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Comparing deliantra/server/server/player.C (file contents):
Revision 1.60 by root, Sat Dec 23 09:41:55 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 update_ob_speed (ob);
199 224
200 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
208 */
209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
211 226
212 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
214 { 229 {
215 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
216 231
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219
220 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
223 abil = tmp; 235 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
225 skin = tmp; 237 skin = tmp;
226 238
227 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
228 } 240 }
229 241
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237 243
238 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
239 245
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);
240 ob->update_stats (); 271 ob->update_stats ();
272
241 ns->floorbox_update (); 273 ns->floorbox_update ();
242
243 esrv_send_inventory (ob, ob); 274 esrv_send_inventory (ob, ob);
244 esrv_add_spells (this, 0); 275 esrv_add_spells (this, 0);
245 276
246 enter_exit (ob, 0); 277 activate ();
247 278
248 send_rules (ob); 279 send_rules (ob);
249 send_news (ob); 280 send_news (ob);
250 display_motd (ob); 281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
251 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 ();
252} 311}
253 312
254// the need for this function can be explained 313// the need for this function can be explained
255// by load_object not returning the object 314// by load_object not returning the object
256void 315void
257player::set_object (object *op) 316player::set_object (object *op)
258{ 317{
259 ob = op; 318 ob = observe = op;
260 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
261 320
321 ob->speed = 1.0f;
262 ob->speed_left = 0.5; 322 ob->speed_left = 0.5f;
263 ob->speed = 1.0; 323
264 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
265 ob->stats.wc = 2; 325}
266 ob->run_away = 25; /* Then we panick... */
267 326
268 set_first_map (ob); 327void
269 328player::set_observe (object *op)
270 ob->roll_stats (); 329{
330 observe = op ? op : ob;
331 do_los = 1;
271} 332}
272 333
273player::player () 334player::player ()
274{ 335{
275 /* There are some elements we want initialized to non zero value - 336 /* There are some elements we want initialised to non zero value -
276 * we deal with that below this point. 337 * we deal with that below this point.
277 */ 338 */
278 outputs_sync = 16; /* Every 2 seconds */ 339 outputs_sync = 4;
279 outputs_count = 8; /* Keeps present behaviour */ 340 outputs_count = 4;
280 unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
281 342
282 assign (savebed_map, first_map_path); /* Init. respawn position */ 343 savebed_map = first_map_path; /* Init. respawn position */
283 344
284 gen_sp_armour = 10; 345 gen_sp_armour = 10;
285 last_speed = -1;
286 shoottype = range_none;
287 bowtype = bow_normal; 346 bowtype = bow_normal;
288 petmode = pet_normal; 347 petmode = pet_normal;
289 listening = 10; 348 listening = 10;
290 usekeys = containers; 349 usekeys = containers;
291 last_weapon_sp = -1;
292 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
293 do_los = 1; 351 do_los = 1;
294 352
295 /* we need to clear these to -1 and not zero - otherwise, 353 weapon_sp = 1.0f;
296 * if a player quits and starts a new character, we wont 354 weapon_sp_left = 0.5f;
297 * send new values to the client, as things like exp start 355}
298 * at zero.
299 */
300 for (int i = 0; i < NUM_SKILLS; i++)
301 last_skill_exp[i] = -1;
302 356
303 for (int i = 0; i < NROFATTACKS; i++) 357void
304 last_resist[i] = -1; 358player::do_destroy ()
359{
360 disconnect ();
305 361
306 last_stats.exp = -1; 362 attachable::do_destroy ();
307 last_weight = (uint32) - 1; 363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369
370 ob = observe = 0;
308} 371}
309 372
310player::~player () 373player::~player ()
311{ 374{
312 terminate_all_pets (ob);
313
314 if (first_player != this)
315 {
316 player *prev = first_player;
317
318 while (prev && prev->next && prev->next != this)
319 prev = prev->next;
320
321 if (prev->next != this)
322 {
323 LOG (llevError, "Free_player: Can't find previous player.\n");
324 abort ();
325 }
326
327 prev->next = next;
328 }
329 else
330 first_player = next;
331
332 if (ob)
333 {
334 ob->contr = 0;
335 ob->destroy (1);
336 }
337
338 if (ns)
339 {
340 ns->send_packet ("goodbye");
341 ns->flush ();
342 ns->pl = 0;
343 ns->destroy ();
344 }
345
346 /* Clear item stack */ 375 /* Clear item stack */
347 free (stack_items); 376 free (stack_items);
348} 377}
349 378
350/* Tries to add player on the connection passed in ns. 379/* Tries to add player on the connection passed in ns.
355player::create () 384player::create ()
356{ 385{
357 player *pl = new player; 386 player *pl = new player;
358 387
359 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);
360 395
361 return pl; 396 return pl;
362} 397}
363 398
364/* 399/*
367 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
368 */ 403 */
369archetype * 404archetype *
370get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
371{ 406{
372 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
373 408
374 for (;;) 409 for (;;)
375 { 410 {
376 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
377 at = first_archetype; 412 i = archetypes.begin ();
378 else 413 else if (*i == at)
379 at = at->next; 414 cleanup ("not a single player archetype found");
380 415
381 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
382 return at; 417 return *i;
383
384 if (at == start)
385 {
386 LOG (llevError, "No Player archetypes\n");
387 exit (-1);
388 }
389 } 418 }
390} 419}
391 420
392object * 421object *
393get_nearest_player (object *mon) 422get_nearest_player (object *mon)
394{ 423{
395 object *op = NULL; 424 object *op = NULL;
396 player *pl = NULL;
397 objectlink *ol; 425 objectlink *ol;
398 unsigned lastdist; 426 unsigned lastdist;
399 rv_vector rv; 427 rv_vector rv;
400 428
401 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
402 { 430 {
403 /* We should not find free objects on this friendly list, but it
404 * does periodically happen. Given that, lets deal with it.
405 * While unlikely, it is possible the next object on the friendly
406 * list is also free, so encapsulate this in a while loop.
407 */
408 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
409 {
410 object *tmp = ol->ob;
411
412 /* Can't do much more other than log the fact, because the object
413 * itself will have been cleared.
414 */
415 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
416 ol = ol->next;
417 remove_friendly_object (tmp);
418 if (!ol)
419 return op;
420 }
421
422 /* Remove special check for player from this. First, it looks to cause
423 * some crashes (ol->ob->contr not set properly?), but secondly, a more
424 * complicated method of state checking would be needed in any case -
425 * as it was, a clever player could type quit, and the function would
426 * skip them over while waiting for confirmation. Remove
427 * on_same_map check, as can_detect_enemy also does this
428 */
429 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
430 continue; 432 continue;
431 433
432 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
433 { 435 {
434 op = ol->ob; 436 op = ol->ob;
435 lastdist = rv.distance; 437 lastdist = rv.distance;
436 } 438 }
437 } 439 }
438 for (pl = first_player; pl != NULL; pl = pl->next) 440
439 { 441 for_all_players (pl)
440 if (can_detect_enemy (mon, pl->ob, &rv)) 442 if (can_detect_enemy (mon, pl->ob, &rv))
441 {
442
443 if (lastdist > rv.distance) 443 if (lastdist > rv.distance)
444 { 444 {
445 op = pl->ob; 445 op = pl->ob;
446 lastdist = rv.distance; 446 lastdist = rv.distance;
447 } 447 }
448 } 448
449 }
450#if 0 449#if 0
451 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)");
452#endif 451#endif
453 return op; 452 return op;
454} 453}
512 x = mon->x; 511 x = mon->x;
513 y = mon->y; 512 y = mon->y;
514 m = mon->map; 513 m = mon->map;
515 dir = rv.direction; 514 dir = rv.direction;
516 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 */
517 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
518 /* 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. */
519 if (diff > max) 519 if (diff > max)
520 return 0; 520 return 0;
521
521 while (diff > 1 && max > 0) 522 while (diff > 1 && max > 0)
522 { 523 {
523 lastx = x; 524 lastx = x;
524 lasty = y; 525 lasty = y;
525 lastmap = m; 526 lastmap = m;
607 max--; 608 max--;
608 lastdir = dir; 609 lastdir = dir;
609 if (!firstdir) 610 if (!firstdir)
610 firstdir = dir; 611 firstdir = dir;
611 } 612 }
613
612 if (diff <= 1) 614 if (diff <= 1)
613 { 615 {
614 /* Recalculate diff (distance) because we may not have actually 616 /* Recalculate diff (distance) because we may not have actually
615 * headed toward player for entire distance. 617 * headed toward player for entire distance.
616 */ 618 */
617 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
618 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));
619 } 621 }
622
620 if (diff > max) 623 if (diff > max)
621 return 0; 624 return 0;
622 } 625 }
626
623 /* 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 */
624 if (!max) 628 if (!max)
625 return 0; 629 return 0;
626 630
627 return firstdir; 631 return firstdir;
741roll_stat (void) 745roll_stat (void)
742{ 746{
743 int a[4], i, j, k; 747 int a[4], i, j, k;
744 748
745 for (i = 0; i < 4; i++) 749 for (i = 0; i < 4; i++)
746 a[i] = (int) RANDOM () % 6 + 1; 750 a[i] = (int) rndm (6) + 1;
747 751
748 for (i = 0, j = 0, k = 7; i < 4; i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
749 if (a[i] < k) 753 if (a[i] < k)
750 k = a[i], j = i; 754 k = a[i], j = i;
751 755
757} 761}
758 762
759void 763void
760object::roll_stats () 764object::roll_stats ()
761{ 765{
762 int statsort [7]; 766 int statsort [NUM_STATS];
763 767
764 for (;;) 768 for (;;)
765 { 769 {
766 int sum = 0; 770 int sum = 0;
767 for (int i = 7; i--; ) 771 for (int i = NUM_STATS; i--; )
768 sum += statsort [i] = roll_stat (); 772 sum += statsort [i] = roll_stat ();
769 773
770 if (sum >= 82 && sum <= 116) 774 if (sum >= 82 && sum <= 116)
771 break; 775 break;
772 } 776 }
773 777
774 // Sort the stats so that rerolling is easier... 778 // Sort the stats so that rerolling is easier...
775 std::sort (statsort, statsort + 7, std::greater<int>()); 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
776 780
781 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Str = statsort[0]; 782 stats.stat (i) = statsort [i];
778 stats.Dex = statsort[1];
779 stats.Con = statsort[2];
780 stats.Int = statsort[3];
781 stats.Wis = statsort[4];
782 stats.Pow = statsort[5];
783 stats.Cha = statsort[6];
784 783
785 stats.exp = 0; 784 stats.exp = 0;
786 stats.ac = 0; 785 stats.ac = 0;
787 786
788 stats.hp = stats.maxhp; 787 stats.hp = stats.maxhp;
800} 799}
801 800
802void 801void
803object::swap_stats (int a, int b) 802object::swap_stats (int a, int b)
804{ 803{
805 int tmp = get_attr_value (&contr->orig_stats, a); 804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
806 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
807 set_attr_value (&contr->orig_stats, b, tmp);
808 805
806 for (int i = 0; i < NUM_STATS; ++i)
809 stats.Str = contr->orig_stats.Str; 807 stats.stat (i) = contr->orig_stats.stat (i);
810 stats.Dex = contr->orig_stats.Dex;
811 stats.Con = contr->orig_stats.Con;
812 stats.Int = contr->orig_stats.Int;
813 stats.Wis = contr->orig_stats.Wis;
814 stats.Pow = contr->orig_stats.Pow;
815 stats.Cha = contr->orig_stats.Cha;
816 808
817 //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,
818 // be merged with the similar code in roll_stats 810 // be merged with the similar code in roll_stats
819 stats.ac = 0; 811 stats.ac = 0;
820 812
832 contr->levsp[1] = 6; 824 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3; 825 contr->levgrace[1] = 3;
834 826
835 contr->orig_stats = stats; 827 contr->orig_stats = stats;
836 } 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, " ");
837} 840}
838 841
839/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
840 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
841 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
842 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
843 * not the class. 846 * not the class.
844 */ 847 */
845int 848void
846key_change_class (object *op, char key) 849player::chargen_race_done ()
847{ 850{
848 int tmp_loop;
849
850 if (key == 'd' || key == 'D')
851 {
852 char buf[MAX_BUF];
853
854 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
855 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
856 853
857 treasurelist *tl = find_treasurelist ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
858 if (tl) 855 if (tl)
859 create_treasure (tl, op, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
860 857
861 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
862 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
863 860
864 op->contr->ns->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
865 862
866 if (op->msg) 863 if (ob->msg)
867 op->msg = NULL; 864 ob->msg = 0;
868 865
869 /* 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
870 * to save here. 867 * to save here.
871 */ 868 */
869 {
870 char buf[MAX_BUF];
872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
873 make_path_to_file (buf); 872 make_path_to_file (buf);
873 }
874 874
875#ifdef AUTOSAVE
876 op->contr->last_save_tick = pticks;
877#endif
878 start_info (op); 875 start_info (ob);
879 CLEAR_FLAG (op, FLAG_WIZ); 876 CLEAR_FLAG (ob, FLAG_WIZ);
880 give_initial_items (op, op->randomitems); 877 give_initial_items (ob, ob->randomitems);
881 link_player_skills (op); 878 link_player_skills (ob);
882 esrv_send_inventory (op, op); 879 esrv_send_inventory (ob, ob);
883 op->update_stats (); 880 ob->update_stats ();
884 881
885 /* This moves the player to a different start map, if there 882 /* This moves the player to a different start map, if there
886 * is one for this race 883 * is one for this race
887 */ 884 */
888 if (*first_map_ext_path) 885 if (*first_map_ext_path)
889 { 886 {
890 object *tmp; 887 object *tmp;
891 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
892 889
893 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);
894 tmp = object::create (); 891 tmp = object::create ();
895 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
896 EXIT_X (tmp) = op->x; 893 EXIT_X (tmp) = ob->x;
897 EXIT_Y (tmp) = op->y; 894 EXIT_Y (tmp) = ob->y;
898 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;
899 * if the map isn't there, then stay on the 896 * if the map isn't there, then stay on the
900 * default initial map */ 897 * default initial map */
901 tmp->destroy (); 898 tmp->destroy ();
902 } 899 }
903 else 900 else
904 LOG (llevDebug, "first_map_ext_path not set\n"); 901 LOG (llevDebug, "first_map_ext_path not set\n");
902}
905 903
906 return 0; 904void
907 } 905player::chargen_race_next ()
908 906{
909 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
910 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
911 */ 909 */
912 910
913 tmp_loop = 0; 911 do
914 while (!tmp_loop)
915 { 912 {
916 shstr name = op->name; 913 shstr name = ob->name;
917 int x = op->x, y = op->y; 914 int x = ob->x, y = ob->y;
918 915
919 op->remove_statbonus (); 916 ob->remove_statbonus ();
920 op->remove (); 917 ob->remove ();
921 op->arch = get_player_archetype (op->arch); 918 ob->arch = get_player_archetype (ob->arch);
922 op->arch->clone.copy_to (op); 919 ob->arch->copy_to (ob);
923 op->instantiate (); 920 ob->instantiate ();
924 op->stats = op->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
925 op->name = op->name_pl = name; 922 ob->name = ob->name_pl = name;
926 op->x = x; 923 ob->x = x;
927 op->y = y; 924 ob->y = y;
928 SET_ANIMATION (op, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
929 insert_ob_in_map (op, op->map, op, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
930 assign (op->contr->title, op->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
931 op->add_statbonus (); 928 ob->add_statbonus ();
932 tmp_loop = allowed_class (op);
933 } 929 }
930 while (!allowed_class (ob));
934 931
935 update_object (op, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
936 esrv_update_item (UPD_FACE, op, op); 933 esrv_update_item (UPD_FACE, ob, ob);
937 op->update_stats (); 934 ob->update_stats ();
938 op->stats.hp = op->stats.maxhp; 935 ob->stats.hp = ob->stats.maxhp;
939 op->stats.sp = op->stats.maxsp; 936 ob->stats.sp = ob->stats.maxsp;
940 op->stats.grace = 0; 937 ob->stats.grace = 0;
941
942 if (op->msg)
943 new_draw_info (NDI_BLUE, 0, op, op->msg);
944
945 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
946 return 0;
947}
948
949int
950key_confirm_quit (object *op, char key)
951{
952 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
953 {
954 op->contr->ns->state = ST_PLAYING;
955 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
956 return 1;
957 }
958
959 INVOKE_PLAYER (LOGOUT, op->contr);
960 INVOKE_PLAYER (QUIT, op->contr);
961
962 terminate_all_pets (op);
963 leave_map (op);
964 op->direction = 0;
965 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
966
967 strcpy (op->contr->killer, "quit");
968 check_score (op);
969 op->contr->party = 0;
970 op->contr->own_title[0] = '\0';
971
972 object_ptr ob = op;
973
974 delete ob->contr;
975
976 /* We need to hunt for any per player unique maps in memory and
977 * get rid of them. The trailing slash in the path is intentional,
978 * so that players named 'Ab' won't match against players 'Abe' pathname
979 */
980 char buf[MAX_BUF];
981 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
982
983 for (maptile *next, *mp = first_map; mp; mp = next)
984 {
985 next = mp->next;
986
987 if (!strncmp (mp->path, buf, strlen (buf)))
988 delete_map (mp);
989 }
990
991 delete_character (ob->name, 1);
992
993 return 1;
994} 938}
995 939
996void 940void
997flee_player (object *op) 941flee_player (object *op)
998{ 942{
1045 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1046 CLEAR_FLAG (op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1047 op->enemy = NULL; 991 op->enemy = NULL;
1048} 992}
1049 993
1050
1051/* 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.
1052 * 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
1053 * stop. 996 * stop.
1054 */ 997 */
1055int 998int
1056check_pick (object *op) 999check_pick (object *op)
1057{ 1000{
1058 object *tmp, *next; 1001 object *tmp, *next;
1059 int stop = 0; 1002 int stop = 0;
1060 int j, k, wvratio; 1003 int wvratio;
1061 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1062 1005
1063 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1064 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1065 return 1; 1008 return 1;
1066 1009
1134 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1136 &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))));
1137 else 1080 else
1138 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1139 &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))));
1140 1083
1141 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1142 } 1085 }
1143 1086
1144 /* philosophy: 1087 /* philosophy:
1219 pick_up (op, tmp); 1162 pick_up (op, tmp);
1220 continue; 1163 continue;
1221 } 1164 }
1222 1165
1223 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1224 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1225 { 1168 {
1226 pick_up (op, tmp); 1169 pick_up (op, tmp);
1227 continue; 1170 continue;
1228 } 1171 }
1229 1172
1337 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1338 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1339 { 1282 {
1340 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1341 { 1284 {
1342 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 &&
1343 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1344 { 1287 {
1345 pick_up (op, tmp); 1288 pick_up (op, tmp);
1346 continue; 1289 continue;
1347 } 1290 }
1348 } 1291 }
1349 1292
1350 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1351 { 1294 {
1352 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)
1353 { 1296 {
1354 pick_up (op, tmp); 1297 pick_up (op, tmp);
1355 continue; 1298 continue;
1356 } 1299 }
1357 } 1300 }
1382 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1383 { 1326 {
1384 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1385 } 1328 }
1386 else 1329 else
1387 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1388 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1389 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))));
1390#endif 1333#endif
1391 continue; 1334 continue;
1392 } 1335 }
1403 * found object is returned. 1346 * found object is returned.
1404 */ 1347 */
1405object * 1348object *
1406find_arrow (object *op, const char *type) 1349find_arrow (object *op, const char *type)
1407{ 1350{
1408 object *tmp = NULL; 1351 object *tmp = 0;
1409 1352
1410 for (op = op->inv; op; op = op->below) 1353 for (op = op->inv; op; op = op->below)
1411 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))
1412 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1413 else if (op->type == ARROW && op->race == type) 1356 else if (op->type == ARROW && op->race == type)
1414 return op; 1357 return op;
1358
1415 return tmp; 1359 return tmp;
1416} 1360}
1417 1361
1418/* 1362/*
1419 * 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
1420 * 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
1421 * 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
1422 * 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.
1423 */ 1367 */
1424
1425object * 1368object *
1426find_better_arrow (object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1427{ 1370{
1428 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1429 int attacknum, attacktype, betterby = 0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1462 else 1405 else
1463 { 1406 {
1464 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1465 { 1408 {
1466 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1467 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1468 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)
1469 { 1412 {
1470 tmp = arrow; 1413 tmp = arrow;
1471 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;
1472 } 1415 }
1473 } 1416 }
1474 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1475 { 1418 {
1476 tmp = arrow; 1419 tmp = arrow;
1495 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1496 * op = the shooter 1439 * op = the shooter
1497 * type = bow->race 1440 * type = bow->race
1498 * dir = fire direction 1441 * dir = fire direction
1499 */ 1442 */
1500
1501object * 1443object *
1502pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1503{ 1445{
1504 object *tmp = NULL; 1446 object *tmp = NULL;
1505 maptile *m; 1447 maptile *m;
1570 */ 1512 */
1571int 1513int
1572fire_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)
1573{ 1515{
1574 object *left, *bow; 1516 object *left, *bow;
1575 int bowspeed, mflags; 1517 int mflags;
1576 maptile *m; 1518 maptile *m;
1577 1519
1578 if (!dir) 1520 if (!dir)
1579 { 1521 {
1580 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!");
1581 return 0; 1523 return 0;
1582 } 1524 }
1583 1525
1584 if (op->type == PLAYER) 1526 if (op->contr)
1585 bow = op->contr->ranges[range_bow]; 1527 bow = op->current_weapon;
1586 else 1528 else
1587 { 1529 {
1588 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1589 /* 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
1590 * 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.
1595 if (!bow) 1537 if (!bow)
1596 { 1538 {
1597 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1598 return 0; 1540 return 0;
1599 } 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
1600 } 1550 }
1601 1551
1602 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1603 { 1553 {
1604 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);
1605 return 0; 1555 return 0;
1606 } 1556 }
1607
1608 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1609
1610 /* penalize ROF for bestarrow */
1611 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1612 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1613
1614 if (bowspeed < 1)
1615 bowspeed = 1;
1616 1557
1617 if (arrow == NULL) 1558 if (arrow == NULL)
1618 { 1559 {
1619 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1620 { 1561 {
1621 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1622 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);
1623 /* 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 */
1624 else 1565 else
1625 CLEAR_FLAG (op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1626 return 0; 1568 return 0;
1627 } 1569 }
1628 } 1570 }
1629 1571
1630 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1652 return 0; 1594 return 0;
1653 } 1595 }
1654 1596
1655 arrow->set_owner (op); 1597 arrow->set_owner (op);
1656 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1657
1658 arrow->direction = dir; 1599 arrow->direction = dir;
1659 arrow->x = sx; 1600
1660 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;
1661 1633
1662 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1663 { 1635 {
1664 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1665 op->update_stats ();
1666 }
1667
1668 SET_ANIMATION (arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1670 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL)
1673 arrow->spellarg = strdup (arrow->slaying);
1674
1675 /* Note that this was different for monsters - they got their level
1676 * added to the damage. I think the strength bonus is more proper.
1677 */
1678
1679 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1680
1681 /* update the speed */
1682 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1683 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1684
1685 if (arrow->speed < 1.0)
1686 arrow->speed = 1.0;
1687 update_ob_speed (arrow);
1688 arrow->speed_left = 0;
1689
1690 if (op->type == PLAYER)
1691 {
1692 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1693 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1694 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1695
1696 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;
1697 } 1643 }
1698 else 1644 else
1699 { 1645 {
1700 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1701 arrow->level = op->level; 1646 arrow->level = op->level;
1702 } 1647 arrow->stats.wc -= bow->magic;
1703 1648
1704 if (arrow->attacktype == AT_PHYSICAL) 1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1705 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1706 1654
1707 if (bow->slaying) 1655 wc -= arrow->level;
1708 arrow->slaying = bow->slaying; 1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1709 1657
1710 arrow->map = m; 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1711 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1712 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1713 1661
1714 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1715 insert_ob_in_map (arrow, m, op, 0); 1663 m->insert (arrow, sx, sy, op);
1716 1664
1717 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1718 move_arrow (arrow); 1666 move_arrow (arrow);
1719 1667
1720 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1740{ 1688{
1741 int ret = 0, wcmod = 0; 1689 int ret = 0, wcmod = 0;
1742 1690
1743 if (op->contr->bowtype == bow_bestarrow) 1691 if (op->contr->bowtype == bow_bestarrow)
1744 { 1692 {
1745 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);
1746 } 1694 }
1747 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)
1748 { 1696 {
1749 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1750 wcmod = -1; 1698 wcmod = -1;
1699
1751 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);
1752 } 1701 }
1753 else if (op->contr->bowtype == bow_threewide) 1702 else if (op->contr->bowtype == bow_threewide)
1754 { 1703 {
1755 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);
1759 else if (op->contr->bowtype == bow_spreadshot) 1708 else if (op->contr->bowtype == bow_spreadshot)
1760 { 1709 {
1761 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);
1762 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);
1763 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);
1764
1765 } 1713 }
1766 else 1714 else
1767 { 1715 {
1768 /* Simple case */ 1716 /* Simple case */
1769 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);
1770 } 1718 }
1719
1771 return ret; 1720 return ret;
1772} 1721}
1773
1774 1722
1775/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1776 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1777 */ 1725 */
1778void 1726void
1779fire_misc_object (object *op, int dir) 1727fire_misc_object (object *op, int dir)
1780{ 1728{
1781 object *item; 1729 object *item = op->contr->ranged_ob;
1782 1730
1783 if (!op->contr->ranges[range_misc]) 1731 if (!item)
1784 { 1732 {
1785 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.");
1786 return; 1734 return;
1787 } 1735 }
1788 1736
1789 item = op->contr->ranges[range_misc];
1790 if (!item->inv) 1737 if (!item->inv)
1791 { 1738 {
1792 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1793 return; 1740 return;
1794 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
1795 if (item->type == WAND) 1746 if (item->type == WAND)
1796 { 1747 {
1797 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
1798 { 1749 {
1799 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
1800 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
1801 return; 1753 return;
1802 } 1754 }
1803 } 1755 }
1804 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
1805 { 1757 {
1806 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))
1807 { 1759 {
1808 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
1809 if (item->type == ROD) 1762 if (item->type == ROD)
1810 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));
1811 else 1764 else
1812 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
1813 return; 1767 return;
1814 } 1768 }
1815 } 1769 }
1816 1770
1817 if (cast_spell (op, item, dir, item->inv, NULL)) 1771 if (cast_spell (op, item, dir, item->inv, NULL))
1824 object *tmp; 1778 object *tmp;
1825 1779
1826 if (item->arch) 1780 if (item->arch)
1827 { 1781 {
1828 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1830 item->speed = 0; 1784 item->set_speed (0);
1831 update_ob_speed (item);
1832 } 1785 }
1786
1833 if ((tmp = item->in_player ())) 1787 if ((tmp = item->in_player ()))
1834 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 1789 }
1836 } 1790 }
1837 else if (item->type == ROD || item->type == HORN) 1791 else if (item->type == ROD || item->type == HORN)
1838 {
1839 drain_rod_charge (item); 1792 drain_rod_charge (item);
1840 }
1841 } 1793 }
1842} 1794}
1843 1795
1844/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1845 */ 1797 */
1846void 1798bool
1847fire (object *op, int dir) 1799fire (object *op, int dir)
1848{ 1800{
1849 int spellcost = 0; 1801 int spellcost = 0;
1850 1802
1851 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1852 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
1853 make_visible (op); 1805 make_visible (op);
1854 1806
1855 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;
1856 { 1813 }
1857 case range_none:
1858 return;
1859 1814
1860 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:
1861 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
1862 return; 1832 break;
1863 1833
1864 case range_magic: /* Casting spells */ 1834 case SPELL:
1865 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);
1866 return; 1836 break;
1867 1837
1868 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:
1869 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
1870 return; 1848 break;
1871
1872 case range_golem: /* Control summoned monsters from scrolls */
1873 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1874 {
1875 op->contr->ranges[range_golem] = 0;
1876 op->contr->shoottype = range_none;
1877 }
1878 else
1879 control_golem (op->contr->ranges[range_golem], dir);
1880 return;
1881
1882 case range_skill:
1883 if (!op->chosen_skill)
1884 {
1885 if (op->type == PLAYER)
1886 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1887 return;
1888 }
1889 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1890 return;
1891 case range_builder:
1892 apply_map_builder (op, dir);
1893 return;
1894 default:
1895 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1896 return;
1897 } 1849 }
1898}
1899 1850
1900 1851 return true;
1852}
1901 1853
1902/* find_key 1854/* find_key
1903 * 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
1904 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
1905 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
1907 * pl is the player, 1859 * pl is the player,
1908 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
1909 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
1910 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
1911 */ 1863 */
1912
1913object * 1864object *
1914find_key (object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
1915{ 1866{
1916 object *tmp, *key; 1867 object *tmp, *key;
1917 1868
1918 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
1919 if (container->inv == NULL) 1870 if (!container->inv)
1920 return NULL; 1871 return 0;
1921 1872
1922 /* 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 */
1923 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
1924 { 1875 {
1925 if (door->type == DOOR && tmp->type == KEY) 1876 if (door->type == DOOR && tmp->type == KEY)
1926 break; 1877 break;
1927 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
1928 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
1929 */ 1880 */
1930 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1931 break; 1882 break;
1932 } 1883 }
1884
1933 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
1934 /* 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.
1935 * 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
1936 * a key, return 1888 * a key, return
1937 */ 1889 */
1938 if (!tmp) 1890 if (!tmp)
1939 { 1891 {
1940 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
1941 { 1893 {
1942 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
1943 if (tmp->type == CONTAINER && tmp->inv) 1895 if (tmp->type == CONTAINER && tmp->inv)
1944 { 1896 {
1945 if ((key = find_key (pl, tmp, door)) != NULL) 1897 if ((key = find_key (pl, tmp, door)))
1946 return key; 1898 return key;
1947 } 1899 }
1948 } 1900 }
1901
1949 if (!tmp) 1902 if (!tmp)
1950 return NULL; 1903 return NULL;
1951 } 1904 }
1905
1952 /* 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,
1953 * see if we actually want to use it 1907 * see if we actually want to use it
1954 */ 1908 */
1955 if (pl != container) 1909 if (pl != container)
1956 { 1910 {
1977 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1978 "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));
1979 return NULL; 1933 return NULL;
1980 } 1934 }
1981 } 1935 }
1936
1982 return tmp; 1937 return tmp;
1983} 1938}
1984 1939
1985/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
1986 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
1988 * 0 otherwise 1943 * 0 otherwise
1989 */ 1944 */
1990static int 1945static int
1991player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
1992{ 1947{
1993 /* 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,
1994 * 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 -
1995 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
1996 */ 1951 */
1997 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
1998 1953
1999 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
2000 if (key) 1955 if (key)
2001 { 1956 {
2002 object *container = key->env; 1957 object *container = key->env;
2003 1958
2004 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2005 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
2006 make_visible (op); 1960 make_visible (op);
1961
2007 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2008 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
1964
2009 if (door->type == DOOR) 1965 if (door->type == DOOR)
2010 {
2011 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 */
2012 }
2013 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
2014 { 1968 {
2015 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);
2016 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
2017 } 1971 }
1972
2018 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2019 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2020 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
2021 if (container != op) 1976 if (container != op)
2022 esrv_update_item (UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
2023 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
2024 } 1980 }
2025 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2026 { 1982 {
2027 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2028 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...");
2029 return 1; 1985 return 1;
2030 } 1986 }
1987
2031 return 0; 1988 return 0;
2032} 1989}
2033 1990
2034/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2035 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2036 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2037 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2038 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2039 */ 1996 */
2040void 1997bool
2041move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2042{ 1999{
2043 object *tmp, *mon;
2044 sint16 nx, ny;
2045 int on_battleground; 2000 int on_battleground;
2046 maptile *m;
2047 2001
2048 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2049 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2050 2004
2051 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 }
2052 2015
2053 /* 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
2054 * 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
2055 * 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
2056 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2057 * 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
2058 * 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
2059 * 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
2060 * move_ob uses. 2023 * move_ob uses.
2061 */ 2024 */
2062 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);
2063 {
2064 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2065 {
2066 m = get_map_from_coord (op->map, &nx, &ny);
2067 if (!m)
2068 return; /* Don't think this should happen */
2069 }
2070 else
2071 m = op->map;
2072 2026
2073 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2074 {
2075 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2076 return;
2077 }
2078
2079 mon = 0;
2080 /* 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
2081 * 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.
2082 * 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
2083 * on the space 2030 * on the space
2084 */ 2031 */
2085 while (tmp) 2032 object *mon;
2086 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2087 if (tmp == op) 2034 {
2088 { 2035 if ((mon->flag [FLAG_ALIVE]
2089 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2090 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2091 }
2092
2093 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2094 {
2095 mon = tmp; 2038 && mon != op)
2096 break; 2039 break;
2097 } 2040 }
2098 2041
2099 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2100 mon = tmp;
2101
2102 tmp = tmp->above;
2103 }
2104
2105 if (!mon) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2106 return; /* into a wall */ 2043 return false; /* into a wall */
2107 2044
2108 if (mon->head)
2109 mon = mon->head; 2045 mon = mon->head_ ();
2110 2046
2111 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)
2112 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2113 return; 2052 return true;
2053 }
2114 2054
2115 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2116 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2117 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2118 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2119 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2120 * and thus will not push them. 2060 * and thus will not push them.
2121 */ 2061 */
2122 2062
2123 /* 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
2124 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2125 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2126 */ 2066 */
2127 if ((op->type == PLAYER) 2067 if (op->type == PLAYER
2128#if COZY_SERVER
2129 &&
2130 ((mon->owner && mon->owner->contr 2068 && ((mon->owner && mon->owner->contr
2131 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2132#else
2133 && mon->owner == op 2070 || mon->owner == op)
2134#endif
2135 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2136 { 2072 {
2137 /* 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 */
2138 if (op->contr->braced) 2074 if (op->contr->braced)
2139 return; 2075 return false;
2140 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"));
2141 (void) push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2142 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2143 make_visible (op); 2085 make_visible (op);
2086
2144 return; 2087 return true;
2145 } 2088 }
2089 else
2090 return false;
2091 }
2146 2092
2147 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2148 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2149 * 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
2150 * attack them either. 2096 * attack them either.
2151 */ 2097 */
2152 if ((mon->type == PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2153 (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))
2154#ifdef PROHIBIT_PLAYERKILL
2155 (op->contr->peaceful 2100 && ((op->contr->peaceful
2156 || (mon->type == PLAYER 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2157 && mon->contr->
2158 peaceful)) &&
2159#else
2160 op->contr->peaceful &&
2161#endif
2162 !on_battleground)) 2102 && !on_battleground))
2103 {
2104 if (op->speed_left > 0.f)
2163 { 2105 {
2106 --op->speed_left;
2107
2164 if (!op->contr->braced) 2108 if (!op->contr->braced)
2165 { 2109 {
2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2167 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2168 } 2112 }
2169 else 2113 else
2170 new_draw_info (0, 0, op, "You withhold your attack"); 2114 op->statusmsg ("You withhold your attack");
2171 2115
2172 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2173 make_visible (op); 2117 make_visible (op);
2174 }
2175 2118
2119 return true;
2120 }
2121 }
2176 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2177 * 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.
2178 */ 2124 */
2179 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)
2180 { 2128 {
2129 --op->speed_left;
2130
2181 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2182 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2183 make_visible (op); 2133 make_visible (op);
2184 }
2185 2134
2135 return true;
2136 }
2137 }
2186 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2187 * 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
2188 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2189 * 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
2190 * 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.
2191 */ 2143 */
2192
2193 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2194 ((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)))
2195 { 2146 {
2196 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2197 /* If the player hasn't hit something this tick, and does
2198 * so, give them speed boost based on weapon speed. Doing
2199 * it here is better than process_players2, which basically
2200 * incurred a 1 tick offset.
2201 */
2202 if (!op->contr->has_hit)
2203 { 2148 {
2204 op->speed_left += op->speed / op->contr->weapon_sp; 2149 --op->contr->weapon_sp_left;
2205
2206 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2207 }
2208 2150
2209 skill_attack (mon, op, 0, 0, 0); 2151 skill_attack (mon, op, 0, 0, 0);
2210
2211 /* If attacking another player, that player gets automatic
2212 * hitback, and doesn't loose luck either.
2213 * Disable hitback on the battleground or if the target is
2214 * the wiz.
2215 */
2216 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2217 {
2218 short luck = mon->stats.luck;
2219
2220 mon->contr->has_hit = 1;
2221 skill_attack (op, mon, 0, 0, 0);
2222 mon->stats.luck = luck;
2223 }
2224 2152
2225 if (action_makes_visible (op)) 2153 if (action_makes_visible (op))
2226 make_visible (op); 2154 make_visible (op);
2227 }
2228 } /* if player should attack something */
2229}
2230 2155
2231int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2232move_player (object *op, int dir) 2164move_player (object *op, int dir)
2233{ 2165{
2234 int pick; 2166 int pick;
2235 2167
2236 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2237 return 0; 2169 return 0;
2238 2170
2239 /* Sanity check: make sure dir is valid */ 2171 /* Sanity check: make sure dir is valid */
2240 if ((dir < 0) || (dir >= 9)) 2172 if ((dir < 0) || (dir >= 9))
2241 { 2173 {
2242 LOG (llevError, "move_player: invalid direction %d\n", dir); 2174 LOG (llevError, "move_player: invalid direction %d\n", dir);
2243 return 0; 2175 return 0;
2244 } 2176 }
2245 2177
2246 /* peterm: added following line */ 2178 /* peterm: added following line */
2247 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2248 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2180 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2249 2181
2250 op->facing = dir; 2182 op->facing = dir;
2251 2183
2252 if (op->hide) 2184 if (op->hide)
2253 do_hidden_move (op); 2185 do_hidden_move (op);
2254 2186
2187 bool retval;
2188
2255 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2256 /*nop */ ; 2190 retval = RESULT_INT (0);
2257 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2258 fire (op, dir); 2192 retval = fire (op, dir);
2259 else 2193 else
2260 { 2194 {
2261 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2262 pick = check_pick (op); 2196 pick = check_pick (op);
2263 } 2197 }
2264 2198
2265 /* 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
2266 * server can handle repeat firing. 2200 * server can handle repeat firing.
2273 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2274 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2275 * for players. 2209 * for players.
2276 */ 2210 */
2277 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2278 return 0; 2212
2213 return retval;
2279} 2214}
2280 2215
2281/* 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
2282 * new client/server stuff. 2217 * new client/server stuff.
2283 * 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
2284 * the new speed values for commands. 2219 * the new speed values for commands.
2285 * 2220 *
2286 * 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.
2287 */ 2224 */
2288int 2225bool
2289handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2290{ 2227{
2291 if (op->contr->hidden)
2292 {
2293 op->invisible = 1000;
2294 /* the socket code flashes the player visible/invisible
2295 * depending on the value of invisible, so we need to
2296 * alternate it here for it to work correctly.
2297 */
2298 if (pticks & 2)
2299 op->invisible--;
2300 }
2301 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2302 {
2303 op->invisible--;
2304 if (!op->invisible)
2305 {
2306 make_visible (op);
2307 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2308 }
2309 }
2310
2311 if (QUERY_FLAG (op, FLAG_SCARED)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2312 { 2229 {
2313 flee_player (op); 2230 if (op->speed_left > 0.f)
2314 /* If player is still scared, that is his action for this tick */
2315 if (QUERY_FLAG (op, FLAG_SCARED))
2316 { 2231 {
2317 op->speed_left--; 2232 --op->speed_left;
2233 flee_player (op);
2234
2318 return 0; 2235 return true;
2319 } 2236 }
2237 else
2238 return false;
2320 } 2239 }
2321
2322 /* I've been seeing crashes where the golem has been destroyed, but
2323 * the player object still points to the defunct golem. The code that
2324 * destroys the golem looks correct, and it doesn't always happen, so
2325 * put this in a a workaround to clean up the golem pointer.
2326 */
2327 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2328 op->contr->ranges[range_golem] = 0;
2329 2240
2330 /* 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
2331 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2332 * called, so we recheck it here. 2243 * called, so we recheck it here.
2333 */ 2244 */
2334 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2245 if (op->contr->ns->handle_command ())
2335 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2336 ;
2337
2338 if (op->speed_left < 0)
2339 return 0; 2246 return true;
2340 2247
2341 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2342 {
2343 /* All move commands take 1 tick, at least for now */
2344 op->speed_left--;
2345
2346 /* Instead of all the stuff below, let move_player take care
2347 * of it. Also, some of the skill stuff is only put in
2348 * there, as well as the confusion stuff.
2349 */
2350 move_player (op, op->direction); 2249 return move_player (op, op->direction);
2351 if (op->speed_left > 0)
2352 return 1;
2353 else
2354 return 0;
2355 }
2356 2250
2357 return 0; 2251 return false;
2358} 2252}
2359 2253
2360int 2254int
2361save_life (object *op) 2255save_life (object *op)
2362{ 2256{
2364 return 0; 2258 return 0;
2365 2259
2366 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2367 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2368 { 2262 {
2369 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2370 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));
2371 2265
2372 if (op->contr) 2266 if (op->contr)
2373 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2374 2268
2394/* 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
2395 * 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
2396 * 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
2397 * from. 2291 * from.
2398 */ 2292 */
2399void 2293static void
2400remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2401{ 2295{
2402 object *next;
2403
2404 while (op) 2296 while (op)
2405 { 2297 {
2406 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' */
2407 * we remove object 'op' 2299
2408 */
2409 if (QUERY_FLAG (op, FLAG_UNPAID)) 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2410 { 2301 {
2411 op->remove ();
2412 op->x = env->x;
2413 op->y = env->y;
2414 if (env->type == PLAYER) 2302 if (env->type == PLAYER)
2415 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2416 insert_ob_in_map (op, env->map, NULL, 0); 2304
2305 op->insert_at (env);
2417 } 2306 }
2418 else if (op->inv) 2307 else if (op->inv)
2419 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2420 2309
2421 op = next; 2310 op = next;
2422 } 2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2423} 2319}
2424 2320
2425/* 2321/*
2426 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2427 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2477 int rate_grace = 2000; 2373 int rate_grace = 2000;
2478 const int max_hp = 1; 2374 const int max_hp = 1;
2479 const int max_sp = 1; 2375 const int max_sp = 1;
2480 const int max_grace = 1; 2376 const int max_grace = 1;
2481 2377
2482 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--;
2483 { 2387 }
2484 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2485 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2389 {
2486 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 }
2487 } 2395 }
2488 2396
2489 if (op->contr->ns->state == ST_PLAYING) 2397 if (op->contr->ns->state == ST_PLAYING)
2490 { 2398 {
2491 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2510 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2511 else 2419 else
2512 { 2420 {
2513 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2514 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2515 }
2516
2517 /* Regenerate Spell Points */
2518 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2519 {
2520 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2521 if (op->stats.sp < op->stats.maxsp)
2522 {
2523 op->stats.sp++;
2524 /* dms do not consume food */
2525 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 {
2527 op->stats.food--;
2528 if (op->contr->digestion < 0)
2529 op->stats.food += op->contr->digestion;
2530 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2531 op->stats.food = last_food;
2532 }
2533 }
2534
2535 if (max_sp > 1)
2536 {
2537 over_sp = (gen_sp + 10) / rate_sp;
2538 if (over_sp > 0)
2539 {
2540 if (op->stats.sp < op->stats.maxsp)
2541 {
2542 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2543
2544 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2545 op->stats.sp--;
2546
2547 if (op->stats.sp > op->stats.maxsp)
2548 op->stats.sp = op->stats.maxsp;
2549 }
2550 op->last_sp = 0;
2551 }
2552 else
2553 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2554 }
2555 else
2556 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2557 } 2423 }
2558 2424
2559 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2560 /* 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. */
2561 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2582 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);
2583 } 2449 }
2584 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2585 } 2451 }
2586 2452
2453 if (op->stats.food > 0)
2454 {
2587 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2588 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2589 {
2590 if (op->stats.hp < op->stats.maxhp)
2591 { 2457 {
2592 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2593 /* dms do not consume food */ 2459
2594 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2595 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2596 op->stats.food--; 2467 op->stats.food--;
2468
2597 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2598 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2599 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))
2600 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2601 } 2474 }
2602 }
2603 2475
2604 if (max_hp > 1) 2476 if (max_sp > 1)
2605 {
2606 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2607 if (over_hp > 0)
2608 { 2477 {
2609 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
2610 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);
2611 } 2496 }
2612 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)
2613 { 2505 {
2614 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 }
2615 } 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);
2616 } 2531 }
2617 else 2532 else
2618 {
2619 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);
2620 } 2534 }
2621 } 2535 }
2622 2536
2623 /* Digestion */ 2537 /* Digestion */
2624 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2625 { 2539 {
2626#ifdef COZY_SERVER 2540 int bonus = max (0, op->contr->digestion),
2627 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2541 penalty = max (0, -op->contr->digestion);
2628 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2629#else
2630 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2631#endif
2632 2542
2633 if (op->contr->gen_hp > 0)
2634 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);
2635 else
2636 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2637 2544
2638 /* dms do not consume food */ 2545 /* dms do not consume food */
2639 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2640 op->stats.food--; 2547 op->stats.food--;
2641 } 2548 }
2668 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.");
2669 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2670 } 2577 }
2671 } 2578 }
2672 2579
2673 while (op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0)
2674 op->stats.food++, op->stats.hp--; 2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2675 2585
2676 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2677 kill_player (op); 2587 kill_player (op);
2678 } 2588 }
2679} 2589}
2684 * file. 2594 * file.
2685 */ 2595 */
2686void 2596void
2687kill_player (object *op) 2597kill_player (object *op)
2688{ 2598{
2599 int x, y;
2689 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2690 int x, y;
2691
2692 //int i;
2693 maptile *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2694
2695 /* int z;
2696 int num_stats_lose;
2697 int lost_a_stat;
2698 int lose_this_stat;
2699 int this_stat; */
2700 int will_kill_again; 2602 int will_kill_again;
2701 archetype *at; 2603 archetype *at;
2702 object *tmp; 2604 object *tmp;
2703 2605
2704 if (save_life (op)) 2606 if (save_life (op))
2705 return; 2607 return;
2706
2707 2608
2708 /* 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
2709 * 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.
2710 * Look at op_on_battleground() for more info --AndreasV 2611 * Look at op_on_battleground() for more info --AndreasV
2711 */ 2612 */
2714 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!");
2715 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...");
2716 2617
2717 /* restore player */ 2618 /* restore player */
2718 at = archetype::find ("poisoning"); 2619 at = archetype::find ("poisoning");
2719 tmp = present_arch_in_ob (at, op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2720 if (tmp)
2721 { 2621 {
2722 tmp->destroy (); 2622 tmp->destroy ();
2723 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2623 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2724 } 2624 }
2725 2625
2726 at = archetype::find ("confusion"); 2626 at = archetype::find ("confusion");
2727 tmp = present_arch_in_ob (at, op); 2627 if (object *tmp = present_arch_in_ob (at, op))
2728 if (tmp)
2729 { 2628 {
2730 tmp->destroy (); 2629 tmp->destroy ();
2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2732 } 2631 }
2733 2632
2734 cure_disease (op, 0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
2735 op->stats.hp = op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
2736 if (op->stats.food <= 0) 2635 if (op->stats.food <= 0)
2737 op->stats.food = 999; 2636 op->stats.food = 999;
2738 2637
2739 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
2740 tmp = arch_to_object (archetype::find ("finger")); 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
2741 if (tmp != NULL)
2742 { 2640 {
2743 sprintf (buf, "%s's finger", &op->name); 2641 tmp->name = format ("%s's finger" , &op->name);
2744 tmp->name = buf; 2642 tmp->name_pl = format ("%s's fingers", &op->name);
2745 sprintf (buf, " This finger has been cut off %s\n" 2643 tmp->msg = format (
2746 " 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",
2747 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2748 tmp->msg = buf; 2646 );
2749 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2647 tmp->value = 0, tmp->type = 0;
2750 tmp->materialname = NULL; 2648 tmp->materialname = "organics";
2751 tmp->x = op->x, tmp->y = op->y; 2649 tmp->insert_at (op, tmp);
2752 insert_ob_in_map (tmp, op->map, op, 0);
2753 } 2650 }
2754 2651
2755 /* teleport defeated player to new destination */ 2652 /* teleport defeated player to new destination */
2756 transfer_ob (op, x, y, 0, NULL); 2653 transfer_ob (op, x, y, 0, NULL);
2757 op->contr->braced = 0; 2654 op->contr->braced = 0;
2761 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2762 2659
2763 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2764 2661
2765 if (op->stats.food < 0) 2662 if (op->stats.food < 0)
2766 {
2767 if (op->contr->explore)
2768 {
2769 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2770 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2771 op->stats.food = 999;
2772 return;
2773 }
2774 sprintf (buf, "%s starved to death.", &op->name);
2775 strcpy (op->contr->killer, "starvation"); 2663 strcpy (op->contr->killer, "starvation");
2776 } 2664
2777 else 2665 op->contr->play_sound (sound_find ("player_dies"));
2778 {
2779 if (op->contr->explore)
2780 {
2781 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783 op->stats.hp = op->stats.maxhp;
2784 return;
2785 }
2786 sprintf (buf, "%s died.", &op->name);
2787 }
2788 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2789 2666
2790 /* save the map location for corpse, gravestone */ 2667 /* save the map location for corpse, gravestone */
2791 x = op->x; 2668 x = op->x;
2792 y = op->y; 2669 y = op->y;
2793 map = op->map; 2670 map = op->map;
2794
2795 2671
2796 /* NOT_PERMADEATH code. This basically brings the character back to 2672 /* NOT_PERMADEATH code. This basically brings the character back to
2797 * 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.
2798 * 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.
2799 */ 2675 */
2816 num_stats_lose = 1; 2692 num_stats_lose = 1;
2817 else 2693 else
2818 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2694 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2819 } 2695 }
2820 else 2696 else
2821 {
2822 num_stats_lose = 1; 2697 num_stats_lose = 1;
2823 } 2698
2824 lost_a_stat = 0; 2699 lost_a_stat = 0;
2825 2700
2826 for (z = 0; z < num_stats_lose; z++) 2701 for (z = 0; z < num_stats_lose; z++)
2827 { 2702 {
2828 i = RANDOM () % NUM_STATS; 2703 i = RANDOM () % NUM_STATS;
2958 { 2833 {
2959 tmp->destroy (); 2834 tmp->destroy ();
2960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2961 } 2836 }
2962 2837
2963 cure_disease (op, 0); /* remove any disease */ 2838 cure_disease (op, 0, 0); /* remove any disease */
2964 2839
2965 /*add_exp(op, (op->stats.exp * -0.20)); */ 2840 /*add_exp(op, (op->stats.exp * -0.20)); */
2966 apply_death_exp_penalty (op); 2841 apply_death_exp_penalty (op);
2967 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2968 op->stats.food = 900; 2843 op->stats.food = 900;
2969 op->stats.hp = op->stats.maxhp; 2844 op->stats.hp = op->stats.maxhp;
2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2845 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2846 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2972 2847
2973 /* 2848 /*
2974 * Check to see if the player is in a shop. IF so, then check to see if
2975 * 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
2976 * in the map. 2850 * and put them back in the map.
2977 */ 2851 */
2978 2852 op->drop_unpaid_items ();
2979 if (is_in_shop (op))
2980 remove_unpaid_objects (op->inv, op);
2981 2853
2982 /****************************************/ 2854 /****************************************/
2983 /* */ 2855 /* */
2984 /* Move player to his current respawn- */ 2856 /* Move player to his current respawn- */
2985 /* position (usually last savebed) */ 2857 /* position (usually last savebed) */
2986 /* */ 2858 /* */
2987 /****************************************/ 2859 /****************************************/
2988 2860
2989 enter_player_savebed (op); 2861 enter_player_savebed (op);
2990 2862
2991 /* Save the player before inserting the force to reduce
2992 * chance of abuse.
2993 */
2994 op->contr->braced = 0; 2863 op->contr->braced = 0;
2995 op->contr->save ();
2996 2864
2997 /* it is possible that the player has blown something up 2865 /* it is possible that the player has blown something up
2998 * at his savebed location, and that can have long lasting 2866 * at his savebed location, and that can have long lasting
2999 * spell effects. So first see if there is a spell effect 2867 * spell effects. So first see if there is a spell effect
3000 * on the space that might harm the player. 2868 * on the space that might harm the player.
3009 object *force; 2877 object *force;
3010 int at; 2878 int at;
3011 2879
3012 force = get_archetype (FORCE_NAME); 2880 force = get_archetype (FORCE_NAME);
3013 /* 50 ticks should be enough time for the spell to abate */ 2881 /* 50 ticks should be enough time for the spell to abate */
3014 force->speed = 0.1; 2882 force->speed = 0.1f;
3015 force->speed_left = -5.0; 2883 force->speed_left = -5.f;
3016 SET_FLAG (force, FLAG_APPLIED); 2884 SET_FLAG (force, FLAG_APPLIED);
3017 for (at = 0; at < NROFATTACKS; at++) 2885 for (at = 0; at < NROFATTACKS; at++)
3018 if (will_kill_again & (1 << at)) 2886 if (will_kill_again & (1 << at))
3019 force->resist[at] = 100; 2887 force->resist[at] = 100;
3020 2888
3029void 2897void
3030loot_object (object *op) 2898loot_object (object *op)
3031{ /* Grab and destroy some treasure */ 2899{ /* Grab and destroy some treasure */
3032 object *tmp, *tmp2, *next; 2900 object *tmp, *tmp2, *next;
3033 2901
3034 if (op->container) 2902 op->close_container (); /* close open sack first */
3035 esrv_apply_container (op, op->container); /* close open sack first */
3036 2903
3037 for (tmp = op->inv; tmp; tmp = next) 2904 for (tmp = op->inv; tmp; tmp = next)
3038 { 2905 {
3039 next = tmp->below; 2906 next = tmp->below;
3040 2907
3041 if (tmp->invisible) 2908 if (tmp->invisible)
3042 continue; 2909 continue;
3043 2910
3044 tmp->remove (); 2911 tmp->remove ();
3045 tmp->x = op->x, tmp->y = op->y; 2912 tmp->x = op->x, tmp->y = op->y;
2913
3046 if (tmp->type == CONTAINER) 2914 if (tmp->type == CONTAINER)
3047 { /* empty container to ground */ 2915 loot_object (tmp); /* empty container to ground */
3048 loot_object (tmp); 2916
3049 }
3050 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))))
3051 { 2918 {
3052 if (tmp->nrof > 1) 2919 if (tmp->nrof > 1)
3053 { 2920 {
3054 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2921 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3055 tmp2->destroy (); 2922 tmp2->destroy ();
3066/* 2933/*
3067 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3068 * 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
3069 * was changed. 2936 * was changed.
3070 */ 2937 */
3071
3072void 2938void
3073fix_weight (void) 2939fix_weight (void)
3074{ 2940{
3075 for (player *pl = first_player; pl; pl = pl->next) 2941 for_all_players (pl)
3076 { 2942 {
3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2943 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3078 2944
3079 if (old == sum) 2945 if (old == sum)
3080 continue; 2946 continue;
3084} 2950}
3085 2951
3086void 2952void
3087fix_luck (void) 2953fix_luck (void)
3088{ 2954{
3089 for (player *pl = first_player; pl; pl = pl->next) 2955 for_all_players (pl)
3090 if (!pl->ob->contr->ns->state) 2956 if (!pl->ob->contr->ns->state)
3091 pl->ob->change_luck (0); 2957 pl->ob->change_luck (0);
3092} 2958}
3093 2959
3094/* cast_dust() - handles op throwing objects of type 'DUST'. 2960/* cast_dust() - handles op throwing objects of type 'DUST'.
3131void 2997void
3132make_visible (object *op) 2998make_visible (object *op)
3133{ 2999{
3134 op->hide = 0; 3000 op->hide = 0;
3135 op->invisible = 0; 3001 op->invisible = 0;
3002
3136 if (op->type == PLAYER) 3003 if (op->type == PLAYER)
3137 { 3004 {
3138 op->contr->tmp_invis = 0; 3005 op->contr->tmp_invis = 0;
3139 op->contr->invis_race = 0; 3006 op->contr->invis_race = 0;
3140 } 3007 }
3008
3141 update_object (op, UP_OBJ_FACE); 3009 update_object (op, UP_OBJ_CHANGE);
3142} 3010}
3143 3011
3144int 3012int
3145is_true_undead (object *op) 3013is_true_undead (object *op)
3146{ 3014{
3147 object *tmp = NULL;
3148
3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3015 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3150 return 1; 3016 return 1;
3151 3017
3152 return 0; 3018 return 0;
3153} 3019}
3154 3020
3155/* look at the surrounding terrain to determine 3021/* look at the surrounding terrain to determine
3156 * the hideability of this object. Positive levels 3022 * the hideability of this object. Positive levels
3157 * indicate greater hideability. 3023 * indicate greater hideability.
3158 */ 3024 */
3159
3160int 3025int
3161hideability (object *ob) 3026hideability (object *ob)
3162{ 3027{
3163 int i, level = 0, mflag; 3028 int i, level = 0, mflag;
3164 sint16 x, y; 3029 sint16 x, y;
3198/* For Hidden creatures - a chance of becoming 'unhidden' 3063/* For Hidden creatures - a chance of becoming 'unhidden'
3199 * every time they move - as we subtract off 'invisibility' 3064 * every time they move - as we subtract off 'invisibility'
3200 * AND, for players, if they move into a ridiculously unhideable 3065 * AND, for players, if they move into a ridiculously unhideable
3201 * spot (surrounded by clear terrain in broad daylight). -b.t. 3066 * spot (surrounded by clear terrain in broad daylight). -b.t.
3202 */ 3067 */
3203
3204void 3068void
3205do_hidden_move (object *op) 3069do_hidden_move (object *op)
3206{ 3070{
3207 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3208 object *skop; 3072 object *skop;
3212 3076
3213 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3077 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3214 3078
3215 /* 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! */
3216 if (op->type == PLAYER && op->contr->run_on) 3080 if (op->type == PLAYER && op->contr->run_on)
3217 {
3218 if (!skop || num >= skop->level) 3081 if (!skop || num >= skop->level)
3219 { 3082 {
3220 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!");
3221 make_visible (op); 3084 make_visible (op);
3222 return; 3085 return;
3223 } 3086 }
3224 else 3087 else
3225 num += 20; 3088 num += 20;
3226 } 3089
3227 num += op->map->difficulty; 3090 num += op->map->difficulty;
3228 hide = hideability (op); /* modify by terrain hidden level */ 3091 hide = hideability (op); /* modify by terrain hidden level */
3229 num -= hide; 3092 num -= hide;
3093
3230 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3094 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3231 { 3095 {
3232 make_visible (op); 3096 make_visible (op);
3233 if (op->type == PLAYER) 3097 if (op->type == PLAYER)
3234 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!");
3235 } 3099 }
3236 else if (op->type == PLAYER && skop) 3100 else if (op->type == PLAYER && skop)
3237 {
3238 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);
3239 }
3240} 3102}
3241 3103
3242/* determine if who is standing near a hostile creature. */ 3104/* determine if who is standing near a hostile creature. */
3243 3105
3244int 3106int
3292 * object op. This function works fine for monsters, 3154 * object op. This function works fine for monsters,
3293 * 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
3294 * a pile (say a coin under a table would return "viewable" 3156 * a pile (say a coin under a table would return "viewable"
3295 * by this routine). Another question, should we be 3157 * by this routine). Another question, should we be
3296 * concerned with the direction the player is looking 3158 * concerned with the direction the player is looking
3297 * in? Realistically, most of use cant see stuff behind 3159 * in? Realistically, most of us can't see stuff behind
3298 * our backs...on the other hand, does the "facing" direction 3160 * our backs...on the other hand, does the "facing" direction
3299 * imply the way your head, or body is facing? Its possible 3161 * imply the way your head, or body is facing? It's possible
3300 * 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.
3301 * -b.t. 3163 * -b.t.
3302 * This function is now map tiling safe. 3164 * This function is now map tiling safe.
3303 */ 3165 */
3304
3305int 3166int
3306player_can_view (object *pl, object *op) 3167player_can_view (object *pl, object *op)
3307{ 3168{
3308 rv_vector rv; 3169 rv_vector rv;
3309 int dx, dy; 3170 int dx, dy;
3311 if (pl->type != PLAYER) 3172 if (pl->type != PLAYER)
3312 { 3173 {
3313 LOG (llevError, "player_can_view() called for non-player object\n"); 3174 LOG (llevError, "player_can_view() called for non-player object\n");
3314 return -1; 3175 return -1;
3315 } 3176 }
3177
3316 if (!pl || !op) 3178 if (!pl || !op)
3317 return 0; 3179 return 0;
3318 3180
3319 if (op->head)
3320 {
3321 op = op->head; 3181 op = op->head_ ();
3322 } 3182
3323 get_rangevector (pl, op, &rv, 0x1); 3183 get_rangevector (pl, op, &rv, 0x1);
3324 3184
3325 /* starting with the 'head' part, lets loop 3185 /* starting with the 'head' part, lets loop
3326 * through the object and find if it has any 3186 * through the object and find if it has any
3327 * part that is in the los array but isnt on 3187 * part that is in the los array but isn't on
3328 * a blocked los square. 3188 * a blocked los square.
3329 * we use the archetype to figure out offsets. 3189 * we use the archetype to figure out offsets.
3330 */ 3190 */
3331 while (op) 3191 while (op)
3332 { 3192 {
3333 dx = rv.distance_x + op->arch->clone.x; 3193 dx = rv.distance_x + op->arch->x;
3334 dy = rv.distance_y + op->arch->clone.y; 3194 dy = rv.distance_y + op->arch->y;
3335 3195
3336 /* only the viewable area the player sees is updated by LOS 3196 /* only the viewable area the player sees is updated by LOS
3337 * 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
3338 * for any meaningful values. 3198 * for any meaningful values.
3339 */ 3199 */
3340 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3200 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3341 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3201 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3342 !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)])
3343 return 1; 3203 return 1;
3204
3344 op = op->more; 3205 op = op->more;
3345 } 3206 }
3207
3346 return 0; 3208 return 0;
3347} 3209}
3348 3210
3349/* routine for both players and monsters. We call this when 3211/* routine for both players and monsters. We call this when
3350 * there is a possibility for our action distrubing our hiding 3212 * there is a possibility for our action distrubing our hiding
3353 * return 0. 3215 * return 0.
3354 */ 3216 */
3355int 3217int
3356action_makes_visible (object *op) 3218action_makes_visible (object *op)
3357{ 3219{
3358
3359 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3360 { 3221 {
3361 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3362 return 0; 3223 return 0;
3363 3224
3369 { 3230 {
3370 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");
3371 return 1; 3232 return 1;
3372 } 3233 }
3373 } 3234 }
3235
3374 return 0; 3236 return 0;
3375} 3237}
3376 3238
3377/* op_on_battleground - checks if the given object op (usually 3239/* op_on_battleground - checks if the given object op (usually
3378 * a player) is standing on a valid battleground-tile, 3240 * a player) is standing on a valid battleground-tile,
3383 * 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
3384 */ 3246 */
3385int 3247int
3386op_on_battleground (object *op, int *x, int *y) 3248op_on_battleground (object *op, int *x, int *y)
3387{ 3249{
3388 object *tmp;
3389
3390 /* A battleground-tile needs the following attributes to be valid: 3250 /* A battleground-tile needs the following attributes to be valid:
3391 * 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),
3392 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3252 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3393 * and the exit-coordinates sp/hp must both be > 0. 3253 * and the exit-coordinates sp/hp must both be > 0.
3394 * => The intention here is to prevent abuse of the battleground- 3254 * => The intention here is to prevent abuse of the battleground-
3395 * feature (like pickable or hidden battleground tiles). */ 3255 * feature (like pickable or hidden battleground tiles). */
3396 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3256 for (object *tmp = op->below; tmp; tmp = tmp->below)
3397 { 3257 {
3398 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3399 { 3259 {
3400 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3401 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))
3402 { 3264 {
3403 /*before we assign the exit, check if this is a teambattle */ 3265 /* before we assign the exit, check if this is a teambattle */
3404 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))
3405 { 3267 {
3406 object *invtmp;
3407
3408 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3409 { 3269 {
3410 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3411 { 3271 {
3412 if (x != NULL && y != NULL) 3272 if (x && y)
3413 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274
3414 return 1; 3275 return 1;
3415 } 3276 }
3416 } 3277 }
3417 } 3278 }
3279
3418 if (x != NULL && y != NULL) 3280 if (x && y)
3419 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282
3420 return 1; 3283 return 1;
3421 } 3284 }
3422 } 3285 }
3423 } 3286 }
3287
3424 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3425 return 0; 3289 return 0;
3426} 3290}
3427 3291
3428/* 3292/*
3444 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3445 int i = 0, j = 0; 3309 int i = 0, j = 0;
3446 3310
3447 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3448 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3449 trlist = find_treasurelist ("dragon_ability_fire"); 3313 trlist = treasurelist::find (shstr_dragon_ability_fire);
3450 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3451 trlist = find_treasurelist ("dragon_ability_cold"); 3315 trlist = treasurelist::find (shstr_dragon_ability_cold);
3452 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3453 trlist = find_treasurelist ("dragon_ability_elec"); 3317 trlist = treasurelist::find (shstr_dragon_ability_elec);
3454 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3455 trlist = find_treasurelist ("dragon_ability_poison"); 3319 trlist = treasurelist::find (shstr_dragon_ability_poison);
3456 3320
3457 if (trlist == NULL || who->type != PLAYER) 3321 if (trlist == NULL || who->type != PLAYER)
3458 return; 3322 return;
3459 3323
3460 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++);
3461 3325
3462 if (tr == NULL || tr->item == NULL) 3326 if (!tr || !tr->item)
3463 { 3327 {
3464 /* 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]); */
3465 return; 3329 return;
3466 } 3330 }
3467 3331
3468 /* everything seems okay - now bring on the gift: */ 3332 /* everything seems okay - now bring on the gift: */
3469 item = &(tr->item->clone); 3333 item = tr->item;
3470 3334
3471 if (item->type == SPELL) 3335 if (item->type == SPELL)
3472 { 3336 {
3473 if (check_spell_known (who, item->name)) 3337 if (check_spell_known (who, item->name))
3474 return; 3338 return;
3533 { 3397 {
3534 /* forces in the treasurelist can alter the player's stats */ 3398 /* forces in the treasurelist can alter the player's stats */
3535 object *skin; 3399 object *skin;
3536 3400
3537 /* first get the dragon skin force */ 3401 /* first get the dragon skin force */
3538 shstr_cmp dragon_skin_force ("dragon_skin_force");
3539 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)
3540 ; 3403 ;
3541 3404
3542 if (!skin) 3405 if (!skin)
3543 return; 3406 return;
3544 3407
3592 * not readied. 3455 * not readied.
3593 */ 3456 */
3594void 3457void
3595player_unready_range_ob (player *pl, object *ob) 3458player_unready_range_ob (player *pl, object *ob)
3596{ 3459{
3597 rangetype i; 3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3598 3462
3599 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3463 if (pl->combat_ob == ob)
3600 { 3464 pl->combat_ob = 0;
3465
3601 if (pl->ranges[i] == ob) 3466 if (pl->ranged_ob == ob)
3602 { 3467 pl->ranged_ob = 0;
3603 pl->ranges[i] = NULL;
3604 if (pl->shoottype == i)
3605 {
3606 pl->shoottype = range_none;
3607 }
3608 }
3609 }
3610} 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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