 0; 3248 return 0;
3309} 3249}
3310 3250
3311/* op_on_battleground - checks if the given object op (usually 3251/* op_on_battleground - checks if the given object op (usually
3312 * a player) is standing on a valid battleground-tile, 3252 * a player) is standing on a valid battleground-tile,
3317 * Default is to do the same as before, so only people wanting to have different points need worry about this 3257 * Default is to do the same as before, so only people wanting to have different points need worry about this
3318 */ 3258 */
3319int 3259int
3320op_on_battleground (object *op, int *x, int *y) 3260op_on_battleground (object *op, int *x, int *y)
3321{ 3261{
3322 object *tmp;
3323
3324 /* A battleground-tile needs the following attributes to be valid: 3262 /* A battleground-tile needs the following attributes to be valid:
3325 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3263 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3326 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3264 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3327 * and the exit-coordinates sp/hp must both be > 0. 3265 * and the exit-coordinates sp/hp must both be > 0.
3328 * => The intention here is to prevent abuse of the battleground- 3266 * => The intention here is to prevent abuse of the battleground-
3329 * feature (like pickable or hidden battleground tiles). */ 3267 * feature (like pickable or hidden battleground tiles). */
3330 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3268 for (object *tmp = op->below; tmp; tmp = tmp->below)
3331 { 3269 {
3332 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3333 { 3271 {
3334 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3272 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3335 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3273 && tmp->type == BATTLEGROUND
3274 && tmp->name == shstr_battleground
3275 && EXIT_X (tmp) && EXIT_Y (tmp))
3336 { 3276 {
3337 /*before we assign the exit, check if this is a teambattle */ 3277 /* before we assign the exit, check if this is a teambattle */
3338 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3278 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3339 { 3279 {
3340 object *invtmp;
3341
3342 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3280 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3343 { 3281 {
3344 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3282 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3345 { 3283 {
3346 if (x != NULL && y != NULL) 3284 if (x && y)
3347 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3285 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286
3348 return 1; 3287 return 1;
3349 } 3288 }
3350 } 3289 }
3351 } 3290 }
3291
3352 if (x != NULL && y != NULL) 3292 if (x && y)
3353 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3293 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3294
3354 return 1; 3295 return 1;
3355 } 3296 }
3356 } 3297 }
3357 } 3298 }
3299
3358 /* If we got here, did not find a battleground */ 3300 /* If we got here, did not find a battleground */
3359 return 0; 3301 return 0;
3360} 3302}
3361 3303
3362/* 3304/*
3378 char buf[MAX_BUF]; /* tmp. string buffer */ 3320 char buf[MAX_BUF]; /* tmp. string buffer */
3379 int i = 0, j = 0; 3321 int i = 0, j = 0;
3380 3322
3381 /* get the appropriate treasurelist */ 3323 /* get the appropriate treasurelist */
3382 if (atnr == ATNR_FIRE) 3324 if (atnr == ATNR_FIRE)
3383 trlist = find_treasurelist ("dragon_ability_fire"); 3325 trlist = treasurelist::find ("dragon_ability_fire");
3384 else if (atnr == ATNR_COLD) 3326 else if (atnr == ATNR_COLD)
3385 trlist = find_treasurelist ("dragon_ability_cold"); 3327 trlist = treasurelist::find ("dragon_ability_cold");
3386 else if (atnr == ATNR_ELECTRICITY) 3328 else if (atnr == ATNR_ELECTRICITY)
3387 trlist = find_treasurelist ("dragon_ability_elec"); 3329 trlist = treasurelist::find ("dragon_ability_elec");
3388 else if (atnr == ATNR_POISON) 3330 else if (atnr == ATNR_POISON)
3389 trlist = find_treasurelist ("dragon_ability_poison"); 3331 trlist = treasurelist::find ("dragon_ability_poison");
3390 3332
3391 if (trlist == NULL || who->type != PLAYER) 3333 if (trlist == NULL || who->type != PLAYER)
3392 return; 3334 return;
3393 3335
3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3336 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3398 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3340 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3399 return; 3341 return;
3400 } 3342 }
3401 3343
3402 /* everything seems okay - now bring on the gift: */ 3344 /* everything seems okay - now bring on the gift: */
3403 item = &(tr->item->clone); 3345 item = tr->item;
3404 3346
3405 if (item->type == SPELL) 3347 if (item->type == SPELL)
3406 { 3348 {
3407 if (check_spell_known (who, item->name)) 3349 if (check_spell_known (who, item->name))
3408 return; 3350 return;
3467 { 3409 {
3468 /* forces in the treasurelist can alter the player's stats */ 3410 /* forces in the treasurelist can alter the player's stats */
3469 object *skin; 3411 object *skin;
3470 3412
3471 /* first get the dragon skin force */ 3413 /* first get the dragon skin force */
3472 shstr_cmp dragon_skin_force ("dragon_skin_force");
3473 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3414 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3474 ; 3415 ;
3475 3416
3476 if (!skin) 3417 if (!skin)
3477 return; 3418 return;
3478 3419
3526 * not readied. 3467 * not readied.
3527 */ 3468 */
3528void 3469void
3529player_unready_range_ob (player *pl, object *ob) 3470player_unready_range_ob (player *pl, object *ob)
3530{ 3471{
3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3472 if (pl->ob->current_weapon == ob)
3473 pl->ob->current_weapon = 0;
3474
3475 if (pl->combat_ob == ob)
3476 pl->combat_ob = 0;
3477
3532 if (pl->ranges[i] == ob) 3478 if (pl->ranged_ob == ob)
3533 {
3534 pl->ranges[i] = 0; 3479 pl->ranged_ob = 0;
3535 if (pl->shoottype == i)
3536 pl->shoottype = range_none;
3537 }
3538} 3480}
3481
3482sint8
3483player::visibility_at (maptile *map, int x, int y) const
3484{
3485 if (!ns)
3486 return 0;
3487
3488 int dx, dy;
3489 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3490 return 0;
3491
3492 x += dx - ns->current_x + ns->mapx / 2;
3493 y += dy - ns->current_y + ns->mapy / 2;
3494
3495 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3496 return 0;
3497
3498 return 100 - blocked_los [x][y];
3499}

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