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Comparing deliantra/server/server/player.C (file contents):
Revision 1.76 by root, Sun Dec 31 17:17:23 2006 UTC vs.
Revision 1.164 by root, Thu Aug 23 17:56:25 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#include <algorithm> 32#include <algorithm>
34#include <functional> 33#include <functional>
35 34
36player * 35playervec players;
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 36
46void 37void
47display_motd (const object *op) 38display_motd (const object *op)
48{ 39{
49 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
123 114
124 news[0] = '\0'; 115 news[0] = '\0';
125 subject[0] = '\0'; 116 subject[0] = '\0';
126 size = 0; 117 size = 0;
127 118
128 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
129 { 120 {
130 if (*buf == '#') 121 if (*buf == '#')
131 continue; 122 continue;
132 123
133 if (*buf == '%') 124 if (*buf == '%')
134 { /* send one news */ 125 { /* send one news */
135 if (size > 0) 126 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
137 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
138 strip_endline (subject); 130 strip_endline (subject);
139 size = 0; 131 size = 0;
140 news[0] = '\0'; 132 news[0] = '\0';
141 } 133 }
150 size += strlen (buf); 142 size += strlen (buf);
151 } 143 }
152 } 144 }
153 145
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
156 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
157} 149}
158 150
159/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
160static void 152static void
161set_first_map (object *op) 153set_first_map (object *op)
162{ 154{
163 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
164 op->x = -1; 156 op->x = -1;
165 op->y = -1; 157 op->y = -1;
166} 158}
167 159
168void 160void
169player::enter_map () 161player::activate ()
170{ 162{
171 object *tmp = object::create (); 163 if (active)
164 return;
172 165
173 EXIT_PATH (tmp) = maplevel; 166 players.insert (this);
174 EXIT_X (tmp) = ob->x; 167 ob->remove ();
175 EXIT_Y (tmp) = ob->y; 168 ob->map = 0;
176 ob->enter_exit (tmp); 169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
177 173
178 tmp->destroy (); 174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
179} 194}
180 195
181// connect the player with a specific client 196// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
183void 198void
184player::connect (client *ns) 199player::connect (client *ns)
185{ 200{
186 this->ns = ns; 201 this->ns = ns;
187 ns->pl = this; 202 ns->pl = this;
188 203
189 next = first_player; 204 run_on = 0;
190 first_player = this; 205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
191 207
192 ns->update_look = 0; 208 ns->update_look = 0;
193 ns->look_position = 0; 209 ns->look_position = 0;
194 210
195 clear_los (ob); 211 clear_los (this);
212
213 ns->reset_stats ();
196 214
197 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203 218
204 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
205 link_player_skills (ob); 220 link_player_skills (ob);
206 221
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208 223
209 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220 225
221 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
223 { 228 {
224 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
225 230
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
232 abil = tmp; 234 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
234 skin = tmp; 236 skin = tmp;
235 237
236 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
237 } 239 }
238 240
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 242
246 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
247 244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
248 ob->update_stats (); 270 ob->update_stats ();
271
249 ns->floorbox_update (); 272 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
253 275
254 ob->activate_recursive (); 276 activate ();
255 enter_map ();
256 277
257 send_rules (ob); 278 send_rules (ob);
258 send_news (ob); 279 send_news (ob);
259 display_motd (ob); 280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
260 INVOKE_PLAYER (LOGIN, this); 283 INVOKE_PLAYER (LOGIN, this);
261} 284}
262 285
263void 286void
264player::disconnect () 287player::disconnect ()
265{ 288{
266 if (ob) 289 if (ob)
267 ob->deactivate_recursive (); 290 {
291 ob->close_container (); //TODO: client-specific
292 ob->drop_unpaid_items ();
293 }
268 294
269 //TODO: don't be so harsh and destroy :)
270 if (ns) 295 if (ns)
271 { 296 {
272 if (enable_save) 297 if (active)
273 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
274 299
275 client *ns = this->ns; 300 INVOKE_PLAYER (DISCONNECT, this);
276 ns->send_packet ("goodbye"); 301
277 ns->flush (); 302 ns->reset_stats ();
278 ns->pl = 0; 303 ns->pl = 0;
279 this->ns = 0; 304 ns = 0;
280
281 ns->destroy ();
282 destroy ();
283 } 305 }
306
307 observe = ob;
308
309 deactivate ();
284} 310}
285 311
286// the need for this function can be explained 312// the need for this function can be explained
287// by load_object not returning the object 313// by load_object not returning the object
288void 314void
289player::set_object (object *op) 315player::set_object (object *op)
290{ 316{
291 ob = op; 317 ob = observe = op;
292 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
293 319
320 ob->speed = 1.0f;
294 ob->speed_left = 0.5; 321 ob->speed_left = 0.5f;
295 ob->speed = 1.0; 322
296 ob->direction = 5; /* So player faces south */ 323 ob->direction = 5; /* So player faces south */
297 ob->stats.wc = 2; 324}
298 ob->run_away = 25; /* Then we panick... */
299 325
300 ob->roll_stats (); 326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
301} 331}
302 332
303player::player () 333player::player ()
304{ 334{
305 /* There are some elements we want initialized to non zero value - 335 /* There are some elements we want initialised to non zero value -
306 * we deal with that below this point. 336 * we deal with that below this point.
307 */ 337 */
308 outputs_sync = 16; /* Every 2 seconds */ 338 outputs_sync = 4;
309 outputs_count = 8; /* Keeps present behaviour */ 339 outputs_count = 4;
310 unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
311 341
312 assign (savebed_map, first_map_path); /* Init. respawn position */ 342 savebed_map = first_map_path; /* Init. respawn position */
313 343
314 gen_sp_armour = 10; 344 gen_sp_armour = 10;
315 last_speed = -1;
316 shoottype = range_none;
317 bowtype = bow_normal; 345 bowtype = bow_normal;
318 petmode = pet_normal; 346 petmode = pet_normal;
319 listening = 10; 347 listening = 10;
320 usekeys = containers; 348 usekeys = containers;
321 last_weapon_sp = -1;
322 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
323 do_los = 1; 350 do_los = 1;
324 351
325 /* we need to clear these to -1 and not zero - otherwise, 352 weapon_sp = 1.0f;
326 * if a player quits and starts a new character, we wont 353 weapon_sp_left = 0.5f;
327 * send new values to the client, as things like exp start
328 * at zero.
329 */
330 for (int i = 0; i < NUM_SKILLS; i++)
331 last_skill_exp[i] = -1;
332
333 for (int i = 0; i < NROFATTACKS; i++)
334 last_resist[i] = -1;
335
336 last_stats.exp = -1;
337 last_weight = (uint32) - 1;
338} 354}
339 355
340void 356void
341player::do_destroy () 357player::do_destroy ()
342{ 358{
343 disconnect (); 359 disconnect ();
344 360
345 save (false);
346 enable_save = false;
347
348 attachable::do_destroy (); 361 attachable::do_destroy ();
349
350 terminate_all_pets (ob);
351
352 if (first_player != this)
353 {
354 player *prev = first_player;
355
356 while (prev && prev->next && prev->next != this)
357 prev = prev->next;
358
359 if (prev->next != this)
360 {
361 LOG (llevError, "Free_player: Can't find previous player.\n");
362 abort ();
363 }
364
365 prev->next = next;
366 }
367 else
368 first_player = next;
369 362
370 if (ob) 363 if (ob)
371 { 364 {
372 ob->destroy_inv (false); 365 ob->destroy_inv (false);
373 ob->destroy (); 366 ob->destroy ();
374 } 367 }
368
369 ob = observe = 0;
375} 370}
376 371
377player::~player () 372player::~player ()
378{ 373{
379 /* Clear item stack */ 374 /* Clear item stack */
388player::create () 383player::create ()
389{ 384{
390 player *pl = new player; 385 player *pl = new player;
391 386
392 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
393 set_first_map (pl->ob); 393 set_first_map (pl->ob);
394 394
395 return pl; 395 return pl;
396} 396}
397 397
401 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
402 */ 402 */
403archetype * 403archetype *
404get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
405{ 405{
406 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407 407
408 for (;;) 408 for (;;)
409 { 409 {
410 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
411 at = first_archetype; 411 i = archetypes.begin ();
412 else 412 else if (*i == at)
413 at = at->next; 413 cleanup ("not a single player archetype found");
414 414
415 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
416 return at; 416 return *i;
417
418 if (at == start)
419 {
420 LOG (llevError, "No Player archetypes\n");
421 exit (-1);
422 }
423 } 417 }
424} 418}
425 419
426object * 420object *
427get_nearest_player (object *mon) 421get_nearest_player (object *mon)
429 object *op = NULL; 423 object *op = NULL;
430 objectlink *ol; 424 objectlink *ol;
431 unsigned lastdist; 425 unsigned lastdist;
432 rv_vector rv; 426 rv_vector rv;
433 427
434 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
435 { 429 {
436 /* We should not find free objects on this friendly list, but it
437 * does periodically happen. Given that, lets deal with it.
438 * While unlikely, it is possible the next object on the friendly
439 * list is also free, so encapsulate this in a while loop.
440 */
441 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
442 {
443 object *tmp = ol->ob;
444
445 /* Can't do much more other than log the fact, because the object
446 * itself will have been cleared.
447 */
448 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
449 ol = ol->next;
450 remove_friendly_object (tmp);
451 if (!ol)
452 return op;
453 }
454
455 /* Remove special check for player from this. First, it looks to cause
456 * some crashes (ol->ob->contr not set properly?), but secondly, a more
457 * complicated method of state checking would be needed in any case -
458 * as it was, a clever player could type quit, and the function would
459 * skip them over while waiting for confirmation. Remove
460 * on_same_map check, as can_detect_enemy also does this
461 */
462 if (!can_detect_enemy (mon, ol->ob, &rv)) 430 if (!can_detect_enemy (mon, ol->ob, &rv))
463 continue; 431 continue;
464 432
465 if (lastdist > rv.distance) 433 if (lastdist > rv.distance)
466 { 434 {
542 x = mon->x; 510 x = mon->x;
543 y = mon->y; 511 y = mon->y;
544 m = mon->map; 512 m = mon->map;
545 dir = rv.direction; 513 dir = rv.direction;
546 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 */
547 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
548 /* 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. */
549 if (diff > max) 518 if (diff > max)
550 return 0; 519 return 0;
520
551 while (diff > 1 && max > 0) 521 while (diff > 1 && max > 0)
552 { 522 {
553 lastx = x; 523 lastx = x;
554 lasty = y; 524 lasty = y;
555 lastmap = m; 525 lastmap = m;
637 max--; 607 max--;
638 lastdir = dir; 608 lastdir = dir;
639 if (!firstdir) 609 if (!firstdir)
640 firstdir = dir; 610 firstdir = dir;
641 } 611 }
612
642 if (diff <= 1) 613 if (diff <= 1)
643 { 614 {
644 /* Recalculate diff (distance) because we may not have actually 615 /* Recalculate diff (distance) because we may not have actually
645 * headed toward player for entire distance. 616 * headed toward player for entire distance.
646 */ 617 */
647 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 618 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
648 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));
649 } 620 }
621
650 if (diff > max) 622 if (diff > max)
651 return 0; 623 return 0;
652 } 624 }
625
653 /* 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 */
654 if (!max) 627 if (!max)
655 return 0; 628 return 0;
656 629
657 return firstdir; 630 return firstdir;
771roll_stat (void) 744roll_stat (void)
772{ 745{
773 int a[4], i, j, k; 746 int a[4], i, j, k;
774 747
775 for (i = 0; i < 4; i++) 748 for (i = 0; i < 4; i++)
776 a[i] = (int) RANDOM () % 6 + 1; 749 a[i] = (int) rndm (6) + 1;
777 750
778 for (i = 0, j = 0, k = 7; i < 4; i++) 751 for (i = 0, j = 0, k = 7; i < 4; i++)
779 if (a[i] < k) 752 if (a[i] < k)
780 k = a[i], j = i; 753 k = a[i], j = i;
781 754
787} 760}
788 761
789void 762void
790object::roll_stats () 763object::roll_stats ()
791{ 764{
792 int statsort [7]; 765 int statsort [NUM_STATS];
793 766
794 for (;;) 767 for (;;)
795 { 768 {
796 int sum = 0; 769 int sum = 0;
797 for (int i = 7; i--; ) 770 for (int i = NUM_STATS; i--; )
798 sum += statsort [i] = roll_stat (); 771 sum += statsort [i] = roll_stat ();
799 772
800 if (sum >= 82 && sum <= 116) 773 if (sum >= 82 && sum <= 116)
801 break; 774 break;
802 } 775 }
803 776
804 // Sort the stats so that rerolling is easier... 777 // Sort the stats so that rerolling is easier...
805 std::sort (statsort, statsort + 7, std::greater<int>()); 778 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
806 779
780 for (int i = 0; i < NUM_STATS; ++i)
807 stats.Str = statsort[0]; 781 stats.stat (i) = statsort [i];
808 stats.Dex = statsort[1];
809 stats.Con = statsort[2];
810 stats.Int = statsort[3];
811 stats.Wis = statsort[4];
812 stats.Pow = statsort[5];
813 stats.Cha = statsort[6];
814 782
815 stats.exp = 0; 783 stats.exp = 0;
816 stats.ac = 0; 784 stats.ac = 0;
817 785
818 stats.hp = stats.maxhp; 786 stats.hp = stats.maxhp;
830} 798}
831 799
832void 800void
833object::swap_stats (int a, int b) 801object::swap_stats (int a, int b)
834{ 802{
835 int tmp = get_attr_value (&contr->orig_stats, a); 803 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
836 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
837 set_attr_value (&contr->orig_stats, b, tmp);
838 804
805 for (int i = 0; i < NUM_STATS; ++i)
839 stats.Str = contr->orig_stats.Str; 806 stats.stat (i) = contr->orig_stats.stat (i);
840 stats.Dex = contr->orig_stats.Dex;
841 stats.Con = contr->orig_stats.Con;
842 stats.Int = contr->orig_stats.Int;
843 stats.Wis = contr->orig_stats.Wis;
844 stats.Pow = contr->orig_stats.Pow;
845 stats.Cha = contr->orig_stats.Cha;
846 807
847 //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,
848 // be merged with the similar code in roll_stats 809 // be merged with the similar code in roll_stats
849 stats.ac = 0; 810 stats.ac = 0;
850 811
881 * appropriate action with it (change race, or other things). 842 * appropriate action with it (change race, or other things).
882 * The function name is for historical reasons - now we have 843 * The function name is for historical reasons - now we have
883 * separate race and class; this actually changes the RACE, 844 * separate race and class; this actually changes the RACE,
884 * not the class. 845 * not the class.
885 */ 846 */
886int 847void
887key_change_class (object *op, char key) 848player::chargen_race_done ()
888{ 849{
889 int tmp_loop;
890
891 if (key == 'd' || key == 'D')
892 {
893 char buf[MAX_BUF];
894
895 /* this must before then initial items are given */ 850 /* this must before then initial items are given */
896 esrv_new_player (op->contr, op->weight + op->carrying); 851 esrv_new_player (ob->contr, ob->weight + ob->carrying);
897 852
898 treasurelist *tl = find_treasurelist ("starting_wealth"); 853 treasurelist *tl = treasurelist::find ("starting_wealth");
899 if (tl) 854 if (tl)
900 create_treasure (tl, op, 0, 0, 0); 855 create_treasure (tl, ob, 0, 0, 0);
901 856
902 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, ob->contr);
903 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, ob->contr);
904 859
905 op->contr->ns->state = ST_PLAYING; 860 ob->contr->ns->state = ST_PLAYING;
906 861
907 if (op->msg) 862 if (ob->msg)
908 op->msg = NULL; 863 ob->msg = 0;
909 864
910 /* 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
911 * to save here. 866 * to save here.
912 */ 867 */
868 {
869 char buf[MAX_BUF];
913 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
914 make_path_to_file (buf); 871 make_path_to_file (buf);
872 }
915 873
916#ifdef AUTOSAVE
917 op->contr->last_save_tick = pticks;
918#endif
919 start_info (op); 874 start_info (ob);
920 CLEAR_FLAG (op, FLAG_WIZ); 875 CLEAR_FLAG (ob, FLAG_WIZ);
921 give_initial_items (op, op->randomitems); 876 give_initial_items (ob, ob->randomitems);
922 link_player_skills (op); 877 link_player_skills (ob);
923 esrv_send_inventory (op, op); 878 esrv_send_inventory (ob, ob);
924 op->update_stats (); 879 ob->update_stats ();
925 880
926 /* This moves the player to a different start map, if there 881 /* This moves the player to a different start map, if there
927 * is one for this race 882 * is one for this race
928 */ 883 */
929 if (*first_map_ext_path) 884 if (*first_map_ext_path)
930 { 885 {
931 object *tmp; 886 object *tmp;
932 char mapname[MAX_BUF]; 887 char mapname[MAX_BUF];
933 888
934 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);
935 tmp = object::create (); 890 tmp = object::create ();
936 EXIT_PATH (tmp) = mapname; 891 EXIT_PATH (tmp) = mapname;
937 EXIT_X (tmp) = op->x; 892 EXIT_X (tmp) = ob->x;
938 EXIT_Y (tmp) = op->y; 893 EXIT_Y (tmp) = ob->y;
939 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;
940 * if the map isn't there, then stay on the 895 * if the map isn't there, then stay on the
941 * default initial map */ 896 * default initial map */
942 tmp->destroy (); 897 tmp->destroy ();
943 } 898 }
944 else 899 else
945 LOG (llevDebug, "first_map_ext_path not set\n"); 900 LOG (llevDebug, "first_map_ext_path not set\n");
901}
946 902
947 return 0; 903void
948 } 904player::chargen_race_next ()
949 905{
950 /* Following actually changes the race - this is the default command 906 /* Following actually changes the race - this is the default command
951 * if we don't match with one of the options above. 907 * if we don't match with one of the options above.
952 */ 908 */
953 909
954 tmp_loop = 0; 910 do
955 while (!tmp_loop)
956 { 911 {
957 shstr name = op->name; 912 shstr name = ob->name;
958 int x = op->x, y = op->y; 913 int x = ob->x, y = ob->y;
959 914
960 op->remove_statbonus (); 915 ob->remove_statbonus ();
961 op->remove (); 916 ob->remove ();
962 op->arch = get_player_archetype (op->arch); 917 ob->arch = get_player_archetype (ob->arch);
963 op->arch->clone.copy_to (op); 918 ob->arch->copy_to (ob);
964 op->instantiate (); 919 ob->instantiate ();
965 op->stats = op->contr->orig_stats; 920 ob->stats = ob->contr->orig_stats;
966 op->name = op->name_pl = name; 921 ob->name = ob->name_pl = name;
967 op->x = x; 922 ob->x = x;
968 op->y = y; 923 ob->y = y;
969 SET_ANIMATION (op, 2); /* So player faces south */ 924 SET_ANIMATION (ob, 2); /* So player faces south */
970 insert_ob_in_map (op, op->map, op, 0); 925 insert_ob_in_map (ob, ob->map, ob, 0);
971 assign (op->contr->title, op->arch->clone.name); 926 assign (ob->contr->title, ob->arch->object::name);
972 op->add_statbonus (); 927 ob->add_statbonus ();
973 tmp_loop = allowed_class (op);
974 } 928 }
929 while (!allowed_class (ob));
975 930
976 update_object (op, UP_OBJ_FACE); 931 update_object (ob, UP_OBJ_FACE);
977 esrv_update_item (UPD_FACE, op, op); 932 esrv_update_item (UPD_FACE, ob, ob);
978 op->update_stats (); 933 ob->update_stats ();
979 op->stats.hp = op->stats.maxhp; 934 ob->stats.hp = ob->stats.maxhp;
980 op->stats.sp = op->stats.maxsp; 935 ob->stats.sp = ob->stats.maxsp;
981 op->stats.grace = 0; 936 ob->stats.grace = 0;
982
983 if (op->msg)
984 new_draw_info (NDI_BLUE, 0, op, op->msg);
985
986 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
987 return 0;
988}
989
990int
991key_confirm_quit (object *op, char key)
992{
993 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
994 {
995 op->contr->ns->state = ST_PLAYING;
996 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
997 return 1;
998 }
999
1000 INVOKE_PLAYER (LOGOUT, op->contr);
1001 INVOKE_PLAYER (QUIT, op->contr);
1002
1003 op->contr->enable_save = false;
1004
1005 terminate_all_pets (op);
1006 op->remove ();
1007 op->direction = 0;
1008 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1009
1010 strcpy (op->contr->killer, "quit");
1011 check_score (op);
1012 op->contr->party = 0;
1013 op->contr->own_title[0] = '\0';
1014 op->contr->destroy ();
1015
1016 return 1;
1017} 937}
1018 938
1019void 939void
1020flee_player (object *op) 940flee_player (object *op)
1021{ 941{
1068 /* Cornered, get rid of scared */ 988 /* Cornered, get rid of scared */
1069 CLEAR_FLAG (op, FLAG_SCARED); 989 CLEAR_FLAG (op, FLAG_SCARED);
1070 op->enemy = NULL; 990 op->enemy = NULL;
1071} 991}
1072 992
1073
1074/* 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.
1075 * 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
1076 * stop. 995 * stop.
1077 */ 996 */
1078int 997int
1079check_pick (object *op) 998check_pick (object *op)
1080{ 999{
1081 object *tmp, *next; 1000 object *tmp, *next;
1082 int stop = 0; 1001 int stop = 0;
1083 int j, k, wvratio; 1002 int wvratio;
1084 char putstring[128], tmpstr[16]; 1003 char putstring[128];
1085 1004
1086 /* if you're flying, you cna't pick up anything */ 1005 /* if you're flying, you cna't pick up anything */
1087 if (op->move_type & MOVE_FLYING) 1006 if (op->move_type & MOVE_FLYING)
1088 return 1; 1007 return 1;
1089 1008
1157 if (tmp->name != NULL) 1076 if (tmp->name != NULL)
1158 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1077 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1159 &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))));
1160 else 1079 else
1161 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1080 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1162 &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))));
1163 1082
1164 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1083 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1165 } 1084 }
1166 1085
1167 /* philosophy: 1086 /* philosophy:
1242 pick_up (op, tmp); 1161 pick_up (op, tmp);
1243 continue; 1162 continue;
1244 } 1163 }
1245 1164
1246 if (op->contr->mode & PU_READABLES) 1165 if (op->contr->mode & PU_READABLES)
1247 if (tmp->type == BOOK || tmp->type == SCROLL) 1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1248 { 1167 {
1249 pick_up (op, tmp); 1168 pick_up (op, tmp);
1250 continue; 1169 continue;
1251 } 1170 }
1252 1171
1360 /* careful: chairs and tables are weapons! */ 1279 /* careful: chairs and tables are weapons! */
1361 if (op->contr->mode & PU_ALLWEAPON) 1280 if (op->contr->mode & PU_ALLWEAPON)
1362 { 1281 {
1363 if (tmp->type == WEAPON && tmp->name != NULL) 1282 if (tmp->type == WEAPON && tmp->name != NULL)
1364 { 1283 {
1365 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 &&
1366 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1367 { 1286 {
1368 pick_up (op, tmp); 1287 pick_up (op, tmp);
1369 continue; 1288 continue;
1370 } 1289 }
1371 } 1290 }
1372 1291
1373 if (tmp->type == WEAPON && tmp->name == NULL) 1292 if (tmp->type == WEAPON && tmp->name == NULL)
1374 { 1293 {
1375 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)
1376 { 1295 {
1377 pick_up (op, tmp); 1296 pick_up (op, tmp);
1378 continue; 1297 continue;
1379 } 1298 }
1380 } 1299 }
1405 if (tmp->name != NULL) 1324 if (tmp->name != NULL)
1406 { 1325 {
1407 fprintf (stderr, "%s", tmp->name); 1326 fprintf (stderr, "%s", tmp->name);
1408 } 1327 }
1409 else 1328 else
1410 fprintf (stderr, "%s", tmp->arch->name); 1329 fprintf (stderr, "%s", tmp->arch->archname);
1411 fprintf (stderr, ",%d] = ", tmp->type); 1330 fprintf (stderr, ",%d] = ", tmp->type);
1412 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))));
1413#endif 1332#endif
1414 continue; 1333 continue;
1415 } 1334 }
1426 * found object is returned. 1345 * found object is returned.
1427 */ 1346 */
1428object * 1347object *
1429find_arrow (object *op, const char *type) 1348find_arrow (object *op, const char *type)
1430{ 1349{
1431 object *tmp = NULL; 1350 object *tmp = 0;
1432 1351
1433 for (op = op->inv; op; op = op->below) 1352 for (op = op->inv; op; op = op->below)
1434 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))
1435 tmp = find_arrow (op, type); 1354 tmp = find_arrow (op, type);
1436 else if (op->type == ARROW && op->race == type) 1355 else if (op->type == ARROW && op->race == type)
1437 return op; 1356 return op;
1357
1438 return tmp; 1358 return tmp;
1439} 1359}
1440 1360
1441/* 1361/*
1442 * 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
1443 * 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
1444 * 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
1445 * 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.
1446 */ 1366 */
1447
1448object * 1367object *
1449find_better_arrow (object *op, object *target, const char *type, int *better) 1368find_better_arrow (object *op, object *target, const char *type, int *better)
1450{ 1369{
1451 object *tmp = NULL, *arrow, *ntmp; 1370 object *tmp = NULL, *arrow, *ntmp;
1452 int attacknum, attacktype, betterby = 0, i; 1371 int attacknum, attacktype, betterby = 0, i;
1485 else 1404 else
1486 { 1405 {
1487 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1488 { 1407 {
1489 attacktype = 1 << attacknum; 1408 attacktype = 1 << attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1491 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)
1492 { 1411 {
1493 tmp = arrow; 1412 tmp = arrow;
1494 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;
1495 } 1414 }
1496 } 1415 }
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1498 { 1417 {
1499 tmp = arrow; 1418 tmp = arrow;
1518 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1519 * op = the shooter 1438 * op = the shooter
1520 * type = bow->race 1439 * type = bow->race
1521 * dir = fire direction 1440 * dir = fire direction
1522 */ 1441 */
1523
1524object * 1442object *
1525pick_arrow_target (object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1526{ 1444{
1527 object *tmp = NULL; 1445 object *tmp = NULL;
1528 maptile *m; 1446 maptile *m;
1593 */ 1511 */
1594int 1512int
1595fire_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)
1596{ 1514{
1597 object *left, *bow; 1515 object *left, *bow;
1598 int bowspeed, mflags; 1516 int mflags;
1599 maptile *m; 1517 maptile *m;
1600 1518
1601 if (!dir) 1519 if (!dir)
1602 { 1520 {
1603 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!");
1604 return 0; 1522 return 0;
1605 } 1523 }
1606 1524
1607 if (op->type == PLAYER) 1525 if (op->contr)
1608 bow = op->contr->ranges[range_bow]; 1526 bow = op->current_weapon;
1609 else 1527 else
1610 { 1528 {
1611 for (bow = op->inv; bow; bow = bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1612 /* 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
1613 * 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.
1618 if (!bow) 1536 if (!bow)
1619 { 1537 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1539 return 0;
1622 } 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
1623 } 1549 }
1624 1550
1625 if (!bow->race || !bow->skill) 1551 if (!bow->race || !bow->skill)
1626 { 1552 {
1627 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);
1628 return 0; 1554 return 0;
1629 } 1555 }
1630
1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1632
1633 /* penalize ROF for bestarrow */
1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1637 if (bowspeed < 1)
1638 bowspeed = 1;
1639 1556
1640 if (arrow == NULL) 1557 if (arrow == NULL)
1641 { 1558 {
1642 if ((arrow = find_arrow (op, bow->race)) == NULL) 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1643 { 1560 {
1644 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1645 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);
1646 /* 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 */
1647 else 1564 else
1648 CLEAR_FLAG (op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1649 return 0; 1567 return 0;
1650 } 1568 }
1651 } 1569 }
1652 1570
1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1677 1595
1678 arrow->set_owner (op); 1596 arrow->set_owner (op);
1679 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1680 arrow->direction = dir; 1598 arrow->direction = dir;
1681 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
1682 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1683 { 1634 {
1684 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1685 op->update_stats ();
1686 }
1687
1688 SET_ANIMATION (arrow, arrow->direction);
1689 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1690 arrow->stats.hp = arrow->stats.dam;
1691 arrow->stats.grace = arrow->attacktype;
1692 if (arrow->slaying != NULL)
1693 arrow->spellarg = strdup (arrow->slaying);
1694
1695 /* Note that this was different for monsters - they got their level
1696 * added to the damage. I think the strength bonus is more proper.
1697 */
1698
1699 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1700
1701 /* update the speed */
1702 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1703 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1704
1705 arrow->set_speed (max (arrow->speed, 1.0));
1706 arrow->speed_left = 0;
1707
1708 if (op->type == PLAYER)
1709 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1713
1714 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;
1715 } 1642 }
1716 else 1643 else
1717 { 1644 {
1718 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1719 arrow->level = op->level; 1645 arrow->level = op->level;
1720 } 1646 arrow->stats.wc -= bow->magic;
1721 1647
1722 if (arrow->attacktype == AT_PHYSICAL) 1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1723 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1724 1653
1725 if (bow->slaying) 1654 wc -= arrow->level;
1726 arrow->slaying = bow->slaying; 1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1727 1656
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1660
1731 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1732 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1733 1663
1734 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1735 move_arrow (arrow); 1665 move_arrow (arrow);
1736 1666
1757{ 1687{
1758 int ret = 0, wcmod = 0; 1688 int ret = 0, wcmod = 0;
1759 1689
1760 if (op->contr->bowtype == bow_bestarrow) 1690 if (op->contr->bowtype == bow_bestarrow)
1761 { 1691 {
1762 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);
1763 } 1693 }
1764 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)
1765 { 1695 {
1766 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1696 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1767 wcmod = -1; 1697 wcmod = -1;
1777 else if (op->contr->bowtype == bow_spreadshot) 1707 else if (op->contr->bowtype == bow_spreadshot)
1778 { 1708 {
1779 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);
1780 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);
1781 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);
1782
1783 } 1712 }
1784 else 1713 else
1785 { 1714 {
1786 /* Simple case */ 1715 /* Simple case */
1787 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);
1788 } 1717 }
1718
1789 return ret; 1719 return ret;
1790} 1720}
1791
1792 1721
1793/* Fires a misc (wand/rod/horn) object in 'dir'. 1722/* Fires a misc (wand/rod/horn) object in 'dir'.
1794 * Broken apart from 'fire' to keep it more readable. 1723 * Broken apart from 'fire' to keep it more readable.
1795 */ 1724 */
1796void 1725void
1797fire_misc_object (object *op, int dir) 1726fire_misc_object (object *op, int dir)
1798{ 1727{
1799 object *item; 1728 object *item = op->contr->ranged_ob;
1800 1729
1801 if (!op->contr->ranges[range_misc]) 1730 if (!item)
1802 { 1731 {
1803 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.");
1804 return; 1733 return;
1805 } 1734 }
1806 1735
1807 item = op->contr->ranges[range_misc];
1808 if (!item->inv) 1736 if (!item->inv)
1809 { 1737 {
1810 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1738 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1811 return; 1739 return;
1812 } 1740 }
1741
1742 if (!op->change_weapon (item))
1743 return;
1744
1813 if (item->type == WAND) 1745 if (item->type == WAND)
1814 { 1746 {
1815 if (item->stats.food <= 0) 1747 if (item->stats.food <= 0)
1816 { 1748 {
1817 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1749 op->contr->play_sound (sound_find ("wand_poof"));
1818 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
1819 return; 1752 return;
1820 } 1753 }
1821 } 1754 }
1822 else if (item->type == ROD || item->type == HORN) 1755 else if (item->type == ROD || item->type == HORN)
1823 { 1756 {
1824 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))
1825 { 1758 {
1826 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 op->contr->play_sound (sound_find ("wand_poof"));
1760
1827 if (item->type == ROD) 1761 if (item->type == ROD)
1828 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));
1829 else 1763 else
1830 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
1831 return; 1766 return;
1832 } 1767 }
1833 } 1768 }
1834 1769
1835 if (cast_spell (op, item, dir, item->inv, NULL)) 1770 if (cast_spell (op, item, dir, item->inv, NULL))
1842 object *tmp; 1777 object *tmp;
1843 1778
1844 if (item->arch) 1779 if (item->arch)
1845 { 1780 {
1846 CLEAR_FLAG (item, FLAG_ANIMATE); 1781 CLEAR_FLAG (item, FLAG_ANIMATE);
1847 item->face = item->arch->clone.face; 1782 item->face = item->arch->face;
1848 item->set_speed (0); 1783 item->set_speed (0);
1849 } 1784 }
1850 1785
1851 if ((tmp = item->in_player ())) 1786 if ((tmp = item->in_player ()))
1852 esrv_update_item (UPD_ANIM, tmp, item); 1787 esrv_update_item (UPD_ANIM, tmp, item);
1857 } 1792 }
1858} 1793}
1859 1794
1860/* Received a fire command for the player - go and do it. 1795/* Received a fire command for the player - go and do it.
1861 */ 1796 */
1862void 1797bool
1863fire (object *op, int dir) 1798fire (object *op, int dir)
1864{ 1799{
1865 int spellcost = 0; 1800 int spellcost = 0;
1866 1801
1867 /* check for loss of invisiblity/hide */ 1802 /* check for loss of invisiblity/hide */
1868 if (action_makes_visible (op)) 1803 if (action_makes_visible (op))
1869 make_visible (op); 1804 make_visible (op);
1870 1805
1871 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;
1872 { 1812 }
1873 case range_none:
1874 return;
1875 1813
1876 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:
1877 player_fire_bow (op, dir); 1830 player_fire_bow (op, dir);
1878 return; 1831 break;
1879 1832
1880 case range_magic: /* Casting spells */ 1833 case SPELL:
1881 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);
1882 return; 1835 break;
1883 1836
1884 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:
1885 fire_misc_object (op, dir); 1846 fire_misc_object (op, dir);
1886 return; 1847 break;
1887
1888 case range_golem: /* Control summoned monsters from scrolls */
1889 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1890 {
1891 op->contr->ranges[range_golem] = 0;
1892 op->contr->shoottype = range_none;
1893 }
1894 else
1895 control_golem (op->contr->ranges[range_golem], dir);
1896 return;
1897
1898 case range_skill:
1899 if (!op->chosen_skill)
1900 {
1901 if (op->type == PLAYER)
1902 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1903 return;
1904 }
1905 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1906 return;
1907 case range_builder:
1908 apply_map_builder (op, dir);
1909 return;
1910 default:
1911 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1912 return;
1913 } 1848 }
1914}
1915 1849
1916 1850 return true;
1851}
1917 1852
1918/* find_key 1853/* find_key
1919 * 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
1920 * and successfully use it, we return the key, otherwise NULL 1855 * and successfully use it, we return the key, otherwise NULL
1921 * This function merges both normal and locked door, since the logic 1856 * This function merges both normal and locked door, since the logic
1923 * pl is the player, 1858 * pl is the player,
1924 * inv is the objects inventory to searched 1859 * inv is the objects inventory to searched
1925 * door is the door we are trying to match against. 1860 * door is the door we are trying to match against.
1926 * This function can be called recursively to search containers. 1861 * This function can be called recursively to search containers.
1927 */ 1862 */
1928
1929object * 1863object *
1930find_key (object *pl, object *container, object *door) 1864find_key (object *pl, object *container, object *door)
1931{ 1865{
1932 object *tmp, *key; 1866 object *tmp, *key;
1933 1867
1934 /* Should not happen, but sanity checking is never bad */ 1868 /* Should not happen, but sanity checking is never bad */
1935 if (container->inv == NULL) 1869 if (!container->inv)
1936 return NULL; 1870 return 0;
1937 1871
1938 /* 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 */
1939 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1873 for (tmp = container->inv; tmp; tmp = tmp->below)
1940 { 1874 {
1941 if (door->type == DOOR && tmp->type == KEY) 1875 if (door->type == DOOR && tmp->type == KEY)
1942 break; 1876 break;
1943 /* For sanity, we should really check door type, but other stuff 1877 /* For sanity, we should really check door type, but other stuff
1944 * (like containers) can be locked with special keys 1878 * (like containers) can be locked with special keys
1945 */ 1879 */
1946 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1880 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1947 break; 1881 break;
1948 } 1882 }
1883
1949 /* No key found - lets search inventories now */ 1884 /* No key found - lets search inventories now */
1950 /* 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.
1951 * 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
1952 * a key, return 1887 * a key, return
1953 */ 1888 */
1954 if (!tmp) 1889 if (!tmp)
1955 { 1890 {
1956 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1891 for (tmp = container->inv; tmp; tmp = tmp->below)
1957 { 1892 {
1958 /* No reason to search empty containers */ 1893 /* No reason to search empty containers */
1959 if (tmp->type == CONTAINER && tmp->inv) 1894 if (tmp->type == CONTAINER && tmp->inv)
1960 { 1895 {
1961 if ((key = find_key (pl, tmp, door)) != NULL) 1896 if ((key = find_key (pl, tmp, door)))
1962 return key; 1897 return key;
1963 } 1898 }
1964 } 1899 }
1900
1965 if (!tmp) 1901 if (!tmp)
1966 return NULL; 1902 return NULL;
1967 } 1903 }
1904
1968 /* 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,
1969 * see if we actually want to use it 1906 * see if we actually want to use it
1970 */ 1907 */
1971 if (pl != container) 1908 if (pl != container)
1972 { 1909 {
1993 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1930 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1994 "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));
1995 return NULL; 1932 return NULL;
1996 } 1933 }
1997 } 1934 }
1935
1998 return tmp; 1936 return tmp;
1999} 1937}
2000 1938
2001/* moved door processing out of move_player_attack. 1939/* moved door processing out of move_player_attack.
2002 * returns 1 if player has opened the door with a key 1940 * returns 1 if player has opened the door with a key
2004 * 0 otherwise 1942 * 0 otherwise
2005 */ 1943 */
2006static int 1944static int
2007player_attack_door (object *op, object *door) 1945player_attack_door (object *op, object *door)
2008{ 1946{
2009 /* 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,
2010 * 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 -
2011 * otherwise, we fall through to the rest of the code. 1949 * otherwise, we fall through to the rest of the code.
2012 */ 1950 */
2013 object *key = find_key (op, op, door); 1951 object *key = find_key (op, op, door);
2014 1952
2015 /* IF we found a key, do some extra work */ 1953 /* If we found a key, do some extra work */
2016 if (key) 1954 if (key)
2017 { 1955 {
2018 object *container = key->env; 1956 object *container = key->env;
2019 1957
2020 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2021 if (action_makes_visible (op)) 1958 if (action_makes_visible (op))
2022 make_visible (op); 1959 make_visible (op);
1960
2023 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1961 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2024 spring_trap (door->inv, op); 1962 spring_trap (door->inv, op);
1963
2025 if (door->type == DOOR) 1964 if (door->type == DOOR)
2026 {
2027 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 */
2028 }
2029 else if (door->type == LOCKED_DOOR) 1966 else if (door->type == LOCKED_DOOR)
2030 { 1967 {
2031 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));
2032 remove_door2 (door); /* remove door without violence ;-) */ 1969 remove_door2 (door); /* remove door without violence ;-) */
2033 } 1970 }
1971
2034 /* Do this after we print the message */ 1972 /* Do this after we print the message */
2035 decrease_ob (key); /* Use up one of the keys */ 1973 decrease_ob (key); /* Use up one of the keys */
2036 /* Need to update the weight the container the key was in */ 1974 /* Need to update the weight the container the key was in */
2037 if (container != op) 1975 if (container != op)
2038 esrv_update_item (UPD_WEIGHT, op, container); 1976 esrv_update_item (UPD_WEIGHT, op, container);
1977
2039 return 1; /* Nothing more to do below */ 1978 return 1; /* Nothing more to do below */
2040 } 1979 }
2041 else if (door->type == LOCKED_DOOR) 1980 else if (door->type == LOCKED_DOOR)
2042 { 1981 {
2043 /* Might as well return now - no other way to open this */ 1982 /* Might as well return now - no other way to open this */
2044 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2045 return 1; 1984 return 1;
2046 } 1985 }
1986
2047 return 0; 1987 return 0;
2048} 1988}
2049 1989
2050/* This function is just part of a breakup from move_player. 1990/* This function is just part of a breakup from move_player.
2051 * It should keep the code cleaner. 1991 * It should keep the code cleaner.
2052 * When this is called, the players direction has been updated 1992 * When this is called, the players direction has been updated
2053 * (taking into account confusion.) The player is also actually 1993 * (taking into account confusion.) The player is also actually
2054 * going to try and move (not fire weapons). 1994 * going to try and move (not fire weapons).
2055 */ 1995 */
2056void 1996bool
2057move_player_attack (object *op, int dir) 1997move_player_attack (object *op, int dir)
2058{ 1998{
2059 object *tmp, *mon;
2060 sint16 nx, ny;
2061 int on_battleground; 1999 int on_battleground;
2062 maptile *m;
2063 2000
2064 nx = freearr_x[dir] + op->x; 2001 sint16 nx = freearr_x[dir] + op->x;
2065 ny = freearr_y[dir] + op->y; 2002 sint16 ny = freearr_y[dir] + op->y;
2066 2003
2067 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 }
2068 2014
2069 /* 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
2070 * 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
2071 * 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
2072 * player. This is a pretty nasty hack, because if we could 2018 * player. This is a pretty nasty hack, because if we could
2073 * 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
2074 * 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
2075 * 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
2076 * move_ob uses. 2022 * move_ob uses.
2077 */ 2023 */
2078 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2024 maptile *m = op->map->xy_find (nx, ny);
2079 {
2080 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2081 {
2082 m = get_map_from_coord (op->map, &nx, &ny);
2083 if (!m)
2084 return; /* Don't think this should happen */
2085 }
2086 else
2087 m = op->map;
2088 2025
2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2090 {
2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2092 return;
2093 }
2094
2095 mon = 0;
2096 /* 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
2097 * 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.
2098 * 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
2099 * on the space 2029 * on the space
2100 */ 2030 */
2101 while (tmp) 2031 object *mon;
2102 { 2032 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2103 if (tmp == op) 2033 {
2104 { 2034 if ((mon->flag [FLAG_ALIVE]
2105 tmp = tmp->above; 2035 || mon->type == LOCKED_DOOR
2106 continue; 2036 || mon->flag [FLAG_CAN_ROLL])
2107 }
2108
2109 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2110 {
2111 mon = tmp; 2037 && mon != op)
2112 break; 2038 break;
2113 } 2039 }
2114 2040
2115 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2116 mon = tmp;
2117
2118 tmp = tmp->above;
2119 }
2120
2121 if (!mon) /* This happens anytime the player tries to move */ 2041 if (!mon) /* This happens anytime the player tries to move */
2122 return; /* into a wall */ 2042 return false; /* into a wall */
2123 2043
2124 if (mon->head)
2125 mon = mon->head; 2044 mon = mon->head_ ();
2126 2045
2127 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)
2128 if (player_attack_door (op, mon)) 2048 if (player_attack_door (op, mon))
2049 {
2050 --op->contr->weapon_sp_left;
2129 return; 2051 return true;
2052 }
2130 2053
2131 /* The following deals with possibly attacking peaceful 2054 /* The following deals with possibly attacking peaceful
2132 * or frienddly creatures. Basically, all players are considered 2055 * or friendly creatures. Basically, all players are considered
2133 * unaggressive. If the moving player has peaceful set, then the 2056 * unaggressive. If the moving player has peaceful set, then the
2134 * object should be pushed instead of attacked. It is assumed that 2057 * object should be pushed instead of attacked. It is assumed that
2135 * if you are braced, you will not attack friends accidently, 2058 * if you are braced, you will not attack friends accidently,
2136 * and thus will not push them. 2059 * and thus will not push them.
2137 */ 2060 */
2138 2061
2139 /* 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
2140 * peaceful. Our assumption is the creature is a pet if the 2063 * peaceful. Our assumption is the creature is a pet if the
2141 * player owns it and it is either friendly or unagressive. 2064 * player owns it and it is either friendly or unagressive.
2142 */ 2065 */
2143 if ((op->type == PLAYER) 2066 if (op->type == PLAYER
2144#if COZY_SERVER
2145 &&
2146 ((mon->owner && mon->owner->contr 2067 && ((mon->owner && mon->owner->contr
2147 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2068 && same_party (mon->owner->contr->party, op->contr->party))
2148#else
2149 && mon->owner == op 2069 || mon->owner == op)
2150#endif
2151 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2070 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2152 { 2071 {
2153 /* 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 */
2154 if (op->contr->braced) 2073 if (op->contr->braced)
2155 return; 2074 return false;
2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2075
2076 if (op->speed_left > 0.f)
2077 {
2078 --op->speed_left;
2079
2080 op->play_sound (sound_find ("push_player"));
2157 (void) push_ob (mon, dir, op); 2081 push_ob (mon, dir, op);
2082
2158 if (op->contr->tmp_invis || op->hide) 2083 if (op->contr->tmp_invis || op->hide)
2159 make_visible (op); 2084 make_visible (op);
2085
2160 return; 2086 return true;
2161 } 2087 }
2088 else
2089 return false;
2090 }
2162 2091
2163 /* in certain circumstances, you shouldn't attack friendly 2092 /* in certain circumstances, you shouldn't attack friendly
2164 * creatures. Note that if you are braced, you can't push 2093 * creatures. Note that if you are braced, you can't push
2165 * 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
2166 * attack them either. 2095 * attack them either.
2167 */ 2096 */
2168 if ((mon->type == PLAYER || mon->enemy != op) && 2097 if ((mon->type == PLAYER || mon->enemy != op)
2169 (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))
2170#ifdef PROHIBIT_PLAYERKILL
2171 (op->contr->peaceful 2099 && ((op->contr->peaceful
2172 || (mon->type == PLAYER 2100 || (mon->type == PLAYER && mon->contr->peaceful))
2173 && mon->contr->
2174 peaceful)) &&
2175#else
2176 op->contr->peaceful &&
2177#endif
2178 !on_battleground)) 2101 && !on_battleground))
2102 {
2103 if (op->speed_left > 0.f)
2179 { 2104 {
2105 --op->speed_left;
2106
2180 if (!op->contr->braced) 2107 if (!op->contr->braced)
2181 { 2108 {
2182 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 op->play_sound (sound_find ("push_player"));
2183 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2184 } 2111 }
2185 else 2112 else
2186 new_draw_info (0, 0, op, "You withhold your attack"); 2113 new_draw_info (0, 0, op, "You withhold your attack");
2187 2114
2188 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2189 make_visible (op); 2116 make_visible (op);
2190 }
2191 2117
2118 return true;
2119 }
2120 }
2192 /* If the object is a boulder or other rollable object, then 2121 /* If the object is a boulder or other rollable object, then
2193 * 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.
2194 */ 2123 */
2195 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)
2196 { 2127 {
2128 --op->speed_left;
2129
2197 recursive_roll (mon, dir, op); 2130 recursive_roll (mon, dir, op);
2198 if (action_makes_visible (op)) 2131 if (action_makes_visible (op))
2199 make_visible (op); 2132 make_visible (op);
2200 }
2201 2133
2134 return true;
2135 }
2136 }
2202 /* Any generic living creature. Including things like doors. 2137 /* Any generic living creature. Including things like doors.
2203 * 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
2204 * and be living. Then, it must be one of the following: 2139 * and be living. Then, it must be one of the following:
2205 * 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
2206 * 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.
2207 */ 2142 */
2208
2209 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2143 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2210 ((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)))
2211 { 2145 {
2212 2146 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2213 /* If the player hasn't hit something this tick, and does
2214 * so, give them speed boost based on weapon speed. Doing
2215 * it here is better than process_players2, which basically
2216 * incurred a 1 tick offset.
2217 */
2218 if (!op->contr->has_hit)
2219 { 2147 {
2220 op->speed_left += op->speed / op->contr->weapon_sp; 2148 --op->contr->weapon_sp_left;
2221
2222 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2223 }
2224 2149
2225 skill_attack (mon, op, 0, 0, 0); 2150 skill_attack (mon, op, 0, 0, 0);
2226
2227 /* If attacking another player, that player gets automatic
2228 * hitback, and doesn't loose luck either.
2229 * Disable hitback on the battleground or if the target is
2230 * the wiz.
2231 */
2232 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2233 {
2234 short luck = mon->stats.luck;
2235
2236 mon->contr->has_hit = 1;
2237 skill_attack (op, mon, 0, 0, 0);
2238 mon->stats.luck = luck;
2239 }
2240 2151
2241 if (action_makes_visible (op)) 2152 if (action_makes_visible (op))
2242 make_visible (op); 2153 make_visible (op);
2243 }
2244 } /* if player should attack something */
2245}
2246 2154
2247int 2155 return true;
2156 }
2157 }
2158
2159 return false;
2160}
2161
2162bool
2248move_player (object *op, int dir) 2163move_player (object *op, int dir)
2249{ 2164{
2250 int pick; 2165 int pick;
2251 2166
2252 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2253 return 0; 2168 return 0;
2254 2169
2255 /* Sanity check: make sure dir is valid */ 2170 /* Sanity check: make sure dir is valid */
2256 if ((dir < 0) || (dir >= 9)) 2171 if ((dir < 0) || (dir >= 9))
2257 { 2172 {
2258 LOG (llevError, "move_player: invalid direction %d\n", dir); 2173 LOG (llevError, "move_player: invalid direction %d\n", dir);
2259 return 0; 2174 return 0;
2260 } 2175 }
2261 2176
2262 /* peterm: added following line */ 2177 /* peterm: added following line */
2263 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2178 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2264 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2179 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2265 2180
2266 op->facing = dir; 2181 op->facing = dir;
2267 2182
2268 if (op->hide) 2183 if (op->hide)
2269 do_hidden_move (op); 2184 do_hidden_move (op);
2270 2185
2186 bool retval;
2187
2271 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2272 /*nop */ ; 2189 retval = RESULT_INT (0);
2273 else if (op->contr->fire_on) 2190 else if (op->contr->fire_on)
2274 fire (op, dir); 2191 retval = fire (op, dir);
2275 else 2192 else
2276 { 2193 {
2277 move_player_attack (op, dir); 2194 retval = move_player_attack (op, dir);
2278 pick = check_pick (op); 2195 pick = check_pick (op);
2279 } 2196 }
2280 2197
2281 /* 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
2282 * server can handle repeat firing. 2199 * server can handle repeat firing.
2289 /* Update how the player looks. Use the facing, so direction may 2206 /* Update how the player looks. Use the facing, so direction may
2290 * get reset to zero. This allows for full animation capabilities 2207 * get reset to zero. This allows for full animation capabilities
2291 * for players. 2208 * for players.
2292 */ 2209 */
2293 animate_object (op, op->facing); 2210 animate_object (op, op->facing);
2294 return 0; 2211
2212 return retval;
2295} 2213}
2296 2214
2297/* 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
2298 * new client/server stuff. 2216 * new client/server stuff.
2299 * 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
2300 * the new speed values for commands. 2218 * the new speed values for commands.
2301 * 2219 *
2302 * 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.
2303 */ 2223 */
2304int 2224bool
2305handle_newcs_player (object *op) 2225handle_newcs_player (object *op)
2306{ 2226{
2307 if (op->contr->hidden)
2308 {
2309 op->invisible = 1000;
2310 /* the socket code flashes the player visible/invisible
2311 * depending on the value of invisible, so we need to
2312 * alternate it here for it to work correctly.
2313 */
2314 if (pticks & 2)
2315 op->invisible--;
2316 }
2317 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2318 {
2319 op->invisible--;
2320 if (!op->invisible)
2321 {
2322 make_visible (op);
2323 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2324 }
2325 }
2326
2327 if (QUERY_FLAG (op, FLAG_SCARED)) 2227 if (QUERY_FLAG (op, FLAG_SCARED))
2328 { 2228 {
2329 flee_player (op); 2229 if (op->speed_left > 0.f)
2330 /* If player is still scared, that is his action for this tick */
2331 if (QUERY_FLAG (op, FLAG_SCARED))
2332 { 2230 {
2333 op->speed_left--; 2231 --op->speed_left;
2232 flee_player (op);
2233
2334 return 0; 2234 return true;
2335 } 2235 }
2236 else
2237 return false;
2336 } 2238 }
2337
2338 /* I've been seeing crashes where the golem has been destroyed, but
2339 * the player object still points to the defunct golem. The code that
2340 * destroys the golem looks correct, and it doesn't always happen, so
2341 * put this in a a workaround to clean up the golem pointer.
2342 */
2343 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2344 op->contr->ranges[range_golem] = 0;
2345 2239
2346 /* 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
2347 * the players time has been increased when doericserver has been 2241 * the players time has been increased when doericserver has been
2348 * called, so we recheck it here. 2242 * called, so we recheck it here.
2349 */ 2243 */
2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2244 if (op->contr->ns->handle_command ())
2351 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2352 ;
2353
2354 if (op->speed_left < 0)
2355 return 0; 2245 return true;
2356 2246
2357 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2247 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2358 {
2359 /* All move commands take 1 tick, at least for now */
2360 op->speed_left--;
2361
2362 /* Instead of all the stuff below, let move_player take care
2363 * of it. Also, some of the skill stuff is only put in
2364 * there, as well as the confusion stuff.
2365 */
2366 move_player (op, op->direction); 2248 return move_player (op, op->direction);
2367 if (op->speed_left > 0)
2368 return 1;
2369 else
2370 return 0;
2371 }
2372 2249
2373 return 0; 2250 return false;
2374} 2251}
2375 2252
2376int 2253int
2377save_life (object *op) 2254save_life (object *op)
2378{ 2255{
2380 return 0; 2257 return 0;
2381 2258
2382 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2383 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2384 { 2261 {
2385 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2262 op->play_sound (sound_find ("ob_evaporate"));
2386 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));
2387 2264
2388 if (op->contr) 2265 if (op->contr)
2389 esrv_del_item (op->contr, tmp->count); 2266 esrv_del_item (op->contr, tmp->count);
2390 2267
2410/* 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
2411 * 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
2412 * 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
2413 * from. 2290 * from.
2414 */ 2291 */
2415void 2292static void
2416remove_unpaid_objects (object *op, object *env) 2293drop_unpaid_items (object *op, object *env)
2417{ 2294{
2418 object *next;
2419
2420 while (op) 2295 while (op)
2421 { 2296 {
2422 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' */
2423 2298
2424 if (QUERY_FLAG (op, FLAG_UNPAID)) 2299 if (QUERY_FLAG (op, FLAG_UNPAID))
2427 esrv_del_item (env->contr, op->count); 2302 esrv_del_item (env->contr, op->count);
2428 2303
2429 op->insert_at (env); 2304 op->insert_at (env);
2430 } 2305 }
2431 else if (op->inv) 2306 else if (op->inv)
2432 remove_unpaid_objects (op->inv, env); 2307 drop_unpaid_items (op->inv, env);
2433 2308
2434 op = next; 2309 op = next;
2435 } 2310 }
2311}
2312
2313void
2314object::drop_unpaid_items ()
2315{
2316 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this);
2436} 2318}
2437 2319
2438/* 2320/*
2439 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2440 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2490 int rate_grace = 2000; 2372 int rate_grace = 2000;
2491 const int max_hp = 1; 2373 const int max_hp = 1;
2492 const int max_sp = 1; 2374 const int max_sp = 1;
2493 const int max_grace = 1; 2375 const int max_grace = 1;
2494 2376
2495 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--;
2496 { 2386 }
2497 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2387 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2498 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2388 {
2499 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 }
2500 } 2394 }
2501 2395
2502 if (op->contr->ns->state == ST_PLAYING) 2396 if (op->contr->ns->state == ST_PLAYING)
2503 { 2397 {
2504 /* these next three if clauses make it possible to SLOW DOWN 2398 /* these next three if clauses make it possible to SLOW DOWN
2523 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2524 else 2418 else
2525 { 2419 {
2526 gen_grace = op->stats.maxgrace; 2420 gen_grace = op->stats.maxgrace;
2527 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2421 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2528 }
2529
2530 /* Regenerate Spell Points */
2531 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2532 {
2533 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2534 if (op->stats.sp < op->stats.maxsp)
2535 {
2536 op->stats.sp++;
2537 /* dms do not consume food */
2538 if (!QUERY_FLAG (op, FLAG_WIZ))
2539 {
2540 op->stats.food--;
2541 if (op->contr->digestion < 0)
2542 op->stats.food += op->contr->digestion;
2543 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2544 op->stats.food = last_food;
2545 }
2546 }
2547
2548 if (max_sp > 1)
2549 {
2550 over_sp = (gen_sp + 10) / rate_sp;
2551 if (over_sp > 0)
2552 {
2553 if (op->stats.sp < op->stats.maxsp)
2554 {
2555 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2556
2557 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2558 op->stats.sp--;
2559
2560 if (op->stats.sp > op->stats.maxsp)
2561 op->stats.sp = op->stats.maxsp;
2562 }
2563 op->last_sp = 0;
2564 }
2565 else
2566 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2567 }
2568 else
2569 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2570 } 2422 }
2571 2423
2572 /* Regenerate Grace */ 2424 /* Regenerate Grace */
2573 /* 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. */
2574 if (--op->last_grace < 0) 2426 if (--op->last_grace < 0)
2595 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);
2596 } 2448 }
2597 /* wearing stuff doesn't detract from grace generation. */ 2449 /* wearing stuff doesn't detract from grace generation. */
2598 } 2450 }
2599 2451
2452 if (op->stats.food > 0)
2453 {
2600 /* Regenerate Hit Points */ 2454 /* Regenerate Spell Points */
2601 if (--op->last_heal < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2602 {
2603 if (op->stats.hp < op->stats.maxhp)
2604 { 2456 {
2605 op->stats.hp++; 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2606 /* dms do not consume food */ 2458
2607 if (!QUERY_FLAG (op, FLAG_WIZ)) 2459 if (op->stats.sp < op->stats.maxsp)
2608 { 2460 {
2461 op->stats.sp++;
2462
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2609 op->stats.food--; 2466 op->stats.food--;
2467
2610 if (op->contr->digestion < 0) 2468 if (op->contr->digestion < 0)
2611 op->stats.food += op->contr->digestion; 2469 op->stats.food += op->contr->digestion;
2612 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))
2613 op->stats.food = last_food; 2471 op->stats.food = last_food;
2472 }
2614 } 2473 }
2615 }
2616 2474
2617 if (max_hp > 1) 2475 if (max_sp > 1)
2618 {
2619 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2620 if (over_hp > 0)
2621 { 2476 {
2622 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
2623 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);
2624 } 2495 }
2625 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)
2626 { 2504 {
2627 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 }
2628 } 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);
2629 } 2530 }
2630 else 2531 else
2631 {
2632 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);
2633 } 2533 }
2634 } 2534 }
2635 2535
2636 /* Digestion */ 2536 /* Digestion */
2637 if (--op->last_eat < 0) 2537 if (--op->last_eat < 0)
2638 { 2538 {
2639#ifdef COZY_SERVER 2539 int bonus = max (0, op->contr->digestion),
2640 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2540 penalty = max (0, -op->contr->digestion);
2641 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2642#else
2643 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2644#endif
2645 2541
2646 if (op->contr->gen_hp > 0)
2647 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);
2648 else
2649 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2650 2543
2651 /* dms do not consume food */ 2544 /* dms do not consume food */
2652 if (!QUERY_FLAG (op, FLAG_WIZ)) 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2653 op->stats.food--; 2546 op->stats.food--;
2654 } 2547 }
2681 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.");
2682 manual_apply (op, flesh, 0); 2575 manual_apply (op, flesh, 0);
2683 } 2576 }
2684 } 2577 }
2685 2578
2686 while (op->stats.food < 0 && op->stats.hp >= 0) 2579 if (op->stats.food < 0)
2687 op->stats.food++, op->stats.hp--; 2580 {
2581 op->stats.hp += op->stats.food;
2582 op->stats.food = 0;
2583 }
2688 2584
2689 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2690 kill_player (op); 2586 kill_player (op);
2691 } 2587 }
2692} 2588}
2715 object *tmp; 2611 object *tmp;
2716 2612
2717 if (save_life (op)) 2613 if (save_life (op))
2718 return; 2614 return;
2719 2615
2720
2721 /* 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
2722 * 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.
2723 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2724 */ 2619 */
2725 if (op_on_battleground (op, &x, &y)) 2620 if (op_on_battleground (op, &x, &y))
2754 tmp->name = buf; 2649 tmp->name = buf;
2755 sprintf (buf, " This finger has been cut off %s\n" 2650 sprintf (buf, " This finger has been cut off %s\n"
2756 " 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",
2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2758 tmp->msg = buf; 2653 tmp->msg = buf;
2759 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2654 tmp->value = 0, tmp->type = 0;
2760 tmp->materialname = NULL; 2655 tmp->materialname = "organics";
2761 op->insert_at (tmp, op); 2656 tmp->insert_at (op, tmp);
2762 } 2657 }
2763 2658
2764 /* teleport defeated player to new destination */ 2659 /* teleport defeated player to new destination */
2765 transfer_ob (op, x, y, 0, NULL); 2660 transfer_ob (op, x, y, 0, NULL);
2766 op->contr->braced = 0; 2661 op->contr->braced = 0;
2771 2666
2772 command_kill_pets (op, 0); 2667 command_kill_pets (op, 0);
2773 2668
2774 if (op->stats.food < 0) 2669 if (op->stats.food < 0)
2775 { 2670 {
2776 if (op->contr->explore)
2777 {
2778 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780 op->stats.food = 999;
2781 return;
2782 }
2783 sprintf (buf, "%s starved to death.", &op->name); 2671 sprintf (buf, "%s starved to death.", &op->name);
2784 strcpy (op->contr->killer, "starvation"); 2672 strcpy (op->contr->killer, "starvation");
2785 } 2673 }
2786 else 2674 else
2787 {
2788 if (op->contr->explore)
2789 {
2790 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2791 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2792 op->stats.hp = op->stats.maxhp;
2793 return;
2794 }
2795 sprintf (buf, "%s died.", &op->name); 2675 sprintf (buf, "%s died.", &op->name);
2796 }
2797 2676
2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2677 op->contr->play_sound (sound_find ("player_dies"));
2799 2678
2800 /* save the map location for corpse, gravestone */ 2679 /* save the map location for corpse, gravestone */
2801 x = op->x; 2680 x = op->x;
2802 y = op->y; 2681 y = op->y;
2803 map = op->map; 2682 map = op->map;
2977 op->stats.hp = op->stats.maxhp; 2856 op->stats.hp = op->stats.maxhp;
2978 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2857 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2979 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2858 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2980 2859
2981 /* 2860 /*
2982 * Check to see if the player is in a shop. IF so, then check to see if
2983 * 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
2984 * in the map. 2862 * and put them back in the map.
2985 */ 2863 */
2986 2864 op->drop_unpaid_items ();
2987 if (is_in_shop (op))
2988 remove_unpaid_objects (op->inv, op);
2989 2865
2990 /****************************************/ 2866 /****************************************/
2991 /* */ 2867 /* */
2992 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
2993 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
2994 /* */ 2870 /* */
2995 /****************************************/ 2871 /****************************************/
2996 2872
2997 enter_player_savebed (op); 2873 enter_player_savebed (op);
2998 2874
2999 /* Save the player before inserting the force to reduce
3000 * chance of abuse.
3001 */
3002 op->contr->braced = 0; 2875 op->contr->braced = 0;
3003 op->contr->save ();
3004 2876
3005 /* it is possible that the player has blown something up 2877 /* it is possible that the player has blown something up
3006 * at his savebed location, and that can have long lasting 2878 * at his savebed location, and that can have long lasting
3007 * spell effects. So first see if there is a spell effect 2879 * spell effects. So first see if there is a spell effect
3008 * on the space that might harm the player. 2880 * on the space that might harm the player.
3017 object *force; 2889 object *force;
3018 int at; 2890 int at;
3019 2891
3020 force = get_archetype (FORCE_NAME); 2892 force = get_archetype (FORCE_NAME);
3021 /* 50 ticks should be enough time for the spell to abate */ 2893 /* 50 ticks should be enough time for the spell to abate */
3022 force->speed = 0.1; 2894 force->speed = 0.1f;
3023 force->speed_left = -5.0; 2895 force->speed_left = -5.f;
3024 SET_FLAG (force, FLAG_APPLIED); 2896 SET_FLAG (force, FLAG_APPLIED);
3025 for (at = 0; at < NROFATTACKS; at++) 2897 for (at = 0; at < NROFATTACKS; at++)
3026 if (will_kill_again & (1 << at)) 2898 if (will_kill_again & (1 << at))
3027 force->resist[at] = 100; 2899 force->resist[at] = 100;
3028 2900
3037void 2909void
3038loot_object (object *op) 2910loot_object (object *op)
3039{ /* Grab and destroy some treasure */ 2911{ /* Grab and destroy some treasure */
3040 object *tmp, *tmp2, *next; 2912 object *tmp, *tmp2, *next;
3041 2913
3042 if (op->container) 2914 op->close_container (); /* close open sack first */
3043 esrv_apply_container (op, op->container); /* close open sack first */
3044 2915
3045 for (tmp = op->inv; tmp; tmp = next) 2916 for (tmp = op->inv; tmp; tmp = next)
3046 { 2917 {
3047 next = tmp->below; 2918 next = tmp->below;
3048 2919
3049 if (tmp->invisible) 2920 if (tmp->invisible)
3050 continue; 2921 continue;
3051 2922
3052 tmp->remove (); 2923 tmp->remove ();
3053 tmp->x = op->x, tmp->y = op->y; 2924 tmp->x = op->x, tmp->y = op->y;
2925
3054 if (tmp->type == CONTAINER) 2926 if (tmp->type == CONTAINER)
3055 { /* empty container to ground */ 2927 loot_object (tmp); /* empty container to ground */
3056 loot_object (tmp); 2928
3057 }
3058 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2929 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3059 { 2930 {
3060 if (tmp->nrof > 1) 2931 if (tmp->nrof > 1)
3061 { 2932 {
3062 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3063 tmp2->destroy (); 2934 tmp2->destroy ();
3074/* 2945/*
3075 * fix_weight(): Check recursively the weight of all players, and fix 2946 * fix_weight(): Check recursively the weight of all players, and fix
3076 * 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
3077 * was changed. 2948 * was changed.
3078 */ 2949 */
3079
3080void 2950void
3081fix_weight (void) 2951fix_weight (void)
3082{ 2952{
3083 for_all_players (pl) 2953 for_all_players (pl)
3084 { 2954 {
3139void 3009void
3140make_visible (object *op) 3010make_visible (object *op)
3141{ 3011{
3142 op->hide = 0; 3012 op->hide = 0;
3143 op->invisible = 0; 3013 op->invisible = 0;
3014
3144 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3145 { 3016 {
3146 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3147 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3148 } 3019 }
3020
3149 update_object (op, UP_OBJ_FACE); 3021 update_object (op, UP_OBJ_CHANGE);
3150} 3022}
3151 3023
3152int 3024int
3153is_true_undead (object *op) 3025is_true_undead (object *op)
3154{ 3026{
3155 object *tmp = NULL;
3156
3157 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3158 return 1; 3028 return 1;
3159 3029
3160 return 0; 3030 return 0;
3161} 3031}
3162 3032
3163/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3164 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3165 * indicate greater hideability. 3035 * indicate greater hideability.
3166 */ 3036 */
3167
3168int 3037int
3169hideability (object *ob) 3038hideability (object *ob)
3170{ 3039{
3171 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3172 sint16 x, y; 3041 sint16 x, y;
3206/* For Hidden creatures - a chance of becoming 'unhidden' 3075/* For Hidden creatures - a chance of becoming 'unhidden'
3207 * every time they move - as we subtract off 'invisibility' 3076 * every time they move - as we subtract off 'invisibility'
3208 * AND, for players, if they move into a ridiculously unhideable 3077 * AND, for players, if they move into a ridiculously unhideable
3209 * spot (surrounded by clear terrain in broad daylight). -b.t. 3078 * spot (surrounded by clear terrain in broad daylight). -b.t.
3210 */ 3079 */
3211
3212void 3080void
3213do_hidden_move (object *op) 3081do_hidden_move (object *op)
3214{ 3082{
3215 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3083 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3216 object *skop; 3084 object *skop;
3220 3088
3221 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3089 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3222 3090
3223 /* its *extremely* hard to run and sneak/hide at the same time! */ 3091 /* its *extremely* hard to run and sneak/hide at the same time! */
3224 if (op->type == PLAYER && op->contr->run_on) 3092 if (op->type == PLAYER && op->contr->run_on)
3225 {
3226 if (!skop || num >= skop->level) 3093 if (!skop || num >= skop->level)
3227 { 3094 {
3228 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3095 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3229 make_visible (op); 3096 make_visible (op);
3230 return; 3097 return;
3231 } 3098 }
3232 else 3099 else
3233 num += 20; 3100 num += 20;
3234 } 3101
3235 num += op->map->difficulty; 3102 num += op->map->difficulty;
3236 hide = hideability (op); /* modify by terrain hidden level */ 3103 hide = hideability (op); /* modify by terrain hidden level */
3237 num -= hide; 3104 num -= hide;
3105
3238 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3106 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3239 { 3107 {
3240 make_visible (op); 3108 make_visible (op);
3241 if (op->type == PLAYER) 3109 if (op->type == PLAYER)
3242 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3110 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3243 } 3111 }
3244 else if (op->type == PLAYER && skop) 3112 else if (op->type == PLAYER && skop)
3245 {
3246 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3113 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3247 }
3248} 3114}
3249 3115
3250/* determine if who is standing near a hostile creature. */ 3116/* determine if who is standing near a hostile creature. */
3251 3117
3252int 3118int
3300 * object op. This function works fine for monsters, 3166 * object op. This function works fine for monsters,
3301 * 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
3302 * a pile (say a coin under a table would return "viewable" 3168 * a pile (say a coin under a table would return "viewable"
3303 * by this routine). Another question, should we be 3169 * by this routine). Another question, should we be
3304 * concerned with the direction the player is looking 3170 * concerned with the direction the player is looking
3305 * in? Realistically, most of use cant see stuff behind 3171 * in? Realistically, most of us can't see stuff behind
3306 * our backs...on the other hand, does the "facing" direction 3172 * our backs...on the other hand, does the "facing" direction
3307 * imply the way your head, or body is facing? Its possible 3173 * imply the way your head, or body is facing? It's possible
3308 * 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.
3309 * -b.t. 3175 * -b.t.
3310 * This function is now map tiling safe. 3176 * This function is now map tiling safe.
3311 */ 3177 */
3312
3313int 3178int
3314player_can_view (object *pl, object *op) 3179player_can_view (object *pl, object *op)
3315{ 3180{
3316 rv_vector rv; 3181 rv_vector rv;
3317 int dx, dy; 3182 int dx, dy;
3329 3194
3330 get_rangevector (pl, op, &rv, 0x1); 3195 get_rangevector (pl, op, &rv, 0x1);
3331 3196
3332 /* starting with the 'head' part, lets loop 3197 /* starting with the 'head' part, lets loop
3333 * through the object and find if it has any 3198 * through the object and find if it has any
3334 * part that is in the los array but isnt on 3199 * part that is in the los array but isn't on
3335 * a blocked los square. 3200 * a blocked los square.
3336 * we use the archetype to figure out offsets. 3201 * we use the archetype to figure out offsets.
3337 */ 3202 */
3338 while (op) 3203 while (op)
3339 { 3204 {
3340 dx = rv.distance_x + op->arch->clone.x; 3205 dx = rv.distance_x + op->arch->x;
3341 dy = rv.distance_y + op->arch->clone.y; 3206 dy = rv.distance_y + op->arch->y;
3342 3207
3343 /* only the viewable area the player sees is updated by LOS 3208 /* only the viewable area the player sees is updated by LOS
3344 * 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
3345 * for any meaningful values. 3210 * for any meaningful values.
3346 */ 3211 */
3347 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3212 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3348 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3213 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3349 !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)])
3350 return 1; 3215 return 1;
3216
3351 op = op->more; 3217 op = op->more;
3352 } 3218 }
3219
3353 return 0; 3220 return 0;
3354} 3221}
3355 3222
3356/* routine for both players and monsters. We call this when 3223/* routine for both players and monsters. We call this when
3357 * there is a possibility for our action distrubing our hiding 3224 * there is a possibility for our action distrubing our hiding
3360 * return 0. 3227 * return 0.
3361 */ 3228 */
3362int 3229int
3363action_makes_visible (object *op) 3230action_makes_visible (object *op)
3364{ 3231{
3365
3366 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3232 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3367 { 3233 {
3368 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3234 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3369 return 0; 3235 return 0;
3370 3236
3376 { 3242 {
3377 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");
3378 return 1; 3244 return 1;
3379 } 3245 }
3380 } 3246 }
3247
3381 return 0; 3248 return 0;
3382} 3249}
3383 3250
3384/* op_on_battleground - checks if the given object op (usually 3251/* op_on_battleground - checks if the given object op (usually
3385 * a player) is standing on a valid battleground-tile, 3252 * a player) is standing on a valid battleground-tile,
3390 * 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
3391 */ 3258 */
3392int 3259int
3393op_on_battleground (object *op, int *x, int *y) 3260op_on_battleground (object *op, int *x, int *y)
3394{ 3261{
3395 object *tmp;
3396
3397 /* A battleground-tile needs the following attributes to be valid: 3262 /* A battleground-tile needs the following attributes to be valid:
3398 * 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),
3399 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3264 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3400 * and the exit-coordinates sp/hp must both be > 0. 3265 * and the exit-coordinates sp/hp must both be > 0.
3401 * => The intention here is to prevent abuse of the battleground- 3266 * => The intention here is to prevent abuse of the battleground-
3402 * feature (like pickable or hidden battleground tiles). */ 3267 * feature (like pickable or hidden battleground tiles). */
3403 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3268 for (object *tmp = op->below; tmp; tmp = tmp->below)
3404 { 3269 {
3405 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3406 { 3271 {
3407 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3272 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3408 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))
3409 { 3276 {
3410 /*before we assign the exit, check if this is a teambattle */ 3277 /* before we assign the exit, check if this is a teambattle */
3411 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))
3412 { 3279 {
3413 object *invtmp;
3414
3415 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3280 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3416 { 3281 {
3417 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3282 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3418 { 3283 {
3419 if (x != NULL && y != NULL) 3284 if (x && y)
3420 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3285 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286
3421 return 1; 3287 return 1;
3422 } 3288 }
3423 } 3289 }
3424 } 3290 }
3291
3425 if (x != NULL && y != NULL) 3292 if (x && y)
3426 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3293 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3294
3427 return 1; 3295 return 1;
3428 } 3296 }
3429 } 3297 }
3430 } 3298 }
3299
3431 /* If we got here, did not find a battleground */ 3300 /* If we got here, did not find a battleground */
3432 return 0; 3301 return 0;
3433} 3302}
3434 3303
3435/* 3304/*
3451 char buf[MAX_BUF]; /* tmp. string buffer */ 3320 char buf[MAX_BUF]; /* tmp. string buffer */
3452 int i = 0, j = 0; 3321 int i = 0, j = 0;
3453 3322
3454 /* get the appropriate treasurelist */ 3323 /* get the appropriate treasurelist */
3455 if (atnr == ATNR_FIRE) 3324 if (atnr == ATNR_FIRE)
3456 trlist = find_treasurelist ("dragon_ability_fire"); 3325 trlist = treasurelist::find (shstr_dragon_ability_fire);
3457 else if (atnr == ATNR_COLD) 3326 else if (atnr == ATNR_COLD)
3458 trlist = find_treasurelist ("dragon_ability_cold"); 3327 trlist = treasurelist::find (shstr_dragon_ability_cold);
3459 else if (atnr == ATNR_ELECTRICITY) 3328 else if (atnr == ATNR_ELECTRICITY)
3460 trlist = find_treasurelist ("dragon_ability_elec"); 3329 trlist = treasurelist::find (shstr_dragon_ability_elec);
3461 else if (atnr == ATNR_POISON) 3330 else if (atnr == ATNR_POISON)
3462 trlist = find_treasurelist ("dragon_ability_poison"); 3331 trlist = treasurelist::find (shstr_dragon_ability_poison);
3463 3332
3464 if (trlist == NULL || who->type != PLAYER) 3333 if (trlist == NULL || who->type != PLAYER)
3465 return; 3334 return;
3466 3335
3467 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++);
3468 3337
3469 if (tr == NULL || tr->item == NULL) 3338 if (!tr || !tr->item)
3470 { 3339 {
3471 /* 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]); */
3472 return; 3341 return;
3473 } 3342 }
3474 3343
3475 /* everything seems okay - now bring on the gift: */ 3344 /* everything seems okay - now bring on the gift: */
3476 item = &(tr->item->clone); 3345 item = tr->item;
3477 3346
3478 if (item->type == SPELL) 3347 if (item->type == SPELL)
3479 { 3348 {
3480 if (check_spell_known (who, item->name)) 3349 if (check_spell_known (who, item->name))
3481 return; 3350 return;
3540 { 3409 {
3541 /* forces in the treasurelist can alter the player's stats */ 3410 /* forces in the treasurelist can alter the player's stats */
3542 object *skin; 3411 object *skin;
3543 3412
3544 /* first get the dragon skin force */ 3413 /* first get the dragon skin force */
3545 shstr_cmp dragon_skin_force ("dragon_skin_force");
3546 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)
3547 ; 3415 ;
3548 3416
3549 if (!skin) 3417 if (!skin)
3550 return; 3418 return;
3551 3419
3599 * not readied. 3467 * not readied.
3600 */ 3468 */
3601void 3469void
3602player_unready_range_ob (player *pl, object *ob) 3470player_unready_range_ob (player *pl, object *ob)
3603{ 3471{
3604 rangetype i; 3472 if (pl->ob->current_weapon == ob)
3473 pl->ob->current_weapon = 0;
3605 3474
3606 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3475 if (pl->combat_ob == ob)
3607 { 3476 pl->combat_ob = 0;
3477
3608 if (pl->ranges[i] == ob) 3478 if (pl->ranged_ob == ob)
3609 { 3479 pl->ranged_ob = 0;
3610 pl->ranges[i] = NULL;
3611 if (pl->shoottype == i)
3612 {
3613 pl->shoottype = range_none;
3614 }
3615 }
3616 }
3617} 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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