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Comparing deliantra/server/server/player.C (file contents):
Revision 1.59 by root, Sat Dec 23 07:36:35 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);
213
214 ns->reset_stats ();
186 215
187 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
190
191 if (!legal_range (ob, shoottype))
192 shoottype = range_none;
193 219
194 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
195 link_player_skills (ob); 221 link_player_skills (ob);
196 222
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200 224
201 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
202
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information
205 * to then update this. I don't think this will actually break anything - anyone
206 * that can use armour should be able to use a shield. What this may 'break'
207 * are features new characters get, eg, if someone starts up with a Q, they
208 * should be able to use a shield. However, old Q's won't get that advantage.
209 */
210 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211 SET_FLAG (ob, FLAG_USE_SHIELD);
212 226
213 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
214 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
215 { 229 {
216 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
217 231
218 shstr_cmp dragon_ability_force ("dragon_ability_force");
219 shstr_cmp dragon_skin_force ("dragon_skin_force");
220
221 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
222 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
223 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
224 abil = tmp; 235 abil = tmp;
225 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
226 skin = tmp; 237 skin = tmp;
227 238
228 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
229 } 240 }
230 241
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); 243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->update_stats ();
238 247
239 ns->floorbox_update (); 248 ns->floorbox_update ();
240
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
244 251
245 enter_exit (ob, 0); 252 activate ();
246 253
247 send_rules (ob); 254 send_rules (ob);
248 send_news (ob); 255 send_news (ob);
249 display_motd (ob); 256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
250 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 ();
251} 286}
252 287
253// the need for this function can be explained 288// the need for this function can be explained
254// by load_object not returning the object 289// by load_object not returning the object
255void 290void
256player::set_object (object *op) 291player::set_object (object *op)
257{ 292{
258 ob = op; 293 ob = observe = op;
259 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
260 295
296 ob->speed = 1.0f;
261 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
262 ob->speed = 1.0; 298
263 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */
266 300
267 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;
268 304
269 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;
270} 333}
271 334
272player::player () 335player::player ()
273{ 336{
274 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
275 * we deal with that below this point. 338 * we deal with that below this point.
276 */ 339 */
277 outputs_sync = 16; /* Every 2 seconds */ 340 outputs_sync = 4;
278 outputs_count = 8; /* Keeps present behaviour */ 341 outputs_count = 4;
279 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
280 343
281 assign (savebed_map, first_map_path); /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
282 345
283 gen_sp_armour = 10; 346 gen_sp_armour = 10;
284 last_speed = -1;
285 shoottype = range_none;
286 bowtype = bow_normal; 347 bowtype = bow_normal;
287 petmode = pet_normal; 348 petmode = pet_normal;
288 listening = 10; 349 listening = 10;
289 usekeys = containers; 350 usekeys = containers;
290 last_weapon_sp = -1;
291 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
292 do_los = 1; 352 do_los = 1;
293 353
294 /* we need to clear these to -1 and not zero - otherwise, 354 weapon_sp = 1.0f;
295 * if a player quits and starts a new character, we wont 355 weapon_sp_left = 0.5f;
296 * send new values to the client, as things like exp start 356}
297 * at zero.
298 */
299 for (int i = 0; i < NUM_SKILLS; i++)
300 last_skill_exp[i] = -1;
301 357
302 for (int i = 0; i < NROFATTACKS; i++) 358void
303 last_resist[i] = -1; 359player::do_destroy ()
360{
361 disconnect ();
304 362
305 last_stats.exp = -1; 363 attachable::do_destroy ();
306 last_weight = (uint32) - 1; 364
365 if (ob)
366 {
367 ob->destroy_inv (false);
368 ob->destroy ();
369 }
370
371 ob = observe = 0;
307} 372}
308 373
309player::~player () 374player::~player ()
310{ 375{
311 terminate_all_pets (ob);
312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */ 376 /* Clear item stack */
346 free (stack_items); 377 free (stack_items);
347} 378}
348 379
349/* Tries to add player on the connection passed in ns. 380/* Tries to add player on the connection passed in ns.
354player::create () 385player::create ()
355{ 386{
356 player *pl = new player; 387 player *pl = new player;
357 388
358 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);
359 396
360 return pl; 397 return pl;
361} 398}
362 399
363/* 400/*
366 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
367 */ 404 */
368archetype * 405archetype *
369get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
370{ 407{
371 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
372 409
373 for (;;) 410 for (;;)
374 { 411 {
375 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
376 at = first_archetype; 413 i = archetypes.begin ();
377 else 414 else if (*i == at)
378 at = at->next; 415 cleanup ("not a single player archetype found");
379 416
380 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
381 return at; 418 return *i;
382
383 if (at == start)
384 {
385 LOG (llevError, "No Player archetypes\n");
386 exit (-1);
387 }
388 } 419 }
389} 420}
390 421
391object * 422object *
392get_nearest_player (object *mon) 423get_nearest_player (object *mon)
393{ 424{
394 object *op = NULL; 425 object *op = NULL;
395 player *pl = NULL;
396 objectlink *ol; 426 objectlink *ol;
397 unsigned lastdist; 427 unsigned lastdist;
398 rv_vector rv; 428 rv_vector rv;
399 429
400 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
401 { 431 {
402 /* We should not find free objects on this friendly list, but it
403 * does periodically happen. Given that, lets deal with it.
404 * While unlikely, it is possible the next object on the friendly
405 * list is also free, so encapsulate this in a while loop.
406 */
407 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
408 {
409 object *tmp = ol->ob;
410
411 /* Can't do much more other than log the fact, because the object
412 * itself will have been cleared.
413 */
414 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
415 ol = ol->next;
416 remove_friendly_object (tmp);
417 if (!ol)
418 return op;
419 }
420
421 /* Remove special check for player from this. First, it looks to cause
422 * some crashes (ol->ob->contr not set properly?), but secondly, a more
423 * complicated method of state checking would be needed in any case -
424 * as it was, a clever player could type quit, and the function would
425 * skip them over while waiting for confirmation. Remove
426 * on_same_map check, as can_detect_enemy also does this
427 */
428 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
429 continue; 433 continue;
430 434
431 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
432 { 436 {
433 op = ol->ob; 437 op = ol->ob;
434 lastdist = rv.distance; 438 lastdist = rv.distance;
435 } 439 }
436 } 440 }
437 for (pl = first_player; pl != NULL; pl = pl->next) 441
438 { 442 for_all_players (pl)
439 if (can_detect_enemy (mon, pl->ob, &rv)) 443 if (can_detect_enemy (mon, pl->ob, &rv))
440 {
441
442 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
443 { 445 {
444 op = pl->ob; 446 op = pl->ob;
445 lastdist = rv.distance; 447 lastdist = rv.distance;
446 } 448 }
447 } 449
448 }
449#if 0 450#if 0
450 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)");
451#endif 452#endif
452 return op; 453 return op;
453} 454}
511 x = mon->x; 512 x = mon->x;
512 y = mon->y; 513 y = mon->y;
513 m = mon->map; 514 m = mon->map;
514 dir = rv.direction; 515 dir = rv.direction;
515 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 */
516 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
517 /* 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. */
518 if (diff > max) 520 if (diff > max)
519 return 0; 521 return 0;
522
520 while (diff > 1 && max > 0) 523 while (diff > 1 && max > 0)
521 { 524 {
522 lastx = x; 525 lastx = x;
523 lasty = y; 526 lasty = y;
524 lastmap = m; 527 lastmap = m;
606 max--; 609 max--;
607 lastdir = dir; 610 lastdir = dir;
608 if (!firstdir) 611 if (!firstdir)
609 firstdir = dir; 612 firstdir = dir;
610 } 613 }
614
611 if (diff <= 1) 615 if (diff <= 1)
612 { 616 {
613 /* Recalculate diff (distance) because we may not have actually 617 /* Recalculate diff (distance) because we may not have actually
614 * headed toward player for entire distance. 618 * headed toward player for entire distance.
615 */ 619 */
616 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
617 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
618 } 622 }
623
619 if (diff > max) 624 if (diff > max)
620 return 0; 625 return 0;
621 } 626 }
627
622 /* 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 */
623 if (!max) 629 if (!max)
624 return 0; 630 return 0;
625 631
626 return firstdir; 632 return firstdir;
740roll_stat (void) 746roll_stat (void)
741{ 747{
742 int a[4], i, j, k; 748 int a[4], i, j, k;
743 749
744 for (i = 0; i < 4; i++) 750 for (i = 0; i < 4; i++)
745 a[i] = (int) RANDOM () % 6 + 1; 751 a[i] = (int) rndm (6) + 1;
746 752
747 for (i = 0, j = 0, k = 7; i < 4; i++) 753 for (i = 0, j = 0, k = 7; i < 4; i++)
748 if (a[i] < k) 754 if (a[i] < k)
749 k = a[i], j = i; 755 k = a[i], j = i;
750 756
756} 762}
757 763
758void 764void
759object::roll_stats () 765object::roll_stats ()
760{ 766{
761 int statsort [7]; 767 int statsort [NUM_STATS];
762 768
763 for (;;) 769 for (;;)
764 { 770 {
765 int sum = 0; 771 int sum = 0;
766 for (int i = 7; i--; ) 772 for (int i = NUM_STATS; i--; )
767 sum += statsort [i] = roll_stat (); 773 sum += statsort [i] = roll_stat ();
768 774
769 if (sum >= 82 && sum <= 116) 775 if (sum >= 82 && sum <= 116)
770 break; 776 break;
771 } 777 }
772 778
773 // Sort the stats so that rerolling is easier... 779 // Sort the stats so that rerolling is easier...
774 std::sort (statsort, statsort + 7, std::greater<int>()); 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
775 781
782 for (int i = 0; i < NUM_STATS; ++i)
776 stats.Str = statsort[0]; 783 stats.stat (i) = statsort [i];
777 stats.Dex = statsort[1];
778 stats.Con = statsort[2];
779 stats.Int = statsort[3];
780 stats.Wis = statsort[4];
781 stats.Pow = statsort[5];
782 stats.Cha = statsort[6];
783 784
784 stats.exp = 0; 785 stats.exp = 0;
785 stats.ac = 0; 786 stats.ac = 0;
786 787
787 stats.hp = stats.maxhp; 788 stats.hp = stats.maxhp;
799} 800}
800 801
801void 802void
802object::swap_stats (int a, int b) 803object::swap_stats (int a, int b)
803{ 804{
804 int tmp = get_attr_value (&contr->orig_stats, a); 805 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
805 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
806 set_attr_value (&contr->orig_stats, b, tmp);
807 806
807 for (int i = 0; i < NUM_STATS; ++i)
808 stats.Str = contr->orig_stats.Str; 808 stats.stat (i) = contr->orig_stats.stat (i);
809 stats.Dex = contr->orig_stats.Dex;
810 stats.Con = contr->orig_stats.Con;
811 stats.Int = contr->orig_stats.Int;
812 stats.Wis = contr->orig_stats.Wis;
813 stats.Pow = contr->orig_stats.Pow;
814 stats.Cha = contr->orig_stats.Cha;
815 809
816 //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,
817 // be merged with the similar code in roll_stats 811 // be merged with the similar code in roll_stats
818 stats.ac = 0; 812 stats.ac = 0;
819 813
831 contr->levsp[1] = 6; 825 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3; 826 contr->levgrace[1] = 3;
833 827
834 contr->orig_stats = stats; 828 contr->orig_stats = stats;
835 } 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, " ");
836} 841}
837 842
838/* This function takes the key that is passed, and does the 843/* This function takes the key that is passed, and does the
839 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
840 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
841 * separate race and class; this actually changes the RACE, 846 * separate race and class; this actually changes the RACE,
842 * not the class. 847 * not the class.
843 */ 848 */
844int 849void
845key_change_class (object *op, char key) 850player::chargen_race_done ()
846{ 851{
847 int tmp_loop;
848
849 if (key == 'd' || key == 'D')
850 {
851 char buf[MAX_BUF];
852
853 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
854 esrv_new_player (op->contr, op->weight + op->carrying); 853 esrv_new_player (ob->contr, ob->weight + ob->carrying);
855 854
856 treasurelist *tl = find_treasurelist ("starting_wealth"); 855 treasurelist *tl = treasurelist::find ("starting_wealth");
857 if (tl) 856 if (tl)
858 create_treasure (tl, op, 0, 0, 0); 857 create_treasure (tl, ob, 0, 0, 0);
859 858
860 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, ob->contr);
861 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, ob->contr);
862 861
863 op->contr->ns->state = ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
864 863
865 if (op->msg) 864 if (ob->msg)
866 op->msg = NULL; 865 ob->msg = 0;
867 866
868 /* 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
869 * to save here. 868 * to save here.
870 */ 869 */
870 {
871 char buf[MAX_BUF];
871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
872 make_path_to_file (buf); 873 make_path_to_file (buf);
874 }
873 875
874#ifdef AUTOSAVE
875 op->contr->last_save_tick = pticks;
876#endif
877 start_info (op); 876 start_info (ob);
878 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (ob, FLAG_WIZ);
879 give_initial_items (op, op->randomitems); 878 give_initial_items (ob, ob->randomitems);
880 link_player_skills (op); 879 link_player_skills (ob);
881 esrv_send_inventory (op, op); 880 esrv_send_inventory (ob, ob);
882 op->update_stats (); 881 ob->update_stats ();
883 882
884 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
885 * is one for this race 884 * is one for this race
886 */ 885 */
887 if (*first_map_ext_path) 886 if (*first_map_ext_path)
888 { 887 {
889 object *tmp; 888 object *tmp;
890 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
891 890
892 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);
893 tmp = object::create (); 892 tmp = object::create ();
894 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
895 EXIT_X (tmp) = op->x; 894 EXIT_X (tmp) = ob->x;
896 EXIT_Y (tmp) = op->y; 895 EXIT_Y (tmp) = ob->y;
897 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;
898 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
899 * default initial map */ 898 * default initial map */
900 tmp->destroy (); 899 tmp->destroy ();
901 } 900 }
902 else 901 else
903 LOG (llevDebug, "first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
903}
904 904
905 return 0; 905void
906 } 906player::chargen_race_next ()
907 907{
908 /* Following actually changes the race - this is the default command 908 /* Following actually changes the race - this is the default command
909 * if we don't match with one of the options above. 909 * if we don't match with one of the options above.
910 */ 910 */
911 911
912 tmp_loop = 0; 912 do
913 while (!tmp_loop)
914 { 913 {
915 shstr name = op->name; 914 shstr name = ob->name;
916 int x = op->x, y = op->y; 915 int x = ob->x, y = ob->y;
917 916
918 op->remove_statbonus (); 917 ob->remove_statbonus ();
919 op->remove (); 918 ob->remove ();
920 op->arch = get_player_archetype (op->arch); 919 ob->arch = get_player_archetype (ob->arch);
921 op->arch->clone.copy_to (op); 920 ob->arch->copy_to (ob);
922 op->instantiate (); 921 ob->instantiate ();
923 op->stats = op->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
924 op->name = op->name_pl = name; 923 ob->name = ob->name_pl = name;
925 op->x = x; 924 ob->x = x;
926 op->y = y; 925 ob->y = y;
927 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
928 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
929 assign (op->contr->title, op->arch->clone.name); 928 assign (ob->contr->title, ob->arch->object::name);
930 op->add_statbonus (); 929 ob->add_statbonus ();
931 tmp_loop = allowed_class (op);
932 } 930 }
931 while (!allowed_class (ob));
933 932
934 update_object (op, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
935 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, ob, ob);
936 op->update_stats (); 935 ob->update_stats ();
937 op->stats.hp = op->stats.maxhp; 936 ob->stats.hp = ob->stats.maxhp;
938 op->stats.sp = op->stats.maxsp; 937 ob->stats.sp = ob->stats.maxsp;
939 op->stats.grace = 0; 938 ob->stats.grace = 0;
940
941 if (op->msg)
942 new_draw_info (NDI_BLUE, 0, op, op->msg);
943
944 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
945 return 0;
946}
947
948int
949key_confirm_quit (object *op, char key)
950{
951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
952 {
953 op->contr->ns->state = ST_PLAYING;
954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
955 return 1;
956 }
957
958 INVOKE_PLAYER (LOGOUT, op->contr);
959 INVOKE_PLAYER (QUIT, op->contr);
960
961 terminate_all_pets (op);
962 leave_map (op);
963 op->direction = 0;
964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
965
966 strcpy (op->contr->killer, "quit");
967 check_score (op);
968 op->contr->party = 0;
969 op->contr->own_title[0] = '\0';
970
971 object_ptr ob = op;
972
973 delete ob->contr;
974
975 /* We need to hunt for any per player unique maps in memory and
976 * get rid of them. The trailing slash in the path is intentional,
977 * so that players named 'Ab' won't match against players 'Abe' pathname
978 */
979 char buf[MAX_BUF];
980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
981
982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
984 next = mp->next;
985
986 if (!strncmp (mp->path, buf, strlen (buf)))
987 delete_map (mp);
988 }
989
990 delete_character (ob->name, 1);
991
992 return 1;
993} 939}
994 940
995void 941void
996flee_player (object *op) 942flee_player (object *op)
997{ 943{
1044 /* Cornered, get rid of scared */ 990 /* Cornered, get rid of scared */
1045 CLEAR_FLAG (op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1046 op->enemy = NULL; 992 op->enemy = NULL;
1047} 993}
1048 994
1049
1050/* 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.
1051 * 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
1052 * stop. 997 * stop.
1053 */ 998 */
1054int 999int
1055check_pick (object *op) 1000check_pick (object *op)
1056{ 1001{
1057 object *tmp, *next; 1002 object *tmp, *next;
1058 int stop = 0; 1003 int stop = 0;
1059 int j, k, wvratio; 1004 int wvratio;
1060 char putstring[128], tmpstr[16]; 1005 char putstring[128];
1061 1006
1062 /* if you're flying, you cna't pick up anything */ 1007 /* if you're flying, you cna't pick up anything */
1063 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1064 return 1; 1009 return 1;
1065 1010
1133 if (tmp->name != NULL) 1078 if (tmp->name != NULL)
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1080 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136 else 1081 else
1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1083 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139 1084
1140 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1141 } 1086 }
1142 1087
1143 /* philosophy: 1088 /* philosophy:
1218 pick_up (op, tmp); 1163 pick_up (op, tmp);
1219 continue; 1164 continue;
1220 } 1165 }
1221 1166
1222 if (op->contr->mode & PU_READABLES) 1167 if (op->contr->mode & PU_READABLES)
1223 if (tmp->type == BOOK || tmp->type == SCROLL) 1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1224 { 1169 {
1225 pick_up (op, tmp); 1170 pick_up (op, tmp);
1226 continue; 1171 continue;
1227 } 1172 }
1228 1173
1336 /* careful: chairs and tables are weapons! */ 1281 /* careful: chairs and tables are weapons! */
1337 if (op->contr->mode & PU_ALLWEAPON) 1282 if (op->contr->mode & PU_ALLWEAPON)
1338 { 1283 {
1339 if (tmp->type == WEAPON && tmp->name != NULL) 1284 if (tmp->type == WEAPON && tmp->name != NULL)
1340 { 1285 {
1341 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 &&
1342 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1343 { 1288 {
1344 pick_up (op, tmp); 1289 pick_up (op, tmp);
1345 continue; 1290 continue;
1346 } 1291 }
1347 } 1292 }
1348 1293
1349 if (tmp->type == WEAPON && tmp->name == NULL) 1294 if (tmp->type == WEAPON && tmp->name == NULL)
1350 { 1295 {
1351 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)
1352 { 1297 {
1353 pick_up (op, tmp); 1298 pick_up (op, tmp);
1354 continue; 1299 continue;
1355 } 1300 }
1356 } 1301 }
1381 if (tmp->name != NULL) 1326 if (tmp->name != NULL)
1382 { 1327 {
1383 fprintf (stderr, "%s", tmp->name); 1328 fprintf (stderr, "%s", tmp->name);
1384 } 1329 }
1385 else 1330 else
1386 fprintf (stderr, "%s", tmp->arch->name); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1387 fprintf (stderr, ",%d] = ", tmp->type); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1388 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))));
1389#endif 1334#endif
1390 continue; 1335 continue;
1391 } 1336 }
1402 * found object is returned. 1347 * found object is returned.
1403 */ 1348 */
1404object * 1349object *
1405find_arrow (object *op, const char *type) 1350find_arrow (object *op, const char *type)
1406{ 1351{
1407 object *tmp = NULL; 1352 object *tmp = 0;
1408 1353
1409 for (op = op->inv; op; op = op->below) 1354 for (op = op->inv; op; op = op->below)
1410 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))
1411 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1412 else if (op->type == ARROW && op->race == type) 1357 else if (op->type == ARROW && op->race == type)
1413 return op; 1358 return splay (op);
1359
1414 return tmp; 1360 return tmp;
1415} 1361}
1416 1362
1417/* 1363/*
1418 * 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
1419 * 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
1420 * 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
1421 * 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.
1422 */ 1368 */
1423
1424object * 1369object *
1425find_better_arrow (object *op, object *target, const char *type, int *better) 1370find_better_arrow (object *op, object *target, const char *type, int *better)
1426{ 1371{
1427 object *tmp = NULL, *arrow, *ntmp; 1372 object *tmp = NULL, *arrow, *ntmp;
1428 int attacknum, attacktype, betterby = 0, i; 1373 int attacknum, attacktype, betterby = 0, i;
1461 else 1406 else
1462 { 1407 {
1463 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1408 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1464 { 1409 {
1465 attacktype = 1 << attacknum; 1410 attacktype = 1 << attacknum;
1466 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1411 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1467 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)
1468 { 1413 {
1469 tmp = arrow; 1414 tmp = arrow;
1470 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;
1471 } 1416 }
1472 } 1417 }
1473 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1474 { 1419 {
1475 tmp = arrow; 1420 tmp = arrow;
1494 * find_better_arrow to find a decent arrow to use. 1439 * find_better_arrow to find a decent arrow to use.
1495 * op = the shooter 1440 * op = the shooter
1496 * type = bow->race 1441 * type = bow->race
1497 * dir = fire direction 1442 * dir = fire direction
1498 */ 1443 */
1499
1500object * 1444object *
1501pick_arrow_target (object *op, const char *type, int dir) 1445pick_arrow_target (object *op, const char *type, int dir)
1502{ 1446{
1503 object *tmp = NULL; 1447 object *tmp = NULL;
1504 maptile *m; 1448 maptile *m;
1569 */ 1513 */
1570int 1514int
1571fire_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)
1572{ 1516{
1573 object *left, *bow; 1517 object *left, *bow;
1574 int bowspeed, mflags; 1518 int mflags;
1575 maptile *m; 1519 maptile *m;
1576 1520
1577 if (!dir) 1521 if (!dir)
1578 { 1522 {
1579 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!");
1580 return 0; 1524 return 0;
1581 } 1525 }
1582 1526
1583 if (op->type == PLAYER) 1527 if (op->contr)
1584 bow = op->contr->ranges[range_bow]; 1528 bow = op->current_weapon;
1585 else 1529 else
1586 { 1530 {
1587 for (bow = op->inv; bow; bow = bow->below) 1531 for (bow = op->inv; bow; bow = bow->below)
1588 /* 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
1589 * 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.
1594 if (!bow) 1538 if (!bow)
1595 { 1539 {
1596 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1597 return 0; 1541 return 0;
1598 } 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
1599 } 1551 }
1600 1552
1601 if (!bow->race || !bow->skill) 1553 if (!bow->race || !bow->skill)
1602 { 1554 {
1603 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);
1604 return 0; 1556 return 0;
1605 } 1557 }
1606
1607 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1608
1609 /* penalize ROF for bestarrow */
1610 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1611 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1612
1613 if (bowspeed < 1)
1614 bowspeed = 1;
1615 1558
1616 if (arrow == NULL) 1559 if (arrow == NULL)
1617 { 1560 {
1618 if ((arrow = find_arrow (op, bow->race)) == NULL) 1561 if ((arrow = find_arrow (op, bow->race)) == NULL)
1619 { 1562 {
1620 if (op->type == PLAYER) 1563 if (op->type == PLAYER)
1621 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);
1622 /* 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 */
1623 else 1566 else
1624 CLEAR_FLAG (op, FLAG_READY_BOW); 1567 CLEAR_FLAG (op, FLAG_READY_BOW);
1568
1625 return 0; 1569 return 0;
1626 } 1570 }
1627 } 1571 }
1628 1572
1629 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1573 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1651 return 0; 1595 return 0;
1652 } 1596 }
1653 1597
1654 arrow->set_owner (op); 1598 arrow->set_owner (op);
1655 arrow->skill = bow->skill; 1599 arrow->skill = bow->skill;
1656
1657 arrow->direction = dir; 1600 arrow->direction = dir;
1658 arrow->x = sx; 1601
1659 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;
1660 1634
1661 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1662 { 1636 {
1663 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1664 op->update_stats ();
1665 }
1666
1667 SET_ANIMATION (arrow, arrow->direction);
1668 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1669 arrow->stats.hp = arrow->stats.dam;
1670 arrow->stats.grace = arrow->attacktype;
1671 if (arrow->slaying != NULL)
1672 arrow->spellarg = strdup (arrow->slaying);
1673
1674 /* Note that this was different for monsters - they got their level
1675 * added to the damage. I think the strength bonus is more proper.
1676 */
1677
1678 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1679
1680 /* update the speed */
1681 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1682 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1683
1684 if (arrow->speed < 1.0)
1685 arrow->speed = 1.0;
1686 update_ob_speed (arrow);
1687 arrow->speed_left = 0;
1688
1689 if (op->type == PLAYER)
1690 {
1691 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1692 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1693 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1694
1695 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;
1696 } 1644 }
1697 else 1645 else
1698 { 1646 {
1699 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1700 arrow->level = op->level; 1647 arrow->level = op->level;
1701 } 1648 arrow->stats.wc -= bow->magic;
1702 1649
1703 if (arrow->attacktype == AT_PHYSICAL) 1650 if (!arrow->slaying)
1651 arrow->slaying = bow->slaying;
1652
1704 arrow->attacktype |= bow->attacktype; 1653 arrow->attacktype |= bow->attacktype;
1654 }
1705 1655
1706 if (bow->slaying) 1656 wc -= arrow->level;
1707 arrow->slaying = bow->slaying; 1657 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1708 1658
1709 arrow->map = m; 1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1710 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1711 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1712 1662
1713 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1714 insert_ob_in_map (arrow, m, op, 0); 1664 m->insert (arrow, sx, sy, op);
1715 1665
1716 if (!arrow->destroyed ()) 1666 if (!arrow->destroyed ())
1717 move_arrow (arrow); 1667 move_arrow (arrow);
1718 1668
1719 if (op->type == PLAYER) 1669 if (op->type == PLAYER)
1739{ 1689{
1740 int ret = 0, wcmod = 0; 1690 int ret = 0, wcmod = 0;
1741 1691
1742 if (op->contr->bowtype == bow_bestarrow) 1692 if (op->contr->bowtype == bow_bestarrow)
1743 { 1693 {
1744 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);
1745 } 1695 }
1746 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)
1747 { 1697 {
1748 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod = -1; 1699 wcmod = -1;
1700
1750 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);
1751 } 1702 }
1752 else if (op->contr->bowtype == bow_threewide) 1703 else if (op->contr->bowtype == bow_threewide)
1753 { 1704 {
1754 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);
1758 else if (op->contr->bowtype == bow_spreadshot) 1709 else if (op->contr->bowtype == bow_spreadshot)
1759 { 1710 {
1760 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);
1761 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);
1762 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);
1763
1764 } 1714 }
1765 else 1715 else
1766 { 1716 {
1767 /* Simple case */ 1717 /* Simple case */
1768 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);
1769 } 1719 }
1720
1770 return ret; 1721 return ret;
1771} 1722}
1772
1773 1723
1774/* Fires a misc (wand/rod/horn) object in 'dir'. 1724/* Fires a misc (wand/rod/horn) object in 'dir'.
1775 * Broken apart from 'fire' to keep it more readable. 1725 * Broken apart from 'fire' to keep it more readable.
1776 */ 1726 */
1777void 1727void
1778fire_misc_object (object *op, int dir) 1728fire_misc_object (object *op, int dir)
1779{ 1729{
1780 object *item; 1730 object *item = op->contr->ranged_ob;
1781 1731
1782 if (!op->contr->ranges[range_misc]) 1732 if (!item)
1783 { 1733 {
1784 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.");
1785 return; 1735 return;
1786 } 1736 }
1787 1737
1788 item = op->contr->ranges[range_misc];
1789 if (!item->inv) 1738 if (!item->inv)
1790 { 1739 {
1791 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1740 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1792 return; 1741 return;
1793 } 1742 }
1743
1744 if (!op->change_weapon (item))
1745 return;
1746
1794 if (item->type == WAND) 1747 if (item->type == WAND)
1795 { 1748 {
1796 if (item->stats.food <= 0) 1749 if (item->stats.food <= 0)
1797 { 1750 {
1798 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1751 op->contr->play_sound (sound_find ("wand_poof"));
1799 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
1800 return; 1754 return;
1801 } 1755 }
1802 } 1756 }
1803 else if (item->type == ROD || item->type == HORN) 1757 else if (item->type == ROD || item->type == HORN)
1804 { 1758 {
1805 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))
1806 { 1760 {
1807 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1762
1808 if (item->type == ROD) 1763 if (item->type == ROD)
1809 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));
1810 else 1765 else
1811 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
1812 return; 1768 return;
1813 } 1769 }
1814 } 1770 }
1815 1771
1816 if (cast_spell (op, item, dir, item->inv, NULL)) 1772 if (cast_spell (op, item, dir, item->inv, NULL))
1823 object *tmp; 1779 object *tmp;
1824 1780
1825 if (item->arch) 1781 if (item->arch)
1826 { 1782 {
1827 CLEAR_FLAG (item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
1829 item->speed = 0; 1785 item->set_speed (0);
1830 update_ob_speed (item);
1831 } 1786 }
1787
1832 if ((tmp = item->in_player ())) 1788 if ((tmp = item->in_player ()))
1833 esrv_update_item (UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1790 }
1835 } 1791 }
1836 else if (item->type == ROD || item->type == HORN) 1792 else if (item->type == ROD || item->type == HORN)
1837 {
1838 drain_rod_charge (item); 1793 drain_rod_charge (item);
1839 }
1840 } 1794 }
1841} 1795}
1842 1796
1843/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
1844 */ 1798 */
1845void 1799bool
1846fire (object *op, int dir) 1800fire (object *op, int dir)
1847{ 1801{
1848 int spellcost = 0; 1802 int spellcost = 0;
1849 1803
1850 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
1851 if (action_makes_visible (op)) 1805 if (action_makes_visible (op))
1852 make_visible (op); 1806 make_visible (op);
1853 1807
1854 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;
1855 { 1814 }
1856 case range_none:
1857 return;
1858 1815
1859 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:
1860 player_fire_bow (op, dir); 1832 player_fire_bow (op, dir);
1861 return; 1833 break;
1862 1834
1863 case range_magic: /* Casting spells */ 1835 case SPELL:
1864 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);
1865 return; 1837 break;
1866 1838
1867 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:
1868 fire_misc_object (op, dir); 1848 fire_misc_object (op, dir);
1869 return; 1849 break;
1870
1871 case range_golem: /* Control summoned monsters from scrolls */
1872 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1873 {
1874 op->contr->ranges[range_golem] = 0;
1875 op->contr->shoottype = range_none;
1876 }
1877 else
1878 control_golem (op->contr->ranges[range_golem], dir);
1879 return;
1880
1881 case range_skill:
1882 if (!op->chosen_skill)
1883 {
1884 if (op->type == PLAYER)
1885 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1886 return;
1887 }
1888 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1889 return;
1890 case range_builder:
1891 apply_map_builder (op, dir);
1892 return;
1893 default:
1894 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1895 return;
1896 } 1850 }
1897}
1898 1851
1899 1852 return true;
1853}
1900 1854
1901/* find_key 1855/* find_key
1902 * 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
1903 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
1904 * This function merges both normal and locked door, since the logic 1858 * This function merges both normal and locked door, since the logic
1906 * pl is the player, 1860 * pl is the player,
1907 * inv is the objects inventory to searched 1861 * inv is the objects inventory to searched
1908 * door is the door we are trying to match against. 1862 * door is the door we are trying to match against.
1909 * This function can be called recursively to search containers. 1863 * This function can be called recursively to search containers.
1910 */ 1864 */
1911
1912object * 1865object *
1913find_key (object *pl, object *container, object *door) 1866find_key (object *pl, object *container, object *door)
1914{ 1867{
1915 object *tmp, *key; 1868 object *tmp, *key;
1916 1869
1917 /* Should not happen, but sanity checking is never bad */ 1870 /* Should not happen, but sanity checking is never bad */
1918 if (container->inv == NULL) 1871 if (!container->inv)
1919 return NULL; 1872 return 0;
1920 1873
1921 /* 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 */
1922 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1875 for (tmp = container->inv; tmp; tmp = tmp->below)
1923 { 1876 {
1924 if (door->type == DOOR && tmp->type == KEY) 1877 if (door->type == DOOR && tmp->type == KEY)
1925 break; 1878 break;
1926 /* For sanity, we should really check door type, but other stuff 1879 /* For sanity, we should really check door type, but other stuff
1927 * (like containers) can be locked with special keys 1880 * (like containers) can be locked with special keys
1928 */ 1881 */
1929 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1882 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1930 break; 1883 break;
1931 } 1884 }
1885
1932 /* No key found - lets search inventories now */ 1886 /* No key found - lets search inventories now */
1933 /* 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.
1934 * 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
1935 * a key, return 1889 * a key, return
1936 */ 1890 */
1937 if (!tmp) 1891 if (!tmp)
1938 { 1892 {
1939 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1893 for (tmp = container->inv; tmp; tmp = tmp->below)
1940 { 1894 {
1941 /* No reason to search empty containers */ 1895 /* No reason to search empty containers */
1942 if (tmp->type == CONTAINER && tmp->inv) 1896 if (tmp->type == CONTAINER && tmp->inv)
1943 { 1897 {
1944 if ((key = find_key (pl, tmp, door)) != NULL) 1898 if ((key = find_key (pl, tmp, door)))
1945 return key; 1899 return key;
1946 } 1900 }
1947 } 1901 }
1902
1948 if (!tmp) 1903 if (!tmp)
1949 return NULL; 1904 return NULL;
1950 } 1905 }
1906
1951 /* 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,
1952 * see if we actually want to use it 1908 * see if we actually want to use it
1953 */ 1909 */
1954 if (pl != container) 1910 if (pl != container)
1955 { 1911 {
1976 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1932 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1977 "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));
1978 return NULL; 1934 return NULL;
1979 } 1935 }
1980 } 1936 }
1937
1981 return tmp; 1938 return tmp;
1982} 1939}
1983 1940
1984/* moved door processing out of move_player_attack. 1941/* moved door processing out of move_player_attack.
1985 * returns 1 if player has opened the door with a key 1942 * returns 1 if player has opened the door with a key
1987 * 0 otherwise 1944 * 0 otherwise
1988 */ 1945 */
1989static int 1946static int
1990player_attack_door (object *op, object *door) 1947player_attack_door (object *op, object *door)
1991{ 1948{
1992 /* 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,
1993 * 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 -
1994 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
1995 */ 1952 */
1996 object *key = find_key (op, op, door); 1953 object *key = find_key (op, op, door);
1997 1954
1998 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
1999 if (key) 1956 if (key)
2000 { 1957 {
2001 object *container = key->env; 1958 object *container = key->env;
2002 1959
2003 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2004 if (action_makes_visible (op)) 1960 if (action_makes_visible (op))
2005 make_visible (op); 1961 make_visible (op);
1962
2006 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2007 spring_trap (door->inv, op); 1964 spring_trap (door->inv, op);
1965
2008 if (door->type == DOOR) 1966 if (door->type == DOOR)
2009 {
2010 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 */
2011 }
2012 else if (door->type == LOCKED_DOOR) 1968 else if (door->type == LOCKED_DOOR)
2013 { 1969 {
2014 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);
2015 remove_door2 (door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
2016 } 1972 }
1973
2017 /* Do this after we print the message */ 1974 /* Do this after we print the message */
2018 decrease_ob (key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
2019 /* Need to update the weight the container the key was in */ 1976 /* Need to update the weight the container the key was in */
2020 if (container != op) 1977 if (container != op)
2021 esrv_update_item (UPD_WEIGHT, op, container); 1978 esrv_update_item (UPD_WEIGHT, op, container);
1979
2022 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
2023 } 1981 }
2024 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2025 { 1983 {
2026 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
2027 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...");
2028 return 1; 1986 return 1;
2029 } 1987 }
1988
2030 return 0; 1989 return 0;
2031} 1990}
2032 1991
2033/* This function is just part of a breakup from move_player. 1992/* This function is just part of a breakup from move_player.
2034 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
2035 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
2036 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
2037 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2038 */ 1997 */
2039void 1998bool
2040move_player_attack (object *op, int dir) 1999move_player_attack (object *op, int dir)
2041{ 2000{
2042 object *tmp, *mon;
2043 sint16 nx, ny;
2044 int on_battleground; 2001 int on_battleground;
2045 maptile *m;
2046 2002
2047 nx = freearr_x[dir] + op->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2048 ny = freearr_y[dir] + op->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2049 2005
2050 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 }
2051 2016
2052 /* 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
2053 * 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
2054 * 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
2055 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2056 * 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
2057 * 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
2058 * 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
2059 * move_ob uses. 2024 * move_ob uses.
2060 */ 2025 */
2061 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);
2062 {
2063 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2064 {
2065 m = get_map_from_coord (op->map, &nx, &ny);
2066 if (!m)
2067 return; /* Don't think this should happen */
2068 }
2069 else
2070 m = op->map;
2071 2027
2072 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2073 {
2074 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2075 return;
2076 }
2077
2078 mon = 0;
2079 /* 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
2080 * 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.
2081 * 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
2082 * on the space 2031 * on the space
2083 */ 2032 */
2084 while (tmp) 2033 object *mon;
2085 { 2034 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2086 if (tmp == op) 2035 {
2087 { 2036 if ((mon->flag [FLAG_ALIVE]
2088 tmp = tmp->above; 2037 || mon->type == LOCKED_DOOR
2089 continue; 2038 || mon->flag [FLAG_CAN_ROLL])
2090 }
2091
2092 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2093 {
2094 mon = tmp; 2039 && mon != op)
2095 break; 2040 break;
2096 } 2041 }
2097 2042
2098 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2099 mon = tmp;
2100
2101 tmp = tmp->above;
2102 }
2103
2104 if (!mon) /* This happens anytime the player tries to move */ 2043 if (!mon) /* This happens anytime the player tries to move */
2105 return; /* into a wall */ 2044 return false; /* into a wall */
2106 2045
2107 if (mon->head)
2108 mon = mon->head; 2046 mon = mon->head_ ();
2109 2047
2110 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)
2111 if (player_attack_door (op, mon)) 2050 if (player_attack_door (op, mon))
2051 {
2052 --op->contr->weapon_sp_left;
2112 return; 2053 return true;
2054 }
2113 2055
2114 /* The following deals with possibly attacking peaceful 2056 /* The following deals with possibly attacking peaceful
2115 * or frienddly creatures. Basically, all players are considered 2057 * or friendly creatures. Basically, all players are considered
2116 * unaggressive. If the moving player has peaceful set, then the 2058 * unaggressive. If the moving player has peaceful set, then the
2117 * object should be pushed instead of attacked. It is assumed that 2059 * object should be pushed instead of attacked. It is assumed that
2118 * if you are braced, you will not attack friends accidently, 2060 * if you are braced, you will not attack friends accidently,
2119 * and thus will not push them. 2061 * and thus will not push them.
2120 */ 2062 */
2121 2063
2122 /* 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
2123 * peaceful. Our assumption is the creature is a pet if the 2065 * peaceful. Our assumption is the creature is a pet if the
2124 * player owns it and it is either friendly or unagressive. 2066 * player owns it and it is either friendly or unagressive.
2125 */ 2067 */
2126 if ((op->type == PLAYER) 2068 if (op->type == PLAYER
2127#if COZY_SERVER
2128 &&
2129 ((mon->owner && mon->owner->contr 2069 && ((mon->owner && mon->owner->contr
2130 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2070 && same_party (mon->owner->contr->party, op->contr->party))
2131#else
2132 && mon->owner == op 2071 || mon->owner == op)
2133#endif
2134 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2135 { 2073 {
2136 /* 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 */
2137 if (op->contr->braced) 2075 if (op->contr->braced)
2138 return; 2076 return false;
2139 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"));
2140 (void) push_ob (mon, dir, op); 2083 push_ob (mon, dir, op);
2084
2141 if (op->contr->tmp_invis || op->hide) 2085 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op); 2086 make_visible (op);
2087
2143 return; 2088 return true;
2144 } 2089 }
2090 else
2091 return false;
2092 }
2145 2093
2146 /* in certain circumstances, you shouldn't attack friendly 2094 /* in certain circumstances, you shouldn't attack friendly
2147 * creatures. Note that if you are braced, you can't push 2095 * creatures. Note that if you are braced, you can't push
2148 * 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
2149 * attack them either. 2097 * attack them either.
2150 */ 2098 */
2151 if ((mon->type == PLAYER || mon->enemy != op) && 2099 if ((mon->type == PLAYER || mon->enemy != op)
2152 (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))
2153#ifdef PROHIBIT_PLAYERKILL
2154 (op->contr->peaceful 2101 && ((op->contr->peaceful
2155 || (mon->type == PLAYER 2102 || (mon->type == PLAYER && mon->contr->peaceful))
2156 && mon->contr->
2157 peaceful)) &&
2158#else
2159 op->contr->peaceful &&
2160#endif
2161 !on_battleground)) 2103 && !on_battleground))
2104 {
2105 if (op->speed_left > 0.f)
2162 { 2106 {
2107 --op->speed_left;
2108
2163 if (!op->contr->braced) 2109 if (!op->contr->braced)
2164 { 2110 {
2165 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 op->play_sound (sound_find ("push_player"));
2166 (void) push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2167 } 2113 }
2168 else 2114 else
2169 new_draw_info (0, 0, op, "You withhold your attack"); 2115 op->statusmsg ("You withhold your attack");
2170 2116
2171 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2172 make_visible (op); 2118 make_visible (op);
2173 }
2174 2119
2120 return true;
2121 }
2122 }
2175 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2176 * 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.
2177 */ 2125 */
2178 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)
2179 { 2129 {
2130 --op->speed_left;
2131
2180 recursive_roll (mon, dir, op); 2132 recursive_roll (mon, dir, op);
2181 if (action_makes_visible (op)) 2133 if (action_makes_visible (op))
2182 make_visible (op); 2134 make_visible (op);
2183 }
2184 2135
2136 return true;
2137 }
2138 }
2185 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2186 * 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
2187 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2188 * 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
2189 * 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.
2190 */ 2144 */
2191
2192 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2193 ((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)))
2194 { 2147 {
2195 2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2196 /* If the player hasn't hit something this tick, and does
2197 * so, give them speed boost based on weapon speed. Doing
2198 * it here is better than process_players2, which basically
2199 * incurred a 1 tick offset.
2200 */
2201 if (!op->contr->has_hit)
2202 { 2149 {
2203 op->speed_left += op->speed / op->contr->weapon_sp; 2150 --op->contr->weapon_sp_left;
2204
2205 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2206 }
2207 2151
2208 skill_attack (mon, op, 0, 0, 0); 2152 skill_attack (mon, op, 0, 0, 0);
2209
2210 /* If attacking another player, that player gets automatic
2211 * hitback, and doesn't loose luck either.
2212 * Disable hitback on the battleground or if the target is
2213 * the wiz.
2214 */
2215 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2216 {
2217 short luck = mon->stats.luck;
2218
2219 mon->contr->has_hit = 1;
2220 skill_attack (op, mon, 0, 0, 0);
2221 mon->stats.luck = luck;
2222 }
2223 2153
2224 if (action_makes_visible (op)) 2154 if (action_makes_visible (op))
2225 make_visible (op); 2155 make_visible (op);
2226 }
2227 } /* if player should attack something */
2228}
2229 2156
2230int 2157 return true;
2158 }
2159 }
2160
2161 return false;
2162}
2163
2164bool
2231move_player (object *op, int dir) 2165move_player (object *op, int dir)
2232{ 2166{
2233 int pick; 2167 int pick;
2234 2168
2235 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2236 return 0; 2170 return 0;
2237 2171
2238 /* Sanity check: make sure dir is valid */ 2172 /* Sanity check: make sure dir is valid */
2239 if ((dir < 0) || (dir >= 9)) 2173 if ((dir < 0) || (dir >= 9))
2240 { 2174 {
2241 LOG (llevError, "move_player: invalid direction %d\n", dir); 2175 LOG (llevError, "move_player: invalid direction %d\n", dir);
2242 return 0; 2176 return 0;
2243 } 2177 }
2244 2178
2245 /* peterm: added following line */ 2179 /* peterm: added following line */
2246 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2180 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2247 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2181 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2248 2182
2249 op->facing = dir; 2183 op->facing = dir;
2250 2184
2251 if (op->hide) 2185 if (op->hide)
2252 do_hidden_move (op); 2186 do_hidden_move (op);
2253 2187
2188 bool retval;
2189
2254 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2255 /*nop */ ; 2191 retval = RESULT_INT (0);
2256 else if (op->contr->fire_on) 2192 else if (op->contr->fire_on)
2257 fire (op, dir); 2193 retval = fire (op, dir);
2258 else 2194 else
2259 { 2195 {
2260 move_player_attack (op, dir); 2196 retval = move_player_attack (op, dir);
2261 pick = check_pick (op); 2197 pick = check_pick (op);
2262 } 2198 }
2263 2199
2264 /* 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
2265 * server can handle repeat firing. 2201 * server can handle repeat firing.
2272 /* Update how the player looks. Use the facing, so direction may 2208 /* Update how the player looks. Use the facing, so direction may
2273 * get reset to zero. This allows for full animation capabilities 2209 * get reset to zero. This allows for full animation capabilities
2274 * for players. 2210 * for players.
2275 */ 2211 */
2276 animate_object (op, op->facing); 2212 animate_object (op, op->facing);
2277 return 0; 2213
2214 return retval;
2278} 2215}
2279 2216
2280/* 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
2281 * new client/server stuff. 2218 * new client/server stuff.
2282 * 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
2283 * the new speed values for commands. 2220 * the new speed values for commands.
2284 * 2221 *
2285 * 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.
2286 */ 2225 */
2287int 2226bool
2288handle_newcs_player (object *op) 2227handle_newcs_player (object *op)
2289{ 2228{
2290 if (op->contr->hidden)
2291 {
2292 op->invisible = 1000;
2293 /* the socket code flashes the player visible/invisible
2294 * depending on the value of invisible, so we need to
2295 * alternate it here for it to work correctly.
2296 */
2297 if (pticks & 2)
2298 op->invisible--;
2299 }
2300 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2301 {
2302 op->invisible--;
2303 if (!op->invisible)
2304 {
2305 make_visible (op);
2306 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2307 }
2308 }
2309
2310 if (QUERY_FLAG (op, FLAG_SCARED)) 2229 if (QUERY_FLAG (op, FLAG_SCARED))
2311 { 2230 {
2312 flee_player (op); 2231 if (op->speed_left > 0.f)
2313 /* If player is still scared, that is his action for this tick */
2314 if (QUERY_FLAG (op, FLAG_SCARED))
2315 { 2232 {
2316 op->speed_left--; 2233 --op->speed_left;
2234 flee_player (op);
2235
2317 return 0; 2236 return true;
2318 } 2237 }
2238 else
2239 return false;
2319 } 2240 }
2320
2321 /* I've been seeing crashes where the golem has been destroyed, but
2322 * the player object still points to the defunct golem. The code that
2323 * destroys the golem looks correct, and it doesn't always happen, so
2324 * put this in a a workaround to clean up the golem pointer.
2325 */
2326 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2327 op->contr->ranges[range_golem] = 0;
2328 2241
2329 /* 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
2330 * the players time has been increased when doericserver has been 2243 * the players time has been increased when doericserver has been
2331 * called, so we recheck it here. 2244 * called, so we recheck it here.
2332 */ 2245 */
2333 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2246 if (op->contr->ns->handle_command ())
2334 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2335 ;
2336
2337 if (op->speed_left < 0)
2338 return 0; 2247 return true;
2339 2248
2340 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2341 {
2342 /* All move commands take 1 tick, at least for now */
2343 op->speed_left--;
2344
2345 /* Instead of all the stuff below, let move_player take care
2346 * of it. Also, some of the skill stuff is only put in
2347 * there, as well as the confusion stuff.
2348 */
2349 move_player (op, op->direction); 2250 return move_player (op, op->direction);
2350 if (op->speed_left > 0)
2351 return 1;
2352 else
2353 return 0;
2354 }
2355 2251
2356 return 0; 2252 return false;
2357} 2253}
2358 2254
2359int 2255int
2360save_life (object *op) 2256save_life (object *op)
2361{ 2257{
2363 return 0; 2259 return 0;
2364 2260
2365 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2366 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2367 { 2263 {
2368 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2264 op->play_sound (sound_find ("ob_evaporate"));
2369 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));
2370 2266
2371 if (op->contr) 2267 if (op->contr)
2372 esrv_del_item (op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2373 2269
2393/* 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
2394 * 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
2395 * 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
2396 * from. 2292 * from.
2397 */ 2293 */
2398void 2294static void
2399remove_unpaid_objects (object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2400{ 2296{
2401 object *next;
2402
2403 while (op) 2297 while (op)
2404 { 2298 {
2405 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' */
2406 * we remove object 'op' 2300
2407 */
2408 if (QUERY_FLAG (op, FLAG_UNPAID)) 2301 if (QUERY_FLAG (op, FLAG_UNPAID))
2409 { 2302 {
2410 op->remove ();
2411 op->x = env->x;
2412 op->y = env->y;
2413 if (env->type == PLAYER) 2303 if (env->type == PLAYER)
2414 esrv_del_item (env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2415 insert_ob_in_map (op, env->map, NULL, 0); 2305
2306 op->insert_at (env);
2416 } 2307 }
2417 else if (op->inv) 2308 else if (op->inv)
2418 remove_unpaid_objects (op->inv, env); 2309 drop_unpaid_items (op->inv, env);
2419 2310
2420 op = next; 2311 op = next;
2421 } 2312 }
2313}
2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2422} 2320}
2423 2321
2424/* 2322/*
2425 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2426 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2476 int rate_grace = 2000; 2374 int rate_grace = 2000;
2477 const int max_hp = 1; 2375 const int max_hp = 1;
2478 const int max_sp = 1; 2376 const int max_sp = 1;
2479 const int max_grace = 1; 2377 const int max_grace = 1;
2480 2378
2481 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--;
2482 { 2388 }
2483 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2389 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2484 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2390 {
2485 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 }
2486 } 2396 }
2487 2397
2488 if (op->contr->ns->state == ST_PLAYING) 2398 if (op->contr->ns->state == ST_PLAYING)
2489 { 2399 {
2490 /* these next three if clauses make it possible to SLOW DOWN 2400 /* these next three if clauses make it possible to SLOW DOWN
2509 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2510 else 2420 else
2511 { 2421 {
2512 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2513 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2514 }
2515
2516 /* Regenerate Spell Points */
2517 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2518 {
2519 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2520 if (op->stats.sp < op->stats.maxsp)
2521 {
2522 op->stats.sp++;
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2525 {
2526 op->stats.food--;
2527 if (op->contr->digestion < 0)
2528 op->stats.food += op->contr->digestion;
2529 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food = last_food;
2531 }
2532 }
2533
2534 if (max_sp > 1)
2535 {
2536 over_sp = (gen_sp + 10) / rate_sp;
2537 if (over_sp > 0)
2538 {
2539 if (op->stats.sp < op->stats.maxsp)
2540 {
2541 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2542
2543 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2544 op->stats.sp--;
2545
2546 if (op->stats.sp > op->stats.maxsp)
2547 op->stats.sp = op->stats.maxsp;
2548 }
2549 op->last_sp = 0;
2550 }
2551 else
2552 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2553 }
2554 else
2555 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2556 } 2424 }
2557 2425
2558 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2559 /* 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. */
2560 if (--op->last_grace < 0) 2428 if (--op->last_grace < 0)
2581 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);
2582 } 2450 }
2583 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2584 } 2452 }
2585 2453
2454 if (op->stats.food > 0)
2455 {
2586 /* Regenerate Hit Points */ 2456 /* Regenerate Spell Points */
2587 if (--op->last_heal < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2588 {
2589 if (op->stats.hp < op->stats.maxhp)
2590 { 2458 {
2591 op->stats.hp++; 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2592 /* dms do not consume food */ 2460
2593 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (op->stats.sp < op->stats.maxsp)
2594 { 2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2595 op->stats.food--; 2468 op->stats.food--;
2469
2596 if (op->contr->digestion < 0) 2470 if (op->contr->digestion < 0)
2597 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2598 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))
2599 op->stats.food = last_food; 2473 op->stats.food = last_food;
2474 }
2600 } 2475 }
2601 }
2602 2476
2603 if (max_hp > 1) 2477 if (max_sp > 1)
2604 {
2605 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2606 if (over_hp > 0)
2607 { 2478 {
2608 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
2609 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);
2610 } 2497 }
2611 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)
2612 { 2506 {
2613 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 }
2614 } 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);
2615 } 2532 }
2616 else 2533 else
2617 {
2618 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);
2619 } 2535 }
2620 } 2536 }
2621 2537
2622 /* Digestion */ 2538 /* Digestion */
2623 if (--op->last_eat < 0) 2539 if (--op->last_eat < 0)
2624 { 2540 {
2625#ifdef COZY_SERVER 2541 int bonus = max (0, op->contr->digestion),
2626 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2542 penalty = max (0, -op->contr->digestion);
2627 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2628#else
2629 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2630#endif
2631 2543
2632 if (op->contr->gen_hp > 0)
2633 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);
2634 else
2635 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2636 2545
2637 /* dms do not consume food */ 2546 /* dms do not consume food */
2638 if (!QUERY_FLAG (op, FLAG_WIZ)) 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2639 op->stats.food--; 2548 op->stats.food--;
2640 } 2549 }
2667 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.");
2668 manual_apply (op, flesh, 0); 2577 manual_apply (op, flesh, 0);
2669 } 2578 }
2670 } 2579 }
2671 2580
2672 while (op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0)
2673 op->stats.food++, op->stats.hp--; 2582 {
2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2674 2586
2675 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2676 kill_player (op); 2588 kill_player (op);
2677 } 2589 }
2678} 2590}
2683 * file. 2595 * file.
2684 */ 2596 */
2685void 2597void
2686kill_player (object *op) 2598kill_player (object *op)
2687{ 2599{
2600 int x, y;
2688 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2689 int x, y;
2690
2691 //int i;
2692 maptile *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2693
2694 /* int z;
2695 int num_stats_lose;
2696 int lost_a_stat;
2697 int lose_this_stat;
2698 int this_stat; */
2699 int will_kill_again; 2603 int will_kill_again;
2700 archetype *at; 2604 archetype *at;
2701 object *tmp; 2605 object *tmp;
2702 2606
2703 if (save_life (op)) 2607 if (save_life (op))
2704 return; 2608 return;
2705
2706 2609
2707 /* 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
2708 * 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.
2709 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2710 */ 2613 */
2713 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!");
2714 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...");
2715 2618
2716 /* restore player */ 2619 /* restore player */
2717 at = archetype::find ("poisoning"); 2620 at = archetype::find ("poisoning");
2718 tmp = present_arch_in_ob (at, op); 2621 if (object *tmp = present_arch_in_ob (at, op))
2719 if (tmp)
2720 { 2622 {
2721 tmp->destroy (); 2623 tmp->destroy ();
2722 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2624 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2723 } 2625 }
2724 2626
2725 at = archetype::find ("confusion"); 2627 at = archetype::find ("confusion");
2726 tmp = present_arch_in_ob (at, op); 2628 if (object *tmp = present_arch_in_ob (at, op))
2727 if (tmp)
2728 { 2629 {
2729 tmp->destroy (); 2630 tmp->destroy ();
2730 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2731 } 2632 }
2732 2633
2733 cure_disease (op, 0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2734 op->stats.hp = op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2735 if (op->stats.food <= 0) 2636 if (op->stats.food <= 0)
2736 op->stats.food = 999; 2637 op->stats.food = 999;
2737 2638
2738 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2739 tmp = arch_to_object (archetype::find ("finger")); 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2740 if (tmp != NULL)
2741 { 2641 {
2742 sprintf (buf, "%s's finger", &op->name); 2642 tmp->name = format ("%s's finger" , &op->name);
2743 tmp->name = buf; 2643 tmp->name_pl = format ("%s's fingers", &op->name);
2744 sprintf (buf, " This finger has been cut off %s\n" 2644 tmp->msg = format (
2745 " 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",
2746 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2747 tmp->msg = buf; 2647 );
2748 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2648 tmp->value = 0, tmp->type = 0;
2749 tmp->materialname = NULL; 2649 tmp->materialname = "organics";
2750 tmp->x = op->x, tmp->y = op->y; 2650 tmp->insert_at (op, tmp);
2751 insert_ob_in_map (tmp, op->map, op, 0);
2752 } 2651 }
2753 2652
2754 /* teleport defeated player to new destination */ 2653 /* teleport defeated player to new destination */
2755 transfer_ob (op, x, y, 0, NULL); 2654 transfer_ob (op, x, y, 0, NULL);
2756 op->contr->braced = 0; 2655 op->contr->braced = 0;
2760 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2761 2660
2762 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2763 2662
2764 if (op->stats.food < 0) 2663 if (op->stats.food < 0)
2765 {
2766 if (op->contr->explore)
2767 {
2768 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2769 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2770 op->stats.food = 999;
2771 return;
2772 }
2773 sprintf (buf, "%s starved to death.", &op->name);
2774 strcpy (op->contr->killer, "starvation"); 2664 strcpy (op->contr->killer, "starvation");
2775 } 2665
2776 else 2666 op->contr->play_sound (sound_find ("player_dies"));
2777 {
2778 if (op->contr->explore)
2779 {
2780 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2781 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2782 op->stats.hp = op->stats.maxhp;
2783 return;
2784 }
2785 sprintf (buf, "%s died.", &op->name);
2786 }
2787 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2788 2667
2789 /* save the map location for corpse, gravestone */ 2668 /* save the map location for corpse, gravestone */
2790 x = op->x; 2669 x = op->x;
2791 y = op->y; 2670 y = op->y;
2792 map = op->map; 2671 map = op->map;
2793
2794 2672
2795 /* NOT_PERMADEATH code. This basically brings the character back to 2673 /* NOT_PERMADEATH code. This basically brings the character back to
2796 * 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.
2797 * 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.
2798 */ 2676 */
2815 num_stats_lose = 1; 2693 num_stats_lose = 1;
2816 else 2694 else
2817 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2695 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2818 } 2696 }
2819 else 2697 else
2820 {
2821 num_stats_lose = 1; 2698 num_stats_lose = 1;
2822 } 2699
2823 lost_a_stat = 0; 2700 lost_a_stat = 0;
2824 2701
2825 for (z = 0; z < num_stats_lose; z++) 2702 for (z = 0; z < num_stats_lose; z++)
2826 { 2703 {
2827 i = RANDOM () % NUM_STATS; 2704 i = RANDOM () % NUM_STATS;
2957 { 2834 {
2958 tmp->destroy (); 2835 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2837 }
2961 2838
2962 cure_disease (op, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2963 2840
2964 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2965 apply_death_exp_penalty (op); 2842 apply_death_exp_penalty (op);
2966 if (op->stats.food < 100) 2843 if (op->stats.food < 100)
2967 op->stats.food = 900; 2844 op->stats.food = 900;
2968 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2969 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2970 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2971 2848
2972 /* 2849 /*
2973 * Check to see if the player is in a shop. IF so, then check to see if
2974 * 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
2975 * in the map. 2851 * and put them back in the map.
2976 */ 2852 */
2977 2853 op->drop_unpaid_items ();
2978 if (is_in_shop (op))
2979 remove_unpaid_objects (op->inv, op);
2980 2854
2981 /****************************************/ 2855 /****************************************/
2982 /* */ 2856 /* */
2983 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2984 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2985 /* */ 2859 /* */
2986 /****************************************/ 2860 /****************************************/
2987 2861
2988 enter_player_savebed (op); 2862 enter_player_savebed (op);
2989 2863
2990 /* Save the player before inserting the force to reduce
2991 * chance of abuse.
2992 */
2993 op->contr->braced = 0; 2864 op->contr->braced = 0;
2994 op->contr->save ();
2995 2865
2996 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
2997 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
2998 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
2999 * on the space that might harm the player. 2869 * on the space that might harm the player.
3008 object *force; 2878 object *force;
3009 int at; 2879 int at;
3010 2880
3011 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
3012 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
3013 force->speed = 0.1; 2883 force->speed = 0.1f;
3014 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
3015 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
3016 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
3017 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
3018 force->resist[at] = 100; 2888 force->resist[at] = 100;
3019 2889
3028void 2898void
3029loot_object (object *op) 2899loot_object (object *op)
3030{ /* Grab and destroy some treasure */ 2900{ /* Grab and destroy some treasure */
3031 object *tmp, *tmp2, *next; 2901 object *tmp, *tmp2, *next;
3032 2902
3033 if (op->container) 2903 op->close_container (); /* close open sack first */
3034 esrv_apply_container (op, op->container); /* close open sack first */
3035 2904
3036 for (tmp = op->inv; tmp; tmp = next) 2905 for (tmp = op->inv; tmp; tmp = next)
3037 { 2906 {
3038 next = tmp->below; 2907 next = tmp->below;
3039 2908
3040 if (tmp->invisible) 2909 if (tmp->invisible)
3041 continue; 2910 continue;
3042 2911
3043 tmp->remove (); 2912 tmp->remove ();
3044 tmp->x = op->x, tmp->y = op->y; 2913 tmp->x = op->x, tmp->y = op->y;
2914
3045 if (tmp->type == CONTAINER) 2915 if (tmp->type == CONTAINER)
3046 { /* empty container to ground */ 2916 loot_object (tmp); /* empty container to ground */
3047 loot_object (tmp); 2917
3048 }
3049 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))))
3050 { 2919 {
3051 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
3052 { 2921 {
3053 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3054 tmp2->destroy (); 2923 tmp2->destroy ();
3065/* 2934/*
3066 * fix_weight(): Check recursively the weight of all players, and fix 2935 * fix_weight(): Check recursively the weight of all players, and fix
3067 * 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
3068 * was changed. 2937 * was changed.
3069 */ 2938 */
3070
3071void 2939void
3072fix_weight (void) 2940fix_weight (void)
3073{ 2941{
3074 for (player *pl = first_player; pl; pl = pl->next) 2942 for_all_players (pl)
3075 { 2943 {
3076 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2944 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3077 2945
3078 if (old == sum) 2946 if (old == sum)
3079 continue; 2947 continue;
3083} 2951}
3084 2952
3085void 2953void
3086fix_luck (void) 2954fix_luck (void)
3087{ 2955{
3088 for (player *pl = first_player; pl; pl = pl->next) 2956 for_all_players (pl)
3089 if (!pl->ob->contr->ns->state) 2957 if (!pl->ob->contr->ns->state)
3090 pl->ob->change_luck (0); 2958 pl->ob->change_luck (0);
3091} 2959}
3092 2960
3093/* cast_dust() - handles op throwing objects of type 'DUST'. 2961/* cast_dust() - handles op throwing objects of type 'DUST'.
3130void 2998void
3131make_visible (object *op) 2999make_visible (object *op)
3132{ 3000{
3133 op->hide = 0; 3001 op->hide = 0;
3134 op->invisible = 0; 3002 op->invisible = 0;
3003
3135 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3136 { 3005 {
3137 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3138 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3139 } 3008 }
3009
3140 update_object (op, UP_OBJ_FACE); 3010 update_object (op, UP_OBJ_CHANGE);
3141} 3011}
3142 3012
3143int 3013int
3144is_true_undead (object *op) 3014is_true_undead (object *op)
3145{ 3015{
3146 object *tmp = NULL;
3147
3148 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3149 return 1; 3017 return 1;
3150 3018
3151 return 0; 3019 return 0;
3152} 3020}
3153 3021
3154/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3155 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3156 * indicate greater hideability. 3024 * indicate greater hideability.
3157 */ 3025 */
3158
3159int 3026int
3160hideability (object *ob) 3027hideability (object *ob)
3161{ 3028{
3162 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3163 sint16 x, y; 3030 sint16 x, y;
3197/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3198 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3199 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3200 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3201 */ 3068 */
3202
3203void 3069void
3204do_hidden_move (object *op) 3070do_hidden_move (object *op)
3205{ 3071{
3206 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3207 object *skop; 3073 object *skop;
3211 3077
3212 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3078 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3213 3079
3214 /* 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! */
3215 if (op->type == PLAYER && op->contr->run_on) 3081 if (op->type == PLAYER && op->contr->run_on)
3216 {
3217 if (!skop || num >= skop->level) 3082 if (!skop || num >= skop->level)
3218 { 3083 {
3219 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!");
3220 make_visible (op); 3085 make_visible (op);
3221 return; 3086 return;
3222 } 3087 }
3223 else 3088 else
3224 num += 20; 3089 num += 20;
3225 } 3090
3226 num += op->map->difficulty; 3091 num += op->map->difficulty;
3227 hide = hideability (op); /* modify by terrain hidden level */ 3092 hide = hideability (op); /* modify by terrain hidden level */
3228 num -= hide; 3093 num -= hide;
3094
3229 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3095 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3230 { 3096 {
3231 make_visible (op); 3097 make_visible (op);
3232 if (op->type == PLAYER) 3098 if (op->type == PLAYER)
3233 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!");
3234 } 3100 }
3235 else if (op->type == PLAYER && skop) 3101 else if (op->type == PLAYER && skop)
3236 {
3237 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);
3238 }
3239} 3103}
3240 3104
3241/* determine if who is standing near a hostile creature. */ 3105/* determine if who is standing near a hostile creature. */
3242 3106
3243int 3107int
3291 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3292 * 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
3293 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3294 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3295 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3296 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3297 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3298 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3299 * 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.
3300 * -b.t. 3164 * -b.t.
3301 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3302 */ 3166 */
3303
3304int 3167int
3305player_can_view (object *pl, object *op) 3168player_can_view (object *pl, object *op)
3306{ 3169{
3307 rv_vector rv; 3170 rv_vector rv;
3308 int dx, dy; 3171 int dx, dy;
3310 if (pl->type != PLAYER) 3173 if (pl->type != PLAYER)
3311 { 3174 {
3312 LOG (llevError, "player_can_view() called for non-player object\n"); 3175 LOG (llevError, "player_can_view() called for non-player object\n");
3313 return -1; 3176 return -1;
3314 } 3177 }
3178
3315 if (!pl || !op) 3179 if (!pl || !op)
3316 return 0; 3180 return 0;
3317 3181
3318 if (op->head)
3319 {
3320 op = op->head; 3182 op = op->head_ ();
3321 } 3183
3322 get_rangevector (pl, op, &rv, 0x1); 3184 get_rangevector (pl, op, &rv, 0x1);
3323 3185
3324 /* starting with the 'head' part, lets loop 3186 /* starting with the 'head' part, lets loop
3325 * through the object and find if it has any 3187 * through the object and find if it has any
3326 * part that is in the los array but isnt on 3188 * part that is in the los array but isn't on
3327 * a blocked los square. 3189 * a blocked los square.
3328 * we use the archetype to figure out offsets. 3190 * we use the archetype to figure out offsets.
3329 */ 3191 */
3330 while (op) 3192 while (op)
3331 { 3193 {
3332 dx = rv.distance_x + op->arch->clone.x; 3194 dx = rv.distance_x + op->arch->x;
3333 dy = rv.distance_y + op->arch->clone.y; 3195 dy = rv.distance_y + op->arch->y;
3334 3196
3335 /* only the viewable area the player sees is updated by LOS 3197 /* only the viewable area the player sees is updated by LOS
3336 * 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
3337 * for any meaningful values. 3199 * for any meaningful values.
3338 */ 3200 */
3339 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3340 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3341 !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)])
3342 return 1; 3204 return 1;
3205
3343 op = op->more; 3206 op = op->more;
3344 } 3207 }
3208
3345 return 0; 3209 return 0;
3346} 3210}
3347 3211
3348/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3349 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3352 * return 0. 3216 * return 0.
3353 */ 3217 */
3354int 3218int
3355action_makes_visible (object *op) 3219action_makes_visible (object *op)
3356{ 3220{
3357
3358 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3359 { 3222 {
3360 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3361 return 0; 3224 return 0;
3362 3225
3368 { 3231 {
3369 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");
3370 return 1; 3233 return 1;
3371 } 3234 }
3372 } 3235 }
3236
3373 return 0; 3237 return 0;
3374} 3238}
3375 3239
3376/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3377 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3382 * 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
3383 */ 3247 */
3384int 3248int
3385op_on_battleground (object *op, int *x, int *y) 3249op_on_battleground (object *op, int *x, int *y)
3386{ 3250{
3387 object *tmp;
3388
3389 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3390 * 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),
3391 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3392 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3393 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3394 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3395 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3396 { 3258 {
3397 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3398 { 3260 {
3399 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3400 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))
3401 { 3265 {
3402 /*before we assign the exit, check if this is a teambattle */ 3266 /* before we assign the exit, check if this is a teambattle */
3403 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))
3404 { 3268 {
3405 object *invtmp;
3406
3407 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3408 { 3270 {
3409 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3410 { 3272 {
3411 if (x != NULL && y != NULL) 3273 if (x && y)
3412 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3413 return 1; 3276 return 1;
3414 } 3277 }
3415 } 3278 }
3416 } 3279 }
3280
3417 if (x != NULL && y != NULL) 3281 if (x && y)
3418 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3419 return 1; 3284 return 1;
3420 } 3285 }
3421 } 3286 }
3422 } 3287 }
3288
3423 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3424 return 0; 3290 return 0;
3425} 3291}
3426 3292
3427/* 3293/*
3443 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3444 int i = 0, j = 0; 3310 int i = 0, j = 0;
3445 3311
3446 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3447 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3448 trlist = find_treasurelist ("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3449 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3450 trlist = find_treasurelist ("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3451 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3452 trlist = find_treasurelist ("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3453 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3454 trlist = find_treasurelist ("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3455 3321
3456 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3457 return; 3323 return;
3458 3324
3459 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++);
3460 3326
3461 if (tr == NULL || tr->item == NULL) 3327 if (!tr || !tr->item)
3462 { 3328 {
3463 /* 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]); */
3464 return; 3330 return;
3465 } 3331 }
3466 3332
3467 /* everything seems okay - now bring on the gift: */ 3333 /* everything seems okay - now bring on the gift: */
3468 item = &(tr->item->clone); 3334 item = tr->item;
3469 3335
3470 if (item->type == SPELL) 3336 if (item->type == SPELL)
3471 { 3337 {
3472 if (check_spell_known (who, item->name)) 3338 if (check_spell_known (who, item->name))
3473 return; 3339 return;
3532 { 3398 {
3533 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3534 object *skin; 3400 object *skin;
3535 3401
3536 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3537 shstr_cmp dragon_skin_force ("dragon_skin_force");
3538 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)
3539 ; 3404 ;
3540 3405
3541 if (!skin) 3406 if (!skin)
3542 return; 3407 return;
3543 3408
3591 * not readied. 3456 * not readied.
3592 */ 3457 */
3593void 3458void
3594player_unready_range_ob (player *pl, object *ob) 3459player_unready_range_ob (player *pl, object *ob)
3595{ 3460{
3596 rangetype i; 3461 if (pl->ob->current_weapon == ob)
3462 pl->ob->current_weapon = 0;
3597 3463
3598 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3464 if (pl->combat_ob == ob)
3599 { 3465 pl->combat_ob = 0;
3466
3600 if (pl->ranges[i] == ob) 3467 if (pl->ranged_ob == ob)
3601 { 3468 pl->ranged_ob = 0;
3602 pl->ranges[i] = NULL;
3603 if (pl->shoottype == i)
3604 {
3605 pl->shoottype = range_none;
3606 }
3607 }
3608 }
3609} 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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