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Comparing deliantra/server/server/player.C (file contents):
Revision 1.57 by root, Sat Dec 23 06:21:02 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);
213
214 ns->reset_stats ();
186 215
187 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
190
191 if (!legal_range (ob, shoottype))
192 shoottype = range_none;
193 219
194 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
195 link_player_skills (ob); 221 link_player_skills (ob);
196 222
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200 224
201 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
202
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information
205 * to then update this. I don't think this will actually break anything - anyone
206 * that can use armour should be able to use a shield. What this may 'break'
207 * are features new characters get, eg, if someone starts up with a Q, they
208 * should be able to use a shield. However, old Q's won't get that advantage.
209 */
210 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211 SET_FLAG (ob, FLAG_USE_SHIELD);
212 226
213 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
214 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
215 { 229 {
216 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
217 231
218 shstr_cmp dragon_ability_force ("dragon_ability_force");
219 shstr_cmp dragon_skin_force ("dragon_skin_force");
220
221 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
222 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
223 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
224 abil = tmp; 235 abil = tmp;
225 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
226 skin = tmp; 237 skin = tmp;
227 238
228 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
229 } 240 }
230 241
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 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 ();
238 272
239 ns->floorbox_update (); 273 ns->floorbox_update ();
240
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob); 274 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0); 275 esrv_add_spells (this, 0);
244 276
245 enter_exit (ob, 0); 277 activate ();
246 278
247// send_rules (ob);//TODO 279 send_rules (ob);
248// send_news (ob);//TODO 280 send_news (ob);
249// display_motd (ob);//TODO 281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
250 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 ();
251} 311}
252 312
253// the need for this function can be explained 313// the need for this function can be explained
254// by load_object not returning the object 314// by load_object not returning the object
255void 315void
256player::set_object (object *op) 316player::set_object (object *op)
257{ 317{
258 ob = op; 318 ob = observe = op;
259 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
260 320
321 ob->speed = 1.0f;
261 ob->speed_left = 0.5; 322 ob->speed_left = 0.5f;
262 ob->speed = 1.0; 323
263 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2; 325}
265 ob->run_away = 25; /* Then we panick... */
266 326
267 set_first_map (ob); 327void
268 328player::set_observe (object *op)
269 ob->roll_stats (); 329{
330 observe = op ? op : ob;
331 do_los = 1;
270} 332}
271 333
272player::player () 334player::player ()
273{ 335{
274 /* There are some elements we want initialized to non zero value - 336 /* There are some elements we want initialised to non zero value -
275 * we deal with that below this point. 337 * we deal with that below this point.
276 */ 338 */
277 outputs_sync = 16; /* Every 2 seconds */ 339 outputs_sync = 4;
278 outputs_count = 8; /* Keeps present behaviour */ 340 outputs_count = 4;
279 unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
280 342
281 assign (savebed_map, first_map_path); /* Init. respawn position */ 343 savebed_map = first_map_path; /* Init. respawn position */
282 344
283 gen_sp_armour = 10; 345 gen_sp_armour = 10;
284 last_speed = -1;
285 shoottype = range_none;
286 bowtype = bow_normal; 346 bowtype = bow_normal;
287 petmode = pet_normal; 347 petmode = pet_normal;
288 listening = 10; 348 listening = 10;
289 usekeys = containers; 349 usekeys = containers;
290 last_weapon_sp = -1;
291 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
292 do_los = 1; 351 do_los = 1;
293 352
294 /* we need to clear these to -1 and not zero - otherwise, 353 weapon_sp = 1.0f;
295 * if a player quits and starts a new character, we wont 354 weapon_sp_left = 0.5f;
296 * send new values to the client, as things like exp start 355}
297 * at zero.
298 */
299 for (int i = 0; i < NUM_SKILLS; i++)
300 last_skill_exp[i] = -1;
301 356
302 for (int i = 0; i < NROFATTACKS; i++) 357void
303 last_resist[i] = -1; 358player::do_destroy ()
359{
360 disconnect ();
304 361
305 last_stats.exp = -1; 362 attachable::do_destroy ();
306 last_weight = (uint32) - 1; 363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369
370 ob = observe = 0;
307} 371}
308 372
309player::~player () 373player::~player ()
310{ 374{
311 terminate_all_pets (ob);
312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */ 375 /* Clear item stack */
346 free (stack_items); 376 free (stack_items);
347} 377}
348 378
349/* Tries to add player on the connection passed in ns. 379/* Tries to add player on the connection passed in ns.
354player::create () 384player::create ()
355{ 385{
356 player *pl = new player; 386 player *pl = new player;
357 387
358 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);
359 395
360 return pl; 396 return pl;
361} 397}
362 398
363/* 399/*
366 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
367 */ 403 */
368archetype * 404archetype *
369get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
370{ 406{
371 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
372 408
373 for (;;) 409 for (;;)
374 { 410 {
375 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
376 at = first_archetype; 412 i = archetypes.begin ();
377 else 413 else if (*i == at)
378 at = at->next; 414 cleanup ("not a single player archetype found");
379 415
380 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
381 return at; 417 return *i;
382
383 if (at == start)
384 {
385 LOG (llevError, "No Player archetypes\n");
386 exit (-1);
387 }
388 } 418 }
389} 419}
390 420
391object * 421object *
392get_nearest_player (object *mon) 422get_nearest_player (object *mon)
393{ 423{
394 object *op = NULL; 424 object *op = NULL;
395 player *pl = NULL;
396 objectlink *ol; 425 objectlink *ol;
397 unsigned lastdist; 426 unsigned lastdist;
398 rv_vector rv; 427 rv_vector rv;
399 428
400 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
401 { 430 {
402 /* We should not find free objects on this friendly list, but it
403 * does periodically happen. Given that, lets deal with it.
404 * While unlikely, it is possible the next object on the friendly
405 * list is also free, so encapsulate this in a while loop.
406 */
407 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
408 {
409 object *tmp = ol->ob;
410
411 /* Can't do much more other than log the fact, because the object
412 * itself will have been cleared.
413 */
414 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
415 ol = ol->next;
416 remove_friendly_object (tmp);
417 if (!ol)
418 return op;
419 }
420
421 /* Remove special check for player from this. First, it looks to cause
422 * some crashes (ol->ob->contr not set properly?), but secondly, a more
423 * complicated method of state checking would be needed in any case -
424 * as it was, a clever player could type quit, and the function would
425 * skip them over while waiting for confirmation. Remove
426 * on_same_map check, as can_detect_enemy also does this
427 */
428 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
429 continue; 432 continue;
430 433
431 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
432 { 435 {
433 op = ol->ob; 436 op = ol->ob;
434 lastdist = rv.distance; 437 lastdist = rv.distance;
435 } 438 }
436 } 439 }
437 for (pl = first_player; pl != NULL; pl = pl->next) 440
438 { 441 for_all_players (pl)
439 if (can_detect_enemy (mon, pl->ob, &rv)) 442 if (can_detect_enemy (mon, pl->ob, &rv))
440 {
441
442 if (lastdist > rv.distance) 443 if (lastdist > rv.distance)
443 { 444 {
444 op = pl->ob; 445 op = pl->ob;
445 lastdist = rv.distance; 446 lastdist = rv.distance;
446 } 447 }
447 } 448
448 }
449#if 0 449#if 0
450 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)");
451#endif 451#endif
452 return op; 452 return op;
453} 453}
511 x = mon->x; 511 x = mon->x;
512 y = mon->y; 512 y = mon->y;
513 m = mon->map; 513 m = mon->map;
514 dir = rv.direction; 514 dir = rv.direction;
515 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 */
516 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
517 /* 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. */
518 if (diff > max) 519 if (diff > max)
519 return 0; 520 return 0;
521
520 while (diff > 1 && max > 0) 522 while (diff > 1 && max > 0)
521 { 523 {
522 lastx = x; 524 lastx = x;
523 lasty = y; 525 lasty = y;
524 lastmap = m; 526 lastmap = m;
606 max--; 608 max--;
607 lastdir = dir; 609 lastdir = dir;
608 if (!firstdir) 610 if (!firstdir)
609 firstdir = dir; 611 firstdir = dir;
610 } 612 }
613
611 if (diff <= 1) 614 if (diff <= 1)
612 { 615 {
613 /* Recalculate diff (distance) because we may not have actually 616 /* Recalculate diff (distance) because we may not have actually
614 * headed toward player for entire distance. 617 * headed toward player for entire distance.
615 */ 618 */
616 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
617 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));
618 } 621 }
622
619 if (diff > max) 623 if (diff > max)
620 return 0; 624 return 0;
621 } 625 }
626
622 /* 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 */
623 if (!max) 628 if (!max)
624 return 0; 629 return 0;
625 630
626 return firstdir; 631 return firstdir;
740roll_stat (void) 745roll_stat (void)
741{ 746{
742 int a[4], i, j, k; 747 int a[4], i, j, k;
743 748
744 for (i = 0; i < 4; i++) 749 for (i = 0; i < 4; i++)
745 a[i] = (int) RANDOM () % 6 + 1; 750 a[i] = (int) rndm (6) + 1;
746 751
747 for (i = 0, j = 0, k = 7; i < 4; i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
748 if (a[i] < k) 753 if (a[i] < k)
749 k = a[i], j = i; 754 k = a[i], j = i;
750 755
756} 761}
757 762
758void 763void
759object::roll_stats () 764object::roll_stats ()
760{ 765{
761 int statsort [7]; 766 int statsort [NUM_STATS];
762 767
763 for (;;) 768 for (;;)
764 { 769 {
765 int sum = 0; 770 int sum = 0;
766 for (int i = 7; i--; ) 771 for (int i = NUM_STATS; i--; )
767 sum += statsort [i] = roll_stat (); 772 sum += statsort [i] = roll_stat ();
768 773
769 if (sum >= 82 && sum <= 116) 774 if (sum >= 82 && sum <= 116)
770 break; 775 break;
771 } 776 }
772 777
773 // Sort the stats so that rerolling is easier... 778 // Sort the stats so that rerolling is easier...
774 std::sort (statsort, statsort + 7, std::greater<int>()); 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
775 780
781 for (int i = 0; i < NUM_STATS; ++i)
776 stats.Str = statsort[0]; 782 stats.stat (i) = statsort [i];
777 stats.Dex = statsort[1];
778 stats.Con = statsort[2];
779 stats.Int = statsort[3];
780 stats.Wis = statsort[4];
781 stats.Pow = statsort[5];
782 stats.Cha = statsort[6];
783 783
784 stats.exp = 0; 784 stats.exp = 0;
785 stats.ac = 0; 785 stats.ac = 0;
786 786
787 stats.hp = stats.maxhp; 787 stats.hp = stats.maxhp;
799} 799}
800 800
801void 801void
802object::swap_stats (int a, int b) 802object::swap_stats (int a, int b)
803{ 803{
804 int tmp = get_attr_value (&contr->orig_stats, a); 804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
805 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
806 set_attr_value (&contr->orig_stats, b, tmp);
807 805
806 for (int i = 0; i < NUM_STATS; ++i)
808 stats.Str = contr->orig_stats.Str; 807 stats.stat (i) = contr->orig_stats.stat (i);
809 stats.Dex = contr->orig_stats.Dex;
810 stats.Con = contr->orig_stats.Con;
811 stats.Int = contr->orig_stats.Int;
812 stats.Wis = contr->orig_stats.Wis;
813 stats.Pow = contr->orig_stats.Pow;
814 stats.Cha = contr->orig_stats.Cha;
815 808
816 //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,
817 // be merged with the similar code in roll_stats 810 // be merged with the similar code in roll_stats
818 stats.ac = 0; 811 stats.ac = 0;
819 812
831 contr->levsp[1] = 6; 824 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3; 825 contr->levgrace[1] = 3;
833 826
834 contr->orig_stats = stats; 827 contr->orig_stats = stats;
835 } 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, " ");
836} 840}
837 841
838/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
839 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
840 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
841 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
842 * not the class. 846 * not the class.
843 */ 847 */
844int 848void
845key_change_class (object *op, char key) 849player::chargen_race_done ()
846{ 850{
847 int tmp_loop;
848
849 if (key == 'd' || key == 'D')
850 {
851 char buf[MAX_BUF];
852
853 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
854 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
855 853
856 treasurelist *tl = find_treasurelist ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
857 if (tl) 855 if (tl)
858 create_treasure (tl, op, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
859 857
860 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
861 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
862 860
863 op->contr->ns->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
864 862
865 if (op->msg) 863 if (ob->msg)
866 op->msg = NULL; 864 ob->msg = 0;
867 865
868 /* 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
869 * to save here. 867 * to save here.
870 */ 868 */
869 {
870 char buf[MAX_BUF];
871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
872 make_path_to_file (buf); 872 make_path_to_file (buf);
873 }
873 874
874#ifdef AUTOSAVE
875 op->contr->last_save_tick = pticks;
876#endif
877 start_info (op); 875 start_info (ob);
878 CLEAR_FLAG (op, FLAG_WIZ); 876 CLEAR_FLAG (ob, FLAG_WIZ);
879 give_initial_items (op, op->randomitems); 877 give_initial_items (ob, ob->randomitems);
880 link_player_skills (op); 878 link_player_skills (ob);
881 esrv_send_inventory (op, op); 879 esrv_send_inventory (ob, ob);
882 op->update_stats (); 880 ob->update_stats ();
883 881
884 /* This moves the player to a different start map, if there 882 /* This moves the player to a different start map, if there
885 * is one for this race 883 * is one for this race
886 */ 884 */
887 if (*first_map_ext_path) 885 if (*first_map_ext_path)
888 { 886 {
889 object *tmp; 887 object *tmp;
890 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
891 889
892 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);
893 tmp = object::create (); 891 tmp = object::create ();
894 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
895 EXIT_X (tmp) = op->x; 893 EXIT_X (tmp) = ob->x;
896 EXIT_Y (tmp) = op->y; 894 EXIT_Y (tmp) = ob->y;
897 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;
898 * if the map isn't there, then stay on the 896 * if the map isn't there, then stay on the
899 * default initial map */ 897 * default initial map */
900 tmp->destroy (); 898 tmp->destroy ();
901 } 899 }
902 else 900 else
903 LOG (llevDebug, "first_map_ext_path not set\n"); 901 LOG (llevDebug, "first_map_ext_path not set\n");
902}
904 903
905 return 0; 904void
906 } 905player::chargen_race_next ()
907 906{
908 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
909 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
910 */ 909 */
911 910
912 tmp_loop = 0; 911 do
913 while (!tmp_loop)
914 { 912 {
915 shstr name = op->name; 913 shstr name = ob->name;
916 int x = op->x, y = op->y; 914 int x = ob->x, y = ob->y;
917 915
918 op->remove_statbonus (); 916 ob->remove_statbonus ();
919 op->remove (); 917 ob->remove ();
920 op->arch = get_player_archetype (op->arch); 918 ob->arch = get_player_archetype (ob->arch);
921 op->arch->clone.copy_to (op); 919 ob->arch->copy_to (ob);
922 op->instantiate (); 920 ob->instantiate ();
923 op->stats = op->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
924 op->name = op->name_pl = name; 922 ob->name = ob->name_pl = name;
925 op->x = x; 923 ob->x = x;
926 op->y = y; 924 ob->y = y;
927 SET_ANIMATION (op, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
928 insert_ob_in_map (op, op->map, op, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
929 assign (op->contr->title, op->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
930 op->add_statbonus (); 928 ob->add_statbonus ();
931 tmp_loop = allowed_class (op);
932 } 929 }
930 while (!allowed_class (ob));
933 931
934 update_object (op, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
935 esrv_update_item (UPD_FACE, op, op); 933 esrv_update_item (UPD_FACE, ob, ob);
936 op->update_stats (); 934 ob->update_stats ();
937 op->stats.hp = op->stats.maxhp; 935 ob->stats.hp = ob->stats.maxhp;
938 op->stats.sp = op->stats.maxsp; 936 ob->stats.sp = ob->stats.maxsp;
939 op->stats.grace = 0; 937 ob->stats.grace = 0;
940
941 if (op->msg)
942 new_draw_info (NDI_BLUE, 0, op, op->msg);
943
944 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
945 return 0;
946}
947
948int
949key_confirm_quit (object *op, char key)
950{
951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
952 {
953 op->contr->ns->state = ST_PLAYING;
954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
955 return 1;
956 }
957
958 INVOKE_PLAYER (LOGOUT, op->contr);
959 INVOKE_PLAYER (QUIT, op->contr);
960
961 terminate_all_pets (op);
962 leave_map (op);
963 op->direction = 0;
964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
965
966 strcpy (op->contr->killer, "quit");
967 check_score (op);
968 op->contr->party = 0;
969 op->contr->own_title[0] = '\0';
970
971 object_ptr ob = op;
972
973 delete ob->contr;
974
975 /* We need to hunt for any per player unique maps in memory and
976 * get rid of them. The trailing slash in the path is intentional,
977 * so that players named 'Ab' won't match against players 'Abe' pathname
978 */
979 char buf[MAX_BUF];
980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
981
982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
984 next = mp->next;
985
986 if (!strncmp (mp->path, buf, strlen (buf)))
987 delete_map (mp);
988 }
989
990 delete_character (ob->name, 1);
991
992 return 1;
993} 938}
994 939
995void 940void
996flee_player (object *op) 941flee_player (object *op)
997{ 942{
1044 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1045 CLEAR_FLAG (op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1046 op->enemy = NULL; 991 op->enemy = NULL;
1047} 992}
1048 993
1049
1050/* 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.
1051 * 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
1052 * stop. 996 * stop.
1053 */ 997 */
1054int 998int
1055check_pick (object *op) 999check_pick (object *op)
1056{ 1000{
1057 object *tmp, *next; 1001 object *tmp, *next;
1058 int stop = 0; 1002 int stop = 0;
1059 int j, k, wvratio; 1003 int wvratio;
1060 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1061 1005
1062 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1063 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1064 return 1; 1008 return 1;
1065 1009
1133 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &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))));
1136 else 1080 else
1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1138 &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
1139 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1140
1141 sprintf (putstring, "...flags: ");
1142 for (k = 0; k < 4; k++)
1143 {
1144 for (j = 0; j < 32; j++)
1145 {
1146 if ((tmp->flags[k] >> j) & 0x01)
1147 {
1148 sprintf (tmpstr, "%d ", k * 32 + j);
1149 strcat (putstring, tmpstr);
1150 }
1151 }
1152 }
1153 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1154
1155#if 0
1156 /* print the flags too */
1157 for (k = 0; k < 4; k++)
1158 {
1159 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1160 for (j = 0; j < 32; j++)
1161 {
1162 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1163 if (!((j + 1) % 4))
1164 fprintf (stderr, " ");
1165 }
1166 fprintf (stderr, " [%d]\n", k * 32);
1167 }
1168#endif
1169 } 1085 }
1086
1170 /* philosophy: 1087 /* philosophy:
1171 * 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
1172 * generic. This takes no game-time. For more detailed pickups 1089 * generic. This takes no game-time. For more detailed pickups
1173 * and selections, select-items shoul dbe used. This is a 1090 * and selections, select-items should be used. This is a
1174 * 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
1175 * example. 1092 * example.
1176 * 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
1177 * 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
1178 * convert to decimal and then 'pickup <#> 1095 * convert to decimal and then 'pickup <#>
1245 pick_up (op, tmp); 1162 pick_up (op, tmp);
1246 continue; 1163 continue;
1247 } 1164 }
1248 1165
1249 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1250 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1251 { 1168 {
1252 pick_up (op, tmp); 1169 pick_up (op, tmp);
1253 continue; 1170 continue;
1254 } 1171 }
1255 1172
1363 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1364 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1365 { 1282 {
1366 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1367 { 1284 {
1368 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 &&
1369 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1370 { 1287 {
1371 pick_up (op, tmp); 1288 pick_up (op, tmp);
1372 continue; 1289 continue;
1373 } 1290 }
1374 } 1291 }
1375 1292
1376 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1377 { 1294 {
1378 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)
1379 { 1296 {
1380 pick_up (op, tmp); 1297 pick_up (op, tmp);
1381 continue; 1298 continue;
1382 } 1299 }
1383 } 1300 }
1408 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1409 { 1326 {
1410 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1411 } 1328 }
1412 else 1329 else
1413 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1414 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1415 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))));
1416#endif 1333#endif
1417 continue; 1334 continue;
1418 } 1335 }
1429 * found object is returned. 1346 * found object is returned.
1430 */ 1347 */
1431object * 1348object *
1432find_arrow (object *op, const char *type) 1349find_arrow (object *op, const char *type)
1433{ 1350{
1434 object *tmp = NULL; 1351 object *tmp = 0;
1435 1352
1436 for (op = op->inv; op; op = op->below) 1353 for (op = op->inv; op; op = op->below)
1437 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))
1438 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1439 else if (op->type == ARROW && op->race == type) 1356 else if (op->type == ARROW && op->race == type)
1440 return op; 1357 return op;
1358
1441 return tmp; 1359 return tmp;
1442} 1360}
1443 1361
1444/* 1362/*
1445 * 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
1446 * 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
1447 * 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
1448 * 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.
1449 */ 1367 */
1450
1451object * 1368object *
1452find_better_arrow (object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1453{ 1370{
1454 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1455 int attacknum, attacktype, betterby = 0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1488 else 1405 else
1489 { 1406 {
1490 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1491 { 1408 {
1492 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1493 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1494 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)
1495 { 1412 {
1496 tmp = arrow; 1413 tmp = arrow;
1497 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;
1498 } 1415 }
1499 } 1416 }
1500 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1501 { 1418 {
1502 tmp = arrow; 1419 tmp = arrow;
1521 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1522 * op = the shooter 1439 * op = the shooter
1523 * type = bow->race 1440 * type = bow->race
1524 * dir = fire direction 1441 * dir = fire direction
1525 */ 1442 */
1526
1527object * 1443object *
1528pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1529{ 1445{
1530 object *tmp = NULL; 1446 object *tmp = NULL;
1531 maptile *m; 1447 maptile *m;
1596 */ 1512 */
1597int 1513int
1598fire_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)
1599{ 1515{
1600 object *left, *bow; 1516 object *left, *bow;
1601 int bowspeed, mflags; 1517 int mflags;
1602 maptile *m; 1518 maptile *m;
1603 1519
1604 if (!dir) 1520 if (!dir)
1605 { 1521 {
1606 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!");
1607 return 0; 1523 return 0;
1608 } 1524 }
1609 1525
1610 if (op->type == PLAYER) 1526 if (op->contr)
1611 bow = op->contr->ranges[range_bow]; 1527 bow = op->current_weapon;
1612 else 1528 else
1613 { 1529 {
1614 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1615 /* 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
1616 * 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.
1621 if (!bow) 1537 if (!bow)
1622 { 1538 {
1623 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1624 return 0; 1540 return 0;
1625 } 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
1626 } 1550 }
1627 1551
1628 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1629 { 1553 {
1630 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);
1631 return 0; 1555 return 0;
1632 } 1556 }
1633
1634 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1635
1636 /* penalize ROF for bestarrow */
1637 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1638 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1639
1640 if (bowspeed < 1)
1641 bowspeed = 1;
1642 1557
1643 if (arrow == NULL) 1558 if (arrow == NULL)
1644 { 1559 {
1645 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1646 { 1561 {
1647 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1648 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);
1649 /* 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 */
1650 else 1565 else
1651 CLEAR_FLAG (op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1652 return 0; 1568 return 0;
1653 } 1569 }
1654 } 1570 }
1655 1571
1656 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1678 return 0; 1594 return 0;
1679 } 1595 }
1680 1596
1681 arrow->set_owner (op); 1597 arrow->set_owner (op);
1682 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1683
1684 arrow->direction = dir; 1599 arrow->direction = dir;
1685 arrow->x = sx; 1600
1686 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;
1687 1633
1688 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1689 { 1635 {
1690 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1691 op->update_stats ();
1692 }
1693
1694 SET_ANIMATION (arrow, arrow->direction);
1695 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1696 arrow->stats.hp = arrow->stats.dam;
1697 arrow->stats.grace = arrow->attacktype;
1698 if (arrow->slaying != NULL)
1699 arrow->spellarg = strdup (arrow->slaying);
1700
1701 /* Note that this was different for monsters - they got their level
1702 * added to the damage. I think the strength bonus is more proper.
1703 */
1704
1705 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1706
1707 /* update the speed */
1708 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1709 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1710
1711 if (arrow->speed < 1.0)
1712 arrow->speed = 1.0;
1713 update_ob_speed (arrow);
1714 arrow->speed_left = 0;
1715
1716 if (op->type == PLAYER)
1717 {
1718 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1719 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1720 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1721
1722 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;
1723 } 1643 }
1724 else 1644 else
1725 { 1645 {
1726 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1727 arrow->level = op->level; 1646 arrow->level = op->level;
1728 } 1647 arrow->stats.wc -= bow->magic;
1729 1648
1730 if (arrow->attacktype == AT_PHYSICAL) 1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1731 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1732 1654
1733 if (bow->slaying) 1655 wc -= arrow->level;
1734 arrow->slaying = bow->slaying; 1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1735 1657
1736 arrow->map = m; 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1737 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1738 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1739 1661
1740 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1741 insert_ob_in_map (arrow, m, op, 0); 1663 m->insert (arrow, sx, sy, op);
1742 1664
1743 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1744 move_arrow (arrow); 1666 move_arrow (arrow);
1745 1667
1746 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1766{ 1688{
1767 int ret = 0, wcmod = 0; 1689 int ret = 0, wcmod = 0;
1768 1690
1769 if (op->contr->bowtype == bow_bestarrow) 1691 if (op->contr->bowtype == bow_bestarrow)
1770 { 1692 {
1771 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);
1772 } 1694 }
1773 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)
1774 { 1696 {
1775 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1776 wcmod = -1; 1698 wcmod = -1;
1699
1777 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);
1778 } 1701 }
1779 else if (op->contr->bowtype == bow_threewide) 1702 else if (op->contr->bowtype == bow_threewide)
1780 { 1703 {
1781 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);
1785 else if (op->contr->bowtype == bow_spreadshot) 1708 else if (op->contr->bowtype == bow_spreadshot)
1786 { 1709 {
1787 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);
1788 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);
1789 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);
1790
1791 } 1713 }
1792 else 1714 else
1793 { 1715 {
1794 /* Simple case */ 1716 /* Simple case */
1795 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);
1796 } 1718 }
1719
1797 return ret; 1720 return ret;
1798} 1721}
1799
1800 1722
1801/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1802 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1803 */ 1725 */
1804void 1726void
1805fire_misc_object (object *op, int dir) 1727fire_misc_object (object *op, int dir)
1806{ 1728{
1807 object *item; 1729 object *item = op->contr->ranged_ob;
1808 1730
1809 if (!op->contr->ranges[range_misc]) 1731 if (!item)
1810 { 1732 {
1811 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.");
1812 return; 1734 return;
1813 } 1735 }
1814 1736
1815 item = op->contr->ranges[range_misc];
1816 if (!item->inv) 1737 if (!item->inv)
1817 { 1738 {
1818 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1819 return; 1740 return;
1820 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
1821 if (item->type == WAND) 1746 if (item->type == WAND)
1822 { 1747 {
1823 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
1824 { 1749 {
1825 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
1826 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
1827 return; 1753 return;
1828 } 1754 }
1829 } 1755 }
1830 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
1831 { 1757 {
1832 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))
1833 { 1759 {
1834 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
1835 if (item->type == ROD) 1762 if (item->type == ROD)
1836 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));
1837 else 1764 else
1838 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
1839 return; 1767 return;
1840 } 1768 }
1841 } 1769 }
1842 1770
1843 if (cast_spell (op, item, dir, item->inv, NULL)) 1771 if (cast_spell (op, item, dir, item->inv, NULL))
1850 object *tmp; 1778 object *tmp;
1851 1779
1852 if (item->arch) 1780 if (item->arch)
1853 { 1781 {
1854 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1855 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1856 item->speed = 0; 1784 item->set_speed (0);
1857 update_ob_speed (item);
1858 } 1785 }
1786
1859 if ((tmp = item->in_player ())) 1787 if ((tmp = item->in_player ()))
1860 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1861 } 1789 }
1862 } 1790 }
1863 else if (item->type == ROD || item->type == HORN) 1791 else if (item->type == ROD || item->type == HORN)
1864 {
1865 drain_rod_charge (item); 1792 drain_rod_charge (item);
1866 }
1867 } 1793 }
1868} 1794}
1869 1795
1870/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1871 */ 1797 */
1872void 1798bool
1873fire (object *op, int dir) 1799fire (object *op, int dir)
1874{ 1800{
1875 int spellcost = 0; 1801 int spellcost = 0;
1876 1802
1877 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1878 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
1879 make_visible (op); 1805 make_visible (op);
1880 1806
1881 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;
1882 { 1813 }
1883 case range_none:
1884 return;
1885 1814
1886 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:
1887 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
1888 return; 1832 break;
1889 1833
1890 case range_magic: /* Casting spells */ 1834 case SPELL:
1891 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);
1892 return; 1836 break;
1893 1837
1894 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:
1895 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
1896 return; 1848 break;
1897
1898 case range_golem: /* Control summoned monsters from scrolls */
1899 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1900 {
1901 op->contr->ranges[range_golem] = 0;
1902 op->contr->shoottype = range_none;
1903 }
1904 else
1905 control_golem (op->contr->ranges[range_golem], dir);
1906 return;
1907
1908 case range_skill:
1909 if (!op->chosen_skill)
1910 {
1911 if (op->type == PLAYER)
1912 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1913 return;
1914 }
1915 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1916 return;
1917 case range_builder:
1918 apply_map_builder (op, dir);
1919 return;
1920 default:
1921 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1922 return;
1923 } 1849 }
1924}
1925 1850
1926 1851 return true;
1852}
1927 1853
1928/* find_key 1854/* find_key
1929 * 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
1930 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
1931 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
1933 * pl is the player, 1859 * pl is the player,
1934 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
1935 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
1936 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
1937 */ 1863 */
1938
1939object * 1864object *
1940find_key (object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
1941{ 1866{
1942 object *tmp, *key; 1867 object *tmp, *key;
1943 1868
1944 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
1945 if (container->inv == NULL) 1870 if (!container->inv)
1946 return NULL; 1871 return 0;
1947 1872
1948 /* 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 */
1949 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
1950 { 1875 {
1951 if (door->type == DOOR && tmp->type == KEY) 1876 if (door->type == DOOR && tmp->type == KEY)
1952 break; 1877 break;
1953 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
1954 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
1955 */ 1880 */
1956 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1957 break; 1882 break;
1958 } 1883 }
1884
1959 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
1960 /* 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.
1961 * 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
1962 * a key, return 1888 * a key, return
1963 */ 1889 */
1964 if (!tmp) 1890 if (!tmp)
1965 { 1891 {
1966 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
1967 { 1893 {
1968 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
1969 if (tmp->type == CONTAINER && tmp->inv) 1895 if (tmp->type == CONTAINER && tmp->inv)
1970 { 1896 {
1971 if ((key = find_key (pl, tmp, door)) != NULL) 1897 if ((key = find_key (pl, tmp, door)))
1972 return key; 1898 return key;
1973 } 1899 }
1974 } 1900 }
1901
1975 if (!tmp) 1902 if (!tmp)
1976 return NULL; 1903 return NULL;
1977 } 1904 }
1905
1978 /* 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,
1979 * see if we actually want to use it 1907 * see if we actually want to use it
1980 */ 1908 */
1981 if (pl != container) 1909 if (pl != container)
1982 { 1910 {
2003 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2004 "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));
2005 return NULL; 1933 return NULL;
2006 } 1934 }
2007 } 1935 }
1936
2008 return tmp; 1937 return tmp;
2009} 1938}
2010 1939
2011/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
2012 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
2014 * 0 otherwise 1943 * 0 otherwise
2015 */ 1944 */
2016static int 1945static int
2017player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
2018{ 1947{
2019 /* 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,
2020 * 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 -
2021 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
2022 */ 1951 */
2023 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
2024 1953
2025 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
2026 if (key) 1955 if (key)
2027 { 1956 {
2028 object *container = key->env; 1957 object *container = key->env;
2029 1958
2030 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2031 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
2032 make_visible (op); 1960 make_visible (op);
1961
2033 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2034 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
1964
2035 if (door->type == DOOR) 1965 if (door->type == DOOR)
2036 {
2037 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 */
2038 }
2039 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
2040 { 1968 {
2041 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);
2042 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
2043 } 1971 }
1972
2044 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2045 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2046 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
2047 if (container != op) 1976 if (container != op)
2048 esrv_update_item (UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
2049 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
2050 } 1980 }
2051 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2052 { 1982 {
2053 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2054 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...");
2055 return 1; 1985 return 1;
2056 } 1986 }
1987
2057 return 0; 1988 return 0;
2058} 1989}
2059 1990
2060/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2061 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2062 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2063 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2064 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2065 */ 1996 */
2066void 1997bool
2067move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2068{ 1999{
2069 object *tmp, *mon;
2070 sint16 nx, ny;
2071 int on_battleground; 2000 int on_battleground;
2072 maptile *m;
2073 2001
2074 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2075 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2076 2004
2077 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 }
2078 2015
2079 /* 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
2080 * 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
2081 * 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
2082 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2083 * 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
2084 * 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
2085 * 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
2086 * move_ob uses. 2023 * move_ob uses.
2087 */ 2024 */
2088 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);
2089 {
2090 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2091 {
2092 m = get_map_from_coord (op->map, &nx, &ny);
2093 if (!m)
2094 return; /* Don't think this should happen */
2095 }
2096 else
2097 m = op->map;
2098 2026
2099 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2100 {
2101 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2102 return;
2103 }
2104
2105 mon = 0;
2106 /* 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
2107 * 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.
2108 * 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
2109 * on the space 2030 * on the space
2110 */ 2031 */
2111 while (tmp) 2032 object *mon;
2112 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2113 if (tmp == op) 2034 {
2114 { 2035 if ((mon->flag [FLAG_ALIVE]
2115 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2116 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2117 }
2118
2119 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2120 {
2121 mon = tmp; 2038 && mon != op)
2122 break; 2039 break;
2123 } 2040 }
2124 2041
2125 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2126 mon = tmp;
2127
2128 tmp = tmp->above;
2129 }
2130
2131 if (!mon) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2132 return; /* into a wall */ 2043 return false; /* into a wall */
2133 2044
2134 if (mon->head)
2135 mon = mon->head; 2045 mon = mon->head_ ();
2136 2046
2137 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)
2138 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2139 return; 2052 return true;
2053 }
2140 2054
2141 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2142 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2143 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2144 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2145 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2146 * and thus will not push them. 2060 * and thus will not push them.
2147 */ 2061 */
2148 2062
2149 /* 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
2150 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2151 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2152 */ 2066 */
2153 if ((op->type == PLAYER) 2067 if (op->type == PLAYER
2154#if COZY_SERVER
2155 &&
2156 ((mon->owner && mon->owner->contr 2068 && ((mon->owner && mon->owner->contr
2157 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2158#else
2159 && mon->owner == op 2070 || mon->owner == op)
2160#endif
2161 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2162 { 2072 {
2163 /* 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 */
2164 if (op->contr->braced) 2074 if (op->contr->braced)
2165 return; 2075 return false;
2166 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"));
2167 (void) push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2168 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2169 make_visible (op); 2085 make_visible (op);
2086
2170 return; 2087 return true;
2171 } 2088 }
2089 else
2090 return false;
2091 }
2172 2092
2173 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2174 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2175 * 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
2176 * attack them either. 2096 * attack them either.
2177 */ 2097 */
2178 if ((mon->type == PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2179 (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))
2180#ifdef PROHIBIT_PLAYERKILL
2181 (op->contr->peaceful 2100 && ((op->contr->peaceful
2182 || (mon->type == PLAYER 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2183 && mon->contr->
2184 peaceful)) &&
2185#else
2186 op->contr->peaceful &&
2187#endif
2188 !on_battleground)) 2102 && !on_battleground))
2103 {
2104 if (op->speed_left > 0.f)
2189 { 2105 {
2106 --op->speed_left;
2107
2190 if (!op->contr->braced) 2108 if (!op->contr->braced)
2191 { 2109 {
2192 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2193 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2194 } 2112 }
2195 else 2113 else
2196 new_draw_info (0, 0, op, "You withhold your attack"); 2114 op->statusmsg ("You withhold your attack");
2197 2115
2198 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2199 make_visible (op); 2117 make_visible (op);
2200 }
2201 2118
2119 return true;
2120 }
2121 }
2202 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2203 * 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.
2204 */ 2124 */
2205 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)
2206 { 2128 {
2129 --op->speed_left;
2130
2207 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2208 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2209 make_visible (op); 2133 make_visible (op);
2210 }
2211 2134
2135 return true;
2136 }
2137 }
2212 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2213 * 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
2214 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2215 * 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
2216 * 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.
2217 */ 2143 */
2218
2219 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2220 ((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)))
2221 { 2146 {
2222 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2223 /* If the player hasn't hit something this tick, and does
2224 * so, give them speed boost based on weapon speed. Doing
2225 * it here is better than process_players2, which basically
2226 * incurred a 1 tick offset.
2227 */
2228 if (!op->contr->has_hit)
2229 { 2148 {
2230 op->speed_left += op->speed / op->contr->weapon_sp; 2149 --op->contr->weapon_sp_left;
2231
2232 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2233 }
2234 2150
2235 skill_attack (mon, op, 0, 0, 0); 2151 skill_attack (mon, op, 0, 0, 0);
2236
2237 /* If attacking another player, that player gets automatic
2238 * hitback, and doesn't loose luck either.
2239 * Disable hitback on the battleground or if the target is
2240 * the wiz.
2241 */
2242 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2243 {
2244 short luck = mon->stats.luck;
2245
2246 mon->contr->has_hit = 1;
2247 skill_attack (op, mon, 0, 0, 0);
2248 mon->stats.luck = luck;
2249 }
2250 2152
2251 if (action_makes_visible (op)) 2153 if (action_makes_visible (op))
2252 make_visible (op); 2154 make_visible (op);
2253 }
2254 } /* if player should attack something */
2255}
2256 2155
2257int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2258move_player (object *op, int dir) 2164move_player (object *op, int dir)
2259{ 2165{
2260 int pick; 2166 int pick;
2261 2167
2262 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2263 return 0; 2169 return 0;
2264 2170
2265 /* Sanity check: make sure dir is valid */ 2171 /* Sanity check: make sure dir is valid */
2266 if ((dir < 0) || (dir >= 9)) 2172 if ((dir < 0) || (dir >= 9))
2267 { 2173 {
2268 LOG (llevError, "move_player: invalid direction %d\n", dir); 2174 LOG (llevError, "move_player: invalid direction %d\n", dir);
2269 return 0; 2175 return 0;
2270 } 2176 }
2271 2177
2272 /* peterm: added following line */ 2178 /* peterm: added following line */
2273 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2274 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2180 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2275 2181
2276 op->facing = dir; 2182 op->facing = dir;
2277 2183
2278 if (op->hide) 2184 if (op->hide)
2279 do_hidden_move (op); 2185 do_hidden_move (op);
2280 2186
2187 bool retval;
2188
2281 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2282 /*nop */ ; 2190 retval = RESULT_INT (0);
2283 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2284 fire (op, dir); 2192 retval = fire (op, dir);
2285 else 2193 else
2286 { 2194 {
2287 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2288 pick = check_pick (op); 2196 pick = check_pick (op);
2289 } 2197 }
2290 2198
2291 /* 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
2292 * server can handle repeat firing. 2200 * server can handle repeat firing.
2299 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2300 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2301 * for players. 2209 * for players.
2302 */ 2210 */
2303 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2304 return 0; 2212
2213 return retval;
2305} 2214}
2306 2215
2307/* 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
2308 * new client/server stuff. 2217 * new client/server stuff.
2309 * 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
2310 * the new speed values for commands. 2219 * the new speed values for commands.
2311 * 2220 *
2312 * 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.
2313 */ 2224 */
2314int 2225bool
2315handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2316{ 2227{
2317 if (op->contr->hidden)
2318 {
2319 op->invisible = 1000;
2320 /* the socket code flashes the player visible/invisible
2321 * depending on the value of invisible, so we need to
2322 * alternate it here for it to work correctly.
2323 */
2324 if (pticks & 2)
2325 op->invisible--;
2326 }
2327 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2328 {
2329 op->invisible--;
2330 if (!op->invisible)
2331 {
2332 make_visible (op);
2333 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2334 }
2335 }
2336
2337 if (QUERY_FLAG (op, FLAG_SCARED)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2338 { 2229 {
2339 flee_player (op); 2230 if (op->speed_left > 0.f)
2340 /* If player is still scared, that is his action for this tick */
2341 if (QUERY_FLAG (op, FLAG_SCARED))
2342 { 2231 {
2343 op->speed_left--; 2232 --op->speed_left;
2233 flee_player (op);
2234
2344 return 0; 2235 return true;
2345 } 2236 }
2237 else
2238 return false;
2346 } 2239 }
2347
2348 /* I've been seeing crashes where the golem has been destroyed, but
2349 * the player object still points to the defunct golem. The code that
2350 * destroys the golem looks correct, and it doesn't always happen, so
2351 * put this in a a workaround to clean up the golem pointer.
2352 */
2353 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2354 op->contr->ranges[range_golem] = 0;
2355 2240
2356 /* 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
2357 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2358 * called, so we recheck it here. 2243 * called, so we recheck it here.
2359 */ 2244 */
2360 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2245 if (op->contr->ns->handle_command ())
2361 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2362 ;
2363
2364 if (op->speed_left < 0)
2365 return 0; 2246 return true;
2366 2247
2367 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2368 {
2369 /* All move commands take 1 tick, at least for now */
2370 op->speed_left--;
2371
2372 /* Instead of all the stuff below, let move_player take care
2373 * of it. Also, some of the skill stuff is only put in
2374 * there, as well as the confusion stuff.
2375 */
2376 move_player (op, op->direction); 2249 return move_player (op, op->direction);
2377 if (op->speed_left > 0)
2378 return 1;
2379 else
2380 return 0;
2381 }
2382 2250
2383 return 0; 2251 return false;
2384} 2252}
2385 2253
2386int 2254int
2387save_life (object *op) 2255save_life (object *op)
2388{ 2256{
2390 return 0; 2258 return 0;
2391 2259
2392 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2393 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2394 { 2262 {
2395 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2396 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));
2397 2265
2398 if (op->contr) 2266 if (op->contr)
2399 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2400 2268
2420/* 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
2421 * 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
2422 * 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
2423 * from. 2291 * from.
2424 */ 2292 */
2425void 2293static void
2426remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2427{ 2295{
2428 object *next;
2429
2430 while (op) 2296 while (op)
2431 { 2297 {
2432 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' */
2433 * we remove object 'op' 2299
2434 */
2435 if (QUERY_FLAG (op, FLAG_UNPAID)) 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2436 { 2301 {
2437 op->remove ();
2438 op->x = env->x;
2439 op->y = env->y;
2440 if (env->type == PLAYER) 2302 if (env->type == PLAYER)
2441 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2442 insert_ob_in_map (op, env->map, NULL, 0); 2304
2305 op->insert_at (env);
2443 } 2306 }
2444 else if (op->inv) 2307 else if (op->inv)
2445 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2446 2309
2447 op = next; 2310 op = next;
2448 } 2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2449} 2319}
2450 2320
2451/* 2321/*
2452 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2453 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2503 int rate_grace = 2000; 2373 int rate_grace = 2000;
2504 const int max_hp = 1; 2374 const int max_hp = 1;
2505 const int max_sp = 1; 2375 const int max_sp = 1;
2506 const int max_grace = 1; 2376 const int max_grace = 1;
2507 2377
2508 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--;
2509 { 2387 }
2510 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2511 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2389 {
2512 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 }
2513 } 2395 }
2514 2396
2515 if (op->contr->ns->state == ST_PLAYING) 2397 if (op->contr->ns->state == ST_PLAYING)
2516 { 2398 {
2517 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2536 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2537 else 2419 else
2538 { 2420 {
2539 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2540 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2541 }
2542
2543 /* Regenerate Spell Points */
2544 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2545 {
2546 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2547 if (op->stats.sp < op->stats.maxsp)
2548 {
2549 op->stats.sp++;
2550 /* dms do not consume food */
2551 if (!QUERY_FLAG (op, FLAG_WIZ))
2552 {
2553 op->stats.food--;
2554 if (op->contr->digestion < 0)
2555 op->stats.food += op->contr->digestion;
2556 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2557 op->stats.food = last_food;
2558 }
2559 }
2560
2561 if (max_sp > 1)
2562 {
2563 over_sp = (gen_sp + 10) / rate_sp;
2564 if (over_sp > 0)
2565 {
2566 if (op->stats.sp < op->stats.maxsp)
2567 {
2568 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2569
2570 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2571 op->stats.sp--;
2572
2573 if (op->stats.sp > op->stats.maxsp)
2574 op->stats.sp = op->stats.maxsp;
2575 }
2576 op->last_sp = 0;
2577 }
2578 else
2579 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2580 }
2581 else
2582 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2583 } 2423 }
2584 2424
2585 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2586 /* 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. */
2587 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2608 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);
2609 } 2449 }
2610 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2611 } 2451 }
2612 2452
2453 if (op->stats.food > 0)
2454 {
2613 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2614 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2615 {
2616 if (op->stats.hp < op->stats.maxhp)
2617 { 2457 {
2618 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2619 /* dms do not consume food */ 2459
2620 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2621 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2622 op->stats.food--; 2467 op->stats.food--;
2468
2623 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2624 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2625 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))
2626 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2627 } 2474 }
2628 }
2629 2475
2630 if (max_hp > 1) 2476 if (max_sp > 1)
2631 {
2632 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2633 if (over_hp > 0)
2634 { 2477 {
2635 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
2636 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);
2637 } 2496 }
2638 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)
2639 { 2505 {
2640 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 }
2641 } 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);
2642 } 2531 }
2643 else 2532 else
2644 {
2645 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);
2646 } 2534 }
2647 } 2535 }
2648 2536
2649 /* Digestion */ 2537 /* Digestion */
2650 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2651 { 2539 {
2652#ifdef COZY_SERVER 2540 int bonus = max (0, op->contr->digestion),
2653 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2541 penalty = max (0, -op->contr->digestion);
2654 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2655#else
2656 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2657#endif
2658 2542
2659 if (op->contr->gen_hp > 0)
2660 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);
2661 else
2662 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2663 2544
2664 /* dms do not consume food */ 2545 /* dms do not consume food */
2665 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2666 op->stats.food--; 2547 op->stats.food--;
2667 } 2548 }
2694 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.");
2695 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2696 } 2577 }
2697 } 2578 }
2698 2579
2699 while (op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0)
2700 op->stats.food++, op->stats.hp--; 2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2701 2585
2702 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2703 kill_player (op); 2587 kill_player (op);
2704 } 2588 }
2705} 2589}
2710 * file. 2594 * file.
2711 */ 2595 */
2712void 2596void
2713kill_player (object *op) 2597kill_player (object *op)
2714{ 2598{
2599 int x, y;
2715 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2716 int x, y;
2717
2718 //int i;
2719 maptile *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2720
2721 /* int z;
2722 int num_stats_lose;
2723 int lost_a_stat;
2724 int lose_this_stat;
2725 int this_stat; */
2726 int will_kill_again; 2602 int will_kill_again;
2727 archetype *at; 2603 archetype *at;
2728 object *tmp; 2604 object *tmp;
2729 2605
2730 if (save_life (op)) 2606 if (save_life (op))
2731 return; 2607 return;
2732
2733 2608
2734 /* 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
2735 * 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.
2736 * Look at op_on_battleground() for more info --AndreasV 2611 * Look at op_on_battleground() for more info --AndreasV
2737 */ 2612 */
2740 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!");
2741 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...");
2742 2617
2743 /* restore player */ 2618 /* restore player */
2744 at = archetype::find ("poisoning"); 2619 at = archetype::find ("poisoning");
2745 tmp = present_arch_in_ob (at, op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2746 if (tmp)
2747 { 2621 {
2748 tmp->destroy (); 2622 tmp->destroy ();
2749 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2623 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2750 } 2624 }
2751 2625
2752 at = archetype::find ("confusion"); 2626 at = archetype::find ("confusion");
2753 tmp = present_arch_in_ob (at, op); 2627 if (object *tmp = present_arch_in_ob (at, op))
2754 if (tmp)
2755 { 2628 {
2756 tmp->destroy (); 2629 tmp->destroy ();
2757 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2758 } 2631 }
2759 2632
2760 cure_disease (op, 0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
2761 op->stats.hp = op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
2762 if (op->stats.food <= 0) 2635 if (op->stats.food <= 0)
2763 op->stats.food = 999; 2636 op->stats.food = 999;
2764 2637
2765 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
2766 tmp = arch_to_object (archetype::find ("finger")); 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
2767 if (tmp != NULL)
2768 { 2640 {
2769 sprintf (buf, "%s's finger", &op->name); 2641 tmp->name = format ("%s's finger" , &op->name);
2770 tmp->name = buf; 2642 tmp->name_pl = format ("%s's fingers", &op->name);
2771 sprintf (buf, " This finger has been cut off %s\n" 2643 tmp->msg = format (
2772 " 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",
2773 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2774 tmp->msg = buf; 2646 );
2775 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2647 tmp->value = 0, tmp->type = 0;
2776 tmp->materialname = NULL; 2648 tmp->materialname = "organics";
2777 tmp->x = op->x, tmp->y = op->y; 2649 tmp->insert_at (op, tmp);
2778 insert_ob_in_map (tmp, op->map, op, 0);
2779 } 2650 }
2780 2651
2781 /* teleport defeated player to new destination */ 2652 /* teleport defeated player to new destination */
2782 transfer_ob (op, x, y, 0, NULL); 2653 transfer_ob (op, x, y, 0, NULL);
2783 op->contr->braced = 0; 2654 op->contr->braced = 0;
2787 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2788 2659
2789 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2790 2661
2791 if (op->stats.food < 0) 2662 if (op->stats.food < 0)
2792 {
2793 if (op->contr->explore)
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797 op->stats.food = 999;
2798 return;
2799 }
2800 sprintf (buf, "%s starved to death.", &op->name);
2801 strcpy (op->contr->killer, "starvation"); 2663 strcpy (op->contr->killer, "starvation");
2802 } 2664
2803 else 2665 op->contr->play_sound (sound_find ("player_dies"));
2804 {
2805 if (op->contr->explore)
2806 {
2807 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2808 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2809 op->stats.hp = op->stats.maxhp;
2810 return;
2811 }
2812 sprintf (buf, "%s died.", &op->name);
2813 }
2814 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2815 2666
2816 /* save the map location for corpse, gravestone */ 2667 /* save the map location for corpse, gravestone */
2817 x = op->x; 2668 x = op->x;
2818 y = op->y; 2669 y = op->y;
2819 map = op->map; 2670 map = op->map;
2820
2821 2671
2822 /* NOT_PERMADEATH code. This basically brings the character back to 2672 /* NOT_PERMADEATH code. This basically brings the character back to
2823 * 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.
2824 * 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.
2825 */ 2675 */
2842 num_stats_lose = 1; 2692 num_stats_lose = 1;
2843 else 2693 else
2844 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2694 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2845 } 2695 }
2846 else 2696 else
2847 {
2848 num_stats_lose = 1; 2697 num_stats_lose = 1;
2849 } 2698
2850 lost_a_stat = 0; 2699 lost_a_stat = 0;
2851 2700
2852 for (z = 0; z < num_stats_lose; z++) 2701 for (z = 0; z < num_stats_lose; z++)
2853 { 2702 {
2854 i = RANDOM () % NUM_STATS; 2703 i = RANDOM () % NUM_STATS;
2984 { 2833 {
2985 tmp->destroy (); 2834 tmp->destroy ();
2986 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2987 } 2836 }
2988 2837
2989 cure_disease (op, 0); /* remove any disease */ 2838 cure_disease (op, 0, 0); /* remove any disease */
2990 2839
2991 /*add_exp(op, (op->stats.exp * -0.20)); */ 2840 /*add_exp(op, (op->stats.exp * -0.20)); */
2992 apply_death_exp_penalty (op); 2841 apply_death_exp_penalty (op);
2993 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2994 op->stats.food = 900; 2843 op->stats.food = 900;
2995 op->stats.hp = op->stats.maxhp; 2844 op->stats.hp = op->stats.maxhp;
2996 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2845 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2997 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2846 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2998 2847
2999 /* 2848 /*
3000 * Check to see if the player is in a shop. IF so, then check to see if
3001 * 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
3002 * in the map. 2850 * and put them back in the map.
3003 */ 2851 */
3004 2852 op->drop_unpaid_items ();
3005 if (is_in_shop (op))
3006 remove_unpaid_objects (op->inv, op);
3007 2853
3008 /****************************************/ 2854 /****************************************/
3009 /* */ 2855 /* */
3010 /* Move player to his current respawn- */ 2856 /* Move player to his current respawn- */
3011 /* position (usually last savebed) */ 2857 /* position (usually last savebed) */
3012 /* */ 2858 /* */
3013 /****************************************/ 2859 /****************************************/
3014 2860
3015 enter_player_savebed (op); 2861 enter_player_savebed (op);
3016 2862
3017 /* Save the player before inserting the force to reduce
3018 * chance of abuse.
3019 */
3020 op->contr->braced = 0; 2863 op->contr->braced = 0;
3021 op->contr->save ();
3022 2864
3023 /* it is possible that the player has blown something up 2865 /* it is possible that the player has blown something up
3024 * at his savebed location, and that can have long lasting 2866 * at his savebed location, and that can have long lasting
3025 * spell effects. So first see if there is a spell effect 2867 * spell effects. So first see if there is a spell effect
3026 * on the space that might harm the player. 2868 * on the space that might harm the player.
3035 object *force; 2877 object *force;
3036 int at; 2878 int at;
3037 2879
3038 force = get_archetype (FORCE_NAME); 2880 force = get_archetype (FORCE_NAME);
3039 /* 50 ticks should be enough time for the spell to abate */ 2881 /* 50 ticks should be enough time for the spell to abate */
3040 force->speed = 0.1; 2882 force->speed = 0.1f;
3041 force->speed_left = -5.0; 2883 force->speed_left = -5.f;
3042 SET_FLAG (force, FLAG_APPLIED); 2884 SET_FLAG (force, FLAG_APPLIED);
3043 for (at = 0; at < NROFATTACKS; at++) 2885 for (at = 0; at < NROFATTACKS; at++)
3044 if (will_kill_again & (1 << at)) 2886 if (will_kill_again & (1 << at))
3045 force->resist[at] = 100; 2887 force->resist[at] = 100;
3046 2888
3055void 2897void
3056loot_object (object *op) 2898loot_object (object *op)
3057{ /* Grab and destroy some treasure */ 2899{ /* Grab and destroy some treasure */
3058 object *tmp, *tmp2, *next; 2900 object *tmp, *tmp2, *next;
3059 2901
3060 if (op->container) 2902 op->close_container (); /* close open sack first */
3061 esrv_apply_container (op, op->container); /* close open sack first */
3062 2903
3063 for (tmp = op->inv; tmp; tmp = next) 2904 for (tmp = op->inv; tmp; tmp = next)
3064 { 2905 {
3065 next = tmp->below; 2906 next = tmp->below;
3066 2907
3067 if (tmp->invisible) 2908 if (tmp->invisible)
3068 continue; 2909 continue;
3069 2910
3070 tmp->remove (); 2911 tmp->remove ();
3071 tmp->x = op->x, tmp->y = op->y; 2912 tmp->x = op->x, tmp->y = op->y;
2913
3072 if (tmp->type == CONTAINER) 2914 if (tmp->type == CONTAINER)
3073 { /* empty container to ground */ 2915 loot_object (tmp); /* empty container to ground */
3074 loot_object (tmp); 2916
3075 }
3076 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))))
3077 { 2918 {
3078 if (tmp->nrof > 1) 2919 if (tmp->nrof > 1)
3079 { 2920 {
3080 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2921 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3081 tmp2->destroy (); 2922 tmp2->destroy ();
3092/* 2933/*
3093 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3094 * 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
3095 * was changed. 2936 * was changed.
3096 */ 2937 */
3097
3098void 2938void
3099fix_weight (void) 2939fix_weight (void)
3100{ 2940{
3101 for (player *pl = first_player; pl; pl = pl->next) 2941 for_all_players (pl)
3102 { 2942 {
3103 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2943 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3104 2944
3105 if (old == sum) 2945 if (old == sum)
3106 continue; 2946 continue;
3110} 2950}
3111 2951
3112void 2952void
3113fix_luck (void) 2953fix_luck (void)
3114{ 2954{
3115 for (player *pl = first_player; pl; pl = pl->next) 2955 for_all_players (pl)
3116 if (!pl->ob->contr->ns->state) 2956 if (!pl->ob->contr->ns->state)
3117 pl->ob->change_luck (0); 2957 pl->ob->change_luck (0);
3118} 2958}
3119 2959
3120/* cast_dust() - handles op throwing objects of type 'DUST'. 2960/* cast_dust() - handles op throwing objects of type 'DUST'.
3157void 2997void
3158make_visible (object *op) 2998make_visible (object *op)
3159{ 2999{
3160 op->hide = 0; 3000 op->hide = 0;
3161 op->invisible = 0; 3001 op->invisible = 0;
3002
3162 if (op->type == PLAYER) 3003 if (op->type == PLAYER)
3163 { 3004 {
3164 op->contr->tmp_invis = 0; 3005 op->contr->tmp_invis = 0;
3165 op->contr->invis_race = 0; 3006 op->contr->invis_race = 0;
3166 } 3007 }
3008
3167 update_object (op, UP_OBJ_FACE); 3009 update_object (op, UP_OBJ_CHANGE);
3168} 3010}
3169 3011
3170int 3012int
3171is_true_undead (object *op) 3013is_true_undead (object *op)
3172{ 3014{
3173 object *tmp = NULL;
3174
3175 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3015 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3176 return 1; 3016 return 1;
3177 3017
3178 return 0; 3018 return 0;
3179} 3019}
3180 3020
3181/* look at the surrounding terrain to determine 3021/* look at the surrounding terrain to determine
3182 * the hideability of this object. Positive levels 3022 * the hideability of this object. Positive levels
3183 * indicate greater hideability. 3023 * indicate greater hideability.
3184 */ 3024 */
3185
3186int 3025int
3187hideability (object *ob) 3026hideability (object *ob)
3188{ 3027{
3189 int i, level = 0, mflag; 3028 int i, level = 0, mflag;
3190 sint16 x, y; 3029 sint16 x, y;
3224/* For Hidden creatures - a chance of becoming 'unhidden' 3063/* For Hidden creatures - a chance of becoming 'unhidden'
3225 * every time they move - as we subtract off 'invisibility' 3064 * every time they move - as we subtract off 'invisibility'
3226 * AND, for players, if they move into a ridiculously unhideable 3065 * AND, for players, if they move into a ridiculously unhideable
3227 * spot (surrounded by clear terrain in broad daylight). -b.t. 3066 * spot (surrounded by clear terrain in broad daylight). -b.t.
3228 */ 3067 */
3229
3230void 3068void
3231do_hidden_move (object *op) 3069do_hidden_move (object *op)
3232{ 3070{
3233 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3234 object *skop; 3072 object *skop;
3238 3076
3239 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3077 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3240 3078
3241 /* 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! */
3242 if (op->type == PLAYER && op->contr->run_on) 3080 if (op->type == PLAYER && op->contr->run_on)
3243 {
3244 if (!skop || num >= skop->level) 3081 if (!skop || num >= skop->level)
3245 { 3082 {
3246 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!");
3247 make_visible (op); 3084 make_visible (op);
3248 return; 3085 return;
3249 } 3086 }
3250 else 3087 else
3251 num += 20; 3088 num += 20;
3252 } 3089
3253 num += op->map->difficulty; 3090 num += op->map->difficulty;
3254 hide = hideability (op); /* modify by terrain hidden level */ 3091 hide = hideability (op); /* modify by terrain hidden level */
3255 num -= hide; 3092 num -= hide;
3093
3256 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3094 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3257 { 3095 {
3258 make_visible (op); 3096 make_visible (op);
3259 if (op->type == PLAYER) 3097 if (op->type == PLAYER)
3260 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!");
3261 } 3099 }
3262 else if (op->type == PLAYER && skop) 3100 else if (op->type == PLAYER && skop)
3263 {
3264 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);
3265 }
3266} 3102}
3267 3103
3268/* determine if who is standing near a hostile creature. */ 3104/* determine if who is standing near a hostile creature. */
3269 3105
3270int 3106int
3318 * object op. This function works fine for monsters, 3154 * object op. This function works fine for monsters,
3319 * 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
3320 * a pile (say a coin under a table would return "viewable" 3156 * a pile (say a coin under a table would return "viewable"
3321 * by this routine). Another question, should we be 3157 * by this routine). Another question, should we be
3322 * concerned with the direction the player is looking 3158 * concerned with the direction the player is looking
3323 * in? Realistically, most of use cant see stuff behind 3159 * in? Realistically, most of us can't see stuff behind
3324 * our backs...on the other hand, does the "facing" direction 3160 * our backs...on the other hand, does the "facing" direction
3325 * imply the way your head, or body is facing? Its possible 3161 * imply the way your head, or body is facing? It's possible
3326 * 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.
3327 * -b.t. 3163 * -b.t.
3328 * This function is now map tiling safe. 3164 * This function is now map tiling safe.
3329 */ 3165 */
3330
3331int 3166int
3332player_can_view (object *pl, object *op) 3167player_can_view (object *pl, object *op)
3333{ 3168{
3334 rv_vector rv; 3169 rv_vector rv;
3335 int dx, dy; 3170 int dx, dy;
3337 if (pl->type != PLAYER) 3172 if (pl->type != PLAYER)
3338 { 3173 {
3339 LOG (llevError, "player_can_view() called for non-player object\n"); 3174 LOG (llevError, "player_can_view() called for non-player object\n");
3340 return -1; 3175 return -1;
3341 } 3176 }
3177
3342 if (!pl || !op) 3178 if (!pl || !op)
3343 return 0; 3179 return 0;
3344 3180
3345 if (op->head)
3346 {
3347 op = op->head; 3181 op = op->head_ ();
3348 } 3182
3349 get_rangevector (pl, op, &rv, 0x1); 3183 get_rangevector (pl, op, &rv, 0x1);
3350 3184
3351 /* starting with the 'head' part, lets loop 3185 /* starting with the 'head' part, lets loop
3352 * through the object and find if it has any 3186 * through the object and find if it has any
3353 * part that is in the los array but isnt on 3187 * part that is in the los array but isn't on
3354 * a blocked los square. 3188 * a blocked los square.
3355 * we use the archetype to figure out offsets. 3189 * we use the archetype to figure out offsets.
3356 */ 3190 */
3357 while (op) 3191 while (op)
3358 { 3192 {
3359 dx = rv.distance_x + op->arch->clone.x; 3193 dx = rv.distance_x + op->arch->x;
3360 dy = rv.distance_y + op->arch->clone.y; 3194 dy = rv.distance_y + op->arch->y;
3361 3195
3362 /* only the viewable area the player sees is updated by LOS 3196 /* only the viewable area the player sees is updated by LOS
3363 * 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
3364 * for any meaningful values. 3198 * for any meaningful values.
3365 */ 3199 */
3366 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3200 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3367 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3201 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3368 !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)])
3369 return 1; 3203 return 1;
3204
3370 op = op->more; 3205 op = op->more;
3371 } 3206 }
3207
3372 return 0; 3208 return 0;
3373} 3209}
3374 3210
3375/* routine for both players and monsters. We call this when 3211/* routine for both players and monsters. We call this when
3376 * there is a possibility for our action distrubing our hiding 3212 * there is a possibility for our action distrubing our hiding
3379 * return 0. 3215 * return 0.
3380 */ 3216 */
3381int 3217int
3382action_makes_visible (object *op) 3218action_makes_visible (object *op)
3383{ 3219{
3384
3385 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3386 { 3221 {
3387 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3388 return 0; 3223 return 0;
3389 3224
3395 { 3230 {
3396 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");
3397 return 1; 3232 return 1;
3398 } 3233 }
3399 } 3234 }
3235
3400 return 0; 3236 return 0;
3401} 3237}
3402 3238
3403/* op_on_battleground - checks if the given object op (usually 3239/* op_on_battleground - checks if the given object op (usually
3404 * a player) is standing on a valid battleground-tile, 3240 * a player) is standing on a valid battleground-tile,
3409 * 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
3410 */ 3246 */
3411int 3247int
3412op_on_battleground (object *op, int *x, int *y) 3248op_on_battleground (object *op, int *x, int *y)
3413{ 3249{
3414 object *tmp;
3415
3416 /* A battleground-tile needs the following attributes to be valid: 3250 /* A battleground-tile needs the following attributes to be valid:
3417 * 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),
3418 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3252 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3419 * and the exit-coordinates sp/hp must both be > 0. 3253 * and the exit-coordinates sp/hp must both be > 0.
3420 * => The intention here is to prevent abuse of the battleground- 3254 * => The intention here is to prevent abuse of the battleground-
3421 * feature (like pickable or hidden battleground tiles). */ 3255 * feature (like pickable or hidden battleground tiles). */
3422 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3256 for (object *tmp = op->below; tmp; tmp = tmp->below)
3423 { 3257 {
3424 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3425 { 3259 {
3426 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3427 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))
3428 { 3264 {
3429 /*before we assign the exit, check if this is a teambattle */ 3265 /* before we assign the exit, check if this is a teambattle */
3430 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))
3431 { 3267 {
3432 object *invtmp;
3433
3434 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3435 { 3269 {
3436 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3437 { 3271 {
3438 if (x != NULL && y != NULL) 3272 if (x && y)
3439 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274
3440 return 1; 3275 return 1;
3441 } 3276 }
3442 } 3277 }
3443 } 3278 }
3279
3444 if (x != NULL && y != NULL) 3280 if (x && y)
3445 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282
3446 return 1; 3283 return 1;
3447 } 3284 }
3448 } 3285 }
3449 } 3286 }
3287
3450 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3451 return 0; 3289 return 0;
3452} 3290}
3453 3291
3454/* 3292/*
3470 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3471 int i = 0, j = 0; 3309 int i = 0, j = 0;
3472 3310
3473 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3474 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3475 trlist = find_treasurelist ("dragon_ability_fire"); 3313 trlist = treasurelist::find (shstr_dragon_ability_fire);
3476 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3477 trlist = find_treasurelist ("dragon_ability_cold"); 3315 trlist = treasurelist::find (shstr_dragon_ability_cold);
3478 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3479 trlist = find_treasurelist ("dragon_ability_elec"); 3317 trlist = treasurelist::find (shstr_dragon_ability_elec);
3480 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3481 trlist = find_treasurelist ("dragon_ability_poison"); 3319 trlist = treasurelist::find (shstr_dragon_ability_poison);
3482 3320
3483 if (trlist == NULL || who->type != PLAYER) 3321 if (trlist == NULL || who->type != PLAYER)
3484 return; 3322 return;
3485 3323
3486 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++);
3487 3325
3488 if (tr == NULL || tr->item == NULL) 3326 if (!tr || !tr->item)
3489 { 3327 {
3490 /* 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]); */
3491 return; 3329 return;
3492 } 3330 }
3493 3331
3494 /* everything seems okay - now bring on the gift: */ 3332 /* everything seems okay - now bring on the gift: */
3495 item = &(tr->item->clone); 3333 item = tr->item;
3496 3334
3497 if (item->type == SPELL) 3335 if (item->type == SPELL)
3498 { 3336 {
3499 if (check_spell_known (who, item->name)) 3337 if (check_spell_known (who, item->name))
3500 return; 3338 return;
3559 { 3397 {
3560 /* forces in the treasurelist can alter the player's stats */ 3398 /* forces in the treasurelist can alter the player's stats */
3561 object *skin; 3399 object *skin;
3562 3400
3563 /* first get the dragon skin force */ 3401 /* first get the dragon skin force */
3564 shstr_cmp dragon_skin_force ("dragon_skin_force");
3565 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)
3566 ; 3403 ;
3567 3404
3568 if (!skin) 3405 if (!skin)
3569 return; 3406 return;
3570 3407
3618 * not readied. 3455 * not readied.
3619 */ 3456 */
3620void 3457void
3621player_unready_range_ob (player *pl, object *ob) 3458player_unready_range_ob (player *pl, object *ob)
3622{ 3459{
3623 rangetype i; 3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3624 3462
3625 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3463 if (pl->combat_ob == ob)
3626 { 3464 pl->combat_ob = 0;
3465
3627 if (pl->ranges[i] == ob) 3466 if (pl->ranged_ob == ob)
3628 { 3467 pl->ranged_ob = 0;
3629 pl->ranges[i] = NULL;
3630 if (pl->shoottype == i)
3631 {
3632 pl->shoottype = range_none;
3633 }
3634 }
3635 }
3636} 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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