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Comparing deliantra/server/server/player.C (file contents):
Revision 1.106 by pippijn, Fri Mar 2 10:15:40 2007 UTC vs.
Revision 1.173 by root, Mon Nov 5 23:20:49 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
194 return; 178 return;
195 179
196 terminate_all_pets (ob); 180 terminate_all_pets (ob);
197 remove_friendly_object (ob); 181 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
199 maplevel = ob->map->path; 185 maplevel = ob->map->path;
186
200 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
201 ob->map = 0; 189 ob->map = 0;
202 party = 0; 190 party = 0;
203 191
204 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
205 ranges [range_skill] = 0;
206 193
207 players.erase (this); 194 players.erase (this);
208} 195}
209 196
210// connect the player with a specific client 197// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
212void 199void
213player::connect (client *ns) 200player::connect (client *ns)
214{ 201{
215 this->ns = ns; 202 this->ns = ns;
216 ns->pl = this; 203 ns->pl = this;
220 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
221 208
222 ns->update_look = 0; 209 ns->update_look = 0;
223 ns->look_position = 0; 210 ns->look_position = 0;
224 211
225 clear_los (ob); 212 clear_los (this);
226 213
227 ns->reset_stats (); 214 ns->reset_stats ();
228 215
229 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235 219
236 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
237 link_player_skills (ob); 221 link_player_skills (ob);
238 222
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240 224
241 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
242 226
243 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
245 { 229 {
246 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
247 231
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250
251 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
254 abil = tmp; 235 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
256 skin = tmp; 237 skin = tmp;
257 238
258 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
259 } 240 }
260 241
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262 243
263 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
264 245
265 ob->update_stats (); 246 ob->update_stats ();
247
266 ns->floorbox_update (); 248 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
270 251
271 activate (); 252 activate ();
272 253
279} 260}
280 261
281void 262void
282player::disconnect () 263player::disconnect ()
283{ 264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
284 if (ns) 271 if (ns)
285 { 272 {
286 if (active) 273 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288 275
289 INVOKE_PLAYER (DISCONNECT, this); 276 INVOKE_PLAYER (DISCONNECT, this);
290 277
291 ns->reset_stats (); 278 ns->reset_stats ();
292 ns->pl = 0; 279 ns->pl = 0;
293 this->ns = 0; 280 ns = 0;
294 } 281 }
295 282
296 if (ob) 283 observe = ob;
297 ob->close_container (); //TODO: client-specific
298 284
299 deactivate (); 285 deactivate ();
300} 286}
301 287
302// the need for this function can be explained 288// the need for this function can be explained
303// by load_object not returning the object 289// by load_object not returning the object
304void 290void
305player::set_object (object *op) 291player::set_object (object *op)
306{ 292{
307 ob = op; 293 ob = observe = op;
308 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
309 295
310 ob->speed_left = 0.5;
311 ob->speed = 1.0; 296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
312 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326}
327
328void
329player::set_observe (object *op)
330{
331 observe = op ? op : ob;
332 do_los = 1;
313} 333}
314 334
315player::player () 335player::player ()
316{ 336{
317 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point. 338 * we deal with that below this point.
319 */ 339 */
320 outputs_sync = 16; /* Every 2 seconds */ 340 outputs_sync = 4;
321 outputs_count = 8; /* Keeps present behaviour */ 341 outputs_count = 4;
322 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
323 343
324 savebed_map = first_map_path; /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
325 345
326 gen_sp_armour = 10; 346 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal; 347 bowtype = bow_normal;
329 petmode = pet_normal; 348 petmode = pet_normal;
330 listening = 10; 349 listening = 10;
331 usekeys = containers; 350 usekeys = containers;
332 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
333 do_los = 1; 352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
334} 356}
335 357
336void 358void
337player::do_destroy () 359player::do_destroy ()
338{ 360{
343 if (ob) 365 if (ob)
344 { 366 {
345 ob->destroy_inv (false); 367 ob->destroy_inv (false);
346 ob->destroy (); 368 ob->destroy ();
347 } 369 }
370
371 ob = observe = 0;
348} 372}
349 373
350player::~player () 374player::~player ()
351{ 375{
352 /* Clear item stack */ 376 /* Clear item stack */
379 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
380 */ 404 */
381archetype * 405archetype *
382get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
383{ 407{
384 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
385 409
386 for (;;) 410 for (;;)
387 { 411 {
388 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
389 at = first_archetype; 413 i = archetypes.begin ();
390 else 414 else if (*i == at)
391 at = at->next; 415 cleanup ("not a single player archetype found");
392 416
393 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
394 return at; 418 return *i;
395
396 if (at == start)
397 {
398 LOG (llevError, "No Player archetypes\n");
399 exit (-1);
400 }
401 } 419 }
402} 420}
403 421
404object * 422object *
405get_nearest_player (object *mon) 423get_nearest_player (object *mon)
409 unsigned lastdist; 427 unsigned lastdist;
410 rv_vector rv; 428 rv_vector rv;
411 429
412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
413 { 431 {
414 /* We should not find free objects on this friendly list, but it
415 * does periodically happen. Given that, lets deal with it.
416 * While unlikely, it is possible the next object on the friendly
417 * list is also free, so encapsulate this in a while loop.
418 */
419 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
420 {
421 object *tmp = ol->ob;
422
423 /* Can't do much more other than log the fact, because the object
424 * itself will have been cleared.
425 */
426 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427 tmp->debug_desc ());
428 ol = ol->next;
429 remove_friendly_object (tmp);
430 if (!ol)
431 return op;
432 }
433
434 /* Remove special check for player from this. First, it looks to cause
435 * some crashes (ol->ob->contr not set properly?), but secondly, a more
436 * complicated method of state checking would be needed in any case -
437 * as it was, a clever player could type quit, and the function would
438 * skip them over while waiting for confirmation. Remove
439 * on_same_map check, as can_detect_enemy also does this
440 */
441 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
442 continue; 433 continue;
443 434
444 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
445 { 436 {
771} 762}
772 763
773void 764void
774object::roll_stats () 765object::roll_stats ()
775{ 766{
776 int statsort [7]; 767 int statsort [NUM_STATS];
777 768
778 for (;;) 769 for (;;)
779 { 770 {
780 int sum = 0; 771 int sum = 0;
781 for (int i = 7; i--; ) 772 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 773 sum += statsort [i] = roll_stat ();
783 774
784 if (sum >= 82 && sum <= 116) 775 if (sum >= 82 && sum <= 116)
785 break; 776 break;
786 } 777 }
787 778
788 // Sort the stats so that rerolling is easier... 779 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 781
782 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 783 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 784
799 stats.exp = 0; 785 stats.exp = 0;
800 stats.ac = 0; 786 stats.ac = 0;
801 787
802 stats.hp = stats.maxhp; 788 stats.hp = stats.maxhp;
814} 800}
815 801
816void 802void
817object::swap_stats (int a, int b) 803object::swap_stats (int a, int b)
818{ 804{
819 int tmp = get_attr_value (&contr->orig_stats, a); 805 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 806
807 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 808 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 809
831 //TODO: the following code looks so borked and should, at the very least, 810 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 811 // be merged with the similar code in roll_stats
833 stats.ac = 0; 812 stats.ac = 0;
834 813
865 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 846 * separate race and class; this actually changes the RACE,
868 * not the class. 847 * not the class.
869 */ 848 */
870int 849void
871key_change_class (object *op, char key) 850player::chargen_race_done ()
872{ 851{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 853 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 854
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 855 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 856 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 857 create_treasure (tl, ob, 0, 0, 0);
885 858
886 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, ob->contr);
888 861
889 op->contr->ns->state = ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
890 863
891 if (op->msg) 864 if (ob->msg)
892 op->msg = NULL; 865 ob->msg = 0;
893 866
894 /* We create this now because some of the unique maps will need it 867 /* We create this now because some of the unique maps will need it
895 * to save here. 868 * to save here.
896 */ 869 */
870 {
871 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 873 make_path_to_file (buf);
874 }
899 875
900 start_info (op); 876 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 878 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 879 link_player_skills (ob);
904 esrv_send_inventory (op, op); 880 esrv_send_inventory (ob, ob);
905 op->update_stats (); 881 ob->update_stats ();
906 882
907 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
908 * is one for this race 884 * is one for this race
909 */ 885 */
910 if (*first_map_ext_path) 886 if (*first_map_ext_path)
911 { 887 {
912 object *tmp; 888 object *tmp;
913 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
914 890
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 891 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create (); 892 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 894 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 895 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 896 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
922 * default initial map */ 898 * default initial map */
923 tmp->destroy (); 899 tmp->destroy ();
924 } 900 }
925 else 901 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
903}
927 904
928 return 0; 905void
929 } 906player::chargen_race_next ()
930 907{
931 /* Following actually changes the race - this is the default command 908 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 909 * if we don't match with one of the options above.
933 */ 910 */
934 911
935 tmp_loop = 0; 912 do
936 while (!tmp_loop)
937 { 913 {
938 shstr name = op->name; 914 shstr name = ob->name;
939 int x = op->x, y = op->y; 915 int x = ob->x, y = ob->y;
940 916
941 op->remove_statbonus (); 917 ob->remove_statbonus ();
942 op->remove (); 918 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 919 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 920 ob->arch->copy_to (ob);
945 op->instantiate (); 921 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 923 ob->name = ob->name_pl = name;
948 op->x = x; 924 ob->x = x;
949 op->y = y; 925 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 928 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 929 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 930 }
931 while (!allowed_class (ob));
956 932
957 update_object (op, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 935 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 936 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 937 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 938 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 939}
970 940
971void 941void
972flee_player (object *op) 942flee_player (object *op)
973{ 943{
1020 /* Cornered, get rid of scared */ 990 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 992 op->enemy = NULL;
1023} 993}
1024 994
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 995/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should 996 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 997 * stop.
1029 */ 998 */
1030int 999int
1031check_pick (object *op) 1000check_pick (object *op)
1032{ 1001{
1109 if (tmp->name != NULL) 1078 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1080 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else 1081 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1083 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115 1084
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 } 1086 }
1118 1087
1119 /* philosophy: 1088 /* philosophy:
1194 pick_up (op, tmp); 1163 pick_up (op, tmp);
1195 continue; 1164 continue;
1196 } 1165 }
1197 1166
1198 if (op->contr->mode & PU_READABLES) 1167 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL) 1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1200 { 1169 {
1201 pick_up (op, tmp); 1170 pick_up (op, tmp);
1202 continue; 1171 continue;
1203 } 1172 }
1204 1173
1312 /* careful: chairs and tables are weapons! */ 1281 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON) 1282 if (op->contr->mode & PU_ALLWEAPON)
1314 { 1283 {
1315 if (tmp->type == WEAPON && tmp->name != NULL) 1284 if (tmp->type == WEAPON && tmp->name != NULL)
1316 { 1285 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1286 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1288 {
1320 pick_up (op, tmp); 1289 pick_up (op, tmp);
1321 continue; 1290 continue;
1322 } 1291 }
1323 } 1292 }
1324 1293
1325 if (tmp->type == WEAPON && tmp->name == NULL) 1294 if (tmp->type == WEAPON && tmp->name == NULL)
1326 { 1295 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1296 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1328 { 1297 {
1329 pick_up (op, tmp); 1298 pick_up (op, tmp);
1330 continue; 1299 continue;
1331 } 1300 }
1332 } 1301 }
1357 if (tmp->name != NULL) 1326 if (tmp->name != NULL)
1358 { 1327 {
1359 fprintf (stderr, "%s", tmp->name); 1328 fprintf (stderr, "%s", tmp->name);
1360 } 1329 }
1361 else 1330 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1333 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1365#endif 1334#endif
1366 continue; 1335 continue;
1367 } 1336 }
1382{ 1351{
1383 object *tmp = 0; 1352 object *tmp = 0;
1384 1353
1385 for (op = op->inv; op; op = op->below) 1354 for (op = op->inv; op; op = op->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1355 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1388 else if (op->type == ARROW && op->race == type) 1357 else if (op->type == ARROW && op->race == type)
1389 return op; 1358 return splay (op);
1390 1359
1391 return tmp; 1360 return tmp;
1392} 1361}
1393 1362
1394/* 1363/*
1437 else 1406 else
1438 { 1407 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1408 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1409 {
1441 attacktype = 1 << attacknum; 1410 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1411 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1412 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1413 {
1445 tmp = arrow; 1414 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1415 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1416 }
1448 } 1417 }
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1419 {
1451 tmp = arrow; 1420 tmp = arrow;
1470 * find_better_arrow to find a decent arrow to use. 1439 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1440 * op = the shooter
1472 * type = bow->race 1441 * type = bow->race
1473 * dir = fire direction 1442 * dir = fire direction
1474 */ 1443 */
1475
1476object * 1444object *
1477pick_arrow_target (object *op, const char *type, int dir) 1445pick_arrow_target (object *op, const char *type, int dir)
1478{ 1446{
1479 object *tmp = NULL; 1447 object *tmp = NULL;
1480 maptile *m; 1448 maptile *m;
1545 */ 1513 */
1546int 1514int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1515fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1516{
1549 object *left, *bow; 1517 object *left, *bow;
1550 int bowspeed, mflags; 1518 int mflags;
1551 maptile *m; 1519 maptile *m;
1552 1520
1553 if (!dir) 1521 if (!dir)
1554 { 1522 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1523 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1524 return 0;
1557 } 1525 }
1558 1526
1559 if (op->type == PLAYER) 1527 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1528 bow = op->current_weapon;
1561 else 1529 else
1562 { 1530 {
1563 for (bow = op->inv; bow; bow = bow->below) 1531 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1532 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1533 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1538 if (!bow)
1571 { 1539 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1541 return 0;
1574 } 1542 }
1543
1544 // optimisation: move object to top so we will find it quickly again
1545 if (bow->below)
1546 {
1547 bow->remove ();
1548 op->insert (bow);
1549 }
1550
1575 } 1551 }
1576 1552
1577 if (!bow->race || !bow->skill) 1553 if (!bow->race || !bow->skill)
1578 { 1554 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1555 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1556 return 0;
1581 } 1557 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591 1558
1592 if (arrow == NULL) 1559 if (arrow == NULL)
1593 { 1560 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1561 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1562 {
1596 if (op->type == PLAYER) 1563 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1565 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1566 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1567 CLEAR_FLAG (op, FLAG_READY_BOW);
1568
1601 return 0; 1569 return 0;
1602 } 1570 }
1603 } 1571 }
1604 1572
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1573 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1629 1597
1630 arrow->set_owner (op); 1598 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1599 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1600 arrow->direction = dir;
1633 1601
1602 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1603 arrow->stats.hp = arrow->stats.dam;
1604 arrow->stats.grace = arrow->attacktype;
1605
1606 if (arrow->slaying)
1607 arrow->spellarg = strdup (arrow->slaying);
1608
1609#if 0
1610 if (player *pl = op->contr)
1611 {
1612 float speed = pl->weapon_sp;
1613
1614 /* penalize ROF for bestarrow */
1615 if (pl->bowtype == bow_bestarrow)
1616 speed *= .9f;
1617 else
1618 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1619
1620 op->speed_left += speed - op->speed;
1621 }
1622#endif
1623
1624 SET_ANIMATION (arrow, arrow->direction);
1625
1626 /* update the speed */
1627 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1628 + bow->stats.dam / 7.f;
1629
1630 arrow->set_speed (max (arrow->speed, 2.f));
1631 arrow->speed_left = 0;
1632
1633 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1634
1634 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1635 { 1636 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646
1647 /* Note that this was different for monsters - they got their level
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1653 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1637 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1638 wc -= dex_bonus[op->stats.Dex];
1639
1640 if (!arrow->slaying)
1641 arrow->slaying = op->slaying;
1642
1643 arrow->attacktype |= op->attacktype;
1667 } 1644 }
1668 else 1645 else
1669 { 1646 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1647 arrow->level = op->level;
1672 } 1648 arrow->stats.wc -= bow->magic;
1673 1649
1674 if (arrow->attacktype == AT_PHYSICAL) 1650 if (!arrow->slaying)
1651 arrow->slaying = bow->slaying;
1652
1675 arrow->attacktype |= bow->attacktype; 1653 arrow->attacktype |= bow->attacktype;
1654 }
1676 1655
1677 if (bow->slaying) 1656 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1657 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1658
1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1662
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1664 m->insert (arrow, sx, sy, op);
1685 1665
1686 if (!arrow->destroyed ()) 1666 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1667 move_arrow (arrow);
1688 1668
1709{ 1689{
1710 int ret = 0, wcmod = 0; 1690 int ret = 0, wcmod = 0;
1711 1691
1712 if (op->contr->bowtype == bow_bestarrow) 1692 if (op->contr->bowtype == bow_bestarrow)
1713 { 1693 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1694 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1695 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1696 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1697 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1699 wcmod = -1;
1729 else if (op->contr->bowtype == bow_spreadshot) 1709 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1710 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1712 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1713 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1714 }
1736 else 1715 else
1737 { 1716 {
1738 /* Simple case */ 1717 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1718 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1719 }
1720
1741 return ret; 1721 return ret;
1742} 1722}
1743
1744 1723
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1724/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1725 * Broken apart from 'fire' to keep it more readable.
1747 */ 1726 */
1748void 1727void
1749fire_misc_object (object *op, int dir) 1728fire_misc_object (object *op, int dir)
1750{ 1729{
1751 object *item; 1730 object *item = op->contr->ranged_ob;
1752 1731
1753 if (!op->contr->ranges[range_misc]) 1732 if (!item)
1754 { 1733 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1734 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1735 return;
1757 } 1736 }
1758 1737
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1738 if (!item->inv)
1761 { 1739 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1740 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1741 return;
1764 } 1742 }
1743
1744 if (!op->change_weapon (item))
1745 return;
1746
1765 if (item->type == WAND) 1747 if (item->type == WAND)
1766 { 1748 {
1767 if (item->stats.food <= 0) 1749 if (item->stats.food <= 0)
1768 { 1750 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1751 op->contr->play_sound (sound_find ("wand_poof"));
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1752 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1753
1771 return; 1754 return;
1772 } 1755 }
1773 } 1756 }
1774 else if (item->type == ROD || item->type == HORN) 1757 else if (item->type == ROD || item->type == HORN)
1775 { 1758 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1759 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 { 1760 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1762
1779 if (item->type == ROD) 1763 if (item->type == ROD)
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1765 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1767
1783 return; 1768 return;
1784 } 1769 }
1785 } 1770 }
1786 1771
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1772 if (cast_spell (op, item, dir, item->inv, NULL))
1794 object *tmp; 1779 object *tmp;
1795 1780
1796 if (item->arch) 1781 if (item->arch)
1797 { 1782 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
1800 item->set_speed (0); 1785 item->set_speed (0);
1801 } 1786 }
1802 1787
1803 if ((tmp = item->in_player ())) 1788 if ((tmp = item->in_player ()))
1804 esrv_update_item (UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
1809 } 1794 }
1810} 1795}
1811 1796
1812/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
1813 */ 1798 */
1814void 1799bool
1815fire (object *op, int dir) 1800fire (object *op, int dir)
1816{ 1801{
1817 int spellcost = 0; 1802 int spellcost = 0;
1818 1803
1819 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1805 if (action_makes_visible (op))
1821 make_visible (op); 1806 make_visible (op);
1822 1807
1823 switch (op->contr->shoottype) 1808 player *pl = op->contr;
1809
1810 if (pl->golem)
1811 {
1812 control_golem (op->contr->golem, dir);
1813 return false;
1824 { 1814 }
1825 case range_none:
1826 return;
1827 1815
1828 case range_bow: 1816 object *ob = pl->ranged_ob;
1817
1818 if (!ob)
1819 return false;
1820
1821 if (!op->change_weapon (ob))
1822 return false;
1823
1824 if (op->speed_left > 0.f)
1825 --op->speed_left;
1826 else
1827 return false;
1828
1829 switch (ob->type)
1830 {
1831 case BOW:
1829 player_fire_bow (op, dir); 1832 player_fire_bow (op, dir);
1830 return; 1833 break;
1831 1834
1832 case range_magic: /* Casting spells */ 1835 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1836 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1834 return; 1837 break;
1835 1838
1836 case range_misc: 1839 case BUILDER:
1840 apply_map_builder (op, dir);
1841 break;
1842
1843 case SKILL:
1844 do_skill (op, op, ob, dir, 0);
1845 break;
1846
1847 default:
1837 fire_misc_object (op, dir); 1848 fire_misc_object (op, dir);
1838 return; 1849 break;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return;
1866 } 1850 }
1851
1852 return true;
1867} 1853}
1868 1854
1869/* find_key 1855/* find_key
1870 * We try to find a key for the door as passed. If we find a key 1856 * We try to find a key for the door as passed. If we find a key
1871 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
1958 * 0 otherwise 1944 * 0 otherwise
1959 */ 1945 */
1960static int 1946static int
1961player_attack_door (object *op, object *door) 1947player_attack_door (object *op, object *door)
1962{ 1948{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1949 /* If its a door, try to find a key. If we do destroy the door,
1964 * might as well return immediately as there is nothing more to do - 1950 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
1966 */ 1952 */
1967 object *key = find_key (op, op, door); 1953 object *key = find_key (op, op, door);
1968 1954
1969 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
1970 if (key) 1956 if (key)
1971 { 1957 {
1972 object *container = key->env; 1958 object *container = key->env;
1973 1959
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op)) 1960 if (action_makes_visible (op))
1976 make_visible (op); 1961 make_visible (op);
1962
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1964 spring_trap (door->inv, op);
1979 1965
1980 if (door->type == DOOR) 1966 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1967 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 else if (door->type == LOCKED_DOOR) 1968 else if (door->type == LOCKED_DOOR)
1983 { 1969 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1970 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1985 remove_door2 (door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1972 }
1987 1973
1988 /* Do this after we print the message */ 1974 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
1994 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
1995 } 1981 }
1996 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
1997 { 1983 {
1998 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1985 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2000 return 1; 1986 return 1;
2001 } 1987 }
2002 1988
2003 return 0; 1989 return 0;
2004} 1990}
2007 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
2008 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
2009 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
2010 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2011 */ 1997 */
2012void 1998bool
2013move_player_attack (object *op, int dir) 1999move_player_attack (object *op, int dir)
2014{ 2000{
2015 object *tmp, *mon;
2016 sint16 nx, ny;
2017 int on_battleground; 2001 int on_battleground;
2018 maptile *m;
2019 2002
2020 nx = freearr_x[dir] + op->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2021 ny = freearr_y[dir] + op->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2022 2005
2023 on_battleground = op_on_battleground (op, 0, 0); 2006 on_battleground = op_on_battleground (op, 0, 0);
2007
2008 if (out_of_map (op->map, nx, ny))
2009 return false;
2010
2011 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2012 {
2013 --op->speed_left;
2014 return true;
2015 }
2024 2016
2025 /* If braced, or can't move to the square, and it is not out of the 2017 /* If braced, or can't move to the square, and it is not out of the
2026 * map, attack it. Note order of if statement is important - don't 2018 * map, attack it. Note order of if statement is important - don't
2027 * want to be calling move_ob if braced, because move_ob will move the 2019 * want to be calling move_ob if braced, because move_ob will move the
2028 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2029 * move to some space, it then means that if we are braced, we should 2021 * move to some space, it then means that if we are braced, we should
2030 * do nothing at all. As it is, if we are braced, we go through 2022 * do nothing at all. As it is, if we are braced, we go through
2031 * quite a bit of processing. However, it probably is less than what 2023 * quite a bit of processing. However, it probably is less than what
2032 * move_ob uses. 2024 * move_ob uses.
2033 */ 2025 */
2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2035 {
2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2037 {
2038 m = op->map->xy_find (nx, ny); 2026 maptile *m = op->map->xy_find (nx, ny);
2039 if (!m)
2040 return; /* Don't think this should happen */
2041 }
2042 else
2043 m = op->map;
2044 2027
2045 if (!(tmp = m->at (nx, ny).bot))
2046 return;
2047
2048 mon = 0;
2049 /* Go through all the objects, and find ones of interest. Only stop if 2028 /* Go through all the objects, and find ones of interest. Only stop if
2050 * we find a monster - that is something we know we want to attack. 2029 * we find a monster - that is something we know we want to attack.
2051 * if its a door or barrel (can roll) see if there may be monsters 2030 * if its a door or barrel (can roll) see if there may be monsters
2052 * on the space 2031 * on the space
2053 */ 2032 */
2054 while (tmp) 2033 object *mon;
2055 { 2034 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2056 if (tmp == op) 2035 {
2057 { 2036 if ((mon->flag [FLAG_ALIVE]
2058 tmp = tmp->above; 2037 || mon->type == LOCKED_DOOR
2059 continue; 2038 || mon->flag [FLAG_CAN_ROLL])
2060 }
2061
2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2063 {
2064 mon = tmp; 2039 && mon != op)
2065 break; 2040 break;
2066 } 2041 }
2067 2042
2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2069 mon = tmp;
2070
2071 tmp = tmp->above;
2072 }
2073
2074 if (!mon) /* This happens anytime the player tries to move */ 2043 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2044 return false; /* into a wall */
2076 2045
2077 if (mon->head)
2078 mon = mon->head; 2046 mon = mon->head_ ();
2079 2047
2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2048 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2049 if (op->contr->weapon_sp_left > 0.f)
2081 if (player_attack_door (op, mon)) 2050 if (player_attack_door (op, mon))
2051 {
2052 --op->contr->weapon_sp_left;
2082 return; 2053 return true;
2054 }
2083 2055
2084 /* The following deals with possibly attacking peaceful 2056 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2057 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2058 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2059 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2060 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2061 * and thus will not push them.
2090 */ 2062 */
2091 2063
2092 /* If the creature is a pet, push it even if the player is not 2064 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 2065 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2066 * player owns it and it is either friendly or unagressive.
2095 */ 2067 */
2096 if ((op->type == PLAYER) 2068 if (op->type == PLAYER
2097#if COZY_SERVER
2098 &&
2099 ((mon->owner && mon->owner->contr 2069 && ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2070 && same_party (mon->owner->contr->party, op->contr->party))
2101#else
2102 && mon->owner == op 2071 || mon->owner == op)
2103#endif
2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2073 {
2106 /* If we're braced, we don't want to switch places with it */ 2074 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) 2075 if (op->contr->braced)
2108 return; 2076 return false;
2109 2077
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2078 if (op->speed_left > 0.f)
2079 {
2080 --op->speed_left;
2081
2082 op->play_sound (sound_find ("push_player"));
2111 (void) push_ob (mon, dir, op); 2083 push_ob (mon, dir, op);
2084
2112 if (op->contr->tmp_invis || op->hide) 2085 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op); 2086 make_visible (op);
2114 2087
2115 return; 2088 return true;
2116 } 2089 }
2090 else
2091 return false;
2092 }
2117 2093
2118 /* in certain circumstances, you shouldn't attack friendly 2094 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2095 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2096 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2097 * attack them either.
2122 */ 2098 */
2123 if ((mon->type == PLAYER || mon->enemy != op) && 2099 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2100 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful 2101 && ((op->contr->peaceful
2127 || (mon->type == PLAYER 2102 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && mon->contr->
2129 peaceful)) &&
2130#else
2131 op->contr->peaceful &&
2132#endif
2133 !on_battleground)) 2103 && !on_battleground))
2104 {
2105 if (op->speed_left > 0.f)
2134 { 2106 {
2107 --op->speed_left;
2108
2135 if (!op->contr->braced) 2109 if (!op->contr->braced)
2136 { 2110 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2139 } 2113 }
2140 else 2114 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 2115 op->statusmsg ("You withhold your attack");
2142 2116
2143 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op); 2118 make_visible (op);
2145 }
2146 2119
2120 return true;
2121 }
2122 }
2147 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2148 * roll it if not braced. You can't roll it if you are braced. 2124 * roll it if not braced. You can't roll it if you are braced.
2149 */ 2125 */
2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2126 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2127 {
2128 if (op->speed_left > 0.f)
2151 { 2129 {
2130 --op->speed_left;
2131
2152 recursive_roll (mon, dir, op); 2132 recursive_roll (mon, dir, op);
2153 if (action_makes_visible (op)) 2133 if (action_makes_visible (op))
2154 make_visible (op); 2134 make_visible (op);
2155 }
2156 2135
2136 return true;
2137 }
2138 }
2157 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2158 * Way it works is like this: First, it must have some hit points 2140 * Way it works is like this: First, it must have some hit points
2159 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2160 * 1) Not a player, 2) A player, but of a different party. Note 2142 * 1) Not a player, 2) A player, but of a different party. Note
2161 * that party_number -1 is no party, so attacks can still happen. 2143 * that party_number -1 is no party, so attacks can still happen.
2162 */ 2144 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2146 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 { 2147 {
2166 2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2167 /* If the player hasn't hit something this tick, and does
2168 * so, give them speed boost based on weapon speed. Doing
2169 * it here is better than process_players2, which basically
2170 * incurred a 1 tick offset.
2171 */
2172 if (!op->contr->has_hit)
2173 { 2149 {
2174 op->speed_left += op->speed / op->contr->weapon_sp; 2150 --op->contr->weapon_sp_left;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 }
2178 2151
2179 skill_attack (mon, op, 0, 0, 0); 2152 skill_attack (mon, op, 0, 0, 0);
2180
2181 /* If attacking another player, that player gets automatic
2182 * hitback, and doesn't loose luck either.
2183 * Disable hitback on the battleground or if the target is
2184 * the wiz.
2185 */
2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2187 {
2188 short luck = mon->stats.luck;
2189
2190 mon->contr->has_hit = 1;
2191 skill_attack (op, mon, 0, 0, 0);
2192 mon->stats.luck = luck;
2193 }
2194 2153
2195 if (action_makes_visible (op)) 2154 if (action_makes_visible (op))
2196 make_visible (op); 2155 make_visible (op);
2197 }
2198 } /* if player should attack something */
2199}
2200 2156
2201int 2157 return true;
2158 }
2159 }
2160
2161 return false;
2162}
2163
2164bool
2202move_player (object *op, int dir) 2165move_player (object *op, int dir)
2203{ 2166{
2204 int pick; 2167 int pick;
2205 2168
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2220 op->facing = dir; 2183 op->facing = dir;
2221 2184
2222 if (op->hide) 2185 if (op->hide)
2223 do_hidden_move (op); 2186 do_hidden_move (op);
2224 2187
2188 bool retval;
2189
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ; 2191 retval = RESULT_INT (0);
2227 else if (op->contr->fire_on) 2192 else if (op->contr->fire_on)
2228 fire (op, dir); 2193 retval = fire (op, dir);
2229 else 2194 else
2230 { 2195 {
2231 move_player_attack (op, dir); 2196 retval = move_player_attack (op, dir);
2232 pick = check_pick (op); 2197 pick = check_pick (op);
2233 } 2198 }
2234 2199
2235 /* Add special check for newcs players and fire on - this way, the 2200 /* Add special check for newcs players and fire on - this way, the
2236 * server can handle repeat firing. 2201 * server can handle repeat firing.
2243 /* Update how the player looks. Use the facing, so direction may 2208 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities 2209 * get reset to zero. This allows for full animation capabilities
2245 * for players. 2210 * for players.
2246 */ 2211 */
2247 animate_object (op, op->facing); 2212 animate_object (op, op->facing);
2248 return 0; 2213
2214 return retval;
2249} 2215}
2250 2216
2251/* This is similar to handle_player, below, but is only used by the 2217/* This is similar to handle_player, below, but is only used by the
2252 * new client/server stuff. 2218 * new client/server stuff.
2253 * This is sort of special, in that the new client/server actually uses 2219 * This is sort of special, in that the new client/server actually uses
2254 * the new speed values for commands. 2220 * the new speed values for commands.
2255 * 2221 *
2256 * Returns true if there are more actions we can do. 2222 * Returns true if there are more actions we can do. Should not do
2223 * many actions in a row, as that would be too unfair to other
2224 * players.
2257 */ 2225 */
2258int 2226bool
2259handle_newcs_player (object *op) 2227handle_newcs_player (object *op)
2260{ 2228{
2261 if (op->contr->hidden)
2262 {
2263 op->invisible = 1000;
2264 /* the socket code flashes the player visible/invisible
2265 * depending on the value of invisible, so we need to
2266 * alternate it here for it to work correctly.
2267 */
2268 if (pticks & 2)
2269 op->invisible--;
2270 }
2271 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2272 {
2273 op->invisible--;
2274 if (!op->invisible)
2275 {
2276 make_visible (op);
2277 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2278 }
2279 }
2280
2281 if (QUERY_FLAG (op, FLAG_SCARED)) 2229 if (QUERY_FLAG (op, FLAG_SCARED))
2282 { 2230 {
2283 flee_player (op); 2231 if (op->speed_left > 0.f)
2284 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG (op, FLAG_SCARED))
2286 { 2232 {
2287 op->speed_left--; 2233 --op->speed_left;
2234 flee_player (op);
2235
2288 return 0; 2236 return true;
2289 } 2237 }
2238 else
2239 return false;
2290 } 2240 }
2291
2292 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer.
2296 */
2297 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2298 op->contr->ranges[range_golem] = 0;
2299 2241
2300 /* call this here - we also will call this in do_ericserver, but 2242 /* call this here - we also will call this in do_ericserver, but
2301 * the players time has been increased when doericserver has been 2243 * the players time has been increased when doericserver has been
2302 * called, so we recheck it here. 2244 * called, so we recheck it here.
2303 */ 2245 */
2304 if (op->contr->ns->handle_command ()) 2246 if (op->contr->ns->handle_command ())
2305 return 1; 2247 return true;
2306 2248
2307 if (op->speed_left > 0)
2308 {
2309 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2310 {
2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--;
2313
2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff.
2317 */
2318 move_player (op, op->direction); 2250 return move_player (op, op->direction);
2319 2251
2320 return op->speed_left > 0;
2321 }
2322 }
2323
2324 return 0; 2252 return false;
2325} 2253}
2326 2254
2327int 2255int
2328save_life (object *op) 2256save_life (object *op)
2329{ 2257{
2331 return 0; 2259 return 0;
2332 2260
2333 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2335 { 2263 {
2336 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2264 op->play_sound (sound_find ("ob_evaporate"));
2337 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2265 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2338 2266
2339 if (op->contr) 2267 if (op->contr)
2340 esrv_del_item (op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2341 2269
2361/* This goes throws the inventory and removes unpaid objects, and puts them 2289/* This goes throws the inventory and removes unpaid objects, and puts them
2362 * back in the map (location and map determined by values of env). This 2290 * back in the map (location and map determined by values of env). This
2363 * function will descend into containers. op is the object to start the search 2291 * function will descend into containers. op is the object to start the search
2364 * from. 2292 * from.
2365 */ 2293 */
2366void 2294static void
2367remove_unpaid_objects (object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2368{ 2296{
2369 while (op) 2297 while (op)
2370 { 2298 {
2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2299 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2372 2300
2376 esrv_del_item (env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2377 2305
2378 op->insert_at (env); 2306 op->insert_at (env);
2379 } 2307 }
2380 else if (op->inv) 2308 else if (op->inv)
2381 remove_unpaid_objects (op->inv, env); 2309 drop_unpaid_items (op->inv, env);
2382 2310
2383 op = next; 2311 op = next;
2384 } 2312 }
2313}
2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2385} 2320}
2386 2321
2387/* 2322/*
2388 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2389 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2439 int rate_grace = 2000; 2374 int rate_grace = 2000;
2440 const int max_hp = 1; 2375 const int max_hp = 1;
2441 const int max_sp = 1; 2376 const int max_sp = 1;
2442 const int max_grace = 1; 2377 const int max_grace = 1;
2443 2378
2444 if (op->contr->outputs_sync) 2379 if (op->contr->hidden)
2380 {
2381 op->invisible = 1000;
2382 /* the socket code flashes the player visible/invisible
2383 * depending on the value of invisible, so we need to
2384 * alternate it here for it to work correctly.
2385 */
2386 if (pticks & 2)
2387 op->invisible--;
2445 { 2388 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2389 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2390 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2391 if (!op->invisible--)
2392 {
2393 make_visible (op);
2394 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2395 }
2449 } 2396 }
2450 2397
2451 if (op->contr->ns->state == ST_PLAYING) 2398 if (op->contr->ns->state == ST_PLAYING)
2452 { 2399 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2400 /* these next three if clauses make it possible to SLOW DOWN
2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2473 else 2420 else
2474 { 2421 {
2475 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 }
2478
2479 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp++;
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490 if (op->contr->digestion < 0)
2491 op->stats.food += op->contr->digestion;
2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food = last_food;
2494 }
2495 }
2496
2497 if (max_sp > 1)
2498 {
2499 over_sp = (gen_sp + 10) / rate_sp;
2500 if (over_sp > 0)
2501 {
2502 if (op->stats.sp < op->stats.maxsp)
2503 {
2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2507 op->stats.sp--;
2508
2509 if (op->stats.sp > op->stats.maxsp)
2510 op->stats.sp = op->stats.maxsp;
2511 }
2512 op->last_sp = 0;
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 }
2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2519 } 2424 }
2520 2425
2521 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2427 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2523 if (--op->last_grace < 0) 2428 if (--op->last_grace < 0)
2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2449 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2545 } 2450 }
2546 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2547 } 2452 }
2548 2453
2454 if (op->stats.food > 0)
2455 {
2549 /* Regenerate Hit Points */ 2456 /* Regenerate Spell Points */
2550 if (--op->last_heal < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2551 {
2552 if (op->stats.hp < op->stats.maxhp)
2553 { 2458 {
2554 op->stats.hp++; 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2555 /* dms do not consume food */ 2460
2556 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (op->stats.sp < op->stats.maxsp)
2557 { 2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2558 op->stats.food--; 2468 op->stats.food--;
2469
2559 if (op->contr->digestion < 0) 2470 if (op->contr->digestion < 0)
2560 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2562 op->stats.food = last_food; 2473 op->stats.food = last_food;
2474 }
2563 } 2475 }
2564 }
2565 2476
2566 if (max_hp > 1) 2477 if (max_sp > 1)
2567 {
2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2569 if (over_hp > 0)
2570 { 2478 {
2571 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2479 over_sp = (gen_sp + 10) / rate_sp;
2480 if (over_sp > 0)
2481 {
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2487 op->stats.sp--;
2488
2489 if (op->stats.sp > op->stats.maxsp)
2490 op->stats.sp = op->stats.maxsp;
2491 }
2492
2572 op->last_heal = 0; 2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2573 } 2497 }
2574 else 2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2501
2502 /* Regenerate Hit Points */
2503 if (--op->last_heal < 0)
2504 {
2505 if (op->stats.hp < op->stats.maxhp)
2575 { 2506 {
2576 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2507 op->stats.hp++;
2508
2509 /* dms do not consume food */
2510 if (!QUERY_FLAG (op, FLAG_WIZ))
2511 {
2512 op->stats.food--;
2513
2514 if (op->contr->digestion < 0)
2515 op->stats.food += op->contr->digestion;
2516 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2517 op->stats.food = last_food;
2518 }
2577 } 2519 }
2520
2521 if (max_hp > 1)
2522 {
2523 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2524
2525 if (over_hp > 0)
2526 {
2527 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2528 op->last_heal = 0;
2529 }
2530 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 } 2532 }
2579 else 2533 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2534 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 } 2535 }
2583 } 2536 }
2584 2537
2585 /* Digestion */ 2538 /* Digestion */
2586 if (--op->last_eat < 0) 2539 if (--op->last_eat < 0)
2587 { 2540 {
2588#ifdef COZY_SERVER 2541 int bonus = max (0, op->contr->digestion),
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2542 penalty = max (0, -op->contr->digestion);
2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591#else
2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593#endif
2594 2543
2595 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2544 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2597 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599 2545
2600 /* dms do not consume food */ 2546 /* dms do not consume food */
2601 if (!QUERY_FLAG (op, FLAG_WIZ)) 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2602 op->stats.food--; 2548 op->stats.food--;
2603 } 2549 }
2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2631 manual_apply (op, flesh, 0); 2577 manual_apply (op, flesh, 0);
2632 } 2578 }
2633 } 2579 }
2634 2580
2635 while (op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0)
2636 op->stats.food++, op->stats.hp--; 2582 {
2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2637 2586
2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2639 kill_player (op); 2588 kill_player (op);
2640 } 2589 }
2641} 2590}
2646 * file. 2595 * file.
2647 */ 2596 */
2648void 2597void
2649kill_player (object *op) 2598kill_player (object *op)
2650{ 2599{
2600 int x, y;
2651 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2652 int x, y;
2653
2654 //int i;
2655 maptile *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2656
2657 /* int z;
2658 int num_stats_lose;
2659 int lost_a_stat;
2660 int lose_this_stat;
2661 int this_stat; */
2662 int will_kill_again; 2603 int will_kill_again;
2663 archetype *at; 2604 archetype *at;
2664 object *tmp; 2605 object *tmp;
2665 2606
2666 if (save_life (op)) 2607 if (save_life (op))
2667 return; 2608 return;
2668
2669 2609
2670 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2610 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2671 * in cities ONLY!!! It is very important that this doesn't get abused. 2611 * in cities ONLY!!! It is very important that this doesn't get abused.
2672 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2673 */ 2613 */
2689 { 2629 {
2690 tmp->destroy (); 2630 tmp->destroy ();
2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2692 } 2632 }
2693 2633
2694 cure_disease (op, 0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2695 op->stats.hp = op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2696 if (op->stats.food <= 0) 2636 if (op->stats.food <= 0)
2697 op->stats.food = 999; 2637 op->stats.food = 999;
2698 2638
2699 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2700 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2701 { 2641 {
2702 sprintf (buf, "%s's finger", &op->name); 2642 tmp->name = format ("%s's finger" , &op->name);
2703 tmp->name = buf; 2643 tmp->name_pl = format ("%s's fingers", &op->name);
2704 sprintf (buf, " This finger has been cut off %s\n" 2644 tmp->msg = format (
2705 " the %s, when he was defeated at\n level %d by %s.\n", 2645 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2707 tmp->msg = buf; 2647 );
2708 tmp->value = 0, tmp->type = 0; 2648 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = "organics"; 2649 tmp->materialname = "organics";
2710 tmp->insert_at (op, tmp); 2650 tmp->insert_at (op, tmp);
2711 } 2651 }
2712 2652
2719 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2720 2660
2721 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2722 2662
2723 if (op->stats.food < 0) 2663 if (op->stats.food < 0)
2724 {
2725 sprintf (buf, "%s starved to death.", &op->name);
2726 strcpy (op->contr->killer, "starvation"); 2664 strcpy (op->contr->killer, "starvation");
2727 }
2728 else
2729 sprintf (buf, "%s died.", &op->name);
2730 2665
2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2666 op->contr->play_sound (sound_find ("player_dies"));
2732 2667
2733 /* save the map location for corpse, gravestone */ 2668 /* save the map location for corpse, gravestone */
2734 x = op->x; 2669 x = op->x;
2735 y = op->y; 2670 y = op->y;
2736 map = op->map; 2671 map = op->map;
2899 { 2834 {
2900 tmp->destroy (); 2835 tmp->destroy ();
2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2902 } 2837 }
2903 2838
2904 cure_disease (op, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2905 2840
2906 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2907 apply_death_exp_penalty (op); 2842 apply_death_exp_penalty (op);
2908 if (op->stats.food < 100) 2843 if (op->stats.food < 100)
2909 op->stats.food = 900; 2844 op->stats.food = 900;
2910 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2848
2914 /* 2849 /*
2915 * Check to see if the player is in a shop. IF so, then check to see if
2916 * the player has any unpaid items. If so, remove them and put them back 2850 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2851 * and put them back in the map.
2918 */ 2852 */
2919 2853 op->drop_unpaid_items ();
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op);
2922 2854
2923 /****************************************/ 2855 /****************************************/
2924 /* */ 2856 /* */
2925 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2946 object *force; 2878 object *force;
2947 int at; 2879 int at;
2948 2880
2949 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1; 2883 force->speed = 0.1f;
2952 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
2953 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
2954 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100; 2888 force->resist[at] = 100;
2957 2889
3066void 2998void
3067make_visible (object *op) 2999make_visible (object *op)
3068{ 3000{
3069 op->hide = 0; 3001 op->hide = 0;
3070 op->invisible = 0; 3002 op->invisible = 0;
3003
3071 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3072 { 3005 {
3073 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3074 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3075 } 3008 }
3009
3076 update_object (op, UP_OBJ_FACE); 3010 update_object (op, UP_OBJ_CHANGE);
3077} 3011}
3078 3012
3079int 3013int
3080is_true_undead (object *op) 3014is_true_undead (object *op)
3081{ 3015{
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3083 return 1; 3017 return 1;
3084 3018
3085 return 0; 3019 return 0;
3086} 3020}
3087 3021
3088/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3089 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3090 * indicate greater hideability. 3024 * indicate greater hideability.
3091 */ 3025 */
3092
3093int 3026int
3094hideability (object *ob) 3027hideability (object *ob)
3095{ 3028{
3096 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3097 sint16 x, y; 3030 sint16 x, y;
3131/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 3068 */
3136
3137void 3069void
3138do_hidden_move (object *op) 3070do_hidden_move (object *op)
3139{ 3071{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3141 object *skop; 3073 object *skop;
3223 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3224 * but we dont worry if the object isnt the top one in 3156 * but we dont worry if the object isnt the top one in
3225 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3226 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3227 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3228 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3229 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3230 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3231 * for them to differ. Sigh, this fctn could get a bit more complex. 3163 * for them to differ. Sigh, this fctn could get a bit more complex.
3232 * -b.t. 3164 * -b.t.
3233 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3234 */ 3166 */
3235
3236int 3167int
3237player_can_view (object *pl, object *op) 3168player_can_view (object *pl, object *op)
3238{ 3169{
3239 rv_vector rv; 3170 rv_vector rv;
3240 int dx, dy; 3171 int dx, dy;
3252 3183
3253 get_rangevector (pl, op, &rv, 0x1); 3184 get_rangevector (pl, op, &rv, 0x1);
3254 3185
3255 /* starting with the 'head' part, lets loop 3186 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any 3187 * through the object and find if it has any
3257 * part that is in the los array but isnt on 3188 * part that is in the los array but isn't on
3258 * a blocked los square. 3189 * a blocked los square.
3259 * we use the archetype to figure out offsets. 3190 * we use the archetype to figure out offsets.
3260 */ 3191 */
3261 while (op) 3192 while (op)
3262 { 3193 {
3263 dx = rv.distance_x + op->arch->clone.x; 3194 dx = rv.distance_x + op->arch->x;
3264 dy = rv.distance_y + op->arch->clone.y; 3195 dy = rv.distance_y + op->arch->y;
3265 3196
3266 /* only the viewable area the player sees is updated by LOS 3197 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values 3198 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values. 3199 * for any meaningful values.
3269 */ 3200 */
3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3271 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3203 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3273 return 1; 3204 return 1;
3205
3274 op = op->more; 3206 op = op->more;
3275 } 3207 }
3208
3276 return 0; 3209 return 0;
3277} 3210}
3278 3211
3279/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3283 * return 0. 3216 * return 0.
3284 */ 3217 */
3285int 3218int
3286action_makes_visible (object *op) 3219action_makes_visible (object *op)
3287{ 3220{
3288
3289 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290 { 3222 {
3291 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3292 return 0; 3224 return 0;
3293 3225
3299 { 3231 {
3300 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3232 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3301 return 1; 3233 return 1;
3302 } 3234 }
3303 } 3235 }
3236
3304 return 0; 3237 return 0;
3305} 3238}
3306 3239
3307/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3313 * Default is to do the same as before, so only people wanting to have different points need worry about this 3246 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3247 */
3315int 3248int
3316op_on_battleground (object *op, int *x, int *y) 3249op_on_battleground (object *op, int *x, int *y)
3317{ 3250{
3318 object *tmp;
3319
3320 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3321 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3252 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3323 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3324 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3325 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3327 { 3258 {
3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3329 { 3260 {
3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3331 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3262 && tmp->type == BATTLEGROUND
3263 && tmp->name == shstr_battleground
3264 && EXIT_X (tmp) && EXIT_Y (tmp))
3332 { 3265 {
3333 /*before we assign the exit, check if this is a teambattle */ 3266 /* before we assign the exit, check if this is a teambattle */
3334 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3267 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3335 { 3268 {
3336 object *invtmp;
3337
3338 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3339 { 3270 {
3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3341 { 3272 {
3342 if (x != NULL && y != NULL) 3273 if (x && y)
3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3344 return 1; 3276 return 1;
3345 } 3277 }
3346 } 3278 }
3347 } 3279 }
3280
3348 if (x != NULL && y != NULL) 3281 if (x && y)
3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3350 return 1; 3284 return 1;
3351 } 3285 }
3352 } 3286 }
3353 } 3287 }
3288
3354 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3355 return 0; 3290 return 0;
3356} 3291}
3357 3292
3358/* 3293/*
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3310 int i = 0, j = 0;
3376 3311
3377 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3380 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3382 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3384 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3386 3321
3387 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3388 return; 3323 return;
3389 3324
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3325 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3329 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3395 return; 3330 return;
3396 } 3331 }
3397 3332
3398 /* everything seems okay - now bring on the gift: */ 3333 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone); 3334 item = tr->item;
3400 3335
3401 if (item->type == SPELL) 3336 if (item->type == SPELL)
3402 { 3337 {
3403 if (check_spell_known (who, item->name)) 3338 if (check_spell_known (who, item->name))
3404 return; 3339 return;
3463 { 3398 {
3464 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3465 object *skin; 3400 object *skin;
3466 3401
3467 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3403 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3470 ; 3404 ;
3471 3405
3472 if (!skin) 3406 if (!skin)
3473 return; 3407 return;
3474 3408
3522 * not readied. 3456 * not readied.
3523 */ 3457 */
3524void 3458void
3525player_unready_range_ob (player *pl, object *ob) 3459player_unready_range_ob (player *pl, object *ob)
3526{ 3460{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3461 if (pl->ob->current_weapon == ob)
3462 pl->ob->current_weapon = 0;
3463
3464 if (pl->combat_ob == ob)
3465 pl->combat_ob = 0;
3466
3528 if (pl->ranges[i] == ob) 3467 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3468 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3469}
3535 3470
3536sint8 3471sint8
3537player::visibility_at (maptile *map, int x, int y) const 3472player::visibility_at (maptile *map, int x, int y) const
3538{ 3473{
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3484 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0; 3485 return 0;
3551 3486
3552 return 100 - blocked_los [x][y]; 3487 return 100 - blocked_los [x][y];
3553} 3488}
3489
3490void
3491player::infobox (const char *title, const char *msg, int color)
3492{
3493 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3494}
3495
3496void
3497player::statusmsg (const char *msg, int color)
3498{
3499 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3500}
3501
3502void
3503player::failmsg (const char *msg, int color)
3504{
3505 play_sound (sound_find ("generic_failure"));
3506 statusmsg (msg, color);
3507}
3508

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