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Comparing deliantra/server/server/player.C (file contents):
Revision 1.70 by root, Tue Dec 26 20:04:09 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 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 36
46void 37void
47display_motd (const object *op) 38display_motd (const object *op)
48{ 39{
49 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
123 114
124 news[0] = '\0'; 115 news[0] = '\0';
125 subject[0] = '\0'; 116 subject[0] = '\0';
126 size = 0; 117 size = 0;
127 118
128 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
129 { 120 {
130 if (*buf == '#') 121 if (*buf == '#')
131 continue; 122 continue;
132 123
133 if (*buf == '%') 124 if (*buf == '%')
134 { /* send one news */ 125 { /* send one news */
135 if (size > 0) 126 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
137 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
138 strip_endline (subject); 130 strip_endline (subject);
139 size = 0; 131 size = 0;
140 news[0] = '\0'; 132 news[0] = '\0';
141 } 133 }
150 size += strlen (buf); 142 size += strlen (buf);
151 } 143 }
152 } 144 }
153 145
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
156 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
157} 149}
158 150
159/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
160static void 152static void
161set_first_map (object *op) 153set_first_map (object *op)
162{ 154{
163 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
164 op->x = -1; 156 op->x = -1;
165 op->y = -1; 157 op->y = -1;
166 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);
167} 195}
168 196
169// connect the player with a specific client 197// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
171void 199void
172player::connect (client *ns) 200player::connect (client *ns)
173{ 201{
174 this->ns = ns; 202 this->ns = ns;
175 ns->pl = this; 203 ns->pl = this;
176 204
177 next = first_player; 205 run_on = 0;
178 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
179 208
180 ns->update_look = 0; 209 ns->update_look = 0;
181 ns->look_position = 0; 210 ns->look_position = 0;
182 211
183 clear_los (ob); 212 clear_los (this);
213
214 ns->reset_stats ();
184 215
185 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191 219
192 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 221 link_player_skills (ob);
194 222
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 ob->set_speed (ob->speed);
197 224
198 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 226
210 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
212 { 229 {
213 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
214 231
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
221 abil = tmp; 235 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
223 skin = tmp; 237 skin = tmp;
224 238
225 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
226 } 240 }
227 241
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 243
236 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
237 245
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);
238 ob->update_stats (); 271 ob->update_stats ();
272
239 ns->floorbox_update (); 273 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob); 274 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 275 esrv_add_spells (this, 0);
243 276
244 enter_exit (ob, 0); 277 activate ();
245 278
246 send_rules (ob); 279 send_rules (ob);
247 send_news (ob); 280 send_news (ob);
248 display_motd (ob); 281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 284 INVOKE_PLAYER (LOGIN, this);
250} 285}
251 286
252void 287void
253player::disconnect () 288player::disconnect ()
254{ 289{
255 //TODO: don't be so harsh and destroy :) 290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
256 if (ns) 296 if (ns)
257 destroy (); 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 ();
258} 311}
259 312
260// the need for this function can be explained 313// the need for this function can be explained
261// by load_object not returning the object 314// by load_object not returning the object
262void 315void
263player::set_object (object *op) 316player::set_object (object *op)
264{ 317{
265 ob = op; 318 ob = observe = op;
266 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
267 320
321 ob->speed = 1.0f;
268 ob->speed_left = 0.5; 322 ob->speed_left = 0.5f;
269 ob->speed = 1.0; 323
270 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2; 325}
272 ob->run_away = 25; /* Then we panick... */
273 326
274 set_first_map (ob); 327void
275 328player::set_observe (object *op)
276 ob->roll_stats (); 329{
330 observe = op ? op : ob;
331 do_los = 1;
277} 332}
278 333
279player::player () 334player::player ()
280{ 335{
281 /* There are some elements we want initialized to non zero value - 336 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 337 * we deal with that below this point.
283 */ 338 */
284 outputs_sync = 16; /* Every 2 seconds */ 339 outputs_sync = 4;
285 outputs_count = 8; /* Keeps present behaviour */ 340 outputs_count = 4;
286 unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
287 342
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 343 savebed_map = first_map_path; /* Init. respawn position */
289 344
290 gen_sp_armour = 10; 345 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal; 346 bowtype = bow_normal;
294 petmode = pet_normal; 347 petmode = pet_normal;
295 listening = 10; 348 listening = 10;
296 usekeys = containers; 349 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
299 do_los = 1; 351 do_los = 1;
300 352
301 /* we need to clear these to -1 and not zero - otherwise, 353 weapon_sp = 1.0f;
302 * if a player quits and starts a new character, we wont 354 weapon_sp_left = 0.5f;
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 355}
315 356
316void 357void
317player::do_destroy () 358player::do_destroy ()
318{ 359{
360 disconnect ();
361
319 attachable::do_destroy (); 362 attachable::do_destroy ();
320
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345 363
346 if (ob) 364 if (ob)
347 { 365 {
348 ob->destroy_inv (false); 366 ob->destroy_inv (false);
349 ob->destroy (); 367 ob->destroy ();
350 } 368 }
351 369
352 if (ns) 370 ob = observe = 0;
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 }
361} 371}
362 372
363player::~player () 373player::~player ()
364{ 374{
365 /* Clear item stack */ 375 /* Clear item stack */
374player::create () 384player::create ()
375{ 385{
376 player *pl = new player; 386 player *pl = new player;
377 387
378 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);
379 395
380 return pl; 396 return pl;
381} 397}
382 398
383/* 399/*
386 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
387 */ 403 */
388archetype * 404archetype *
389get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
390{ 406{
391 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
392 408
393 for (;;) 409 for (;;)
394 { 410 {
395 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
396 at = first_archetype; 412 i = archetypes.begin ();
397 else 413 else if (*i == at)
398 at = at->next; 414 cleanup ("not a single player archetype found");
399 415
400 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
401 return at; 417 return *i;
402
403 if (at == start)
404 {
405 LOG (llevError, "No Player archetypes\n");
406 exit (-1);
407 }
408 } 418 }
409} 419}
410 420
411object * 421object *
412get_nearest_player (object *mon) 422get_nearest_player (object *mon)
414 object *op = NULL; 424 object *op = NULL;
415 objectlink *ol; 425 objectlink *ol;
416 unsigned lastdist; 426 unsigned lastdist;
417 rv_vector rv; 427 rv_vector rv;
418 428
419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
420 { 430 {
421 /* We should not find free objects on this friendly list, but it
422 * does periodically happen. Given that, lets deal with it.
423 * While unlikely, it is possible the next object on the friendly
424 * list is also free, so encapsulate this in a while loop.
425 */
426 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
427 {
428 object *tmp = ol->ob;
429
430 /* Can't do much more other than log the fact, because the object
431 * itself will have been cleared.
432 */
433 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
434 ol = ol->next;
435 remove_friendly_object (tmp);
436 if (!ol)
437 return op;
438 }
439
440 /* Remove special check for player from this. First, it looks to cause
441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
442 * complicated method of state checking would be needed in any case -
443 * as it was, a clever player could type quit, and the function would
444 * skip them over while waiting for confirmation. Remove
445 * on_same_map check, as can_detect_enemy also does this
446 */
447 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
448 continue; 432 continue;
449 433
450 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
451 { 435 {
527 x = mon->x; 511 x = mon->x;
528 y = mon->y; 512 y = mon->y;
529 m = mon->map; 513 m = mon->map;
530 dir = rv.direction; 514 dir = rv.direction;
531 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 */
532 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
533 /* 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. */
534 if (diff > max) 519 if (diff > max)
535 return 0; 520 return 0;
521
536 while (diff > 1 && max > 0) 522 while (diff > 1 && max > 0)
537 { 523 {
538 lastx = x; 524 lastx = x;
539 lasty = y; 525 lasty = y;
540 lastmap = m; 526 lastmap = m;
622 max--; 608 max--;
623 lastdir = dir; 609 lastdir = dir;
624 if (!firstdir) 610 if (!firstdir)
625 firstdir = dir; 611 firstdir = dir;
626 } 612 }
613
627 if (diff <= 1) 614 if (diff <= 1)
628 { 615 {
629 /* Recalculate diff (distance) because we may not have actually 616 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 617 * headed toward player for entire distance.
631 */ 618 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 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));
634 } 621 }
622
635 if (diff > max) 623 if (diff > max)
636 return 0; 624 return 0;
637 } 625 }
626
638 /* 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 */
639 if (!max) 628 if (!max)
640 return 0; 629 return 0;
641 630
642 return firstdir; 631 return firstdir;
756roll_stat (void) 745roll_stat (void)
757{ 746{
758 int a[4], i, j, k; 747 int a[4], i, j, k;
759 748
760 for (i = 0; i < 4; i++) 749 for (i = 0; i < 4; i++)
761 a[i] = (int) RANDOM () % 6 + 1; 750 a[i] = (int) rndm (6) + 1;
762 751
763 for (i = 0, j = 0, k = 7; i < 4; i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k) 753 if (a[i] < k)
765 k = a[i], j = i; 754 k = a[i], j = i;
766 755
772} 761}
773 762
774void 763void
775object::roll_stats () 764object::roll_stats ()
776{ 765{
777 int statsort [7]; 766 int statsort [NUM_STATS];
778 767
779 for (;;) 768 for (;;)
780 { 769 {
781 int sum = 0; 770 int sum = 0;
782 for (int i = 7; i--; ) 771 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 772 sum += statsort [i] = roll_stat ();
784 773
785 if (sum >= 82 && sum <= 116) 774 if (sum >= 82 && sum <= 116)
786 break; 775 break;
787 } 776 }
788 777
789 // Sort the stats so that rerolling is easier... 778 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 780
781 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 782 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 783
800 stats.exp = 0; 784 stats.exp = 0;
801 stats.ac = 0; 785 stats.ac = 0;
802 786
803 stats.hp = stats.maxhp; 787 stats.hp = stats.maxhp;
815} 799}
816 800
817void 801void
818object::swap_stats (int a, int b) 802object::swap_stats (int a, int b)
819{ 803{
820 int tmp = get_attr_value (&contr->orig_stats, a); 804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 805
806 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 807 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 808
832 //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,
833 // be merged with the similar code in roll_stats 810 // be merged with the similar code in roll_stats
834 stats.ac = 0; 811 stats.ac = 0;
835 812
847 contr->levsp[1] = 6; 824 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3; 825 contr->levgrace[1] = 3;
849 826
850 contr->orig_stats = stats; 827 contr->orig_stats = stats;
851 } 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, " ");
852} 840}
853 841
854/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
855 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
856 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
857 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
858 * not the class. 846 * not the class.
859 */ 847 */
860int 848void
861key_change_class (object *op, char key) 849player::chargen_race_done ()
862{ 850{
863 int tmp_loop;
864
865 if (key == 'd' || key == 'D')
866 {
867 char buf[MAX_BUF];
868
869 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
870 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
871 853
872 treasurelist *tl = find_treasurelist ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
873 if (tl) 855 if (tl)
874 create_treasure (tl, op, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
875 857
876 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
877 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
878 860
879 op->contr->ns->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
880 862
881 if (op->msg) 863 if (ob->msg)
882 op->msg = NULL; 864 ob->msg = 0;
883 865
884 /* 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
885 * to save here. 867 * to save here.
886 */ 868 */
869 {
870 char buf[MAX_BUF];
887 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
888 make_path_to_file (buf); 872 make_path_to_file (buf);
873 }
889 874
890#ifdef AUTOSAVE
891 op->contr->last_save_tick = pticks;
892#endif
893 start_info (op); 875 start_info (ob);
894 CLEAR_FLAG (op, FLAG_WIZ); 876 CLEAR_FLAG (ob, FLAG_WIZ);
895 give_initial_items (op, op->randomitems); 877 give_initial_items (ob, ob->randomitems);
896 link_player_skills (op); 878 link_player_skills (ob);
897 esrv_send_inventory (op, op); 879 esrv_send_inventory (ob, ob);
898 op->update_stats (); 880 ob->update_stats ();
899 881
900 /* This moves the player to a different start map, if there 882 /* This moves the player to a different start map, if there
901 * is one for this race 883 * is one for this race
902 */ 884 */
903 if (*first_map_ext_path) 885 if (*first_map_ext_path)
904 { 886 {
905 object *tmp; 887 object *tmp;
906 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
907 889
908 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);
909 tmp = object::create (); 891 tmp = object::create ();
910 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
911 EXIT_X (tmp) = op->x; 893 EXIT_X (tmp) = ob->x;
912 EXIT_Y (tmp) = op->y; 894 EXIT_Y (tmp) = ob->y;
913 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;
914 * if the map isn't there, then stay on the 896 * if the map isn't there, then stay on the
915 * default initial map */ 897 * default initial map */
916 tmp->destroy (); 898 tmp->destroy ();
917 } 899 }
918 else 900 else
919 LOG (llevDebug, "first_map_ext_path not set\n"); 901 LOG (llevDebug, "first_map_ext_path not set\n");
902}
920 903
921 return 0; 904void
922 } 905player::chargen_race_next ()
923 906{
924 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
925 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
926 */ 909 */
927 910
928 tmp_loop = 0; 911 do
929 while (!tmp_loop)
930 { 912 {
931 shstr name = op->name; 913 shstr name = ob->name;
932 int x = op->x, y = op->y; 914 int x = ob->x, y = ob->y;
933 915
934 op->remove_statbonus (); 916 ob->remove_statbonus ();
935 op->remove (); 917 ob->remove ();
936 op->arch = get_player_archetype (op->arch); 918 ob->arch = get_player_archetype (ob->arch);
937 op->arch->clone.copy_to (op); 919 ob->arch->copy_to (ob);
938 op->instantiate (); 920 ob->instantiate ();
939 op->stats = op->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
940 op->name = op->name_pl = name; 922 ob->name = ob->name_pl = name;
941 op->x = x; 923 ob->x = x;
942 op->y = y; 924 ob->y = y;
943 SET_ANIMATION (op, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
944 insert_ob_in_map (op, op->map, op, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
945 assign (op->contr->title, op->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
946 op->add_statbonus (); 928 ob->add_statbonus ();
947 tmp_loop = allowed_class (op);
948 } 929 }
930 while (!allowed_class (ob));
949 931
950 update_object (op, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
951 esrv_update_item (UPD_FACE, op, op); 933 esrv_update_item (UPD_FACE, ob, ob);
952 op->update_stats (); 934 ob->update_stats ();
953 op->stats.hp = op->stats.maxhp; 935 ob->stats.hp = ob->stats.maxhp;
954 op->stats.sp = op->stats.maxsp; 936 ob->stats.sp = ob->stats.maxsp;
955 op->stats.grace = 0; 937 ob->stats.grace = 0;
956
957 if (op->msg)
958 new_draw_info (NDI_BLUE, 0, op, op->msg);
959
960 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
961 return 0;
962}
963
964int
965key_confirm_quit (object *op, char key)
966{
967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
968 {
969 op->contr->ns->state = ST_PLAYING;
970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
971 return 1;
972 }
973
974 INVOKE_PLAYER (LOGOUT, op->contr);
975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
978
979 terminate_all_pets (op);
980 leave_map (op);
981 op->direction = 0;
982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
983
984 strcpy (op->contr->killer, "quit");
985 check_score (op);
986 op->contr->party = 0;
987 op->contr->own_title[0] = '\0';
988
989 object_ptr ob = op;
990
991 /* We need to hunt for any per player unique maps in memory and
992 * get rid of them. The trailing slash in the path is intentional,
993 * so that players named 'Ab' won't match against players 'Abe' pathname
994 */
995 char buf[MAX_BUF];
996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
997
998 for (maptile *next, *mp = first_map; mp; mp = next)
999 {
1000 next = mp->next;
1001
1002 if (!strncmp (mp->path, buf, strlen (buf)))
1003 delete_map (mp);
1004 }
1005
1006 delete_character (ob->name, 1);
1007 ob->contr->destroy ();
1008
1009 return 1;
1010} 938}
1011 939
1012void 940void
1013flee_player (object *op) 941flee_player (object *op)
1014{ 942{
1061 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1062 CLEAR_FLAG (op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1063 op->enemy = NULL; 991 op->enemy = NULL;
1064} 992}
1065 993
1066
1067/* 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.
1068 * 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
1069 * stop. 996 * stop.
1070 */ 997 */
1071int 998int
1072check_pick (object *op) 999check_pick (object *op)
1073{ 1000{
1074 object *tmp, *next; 1001 object *tmp, *next;
1075 int stop = 0; 1002 int stop = 0;
1076 int j, k, wvratio; 1003 int wvratio;
1077 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1078 1005
1079 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1080 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1081 return 1; 1008 return 1;
1082 1009
1150 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1151 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1152 &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))));
1153 else 1080 else
1154 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1155 &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))));
1156 1083
1157 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1158 } 1085 }
1159 1086
1160 /* philosophy: 1087 /* philosophy:
1235 pick_up (op, tmp); 1162 pick_up (op, tmp);
1236 continue; 1163 continue;
1237 } 1164 }
1238 1165
1239 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1240 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1241 { 1168 {
1242 pick_up (op, tmp); 1169 pick_up (op, tmp);
1243 continue; 1170 continue;
1244 } 1171 }
1245 1172
1353 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1354 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1355 { 1282 {
1356 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1357 { 1284 {
1358 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 &&
1359 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1360 { 1287 {
1361 pick_up (op, tmp); 1288 pick_up (op, tmp);
1362 continue; 1289 continue;
1363 } 1290 }
1364 } 1291 }
1365 1292
1366 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1367 { 1294 {
1368 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)
1369 { 1296 {
1370 pick_up (op, tmp); 1297 pick_up (op, tmp);
1371 continue; 1298 continue;
1372 } 1299 }
1373 } 1300 }
1398 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1399 { 1326 {
1400 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1401 } 1328 }
1402 else 1329 else
1403 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1404 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1405 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))));
1406#endif 1333#endif
1407 continue; 1334 continue;
1408 } 1335 }
1419 * found object is returned. 1346 * found object is returned.
1420 */ 1347 */
1421object * 1348object *
1422find_arrow (object *op, const char *type) 1349find_arrow (object *op, const char *type)
1423{ 1350{
1424 object *tmp = NULL; 1351 object *tmp = 0;
1425 1352
1426 for (op = op->inv; op; op = op->below) 1353 for (op = op->inv; op; op = op->below)
1427 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))
1428 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1429 else if (op->type == ARROW && op->race == type) 1356 else if (op->type == ARROW && op->race == type)
1430 return op; 1357 return op;
1358
1431 return tmp; 1359 return tmp;
1432} 1360}
1433 1361
1434/* 1362/*
1435 * 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
1436 * 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
1437 * 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
1438 * 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.
1439 */ 1367 */
1440
1441object * 1368object *
1442find_better_arrow (object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1443{ 1370{
1444 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1445 int attacknum, attacktype, betterby = 0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1478 else 1405 else
1479 { 1406 {
1480 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1481 { 1408 {
1482 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1483 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1484 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)
1485 { 1412 {
1486 tmp = arrow; 1413 tmp = arrow;
1487 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;
1488 } 1415 }
1489 } 1416 }
1490 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1491 { 1418 {
1492 tmp = arrow; 1419 tmp = arrow;
1511 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1512 * op = the shooter 1439 * op = the shooter
1513 * type = bow->race 1440 * type = bow->race
1514 * dir = fire direction 1441 * dir = fire direction
1515 */ 1442 */
1516
1517object * 1443object *
1518pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1519{ 1445{
1520 object *tmp = NULL; 1446 object *tmp = NULL;
1521 maptile *m; 1447 maptile *m;
1586 */ 1512 */
1587int 1513int
1588fire_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)
1589{ 1515{
1590 object *left, *bow; 1516 object *left, *bow;
1591 int bowspeed, mflags; 1517 int mflags;
1592 maptile *m; 1518 maptile *m;
1593 1519
1594 if (!dir) 1520 if (!dir)
1595 { 1521 {
1596 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!");
1597 return 0; 1523 return 0;
1598 } 1524 }
1599 1525
1600 if (op->type == PLAYER) 1526 if (op->contr)
1601 bow = op->contr->ranges[range_bow]; 1527 bow = op->current_weapon;
1602 else 1528 else
1603 { 1529 {
1604 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1605 /* 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
1606 * 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.
1611 if (!bow) 1537 if (!bow)
1612 { 1538 {
1613 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1614 return 0; 1540 return 0;
1615 } 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
1616 } 1550 }
1617 1551
1618 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1619 { 1553 {
1620 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);
1621 return 0; 1555 return 0;
1622 } 1556 }
1623
1624 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1625
1626 /* penalize ROF for bestarrow */
1627 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1628 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1629
1630 if (bowspeed < 1)
1631 bowspeed = 1;
1632 1557
1633 if (arrow == NULL) 1558 if (arrow == NULL)
1634 { 1559 {
1635 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1636 { 1561 {
1637 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1638 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);
1639 /* 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 */
1640 else 1565 else
1641 CLEAR_FLAG (op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1642 return 0; 1568 return 0;
1643 } 1569 }
1644 } 1570 }
1645 1571
1646 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1670 1596
1671 arrow->set_owner (op); 1597 arrow->set_owner (op);
1672 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1673 arrow->direction = dir; 1599 arrow->direction = dir;
1674 1600
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;
1633
1675 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1676 { 1635 {
1677 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1678 op->update_stats ();
1679 }
1680
1681 SET_ANIMATION (arrow, arrow->direction);
1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1683 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype;
1685 if (arrow->slaying != NULL)
1686 arrow->spellarg = strdup (arrow->slaying);
1687
1688 /* Note that this was different for monsters - they got their level
1689 * added to the damage. I think the strength bonus is more proper.
1690 */
1691
1692 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1693
1694 /* update the speed */
1695 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1697
1698 arrow->set_speed (max (arrow->speed, 1.0));
1699 arrow->speed_left = 0;
1700
1701 if (op->type == PLAYER)
1702 {
1703 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1704 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1705 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1706
1707 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;
1708 } 1643 }
1709 else 1644 else
1710 { 1645 {
1711 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1712 arrow->level = op->level; 1646 arrow->level = op->level;
1713 } 1647 arrow->stats.wc -= bow->magic;
1714 1648
1715 if (arrow->attacktype == AT_PHYSICAL) 1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1716 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1717 1654
1718 if (bow->slaying) 1655 wc -= arrow->level;
1719 arrow->slaying = bow->slaying; 1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1720 1657
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1721 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1722 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1723 1661
1724 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1725 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1726 1664
1727 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1728 move_arrow (arrow); 1666 move_arrow (arrow);
1729 1667
1750{ 1688{
1751 int ret = 0, wcmod = 0; 1689 int ret = 0, wcmod = 0;
1752 1690
1753 if (op->contr->bowtype == bow_bestarrow) 1691 if (op->contr->bowtype == bow_bestarrow)
1754 { 1692 {
1755 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);
1756 } 1694 }
1757 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)
1758 { 1696 {
1759 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1760 wcmod = -1; 1698 wcmod = -1;
1699
1761 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);
1762 } 1701 }
1763 else if (op->contr->bowtype == bow_threewide) 1702 else if (op->contr->bowtype == bow_threewide)
1764 { 1703 {
1765 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);
1769 else if (op->contr->bowtype == bow_spreadshot) 1708 else if (op->contr->bowtype == bow_spreadshot)
1770 { 1709 {
1771 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);
1772 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);
1773 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);
1774
1775 } 1713 }
1776 else 1714 else
1777 { 1715 {
1778 /* Simple case */ 1716 /* Simple case */
1779 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);
1780 } 1718 }
1719
1781 return ret; 1720 return ret;
1782} 1721}
1783
1784 1722
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1787 */ 1725 */
1788void 1726void
1789fire_misc_object (object *op, int dir) 1727fire_misc_object (object *op, int dir)
1790{ 1728{
1791 object *item; 1729 object *item = op->contr->ranged_ob;
1792 1730
1793 if (!op->contr->ranges[range_misc]) 1731 if (!item)
1794 { 1732 {
1795 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.");
1796 return; 1734 return;
1797 } 1735 }
1798 1736
1799 item = op->contr->ranges[range_misc];
1800 if (!item->inv) 1737 if (!item->inv)
1801 { 1738 {
1802 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1803 return; 1740 return;
1804 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
1805 if (item->type == WAND) 1746 if (item->type == WAND)
1806 { 1747 {
1807 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
1808 { 1749 {
1809 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
1810 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
1811 return; 1753 return;
1812 } 1754 }
1813 } 1755 }
1814 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
1815 { 1757 {
1816 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))
1817 { 1759 {
1818 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
1819 if (item->type == ROD) 1762 if (item->type == ROD)
1820 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));
1821 else 1764 else
1822 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
1823 return; 1767 return;
1824 } 1768 }
1825 } 1769 }
1826 1770
1827 if (cast_spell (op, item, dir, item->inv, NULL)) 1771 if (cast_spell (op, item, dir, item->inv, NULL))
1834 object *tmp; 1778 object *tmp;
1835 1779
1836 if (item->arch) 1780 if (item->arch)
1837 { 1781 {
1838 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1839 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1840 item->set_speed (0); 1784 item->set_speed (0);
1841 } 1785 }
1842 1786
1843 if ((tmp = item->in_player ())) 1787 if ((tmp = item->in_player ()))
1844 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1849 } 1793 }
1850} 1794}
1851 1795
1852/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1853 */ 1797 */
1854void 1798bool
1855fire (object *op, int dir) 1799fire (object *op, int dir)
1856{ 1800{
1857 int spellcost = 0; 1801 int spellcost = 0;
1858 1802
1859 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1860 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
1861 make_visible (op); 1805 make_visible (op);
1862 1806
1863 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;
1864 { 1813 }
1865 case range_none:
1866 return;
1867 1814
1868 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:
1869 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
1870 return; 1832 break;
1871 1833
1872 case range_magic: /* Casting spells */ 1834 case SPELL:
1873 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);
1874 return; 1836 break;
1875 1837
1876 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:
1877 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
1878 return; 1848 break;
1879
1880 case range_golem: /* Control summoned monsters from scrolls */
1881 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1882 {
1883 op->contr->ranges[range_golem] = 0;
1884 op->contr->shoottype = range_none;
1885 }
1886 else
1887 control_golem (op->contr->ranges[range_golem], dir);
1888 return;
1889
1890 case range_skill:
1891 if (!op->chosen_skill)
1892 {
1893 if (op->type == PLAYER)
1894 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1895 return;
1896 }
1897 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1898 return;
1899 case range_builder:
1900 apply_map_builder (op, dir);
1901 return;
1902 default:
1903 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1904 return;
1905 } 1849 }
1906}
1907 1850
1908 1851 return true;
1852}
1909 1853
1910/* find_key 1854/* find_key
1911 * 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
1912 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
1913 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
1915 * pl is the player, 1859 * pl is the player,
1916 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
1917 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
1918 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
1919 */ 1863 */
1920
1921object * 1864object *
1922find_key (object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
1923{ 1866{
1924 object *tmp, *key; 1867 object *tmp, *key;
1925 1868
1926 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
1927 if (container->inv == NULL) 1870 if (!container->inv)
1928 return NULL; 1871 return 0;
1929 1872
1930 /* 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 */
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 { 1875 {
1933 if (door->type == DOOR && tmp->type == KEY) 1876 if (door->type == DOOR && tmp->type == KEY)
1934 break; 1877 break;
1935 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
1936 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
1937 */ 1880 */
1938 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1939 break; 1882 break;
1940 } 1883 }
1884
1941 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
1942 /* 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.
1943 * 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
1944 * a key, return 1888 * a key, return
1945 */ 1889 */
1946 if (!tmp) 1890 if (!tmp)
1947 { 1891 {
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
1949 { 1893 {
1950 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
1951 if (tmp->type == CONTAINER && tmp->inv) 1895 if (tmp->type == CONTAINER && tmp->inv)
1952 { 1896 {
1953 if ((key = find_key (pl, tmp, door)) != NULL) 1897 if ((key = find_key (pl, tmp, door)))
1954 return key; 1898 return key;
1955 } 1899 }
1956 } 1900 }
1901
1957 if (!tmp) 1902 if (!tmp)
1958 return NULL; 1903 return NULL;
1959 } 1904 }
1905
1960 /* 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,
1961 * see if we actually want to use it 1907 * see if we actually want to use it
1962 */ 1908 */
1963 if (pl != container) 1909 if (pl != container)
1964 { 1910 {
1985 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1986 "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));
1987 return NULL; 1933 return NULL;
1988 } 1934 }
1989 } 1935 }
1936
1990 return tmp; 1937 return tmp;
1991} 1938}
1992 1939
1993/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
1994 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
1996 * 0 otherwise 1943 * 0 otherwise
1997 */ 1944 */
1998static int 1945static int
1999player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
2000{ 1947{
2001 /* 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,
2002 * 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 -
2003 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
2004 */ 1951 */
2005 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
2006 1953
2007 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
2008 if (key) 1955 if (key)
2009 { 1956 {
2010 object *container = key->env; 1957 object *container = key->env;
2011 1958
2012 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2013 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
2014 make_visible (op); 1960 make_visible (op);
1961
2015 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2016 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
1964
2017 if (door->type == DOOR) 1965 if (door->type == DOOR)
2018 {
2019 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 */
2020 }
2021 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
2022 { 1968 {
2023 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);
2024 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
2025 } 1971 }
1972
2026 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2027 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2028 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
2029 if (container != op) 1976 if (container != op)
2030 esrv_update_item (UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
2031 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
2032 } 1980 }
2033 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2034 { 1982 {
2035 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2036 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...");
2037 return 1; 1985 return 1;
2038 } 1986 }
1987
2039 return 0; 1988 return 0;
2040} 1989}
2041 1990
2042/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2043 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2044 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2045 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2046 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2047 */ 1996 */
2048void 1997bool
2049move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2050{ 1999{
2051 object *tmp, *mon;
2052 sint16 nx, ny;
2053 int on_battleground; 2000 int on_battleground;
2054 maptile *m;
2055 2001
2056 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2057 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2058 2004
2059 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 }
2060 2015
2061 /* 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
2062 * 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
2063 * 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
2064 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2065 * 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
2066 * 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
2067 * 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
2068 * move_ob uses. 2023 * move_ob uses.
2069 */ 2024 */
2070 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);
2071 {
2072 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2073 {
2074 m = get_map_from_coord (op->map, &nx, &ny);
2075 if (!m)
2076 return; /* Don't think this should happen */
2077 }
2078 else
2079 m = op->map;
2080 2026
2081 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2082 {
2083 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2084 return;
2085 }
2086
2087 mon = 0;
2088 /* 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
2089 * 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.
2090 * 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
2091 * on the space 2030 * on the space
2092 */ 2031 */
2093 while (tmp) 2032 object *mon;
2094 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2095 if (tmp == op) 2034 {
2096 { 2035 if ((mon->flag [FLAG_ALIVE]
2097 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2098 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2099 }
2100
2101 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2102 {
2103 mon = tmp; 2038 && mon != op)
2104 break; 2039 break;
2105 } 2040 }
2106 2041
2107 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2108 mon = tmp;
2109
2110 tmp = tmp->above;
2111 }
2112
2113 if (!mon) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2114 return; /* into a wall */ 2043 return false; /* into a wall */
2115 2044
2116 if (mon->head)
2117 mon = mon->head; 2045 mon = mon->head_ ();
2118 2046
2119 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)
2120 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2121 return; 2052 return true;
2053 }
2122 2054
2123 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2124 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2125 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2126 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2127 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2128 * and thus will not push them. 2060 * and thus will not push them.
2129 */ 2061 */
2130 2062
2131 /* 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
2132 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2133 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2134 */ 2066 */
2135 if ((op->type == PLAYER) 2067 if (op->type == PLAYER
2136#if COZY_SERVER
2137 &&
2138 ((mon->owner && mon->owner->contr 2068 && ((mon->owner && mon->owner->contr
2139 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2140#else
2141 && mon->owner == op 2070 || mon->owner == op)
2142#endif
2143 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2144 { 2072 {
2145 /* 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 */
2146 if (op->contr->braced) 2074 if (op->contr->braced)
2147 return; 2075 return false;
2148 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"));
2149 (void) push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2150 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2151 make_visible (op); 2085 make_visible (op);
2086
2152 return; 2087 return true;
2153 } 2088 }
2089 else
2090 return false;
2091 }
2154 2092
2155 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2156 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2157 * 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
2158 * attack them either. 2096 * attack them either.
2159 */ 2097 */
2160 if ((mon->type == PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2161 (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))
2162#ifdef PROHIBIT_PLAYERKILL
2163 (op->contr->peaceful 2100 && ((op->contr->peaceful
2164 || (mon->type == PLAYER 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2165 && mon->contr->
2166 peaceful)) &&
2167#else
2168 op->contr->peaceful &&
2169#endif
2170 !on_battleground)) 2102 && !on_battleground))
2103 {
2104 if (op->speed_left > 0.f)
2171 { 2105 {
2106 --op->speed_left;
2107
2172 if (!op->contr->braced) 2108 if (!op->contr->braced)
2173 { 2109 {
2174 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2175 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2176 } 2112 }
2177 else 2113 else
2178 new_draw_info (0, 0, op, "You withhold your attack"); 2114 op->statusmsg ("You withhold your attack");
2179 2115
2180 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2181 make_visible (op); 2117 make_visible (op);
2182 }
2183 2118
2119 return true;
2120 }
2121 }
2184 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2185 * 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.
2186 */ 2124 */
2187 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)
2188 { 2128 {
2129 --op->speed_left;
2130
2189 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2190 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2191 make_visible (op); 2133 make_visible (op);
2192 }
2193 2134
2135 return true;
2136 }
2137 }
2194 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2195 * 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
2196 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2197 * 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
2198 * 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.
2199 */ 2143 */
2200
2201 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2202 ((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)))
2203 { 2146 {
2204 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2205 /* If the player hasn't hit something this tick, and does
2206 * so, give them speed boost based on weapon speed. Doing
2207 * it here is better than process_players2, which basically
2208 * incurred a 1 tick offset.
2209 */
2210 if (!op->contr->has_hit)
2211 { 2148 {
2212 op->speed_left += op->speed / op->contr->weapon_sp; 2149 --op->contr->weapon_sp_left;
2213
2214 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2215 }
2216 2150
2217 skill_attack (mon, op, 0, 0, 0); 2151 skill_attack (mon, op, 0, 0, 0);
2218
2219 /* If attacking another player, that player gets automatic
2220 * hitback, and doesn't loose luck either.
2221 * Disable hitback on the battleground or if the target is
2222 * the wiz.
2223 */
2224 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2225 {
2226 short luck = mon->stats.luck;
2227
2228 mon->contr->has_hit = 1;
2229 skill_attack (op, mon, 0, 0, 0);
2230 mon->stats.luck = luck;
2231 }
2232 2152
2233 if (action_makes_visible (op)) 2153 if (action_makes_visible (op))
2234 make_visible (op); 2154 make_visible (op);
2235 }
2236 } /* if player should attack something */
2237}
2238 2155
2239int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2240move_player (object *op, int dir) 2164move_player (object *op, int dir)
2241{ 2165{
2242 int pick; 2166 int pick;
2243 2167
2244 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2245 return 0; 2169 return 0;
2246 2170
2247 /* Sanity check: make sure dir is valid */ 2171 /* Sanity check: make sure dir is valid */
2248 if ((dir < 0) || (dir >= 9)) 2172 if ((dir < 0) || (dir >= 9))
2249 { 2173 {
2250 LOG (llevError, "move_player: invalid direction %d\n", dir); 2174 LOG (llevError, "move_player: invalid direction %d\n", dir);
2251 return 0; 2175 return 0;
2252 } 2176 }
2253 2177
2254 /* peterm: added following line */ 2178 /* peterm: added following line */
2255 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2256 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2180 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2257 2181
2258 op->facing = dir; 2182 op->facing = dir;
2259 2183
2260 if (op->hide) 2184 if (op->hide)
2261 do_hidden_move (op); 2185 do_hidden_move (op);
2262 2186
2187 bool retval;
2188
2263 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2264 /*nop */ ; 2190 retval = RESULT_INT (0);
2265 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2266 fire (op, dir); 2192 retval = fire (op, dir);
2267 else 2193 else
2268 { 2194 {
2269 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2270 pick = check_pick (op); 2196 pick = check_pick (op);
2271 } 2197 }
2272 2198
2273 /* 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
2274 * server can handle repeat firing. 2200 * server can handle repeat firing.
2281 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2282 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2283 * for players. 2209 * for players.
2284 */ 2210 */
2285 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2286 return 0; 2212
2213 return retval;
2287} 2214}
2288 2215
2289/* 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
2290 * new client/server stuff. 2217 * new client/server stuff.
2291 * 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
2292 * the new speed values for commands. 2219 * the new speed values for commands.
2293 * 2220 *
2294 * 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.
2295 */ 2224 */
2296int 2225bool
2297handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2298{ 2227{
2299 if (op->contr->hidden)
2300 {
2301 op->invisible = 1000;
2302 /* the socket code flashes the player visible/invisible
2303 * depending on the value of invisible, so we need to
2304 * alternate it here for it to work correctly.
2305 */
2306 if (pticks & 2)
2307 op->invisible--;
2308 }
2309 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2310 {
2311 op->invisible--;
2312 if (!op->invisible)
2313 {
2314 make_visible (op);
2315 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2316 }
2317 }
2318
2319 if (QUERY_FLAG (op, FLAG_SCARED)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2320 { 2229 {
2321 flee_player (op); 2230 if (op->speed_left > 0.f)
2322 /* If player is still scared, that is his action for this tick */
2323 if (QUERY_FLAG (op, FLAG_SCARED))
2324 { 2231 {
2325 op->speed_left--; 2232 --op->speed_left;
2233 flee_player (op);
2234
2326 return 0; 2235 return true;
2327 } 2236 }
2237 else
2238 return false;
2328 } 2239 }
2329
2330 /* I've been seeing crashes where the golem has been destroyed, but
2331 * the player object still points to the defunct golem. The code that
2332 * destroys the golem looks correct, and it doesn't always happen, so
2333 * put this in a a workaround to clean up the golem pointer.
2334 */
2335 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2336 op->contr->ranges[range_golem] = 0;
2337 2240
2338 /* 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
2339 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2340 * called, so we recheck it here. 2243 * called, so we recheck it here.
2341 */ 2244 */
2342 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2245 if (op->contr->ns->handle_command ())
2343 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2344 ;
2345
2346 if (op->speed_left < 0)
2347 return 0; 2246 return true;
2348 2247
2349 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2350 {
2351 /* All move commands take 1 tick, at least for now */
2352 op->speed_left--;
2353
2354 /* Instead of all the stuff below, let move_player take care
2355 * of it. Also, some of the skill stuff is only put in
2356 * there, as well as the confusion stuff.
2357 */
2358 move_player (op, op->direction); 2249 return move_player (op, op->direction);
2359 if (op->speed_left > 0)
2360 return 1;
2361 else
2362 return 0;
2363 }
2364 2250
2365 return 0; 2251 return false;
2366} 2252}
2367 2253
2368int 2254int
2369save_life (object *op) 2255save_life (object *op)
2370{ 2256{
2372 return 0; 2258 return 0;
2373 2259
2374 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2375 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2376 { 2262 {
2377 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2378 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));
2379 2265
2380 if (op->contr) 2266 if (op->contr)
2381 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2382 2268
2402/* 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
2403 * 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
2404 * 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
2405 * from. 2291 * from.
2406 */ 2292 */
2407void 2293static void
2408remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2409{ 2295{
2410 object *next;
2411
2412 while (op) 2296 while (op)
2413 { 2297 {
2414 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2415 2299
2416 if (QUERY_FLAG (op, FLAG_UNPAID)) 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2419 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2420 2304
2421 op->insert_at (env); 2305 op->insert_at (env);
2422 } 2306 }
2423 else if (op->inv) 2307 else if (op->inv)
2424 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2425 2309
2426 op = next; 2310 op = next;
2427 } 2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2428} 2319}
2429 2320
2430/* 2321/*
2431 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2432 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2482 int rate_grace = 2000; 2373 int rate_grace = 2000;
2483 const int max_hp = 1; 2374 const int max_hp = 1;
2484 const int max_sp = 1; 2375 const int max_sp = 1;
2485 const int max_grace = 1; 2376 const int max_grace = 1;
2486 2377
2487 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--;
2488 { 2387 }
2489 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2490 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2389 {
2491 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 }
2492 } 2395 }
2493 2396
2494 if (op->contr->ns->state == ST_PLAYING) 2397 if (op->contr->ns->state == ST_PLAYING)
2495 { 2398 {
2496 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2515 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2516 else 2419 else
2517 { 2420 {
2518 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2519 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2520 }
2521
2522 /* Regenerate Spell Points */
2523 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2524 {
2525 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2526 if (op->stats.sp < op->stats.maxsp)
2527 {
2528 op->stats.sp++;
2529 /* dms do not consume food */
2530 if (!QUERY_FLAG (op, FLAG_WIZ))
2531 {
2532 op->stats.food--;
2533 if (op->contr->digestion < 0)
2534 op->stats.food += op->contr->digestion;
2535 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2536 op->stats.food = last_food;
2537 }
2538 }
2539
2540 if (max_sp > 1)
2541 {
2542 over_sp = (gen_sp + 10) / rate_sp;
2543 if (over_sp > 0)
2544 {
2545 if (op->stats.sp < op->stats.maxsp)
2546 {
2547 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2548
2549 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2550 op->stats.sp--;
2551
2552 if (op->stats.sp > op->stats.maxsp)
2553 op->stats.sp = op->stats.maxsp;
2554 }
2555 op->last_sp = 0;
2556 }
2557 else
2558 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2559 }
2560 else
2561 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2562 } 2423 }
2563 2424
2564 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2565 /* 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. */
2566 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2587 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);
2588 } 2449 }
2589 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2590 } 2451 }
2591 2452
2453 if (op->stats.food > 0)
2454 {
2592 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2593 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2594 {
2595 if (op->stats.hp < op->stats.maxhp)
2596 { 2457 {
2597 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2598 /* dms do not consume food */ 2459
2599 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2600 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2601 op->stats.food--; 2467 op->stats.food--;
2468
2602 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2603 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2604 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))
2605 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2606 } 2474 }
2607 }
2608 2475
2609 if (max_hp > 1) 2476 if (max_sp > 1)
2610 {
2611 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2612 if (over_hp > 0)
2613 { 2477 {
2614 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
2615 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);
2616 } 2496 }
2617 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)
2618 { 2505 {
2619 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 }
2620 } 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);
2621 } 2531 }
2622 else 2532 else
2623 {
2624 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);
2625 } 2534 }
2626 } 2535 }
2627 2536
2628 /* Digestion */ 2537 /* Digestion */
2629 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2630 { 2539 {
2631#ifdef COZY_SERVER 2540 int bonus = max (0, op->contr->digestion),
2632 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2541 penalty = max (0, -op->contr->digestion);
2633 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2634#else
2635 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2636#endif
2637 2542
2638 if (op->contr->gen_hp > 0)
2639 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);
2640 else
2641 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2642 2544
2643 /* dms do not consume food */ 2545 /* dms do not consume food */
2644 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2645 op->stats.food--; 2547 op->stats.food--;
2646 } 2548 }
2673 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.");
2674 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2675 } 2577 }
2676 } 2578 }
2677 2579
2678 while (op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0)
2679 op->stats.food++, op->stats.hp--; 2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2680 2585
2681 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2682 kill_player (op); 2587 kill_player (op);
2683 } 2588 }
2684} 2589}
2689 * file. 2594 * file.
2690 */ 2595 */
2691void 2596void
2692kill_player (object *op) 2597kill_player (object *op)
2693{ 2598{
2599 int x, y;
2694 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2695 int x, y;
2696
2697 //int i;
2698 maptile *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2699
2700 /* int z;
2701 int num_stats_lose;
2702 int lost_a_stat;
2703 int lose_this_stat;
2704 int this_stat; */
2705 int will_kill_again; 2602 int will_kill_again;
2706 archetype *at; 2603 archetype *at;
2707 object *tmp; 2604 object *tmp;
2708 2605
2709 if (save_life (op)) 2606 if (save_life (op))
2710 return; 2607 return;
2711
2712 2608
2713 /* 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
2714 * 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.
2715 * Look at op_on_battleground() for more info --AndreasV 2611 * Look at op_on_battleground() for more info --AndreasV
2716 */ 2612 */
2732 { 2628 {
2733 tmp->destroy (); 2629 tmp->destroy ();
2734 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2735 } 2631 }
2736 2632
2737 cure_disease (op, 0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
2738 op->stats.hp = op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
2739 if (op->stats.food <= 0) 2635 if (op->stats.food <= 0)
2740 op->stats.food = 999; 2636 op->stats.food = 999;
2741 2637
2742 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
2743 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
2744 { 2640 {
2745 sprintf (buf, "%s's finger", &op->name); 2641 tmp->name = format ("%s's finger" , &op->name);
2746 tmp->name = buf; 2642 tmp->name_pl = format ("%s's fingers", &op->name);
2747 sprintf (buf, " This finger has been cut off %s\n" 2643 tmp->msg = format (
2748 " 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",
2749 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2750 tmp->msg = buf; 2646 );
2751 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2647 tmp->value = 0, tmp->type = 0;
2752 tmp->materialname = NULL; 2648 tmp->materialname = "organics";
2753 op->insert_at (tmp, op); 2649 tmp->insert_at (op, tmp);
2754 } 2650 }
2755 2651
2756 /* teleport defeated player to new destination */ 2652 /* teleport defeated player to new destination */
2757 transfer_ob (op, x, y, 0, NULL); 2653 transfer_ob (op, x, y, 0, NULL);
2758 op->contr->braced = 0; 2654 op->contr->braced = 0;
2762 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2763 2659
2764 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2765 2661
2766 if (op->stats.food < 0) 2662 if (op->stats.food < 0)
2767 {
2768 if (op->contr->explore)
2769 {
2770 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2771 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2772 op->stats.food = 999;
2773 return;
2774 }
2775 sprintf (buf, "%s starved to death.", &op->name);
2776 strcpy (op->contr->killer, "starvation"); 2663 strcpy (op->contr->killer, "starvation");
2777 }
2778 else
2779 {
2780 if (op->contr->explore)
2781 {
2782 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2783 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2784 op->stats.hp = op->stats.maxhp;
2785 return;
2786 }
2787 sprintf (buf, "%s died.", &op->name);
2788 }
2789 2664
2790 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2665 op->contr->play_sound (sound_find ("player_dies"));
2791 2666
2792 /* save the map location for corpse, gravestone */ 2667 /* save the map location for corpse, gravestone */
2793 x = op->x; 2668 x = op->x;
2794 y = op->y; 2669 y = op->y;
2795 map = op->map; 2670 map = op->map;
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_all_players (pl) 2941 for_all_players (pl)
3076 { 2942 {
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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