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Comparing deliantra/server/server/player.C (file contents):
Revision 1.56 by root, Sat Dec 23 05:25:18 2006 UTC vs.
Revision 1.174 by root, Thu Nov 8 19:43:27 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#include <algorithm> 32#include <algorithm>
34#include <functional> 33#include <functional>
35 34
36player * 35playervec players;
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47 36
48void 37void
49display_motd (const object *op) 38display_motd (const object *op)
50{ 39{
51 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
125 114
126 news[0] = '\0'; 115 news[0] = '\0';
127 subject[0] = '\0'; 116 subject[0] = '\0';
128 size = 0; 117 size = 0;
129 118
130 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
131 { 120 {
132 if (*buf == '#') 121 if (*buf == '#')
133 continue; 122 continue;
134 123
135 if (*buf == '%') 124 if (*buf == '%')
136 { /* send one news */ 125 { /* send one news */
137 if (size > 0) 126 if (size > 0)
138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
139 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
140 strip_endline (subject); 130 strip_endline (subject);
141 size = 0; 131 size = 0;
142 news[0] = '\0'; 132 news[0] = '\0';
143 } 133 }
152 size += strlen (buf); 142 size += strlen (buf);
153 } 143 }
154 } 144 }
155 145
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
158 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
159} 149}
160 150
161/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
162static void 152static void
163set_first_map (object *op) 153set_first_map (object *op)
164{ 154{
165 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
166 op->x = -1; 156 op->x = -1;
167 op->y = -1; 157 op->y = -1;
168 enter_exit (op, 0); 158}
159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
169} 195}
170 196
171// connect the player with a specific client 197// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
173void 199void
174player::connect (client *ns) 200player::connect (client *ns)
175{ 201{
176 this->ns = ns; 202 this->ns = ns;
177 ns->pl = this; 203 ns->pl = this;
178 204
179 next = first_player; 205 run_on = 0;
180 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
181 208
182 ns->update_look = 0; 209 ns->update_look = 0;
183 ns->look_position = 0; 210 ns->look_position = 0;
184 211
185 clear_los (ob); 212 clear_los (this);
186 213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
187 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
188 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
189
190 if (!legal_range (ob, shoottype))
191 shoottype = range_none;
192 219
193 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
194 link_player_skills (ob); 221 link_player_skills (ob);
195 222
196 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
197 ob->update_stats ();
198 update_ob_speed (ob);
199 224
200 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
208 */
209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
211 226
212 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
214 { 229 {
215 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
216 231
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219
220 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
223 abil = tmp; 235 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
225 skin = tmp; 237 skin = tmp;
226 238
227 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
228 } 240 }
229 241
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); 243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->update_stats ();
237 247
238 ns->floorbox_update (); 248 ns->floorbox_update ();
239
240 esrv_new_player (this, ob->weight + ob->carrying);
241 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
243 251
244 enter_exit (ob, 0); 252 activate ();
245 253
246// send_rules (ob);//TODO 254 send_rules (ob);
247// send_news (ob);//TODO 255 send_news (ob);
248// display_motd (ob);//TODO 256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
250} 286}
251 287
252// the need for this function can be explained 288// the need for this function can be explained
253// by load_object not returning the object 289// by load_object not returning the object
254void 290void
255player::set_object (object *op) 291player::set_object (object *op)
256{ 292{
257 ob = op; 293 ob = observe = op;
258 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
259 295
296 ob->speed = 1.0f;
260 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
261 ob->speed = 1.0; 298
262 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265 300
266 set_first_map (ob); 301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
267 304
268 ob->roll_stats (); 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;
269} 333}
270 334
271player::player () 335player::player ()
272{ 336{
273 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
274 * we deal with that below this point. 338 * we deal with that below this point.
275 */ 339 */
276 outputs_sync = 16; /* Every 2 seconds */ 340 outputs_sync = 4;
277 outputs_count = 8; /* Keeps present behaviour */ 341 outputs_count = 4;
278 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
279 343
280 assign (savebed_map, first_map_path); /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
281 345
282 gen_sp_armour = 10; 346 gen_sp_armour = 10;
283 last_speed = -1;
284 shoottype = range_none;
285 bowtype = bow_normal; 347 bowtype = bow_normal;
286 petmode = pet_normal; 348 petmode = pet_normal;
287 listening = 10; 349 listening = 10;
288 usekeys = containers; 350 usekeys = containers;
289 last_weapon_sp = -1;
290 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
291 do_los = 1; 352 do_los = 1;
292 353
293 /* we need to clear these to -1 and not zero - otherwise, 354 weapon_sp = 1.0f;
294 * if a player quits and starts a new character, we wont 355 weapon_sp_left = 0.5f;
295 * send new values to the client, as things like exp start 356}
296 * at zero.
297 */
298 for (int i = 0; i < NUM_SKILLS; i++)
299 last_skill_exp[i] = -1;
300 357
301 for (int i = 0; i < NROFATTACKS; i++) 358void
302 last_resist[i] = -1; 359player::do_destroy ()
360{
361 disconnect ();
303 362
304 last_stats.exp = -1; 363 attachable::do_destroy ();
305 last_weight = (uint32) - 1; 364
365 if (ob)
366 {
367 ob->destroy_inv (false);
368 ob->destroy ();
369 }
370
371 ob = observe = 0;
306} 372}
307 373
308player::~player () 374player::~player ()
309{ 375{
310 terminate_all_pets (ob);
311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */ 376 /* Clear item stack */
345 free (stack_items); 377 free (stack_items);
346} 378}
347 379
348/* Tries to add player on the connection passed in ns. 380/* Tries to add player on the connection passed in ns.
353player::create () 385player::create ()
354{ 386{
355 player *pl = new player; 387 player *pl = new player;
356 388
357 pl->set_object (arch_to_object (get_player_archetype (0))); 389 pl->set_object (arch_to_object (get_player_archetype (0)));
390
391 pl->ob->roll_stats ();
392 pl->ob->stats.wc = 2;
393 pl->ob->run_away = 25; /* Then we panick... */
394
395 set_first_map (pl->ob);
358 396
359 return pl; 397 return pl;
360} 398}
361 399
362/* 400/*
365 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
366 */ 404 */
367archetype * 405archetype *
368get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
369{ 407{
370 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
371 409
372 for (;;) 410 for (;;)
373 { 411 {
374 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
375 at = first_archetype; 413 i = archetypes.begin ();
376 else 414 else if (*i == at)
377 at = at->next; 415 cleanup ("not a single player archetype found");
378 416
379 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
380 return at; 418 return *i;
381
382 if (at == start)
383 {
384 LOG (llevError, "No Player archetypes\n");
385 exit (-1);
386 }
387 } 419 }
388} 420}
389 421
390object * 422object *
391get_nearest_player (object *mon) 423get_nearest_player (object *mon)
392{ 424{
393 object *op = NULL; 425 object *op = NULL;
394 player *pl = NULL;
395 objectlink *ol; 426 objectlink *ol;
396 unsigned lastdist; 427 unsigned lastdist;
397 rv_vector rv; 428 rv_vector rv;
398 429
399 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
400 { 431 {
401 /* We should not find free objects on this friendly list, but it
402 * does periodically happen. Given that, lets deal with it.
403 * While unlikely, it is possible the next object on the friendly
404 * list is also free, so encapsulate this in a while loop.
405 */
406 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
407 {
408 object *tmp = ol->ob;
409
410 /* Can't do much more other than log the fact, because the object
411 * itself will have been cleared.
412 */
413 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
414 ol = ol->next;
415 remove_friendly_object (tmp);
416 if (!ol)
417 return op;
418 }
419
420 /* Remove special check for player from this. First, it looks to cause
421 * some crashes (ol->ob->contr not set properly?), but secondly, a more
422 * complicated method of state checking would be needed in any case -
423 * as it was, a clever player could type quit, and the function would
424 * skip them over while waiting for confirmation. Remove
425 * on_same_map check, as can_detect_enemy also does this
426 */
427 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
428 continue; 433 continue;
429 434
430 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
431 { 436 {
432 op = ol->ob; 437 op = ol->ob;
433 lastdist = rv.distance; 438 lastdist = rv.distance;
434 } 439 }
435 } 440 }
436 for (pl = first_player; pl != NULL; pl = pl->next) 441
437 { 442 for_all_players (pl)
438 if (can_detect_enemy (mon, pl->ob, &rv)) 443 if (can_detect_enemy (mon, pl->ob, &rv))
439 {
440
441 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
442 { 445 {
443 op = pl->ob; 446 op = pl->ob;
444 lastdist = rv.distance; 447 lastdist = rv.distance;
445 } 448 }
446 } 449
447 }
448#if 0 450#if 0
449 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 451 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
450#endif 452#endif
451 return op; 453 return op;
452} 454}
510 x = mon->x; 512 x = mon->x;
511 y = mon->y; 513 y = mon->y;
512 m = mon->map; 514 m = mon->map;
513 dir = rv.direction; 515 dir = rv.direction;
514 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 516 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
515 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 517 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
518
516 /* If we can't solve it within the search distance, return now. */ 519 /* If we can't solve it within the search distance, return now. */
517 if (diff > max) 520 if (diff > max)
518 return 0; 521 return 0;
522
519 while (diff > 1 && max > 0) 523 while (diff > 1 && max > 0)
520 { 524 {
521 lastx = x; 525 lastx = x;
522 lasty = y; 526 lasty = y;
523 lastmap = m; 527 lastmap = m;
605 max--; 609 max--;
606 lastdir = dir; 610 lastdir = dir;
607 if (!firstdir) 611 if (!firstdir)
608 firstdir = dir; 612 firstdir = dir;
609 } 613 }
614
610 if (diff <= 1) 615 if (diff <= 1)
611 { 616 {
612 /* Recalculate diff (distance) because we may not have actually 617 /* Recalculate diff (distance) because we may not have actually
613 * headed toward player for entire distance. 618 * headed toward player for entire distance.
614 */ 619 */
615 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
616 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
617 } 622 }
623
618 if (diff > max) 624 if (diff > max)
619 return 0; 625 return 0;
620 } 626 }
627
621 /* If we reached the max, didn't find a direction in time */ 628 /* If we reached the max, didn't find a direction in time */
622 if (!max) 629 if (!max)
623 return 0; 630 return 0;
624 631
625 return firstdir; 632 return firstdir;
739roll_stat (void) 746roll_stat (void)
740{ 747{
741 int a[4], i, j, k; 748 int a[4], i, j, k;
742 749
743 for (i = 0; i < 4; i++) 750 for (i = 0; i < 4; i++)
744 a[i] = (int) RANDOM () % 6 + 1; 751 a[i] = (int) rndm (6) + 1;
745 752
746 for (i = 0, j = 0, k = 7; i < 4; i++) 753 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if (a[i] < k) 754 if (a[i] < k)
748 k = a[i], j = i; 755 k = a[i], j = i;
749 756
755} 762}
756 763
757void 764void
758object::roll_stats () 765object::roll_stats ()
759{ 766{
760 int statsort [7]; 767 int statsort [NUM_STATS];
761 768
762 for (;;) 769 for (;;)
763 { 770 {
764 int sum = 0; 771 int sum = 0;
765 for (int i = 7; i--; ) 772 for (int i = NUM_STATS; i--; )
766 sum += statsort [i] = roll_stat (); 773 sum += statsort [i] = roll_stat ();
767 774
768 if (sum >= 82 && sum <= 116) 775 if (sum >= 82 && sum <= 116)
769 break; 776 break;
770 } 777 }
771 778
772 // Sort the stats so that rerolling is easier... 779 // Sort the stats so that rerolling is easier...
773 std::sort (statsort, statsort + 7, std::greater<int>()); 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
774 781
782 for (int i = 0; i < NUM_STATS; ++i)
775 stats.Str = statsort[0]; 783 stats.stat (i) = statsort [i];
776 stats.Dex = statsort[1];
777 stats.Con = statsort[2];
778 stats.Int = statsort[3];
779 stats.Wis = statsort[4];
780 stats.Pow = statsort[5];
781 stats.Cha = statsort[6];
782 784
783 stats.exp = 0; 785 stats.exp = 0;
784 stats.ac = 0; 786 stats.ac = 0;
785 787
786 stats.hp = stats.maxhp; 788 stats.hp = stats.maxhp;
798} 800}
799 801
800void 802void
801object::swap_stats (int a, int b) 803object::swap_stats (int a, int b)
802{ 804{
803 int tmp = get_attr_value (&contr->orig_stats, a); 805 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
804 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
805 set_attr_value (&contr->orig_stats, b, tmp);
806 806
807 for (int i = 0; i < NUM_STATS; ++i)
807 stats.Str = contr->orig_stats.Str; 808 stats.stat (i) = contr->orig_stats.stat (i);
808 stats.Dex = contr->orig_stats.Dex;
809 stats.Con = contr->orig_stats.Con;
810 stats.Int = contr->orig_stats.Int;
811 stats.Wis = contr->orig_stats.Wis;
812 stats.Pow = contr->orig_stats.Pow;
813 stats.Cha = contr->orig_stats.Cha;
814 809
815 //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,
816 // be merged with the similar code in roll_stats 811 // be merged with the similar code in roll_stats
817 stats.ac = 0; 812 stats.ac = 0;
818 813
830 contr->levsp[1] = 6; 825 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3; 826 contr->levgrace[1] = 3;
832 827
833 contr->orig_stats = stats; 828 contr->orig_stats = stats;
834 } 829 }
830}
831
832static void
833start_info (object *op)
834{
835 char buf[MAX_BUF];
836
837 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
838 new_draw_info (NDI_UNIQUE, 0, op, buf);
839 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
840 //new_draw_info (NDI_UNIQUE, 0, op, " ");
835} 841}
836 842
837/* This function takes the key that is passed, and does the 843/* This function takes the key that is passed, and does the
838 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
839 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
840 * separate race and class; this actually changes the RACE, 846 * separate race and class; this actually changes the RACE,
841 * not the class. 847 * not the class.
842 */ 848 */
843int 849void
844key_change_class (object *op, char key) 850player::chargen_race_done ()
845{ 851{
846 int tmp_loop;
847
848 if (key == 'd' || key == 'D')
849 {
850 char buf[MAX_BUF];
851
852 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
853 esrv_new_player (op->contr, op->weight + op->carrying); 853 esrv_new_player (ob->contr, ob->weight + ob->carrying);
854 854
855 treasurelist *tl = find_treasurelist ("starting_wealth"); 855 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl) 856 if (tl)
857 create_treasure (tl, op, 0, 0, 0); 857 create_treasure (tl, ob, 0, 0, 0);
858 858
859 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, ob->contr);
860 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, ob->contr);
861 861
862 op->contr->ns->state = ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
863 863
864 if (op->msg) 864 if (ob->msg)
865 op->msg = NULL; 865 ob->msg = 0;
866 866
867 /* We create this now because some of the unique maps will need it 867 /* We create this now because some of the unique maps will need it
868 * to save here. 868 * to save here.
869 */ 869 */
870 {
871 char buf[MAX_BUF];
870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
871 make_path_to_file (buf); 873 make_path_to_file (buf);
874 }
872 875
873#ifdef AUTOSAVE
874 op->contr->last_save_tick = pticks;
875#endif
876 start_info (op); 876 start_info (ob);
877 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (ob, FLAG_WIZ);
878 give_initial_items (op, op->randomitems); 878 give_initial_items (ob, ob->randomitems);
879 link_player_skills (op); 879 link_player_skills (ob);
880 esrv_send_inventory (op, op); 880 esrv_send_inventory (ob, ob);
881 op->update_stats (); 881 ob->update_stats ();
882 882
883 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
884 * is one for this race 884 * is one for this race
885 */ 885 */
886 if (*first_map_ext_path) 886 if (*first_map_ext_path)
887 { 887 {
888 object *tmp; 888 object *tmp;
889 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
890 890
891 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 891 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
892 tmp = object::create (); 892 tmp = object::create ();
893 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
894 EXIT_X (tmp) = op->x; 894 EXIT_X (tmp) = ob->x;
895 EXIT_Y (tmp) = op->y; 895 EXIT_Y (tmp) = ob->y;
896 enter_exit (op, tmp); /* we don't really care if it succeeded; 896 ob->enter_exit (tmp); /* we don't really care if it succeeded;
897 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
898 * default initial map */ 898 * default initial map */
899 tmp->destroy (); 899 tmp->destroy ();
900 } 900 }
901 else 901 else
902 LOG (llevDebug, "first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
903}
903 904
904 return 0; 905void
905 } 906player::chargen_race_next ()
906 907{
907 /* Following actually changes the race - this is the default command 908 /* Following actually changes the race - this is the default command
908 * if we don't match with one of the options above. 909 * if we don't match with one of the options above.
909 */ 910 */
910 911
911 tmp_loop = 0; 912 do
912 while (!tmp_loop)
913 { 913 {
914 shstr name = op->name; 914 shstr name = ob->name;
915 int x = op->x, y = op->y; 915 int x = ob->x, y = ob->y;
916 916
917 op->remove_statbonus (); 917 ob->remove_statbonus ();
918 op->remove (); 918 ob->remove ();
919 op->arch = get_player_archetype (op->arch); 919 ob->arch = get_player_archetype (ob->arch);
920 op->arch->clone.copy_to (op); 920 ob->arch->copy_to (ob);
921 op->instantiate (); 921 ob->instantiate ();
922 op->stats = op->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
923 op->name = op->name_pl = name; 923 ob->name = ob->name_pl = name;
924 op->x = x; 924 ob->x = x;
925 op->y = y; 925 ob->y = y;
926 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
927 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
928 assign (op->contr->title, op->arch->clone.name); 928 assign (ob->contr->title, ob->arch->object::name);
929 op->add_statbonus (); 929 ob->add_statbonus ();
930 tmp_loop = allowed_class (op);
931 } 930 }
931 while (!allowed_class (ob));
932 932
933 update_object (op, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
934 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, ob, ob);
935 op->update_stats (); 935 ob->update_stats ();
936 op->stats.hp = op->stats.maxhp; 936 ob->stats.hp = ob->stats.maxhp;
937 op->stats.sp = op->stats.maxsp; 937 ob->stats.sp = ob->stats.maxsp;
938 op->stats.grace = 0; 938 ob->stats.grace = 0;
939
940 if (op->msg)
941 new_draw_info (NDI_BLUE, 0, op, op->msg);
942
943 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
944 return 0;
945}
946
947int
948key_confirm_quit (object *op, char key)
949{
950 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
951 {
952 op->contr->ns->state = ST_PLAYING;
953 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
954 return 1;
955 }
956
957 INVOKE_PLAYER (LOGOUT, op->contr);
958 INVOKE_PLAYER (QUIT, op->contr);
959
960 terminate_all_pets (op);
961 leave_map (op);
962 op->direction = 0;
963 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
964
965 strcpy (op->contr->killer, "quit");
966 check_score (op);
967 op->contr->party = 0;
968 op->contr->own_title[0] = '\0';
969
970 object_ptr ob = op;
971
972 delete ob->contr;
973
974 /* We need to hunt for any per player unique maps in memory and
975 * get rid of them. The trailing slash in the path is intentional,
976 * so that players named 'Ab' won't match against players 'Abe' pathname
977 */
978 char buf[MAX_BUF];
979 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
980
981 for (maptile *next, *mp = first_map; mp; mp = next)
982 {
983 next = mp->next;
984
985 if (!strncmp (mp->path, buf, strlen (buf)))
986 delete_map (mp);
987 }
988
989 delete_character (ob->name, 1);
990
991 return 1;
992} 939}
993 940
994void 941void
995flee_player (object *op) 942flee_player (object *op)
996{ 943{
1043 /* Cornered, get rid of scared */ 990 /* Cornered, get rid of scared */
1044 CLEAR_FLAG (op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1045 op->enemy = NULL; 992 op->enemy = NULL;
1046} 993}
1047 994
1048
1049/* 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.
1050 * 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
1051 * stop. 997 * stop.
1052 */ 998 */
1053int 999int
1054check_pick (object *op) 1000check_pick (object *op)
1055{ 1001{
1056 object *tmp, *next; 1002 object *tmp, *next;
1057 int stop = 0; 1003 int stop = 0;
1058 int j, k, wvratio; 1004 int wvratio;
1059 char putstring[128], tmpstr[16]; 1005 char putstring[128];
1060 1006
1061 /* if you're flying, you cna't pick up anything */ 1007 /* if you're flying, you cna't pick up anything */
1062 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1063 return 1; 1009 return 1;
1064 1010
1132 if (tmp->name != NULL) 1078 if (tmp->name != NULL)
1133 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1134 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1080 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1135 else 1081 else
1136 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1137 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1083 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1084
1138 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1139
1140 sprintf (putstring, "...flags: ");
1141 for (k = 0; k < 4; k++)
1142 {
1143 for (j = 0; j < 32; j++)
1144 {
1145 if ((tmp->flags[k] >> j) & 0x01)
1146 {
1147 sprintf (tmpstr, "%d ", k * 32 + j);
1148 strcat (putstring, tmpstr);
1149 }
1150 }
1151 }
1152 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1153
1154#if 0
1155 /* print the flags too */
1156 for (k = 0; k < 4; k++)
1157 {
1158 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1159 for (j = 0; j < 32; j++)
1160 {
1161 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1162 if (!((j + 1) % 4))
1163 fprintf (stderr, " ");
1164 }
1165 fprintf (stderr, " [%d]\n", k * 32);
1166 }
1167#endif
1168 } 1086 }
1087
1169 /* philosophy: 1088 /* philosophy:
1170 * It's easy to grab an item type from a pile, as long as it's 1089 * It's easy to grab an item type from a pile, as long as it's
1171 * generic. This takes no game-time. For more detailed pickups 1090 * generic. This takes no game-time. For more detailed pickups
1172 * and selections, select-items shoul dbe used. This is a 1091 * and selections, select-items should be used. This is a
1173 * grab-as-you-run type mode that's really useful for arrows for 1092 * grab-as-you-run type mode that's really useful for arrows for
1174 * example. 1093 * example.
1175 * The drawback: right now it has no frontend, so you need to 1094 * The drawback: right now it has no frontend, so you need to
1176 * stick the bits you want into a calculator in hex mode and then 1095 * stick the bits you want into a calculator in hex mode and then
1177 * convert to decimal and then 'pickup <#> 1096 * convert to decimal and then 'pickup <#>
1244 pick_up (op, tmp); 1163 pick_up (op, tmp);
1245 continue; 1164 continue;
1246 } 1165 }
1247 1166
1248 if (op->contr->mode & PU_READABLES) 1167 if (op->contr->mode & PU_READABLES)
1249 if (tmp->type == BOOK || tmp->type == SCROLL) 1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1250 { 1169 {
1251 pick_up (op, tmp); 1170 pick_up (op, tmp);
1252 continue; 1171 continue;
1253 } 1172 }
1254 1173
1362 /* careful: chairs and tables are weapons! */ 1281 /* careful: chairs and tables are weapons! */
1363 if (op->contr->mode & PU_ALLWEAPON) 1282 if (op->contr->mode & PU_ALLWEAPON)
1364 { 1283 {
1365 if (tmp->type == WEAPON && tmp->name != NULL) 1284 if (tmp->type == WEAPON && tmp->name != NULL)
1366 { 1285 {
1367 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 &&
1368 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1369 { 1288 {
1370 pick_up (op, tmp); 1289 pick_up (op, tmp);
1371 continue; 1290 continue;
1372 } 1291 }
1373 } 1292 }
1374 1293
1375 if (tmp->type == WEAPON && tmp->name == NULL) 1294 if (tmp->type == WEAPON && tmp->name == NULL)
1376 { 1295 {
1377 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)
1378 { 1297 {
1379 pick_up (op, tmp); 1298 pick_up (op, tmp);
1380 continue; 1299 continue;
1381 } 1300 }
1382 } 1301 }
1407 if (tmp->name != NULL) 1326 if (tmp->name != NULL)
1408 { 1327 {
1409 fprintf (stderr, "%s", tmp->name); 1328 fprintf (stderr, "%s", tmp->name);
1410 } 1329 }
1411 else 1330 else
1412 fprintf (stderr, "%s", tmp->arch->name); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1413 fprintf (stderr, ",%d] = ", tmp->type); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1414 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))));
1415#endif 1334#endif
1416 continue; 1335 continue;
1417 } 1336 }
1428 * found object is returned. 1347 * found object is returned.
1429 */ 1348 */
1430object * 1349object *
1431find_arrow (object *op, const char *type) 1350find_arrow (object *op, const char *type)
1432{ 1351{
1433 object *tmp = NULL; 1352 object *tmp = 0;
1434 1353
1435 for (op = op->inv; op; op = op->below) 1354 for (op = op->inv; op; op = op->below)
1436 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))
1437 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1438 else if (op->type == ARROW && op->race == type) 1357 else if (op->type == ARROW && op->race == type)
1439 return op; 1358 return splay (op);
1359
1440 return tmp; 1360 return tmp;
1441} 1361}
1442 1362
1443/* 1363/*
1444 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1364 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1445 * against the target. A full test is not performed, simply a basic test 1365 * against the target. A full test is not performed, simply a basic test
1446 * of resistances. The archer is making a quick guess at what he sees down 1366 * of resistances. The archer is making a quick guess at what he sees down
1447 * the hall. Failing that it does it's best to pick the highest plus arrow. 1367 * the hall. Failing that it does it's best to pick the highest plus arrow.
1448 */ 1368 */
1449
1450object * 1369object *
1451find_better_arrow (object *op, object *target, const char *type, int *better) 1370find_better_arrow (object *op, object *target, const char *type, int *better)
1452{ 1371{
1453 object *tmp = NULL, *arrow, *ntmp; 1372 object *tmp = NULL, *arrow, *ntmp;
1454 int attacknum, attacktype, betterby = 0, i; 1373 int attacknum, attacktype, betterby = 0, i;
1487 else 1406 else
1488 { 1407 {
1489 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1408 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1490 { 1409 {
1491 attacktype = 1 << attacknum; 1410 attacktype = 1 << attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1411 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1493 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)
1494 { 1413 {
1495 tmp = arrow; 1414 tmp = arrow;
1496 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;
1497 } 1416 }
1498 } 1417 }
1499 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1500 { 1419 {
1501 tmp = arrow; 1420 tmp = arrow;
1520 * find_better_arrow to find a decent arrow to use. 1439 * find_better_arrow to find a decent arrow to use.
1521 * op = the shooter 1440 * op = the shooter
1522 * type = bow->race 1441 * type = bow->race
1523 * dir = fire direction 1442 * dir = fire direction
1524 */ 1443 */
1525
1526object * 1444object *
1527pick_arrow_target (object *op, const char *type, int dir) 1445pick_arrow_target (object *op, const char *type, int dir)
1528{ 1446{
1529 object *tmp = NULL; 1447 object *tmp = NULL;
1530 maptile *m; 1448 maptile *m;
1595 */ 1513 */
1596int 1514int
1597fire_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)
1598{ 1516{
1599 object *left, *bow; 1517 object *left, *bow;
1600 int bowspeed, mflags; 1518 int mflags;
1601 maptile *m; 1519 maptile *m;
1602 1520
1603 if (!dir) 1521 if (!dir)
1604 { 1522 {
1605 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!");
1606 return 0; 1524 return 0;
1607 } 1525 }
1608 1526
1609 if (op->type == PLAYER) 1527 if (op->contr)
1610 bow = op->contr->ranges[range_bow]; 1528 bow = op->current_weapon;
1611 else 1529 else
1612 { 1530 {
1613 for (bow = op->inv; bow; bow = bow->below) 1531 for (bow = op->inv; bow; bow = bow->below)
1614 /* 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
1615 * 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.
1620 if (!bow) 1538 if (!bow)
1621 { 1539 {
1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1623 return 0; 1541 return 0;
1624 } 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
1625 } 1551 }
1626 1552
1627 if (!bow->race || !bow->skill) 1553 if (!bow->race || !bow->skill)
1628 { 1554 {
1629 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);
1630 return 0; 1556 return 0;
1631 } 1557 }
1632
1633 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1634
1635 /* penalize ROF for bestarrow */
1636 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1637 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638
1639 if (bowspeed < 1)
1640 bowspeed = 1;
1641 1558
1642 if (arrow == NULL) 1559 if (arrow == NULL)
1643 { 1560 {
1644 if ((arrow = find_arrow (op, bow->race)) == NULL) 1561 if ((arrow = find_arrow (op, bow->race)) == NULL)
1645 { 1562 {
1646 if (op->type == PLAYER) 1563 if (op->type == PLAYER)
1647 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);
1648 /* 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 */
1649 else 1566 else
1650 CLEAR_FLAG (op, FLAG_READY_BOW); 1567 CLEAR_FLAG (op, FLAG_READY_BOW);
1568
1651 return 0; 1569 return 0;
1652 } 1570 }
1653 } 1571 }
1654 1572
1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1573 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1677 return 0; 1595 return 0;
1678 } 1596 }
1679 1597
1680 arrow->set_owner (op); 1598 arrow->set_owner (op);
1681 arrow->skill = bow->skill; 1599 arrow->skill = bow->skill;
1682
1683 arrow->direction = dir; 1600 arrow->direction = dir;
1684 arrow->x = sx; 1601
1685 arrow->y = sy; 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;
1686 1634
1687 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1688 { 1636 {
1689 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1690 op->update_stats ();
1691 }
1692
1693 SET_ANIMATION (arrow, arrow->direction);
1694 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1695 arrow->stats.hp = arrow->stats.dam;
1696 arrow->stats.grace = arrow->attacktype;
1697 if (arrow->slaying != NULL)
1698 arrow->spellarg = strdup (arrow->slaying);
1699
1700 /* Note that this was different for monsters - they got their level
1701 * added to the damage. I think the strength bonus is more proper.
1702 */
1703
1704 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1705
1706 /* update the speed */
1707 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1708 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1709
1710 if (arrow->speed < 1.0)
1711 arrow->speed = 1.0;
1712 update_ob_speed (arrow);
1713 arrow->speed_left = 0;
1714
1715 if (op->type == PLAYER)
1716 {
1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1718 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1719 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1720
1721 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1722 } 1644 }
1723 else 1645 else
1724 { 1646 {
1725 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1726 arrow->level = op->level; 1647 arrow->level = op->level;
1727 } 1648 arrow->stats.wc -= bow->magic;
1728 1649
1729 if (arrow->attacktype == AT_PHYSICAL) 1650 if (!arrow->slaying)
1651 arrow->slaying = bow->slaying;
1652
1730 arrow->attacktype |= bow->attacktype; 1653 arrow->attacktype |= bow->attacktype;
1654 }
1731 1655
1732 if (bow->slaying) 1656 wc -= arrow->level;
1733 arrow->slaying = bow->slaying; 1657 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1734 1658
1735 arrow->map = m; 1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1736 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1738 1662
1739 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1740 insert_ob_in_map (arrow, m, op, 0); 1664 m->insert (arrow, sx, sy, op);
1741 1665
1742 if (!arrow->destroyed ()) 1666 if (!arrow->destroyed ())
1743 move_arrow (arrow); 1667 move_arrow (arrow);
1744 1668
1745 if (op->type == PLAYER) 1669 if (op->type == PLAYER)
1765{ 1689{
1766 int ret = 0, wcmod = 0; 1690 int ret = 0, wcmod = 0;
1767 1691
1768 if (op->contr->bowtype == bow_bestarrow) 1692 if (op->contr->bowtype == bow_bestarrow)
1769 { 1693 {
1770 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);
1771 } 1695 }
1772 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)
1773 { 1697 {
1774 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1775 wcmod = -1; 1699 wcmod = -1;
1700
1776 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1701 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1777 } 1702 }
1778 else if (op->contr->bowtype == bow_threewide) 1703 else if (op->contr->bowtype == bow_threewide)
1779 { 1704 {
1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1705 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1784 else if (op->contr->bowtype == bow_spreadshot) 1709 else if (op->contr->bowtype == bow_spreadshot)
1785 { 1710 {
1786 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);
1787 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);
1788 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);
1789
1790 } 1714 }
1791 else 1715 else
1792 { 1716 {
1793 /* Simple case */ 1717 /* Simple case */
1794 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);
1795 } 1719 }
1720
1796 return ret; 1721 return ret;
1797} 1722}
1798
1799 1723
1800/* Fires a misc (wand/rod/horn) object in 'dir'. 1724/* Fires a misc (wand/rod/horn) object in 'dir'.
1801 * Broken apart from 'fire' to keep it more readable. 1725 * Broken apart from 'fire' to keep it more readable.
1802 */ 1726 */
1803void 1727void
1804fire_misc_object (object *op, int dir) 1728fire_misc_object (object *op, int dir)
1805{ 1729{
1806 object *item; 1730 object *item = op->contr->ranged_ob;
1807 1731
1808 if (!op->contr->ranges[range_misc]) 1732 if (!item)
1809 { 1733 {
1810 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.");
1811 return; 1735 return;
1812 } 1736 }
1813 1737
1814 item = op->contr->ranges[range_misc];
1815 if (!item->inv) 1738 if (!item->inv)
1816 { 1739 {
1817 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1740 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1818 return; 1741 return;
1819 } 1742 }
1743
1744 if (!op->change_weapon (item))
1745 return;
1746
1820 if (item->type == WAND) 1747 if (item->type == WAND)
1821 { 1748 {
1822 if (item->stats.food <= 0) 1749 if (item->stats.food <= 0)
1823 { 1750 {
1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1751 op->contr->play_sound (sound_find ("wand_poof"));
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1752 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1753
1826 return; 1754 return;
1827 } 1755 }
1828 } 1756 }
1829 else if (item->type == ROD || item->type == HORN) 1757 else if (item->type == ROD || item->type == HORN)
1830 { 1758 {
1831 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))
1832 { 1760 {
1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1762
1834 if (item->type == ROD) 1763 if (item->type == ROD)
1835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1836 else 1765 else
1837 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
1838 return; 1768 return;
1839 } 1769 }
1840 } 1770 }
1841 1771
1842 if (cast_spell (op, item, dir, item->inv, NULL)) 1772 if (cast_spell (op, item, dir, item->inv, NULL))
1849 object *tmp; 1779 object *tmp;
1850 1780
1851 if (item->arch) 1781 if (item->arch)
1852 { 1782 {
1853 CLEAR_FLAG (item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
1854 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
1855 item->speed = 0; 1785 item->set_speed (0);
1856 update_ob_speed (item);
1857 } 1786 }
1787
1858 if ((tmp = item->in_player ())) 1788 if ((tmp = item->in_player ()))
1859 esrv_update_item (UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
1860 } 1790 }
1861 } 1791 }
1862 else if (item->type == ROD || item->type == HORN) 1792 else if (item->type == ROD || item->type == HORN)
1863 {
1864 drain_rod_charge (item); 1793 drain_rod_charge (item);
1865 }
1866 } 1794 }
1867} 1795}
1868 1796
1869/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
1870 */ 1798 */
1871void 1799bool
1872fire (object *op, int dir) 1800fire (object *op, int dir)
1873{ 1801{
1874 int spellcost = 0; 1802 int spellcost = 0;
1875 1803
1876 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
1877 if (action_makes_visible (op)) 1805 if (action_makes_visible (op))
1878 make_visible (op); 1806 make_visible (op);
1879 1807
1880 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;
1881 { 1814 }
1882 case range_none:
1883 return;
1884 1815
1885 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:
1886 player_fire_bow (op, dir); 1832 player_fire_bow (op, dir);
1887 return; 1833 break;
1888 1834
1889 case range_magic: /* Casting spells */ 1835 case SPELL:
1890 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);
1891 return; 1837 break;
1892 1838
1893 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:
1894 fire_misc_object (op, dir); 1848 fire_misc_object (op, dir);
1895 return; 1849 break;
1896
1897 case range_golem: /* Control summoned monsters from scrolls */
1898 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1899 {
1900 op->contr->ranges[range_golem] = 0;
1901 op->contr->shoottype = range_none;
1902 }
1903 else
1904 control_golem (op->contr->ranges[range_golem], dir);
1905 return;
1906
1907 case range_skill:
1908 if (!op->chosen_skill)
1909 {
1910 if (op->type == PLAYER)
1911 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1912 return;
1913 }
1914 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1915 return;
1916 case range_builder:
1917 apply_map_builder (op, dir);
1918 return;
1919 default:
1920 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1921 return;
1922 } 1850 }
1923}
1924 1851
1925 1852 return true;
1853}
1926 1854
1927/* find_key 1855/* find_key
1928 * 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
1929 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
1930 * This function merges both normal and locked door, since the logic 1858 * This function merges both normal and locked door, since the logic
1932 * pl is the player, 1860 * pl is the player,
1933 * inv is the objects inventory to searched 1861 * inv is the objects inventory to searched
1934 * door is the door we are trying to match against. 1862 * door is the door we are trying to match against.
1935 * This function can be called recursively to search containers. 1863 * This function can be called recursively to search containers.
1936 */ 1864 */
1937
1938object * 1865object *
1939find_key (object *pl, object *container, object *door) 1866find_key (object *pl, object *container, object *door)
1940{ 1867{
1941 object *tmp, *key; 1868 object *tmp, *key;
1942 1869
1943 /* Should not happen, but sanity checking is never bad */ 1870 /* Should not happen, but sanity checking is never bad */
1944 if (container->inv == NULL) 1871 if (!container->inv)
1945 return NULL; 1872 return 0;
1946 1873
1947 /* First, lets try to find a key in the top level inventory */ 1874 /* First, lets try to find a key in the top level inventory */
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1875 for (tmp = container->inv; tmp; tmp = tmp->below)
1949 { 1876 {
1950 if (door->type == DOOR && tmp->type == KEY) 1877 if (door->type == DOOR && tmp->type == KEY)
1951 break; 1878 break;
1952 /* For sanity, we should really check door type, but other stuff 1879 /* For sanity, we should really check door type, but other stuff
1953 * (like containers) can be locked with special keys 1880 * (like containers) can be locked with special keys
1954 */ 1881 */
1955 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1882 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1956 break; 1883 break;
1957 } 1884 }
1885
1958 /* No key found - lets search inventories now */ 1886 /* No key found - lets search inventories now */
1959 /* If we find and use a key in an inventory, return at that time. 1887 /* If we find and use a key in an inventory, return at that time.
1960 * otherwise, if we search all the inventories and still don't find 1888 * otherwise, if we search all the inventories and still don't find
1961 * a key, return 1889 * a key, return
1962 */ 1890 */
1963 if (!tmp) 1891 if (!tmp)
1964 { 1892 {
1965 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1893 for (tmp = container->inv; tmp; tmp = tmp->below)
1966 { 1894 {
1967 /* No reason to search empty containers */ 1895 /* No reason to search empty containers */
1968 if (tmp->type == CONTAINER && tmp->inv) 1896 if (tmp->type == CONTAINER && tmp->inv)
1969 { 1897 {
1970 if ((key = find_key (pl, tmp, door)) != NULL) 1898 if ((key = find_key (pl, tmp, door)))
1971 return key; 1899 return key;
1972 } 1900 }
1973 } 1901 }
1902
1974 if (!tmp) 1903 if (!tmp)
1975 return NULL; 1904 return NULL;
1976 } 1905 }
1906
1977 /* We get down here if we have found a key. Now if its in a container, 1907 /* We get down here if we have found a key. Now if its in a container,
1978 * see if we actually want to use it 1908 * see if we actually want to use it
1979 */ 1909 */
1980 if (pl != container) 1910 if (pl != container)
1981 { 1911 {
2002 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1932 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2003 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1933 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2004 return NULL; 1934 return NULL;
2005 } 1935 }
2006 } 1936 }
1937
2007 return tmp; 1938 return tmp;
2008} 1939}
2009 1940
2010/* moved door processing out of move_player_attack. 1941/* moved door processing out of move_player_attack.
2011 * returns 1 if player has opened the door with a key 1942 * returns 1 if player has opened the door with a key
2013 * 0 otherwise 1944 * 0 otherwise
2014 */ 1945 */
2015static int 1946static int
2016player_attack_door (object *op, object *door) 1947player_attack_door (object *op, object *door)
2017{ 1948{
2018 /* 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,
2019 * 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 -
2020 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
2021 */ 1952 */
2022 object *key = find_key (op, op, door); 1953 object *key = find_key (op, op, door);
2023 1954
2024 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
2025 if (key) 1956 if (key)
2026 { 1957 {
2027 object *container = key->env; 1958 object *container = key->env;
2028 1959
2029 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2030 if (action_makes_visible (op)) 1960 if (action_makes_visible (op))
2031 make_visible (op); 1961 make_visible (op);
1962
2032 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2033 spring_trap (door->inv, op); 1964 spring_trap (door->inv, op);
1965
2034 if (door->type == DOOR) 1966 if (door->type == DOOR)
2035 {
2036 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 */
2037 }
2038 else if (door->type == LOCKED_DOOR) 1968 else if (door->type == LOCKED_DOOR)
2039 { 1969 {
2040 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);
2041 remove_door2 (door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
2042 } 1972 }
1973
2043 /* Do this after we print the message */ 1974 /* Do this after we print the message */
2044 decrease_ob (key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
2045 /* Need to update the weight the container the key was in */ 1976 /* Need to update the weight the container the key was in */
2046 if (container != op) 1977 if (container != op)
2047 esrv_update_item (UPD_WEIGHT, op, container); 1978 esrv_update_item (UPD_WEIGHT, op, container);
1979
2048 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
2049 } 1981 }
2050 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2051 { 1983 {
2052 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
2053 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...");
2054 return 1; 1986 return 1;
2055 } 1987 }
1988
2056 return 0; 1989 return 0;
2057} 1990}
2058 1991
2059/* This function is just part of a breakup from move_player. 1992/* This function is just part of a breakup from move_player.
2060 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
2061 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
2062 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
2063 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2064 */ 1997 */
2065void 1998bool
2066move_player_attack (object *op, int dir) 1999move_player_attack (object *op, int dir)
2067{ 2000{
2068 object *tmp, *mon;
2069 sint16 nx, ny;
2070 int on_battleground; 2001 int on_battleground;
2071 maptile *m;
2072 2002
2073 nx = freearr_x[dir] + op->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2074 ny = freearr_y[dir] + op->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2075 2005
2076 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 }
2077 2016
2078 /* 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
2079 * 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
2080 * 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
2081 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2082 * move to some space, it then means that if we are braced, we should 2021 * move to some space, it then means that if we are braced, we should
2083 * do nothing at all. As it is, if we are braced, we go through 2022 * do nothing at all. As it is, if we are braced, we go through
2084 * quite a bit of processing. However, it probably is less than what 2023 * quite a bit of processing. However, it probably is less than what
2085 * move_ob uses. 2024 * move_ob uses.
2086 */ 2025 */
2087 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2026 maptile *m = op->map->xy_find (nx, ny);
2088 {
2089 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2090 {
2091 m = get_map_from_coord (op->map, &nx, &ny);
2092 if (!m)
2093 return; /* Don't think this should happen */
2094 }
2095 else
2096 m = op->map;
2097 2027
2098 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2099 {
2100 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2101 return;
2102 }
2103
2104 mon = 0;
2105 /* Go through all the objects, and find ones of interest. Only stop if 2028 /* Go through all the objects, and find ones of interest. Only stop if
2106 * we find a monster - that is something we know we want to attack. 2029 * we find a monster - that is something we know we want to attack.
2107 * if its a door or barrel (can roll) see if there may be monsters 2030 * if its a door or barrel (can roll) see if there may be monsters
2108 * on the space 2031 * on the space
2109 */ 2032 */
2110 while (tmp) 2033 object *mon;
2111 { 2034 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2112 if (tmp == op) 2035 {
2113 { 2036 if ((mon->flag [FLAG_ALIVE]
2114 tmp = tmp->above; 2037 || mon->type == LOCKED_DOOR
2115 continue; 2038 || mon->flag [FLAG_CAN_ROLL])
2116 }
2117
2118 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2119 {
2120 mon = tmp; 2039 && mon != op)
2121 break; 2040 break;
2122 } 2041 }
2123 2042
2124 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2125 mon = tmp;
2126
2127 tmp = tmp->above;
2128 }
2129
2130 if (!mon) /* This happens anytime the player tries to move */ 2043 if (!mon) /* This happens anytime the player tries to move */
2131 return; /* into a wall */ 2044 return false; /* into a wall */
2132 2045
2133 if (mon->head)
2134 mon = mon->head; 2046 mon = mon->head_ ();
2135 2047
2136 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)
2137 if (player_attack_door (op, mon)) 2050 if (player_attack_door (op, mon))
2051 {
2052 --op->contr->weapon_sp_left;
2138 return; 2053 return true;
2054 }
2139 2055
2140 /* The following deals with possibly attacking peaceful 2056 /* The following deals with possibly attacking peaceful
2141 * or frienddly creatures. Basically, all players are considered 2057 * or friendly creatures. Basically, all players are considered
2142 * unaggressive. If the moving player has peaceful set, then the 2058 * unaggressive. If the moving player has peaceful set, then the
2143 * object should be pushed instead of attacked. It is assumed that 2059 * object should be pushed instead of attacked. It is assumed that
2144 * if you are braced, you will not attack friends accidently, 2060 * if you are braced, you will not attack friends accidently,
2145 * and thus will not push them. 2061 * and thus will not push them.
2146 */ 2062 */
2147 2063
2148 /* 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
2149 * peaceful. Our assumption is the creature is a pet if the 2065 * peaceful. Our assumption is the creature is a pet if the
2150 * player owns it and it is either friendly or unagressive. 2066 * player owns it and it is either friendly or unagressive.
2151 */ 2067 */
2152 if ((op->type == PLAYER) 2068 if (op->type == PLAYER
2153#if COZY_SERVER
2154 &&
2155 ((mon->owner && mon->owner->contr 2069 && ((mon->owner && mon->owner->contr
2156 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2070 && same_party (mon->owner->contr->party, op->contr->party))
2157#else
2158 && mon->owner == op 2071 || mon->owner == op)
2159#endif
2160 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2161 { 2073 {
2162 /* 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 */
2163 if (op->contr->braced) 2075 if (op->contr->braced)
2164 return; 2076 return false;
2165 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2077
2078 if (op->speed_left > 0.f)
2079 {
2080 --op->speed_left;
2081
2082 op->play_sound (sound_find ("push_player"));
2166 (void) push_ob (mon, dir, op); 2083 push_ob (mon, dir, op);
2084
2167 if (op->contr->tmp_invis || op->hide) 2085 if (op->contr->tmp_invis || op->hide)
2168 make_visible (op); 2086 make_visible (op);
2087
2169 return; 2088 return true;
2170 } 2089 }
2090 else
2091 return false;
2092 }
2171 2093
2172 /* in certain circumstances, you shouldn't attack friendly 2094 /* in certain circumstances, you shouldn't attack friendly
2173 * creatures. Note that if you are braced, you can't push 2095 * creatures. Note that if you are braced, you can't push
2174 * 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
2175 * attack them either. 2097 * attack them either.
2176 */ 2098 */
2177 if ((mon->type == PLAYER || mon->enemy != op) && 2099 if ((mon->type == PLAYER || mon->enemy != op)
2178 (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))
2179#ifdef PROHIBIT_PLAYERKILL
2180 (op->contr->peaceful 2101 && ((op->contr->peaceful
2181 || (mon->type == PLAYER 2102 || (mon->type == PLAYER && mon->contr->peaceful))
2182 && mon->contr->
2183 peaceful)) &&
2184#else
2185 op->contr->peaceful &&
2186#endif
2187 !on_battleground)) 2103 && !on_battleground))
2104 {
2105 if (op->speed_left > 0.f)
2188 { 2106 {
2107 --op->speed_left;
2108
2189 if (!op->contr->braced) 2109 if (!op->contr->braced)
2190 { 2110 {
2191 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 op->play_sound (sound_find ("push_player"));
2192 (void) push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2193 } 2113 }
2194 else 2114 else
2195 new_draw_info (0, 0, op, "You withhold your attack"); 2115 op->statusmsg ("You withhold your attack");
2196 2116
2197 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2198 make_visible (op); 2118 make_visible (op);
2199 }
2200 2119
2120 return true;
2121 }
2122 }
2201 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2202 * roll it if not braced. You can't roll it if you are braced. 2124 * roll it if not braced. You can't roll it if you are braced.
2203 */ 2125 */
2204 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)
2205 { 2129 {
2130 --op->speed_left;
2131
2206 recursive_roll (mon, dir, op); 2132 recursive_roll (mon, dir, op);
2207 if (action_makes_visible (op)) 2133 if (action_makes_visible (op))
2208 make_visible (op); 2134 make_visible (op);
2209 }
2210 2135
2136 return true;
2137 }
2138 }
2211 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2212 * 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
2213 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2214 * 1) Not a player, 2) A player, but of a different party. Note 2142 * 1) Not a player, 2) A player, but of a different party. Note
2215 * that party_number -1 is no party, so attacks can still happen. 2143 * that party_number -1 is no party, so attacks can still happen.
2216 */ 2144 */
2217
2218 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2219 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2146 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2220 { 2147 {
2221 2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2222 /* If the player hasn't hit something this tick, and does
2223 * so, give them speed boost based on weapon speed. Doing
2224 * it here is better than process_players2, which basically
2225 * incurred a 1 tick offset.
2226 */
2227 if (!op->contr->has_hit)
2228 { 2149 {
2229 op->speed_left += op->speed / op->contr->weapon_sp; 2150 --op->contr->weapon_sp_left;
2230
2231 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2232 }
2233 2151
2234 skill_attack (mon, op, 0, 0, 0); 2152 skill_attack (mon, op, 0, 0, 0);
2235
2236 /* If attacking another player, that player gets automatic
2237 * hitback, and doesn't loose luck either.
2238 * Disable hitback on the battleground or if the target is
2239 * the wiz.
2240 */
2241 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2242 {
2243 short luck = mon->stats.luck;
2244
2245 mon->contr->has_hit = 1;
2246 skill_attack (op, mon, 0, 0, 0);
2247 mon->stats.luck = luck;
2248 }
2249 2153
2250 if (action_makes_visible (op)) 2154 if (action_makes_visible (op))
2251 make_visible (op); 2155 make_visible (op);
2252 }
2253 } /* if player should attack something */
2254}
2255 2156
2256int 2157 return true;
2158 }
2159 }
2160
2161 return false;
2162}
2163
2164bool
2257move_player (object *op, int dir) 2165move_player (object *op, int dir)
2258{ 2166{
2259 int pick; 2167 int pick;
2260 2168
2261 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2262 return 0; 2170 return 0;
2263 2171
2264 /* Sanity check: make sure dir is valid */ 2172 /* Sanity check: make sure dir is valid */
2265 if ((dir < 0) || (dir >= 9)) 2173 if ((dir < 0) || (dir >= 9))
2266 { 2174 {
2267 LOG (llevError, "move_player: invalid direction %d\n", dir); 2175 LOG (llevError, "move_player: invalid direction %d\n", dir);
2268 return 0; 2176 return 0;
2269 } 2177 }
2270 2178
2271 /* peterm: added following line */ 2179 /* peterm: added following line */
2272 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2180 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2273 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2181 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2274 2182
2275 op->facing = dir; 2183 op->facing = dir;
2276 2184
2277 if (op->hide) 2185 if (op->hide)
2278 do_hidden_move (op); 2186 do_hidden_move (op);
2279 2187
2188 bool retval;
2189
2280 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2281 /*nop */ ; 2191 retval = RESULT_INT (0);
2282 else if (op->contr->fire_on) 2192 else if (op->contr->fire_on)
2283 fire (op, dir); 2193 retval = fire (op, dir);
2284 else 2194 else
2285 { 2195 {
2286 move_player_attack (op, dir); 2196 retval = move_player_attack (op, dir);
2287 pick = check_pick (op); 2197 pick = check_pick (op);
2288 } 2198 }
2289 2199
2290 /* 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
2291 * server can handle repeat firing. 2201 * server can handle repeat firing.
2298 /* Update how the player looks. Use the facing, so direction may 2208 /* Update how the player looks. Use the facing, so direction may
2299 * get reset to zero. This allows for full animation capabilities 2209 * get reset to zero. This allows for full animation capabilities
2300 * for players. 2210 * for players.
2301 */ 2211 */
2302 animate_object (op, op->facing); 2212 animate_object (op, op->facing);
2303 return 0; 2213
2214 return retval;
2304} 2215}
2305 2216
2306/* 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
2307 * new client/server stuff. 2218 * new client/server stuff.
2308 * 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
2309 * the new speed values for commands. 2220 * the new speed values for commands.
2310 * 2221 *
2311 * 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.
2312 */ 2225 */
2313int 2226bool
2314handle_newcs_player (object *op) 2227handle_newcs_player (object *op)
2315{ 2228{
2316 if (op->contr->hidden)
2317 {
2318 op->invisible = 1000;
2319 /* the socket code flashes the player visible/invisible
2320 * depending on the value of invisible, so we need to
2321 * alternate it here for it to work correctly.
2322 */
2323 if (pticks & 2)
2324 op->invisible--;
2325 }
2326 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2327 {
2328 op->invisible--;
2329 if (!op->invisible)
2330 {
2331 make_visible (op);
2332 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2333 }
2334 }
2335
2336 if (QUERY_FLAG (op, FLAG_SCARED)) 2229 if (QUERY_FLAG (op, FLAG_SCARED))
2337 { 2230 {
2338 flee_player (op); 2231 if (op->speed_left > 0.f)
2339 /* If player is still scared, that is his action for this tick */
2340 if (QUERY_FLAG (op, FLAG_SCARED))
2341 { 2232 {
2342 op->speed_left--; 2233 --op->speed_left;
2234 flee_player (op);
2235
2343 return 0; 2236 return true;
2344 } 2237 }
2238 else
2239 return false;
2345 } 2240 }
2346
2347 /* I've been seeing crashes where the golem has been destroyed, but
2348 * the player object still points to the defunct golem. The code that
2349 * destroys the golem looks correct, and it doesn't always happen, so
2350 * put this in a a workaround to clean up the golem pointer.
2351 */
2352 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2353 op->contr->ranges[range_golem] = 0;
2354 2241
2355 /* 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
2356 * the players time has been increased when doericserver has been 2243 * the players time has been increased when doericserver has been
2357 * called, so we recheck it here. 2244 * called, so we recheck it here.
2358 */ 2245 */
2359 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2246 if (op->contr->ns->handle_command ())
2360 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2361 ;
2362
2363 if (op->speed_left < 0)
2364 return 0; 2247 return true;
2365 2248
2366 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2367 {
2368 /* All move commands take 1 tick, at least for now */
2369 op->speed_left--;
2370
2371 /* Instead of all the stuff below, let move_player take care
2372 * of it. Also, some of the skill stuff is only put in
2373 * there, as well as the confusion stuff.
2374 */
2375 move_player (op, op->direction); 2250 return move_player (op, op->direction);
2376 if (op->speed_left > 0)
2377 return 1;
2378 else
2379 return 0;
2380 }
2381 2251
2382 return 0; 2252 return false;
2383} 2253}
2384 2254
2385int 2255int
2386save_life (object *op) 2256save_life (object *op)
2387{ 2257{
2389 return 0; 2259 return 0;
2390 2260
2391 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2392 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2393 { 2263 {
2394 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2264 op->play_sound (sound_find ("ob_evaporate"));
2395 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2265 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2396 2266
2397 if (op->contr) 2267 if (op->contr)
2398 esrv_del_item (op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2399 2269
2419/* 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
2420 * 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
2421 * 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
2422 * from. 2292 * from.
2423 */ 2293 */
2424void 2294static void
2425remove_unpaid_objects (object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2426{ 2296{
2427 object *next;
2428
2429 while (op) 2297 while (op)
2430 { 2298 {
2431 next = op->below; /* Make sure we have a good value, in case 2299 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2432 * we remove object 'op' 2300
2433 */
2434 if (QUERY_FLAG (op, FLAG_UNPAID)) 2301 if (QUERY_FLAG (op, FLAG_UNPAID))
2435 { 2302 {
2436 op->remove ();
2437 op->x = env->x;
2438 op->y = env->y;
2439 if (env->type == PLAYER) 2303 if (env->type == PLAYER)
2440 esrv_del_item (env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2441 insert_ob_in_map (op, env->map, NULL, 0); 2305
2306 op->insert_at (env);
2442 } 2307 }
2443 else if (op->inv) 2308 else if (op->inv)
2444 remove_unpaid_objects (op->inv, env); 2309 drop_unpaid_items (op->inv, env);
2445 2310
2446 op = next; 2311 op = next;
2447 } 2312 }
2313}
2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2448} 2320}
2449 2321
2450/* 2322/*
2451 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2452 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2502 int rate_grace = 2000; 2374 int rate_grace = 2000;
2503 const int max_hp = 1; 2375 const int max_hp = 1;
2504 const int max_sp = 1; 2376 const int max_sp = 1;
2505 const int max_grace = 1; 2377 const int max_grace = 1;
2506 2378
2507 if (op->contr->outputs_sync) 2379 if (op->contr->hidden)
2380 {
2381 op->invisible = 1000;
2382 /* the socket code flashes the player visible/invisible
2383 * depending on the value of invisible, so we need to
2384 * alternate it here for it to work correctly.
2385 */
2386 if (pticks & 2)
2387 op->invisible--;
2508 { 2388 }
2509 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2389 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2510 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2390 {
2511 flush_output_element (op, &op->contr->outputs[i]); 2391 if (!op->invisible--)
2392 {
2393 make_visible (op);
2394 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2395 }
2512 } 2396 }
2513 2397
2514 if (op->contr->ns->state == ST_PLAYING) 2398 if (op->contr->ns->state == ST_PLAYING)
2515 { 2399 {
2516 /* these next three if clauses make it possible to SLOW DOWN 2400 /* these next three if clauses make it possible to SLOW DOWN
2535 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2536 else 2420 else
2537 { 2421 {
2538 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2539 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2540 }
2541
2542 /* Regenerate Spell Points */
2543 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2544 {
2545 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2546 if (op->stats.sp < op->stats.maxsp)
2547 {
2548 op->stats.sp++;
2549 /* dms do not consume food */
2550 if (!QUERY_FLAG (op, FLAG_WIZ))
2551 {
2552 op->stats.food--;
2553 if (op->contr->digestion < 0)
2554 op->stats.food += op->contr->digestion;
2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2556 op->stats.food = last_food;
2557 }
2558 }
2559
2560 if (max_sp > 1)
2561 {
2562 over_sp = (gen_sp + 10) / rate_sp;
2563 if (over_sp > 0)
2564 {
2565 if (op->stats.sp < op->stats.maxsp)
2566 {
2567 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2568
2569 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2570 op->stats.sp--;
2571
2572 if (op->stats.sp > op->stats.maxsp)
2573 op->stats.sp = op->stats.maxsp;
2574 }
2575 op->last_sp = 0;
2576 }
2577 else
2578 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2579 }
2580 else
2581 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2582 } 2424 }
2583 2425
2584 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2585 /* 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. */
2586 if (--op->last_grace < 0) 2428 if (--op->last_grace < 0)
2607 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);
2608 } 2450 }
2609 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2610 } 2452 }
2611 2453
2454 if (op->stats.food > 0)
2455 {
2612 /* Regenerate Hit Points */ 2456 /* Regenerate Spell Points */
2613 if (--op->last_heal < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2614 {
2615 if (op->stats.hp < op->stats.maxhp)
2616 { 2458 {
2617 op->stats.hp++; 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2618 /* dms do not consume food */ 2460
2619 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (op->stats.sp < op->stats.maxsp)
2620 { 2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2621 op->stats.food--; 2468 op->stats.food--;
2469
2622 if (op->contr->digestion < 0) 2470 if (op->contr->digestion < 0)
2623 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2624 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))
2625 op->stats.food = last_food; 2473 op->stats.food = last_food;
2474 }
2626 } 2475 }
2627 }
2628 2476
2629 if (max_hp > 1) 2477 if (max_sp > 1)
2630 {
2631 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2632 if (over_hp > 0)
2633 { 2478 {
2634 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
2635 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);
2636 } 2497 }
2637 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)
2638 { 2506 {
2639 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 }
2640 } 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);
2641 } 2532 }
2642 else 2533 else
2643 {
2644 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);
2645 } 2535 }
2646 } 2536 }
2647 2537
2648 /* Digestion */ 2538 /* Digestion */
2649 if (--op->last_eat < 0) 2539 if (--op->last_eat < 0)
2650 { 2540 {
2651#ifdef COZY_SERVER 2541 int bonus = max (0, op->contr->digestion),
2652 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2542 penalty = max (0, -op->contr->digestion);
2653 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2654#else
2655 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2656#endif
2657 2543
2658 if (op->contr->gen_hp > 0)
2659 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);
2660 else
2661 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2662 2545
2663 /* dms do not consume food */ 2546 /* dms do not consume food */
2664 if (!QUERY_FLAG (op, FLAG_WIZ)) 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2665 op->stats.food--; 2548 op->stats.food--;
2666 } 2549 }
2693 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.");
2694 manual_apply (op, flesh, 0); 2577 manual_apply (op, flesh, 0);
2695 } 2578 }
2696 } 2579 }
2697 2580
2698 while (op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0)
2699 op->stats.food++, op->stats.hp--; 2582 {
2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2700 2586
2701 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2702 kill_player (op); 2588 kill_player (op);
2703 } 2589 }
2704} 2590}
2709 * file. 2595 * file.
2710 */ 2596 */
2711void 2597void
2712kill_player (object *op) 2598kill_player (object *op)
2713{ 2599{
2600 int x, y;
2714 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2715 int x, y;
2716
2717 //int i;
2718 maptile *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2719
2720 /* int z;
2721 int num_stats_lose;
2722 int lost_a_stat;
2723 int lose_this_stat;
2724 int this_stat; */
2725 int will_kill_again; 2603 int will_kill_again;
2726 archetype *at; 2604 archetype *at;
2727 object *tmp; 2605 object *tmp;
2728 2606
2729 if (save_life (op)) 2607 if (save_life (op))
2730 return; 2608 return;
2731
2732 2609
2733 /* 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
2734 * 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.
2735 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2736 */ 2613 */
2739 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2740 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2617 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2741 2618
2742 /* restore player */ 2619 /* restore player */
2743 at = archetype::find ("poisoning"); 2620 at = archetype::find ("poisoning");
2744 tmp = present_arch_in_ob (at, op); 2621 if (object *tmp = present_arch_in_ob (at, op))
2745 if (tmp)
2746 { 2622 {
2747 tmp->destroy (); 2623 tmp->destroy ();
2748 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2624 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2749 } 2625 }
2750 2626
2751 at = archetype::find ("confusion"); 2627 at = archetype::find ("confusion");
2752 tmp = present_arch_in_ob (at, op); 2628 if (object *tmp = present_arch_in_ob (at, op))
2753 if (tmp)
2754 { 2629 {
2755 tmp->destroy (); 2630 tmp->destroy ();
2756 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2757 } 2632 }
2758 2633
2759 cure_disease (op, 0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2760 op->stats.hp = op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2761 if (op->stats.food <= 0) 2636 if (op->stats.food <= 0)
2762 op->stats.food = 999; 2637 op->stats.food = 999;
2763 2638
2764 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2765 tmp = arch_to_object (archetype::find ("finger")); 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2766 if (tmp != NULL)
2767 { 2641 {
2768 sprintf (buf, "%s's finger", &op->name); 2642 tmp->name = format ("%s's finger" , &op->name);
2769 tmp->name = buf; 2643 tmp->name_pl = format ("%s's fingers", &op->name);
2770 sprintf (buf, " This finger has been cut off %s\n" 2644 tmp->msg = format (
2771 " 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",
2772 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2773 tmp->msg = buf; 2647 );
2774 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2648 tmp->value = 0, tmp->type = 0;
2775 tmp->materialname = NULL; 2649 tmp->materialname = "organics";
2776 tmp->x = op->x, tmp->y = op->y; 2650 tmp->insert_at (op, tmp);
2777 insert_ob_in_map (tmp, op->map, op, 0);
2778 } 2651 }
2779 2652
2780 /* teleport defeated player to new destination */ 2653 /* teleport defeated player to new destination */
2781 transfer_ob (op, x, y, 0, NULL); 2654 transfer_ob (op, x, y, 0, NULL);
2782 op->contr->braced = 0; 2655 op->contr->braced = 0;
2786 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2787 2660
2788 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2789 2662
2790 if (op->stats.food < 0) 2663 if (op->stats.food < 0)
2791 {
2792 if (op->contr->explore)
2793 {
2794 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2795 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2796 op->stats.food = 999;
2797 return;
2798 }
2799 sprintf (buf, "%s starved to death.", &op->name);
2800 strcpy (op->contr->killer, "starvation"); 2664 strcpy (op->contr->killer, "starvation");
2801 } 2665
2802 else 2666 op->contr->play_sound (sound_find ("player_dies"));
2803 {
2804 if (op->contr->explore)
2805 {
2806 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2807 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2808 op->stats.hp = op->stats.maxhp;
2809 return;
2810 }
2811 sprintf (buf, "%s died.", &op->name);
2812 }
2813 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2814 2667
2815 /* save the map location for corpse, gravestone */ 2668 /* save the map location for corpse, gravestone */
2816 x = op->x; 2669 x = op->x;
2817 y = op->y; 2670 y = op->y;
2818 map = op->map; 2671 map = op->map;
2819
2820 2672
2821 /* NOT_PERMADEATH code. This basically brings the character back to 2673 /* NOT_PERMADEATH code. This basically brings the character back to
2822 * life if they are dead - it takes some exp and a random stat. 2674 * life if they are dead - it takes some exp and a random stat.
2823 * See the config.h file for a little more in depth detail about this. 2675 * See the config.h file for a little more in depth detail about this.
2824 */ 2676 */
2841 num_stats_lose = 1; 2693 num_stats_lose = 1;
2842 else 2694 else
2843 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2695 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2844 } 2696 }
2845 else 2697 else
2846 {
2847 num_stats_lose = 1; 2698 num_stats_lose = 1;
2848 } 2699
2849 lost_a_stat = 0; 2700 lost_a_stat = 0;
2850 2701
2851 for (z = 0; z < num_stats_lose; z++) 2702 for (z = 0; z < num_stats_lose; z++)
2852 { 2703 {
2853 i = RANDOM () % NUM_STATS; 2704 i = RANDOM () % NUM_STATS;
2983 { 2834 {
2984 tmp->destroy (); 2835 tmp->destroy ();
2985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2986 } 2837 }
2987 2838
2988 cure_disease (op, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2989 2840
2990 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2991 apply_death_exp_penalty (op); 2842 apply_death_exp_penalty (op);
2992 if (op->stats.food < 100) 2843 if (op->stats.food < 100)
2993 op->stats.food = 900; 2844 op->stats.food = 900;
2994 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2995 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2996 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2997 2848
2998 /* 2849 /*
2999 * Check to see if the player is in a shop. IF so, then check to see if
3000 * the player has any unpaid items. If so, remove them and put them back 2850 * Check to see if the player has any unpaid items. If so, remove them
3001 * in the map. 2851 * and put them back in the map.
3002 */ 2852 */
3003 2853 op->drop_unpaid_items ();
3004 if (is_in_shop (op))
3005 remove_unpaid_objects (op->inv, op);
3006 2854
3007 /****************************************/ 2855 /****************************************/
3008 /* */ 2856 /* */
3009 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
3010 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
3011 /* */ 2859 /* */
3012 /****************************************/ 2860 /****************************************/
3013 2861
3014 enter_player_savebed (op); 2862 enter_player_savebed (op);
3015 2863
3016 /* Save the player before inserting the force to reduce
3017 * chance of abuse.
3018 */
3019 op->contr->braced = 0; 2864 op->contr->braced = 0;
3020 op->contr->save ();
3021 2865
3022 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
3023 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
3024 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
3025 * on the space that might harm the player. 2869 * on the space that might harm the player.
3034 object *force; 2878 object *force;
3035 int at; 2879 int at;
3036 2880
3037 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
3038 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
3039 force->speed = 0.1; 2883 force->speed = 0.1f;
3040 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
3041 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
3042 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
3043 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
3044 force->resist[at] = 100; 2888 force->resist[at] = 100;
3045 2889
3054void 2898void
3055loot_object (object *op) 2899loot_object (object *op)
3056{ /* Grab and destroy some treasure */ 2900{ /* Grab and destroy some treasure */
3057 object *tmp, *tmp2, *next; 2901 object *tmp, *tmp2, *next;
3058 2902
3059 if (op->container) 2903 op->close_container (); /* close open sack first */
3060 esrv_apply_container (op, op->container); /* close open sack first */
3061 2904
3062 for (tmp = op->inv; tmp; tmp = next) 2905 for (tmp = op->inv; tmp; tmp = next)
3063 { 2906 {
3064 next = tmp->below; 2907 next = tmp->below;
3065 2908
3066 if (tmp->invisible) 2909 if (tmp->invisible)
3067 continue; 2910 continue;
3068 2911
3069 tmp->remove (); 2912 tmp->remove ();
3070 tmp->x = op->x, tmp->y = op->y; 2913 tmp->x = op->x, tmp->y = op->y;
2914
3071 if (tmp->type == CONTAINER) 2915 if (tmp->type == CONTAINER)
3072 { /* empty container to ground */ 2916 loot_object (tmp); /* empty container to ground */
3073 loot_object (tmp); 2917
3074 }
3075 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3076 { 2919 {
3077 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
3078 { 2921 {
3079 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3080 tmp2->destroy (); 2923 tmp2->destroy ();
3091/* 2934/*
3092 * fix_weight(): Check recursively the weight of all players, and fix 2935 * fix_weight(): Check recursively the weight of all players, and fix
3093 * what needs to be fixed. Refresh windows and fix speed if anything 2936 * what needs to be fixed. Refresh windows and fix speed if anything
3094 * was changed. 2937 * was changed.
3095 */ 2938 */
3096
3097void 2939void
3098fix_weight (void) 2940fix_weight (void)
3099{ 2941{
3100 for (player *pl = first_player; pl; pl = pl->next) 2942 for_all_players (pl)
3101 { 2943 {
3102 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2944 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3103 2945
3104 if (old == sum) 2946 if (old == sum)
3105 continue; 2947 continue;
3109} 2951}
3110 2952
3111void 2953void
3112fix_luck (void) 2954fix_luck (void)
3113{ 2955{
3114 for (player *pl = first_player; pl; pl = pl->next) 2956 for_all_players (pl)
3115 if (!pl->ob->contr->ns->state) 2957 if (!pl->ob->contr->ns->state)
3116 pl->ob->change_luck (0); 2958 pl->ob->change_luck (0);
3117} 2959}
3118 2960
3119/* cast_dust() - handles op throwing objects of type 'DUST'. 2961/* cast_dust() - handles op throwing objects of type 'DUST'.
3156void 2998void
3157make_visible (object *op) 2999make_visible (object *op)
3158{ 3000{
3159 op->hide = 0; 3001 op->hide = 0;
3160 op->invisible = 0; 3002 op->invisible = 0;
3003
3161 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3162 { 3005 {
3163 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3164 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3165 } 3008 }
3009
3166 update_object (op, UP_OBJ_FACE); 3010 update_object (op, UP_OBJ_CHANGE);
3167} 3011}
3168 3012
3169int 3013int
3170is_true_undead (object *op) 3014is_true_undead (object *op)
3171{ 3015{
3172 object *tmp = NULL;
3173
3174 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3175 return 1; 3017 return 1;
3176 3018
3177 return 0; 3019 return 0;
3178} 3020}
3179 3021
3180/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3181 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3182 * indicate greater hideability. 3024 * indicate greater hideability.
3183 */ 3025 */
3184
3185int 3026int
3186hideability (object *ob) 3027hideability (object *ob)
3187{ 3028{
3188 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3189 sint16 x, y; 3030 sint16 x, y;
3223/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3224 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3225 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3226 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3227 */ 3068 */
3228
3229void 3069void
3230do_hidden_move (object *op) 3070do_hidden_move (object *op)
3231{ 3071{
3232 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3233 object *skop; 3073 object *skop;
3237 3077
3238 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3078 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3239 3079
3240 /* its *extremely* hard to run and sneak/hide at the same time! */ 3080 /* its *extremely* hard to run and sneak/hide at the same time! */
3241 if (op->type == PLAYER && op->contr->run_on) 3081 if (op->type == PLAYER && op->contr->run_on)
3242 {
3243 if (!skop || num >= skop->level) 3082 if (!skop || num >= skop->level)
3244 { 3083 {
3245 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3084 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3246 make_visible (op); 3085 make_visible (op);
3247 return; 3086 return;
3248 } 3087 }
3249 else 3088 else
3250 num += 20; 3089 num += 20;
3251 } 3090
3252 num += op->map->difficulty; 3091 num += op->map->difficulty;
3253 hide = hideability (op); /* modify by terrain hidden level */ 3092 hide = hideability (op); /* modify by terrain hidden level */
3254 num -= hide; 3093 num -= hide;
3094
3255 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3095 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3256 { 3096 {
3257 make_visible (op); 3097 make_visible (op);
3258 if (op->type == PLAYER) 3098 if (op->type == PLAYER)
3259 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3099 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3260 } 3100 }
3261 else if (op->type == PLAYER && skop) 3101 else if (op->type == PLAYER && skop)
3262 {
3263 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3102 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3264 }
3265} 3103}
3266 3104
3267/* determine if who is standing near a hostile creature. */ 3105/* determine if who is standing near a hostile creature. */
3268 3106
3269int 3107int
3317 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3318 * 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
3319 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3320 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3321 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3322 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3323 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3324 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3325 * for them to differ. Sigh, this fctn could get a bit more complex. 3163 * for them to differ. Sigh, this fctn could get a bit more complex.
3326 * -b.t. 3164 * -b.t.
3327 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3328 */ 3166 */
3329
3330int 3167int
3331player_can_view (object *pl, object *op) 3168player_can_view (object *pl, object *op)
3332{ 3169{
3333 rv_vector rv; 3170 rv_vector rv;
3334 int dx, dy; 3171 int dx, dy;
3336 if (pl->type != PLAYER) 3173 if (pl->type != PLAYER)
3337 { 3174 {
3338 LOG (llevError, "player_can_view() called for non-player object\n"); 3175 LOG (llevError, "player_can_view() called for non-player object\n");
3339 return -1; 3176 return -1;
3340 } 3177 }
3178
3341 if (!pl || !op) 3179 if (!pl || !op)
3342 return 0; 3180 return 0;
3343 3181
3344 if (op->head)
3345 {
3346 op = op->head; 3182 op = op->head_ ();
3347 } 3183
3348 get_rangevector (pl, op, &rv, 0x1); 3184 get_rangevector (pl, op, &rv, 0x1);
3349 3185
3350 /* starting with the 'head' part, lets loop 3186 /* starting with the 'head' part, lets loop
3351 * through the object and find if it has any 3187 * through the object and find if it has any
3352 * part that is in the los array but isnt on 3188 * part that is in the los array but isn't on
3353 * a blocked los square. 3189 * a blocked los square.
3354 * we use the archetype to figure out offsets. 3190 * we use the archetype to figure out offsets.
3355 */ 3191 */
3356 while (op) 3192 while (op)
3357 { 3193 {
3358 dx = rv.distance_x + op->arch->clone.x; 3194 dx = rv.distance_x + op->arch->x;
3359 dy = rv.distance_y + op->arch->clone.y; 3195 dy = rv.distance_y + op->arch->y;
3360 3196
3361 /* only the viewable area the player sees is updated by LOS 3197 /* only the viewable area the player sees is updated by LOS
3362 * 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
3363 * for any meaningful values. 3199 * for any meaningful values.
3364 */ 3200 */
3365 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3366 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3367 !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)])
3368 return 1; 3204 return 1;
3205
3369 op = op->more; 3206 op = op->more;
3370 } 3207 }
3208
3371 return 0; 3209 return 0;
3372} 3210}
3373 3211
3374/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3375 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3378 * return 0. 3216 * return 0.
3379 */ 3217 */
3380int 3218int
3381action_makes_visible (object *op) 3219action_makes_visible (object *op)
3382{ 3220{
3383
3384 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3385 { 3222 {
3386 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3387 return 0; 3224 return 0;
3388 3225
3394 { 3231 {
3395 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");
3396 return 1; 3233 return 1;
3397 } 3234 }
3398 } 3235 }
3236
3399 return 0; 3237 return 0;
3400} 3238}
3401 3239
3402/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3403 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3408 * Default is to do the same as before, so only people wanting to have different points need worry about this 3246 * Default is to do the same as before, so only people wanting to have different points need worry about this
3409 */ 3247 */
3410int 3248int
3411op_on_battleground (object *op, int *x, int *y) 3249op_on_battleground (object *op, int *x, int *y)
3412{ 3250{
3413 object *tmp;
3414
3415 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3416 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3252 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3417 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3418 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3419 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3420 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3421 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3422 { 3258 {
3423 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3424 { 3260 {
3425 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3426 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))
3427 { 3265 {
3428 /*before we assign the exit, check if this is a teambattle */ 3266 /* before we assign the exit, check if this is a teambattle */
3429 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))
3430 { 3268 {
3431 object *invtmp;
3432
3433 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3434 { 3270 {
3435 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3436 { 3272 {
3437 if (x != NULL && y != NULL) 3273 if (x && y)
3438 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3439 return 1; 3276 return 1;
3440 } 3277 }
3441 } 3278 }
3442 } 3279 }
3280
3443 if (x != NULL && y != NULL) 3281 if (x && y)
3444 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3445 return 1; 3284 return 1;
3446 } 3285 }
3447 } 3286 }
3448 } 3287 }
3288
3449 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3450 return 0; 3290 return 0;
3451} 3291}
3452 3292
3453/* 3293/*
3469 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3470 int i = 0, j = 0; 3310 int i = 0, j = 0;
3471 3311
3472 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3473 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3474 trlist = find_treasurelist ("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3475 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3476 trlist = find_treasurelist ("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3477 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3478 trlist = find_treasurelist ("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3479 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3480 trlist = find_treasurelist ("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3481 3321
3482 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3483 return; 3323 return;
3484 3324
3485 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++);
3486 3326
3487 if (tr == NULL || tr->item == NULL) 3327 if (!tr || !tr->item)
3488 { 3328 {
3489 /* 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]); */
3490 return; 3330 return;
3491 } 3331 }
3492 3332
3493 /* everything seems okay - now bring on the gift: */ 3333 /* everything seems okay - now bring on the gift: */
3494 item = &(tr->item->clone); 3334 item = tr->item;
3495 3335
3496 if (item->type == SPELL) 3336 if (item->type == SPELL)
3497 { 3337 {
3498 if (check_spell_known (who, item->name)) 3338 if (check_spell_known (who, item->name))
3499 return; 3339 return;
3558 { 3398 {
3559 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3560 object *skin; 3400 object *skin;
3561 3401
3562 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3563 shstr_cmp dragon_skin_force ("dragon_skin_force");
3564 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3403 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3565 ; 3404 ;
3566 3405
3567 if (!skin) 3406 if (!skin)
3568 return; 3407 return;
3569 3408
3617 * not readied. 3456 * not readied.
3618 */ 3457 */
3619void 3458void
3620player_unready_range_ob (player *pl, object *ob) 3459player_unready_range_ob (player *pl, object *ob)
3621{ 3460{
3622 rangetype i; 3461 if (pl->ob->current_weapon == ob)
3462 pl->ob->current_weapon = 0;
3623 3463
3624 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3464 if (pl->combat_ob == ob)
3625 { 3465 pl->combat_ob = 0;
3466
3626 if (pl->ranges[i] == ob) 3467 if (pl->ranged_ob == ob)
3627 { 3468 pl->ranged_ob = 0;
3628 pl->ranges[i] = NULL;
3629 if (pl->shoottype == i)
3630 {
3631 pl->shoottype = range_none;
3632 }
3633 }
3634 }
3635} 3469}
3470
3471sint8
3472player::visibility_at (maptile *map, int x, int y) const
3473{
3474 if (!ns)
3475 return 0;
3476
3477 int dx, dy;
3478 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3479 return 0;
3480
3481 x += dx - ns->current_x + ns->mapx / 2;
3482 y += dy - ns->current_y + ns->mapy / 2;
3483
3484 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3485 return 0;
3486
3487 return 100 - blocked_los [x][y];
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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