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Comparing deliantra/server/server/player.C (file contents):
Revision 1.56 by root, Sat Dec 23 05:25:18 2006 UTC vs.
Revision 1.171 by root, Sat Sep 8 07:06:51 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#include <algorithm> 32#include <algorithm>
34#include <functional> 33#include <functional>
35 34
36player * 35playervec players;
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47 36
48void 37void
49display_motd (const object *op) 38display_motd (const object *op)
50{ 39{
51 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
125 114
126 news[0] = '\0'; 115 news[0] = '\0';
127 subject[0] = '\0'; 116 subject[0] = '\0';
128 size = 0; 117 size = 0;
129 118
130 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
131 { 120 {
132 if (*buf == '#') 121 if (*buf == '#')
133 continue; 122 continue;
134 123
135 if (*buf == '%') 124 if (*buf == '%')
136 { /* send one news */ 125 { /* send one news */
137 if (size > 0) 126 if (size > 0)
138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
139 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
140 strip_endline (subject); 130 strip_endline (subject);
141 size = 0; 131 size = 0;
142 news[0] = '\0'; 132 news[0] = '\0';
143 } 133 }
152 size += strlen (buf); 142 size += strlen (buf);
153 } 143 }
154 } 144 }
155 145
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 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);
158 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
159} 149}
160 150
161/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
162static void 152static void
163set_first_map (object *op) 153set_first_map (object *op)
164{ 154{
165 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
166 op->x = -1; 156 op->x = -1;
167 op->y = -1; 157 op->y = -1;
168 enter_exit (op, 0); 158}
159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
169} 195}
170 196
171// connect the player with a specific client 197// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
173void 199void
174player::connect (client *ns) 200player::connect (client *ns)
175{ 201{
176 this->ns = ns; 202 this->ns = ns;
177 ns->pl = this; 203 ns->pl = this;
178 204
179 next = first_player; 205 run_on = 0;
180 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
181 208
182 ns->update_look = 0; 209 ns->update_look = 0;
183 ns->look_position = 0; 210 ns->look_position = 0;
184 211
185 clear_los (ob); 212 clear_los (this);
186 213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
187 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
188 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
189
190 if (!legal_range (ob, shoottype))
191 shoottype = range_none;
192 219
193 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
194 link_player_skills (ob); 221 link_player_skills (ob);
195 222
196 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
197 ob->update_stats ();
198 update_ob_speed (ob);
199 224
200 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
208 */
209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
211 226
212 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
214 { 229 {
215 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
216 231
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219
220 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
223 abil = tmp; 235 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
225 skin = tmp; 237 skin = tmp;
226 238
227 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
228 } 240 }
229 241
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); 243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
249
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
253 {
254 case SKILL:
255 ob->flag [FLAG_APPLIED] = false;
256 break;
257
258 case WAND:
259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
268 }
269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats ();
237 272
238 ns->floorbox_update (); 273 ns->floorbox_update ();
239
240 esrv_new_player (this, ob->weight + ob->carrying);
241 esrv_send_inventory (ob, ob); 274 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 275 esrv_add_spells (this, 0);
243 276
244 enter_exit (ob, 0); 277 activate ();
245 278
246// send_rules (ob);//TODO 279 send_rules (ob);
247// send_news (ob);//TODO 280 send_news (ob);
248// display_motd (ob);//TODO 281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 284 INVOKE_PLAYER (LOGIN, this);
285}
286
287void
288player::disconnect ()
289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
296 if (ns)
297 {
298 if (active)
299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
300
301 INVOKE_PLAYER (DISCONNECT, this);
302
303 ns->reset_stats ();
304 ns->pl = 0;
305 ns = 0;
306 }
307
308 observe = ob;
309
310 deactivate ();
250} 311}
251 312
252// the need for this function can be explained 313// the need for this function can be explained
253// by load_object not returning the object 314// by load_object not returning the object
254void 315void
255player::set_object (object *op) 316player::set_object (object *op)
256{ 317{
257 ob = op; 318 ob = observe = op;
258 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
259 320
321 ob->speed = 1.0f;
260 ob->speed_left = 0.5; 322 ob->speed_left = 0.5f;
261 ob->speed = 1.0; 323
262 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2; 325}
264 ob->run_away = 25; /* Then we panick... */
265 326
266 set_first_map (ob); 327void
267 328player::set_observe (object *op)
268 ob->roll_stats (); 329{
330 observe = op ? op : ob;
331 do_los = 1;
269} 332}
270 333
271player::player () 334player::player ()
272{ 335{
273 /* There are some elements we want initialized to non zero value - 336 /* There are some elements we want initialised to non zero value -
274 * we deal with that below this point. 337 * we deal with that below this point.
275 */ 338 */
276 outputs_sync = 16; /* Every 2 seconds */ 339 outputs_sync = 4;
277 outputs_count = 8; /* Keeps present behaviour */ 340 outputs_count = 4;
278 unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
279 342
280 assign (savebed_map, first_map_path); /* Init. respawn position */ 343 savebed_map = first_map_path; /* Init. respawn position */
281 344
282 gen_sp_armour = 10; 345 gen_sp_armour = 10;
283 last_speed = -1;
284 shoottype = range_none;
285 bowtype = bow_normal; 346 bowtype = bow_normal;
286 petmode = pet_normal; 347 petmode = pet_normal;
287 listening = 10; 348 listening = 10;
288 usekeys = containers; 349 usekeys = containers;
289 last_weapon_sp = -1;
290 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
291 do_los = 1; 351 do_los = 1;
292 352
293 /* we need to clear these to -1 and not zero - otherwise, 353 weapon_sp = 1.0f;
294 * if a player quits and starts a new character, we wont 354 weapon_sp_left = 0.5f;
295 * send new values to the client, as things like exp start 355}
296 * at zero.
297 */
298 for (int i = 0; i < NUM_SKILLS; i++)
299 last_skill_exp[i] = -1;
300 356
301 for (int i = 0; i < NROFATTACKS; i++) 357void
302 last_resist[i] = -1; 358player::do_destroy ()
359{
360 disconnect ();
303 361
304 last_stats.exp = -1; 362 attachable::do_destroy ();
305 last_weight = (uint32) - 1; 363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369
370 ob = observe = 0;
306} 371}
307 372
308player::~player () 373player::~player ()
309{ 374{
310 terminate_all_pets (ob);
311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */ 375 /* Clear item stack */
345 free (stack_items); 376 free (stack_items);
346} 377}
347 378
348/* Tries to add player on the connection passed in ns. 379/* Tries to add player on the connection passed in ns.
353player::create () 384player::create ()
354{ 385{
355 player *pl = new player; 386 player *pl = new player;
356 387
357 pl->set_object (arch_to_object (get_player_archetype (0))); 388 pl->set_object (arch_to_object (get_player_archetype (0)));
389
390 pl->ob->roll_stats ();
391 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */
393
394 set_first_map (pl->ob);
358 395
359 return pl; 396 return pl;
360} 397}
361 398
362/* 399/*
365 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
366 */ 403 */
367archetype * 404archetype *
368get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
369{ 406{
370 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
371 408
372 for (;;) 409 for (;;)
373 { 410 {
374 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
375 at = first_archetype; 412 i = archetypes.begin ();
376 else 413 else if (*i == at)
377 at = at->next; 414 cleanup ("not a single player archetype found");
378 415
379 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
380 return at; 417 return *i;
381
382 if (at == start)
383 {
384 LOG (llevError, "No Player archetypes\n");
385 exit (-1);
386 }
387 } 418 }
388} 419}
389 420
390object * 421object *
391get_nearest_player (object *mon) 422get_nearest_player (object *mon)
392{ 423{
393 object *op = NULL; 424 object *op = NULL;
394 player *pl = NULL;
395 objectlink *ol; 425 objectlink *ol;
396 unsigned lastdist; 426 unsigned lastdist;
397 rv_vector rv; 427 rv_vector rv;
398 428
399 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
400 { 430 {
401 /* We should not find free objects on this friendly list, but it
402 * does periodically happen. Given that, lets deal with it.
403 * While unlikely, it is possible the next object on the friendly
404 * list is also free, so encapsulate this in a while loop.
405 */
406 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
407 {
408 object *tmp = ol->ob;
409
410 /* Can't do much more other than log the fact, because the object
411 * itself will have been cleared.
412 */
413 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
414 ol = ol->next;
415 remove_friendly_object (tmp);
416 if (!ol)
417 return op;
418 }
419
420 /* Remove special check for player from this. First, it looks to cause
421 * some crashes (ol->ob->contr not set properly?), but secondly, a more
422 * complicated method of state checking would be needed in any case -
423 * as it was, a clever player could type quit, and the function would
424 * skip them over while waiting for confirmation. Remove
425 * on_same_map check, as can_detect_enemy also does this
426 */
427 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
428 continue; 432 continue;
429 433
430 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
431 { 435 {
432 op = ol->ob; 436 op = ol->ob;
433 lastdist = rv.distance; 437 lastdist = rv.distance;
434 } 438 }
435 } 439 }
436 for (pl = first_player; pl != NULL; pl = pl->next) 440
437 { 441 for_all_players (pl)
438 if (can_detect_enemy (mon, pl->ob, &rv)) 442 if (can_detect_enemy (mon, pl->ob, &rv))
439 {
440
441 if (lastdist > rv.distance) 443 if (lastdist > rv.distance)
442 { 444 {
443 op = pl->ob; 445 op = pl->ob;
444 lastdist = rv.distance; 446 lastdist = rv.distance;
445 } 447 }
446 } 448
447 }
448#if 0 449#if 0
449 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
450#endif 451#endif
451 return op; 452 return op;
452} 453}
510 x = mon->x; 511 x = mon->x;
511 y = mon->y; 512 y = mon->y;
512 m = mon->map; 513 m = mon->map;
513 dir = rv.direction; 514 dir = rv.direction;
514 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
515 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 516 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
517
516 /* If we can't solve it within the search distance, return now. */ 518 /* If we can't solve it within the search distance, return now. */
517 if (diff > max) 519 if (diff > max)
518 return 0; 520 return 0;
521
519 while (diff > 1 && max > 0) 522 while (diff > 1 && max > 0)
520 { 523 {
521 lastx = x; 524 lastx = x;
522 lasty = y; 525 lasty = y;
523 lastmap = m; 526 lastmap = m;
605 max--; 608 max--;
606 lastdir = dir; 609 lastdir = dir;
607 if (!firstdir) 610 if (!firstdir)
608 firstdir = dir; 611 firstdir = dir;
609 } 612 }
613
610 if (diff <= 1) 614 if (diff <= 1)
611 { 615 {
612 /* Recalculate diff (distance) because we may not have actually 616 /* Recalculate diff (distance) because we may not have actually
613 * headed toward player for entire distance. 617 * headed toward player for entire distance.
614 */ 618 */
615 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
616 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 620 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
617 } 621 }
622
618 if (diff > max) 623 if (diff > max)
619 return 0; 624 return 0;
620 } 625 }
626
621 /* If we reached the max, didn't find a direction in time */ 627 /* If we reached the max, didn't find a direction in time */
622 if (!max) 628 if (!max)
623 return 0; 629 return 0;
624 630
625 return firstdir; 631 return firstdir;
739roll_stat (void) 745roll_stat (void)
740{ 746{
741 int a[4], i, j, k; 747 int a[4], i, j, k;
742 748
743 for (i = 0; i < 4; i++) 749 for (i = 0; i < 4; i++)
744 a[i] = (int) RANDOM () % 6 + 1; 750 a[i] = (int) rndm (6) + 1;
745 751
746 for (i = 0, j = 0, k = 7; i < 4; i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if (a[i] < k) 753 if (a[i] < k)
748 k = a[i], j = i; 754 k = a[i], j = i;
749 755
755} 761}
756 762
757void 763void
758object::roll_stats () 764object::roll_stats ()
759{ 765{
760 int statsort [7]; 766 int statsort [NUM_STATS];
761 767
762 for (;;) 768 for (;;)
763 { 769 {
764 int sum = 0; 770 int sum = 0;
765 for (int i = 7; i--; ) 771 for (int i = NUM_STATS; i--; )
766 sum += statsort [i] = roll_stat (); 772 sum += statsort [i] = roll_stat ();
767 773
768 if (sum >= 82 && sum <= 116) 774 if (sum >= 82 && sum <= 116)
769 break; 775 break;
770 } 776 }
771 777
772 // Sort the stats so that rerolling is easier... 778 // Sort the stats so that rerolling is easier...
773 std::sort (statsort, statsort + 7, std::greater<int>()); 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
774 780
781 for (int i = 0; i < NUM_STATS; ++i)
775 stats.Str = statsort[0]; 782 stats.stat (i) = statsort [i];
776 stats.Dex = statsort[1];
777 stats.Con = statsort[2];
778 stats.Int = statsort[3];
779 stats.Wis = statsort[4];
780 stats.Pow = statsort[5];
781 stats.Cha = statsort[6];
782 783
783 stats.exp = 0; 784 stats.exp = 0;
784 stats.ac = 0; 785 stats.ac = 0;
785 786
786 stats.hp = stats.maxhp; 787 stats.hp = stats.maxhp;
798} 799}
799 800
800void 801void
801object::swap_stats (int a, int b) 802object::swap_stats (int a, int b)
802{ 803{
803 int tmp = get_attr_value (&contr->orig_stats, a); 804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
804 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
805 set_attr_value (&contr->orig_stats, b, tmp);
806 805
806 for (int i = 0; i < NUM_STATS; ++i)
807 stats.Str = contr->orig_stats.Str; 807 stats.stat (i) = contr->orig_stats.stat (i);
808 stats.Dex = contr->orig_stats.Dex;
809 stats.Con = contr->orig_stats.Con;
810 stats.Int = contr->orig_stats.Int;
811 stats.Wis = contr->orig_stats.Wis;
812 stats.Pow = contr->orig_stats.Pow;
813 stats.Cha = contr->orig_stats.Cha;
814 808
815 //TODO: the following code looks so borked and should, at the very least, 809 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats 810 // be merged with the similar code in roll_stats
817 stats.ac = 0; 811 stats.ac = 0;
818 812
830 contr->levsp[1] = 6; 824 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3; 825 contr->levgrace[1] = 3;
832 826
833 contr->orig_stats = stats; 827 contr->orig_stats = stats;
834 } 828 }
829}
830
831static void
832start_info (object *op)
833{
834 char buf[MAX_BUF];
835
836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
837 new_draw_info (NDI_UNIQUE, 0, op, buf);
838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
835} 840}
836 841
837/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
838 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
839 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
840 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
841 * not the class. 846 * not the class.
842 */ 847 */
843int 848void
844key_change_class (object *op, char key) 849player::chargen_race_done ()
845{ 850{
846 int tmp_loop;
847
848 if (key == 'd' || key == 'D')
849 {
850 char buf[MAX_BUF];
851
852 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
853 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
854 853
855 treasurelist *tl = find_treasurelist ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl) 855 if (tl)
857 create_treasure (tl, op, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
858 857
859 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
860 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
861 860
862 op->contr->ns->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
863 862
864 if (op->msg) 863 if (ob->msg)
865 op->msg = NULL; 864 ob->msg = 0;
866 865
867 /* We create this now because some of the unique maps will need it 866 /* We create this now because some of the unique maps will need it
868 * to save here. 867 * to save here.
869 */ 868 */
869 {
870 char buf[MAX_BUF];
870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
871 make_path_to_file (buf); 872 make_path_to_file (buf);
873 }
872 874
873#ifdef AUTOSAVE
874 op->contr->last_save_tick = pticks;
875#endif
876 start_info (op); 875 start_info (ob);
877 CLEAR_FLAG (op, FLAG_WIZ); 876 CLEAR_FLAG (ob, FLAG_WIZ);
878 give_initial_items (op, op->randomitems); 877 give_initial_items (ob, ob->randomitems);
879 link_player_skills (op); 878 link_player_skills (ob);
880 esrv_send_inventory (op, op); 879 esrv_send_inventory (ob, ob);
881 op->update_stats (); 880 ob->update_stats ();
882 881
883 /* This moves the player to a different start map, if there 882 /* This moves the player to a different start map, if there
884 * is one for this race 883 * is one for this race
885 */ 884 */
886 if (*first_map_ext_path) 885 if (*first_map_ext_path)
887 { 886 {
888 object *tmp; 887 object *tmp;
889 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
890 889
891 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
892 tmp = object::create (); 891 tmp = object::create ();
893 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
894 EXIT_X (tmp) = op->x; 893 EXIT_X (tmp) = ob->x;
895 EXIT_Y (tmp) = op->y; 894 EXIT_Y (tmp) = ob->y;
896 enter_exit (op, tmp); /* we don't really care if it succeeded; 895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
897 * if the map isn't there, then stay on the 896 * if the map isn't there, then stay on the
898 * default initial map */ 897 * default initial map */
899 tmp->destroy (); 898 tmp->destroy ();
900 } 899 }
901 else 900 else
902 LOG (llevDebug, "first_map_ext_path not set\n"); 901 LOG (llevDebug, "first_map_ext_path not set\n");
902}
903 903
904 return 0; 904void
905 } 905player::chargen_race_next ()
906 906{
907 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
908 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
909 */ 909 */
910 910
911 tmp_loop = 0; 911 do
912 while (!tmp_loop)
913 { 912 {
914 shstr name = op->name; 913 shstr name = ob->name;
915 int x = op->x, y = op->y; 914 int x = ob->x, y = ob->y;
916 915
917 op->remove_statbonus (); 916 ob->remove_statbonus ();
918 op->remove (); 917 ob->remove ();
919 op->arch = get_player_archetype (op->arch); 918 ob->arch = get_player_archetype (ob->arch);
920 op->arch->clone.copy_to (op); 919 ob->arch->copy_to (ob);
921 op->instantiate (); 920 ob->instantiate ();
922 op->stats = op->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
923 op->name = op->name_pl = name; 922 ob->name = ob->name_pl = name;
924 op->x = x; 923 ob->x = x;
925 op->y = y; 924 ob->y = y;
926 SET_ANIMATION (op, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
927 insert_ob_in_map (op, op->map, op, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
928 assign (op->contr->title, op->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
929 op->add_statbonus (); 928 ob->add_statbonus ();
930 tmp_loop = allowed_class (op);
931 } 929 }
930 while (!allowed_class (ob));
932 931
933 update_object (op, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
934 esrv_update_item (UPD_FACE, op, op); 933 esrv_update_item (UPD_FACE, ob, ob);
935 op->update_stats (); 934 ob->update_stats ();
936 op->stats.hp = op->stats.maxhp; 935 ob->stats.hp = ob->stats.maxhp;
937 op->stats.sp = op->stats.maxsp; 936 ob->stats.sp = ob->stats.maxsp;
938 op->stats.grace = 0; 937 ob->stats.grace = 0;
939
940 if (op->msg)
941 new_draw_info (NDI_BLUE, 0, op, op->msg);
942
943 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
944 return 0;
945}
946
947int
948key_confirm_quit (object *op, char key)
949{
950 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
951 {
952 op->contr->ns->state = ST_PLAYING;
953 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
954 return 1;
955 }
956
957 INVOKE_PLAYER (LOGOUT, op->contr);
958 INVOKE_PLAYER (QUIT, op->contr);
959
960 terminate_all_pets (op);
961 leave_map (op);
962 op->direction = 0;
963 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
964
965 strcpy (op->contr->killer, "quit");
966 check_score (op);
967 op->contr->party = 0;
968 op->contr->own_title[0] = '\0';
969
970 object_ptr ob = op;
971
972 delete ob->contr;
973
974 /* We need to hunt for any per player unique maps in memory and
975 * get rid of them. The trailing slash in the path is intentional,
976 * so that players named 'Ab' won't match against players 'Abe' pathname
977 */
978 char buf[MAX_BUF];
979 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
980
981 for (maptile *next, *mp = first_map; mp; mp = next)
982 {
983 next = mp->next;
984
985 if (!strncmp (mp->path, buf, strlen (buf)))
986 delete_map (mp);
987 }
988
989 delete_character (ob->name, 1);
990
991 return 1;
992} 938}
993 939
994void 940void
995flee_player (object *op) 941flee_player (object *op)
996{ 942{
1043 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1044 CLEAR_FLAG (op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1045 op->enemy = NULL; 991 op->enemy = NULL;
1046} 992}
1047 993
1048
1049/* check_pick sees if there is stuff to be picked up/picks up stuff. 994/* check_pick sees if there is stuff to be picked up/picks up stuff.
1050 * IT returns 1 if the player should keep on moving, 0 if he should 995 * It returns 1 if the player should keep on moving, 0 if he should
1051 * stop. 996 * stop.
1052 */ 997 */
1053int 998int
1054check_pick (object *op) 999check_pick (object *op)
1055{ 1000{
1056 object *tmp, *next; 1001 object *tmp, *next;
1057 int stop = 0; 1002 int stop = 0;
1058 int j, k, wvratio; 1003 int wvratio;
1059 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1060 1005
1061 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1062 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1063 return 1; 1008 return 1;
1064 1009
1132 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1133 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1134 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1135 else 1080 else
1136 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1137 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1083
1138 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1139
1140 sprintf (putstring, "...flags: ");
1141 for (k = 0; k < 4; k++)
1142 {
1143 for (j = 0; j < 32; j++)
1144 {
1145 if ((tmp->flags[k] >> j) & 0x01)
1146 {
1147 sprintf (tmpstr, "%d ", k * 32 + j);
1148 strcat (putstring, tmpstr);
1149 }
1150 }
1151 }
1152 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1153
1154#if 0
1155 /* print the flags too */
1156 for (k = 0; k < 4; k++)
1157 {
1158 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1159 for (j = 0; j < 32; j++)
1160 {
1161 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1162 if (!((j + 1) % 4))
1163 fprintf (stderr, " ");
1164 }
1165 fprintf (stderr, " [%d]\n", k * 32);
1166 }
1167#endif
1168 } 1085 }
1086
1169 /* philosophy: 1087 /* philosophy:
1170 * It's easy to grab an item type from a pile, as long as it's 1088 * It's easy to grab an item type from a pile, as long as it's
1171 * generic. This takes no game-time. For more detailed pickups 1089 * generic. This takes no game-time. For more detailed pickups
1172 * and selections, select-items shoul dbe used. This is a 1090 * and selections, select-items should be used. This is a
1173 * grab-as-you-run type mode that's really useful for arrows for 1091 * grab-as-you-run type mode that's really useful for arrows for
1174 * example. 1092 * example.
1175 * The drawback: right now it has no frontend, so you need to 1093 * The drawback: right now it has no frontend, so you need to
1176 * stick the bits you want into a calculator in hex mode and then 1094 * stick the bits you want into a calculator in hex mode and then
1177 * convert to decimal and then 'pickup <#> 1095 * convert to decimal and then 'pickup <#>
1244 pick_up (op, tmp); 1162 pick_up (op, tmp);
1245 continue; 1163 continue;
1246 } 1164 }
1247 1165
1248 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1249 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1250 { 1168 {
1251 pick_up (op, tmp); 1169 pick_up (op, tmp);
1252 continue; 1170 continue;
1253 } 1171 }
1254 1172
1362 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1363 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1364 { 1282 {
1365 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1366 { 1284 {
1367 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1368 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1369 { 1287 {
1370 pick_up (op, tmp); 1288 pick_up (op, tmp);
1371 continue; 1289 continue;
1372 } 1290 }
1373 } 1291 }
1374 1292
1375 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1376 { 1294 {
1377 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1378 { 1296 {
1379 pick_up (op, tmp); 1297 pick_up (op, tmp);
1380 continue; 1298 continue;
1381 } 1299 }
1382 } 1300 }
1407 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1408 { 1326 {
1409 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1410 } 1328 }
1411 else 1329 else
1412 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1413 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1414 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1415#endif 1333#endif
1416 continue; 1334 continue;
1417 } 1335 }
1428 * found object is returned. 1346 * found object is returned.
1429 */ 1347 */
1430object * 1348object *
1431find_arrow (object *op, const char *type) 1349find_arrow (object *op, const char *type)
1432{ 1350{
1433 object *tmp = NULL; 1351 object *tmp = 0;
1434 1352
1435 for (op = op->inv; op; op = op->below) 1353 for (op = op->inv; op; op = op->below)
1436 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1437 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1438 else if (op->type == ARROW && op->race == type) 1356 else if (op->type == ARROW && op->race == type)
1439 return op; 1357 return op;
1358
1440 return tmp; 1359 return tmp;
1441} 1360}
1442 1361
1443/* 1362/*
1444 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1445 * against the target. A full test is not performed, simply a basic test 1364 * against the target. A full test is not performed, simply a basic test
1446 * of resistances. The archer is making a quick guess at what he sees down 1365 * of resistances. The archer is making a quick guess at what he sees down
1447 * the hall. Failing that it does it's best to pick the highest plus arrow. 1366 * the hall. Failing that it does it's best to pick the highest plus arrow.
1448 */ 1367 */
1449
1450object * 1368object *
1451find_better_arrow (object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1452{ 1370{
1453 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1454 int attacknum, attacktype, betterby = 0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1487 else 1405 else
1488 { 1406 {
1489 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1490 { 1408 {
1491 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1494 { 1412 {
1495 tmp = arrow; 1413 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1497 } 1415 }
1498 } 1416 }
1499 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1500 { 1418 {
1501 tmp = arrow; 1419 tmp = arrow;
1520 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1521 * op = the shooter 1439 * op = the shooter
1522 * type = bow->race 1440 * type = bow->race
1523 * dir = fire direction 1441 * dir = fire direction
1524 */ 1442 */
1525
1526object * 1443object *
1527pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1528{ 1445{
1529 object *tmp = NULL; 1446 object *tmp = NULL;
1530 maptile *m; 1447 maptile *m;
1595 */ 1512 */
1596int 1513int
1597fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598{ 1515{
1599 object *left, *bow; 1516 object *left, *bow;
1600 int bowspeed, mflags; 1517 int mflags;
1601 maptile *m; 1518 maptile *m;
1602 1519
1603 if (!dir) 1520 if (!dir)
1604 { 1521 {
1605 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1523 return 0;
1607 } 1524 }
1608 1525
1609 if (op->type == PLAYER) 1526 if (op->contr)
1610 bow = op->contr->ranges[range_bow]; 1527 bow = op->current_weapon;
1611 else 1528 else
1612 { 1529 {
1613 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1614 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* Don't check for applied - monsters don't apply bows - in that way, they
1615 * don't need to switch back and forth between bows and weapons. 1532 * don't need to switch back and forth between bows and weapons.
1620 if (!bow) 1537 if (!bow)
1621 { 1538 {
1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1623 return 0; 1540 return 0;
1624 } 1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1625 } 1550 }
1626 1551
1627 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1628 { 1553 {
1629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1630 return 0; 1555 return 0;
1631 } 1556 }
1632
1633 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1634
1635 /* penalize ROF for bestarrow */
1636 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1637 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638
1639 if (bowspeed < 1)
1640 bowspeed = 1;
1641 1557
1642 if (arrow == NULL) 1558 if (arrow == NULL)
1643 { 1559 {
1644 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1645 { 1561 {
1646 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1647 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1648 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1649 else 1565 else
1650 CLEAR_FLAG (op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1651 return 0; 1568 return 0;
1652 } 1569 }
1653 } 1570 }
1654 1571
1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1677 return 0; 1594 return 0;
1678 } 1595 }
1679 1596
1680 arrow->set_owner (op); 1597 arrow->set_owner (op);
1681 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1682
1683 arrow->direction = dir; 1599 arrow->direction = dir;
1684 arrow->x = sx; 1600
1685 arrow->y = sy; 1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype;
1604
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607
1608#if 0
1609 if (player *pl = op->contr)
1610 {
1611 float speed = pl->weapon_sp;
1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1624
1625 /* update the speed */
1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627 + bow->stats.dam / 7.f;
1628
1629 arrow->set_speed (max (arrow->speed, 2.f));
1630 arrow->speed_left = 0;
1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1686 1633
1687 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1688 { 1635 {
1689 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1690 op->update_stats ();
1691 }
1692
1693 SET_ANIMATION (arrow, arrow->direction);
1694 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1695 arrow->stats.hp = arrow->stats.dam;
1696 arrow->stats.grace = arrow->attacktype;
1697 if (arrow->slaying != NULL)
1698 arrow->spellarg = strdup (arrow->slaying);
1699
1700 /* Note that this was different for monsters - they got their level
1701 * added to the damage. I think the strength bonus is more proper.
1702 */
1703
1704 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1705
1706 /* update the speed */
1707 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1708 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1709
1710 if (arrow->speed < 1.0)
1711 arrow->speed = 1.0;
1712 update_ob_speed (arrow);
1713 arrow->speed_left = 0;
1714
1715 if (op->type == PLAYER)
1716 {
1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1718 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1719 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1720
1721 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1637 wc -= dex_bonus[op->stats.Dex];
1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1722 } 1643 }
1723 else 1644 else
1724 { 1645 {
1725 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1726 arrow->level = op->level; 1646 arrow->level = op->level;
1727 } 1647 arrow->stats.wc -= bow->magic;
1728 1648
1729 if (arrow->attacktype == AT_PHYSICAL) 1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1730 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1731 1654
1732 if (bow->slaying) 1655 wc -= arrow->level;
1733 arrow->slaying = bow->slaying; 1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1734 1657
1735 arrow->map = m; 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1736 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1738 1661
1739 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1740 insert_ob_in_map (arrow, m, op, 0); 1663 m->insert (arrow, sx, sy, op);
1741 1664
1742 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1743 move_arrow (arrow); 1666 move_arrow (arrow);
1744 1667
1745 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1765{ 1688{
1766 int ret = 0, wcmod = 0; 1689 int ret = 0, wcmod = 0;
1767 1690
1768 if (op->contr->bowtype == bow_bestarrow) 1691 if (op->contr->bowtype == bow_bestarrow)
1769 { 1692 {
1770 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1771 } 1694 }
1772 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1773 { 1696 {
1774 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1775 wcmod = -1; 1698 wcmod = -1;
1699
1776 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1700 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1777 } 1701 }
1778 else if (op->contr->bowtype == bow_threewide) 1702 else if (op->contr->bowtype == bow_threewide)
1779 { 1703 {
1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1704 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1784 else if (op->contr->bowtype == bow_spreadshot) 1708 else if (op->contr->bowtype == bow_spreadshot)
1785 { 1709 {
1786 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1787 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1788 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);
1789
1790 } 1713 }
1791 else 1714 else
1792 { 1715 {
1793 /* Simple case */ 1716 /* Simple case */
1794 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1795 } 1718 }
1719
1796 return ret; 1720 return ret;
1797} 1721}
1798
1799 1722
1800/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1801 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1802 */ 1725 */
1803void 1726void
1804fire_misc_object (object *op, int dir) 1727fire_misc_object (object *op, int dir)
1805{ 1728{
1806 object *item; 1729 object *item = op->contr->ranged_ob;
1807 1730
1808 if (!op->contr->ranges[range_misc]) 1731 if (!item)
1809 { 1732 {
1810 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1733 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1811 return; 1734 return;
1812 } 1735 }
1813 1736
1814 item = op->contr->ranges[range_misc];
1815 if (!item->inv) 1737 if (!item->inv)
1816 { 1738 {
1817 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1818 return; 1740 return;
1819 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
1820 if (item->type == WAND) 1746 if (item->type == WAND)
1821 { 1747 {
1822 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
1823 { 1749 {
1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1752
1826 return; 1753 return;
1827 } 1754 }
1828 } 1755 }
1829 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
1830 { 1757 {
1831 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1832 { 1759 {
1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
1834 if (item->type == ROD) 1762 if (item->type == ROD)
1835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1836 else 1764 else
1837 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1766
1838 return; 1767 return;
1839 } 1768 }
1840 } 1769 }
1841 1770
1842 if (cast_spell (op, item, dir, item->inv, NULL)) 1771 if (cast_spell (op, item, dir, item->inv, NULL))
1849 object *tmp; 1778 object *tmp;
1850 1779
1851 if (item->arch) 1780 if (item->arch)
1852 { 1781 {
1853 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1854 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1855 item->speed = 0; 1784 item->set_speed (0);
1856 update_ob_speed (item);
1857 } 1785 }
1786
1858 if ((tmp = item->in_player ())) 1787 if ((tmp = item->in_player ()))
1859 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1860 } 1789 }
1861 } 1790 }
1862 else if (item->type == ROD || item->type == HORN) 1791 else if (item->type == ROD || item->type == HORN)
1863 {
1864 drain_rod_charge (item); 1792 drain_rod_charge (item);
1865 }
1866 } 1793 }
1867} 1794}
1868 1795
1869/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1870 */ 1797 */
1871void 1798bool
1872fire (object *op, int dir) 1799fire (object *op, int dir)
1873{ 1800{
1874 int spellcost = 0; 1801 int spellcost = 0;
1875 1802
1876 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1877 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
1878 make_visible (op); 1805 make_visible (op);
1879 1806
1880 switch (op->contr->shoottype) 1807 player *pl = op->contr;
1808
1809 if (pl->golem)
1810 {
1811 control_golem (op->contr->golem, dir);
1812 return false;
1881 { 1813 }
1882 case range_none:
1883 return;
1884 1814
1885 case range_bow: 1815 object *ob = pl->ranged_ob;
1816
1817 if (!ob)
1818 return false;
1819
1820 if (!op->change_weapon (ob))
1821 return false;
1822
1823 if (op->speed_left > 0.f)
1824 --op->speed_left;
1825 else
1826 return false;
1827
1828 switch (ob->type)
1829 {
1830 case BOW:
1886 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
1887 return; 1832 break;
1888 1833
1889 case range_magic: /* Casting spells */ 1834 case SPELL:
1890 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1891 return; 1836 break;
1892 1837
1893 case range_misc: 1838 case BUILDER:
1839 apply_map_builder (op, dir);
1840 break;
1841
1842 case SKILL:
1843 do_skill (op, op, ob, dir, 0);
1844 break;
1845
1846 default:
1894 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
1895 return; 1848 break;
1896
1897 case range_golem: /* Control summoned monsters from scrolls */
1898 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1899 {
1900 op->contr->ranges[range_golem] = 0;
1901 op->contr->shoottype = range_none;
1902 }
1903 else
1904 control_golem (op->contr->ranges[range_golem], dir);
1905 return;
1906
1907 case range_skill:
1908 if (!op->chosen_skill)
1909 {
1910 if (op->type == PLAYER)
1911 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1912 return;
1913 }
1914 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1915 return;
1916 case range_builder:
1917 apply_map_builder (op, dir);
1918 return;
1919 default:
1920 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1921 return;
1922 } 1849 }
1923}
1924 1850
1925 1851 return true;
1852}
1926 1853
1927/* find_key 1854/* find_key
1928 * We try to find a key for the door as passed. If we find a key 1855 * We try to find a key for the door as passed. If we find a key
1929 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
1930 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
1932 * pl is the player, 1859 * pl is the player,
1933 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
1934 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
1935 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
1936 */ 1863 */
1937
1938object * 1864object *
1939find_key (object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
1940{ 1866{
1941 object *tmp, *key; 1867 object *tmp, *key;
1942 1868
1943 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
1944 if (container->inv == NULL) 1870 if (!container->inv)
1945 return NULL; 1871 return 0;
1946 1872
1947 /* First, lets try to find a key in the top level inventory */ 1873 /* First, lets try to find a key in the top level inventory */
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
1949 { 1875 {
1950 if (door->type == DOOR && tmp->type == KEY) 1876 if (door->type == DOOR && tmp->type == KEY)
1951 break; 1877 break;
1952 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
1953 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
1954 */ 1880 */
1955 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1956 break; 1882 break;
1957 } 1883 }
1884
1958 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
1959 /* If we find and use a key in an inventory, return at that time. 1886 /* If we find and use a key in an inventory, return at that time.
1960 * otherwise, if we search all the inventories and still don't find 1887 * otherwise, if we search all the inventories and still don't find
1961 * a key, return 1888 * a key, return
1962 */ 1889 */
1963 if (!tmp) 1890 if (!tmp)
1964 { 1891 {
1965 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
1966 { 1893 {
1967 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
1968 if (tmp->type == CONTAINER && tmp->inv) 1895 if (tmp->type == CONTAINER && tmp->inv)
1969 { 1896 {
1970 if ((key = find_key (pl, tmp, door)) != NULL) 1897 if ((key = find_key (pl, tmp, door)))
1971 return key; 1898 return key;
1972 } 1899 }
1973 } 1900 }
1901
1974 if (!tmp) 1902 if (!tmp)
1975 return NULL; 1903 return NULL;
1976 } 1904 }
1905
1977 /* We get down here if we have found a key. Now if its in a container, 1906 /* We get down here if we have found a key. Now if its in a container,
1978 * see if we actually want to use it 1907 * see if we actually want to use it
1979 */ 1908 */
1980 if (pl != container) 1909 if (pl != container)
1981 { 1910 {
2002 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2003 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1932 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2004 return NULL; 1933 return NULL;
2005 } 1934 }
2006 } 1935 }
1936
2007 return tmp; 1937 return tmp;
2008} 1938}
2009 1939
2010/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
2011 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
2013 * 0 otherwise 1943 * 0 otherwise
2014 */ 1944 */
2015static int 1945static int
2016player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
2017{ 1947{
2018 /* If its a door, try to find a use a key. If we do destroy the door, 1948 /* If its a door, try to find a key. If we do destroy the door,
2019 * might as well return immediately as there is nothing more to do - 1949 * might as well return immediately as there is nothing more to do -
2020 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
2021 */ 1951 */
2022 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
2023 1953
2024 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
2025 if (key) 1955 if (key)
2026 { 1956 {
2027 object *container = key->env; 1957 object *container = key->env;
2028 1958
2029 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2030 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
2031 make_visible (op); 1960 make_visible (op);
1961
2032 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2033 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
1964
2034 if (door->type == DOOR) 1965 if (door->type == DOOR)
2035 {
2036 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1966 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2037 }
2038 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
2039 { 1968 {
2040 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1969 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2041 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
2042 } 1971 }
1972
2043 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2044 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2045 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
2046 if (container != op) 1976 if (container != op)
2047 esrv_update_item (UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
2048 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
2049 } 1980 }
2050 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2051 { 1982 {
2052 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2053 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1984 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2054 return 1; 1985 return 1;
2055 } 1986 }
1987
2056 return 0; 1988 return 0;
2057} 1989}
2058 1990
2059/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2060 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2061 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2062 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2063 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2064 */ 1996 */
2065void 1997bool
2066move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2067{ 1999{
2068 object *tmp, *mon;
2069 sint16 nx, ny;
2070 int on_battleground; 2000 int on_battleground;
2071 maptile *m;
2072 2001
2073 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2074 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2075 2004
2076 on_battleground = op_on_battleground (op, 0, 0); 2005 on_battleground = op_on_battleground (op, 0, 0);
2006
2007 if (out_of_map (op->map, nx, ny))
2008 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2077 2015
2078 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2079 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2080 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2081 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2082 * move to some space, it then means that if we are braced, we should 2020 * move to some space, it then means that if we are braced, we should
2083 * do nothing at all. As it is, if we are braced, we go through 2021 * do nothing at all. As it is, if we are braced, we go through
2084 * quite a bit of processing. However, it probably is less than what 2022 * quite a bit of processing. However, it probably is less than what
2085 * move_ob uses. 2023 * move_ob uses.
2086 */ 2024 */
2087 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 maptile *m = op->map->xy_find (nx, ny);
2088 {
2089 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2090 {
2091 m = get_map_from_coord (op->map, &nx, &ny);
2092 if (!m)
2093 return; /* Don't think this should happen */
2094 }
2095 else
2096 m = op->map;
2097 2026
2098 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2099 {
2100 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2101 return;
2102 }
2103
2104 mon = 0;
2105 /* Go through all the objects, and find ones of interest. Only stop if 2027 /* Go through all the objects, and find ones of interest. Only stop if
2106 * we find a monster - that is something we know we want to attack. 2028 * we find a monster - that is something we know we want to attack.
2107 * if its a door or barrel (can roll) see if there may be monsters 2029 * if its a door or barrel (can roll) see if there may be monsters
2108 * on the space 2030 * on the space
2109 */ 2031 */
2110 while (tmp) 2032 object *mon;
2111 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2112 if (tmp == op) 2034 {
2113 { 2035 if ((mon->flag [FLAG_ALIVE]
2114 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2115 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2116 }
2117
2118 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2119 {
2120 mon = tmp; 2038 && mon != op)
2121 break; 2039 break;
2122 } 2040 }
2123 2041
2124 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2125 mon = tmp;
2126
2127 tmp = tmp->above;
2128 }
2129
2130 if (!mon) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2131 return; /* into a wall */ 2043 return false; /* into a wall */
2132 2044
2133 if (mon->head)
2134 mon = mon->head; 2045 mon = mon->head_ ();
2135 2046
2136 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f)
2137 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2138 return; 2052 return true;
2053 }
2139 2054
2140 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2141 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2142 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2143 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2144 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2145 * and thus will not push them. 2060 * and thus will not push them.
2146 */ 2061 */
2147 2062
2148 /* If the creature is a pet, push it even if the player is not 2063 /* If the creature is a pet, push it even if the player is not
2149 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2150 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2151 */ 2066 */
2152 if ((op->type == PLAYER) 2067 if (op->type == PLAYER
2153#if COZY_SERVER
2154 &&
2155 ((mon->owner && mon->owner->contr 2068 && ((mon->owner && mon->owner->contr
2156 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2157#else
2158 && mon->owner == op 2070 || mon->owner == op)
2159#endif
2160 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2161 { 2072 {
2162 /* If we're braced, we don't want to switch places with it */ 2073 /* If we're braced, we don't want to switch places with it */
2163 if (op->contr->braced) 2074 if (op->contr->braced)
2164 return; 2075 return false;
2165 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2076
2077 if (op->speed_left > 0.f)
2078 {
2079 --op->speed_left;
2080
2081 op->play_sound (sound_find ("push_player"));
2166 (void) push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2167 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2168 make_visible (op); 2085 make_visible (op);
2086
2169 return; 2087 return true;
2170 } 2088 }
2089 else
2090 return false;
2091 }
2171 2092
2172 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2173 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2174 * someone, but put it inside this loop so that you won't 2095 * someone, but put it inside this loop so that you won't
2175 * attack them either. 2096 * attack them either.
2176 */ 2097 */
2177 if ((mon->type == PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2178 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2179#ifdef PROHIBIT_PLAYERKILL
2180 (op->contr->peaceful 2100 && ((op->contr->peaceful
2181 || (mon->type == PLAYER 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2182 && mon->contr->
2183 peaceful)) &&
2184#else
2185 op->contr->peaceful &&
2186#endif
2187 !on_battleground)) 2102 && !on_battleground))
2103 {
2104 if (op->speed_left > 0.f)
2188 { 2105 {
2106 --op->speed_left;
2107
2189 if (!op->contr->braced) 2108 if (!op->contr->braced)
2190 { 2109 {
2191 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2192 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2193 } 2112 }
2194 else 2113 else
2195 new_draw_info (0, 0, op, "You withhold your attack"); 2114 op->statusmsg ("You withhold your attack");
2196 2115
2197 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2198 make_visible (op); 2117 make_visible (op);
2199 }
2200 2118
2119 return true;
2120 }
2121 }
2201 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2202 * roll it if not braced. You can't roll it if you are braced. 2123 * roll it if not braced. You can't roll it if you are braced.
2203 */ 2124 */
2204 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2126 {
2127 if (op->speed_left > 0.f)
2205 { 2128 {
2129 --op->speed_left;
2130
2206 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2207 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2208 make_visible (op); 2133 make_visible (op);
2209 }
2210 2134
2135 return true;
2136 }
2137 }
2211 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2212 * Way it works is like this: First, it must have some hit points 2139 * Way it works is like this: First, it must have some hit points
2213 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2214 * 1) Not a player, 2) A player, but of a different party. Note 2141 * 1) Not a player, 2) A player, but of a different party. Note
2215 * that party_number -1 is no party, so attacks can still happen. 2142 * that party_number -1 is no party, so attacks can still happen.
2216 */ 2143 */
2217
2218 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2219 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2220 { 2146 {
2221 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2222 /* If the player hasn't hit something this tick, and does
2223 * so, give them speed boost based on weapon speed. Doing
2224 * it here is better than process_players2, which basically
2225 * incurred a 1 tick offset.
2226 */
2227 if (!op->contr->has_hit)
2228 { 2148 {
2229 op->speed_left += op->speed / op->contr->weapon_sp; 2149 --op->contr->weapon_sp_left;
2230
2231 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2232 }
2233 2150
2234 skill_attack (mon, op, 0, 0, 0); 2151 skill_attack (mon, op, 0, 0, 0);
2235
2236 /* If attacking another player, that player gets automatic
2237 * hitback, and doesn't loose luck either.
2238 * Disable hitback on the battleground or if the target is
2239 * the wiz.
2240 */
2241 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2242 {
2243 short luck = mon->stats.luck;
2244
2245 mon->contr->has_hit = 1;
2246 skill_attack (op, mon, 0, 0, 0);
2247 mon->stats.luck = luck;
2248 }
2249 2152
2250 if (action_makes_visible (op)) 2153 if (action_makes_visible (op))
2251 make_visible (op); 2154 make_visible (op);
2252 }
2253 } /* if player should attack something */
2254}
2255 2155
2256int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2257move_player (object *op, int dir) 2164move_player (object *op, int dir)
2258{ 2165{
2259 int pick; 2166 int pick;
2260 2167
2261 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2262 return 0; 2169 return 0;
2263 2170
2264 /* Sanity check: make sure dir is valid */ 2171 /* Sanity check: make sure dir is valid */
2265 if ((dir < 0) || (dir >= 9)) 2172 if ((dir < 0) || (dir >= 9))
2266 { 2173 {
2267 LOG (llevError, "move_player: invalid direction %d\n", dir); 2174 LOG (llevError, "move_player: invalid direction %d\n", dir);
2268 return 0; 2175 return 0;
2269 } 2176 }
2270 2177
2271 /* peterm: added following line */ 2178 /* peterm: added following line */
2272 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2273 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2180 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2274 2181
2275 op->facing = dir; 2182 op->facing = dir;
2276 2183
2277 if (op->hide) 2184 if (op->hide)
2278 do_hidden_move (op); 2185 do_hidden_move (op);
2279 2186
2187 bool retval;
2188
2280 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2281 /*nop */ ; 2190 retval = RESULT_INT (0);
2282 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2283 fire (op, dir); 2192 retval = fire (op, dir);
2284 else 2193 else
2285 { 2194 {
2286 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2287 pick = check_pick (op); 2196 pick = check_pick (op);
2288 } 2197 }
2289 2198
2290 /* Add special check for newcs players and fire on - this way, the 2199 /* Add special check for newcs players and fire on - this way, the
2291 * server can handle repeat firing. 2200 * server can handle repeat firing.
2298 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2299 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2300 * for players. 2209 * for players.
2301 */ 2210 */
2302 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2303 return 0; 2212
2213 return retval;
2304} 2214}
2305 2215
2306/* This is similar to handle_player, below, but is only used by the 2216/* This is similar to handle_player, below, but is only used by the
2307 * new client/server stuff. 2217 * new client/server stuff.
2308 * This is sort of special, in that the new client/server actually uses 2218 * This is sort of special, in that the new client/server actually uses
2309 * the new speed values for commands. 2219 * the new speed values for commands.
2310 * 2220 *
2311 * Returns true if there are more actions we can do. 2221 * Returns true if there are more actions we can do. Should not do
2222 * many actions in a row, as that would be too unfair to other
2223 * players.
2312 */ 2224 */
2313int 2225bool
2314handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2315{ 2227{
2316 if (op->contr->hidden)
2317 {
2318 op->invisible = 1000;
2319 /* the socket code flashes the player visible/invisible
2320 * depending on the value of invisible, so we need to
2321 * alternate it here for it to work correctly.
2322 */
2323 if (pticks & 2)
2324 op->invisible--;
2325 }
2326 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2327 {
2328 op->invisible--;
2329 if (!op->invisible)
2330 {
2331 make_visible (op);
2332 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2333 }
2334 }
2335
2336 if (QUERY_FLAG (op, FLAG_SCARED)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2337 { 2229 {
2338 flee_player (op); 2230 if (op->speed_left > 0.f)
2339 /* If player is still scared, that is his action for this tick */
2340 if (QUERY_FLAG (op, FLAG_SCARED))
2341 { 2231 {
2342 op->speed_left--; 2232 --op->speed_left;
2233 flee_player (op);
2234
2343 return 0; 2235 return true;
2344 } 2236 }
2237 else
2238 return false;
2345 } 2239 }
2346
2347 /* I've been seeing crashes where the golem has been destroyed, but
2348 * the player object still points to the defunct golem. The code that
2349 * destroys the golem looks correct, and it doesn't always happen, so
2350 * put this in a a workaround to clean up the golem pointer.
2351 */
2352 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2353 op->contr->ranges[range_golem] = 0;
2354 2240
2355 /* call this here - we also will call this in do_ericserver, but 2241 /* call this here - we also will call this in do_ericserver, but
2356 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2357 * called, so we recheck it here. 2243 * called, so we recheck it here.
2358 */ 2244 */
2359 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2245 if (op->contr->ns->handle_command ())
2360 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2361 ;
2362
2363 if (op->speed_left < 0)
2364 return 0; 2246 return true;
2365 2247
2366 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2367 {
2368 /* All move commands take 1 tick, at least for now */
2369 op->speed_left--;
2370
2371 /* Instead of all the stuff below, let move_player take care
2372 * of it. Also, some of the skill stuff is only put in
2373 * there, as well as the confusion stuff.
2374 */
2375 move_player (op, op->direction); 2249 return move_player (op, op->direction);
2376 if (op->speed_left > 0)
2377 return 1;
2378 else
2379 return 0;
2380 }
2381 2250
2382 return 0; 2251 return false;
2383} 2252}
2384 2253
2385int 2254int
2386save_life (object *op) 2255save_life (object *op)
2387{ 2256{
2389 return 0; 2258 return 0;
2390 2259
2391 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2392 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2393 { 2262 {
2394 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2395 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2396 2265
2397 if (op->contr) 2266 if (op->contr)
2398 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2399 2268
2419/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2420 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2421 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2422 * from. 2291 * from.
2423 */ 2292 */
2424void 2293static void
2425remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2426{ 2295{
2427 object *next;
2428
2429 while (op) 2296 while (op)
2430 { 2297 {
2431 next = op->below; /* Make sure we have a good value, in case 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2432 * we remove object 'op' 2299
2433 */
2434 if (QUERY_FLAG (op, FLAG_UNPAID)) 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2435 { 2301 {
2436 op->remove ();
2437 op->x = env->x;
2438 op->y = env->y;
2439 if (env->type == PLAYER) 2302 if (env->type == PLAYER)
2440 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2441 insert_ob_in_map (op, env->map, NULL, 0); 2304
2305 op->insert_at (env);
2442 } 2306 }
2443 else if (op->inv) 2307 else if (op->inv)
2444 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2445 2309
2446 op = next; 2310 op = next;
2447 } 2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2448} 2319}
2449 2320
2450/* 2321/*
2451 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2452 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2502 int rate_grace = 2000; 2373 int rate_grace = 2000;
2503 const int max_hp = 1; 2374 const int max_hp = 1;
2504 const int max_sp = 1; 2375 const int max_sp = 1;
2505 const int max_grace = 1; 2376 const int max_grace = 1;
2506 2377
2507 if (op->contr->outputs_sync) 2378 if (op->contr->hidden)
2379 {
2380 op->invisible = 1000;
2381 /* the socket code flashes the player visible/invisible
2382 * depending on the value of invisible, so we need to
2383 * alternate it here for it to work correctly.
2384 */
2385 if (pticks & 2)
2386 op->invisible--;
2508 { 2387 }
2509 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2510 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2389 {
2511 flush_output_element (op, &op->contr->outputs[i]); 2390 if (!op->invisible--)
2391 {
2392 make_visible (op);
2393 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2394 }
2512 } 2395 }
2513 2396
2514 if (op->contr->ns->state == ST_PLAYING) 2397 if (op->contr->ns->state == ST_PLAYING)
2515 { 2398 {
2516 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2535 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2536 else 2419 else
2537 { 2420 {
2538 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2539 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2540 }
2541
2542 /* Regenerate Spell Points */
2543 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2544 {
2545 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2546 if (op->stats.sp < op->stats.maxsp)
2547 {
2548 op->stats.sp++;
2549 /* dms do not consume food */
2550 if (!QUERY_FLAG (op, FLAG_WIZ))
2551 {
2552 op->stats.food--;
2553 if (op->contr->digestion < 0)
2554 op->stats.food += op->contr->digestion;
2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2556 op->stats.food = last_food;
2557 }
2558 }
2559
2560 if (max_sp > 1)
2561 {
2562 over_sp = (gen_sp + 10) / rate_sp;
2563 if (over_sp > 0)
2564 {
2565 if (op->stats.sp < op->stats.maxsp)
2566 {
2567 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2568
2569 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2570 op->stats.sp--;
2571
2572 if (op->stats.sp > op->stats.maxsp)
2573 op->stats.sp = op->stats.maxsp;
2574 }
2575 op->last_sp = 0;
2576 }
2577 else
2578 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2579 }
2580 else
2581 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2582 } 2423 }
2583 2424
2584 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2585 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2586 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2607 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2608 } 2449 }
2609 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2610 } 2451 }
2611 2452
2453 if (op->stats.food > 0)
2454 {
2612 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2613 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2614 {
2615 if (op->stats.hp < op->stats.maxhp)
2616 { 2457 {
2617 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2618 /* dms do not consume food */ 2459
2619 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2620 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2621 op->stats.food--; 2467 op->stats.food--;
2468
2622 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2623 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2624 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2625 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2626 } 2474 }
2627 }
2628 2475
2629 if (max_hp > 1) 2476 if (max_sp > 1)
2630 {
2631 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2632 if (over_hp > 0)
2633 { 2477 {
2634 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2635 op->last_heal = 0; 2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2636 } 2496 }
2637 else 2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2638 { 2505 {
2639 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2640 } 2518 }
2519
2520 if (max_hp > 1)
2521 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2641 } 2531 }
2642 else 2532 else
2643 {
2644 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2645 } 2534 }
2646 } 2535 }
2647 2536
2648 /* Digestion */ 2537 /* Digestion */
2649 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2650 { 2539 {
2651#ifdef COZY_SERVER 2540 int bonus = max (0, op->contr->digestion),
2652 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2541 penalty = max (0, -op->contr->digestion);
2653 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2654#else
2655 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2656#endif
2657 2542
2658 if (op->contr->gen_hp > 0)
2659 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2660 else
2661 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2662 2544
2663 /* dms do not consume food */ 2545 /* dms do not consume food */
2664 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2665 op->stats.food--; 2547 op->stats.food--;
2666 } 2548 }
2693 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2694 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2695 } 2577 }
2696 } 2578 }
2697 2579
2698 while (op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0)
2699 op->stats.food++, op->stats.hp--; 2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2700 2585
2701 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2702 kill_player (op); 2587 kill_player (op);
2703 } 2588 }
2704} 2589}
2709 * file. 2594 * file.
2710 */ 2595 */
2711void 2596void
2712kill_player (object *op) 2597kill_player (object *op)
2713{ 2598{
2599 int x, y;
2714 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2715 int x, y;
2716
2717 //int i;
2718 maptile *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2719
2720 /* int z;
2721 int num_stats_lose;
2722 int lost_a_stat;
2723 int lose_this_stat;
2724 int this_stat; */
2725 int will_kill_again; 2602 int will_kill_again;
2726 archetype *at; 2603 archetype *at;
2727 object *tmp; 2604 object *tmp;
2728 2605
2729 if (save_life (op)) 2606 if (save_life (op))
2730 return; 2607 return;
2731
2732 2608
2733 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2609 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2734 * in cities ONLY!!! It is very important that this doesn't get abused. 2610 * in cities ONLY!!! It is very important that this doesn't get abused.
2735 * Look at op_on_battleground() for more info --AndreasV 2611 * Look at op_on_battleground() for more info --AndreasV
2736 */ 2612 */
2739 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2615 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2740 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2741 2617
2742 /* restore player */ 2618 /* restore player */
2743 at = archetype::find ("poisoning"); 2619 at = archetype::find ("poisoning");
2744 tmp = present_arch_in_ob (at, op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2745 if (tmp)
2746 { 2621 {
2747 tmp->destroy (); 2622 tmp->destroy ();
2748 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2623 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2749 } 2624 }
2750 2625
2751 at = archetype::find ("confusion"); 2626 at = archetype::find ("confusion");
2752 tmp = present_arch_in_ob (at, op); 2627 if (object *tmp = present_arch_in_ob (at, op))
2753 if (tmp)
2754 { 2628 {
2755 tmp->destroy (); 2629 tmp->destroy ();
2756 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2757 } 2631 }
2758 2632
2759 cure_disease (op, 0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
2760 op->stats.hp = op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
2761 if (op->stats.food <= 0) 2635 if (op->stats.food <= 0)
2762 op->stats.food = 999; 2636 op->stats.food = 999;
2763 2637
2764 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
2765 tmp = arch_to_object (archetype::find ("finger")); 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
2766 if (tmp != NULL)
2767 { 2640 {
2768 sprintf (buf, "%s's finger", &op->name); 2641 tmp->name = format ("%s's finger" , &op->name);
2769 tmp->name = buf; 2642 tmp->name_pl = format ("%s's fingers", &op->name);
2770 sprintf (buf, " This finger has been cut off %s\n" 2643 tmp->msg = format (
2771 " the %s, when he was defeated at\n level %d by %s.\n", 2644 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2772 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2773 tmp->msg = buf; 2646 );
2774 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2647 tmp->value = 0, tmp->type = 0;
2775 tmp->materialname = NULL; 2648 tmp->materialname = "organics";
2776 tmp->x = op->x, tmp->y = op->y; 2649 tmp->insert_at (op, tmp);
2777 insert_ob_in_map (tmp, op->map, op, 0);
2778 } 2650 }
2779 2651
2780 /* teleport defeated player to new destination */ 2652 /* teleport defeated player to new destination */
2781 transfer_ob (op, x, y, 0, NULL); 2653 transfer_ob (op, x, y, 0, NULL);
2782 op->contr->braced = 0; 2654 op->contr->braced = 0;
2786 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2787 2659
2788 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2789 2661
2790 if (op->stats.food < 0) 2662 if (op->stats.food < 0)
2791 {
2792 if (op->contr->explore)
2793 {
2794 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2795 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2796 op->stats.food = 999;
2797 return;
2798 }
2799 sprintf (buf, "%s starved to death.", &op->name);
2800 strcpy (op->contr->killer, "starvation"); 2663 strcpy (op->contr->killer, "starvation");
2801 } 2664
2802 else 2665 op->contr->play_sound (sound_find ("player_dies"));
2803 {
2804 if (op->contr->explore)
2805 {
2806 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2807 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2808 op->stats.hp = op->stats.maxhp;
2809 return;
2810 }
2811 sprintf (buf, "%s died.", &op->name);
2812 }
2813 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2814 2666
2815 /* save the map location for corpse, gravestone */ 2667 /* save the map location for corpse, gravestone */
2816 x = op->x; 2668 x = op->x;
2817 y = op->y; 2669 y = op->y;
2818 map = op->map; 2670 map = op->map;
2819
2820 2671
2821 /* NOT_PERMADEATH code. This basically brings the character back to 2672 /* NOT_PERMADEATH code. This basically brings the character back to
2822 * life if they are dead - it takes some exp and a random stat. 2673 * life if they are dead - it takes some exp and a random stat.
2823 * See the config.h file for a little more in depth detail about this. 2674 * See the config.h file for a little more in depth detail about this.
2824 */ 2675 */
2841 num_stats_lose = 1; 2692 num_stats_lose = 1;
2842 else 2693 else
2843 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2694 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2844 } 2695 }
2845 else 2696 else
2846 {
2847 num_stats_lose = 1; 2697 num_stats_lose = 1;
2848 } 2698
2849 lost_a_stat = 0; 2699 lost_a_stat = 0;
2850 2700
2851 for (z = 0; z < num_stats_lose; z++) 2701 for (z = 0; z < num_stats_lose; z++)
2852 { 2702 {
2853 i = RANDOM () % NUM_STATS; 2703 i = RANDOM () % NUM_STATS;
2983 { 2833 {
2984 tmp->destroy (); 2834 tmp->destroy ();
2985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2986 } 2836 }
2987 2837
2988 cure_disease (op, 0); /* remove any disease */ 2838 cure_disease (op, 0, 0); /* remove any disease */
2989 2839
2990 /*add_exp(op, (op->stats.exp * -0.20)); */ 2840 /*add_exp(op, (op->stats.exp * -0.20)); */
2991 apply_death_exp_penalty (op); 2841 apply_death_exp_penalty (op);
2992 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2993 op->stats.food = 900; 2843 op->stats.food = 900;
2994 op->stats.hp = op->stats.maxhp; 2844 op->stats.hp = op->stats.maxhp;
2995 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2845 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2996 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2846 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2997 2847
2998 /* 2848 /*
2999 * Check to see if the player is in a shop. IF so, then check to see if
3000 * the player has any unpaid items. If so, remove them and put them back 2849 * Check to see if the player has any unpaid items. If so, remove them
3001 * in the map. 2850 * and put them back in the map.
3002 */ 2851 */
3003 2852 op->drop_unpaid_items ();
3004 if (is_in_shop (op))
3005 remove_unpaid_objects (op->inv, op);
3006 2853
3007 /****************************************/ 2854 /****************************************/
3008 /* */ 2855 /* */
3009 /* Move player to his current respawn- */ 2856 /* Move player to his current respawn- */
3010 /* position (usually last savebed) */ 2857 /* position (usually last savebed) */
3011 /* */ 2858 /* */
3012 /****************************************/ 2859 /****************************************/
3013 2860
3014 enter_player_savebed (op); 2861 enter_player_savebed (op);
3015 2862
3016 /* Save the player before inserting the force to reduce
3017 * chance of abuse.
3018 */
3019 op->contr->braced = 0; 2863 op->contr->braced = 0;
3020 op->contr->save ();
3021 2864
3022 /* it is possible that the player has blown something up 2865 /* it is possible that the player has blown something up
3023 * at his savebed location, and that can have long lasting 2866 * at his savebed location, and that can have long lasting
3024 * spell effects. So first see if there is a spell effect 2867 * spell effects. So first see if there is a spell effect
3025 * on the space that might harm the player. 2868 * on the space that might harm the player.
3034 object *force; 2877 object *force;
3035 int at; 2878 int at;
3036 2879
3037 force = get_archetype (FORCE_NAME); 2880 force = get_archetype (FORCE_NAME);
3038 /* 50 ticks should be enough time for the spell to abate */ 2881 /* 50 ticks should be enough time for the spell to abate */
3039 force->speed = 0.1; 2882 force->speed = 0.1f;
3040 force->speed_left = -5.0; 2883 force->speed_left = -5.f;
3041 SET_FLAG (force, FLAG_APPLIED); 2884 SET_FLAG (force, FLAG_APPLIED);
3042 for (at = 0; at < NROFATTACKS; at++) 2885 for (at = 0; at < NROFATTACKS; at++)
3043 if (will_kill_again & (1 << at)) 2886 if (will_kill_again & (1 << at))
3044 force->resist[at] = 100; 2887 force->resist[at] = 100;
3045 2888
3054void 2897void
3055loot_object (object *op) 2898loot_object (object *op)
3056{ /* Grab and destroy some treasure */ 2899{ /* Grab and destroy some treasure */
3057 object *tmp, *tmp2, *next; 2900 object *tmp, *tmp2, *next;
3058 2901
3059 if (op->container) 2902 op->close_container (); /* close open sack first */
3060 esrv_apply_container (op, op->container); /* close open sack first */
3061 2903
3062 for (tmp = op->inv; tmp; tmp = next) 2904 for (tmp = op->inv; tmp; tmp = next)
3063 { 2905 {
3064 next = tmp->below; 2906 next = tmp->below;
3065 2907
3066 if (tmp->invisible) 2908 if (tmp->invisible)
3067 continue; 2909 continue;
3068 2910
3069 tmp->remove (); 2911 tmp->remove ();
3070 tmp->x = op->x, tmp->y = op->y; 2912 tmp->x = op->x, tmp->y = op->y;
2913
3071 if (tmp->type == CONTAINER) 2914 if (tmp->type == CONTAINER)
3072 { /* empty container to ground */ 2915 loot_object (tmp); /* empty container to ground */
3073 loot_object (tmp); 2916
3074 }
3075 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2917 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3076 { 2918 {
3077 if (tmp->nrof > 1) 2919 if (tmp->nrof > 1)
3078 { 2920 {
3079 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2921 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3080 tmp2->destroy (); 2922 tmp2->destroy ();
3091/* 2933/*
3092 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3093 * what needs to be fixed. Refresh windows and fix speed if anything 2935 * what needs to be fixed. Refresh windows and fix speed if anything
3094 * was changed. 2936 * was changed.
3095 */ 2937 */
3096
3097void 2938void
3098fix_weight (void) 2939fix_weight (void)
3099{ 2940{
3100 for (player *pl = first_player; pl; pl = pl->next) 2941 for_all_players (pl)
3101 { 2942 {
3102 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2943 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3103 2944
3104 if (old == sum) 2945 if (old == sum)
3105 continue; 2946 continue;
3109} 2950}
3110 2951
3111void 2952void
3112fix_luck (void) 2953fix_luck (void)
3113{ 2954{
3114 for (player *pl = first_player; pl; pl = pl->next) 2955 for_all_players (pl)
3115 if (!pl->ob->contr->ns->state) 2956 if (!pl->ob->contr->ns->state)
3116 pl->ob->change_luck (0); 2957 pl->ob->change_luck (0);
3117} 2958}
3118 2959
3119/* cast_dust() - handles op throwing objects of type 'DUST'. 2960/* cast_dust() - handles op throwing objects of type 'DUST'.
3156void 2997void
3157make_visible (object *op) 2998make_visible (object *op)
3158{ 2999{
3159 op->hide = 0; 3000 op->hide = 0;
3160 op->invisible = 0; 3001 op->invisible = 0;
3002
3161 if (op->type == PLAYER) 3003 if (op->type == PLAYER)
3162 { 3004 {
3163 op->contr->tmp_invis = 0; 3005 op->contr->tmp_invis = 0;
3164 op->contr->invis_race = 0; 3006 op->contr->invis_race = 0;
3165 } 3007 }
3008
3166 update_object (op, UP_OBJ_FACE); 3009 update_object (op, UP_OBJ_CHANGE);
3167} 3010}
3168 3011
3169int 3012int
3170is_true_undead (object *op) 3013is_true_undead (object *op)
3171{ 3014{
3172 object *tmp = NULL;
3173
3174 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3015 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3175 return 1; 3016 return 1;
3176 3017
3177 return 0; 3018 return 0;
3178} 3019}
3179 3020
3180/* look at the surrounding terrain to determine 3021/* look at the surrounding terrain to determine
3181 * the hideability of this object. Positive levels 3022 * the hideability of this object. Positive levels
3182 * indicate greater hideability. 3023 * indicate greater hideability.
3183 */ 3024 */
3184
3185int 3025int
3186hideability (object *ob) 3026hideability (object *ob)
3187{ 3027{
3188 int i, level = 0, mflag; 3028 int i, level = 0, mflag;
3189 sint16 x, y; 3029 sint16 x, y;
3223/* For Hidden creatures - a chance of becoming 'unhidden' 3063/* For Hidden creatures - a chance of becoming 'unhidden'
3224 * every time they move - as we subtract off 'invisibility' 3064 * every time they move - as we subtract off 'invisibility'
3225 * AND, for players, if they move into a ridiculously unhideable 3065 * AND, for players, if they move into a ridiculously unhideable
3226 * spot (surrounded by clear terrain in broad daylight). -b.t. 3066 * spot (surrounded by clear terrain in broad daylight). -b.t.
3227 */ 3067 */
3228
3229void 3068void
3230do_hidden_move (object *op) 3069do_hidden_move (object *op)
3231{ 3070{
3232 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3233 object *skop; 3072 object *skop;
3237 3076
3238 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3077 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3239 3078
3240 /* its *extremely* hard to run and sneak/hide at the same time! */ 3079 /* its *extremely* hard to run and sneak/hide at the same time! */
3241 if (op->type == PLAYER && op->contr->run_on) 3080 if (op->type == PLAYER && op->contr->run_on)
3242 {
3243 if (!skop || num >= skop->level) 3081 if (!skop || num >= skop->level)
3244 { 3082 {
3245 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3083 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3246 make_visible (op); 3084 make_visible (op);
3247 return; 3085 return;
3248 } 3086 }
3249 else 3087 else
3250 num += 20; 3088 num += 20;
3251 } 3089
3252 num += op->map->difficulty; 3090 num += op->map->difficulty;
3253 hide = hideability (op); /* modify by terrain hidden level */ 3091 hide = hideability (op); /* modify by terrain hidden level */
3254 num -= hide; 3092 num -= hide;
3093
3255 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3094 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3256 { 3095 {
3257 make_visible (op); 3096 make_visible (op);
3258 if (op->type == PLAYER) 3097 if (op->type == PLAYER)
3259 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3098 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3260 } 3099 }
3261 else if (op->type == PLAYER && skop) 3100 else if (op->type == PLAYER && skop)
3262 {
3263 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3101 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3264 }
3265} 3102}
3266 3103
3267/* determine if who is standing near a hostile creature. */ 3104/* determine if who is standing near a hostile creature. */
3268 3105
3269int 3106int
3317 * object op. This function works fine for monsters, 3154 * object op. This function works fine for monsters,
3318 * but we dont worry if the object isnt the top one in 3155 * but we dont worry if the object isnt the top one in
3319 * a pile (say a coin under a table would return "viewable" 3156 * a pile (say a coin under a table would return "viewable"
3320 * by this routine). Another question, should we be 3157 * by this routine). Another question, should we be
3321 * concerned with the direction the player is looking 3158 * concerned with the direction the player is looking
3322 * in? Realistically, most of use cant see stuff behind 3159 * in? Realistically, most of us can't see stuff behind
3323 * our backs...on the other hand, does the "facing" direction 3160 * our backs...on the other hand, does the "facing" direction
3324 * imply the way your head, or body is facing? Its possible 3161 * imply the way your head, or body is facing? It's possible
3325 * for them to differ. Sigh, this fctn could get a bit more complex. 3162 * for them to differ. Sigh, this fctn could get a bit more complex.
3326 * -b.t. 3163 * -b.t.
3327 * This function is now map tiling safe. 3164 * This function is now map tiling safe.
3328 */ 3165 */
3329
3330int 3166int
3331player_can_view (object *pl, object *op) 3167player_can_view (object *pl, object *op)
3332{ 3168{
3333 rv_vector rv; 3169 rv_vector rv;
3334 int dx, dy; 3170 int dx, dy;
3336 if (pl->type != PLAYER) 3172 if (pl->type != PLAYER)
3337 { 3173 {
3338 LOG (llevError, "player_can_view() called for non-player object\n"); 3174 LOG (llevError, "player_can_view() called for non-player object\n");
3339 return -1; 3175 return -1;
3340 } 3176 }
3177
3341 if (!pl || !op) 3178 if (!pl || !op)
3342 return 0; 3179 return 0;
3343 3180
3344 if (op->head)
3345 {
3346 op = op->head; 3181 op = op->head_ ();
3347 } 3182
3348 get_rangevector (pl, op, &rv, 0x1); 3183 get_rangevector (pl, op, &rv, 0x1);
3349 3184
3350 /* starting with the 'head' part, lets loop 3185 /* starting with the 'head' part, lets loop
3351 * through the object and find if it has any 3186 * through the object and find if it has any
3352 * part that is in the los array but isnt on 3187 * part that is in the los array but isn't on
3353 * a blocked los square. 3188 * a blocked los square.
3354 * we use the archetype to figure out offsets. 3189 * we use the archetype to figure out offsets.
3355 */ 3190 */
3356 while (op) 3191 while (op)
3357 { 3192 {
3358 dx = rv.distance_x + op->arch->clone.x; 3193 dx = rv.distance_x + op->arch->x;
3359 dy = rv.distance_y + op->arch->clone.y; 3194 dy = rv.distance_y + op->arch->y;
3360 3195
3361 /* only the viewable area the player sees is updated by LOS 3196 /* only the viewable area the player sees is updated by LOS
3362 * code, so we need to restrict ourselves to that range of values 3197 * code, so we need to restrict ourselves to that range of values
3363 * for any meaningful values. 3198 * for any meaningful values.
3364 */ 3199 */
3365 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3200 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3366 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3201 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3367 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3202 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3368 return 1; 3203 return 1;
3204
3369 op = op->more; 3205 op = op->more;
3370 } 3206 }
3207
3371 return 0; 3208 return 0;
3372} 3209}
3373 3210
3374/* routine for both players and monsters. We call this when 3211/* routine for both players and monsters. We call this when
3375 * there is a possibility for our action distrubing our hiding 3212 * there is a possibility for our action distrubing our hiding
3378 * return 0. 3215 * return 0.
3379 */ 3216 */
3380int 3217int
3381action_makes_visible (object *op) 3218action_makes_visible (object *op)
3382{ 3219{
3383
3384 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3385 { 3221 {
3386 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3387 return 0; 3223 return 0;
3388 3224
3394 { 3230 {
3395 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3231 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3396 return 1; 3232 return 1;
3397 } 3233 }
3398 } 3234 }
3235
3399 return 0; 3236 return 0;
3400} 3237}
3401 3238
3402/* op_on_battleground - checks if the given object op (usually 3239/* op_on_battleground - checks if the given object op (usually
3403 * a player) is standing on a valid battleground-tile, 3240 * a player) is standing on a valid battleground-tile,
3408 * Default is to do the same as before, so only people wanting to have different points need worry about this 3245 * Default is to do the same as before, so only people wanting to have different points need worry about this
3409 */ 3246 */
3410int 3247int
3411op_on_battleground (object *op, int *x, int *y) 3248op_on_battleground (object *op, int *x, int *y)
3412{ 3249{
3413 object *tmp;
3414
3415 /* A battleground-tile needs the following attributes to be valid: 3250 /* A battleground-tile needs the following attributes to be valid:
3416 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3251 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3417 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3252 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3418 * and the exit-coordinates sp/hp must both be > 0. 3253 * and the exit-coordinates sp/hp must both be > 0.
3419 * => The intention here is to prevent abuse of the battleground- 3254 * => The intention here is to prevent abuse of the battleground-
3420 * feature (like pickable or hidden battleground tiles). */ 3255 * feature (like pickable or hidden battleground tiles). */
3421 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3256 for (object *tmp = op->below; tmp; tmp = tmp->below)
3422 { 3257 {
3423 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3424 { 3259 {
3425 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3426 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3261 && tmp->type == BATTLEGROUND
3262 && tmp->name == shstr_battleground
3263 && EXIT_X (tmp) && EXIT_Y (tmp))
3427 { 3264 {
3428 /*before we assign the exit, check if this is a teambattle */ 3265 /* before we assign the exit, check if this is a teambattle */
3429 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3266 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3430 { 3267 {
3431 object *invtmp;
3432
3433 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3434 { 3269 {
3435 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3436 { 3271 {
3437 if (x != NULL && y != NULL) 3272 if (x && y)
3438 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274
3439 return 1; 3275 return 1;
3440 } 3276 }
3441 } 3277 }
3442 } 3278 }
3279
3443 if (x != NULL && y != NULL) 3280 if (x && y)
3444 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282
3445 return 1; 3283 return 1;
3446 } 3284 }
3447 } 3285 }
3448 } 3286 }
3287
3449 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3450 return 0; 3289 return 0;
3451} 3290}
3452 3291
3453/* 3292/*
3469 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3470 int i = 0, j = 0; 3309 int i = 0, j = 0;
3471 3310
3472 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3473 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3474 trlist = find_treasurelist ("dragon_ability_fire"); 3313 trlist = treasurelist::find (shstr_dragon_ability_fire);
3475 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3476 trlist = find_treasurelist ("dragon_ability_cold"); 3315 trlist = treasurelist::find (shstr_dragon_ability_cold);
3477 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3478 trlist = find_treasurelist ("dragon_ability_elec"); 3317 trlist = treasurelist::find (shstr_dragon_ability_elec);
3479 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3480 trlist = find_treasurelist ("dragon_ability_poison"); 3319 trlist = treasurelist::find (shstr_dragon_ability_poison);
3481 3320
3482 if (trlist == NULL || who->type != PLAYER) 3321 if (trlist == NULL || who->type != PLAYER)
3483 return; 3322 return;
3484 3323
3485 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3324 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3486 3325
3487 if (tr == NULL || tr->item == NULL) 3326 if (!tr || !tr->item)
3488 { 3327 {
3489 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3328 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3490 return; 3329 return;
3491 } 3330 }
3492 3331
3493 /* everything seems okay - now bring on the gift: */ 3332 /* everything seems okay - now bring on the gift: */
3494 item = &(tr->item->clone); 3333 item = tr->item;
3495 3334
3496 if (item->type == SPELL) 3335 if (item->type == SPELL)
3497 { 3336 {
3498 if (check_spell_known (who, item->name)) 3337 if (check_spell_known (who, item->name))
3499 return; 3338 return;
3558 { 3397 {
3559 /* forces in the treasurelist can alter the player's stats */ 3398 /* forces in the treasurelist can alter the player's stats */
3560 object *skin; 3399 object *skin;
3561 3400
3562 /* first get the dragon skin force */ 3401 /* first get the dragon skin force */
3563 shstr_cmp dragon_skin_force ("dragon_skin_force");
3564 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3402 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3565 ; 3403 ;
3566 3404
3567 if (!skin) 3405 if (!skin)
3568 return; 3406 return;
3569 3407
3617 * not readied. 3455 * not readied.
3618 */ 3456 */
3619void 3457void
3620player_unready_range_ob (player *pl, object *ob) 3458player_unready_range_ob (player *pl, object *ob)
3621{ 3459{
3622 rangetype i; 3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3623 3462
3624 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3463 if (pl->combat_ob == ob)
3625 { 3464 pl->combat_ob = 0;
3465
3626 if (pl->ranges[i] == ob) 3466 if (pl->ranged_ob == ob)
3627 { 3467 pl->ranged_ob = 0;
3628 pl->ranges[i] = NULL;
3629 if (pl->shoottype == i)
3630 {
3631 pl->shoottype = range_none;
3632 }
3633 }
3634 }
3635} 3468}
3469
3470sint8
3471player::visibility_at (maptile *map, int x, int y) const
3472{
3473 if (!ns)
3474 return 0;
3475
3476 int dx, dy;
3477 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3478 return 0;
3479
3480 x += dx - ns->current_x + ns->mapx / 2;
3481 y += dy - ns->current_y + ns->mapy / 2;
3482
3483 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3484 return 0;
3485
3486 return 100 - blocked_los [x][y];
3487}
3488
3489void
3490player::infobox (const char *title, const char *msg, int color)
3491{
3492 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3493}
3494
3495void
3496player::statusmsg (const char *msg, int color)
3497{
3498 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3499}
3500
3501void
3502player::failmsg (const char *msg, int color)
3503{
3504 play_sound (sound_find ("generic_failure"));
3505 statusmsg (msg, color);
3506}
3507

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