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Comparing deliantra/server/server/player.C (file contents):
Revision 1.113 by root, Tue Apr 24 12:32:16 2007 UTC vs.
Revision 1.174 by root, Thu Nov 8 19:43:27 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160} 158}
161 159
162void 160void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate () 161player::activate ()
177{ 162{
178 if (active) 163 if (active)
179 return; 164 return;
180 165
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
199 183
200 if (ob->map) 184 if (ob->map)
201 maplevel = ob->map->path; 185 maplevel = ob->map->path;
202 186
203 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 189 ob->map = 0;
205 party = 0; 190 party = 0;
206 191
207 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 193
210 players.erase (this); 194 players.erase (this);
211} 195}
212 196
213// connect the player with a specific client 197// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
215void 199void
216player::connect (client *ns) 200player::connect (client *ns)
217{ 201{
218 this->ns = ns; 202 this->ns = ns;
219 ns->pl = this; 203 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
224 208
225 ns->update_look = 0; 209 ns->update_look = 0;
226 ns->look_position = 0; 210 ns->look_position = 0;
227 211
228 clear_los (ob); 212 clear_los (this);
229 213
230 ns->reset_stats (); 214 ns->reset_stats ();
231 215
232 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238 219
239 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 221 link_player_skills (ob);
241 222
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243 224
244 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
245 226
246 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
248 { 229 {
249 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
250 231
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
257 abil = tmp; 235 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
259 skin = tmp; 237 skin = tmp;
260 238
261 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
262 } 240 }
263 241
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 243
266 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
267 245
268 ob->update_stats (); 246 ob->update_stats ();
247
269 ns->floorbox_update (); 248 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
273 251
274 activate (); 252 activate ();
275 253
282} 260}
283 261
284void 262void
285player::disconnect () 263player::disconnect ()
286{ 264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
287 if (ns) 271 if (ns)
288 { 272 {
289 if (active) 273 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291 275
292 INVOKE_PLAYER (DISCONNECT, this); 276 INVOKE_PLAYER (DISCONNECT, this);
293 277
294 ns->reset_stats (); 278 ns->reset_stats ();
295 ns->pl = 0; 279 ns->pl = 0;
296 this->ns = 0; 280 ns = 0;
297 } 281 }
298 282
299 if (ob) 283 observe = ob;
300 ob->close_container (); //TODO: client-specific
301 284
302 deactivate (); 285 deactivate ();
303} 286}
304 287
305// the need for this function can be explained 288// the need for this function can be explained
306// by load_object not returning the object 289// by load_object not returning the object
307void 290void
308player::set_object (object *op) 291player::set_object (object *op)
309{ 292{
310 ob = op; 293 ob = observe = op;
311 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
312 295
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
315 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326}
327
328void
329player::set_observe (object *op)
330{
331 observe = op ? op : ob;
332 do_los = 1;
316} 333}
317 334
318player::player () 335player::player ()
319{ 336{
320 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point. 338 * we deal with that below this point.
322 */ 339 */
323 outputs_sync = 6; /* Every 2 seconds */ 340 outputs_sync = 4;
324 outputs_count = 10; /* Keeps present behaviour */ 341 outputs_count = 4;
325 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
326 343
327 savebed_map = first_map_path; /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
328 345
329 gen_sp_armour = 10; 346 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 347 bowtype = bow_normal;
332 petmode = pet_normal; 348 petmode = pet_normal;
333 listening = 10; 349 listening = 10;
334 usekeys = containers; 350 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
336 do_los = 1; 352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
337} 356}
338 357
339void 358void
340player::do_destroy () 359player::do_destroy ()
341{ 360{
346 if (ob) 365 if (ob)
347 { 366 {
348 ob->destroy_inv (false); 367 ob->destroy_inv (false);
349 ob->destroy (); 368 ob->destroy ();
350 } 369 }
370
371 ob = observe = 0;
351} 372}
352 373
353player::~player () 374player::~player ()
354{ 375{
355 /* Clear item stack */ 376 /* Clear item stack */
382 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
383 */ 404 */
384archetype * 405archetype *
385get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
386{ 407{
387 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
388 409
389 for (;;) 410 for (;;)
390 { 411 {
391 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
392 at = first_archetype; 413 i = archetypes.begin ();
393 else 414 else if (*i == at)
394 at = at->next; 415 cleanup ("not a single player archetype found");
395 416
396 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
397 return at; 418 return *i;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 } 419 }
405} 420}
406 421
407object * 422object *
408get_nearest_player (object *mon) 423get_nearest_player (object *mon)
412 unsigned lastdist; 427 unsigned lastdist;
413 rv_vector rv; 428 rv_vector rv;
414 429
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 431 {
417 /* We should not find free objects on this friendly list, but it
418 * does periodically happen. Given that, lets deal with it.
419 * While unlikely, it is possible the next object on the friendly
420 * list is also free, so encapsulate this in a while loop.
421 */
422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
424 object *tmp = ol->ob;
425
426 /* Can't do much more other than log the fact, because the object
427 * itself will have been cleared.
428 */
429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
431 ol = ol->next;
432 remove_friendly_object (tmp);
433 if (!ol)
434 return op;
435 }
436
437 /* Remove special check for player from this. First, it looks to cause
438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
439 * complicated method of state checking would be needed in any case -
440 * as it was, a clever player could type quit, and the function would
441 * skip them over while waiting for confirmation. Remove
442 * on_same_map check, as can_detect_enemy also does this
443 */
444 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 433 continue;
446 434
447 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
448 { 436 {
774} 762}
775 763
776void 764void
777object::roll_stats () 765object::roll_stats ()
778{ 766{
779 int statsort [7]; 767 int statsort [NUM_STATS];
780 768
781 for (;;) 769 for (;;)
782 { 770 {
783 int sum = 0; 771 int sum = 0;
784 for (int i = 7; i--; ) 772 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 773 sum += statsort [i] = roll_stat ();
786 774
787 if (sum >= 82 && sum <= 116) 775 if (sum >= 82 && sum <= 116)
788 break; 776 break;
789 } 777 }
790 778
791 // Sort the stats so that rerolling is easier... 779 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 781
782 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 783 stats.stat (i) = statsort [i];
795 stats.Dex = statsort[1];
796 stats.Con = statsort[2];
797 stats.Int = statsort[3];
798 stats.Wis = statsort[4];
799 stats.Pow = statsort[5];
800 stats.Cha = statsort[6];
801 784
802 stats.exp = 0; 785 stats.exp = 0;
803 stats.ac = 0; 786 stats.ac = 0;
804 787
805 stats.hp = stats.maxhp; 788 stats.hp = stats.maxhp;
817} 800}
818 801
819void 802void
820object::swap_stats (int a, int b) 803object::swap_stats (int a, int b)
821{ 804{
822 int tmp = get_attr_value (&contr->orig_stats, a); 805 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825 806
807 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 808 stats.stat (i) = contr->orig_stats.stat (i);
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833 809
834 //TODO: the following code looks so borked and should, at the very least, 810 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 811 // be merged with the similar code in roll_stats
836 stats.ac = 0; 812 stats.ac = 0;
837 813
910 if (*first_map_ext_path) 886 if (*first_map_ext_path)
911 { 887 {
912 object *tmp; 888 object *tmp;
913 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
914 890
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 891 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create (); 892 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x; 894 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y; 895 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded; 896 ob->enter_exit (tmp); /* we don't really care if it succeeded;
939 int x = ob->x, y = ob->y; 915 int x = ob->x, y = ob->y;
940 916
941 ob->remove_statbonus (); 917 ob->remove_statbonus ();
942 ob->remove (); 918 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 919 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 920 ob->arch->copy_to (ob);
945 ob->instantiate (); 921 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 923 ob->name = ob->name_pl = name;
948 ob->x = x; 924 ob->x = x;
949 ob->y = y; 925 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 928 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 929 ob->add_statbonus ();
954 } 930 }
955 while (!allowed_class (ob)); 931 while (!allowed_class (ob));
956 932
957 update_object (ob, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
1014 /* Cornered, get rid of scared */ 990 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 992 op->enemy = NULL;
1017} 993}
1018 994
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 995/* check_pick sees if there is stuff to be picked up/picks up stuff.
1021 * IT returns 1 if the player should keep on moving, 0 if he should 996 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 997 * stop.
1023 */ 998 */
1024int 999int
1025check_pick (object *op) 1000check_pick (object *op)
1026{ 1001{
1103 if (tmp->name != NULL) 1078 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1080 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else 1081 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1083 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 1084
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 } 1086 }
1112 1087
1113 /* philosophy: 1088 /* philosophy:
1188 pick_up (op, tmp); 1163 pick_up (op, tmp);
1189 continue; 1164 continue;
1190 } 1165 }
1191 1166
1192 if (op->contr->mode & PU_READABLES) 1167 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL) 1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 { 1169 {
1195 pick_up (op, tmp); 1170 pick_up (op, tmp);
1196 continue; 1171 continue;
1197 } 1172 }
1198 1173
1306 /* careful: chairs and tables are weapons! */ 1281 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON) 1282 if (op->contr->mode & PU_ALLWEAPON)
1308 { 1283 {
1309 if (tmp->type == WEAPON && tmp->name != NULL) 1284 if (tmp->type == WEAPON && tmp->name != NULL)
1310 { 1285 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1286 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 { 1288 {
1314 pick_up (op, tmp); 1289 pick_up (op, tmp);
1315 continue; 1290 continue;
1316 } 1291 }
1317 } 1292 }
1318 1293
1319 if (tmp->type == WEAPON && tmp->name == NULL) 1294 if (tmp->type == WEAPON && tmp->name == NULL)
1320 { 1295 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1296 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 { 1297 {
1323 pick_up (op, tmp); 1298 pick_up (op, tmp);
1324 continue; 1299 continue;
1325 } 1300 }
1326 } 1301 }
1351 if (tmp->name != NULL) 1326 if (tmp->name != NULL)
1352 { 1327 {
1353 fprintf (stderr, "%s", tmp->name); 1328 fprintf (stderr, "%s", tmp->name);
1354 } 1329 }
1355 else 1330 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1333 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359#endif 1334#endif
1360 continue; 1335 continue;
1361 } 1336 }
1376{ 1351{
1377 object *tmp = 0; 1352 object *tmp = 0;
1378 1353
1379 for (op = op->inv; op; op = op->below) 1354 for (op = op->inv; op; op = op->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1355 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1382 else if (op->type == ARROW && op->race == type) 1357 else if (op->type == ARROW && op->race == type)
1383 return op; 1358 return splay (op);
1384 1359
1385 return tmp; 1360 return tmp;
1386} 1361}
1387 1362
1388/* 1363/*
1431 else 1406 else
1432 { 1407 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1408 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1409 {
1435 attacktype = 1 << attacknum; 1410 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1411 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1412 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 { 1413 {
1439 tmp = arrow; 1414 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1415 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1416 }
1442 } 1417 }
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1419 {
1445 tmp = arrow; 1420 tmp = arrow;
1464 * find_better_arrow to find a decent arrow to use. 1439 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1440 * op = the shooter
1466 * type = bow->race 1441 * type = bow->race
1467 * dir = fire direction 1442 * dir = fire direction
1468 */ 1443 */
1469
1470object * 1444object *
1471pick_arrow_target (object *op, const char *type, int dir) 1445pick_arrow_target (object *op, const char *type, int dir)
1472{ 1446{
1473 object *tmp = NULL; 1447 object *tmp = NULL;
1474 maptile *m; 1448 maptile *m;
1539 */ 1513 */
1540int 1514int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1515fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1516{
1543 object *left, *bow; 1517 object *left, *bow;
1544 int bowspeed, mflags; 1518 int mflags;
1545 maptile *m; 1519 maptile *m;
1546 1520
1547 if (!dir) 1521 if (!dir)
1548 { 1522 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1523 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1524 return 0;
1551 } 1525 }
1552 1526
1553 if (op->type == PLAYER) 1527 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1528 bow = op->current_weapon;
1555 else 1529 else
1556 { 1530 {
1557 for (bow = op->inv; bow; bow = bow->below) 1531 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1532 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1533 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1538 if (!bow)
1565 { 1539 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1541 return 0;
1568 } 1542 }
1543
1544 // optimisation: move object to top so we will find it quickly again
1545 if (bow->below)
1546 {
1547 bow->remove ();
1548 op->insert (bow);
1549 }
1550
1569 } 1551 }
1570 1552
1571 if (!bow->race || !bow->skill) 1553 if (!bow->race || !bow->skill)
1572 { 1554 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1555 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1556 return 0;
1575 } 1557 }
1576
1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1578
1579 /* penalize ROF for bestarrow */
1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1583 if (bowspeed < 1)
1584 bowspeed = 1;
1585 1558
1586 if (arrow == NULL) 1559 if (arrow == NULL)
1587 { 1560 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1561 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1562 {
1590 if (op->type == PLAYER) 1563 if (op->type == PLAYER)
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1565 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1593 else 1566 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1567 CLEAR_FLAG (op, FLAG_READY_BOW);
1568
1595 return 0; 1569 return 0;
1596 } 1570 }
1597 } 1571 }
1598 1572
1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1573 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1623 1597
1624 arrow->set_owner (op); 1598 arrow->set_owner (op);
1625 arrow->skill = bow->skill; 1599 arrow->skill = bow->skill;
1626 arrow->direction = dir; 1600 arrow->direction = dir;
1627 1601
1602 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1603 arrow->stats.hp = arrow->stats.dam;
1604 arrow->stats.grace = arrow->attacktype;
1605
1606 if (arrow->slaying)
1607 arrow->spellarg = strdup (arrow->slaying);
1608
1609#if 0
1610 if (player *pl = op->contr)
1611 {
1612 float speed = pl->weapon_sp;
1613
1614 /* penalize ROF for bestarrow */
1615 if (pl->bowtype == bow_bestarrow)
1616 speed *= .9f;
1617 else
1618 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1619
1620 op->speed_left += speed - op->speed;
1621 }
1622#endif
1623
1624 SET_ANIMATION (arrow, arrow->direction);
1625
1626 /* update the speed */
1627 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1628 + bow->stats.dam / 7.f;
1629
1630 arrow->set_speed (max (arrow->speed, 2.f));
1631 arrow->speed_left = 0;
1632
1633 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1634
1628 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1629 { 1636 {
1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1631 op->update_stats ();
1632 }
1633
1634 SET_ANIMATION (arrow, arrow->direction);
1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1636 arrow->stats.hp = arrow->stats.dam;
1637 arrow->stats.grace = arrow->attacktype;
1638 if (arrow->slaying != NULL)
1639 arrow->spellarg = strdup (arrow->slaying);
1640
1641 /* Note that this was different for monsters - they got their level
1642 * added to the damage. I think the strength bonus is more proper.
1643 */
1644
1645 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1646
1647 /* update the speed */
1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1649 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1650
1651 arrow->set_speed (max (arrow->speed, 1.0));
1652 arrow->speed_left = 0;
1653
1654 if (op->type == PLAYER)
1655 {
1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1657 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1658 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1659
1660 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1637 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1638 wc -= dex_bonus[op->stats.Dex];
1639
1640 if (!arrow->slaying)
1641 arrow->slaying = op->slaying;
1642
1643 arrow->attacktype |= op->attacktype;
1661 } 1644 }
1662 else 1645 else
1663 { 1646 {
1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1665 arrow->level = op->level; 1647 arrow->level = op->level;
1666 } 1648 arrow->stats.wc -= bow->magic;
1667 1649
1668 if (arrow->attacktype == AT_PHYSICAL) 1650 if (!arrow->slaying)
1651 arrow->slaying = bow->slaying;
1652
1669 arrow->attacktype |= bow->attacktype; 1653 arrow->attacktype |= bow->attacktype;
1654 }
1670 1655
1671 if (bow->slaying) 1656 wc -= arrow->level;
1672 arrow->slaying = bow->slaying; 1657 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1673 1658
1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1674 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1676 1662
1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1678 m->insert (arrow, sx, sy, op); 1664 m->insert (arrow, sx, sy, op);
1679 1665
1680 if (!arrow->destroyed ()) 1666 if (!arrow->destroyed ())
1681 move_arrow (arrow); 1667 move_arrow (arrow);
1682 1668
1703{ 1689{
1704 int ret = 0, wcmod = 0; 1690 int ret = 0, wcmod = 0;
1705 1691
1706 if (op->contr->bowtype == bow_bestarrow) 1692 if (op->contr->bowtype == bow_bestarrow)
1707 { 1693 {
1708 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1694 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1709 } 1695 }
1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1696 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1711 { 1697 {
1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1713 wcmod = -1; 1699 wcmod = -1;
1723 else if (op->contr->bowtype == bow_spreadshot) 1709 else if (op->contr->bowtype == bow_spreadshot)
1724 { 1710 {
1725 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1726 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);
1727 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1713 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1728
1729 } 1714 }
1730 else 1715 else
1731 { 1716 {
1732 /* Simple case */ 1717 /* Simple case */
1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1718 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 } 1719 }
1720
1735 return ret; 1721 return ret;
1736} 1722}
1737
1738 1723
1739/* Fires a misc (wand/rod/horn) object in 'dir'. 1724/* Fires a misc (wand/rod/horn) object in 'dir'.
1740 * Broken apart from 'fire' to keep it more readable. 1725 * Broken apart from 'fire' to keep it more readable.
1741 */ 1726 */
1742void 1727void
1743fire_misc_object (object *op, int dir) 1728fire_misc_object (object *op, int dir)
1744{ 1729{
1745 object *item; 1730 object *item = op->contr->ranged_ob;
1746 1731
1747 if (!op->contr->ranges[range_misc]) 1732 if (!item)
1748 { 1733 {
1749 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1734 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1750 return; 1735 return;
1751 } 1736 }
1752 1737
1753 item = op->contr->ranges[range_misc];
1754 if (!item->inv) 1738 if (!item->inv)
1755 { 1739 {
1756 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1740 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1757 return; 1741 return;
1758 } 1742 }
1743
1744 if (!op->change_weapon (item))
1745 return;
1746
1759 if (item->type == WAND) 1747 if (item->type == WAND)
1760 { 1748 {
1761 if (item->stats.food <= 0) 1749 if (item->stats.food <= 0)
1762 { 1750 {
1763 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1751 op->contr->play_sound (sound_find ("wand_poof"));
1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1752 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1753
1765 return; 1754 return;
1766 } 1755 }
1767 } 1756 }
1768 else if (item->type == ROD || item->type == HORN) 1757 else if (item->type == ROD || item->type == HORN)
1769 { 1758 {
1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1759 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1771 { 1760 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1762
1773 if (item->type == ROD) 1763 if (item->type == ROD)
1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1775 else 1765 else
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1767
1777 return; 1768 return;
1778 } 1769 }
1779 } 1770 }
1780 1771
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1772 if (cast_spell (op, item, dir, item->inv, NULL))
1788 object *tmp; 1779 object *tmp;
1789 1780
1790 if (item->arch) 1781 if (item->arch)
1791 { 1782 {
1792 CLEAR_FLAG (item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
1793 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
1794 item->set_speed (0); 1785 item->set_speed (0);
1795 } 1786 }
1796 1787
1797 if ((tmp = item->in_player ())) 1788 if ((tmp = item->in_player ()))
1798 esrv_update_item (UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
1803 } 1794 }
1804} 1795}
1805 1796
1806/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
1807 */ 1798 */
1808void 1799bool
1809fire (object *op, int dir) 1800fire (object *op, int dir)
1810{ 1801{
1811 int spellcost = 0; 1802 int spellcost = 0;
1812 1803
1813 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op)) 1805 if (action_makes_visible (op))
1815 make_visible (op); 1806 make_visible (op);
1816 1807
1817 switch (op->contr->shoottype) 1808 player *pl = op->contr;
1809
1810 if (pl->golem)
1811 {
1812 control_golem (op->contr->golem, dir);
1813 return false;
1818 { 1814 }
1819 case range_none:
1820 return;
1821 1815
1822 case range_bow: 1816 object *ob = pl->ranged_ob;
1817
1818 if (!ob)
1819 return false;
1820
1821 if (!op->change_weapon (ob))
1822 return false;
1823
1824 if (op->speed_left > 0.f)
1825 --op->speed_left;
1826 else
1827 return false;
1828
1829 switch (ob->type)
1830 {
1831 case BOW:
1823 player_fire_bow (op, dir); 1832 player_fire_bow (op, dir);
1824 return; 1833 break;
1825 1834
1826 case range_magic: /* Casting spells */ 1835 case SPELL:
1827 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1836 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1828 return; 1837 break;
1829 1838
1830 case range_misc: 1839 case BUILDER:
1840 apply_map_builder (op, dir);
1841 break;
1842
1843 case SKILL:
1844 do_skill (op, op, ob, dir, 0);
1845 break;
1846
1847 default:
1831 fire_misc_object (op, dir); 1848 fire_misc_object (op, dir);
1832 return; 1849 break;
1833
1834 case range_golem: /* Control summoned monsters from scrolls */
1835 control_golem (op->contr->ranges[range_golem], dir);
1836 return;
1837
1838 case range_skill:
1839 if (!op->chosen_skill)
1840 {
1841 if (op->type == PLAYER)
1842 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1843
1844 return;
1845 }
1846
1847 do_skill (op, op, op->chosen_skill, dir, NULL);
1848 return;
1849 case range_builder:
1850 apply_map_builder (op, dir);
1851 return;
1852 default:
1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1854 return;
1855 } 1850 }
1851
1852 return true;
1856} 1853}
1857 1854
1858/* find_key 1855/* find_key
1859 * We try to find a key for the door as passed. If we find a key 1856 * We try to find a key for the door as passed. If we find a key
1860 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
1947 * 0 otherwise 1944 * 0 otherwise
1948 */ 1945 */
1949static int 1946static int
1950player_attack_door (object *op, object *door) 1947player_attack_door (object *op, object *door)
1951{ 1948{
1952 /* If its a door, try to find a use a key. If we do destroy the door, 1949 /* If its a door, try to find a key. If we do destroy the door,
1953 * might as well return immediately as there is nothing more to do - 1950 * might as well return immediately as there is nothing more to do -
1954 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
1955 */ 1952 */
1956 object *key = find_key (op, op, door); 1953 object *key = find_key (op, op, door);
1957 1954
1958 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
1959 if (key) 1956 if (key)
1960 { 1957 {
1961 object *container = key->env; 1958 object *container = key->env;
1962 1959
1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1964 if (action_makes_visible (op)) 1960 if (action_makes_visible (op))
1965 make_visible (op); 1961 make_visible (op);
1962
1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1967 spring_trap (door->inv, op); 1964 spring_trap (door->inv, op);
1968 1965
1969 if (door->type == DOOR) 1966 if (door->type == DOOR)
1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1967 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1971 else if (door->type == LOCKED_DOOR) 1968 else if (door->type == LOCKED_DOOR)
1972 { 1969 {
1973 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1970 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1974 remove_door2 (door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
1975 } 1972 }
1976 1973
1977 /* Do this after we print the message */ 1974 /* Do this after we print the message */
1978 decrease_ob (key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
1983 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
1984 } 1981 }
1985 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
1986 { 1983 {
1987 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1985 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1989 return 1; 1986 return 1;
1990 } 1987 }
1991 1988
1992 return 0; 1989 return 0;
1993} 1990}
1996 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
1997 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
1998 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
1999 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2000 */ 1997 */
2001void 1998bool
2002move_player_attack (object *op, int dir) 1999move_player_attack (object *op, int dir)
2003{ 2000{
2004 object *tmp, *mon;
2005 sint16 nx, ny;
2006 int on_battleground; 2001 int on_battleground;
2007 maptile *m;
2008 2002
2009 nx = freearr_x[dir] + op->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2010 ny = freearr_y[dir] + op->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2011 2005
2012 on_battleground = op_on_battleground (op, 0, 0); 2006 on_battleground = op_on_battleground (op, 0, 0);
2007
2008 if (out_of_map (op->map, nx, ny))
2009 return false;
2010
2011 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2012 {
2013 --op->speed_left;
2014 return true;
2015 }
2013 2016
2014 /* If braced, or can't move to the square, and it is not out of the 2017 /* If braced, or can't move to the square, and it is not out of the
2015 * map, attack it. Note order of if statement is important - don't 2018 * map, attack it. Note order of if statement is important - don't
2016 * want to be calling move_ob if braced, because move_ob will move the 2019 * want to be calling move_ob if braced, because move_ob will move the
2017 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2018 * move to some space, it then means that if we are braced, we should 2021 * move to some space, it then means that if we are braced, we should
2019 * do nothing at all. As it is, if we are braced, we go through 2022 * do nothing at all. As it is, if we are braced, we go through
2020 * quite a bit of processing. However, it probably is less than what 2023 * quite a bit of processing. However, it probably is less than what
2021 * move_ob uses. 2024 * move_ob uses.
2022 */ 2025 */
2023 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2024 {
2025 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2026 {
2027 m = op->map->xy_find (nx, ny); 2026 maptile *m = op->map->xy_find (nx, ny);
2028 if (!m)
2029 return; /* Don't think this should happen */
2030 }
2031 else
2032 m = op->map;
2033 2027
2034 if (!(tmp = m->at (nx, ny).bot))
2035 return;
2036
2037 mon = 0;
2038 /* Go through all the objects, and find ones of interest. Only stop if 2028 /* Go through all the objects, and find ones of interest. Only stop if
2039 * we find a monster - that is something we know we want to attack. 2029 * we find a monster - that is something we know we want to attack.
2040 * if its a door or barrel (can roll) see if there may be monsters 2030 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space 2031 * on the space
2042 */ 2032 */
2043 while (tmp) 2033 object *mon;
2044 { 2034 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2045 if (tmp == op) 2035 {
2046 { 2036 if ((mon->flag [FLAG_ALIVE]
2047 tmp = tmp->above; 2037 || mon->type == LOCKED_DOOR
2048 continue; 2038 || mon->flag [FLAG_CAN_ROLL])
2049 }
2050
2051 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2052 {
2053 mon = tmp; 2039 && mon != op)
2054 break; 2040 break;
2055 } 2041 }
2056 2042
2057 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2058 mon = tmp;
2059
2060 tmp = tmp->above;
2061 }
2062
2063 if (!mon) /* This happens anytime the player tries to move */ 2043 if (!mon) /* This happens anytime the player tries to move */
2064 return; /* into a wall */ 2044 return false; /* into a wall */
2065 2045
2066 if (mon->head)
2067 mon = mon->head; 2046 mon = mon->head_ ();
2068 2047
2069 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2048 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2049 if (op->contr->weapon_sp_left > 0.f)
2070 if (player_attack_door (op, mon)) 2050 if (player_attack_door (op, mon))
2051 {
2052 --op->contr->weapon_sp_left;
2071 return; 2053 return true;
2054 }
2072 2055
2073 /* The following deals with possibly attacking peaceful 2056 /* The following deals with possibly attacking peaceful
2074 * or frienddly creatures. Basically, all players are considered 2057 * or friendly creatures. Basically, all players are considered
2075 * unaggressive. If the moving player has peaceful set, then the 2058 * unaggressive. If the moving player has peaceful set, then the
2076 * object should be pushed instead of attacked. It is assumed that 2059 * object should be pushed instead of attacked. It is assumed that
2077 * if you are braced, you will not attack friends accidently, 2060 * if you are braced, you will not attack friends accidently,
2078 * and thus will not push them. 2061 * and thus will not push them.
2079 */ 2062 */
2080 2063
2081 /* If the creature is a pet, push it even if the player is not 2064 /* If the creature is a pet, push it even if the player is not
2082 * peaceful. Our assumption is the creature is a pet if the 2065 * peaceful. Our assumption is the creature is a pet if the
2083 * player owns it and it is either friendly or unagressive. 2066 * player owns it and it is either friendly or unagressive.
2084 */ 2067 */
2085 if ((op->type == PLAYER) 2068 if (op->type == PLAYER
2086#if COZY_SERVER
2087 &&
2088 ((mon->owner && mon->owner->contr 2069 && ((mon->owner && mon->owner->contr
2089 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2070 && same_party (mon->owner->contr->party, op->contr->party))
2090#else
2091 && mon->owner == op 2071 || mon->owner == op)
2092#endif
2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2094 { 2073 {
2095 /* If we're braced, we don't want to switch places with it */ 2074 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) 2075 if (op->contr->braced)
2097 return; 2076 return false;
2098 2077
2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2078 if (op->speed_left > 0.f)
2079 {
2080 --op->speed_left;
2081
2082 op->play_sound (sound_find ("push_player"));
2100 (void) push_ob (mon, dir, op); 2083 push_ob (mon, dir, op);
2084
2101 if (op->contr->tmp_invis || op->hide) 2085 if (op->contr->tmp_invis || op->hide)
2102 make_visible (op); 2086 make_visible (op);
2103 2087
2104 return; 2088 return true;
2105 } 2089 }
2090 else
2091 return false;
2092 }
2106 2093
2107 /* in certain circumstances, you shouldn't attack friendly 2094 /* in certain circumstances, you shouldn't attack friendly
2108 * creatures. Note that if you are braced, you can't push 2095 * creatures. Note that if you are braced, you can't push
2109 * someone, but put it inside this loop so that you won't 2096 * someone, but put it inside this loop so that you won't
2110 * attack them either. 2097 * attack them either.
2111 */ 2098 */
2112 if ((mon->type == PLAYER || mon->enemy != op) && 2099 if ((mon->type == PLAYER || mon->enemy != op)
2113 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2100 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2114#ifdef PROHIBIT_PLAYERKILL
2115 (op->contr->peaceful 2101 && ((op->contr->peaceful
2116 || (mon->type == PLAYER 2102 || (mon->type == PLAYER && mon->contr->peaceful))
2117 && mon->contr->
2118 peaceful)) &&
2119#else
2120 op->contr->peaceful &&
2121#endif
2122 !on_battleground)) 2103 && !on_battleground))
2104 {
2105 if (op->speed_left > 0.f)
2123 { 2106 {
2107 --op->speed_left;
2108
2124 if (!op->contr->braced) 2109 if (!op->contr->braced)
2125 { 2110 {
2126 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 op->play_sound (sound_find ("push_player"));
2127 push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2128 } 2113 }
2129 else 2114 else
2130 new_draw_info (0, 0, op, "You withhold your attack"); 2115 op->statusmsg ("You withhold your attack");
2131 2116
2132 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2133 make_visible (op); 2118 make_visible (op);
2134 }
2135 2119
2120 return true;
2121 }
2122 }
2136 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2137 * roll it if not braced. You can't roll it if you are braced. 2124 * roll it if not braced. You can't roll it if you are braced.
2138 */ 2125 */
2139 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2126 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2127 {
2128 if (op->speed_left > 0.f)
2140 { 2129 {
2130 --op->speed_left;
2131
2141 recursive_roll (mon, dir, op); 2132 recursive_roll (mon, dir, op);
2142 if (action_makes_visible (op)) 2133 if (action_makes_visible (op))
2143 make_visible (op); 2134 make_visible (op);
2144 }
2145 2135
2136 return true;
2137 }
2138 }
2146 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2140 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 2142 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 2143 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2144 */
2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2153 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2146 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2154 { 2147 {
2155 2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2156 /* If the player hasn't hit something this tick, and does
2157 * so, give them speed boost based on weapon speed. Doing
2158 * it here is better than process_players2, which basically
2159 * incurred a 1 tick offset.
2160 */
2161 if (!op->contr->has_hit)
2162 { 2149 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2150 --op->contr->weapon_sp_left;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167 2151
2168 skill_attack (mon, op, 0, 0, 0); 2152 skill_attack (mon, op, 0, 0, 0);
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2176 {
2177 short luck = mon->stats.luck;
2178
2179 mon->contr->has_hit = 1;
2180 skill_attack (op, mon, 0, 0, 0);
2181 mon->stats.luck = luck;
2182 }
2183 2153
2184 if (action_makes_visible (op)) 2154 if (action_makes_visible (op))
2185 make_visible (op); 2155 make_visible (op);
2186 }
2187 } /* if player should attack something */
2188}
2189 2156
2190int 2157 return true;
2158 }
2159 }
2160
2161 return false;
2162}
2163
2164bool
2191move_player (object *op, int dir) 2165move_player (object *op, int dir)
2192{ 2166{
2193 int pick; 2167 int pick;
2194 2168
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2209 op->facing = dir; 2183 op->facing = dir;
2210 2184
2211 if (op->hide) 2185 if (op->hide)
2212 do_hidden_move (op); 2186 do_hidden_move (op);
2213 2187
2188 bool retval;
2189
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 /*nop */ ; 2191 retval = RESULT_INT (0);
2216 else if (op->contr->fire_on) 2192 else if (op->contr->fire_on)
2217 fire (op, dir); 2193 retval = fire (op, dir);
2218 else 2194 else
2219 { 2195 {
2220 move_player_attack (op, dir); 2196 retval = move_player_attack (op, dir);
2221 pick = check_pick (op); 2197 pick = check_pick (op);
2222 } 2198 }
2223 2199
2224 /* Add special check for newcs players and fire on - this way, the 2200 /* Add special check for newcs players and fire on - this way, the
2225 * server can handle repeat firing. 2201 * server can handle repeat firing.
2232 /* Update how the player looks. Use the facing, so direction may 2208 /* Update how the player looks. Use the facing, so direction may
2233 * get reset to zero. This allows for full animation capabilities 2209 * get reset to zero. This allows for full animation capabilities
2234 * for players. 2210 * for players.
2235 */ 2211 */
2236 animate_object (op, op->facing); 2212 animate_object (op, op->facing);
2237 return 0; 2213
2214 return retval;
2238} 2215}
2239 2216
2240/* This is similar to handle_player, below, but is only used by the 2217/* This is similar to handle_player, below, but is only used by the
2241 * new client/server stuff. 2218 * new client/server stuff.
2242 * This is sort of special, in that the new client/server actually uses 2219 * This is sort of special, in that the new client/server actually uses
2243 * the new speed values for commands. 2220 * the new speed values for commands.
2244 * 2221 *
2245 * Returns true if there are more actions we can do. 2222 * Returns true if there are more actions we can do. Should not do
2223 * many actions in a row, as that would be too unfair to other
2224 * players.
2246 */ 2225 */
2247int 2226bool
2248handle_newcs_player (object *op) 2227handle_newcs_player (object *op)
2249{ 2228{
2250 if (QUERY_FLAG (op, FLAG_SCARED)) 2229 if (QUERY_FLAG (op, FLAG_SCARED))
2251 { 2230 {
2252 flee_player (op); 2231 if (op->speed_left > 0.f)
2253 /* If player is still scared, that is his action for this tick */
2254 if (QUERY_FLAG (op, FLAG_SCARED))
2255 { 2232 {
2256 op->speed_left--; 2233 --op->speed_left;
2234 flee_player (op);
2235
2257 return 0; 2236 return true;
2258 } 2237 }
2238 else
2239 return false;
2259 } 2240 }
2260 2241
2261 /* call this here - we also will call this in do_ericserver, but 2242 /* call this here - we also will call this in do_ericserver, but
2262 * the players time has been increased when doericserver has been 2243 * the players time has been increased when doericserver has been
2263 * called, so we recheck it here. 2244 * called, so we recheck it here.
2264 */ 2245 */
2265 if (op->contr->ns->handle_command ()) 2246 if (op->contr->ns->handle_command ())
2266 return 1; 2247 return true;
2267 2248
2268 if (op->speed_left > 0)
2269 {
2270 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2271 {
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player (op, op->direction); 2250 return move_player (op, op->direction);
2280 2251
2281 return op->speed_left > 0;
2282 }
2283 }
2284
2285 return 0; 2252 return false;
2286} 2253}
2287 2254
2288int 2255int
2289save_life (object *op) 2256save_life (object *op)
2290{ 2257{
2292 return 0; 2259 return 0;
2293 2260
2294 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2295 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2296 { 2263 {
2297 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2264 op->play_sound (sound_find ("ob_evaporate"));
2298 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2265 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2299 2266
2300 if (op->contr) 2267 if (op->contr)
2301 esrv_del_item (op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2302 2269
2322/* This goes throws the inventory and removes unpaid objects, and puts them 2289/* This goes throws the inventory and removes unpaid objects, and puts them
2323 * back in the map (location and map determined by values of env). This 2290 * back in the map (location and map determined by values of env). This
2324 * function will descend into containers. op is the object to start the search 2291 * function will descend into containers. op is the object to start the search
2325 * from. 2292 * from.
2326 */ 2293 */
2327void 2294static void
2328remove_unpaid_objects (object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2329{ 2296{
2330 while (op) 2297 while (op)
2331 { 2298 {
2332 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2299 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2333 2300
2337 esrv_del_item (env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2338 2305
2339 op->insert_at (env); 2306 op->insert_at (env);
2340 } 2307 }
2341 else if (op->inv) 2308 else if (op->inv)
2342 remove_unpaid_objects (op->inv, env); 2309 drop_unpaid_items (op->inv, env);
2343 2310
2344 op = next; 2311 op = next;
2345 } 2312 }
2313}
2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2346} 2320}
2347 2321
2348/* 2322/*
2349 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2350 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2419 make_visible (op); 2393 make_visible (op);
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2394 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2421 } 2395 }
2422 } 2396 }
2423 2397
2424 if (op->contr->outputs_sync)
2425 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2426 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2427 flush_output_element (op, &op->contr->outputs[i]);
2428
2429 if (op->contr->ns->state == ST_PLAYING) 2398 if (op->contr->ns->state == ST_PLAYING)
2430 { 2399 {
2431 /* these next three if clauses make it possible to SLOW DOWN 2400 /* these next three if clauses make it possible to SLOW DOWN
2432 hp/grace/spellpoint regeneration. */ 2401 hp/grace/spellpoint regeneration. */
2433 if (op->contr->gen_hp >= 0) 2402 if (op->contr->gen_hp >= 0)
2450 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2451 else 2420 else
2452 { 2421 {
2453 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2454 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2455 }
2456
2457 /* Regenerate Spell Points */
2458 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2459 {
2460 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2461 if (op->stats.sp < op->stats.maxsp)
2462 {
2463 op->stats.sp++;
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2467 op->stats.food--;
2468 if (op->contr->digestion < 0)
2469 op->stats.food += op->contr->digestion;
2470 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2471 op->stats.food = last_food;
2472 }
2473 }
2474
2475 if (max_sp > 1)
2476 {
2477 over_sp = (gen_sp + 10) / rate_sp;
2478 if (over_sp > 0)
2479 {
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483
2484 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2485 op->stats.sp--;
2486
2487 if (op->stats.sp > op->stats.maxsp)
2488 op->stats.sp = op->stats.maxsp;
2489 }
2490 op->last_sp = 0;
2491 }
2492 else
2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 } 2424 }
2498 2425
2499 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2427 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2501 if (--op->last_grace < 0) 2428 if (--op->last_grace < 0)
2522 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2449 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2523 } 2450 }
2524 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2525 } 2452 }
2526 2453
2454 if (op->stats.food > 0)
2455 {
2527 /* Regenerate Hit Points */ 2456 /* Regenerate Spell Points */
2528 if (--op->last_heal < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2529 {
2530 if (op->stats.hp < op->stats.maxhp)
2531 { 2458 {
2532 op->stats.hp++; 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2533 /* dms do not consume food */ 2460
2534 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (op->stats.sp < op->stats.maxsp)
2535 { 2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2536 op->stats.food--; 2468 op->stats.food--;
2469
2537 if (op->contr->digestion < 0) 2470 if (op->contr->digestion < 0)
2538 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2539 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2540 op->stats.food = last_food; 2473 op->stats.food = last_food;
2474 }
2541 } 2475 }
2542 }
2543 2476
2544 if (max_hp > 1) 2477 if (max_sp > 1)
2545 {
2546 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2547 if (over_hp > 0)
2548 { 2478 {
2549 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2479 over_sp = (gen_sp + 10) / rate_sp;
2480 if (over_sp > 0)
2481 {
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2487 op->stats.sp--;
2488
2489 if (op->stats.sp > op->stats.maxsp)
2490 op->stats.sp = op->stats.maxsp;
2491 }
2492
2550 op->last_heal = 0; 2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2551 } 2497 }
2552 else 2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2501
2502 /* Regenerate Hit Points */
2503 if (--op->last_heal < 0)
2504 {
2505 if (op->stats.hp < op->stats.maxhp)
2553 { 2506 {
2554 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2507 op->stats.hp++;
2508
2509 /* dms do not consume food */
2510 if (!QUERY_FLAG (op, FLAG_WIZ))
2511 {
2512 op->stats.food--;
2513
2514 if (op->contr->digestion < 0)
2515 op->stats.food += op->contr->digestion;
2516 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2517 op->stats.food = last_food;
2518 }
2555 } 2519 }
2520
2521 if (max_hp > 1)
2522 {
2523 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2524
2525 if (over_hp > 0)
2526 {
2527 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2528 op->last_heal = 0;
2529 }
2530 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2556 } 2532 }
2557 else 2533 else
2558 {
2559 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2534 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2560 } 2535 }
2561 } 2536 }
2562 2537
2563 /* Digestion */ 2538 /* Digestion */
2564 if (--op->last_eat < 0) 2539 if (--op->last_eat < 0)
2565 { 2540 {
2566#ifdef COZY_SERVER 2541 int bonus = max (0, op->contr->digestion),
2567 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2542 penalty = max (0, -op->contr->digestion);
2568 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2569#else
2570 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2571#endif
2572 2543
2573 if (op->contr->gen_hp > 0)
2574 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2544 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2575 else
2576 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2577 2545
2578 /* dms do not consume food */ 2546 /* dms do not consume food */
2579 if (!QUERY_FLAG (op, FLAG_WIZ)) 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2580 op->stats.food--; 2548 op->stats.food--;
2581 } 2549 }
2608 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2609 manual_apply (op, flesh, 0); 2577 manual_apply (op, flesh, 0);
2610 } 2578 }
2611 } 2579 }
2612 2580
2613 while (op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0)
2614 op->stats.food++, op->stats.hp--; 2582 {
2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2615 2586
2616 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2617 kill_player (op); 2588 kill_player (op);
2618 } 2589 }
2619} 2590}
2624 * file. 2595 * file.
2625 */ 2596 */
2626void 2597void
2627kill_player (object *op) 2598kill_player (object *op)
2628{ 2599{
2600 int x, y;
2629 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2630 int x, y;
2631
2632 //int i;
2633 maptile *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2634
2635 /* int z;
2636 int num_stats_lose;
2637 int lost_a_stat;
2638 int lose_this_stat;
2639 int this_stat; */
2640 int will_kill_again; 2603 int will_kill_again;
2641 archetype *at; 2604 archetype *at;
2642 object *tmp; 2605 object *tmp;
2643 2606
2644 if (save_life (op)) 2607 if (save_life (op))
2645 return; 2608 return;
2646
2647 2609
2648 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2610 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2649 * in cities ONLY!!! It is very important that this doesn't get abused. 2611 * in cities ONLY!!! It is very important that this doesn't get abused.
2650 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2651 */ 2613 */
2667 { 2629 {
2668 tmp->destroy (); 2630 tmp->destroy ();
2669 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2670 } 2632 }
2671 2633
2672 cure_disease (op, 0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2673 op->stats.hp = op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2674 if (op->stats.food <= 0) 2636 if (op->stats.food <= 0)
2675 op->stats.food = 999; 2637 op->stats.food = 999;
2676 2638
2677 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2678 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2679 { 2641 {
2680 sprintf (buf, "%s's finger", &op->name); 2642 tmp->name = format ("%s's finger" , &op->name);
2681 tmp->name = buf; 2643 tmp->name_pl = format ("%s's fingers", &op->name);
2682 sprintf (buf, " This finger has been cut off %s\n" 2644 tmp->msg = format (
2683 " the %s, when he was defeated at\n level %d by %s.\n", 2645 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2684 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2685 tmp->msg = buf; 2647 );
2686 tmp->value = 0, tmp->type = 0; 2648 tmp->value = 0, tmp->type = 0;
2687 tmp->materialname = "organics"; 2649 tmp->materialname = "organics";
2688 tmp->insert_at (op, tmp); 2650 tmp->insert_at (op, tmp);
2689 } 2651 }
2690 2652
2697 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2698 2660
2699 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2700 2662
2701 if (op->stats.food < 0) 2663 if (op->stats.food < 0)
2702 {
2703 sprintf (buf, "%s starved to death.", &op->name);
2704 strcpy (op->contr->killer, "starvation"); 2664 strcpy (op->contr->killer, "starvation");
2705 }
2706 else
2707 sprintf (buf, "%s died.", &op->name);
2708 2665
2709 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2666 op->contr->play_sound (sound_find ("player_dies"));
2710 2667
2711 /* save the map location for corpse, gravestone */ 2668 /* save the map location for corpse, gravestone */
2712 x = op->x; 2669 x = op->x;
2713 y = op->y; 2670 y = op->y;
2714 map = op->map; 2671 map = op->map;
2877 { 2834 {
2878 tmp->destroy (); 2835 tmp->destroy ();
2879 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2880 } 2837 }
2881 2838
2882 cure_disease (op, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2883 2840
2884 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2885 apply_death_exp_penalty (op); 2842 apply_death_exp_penalty (op);
2886 if (op->stats.food < 100) 2843 if (op->stats.food < 100)
2887 op->stats.food = 900; 2844 op->stats.food = 900;
2891 2848
2892 /* 2849 /*
2893 * Check to see if the player has any unpaid items. If so, remove them 2850 * Check to see if the player has any unpaid items. If so, remove them
2894 * and put them back in the map. 2851 * and put them back in the map.
2895 */ 2852 */
2896 remove_unpaid_objects (op->inv, op); 2853 op->drop_unpaid_items ();
2897 2854
2898 /****************************************/ 2855 /****************************************/
2899 /* */ 2856 /* */
2900 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2901 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2921 object *force; 2878 object *force;
2922 int at; 2879 int at;
2923 2880
2924 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
2925 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
2926 force->speed = 0.1; 2883 force->speed = 0.1f;
2927 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
2928 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
2929 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
2930 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
2931 force->resist[at] = 100; 2888 force->resist[at] = 100;
2932 2889
3041void 2998void
3042make_visible (object *op) 2999make_visible (object *op)
3043{ 3000{
3044 op->hide = 0; 3001 op->hide = 0;
3045 op->invisible = 0; 3002 op->invisible = 0;
3003
3046 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3047 { 3005 {
3048 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3049 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3050 } 3008 }
3053} 3011}
3054 3012
3055int 3013int
3056is_true_undead (object *op) 3014is_true_undead (object *op)
3057{ 3015{
3058 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3059 return 1; 3017 return 1;
3060 3018
3061 return 0; 3019 return 0;
3062} 3020}
3063 3021
3064/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3065 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3066 * indicate greater hideability. 3024 * indicate greater hideability.
3067 */ 3025 */
3068
3069int 3026int
3070hideability (object *ob) 3027hideability (object *ob)
3071{ 3028{
3072 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3073 sint16 x, y; 3030 sint16 x, y;
3107/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3108 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3109 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3110 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3111 */ 3068 */
3112
3113void 3069void
3114do_hidden_move (object *op) 3070do_hidden_move (object *op)
3115{ 3071{
3116 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3117 object *skop; 3073 object *skop;
3199 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3200 * but we dont worry if the object isnt the top one in 3156 * but we dont worry if the object isnt the top one in
3201 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3202 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3203 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3204 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3205 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3206 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3207 * for them to differ. Sigh, this fctn could get a bit more complex. 3163 * for them to differ. Sigh, this fctn could get a bit more complex.
3208 * -b.t. 3164 * -b.t.
3209 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3210 */ 3166 */
3211
3212int 3167int
3213player_can_view (object *pl, object *op) 3168player_can_view (object *pl, object *op)
3214{ 3169{
3215 rv_vector rv; 3170 rv_vector rv;
3216 int dx, dy; 3171 int dx, dy;
3228 3183
3229 get_rangevector (pl, op, &rv, 0x1); 3184 get_rangevector (pl, op, &rv, 0x1);
3230 3185
3231 /* starting with the 'head' part, lets loop 3186 /* starting with the 'head' part, lets loop
3232 * through the object and find if it has any 3187 * through the object and find if it has any
3233 * part that is in the los array but isnt on 3188 * part that is in the los array but isn't on
3234 * a blocked los square. 3189 * a blocked los square.
3235 * we use the archetype to figure out offsets. 3190 * we use the archetype to figure out offsets.
3236 */ 3191 */
3237 while (op) 3192 while (op)
3238 { 3193 {
3239 dx = rv.distance_x + op->arch->clone.x; 3194 dx = rv.distance_x + op->arch->x;
3240 dy = rv.distance_y + op->arch->clone.y; 3195 dy = rv.distance_y + op->arch->y;
3241 3196
3242 /* only the viewable area the player sees is updated by LOS 3197 /* only the viewable area the player sees is updated by LOS
3243 * code, so we need to restrict ourselves to that range of values 3198 * code, so we need to restrict ourselves to that range of values
3244 * for any meaningful values. 3199 * for any meaningful values.
3245 */ 3200 */
3246 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3247 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3248 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3203 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3249 return 1; 3204 return 1;
3205
3250 op = op->more; 3206 op = op->more;
3251 } 3207 }
3208
3252 return 0; 3209 return 0;
3253} 3210}
3254 3211
3255/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3256 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3259 * return 0. 3216 * return 0.
3260 */ 3217 */
3261int 3218int
3262action_makes_visible (object *op) 3219action_makes_visible (object *op)
3263{ 3220{
3264
3265 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3266 { 3222 {
3267 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3268 return 0; 3224 return 0;
3269 3225
3275 { 3231 {
3276 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3232 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3277 return 1; 3233 return 1;
3278 } 3234 }
3279 } 3235 }
3236
3280 return 0; 3237 return 0;
3281} 3238}
3282 3239
3283/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3284 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3289 * Default is to do the same as before, so only people wanting to have different points need worry about this 3246 * Default is to do the same as before, so only people wanting to have different points need worry about this
3290 */ 3247 */
3291int 3248int
3292op_on_battleground (object *op, int *x, int *y) 3249op_on_battleground (object *op, int *x, int *y)
3293{ 3250{
3294 object *tmp;
3295
3296 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3297 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3252 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3298 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3299 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3300 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3301 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3302 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3303 { 3258 {
3304 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3305 { 3260 {
3306 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3307 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3262 && tmp->type == BATTLEGROUND
3263 && tmp->name == shstr_battleground
3264 && EXIT_X (tmp) && EXIT_Y (tmp))
3308 { 3265 {
3309 /*before we assign the exit, check if this is a teambattle */ 3266 /* before we assign the exit, check if this is a teambattle */
3310 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3267 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3311 { 3268 {
3312 object *invtmp;
3313
3314 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3315 { 3270 {
3316 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3317 { 3272 {
3318 if (x != NULL && y != NULL) 3273 if (x && y)
3319 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3320 return 1; 3276 return 1;
3321 } 3277 }
3322 } 3278 }
3323 } 3279 }
3280
3324 if (x != NULL && y != NULL) 3281 if (x && y)
3325 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3326 return 1; 3284 return 1;
3327 } 3285 }
3328 } 3286 }
3329 } 3287 }
3288
3330 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3331 return 0; 3290 return 0;
3332} 3291}
3333 3292
3334/* 3293/*
3350 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3351 int i = 0, j = 0; 3310 int i = 0, j = 0;
3352 3311
3353 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3354 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3355 trlist = treasurelist::find ("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3356 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3357 trlist = treasurelist::find ("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3358 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3359 trlist = treasurelist::find ("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3360 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3361 trlist = treasurelist::find ("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3362 3321
3363 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3364 return; 3323 return;
3365 3324
3366 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3325 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3370 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3329 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3371 return; 3330 return;
3372 } 3331 }
3373 3332
3374 /* everything seems okay - now bring on the gift: */ 3333 /* everything seems okay - now bring on the gift: */
3375 item = &(tr->item->clone); 3334 item = tr->item;
3376 3335
3377 if (item->type == SPELL) 3336 if (item->type == SPELL)
3378 { 3337 {
3379 if (check_spell_known (who, item->name)) 3338 if (check_spell_known (who, item->name))
3380 return; 3339 return;
3439 { 3398 {
3440 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3441 object *skin; 3400 object *skin;
3442 3401
3443 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3444 shstr_cmp dragon_skin_force ("dragon_skin_force");
3445 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3403 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3446 ; 3404 ;
3447 3405
3448 if (!skin) 3406 if (!skin)
3449 return; 3407 return;
3450 3408
3498 * not readied. 3456 * not readied.
3499 */ 3457 */
3500void 3458void
3501player_unready_range_ob (player *pl, object *ob) 3459player_unready_range_ob (player *pl, object *ob)
3502{ 3460{
3503 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3461 if (pl->ob->current_weapon == ob)
3462 pl->ob->current_weapon = 0;
3463
3464 if (pl->combat_ob == ob)
3465 pl->combat_ob = 0;
3466
3504 if (pl->ranges[i] == ob) 3467 if (pl->ranged_ob == ob)
3505 {
3506 pl->ranges[i] = 0; 3468 pl->ranged_ob = 0;
3507 if (pl->shoottype == i)
3508 pl->shoottype = range_none;
3509 }
3510} 3469}
3511 3470
3512sint8 3471sint8
3513player::visibility_at (maptile *map, int x, int y) const 3472player::visibility_at (maptile *map, int x, int y) const
3514{ 3473{
3525 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3484 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3526 return 0; 3485 return 0;
3527 3486
3528 return 100 - blocked_los [x][y]; 3487 return 100 - blocked_los [x][y];
3529} 3488}
3489
3490void
3491player::infobox (const char *title, const char *msg, int color)
3492{
3493 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3494}
3495
3496void
3497player::statusmsg (const char *msg, int color)
3498{
3499 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3500}
3501
3502void
3503player::failmsg (const char *msg, int color)
3504{
3505 play_sound (sound_find ("generic_failure"));
3506 statusmsg (msg, color);
3507}
3508

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