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Comparing deliantra/server/server/player.C (file contents):
Revision 1.74 by root, Sat Dec 30 10:16:11 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 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 36
46void 37void
47display_motd (const object *op) 38display_motd (const object *op)
48{ 39{
49 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
123 114
124 news[0] = '\0'; 115 news[0] = '\0';
125 subject[0] = '\0'; 116 subject[0] = '\0';
126 size = 0; 117 size = 0;
127 118
128 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
129 { 120 {
130 if (*buf == '#') 121 if (*buf == '#')
131 continue; 122 continue;
132 123
133 if (*buf == '%') 124 if (*buf == '%')
134 { /* send one news */ 125 { /* send one news */
135 if (size > 0) 126 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
137 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
138 strip_endline (subject); 130 strip_endline (subject);
139 size = 0; 131 size = 0;
140 news[0] = '\0'; 132 news[0] = '\0';
141 } 133 }
150 size += strlen (buf); 142 size += strlen (buf);
151 } 143 }
152 } 144 }
153 145
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
156 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
157} 149}
158 150
159/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
160static void 152static void
161set_first_map (object *op) 153set_first_map (object *op)
162{ 154{
163 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
164 op->x = -1; 156 op->x = -1;
165 op->y = -1; 157 op->y = -1;
166 op->enter_exit (0); 158}
159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
167} 195}
168 196
169// connect the player with a specific client 197// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
171void 199void
172player::connect (client *ns) 200player::connect (client *ns)
173{ 201{
174 this->ns = ns; 202 this->ns = ns;
175 ns->pl = this; 203 ns->pl = this;
176 204
177 next = first_player; 205 run_on = 0;
178 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
179 208
180 ns->update_look = 0; 209 ns->update_look = 0;
181 ns->look_position = 0; 210 ns->look_position = 0;
182 211
183 clear_los (ob); 212 clear_los (this);
213
214 ns->reset_stats ();
184 215
185 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191 219
192 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 221 link_player_skills (ob);
194 222
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 224
197 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
198
199 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
200 * from the class, and not race. I don't see any way to get the class information
201 * to then update this. I don't think this will actually break anything - anyone
202 * that can use armour should be able to use a shield. What this may 'break'
203 * are features new characters get, eg, if someone starts up with a Q, they
204 * should be able to use a shield. However, old Q's won't get that advantage.
205 */
206 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
207 SET_FLAG (ob, FLAG_USE_SHIELD);
208 226
209 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
210 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
211 { 229 {
212 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
213 231
214 shstr_cmp dragon_ability_force ("dragon_ability_force");
215 shstr_cmp dragon_skin_force ("dragon_skin_force");
216
217 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
218 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
219 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
220 abil = tmp; 235 abil = tmp;
221 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
222 skin = tmp; 237 skin = tmp;
223 238
224 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
225 } 240 }
226 241
227 CLEAR_FLAG (ob, FLAG_FRIENDLY);
228 add_friendly_object (ob);
229
230 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
231
232 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
233 243
234 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
235 245
236 ob->update_stats (); 246 ob->update_stats ();
247
237 ns->floorbox_update (); 248 ns->floorbox_update ();
238
239 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
241 251
242 ob->enter_exit (0);
243 ob->activate (1); 252 activate ();
244 253
245 send_rules (ob); 254 send_rules (ob);
246 send_news (ob); 255 send_news (ob);
247 display_motd (ob); 256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
248 INVOKE_PLAYER (LOGIN, this); 259 INVOKE_PLAYER (LOGIN, this);
249} 260}
250 261
251void 262void
252player::disconnect () 263player::disconnect ()
253{ 264{
254 if (ob) 265 if (ob)
255 ob->deactivate (1); 266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
256 270
257 //TODO: don't be so harsh and destroy :)
258 if (ns) 271 if (ns)
259 { 272 {
260 if (enable_save) 273 if (active)
261 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
262 275
263 client *ns = this->ns; 276 INVOKE_PLAYER (DISCONNECT, this);
264 ns->send_packet ("goodbye"); 277
265 ns->flush (); 278 ns->reset_stats ();
266 ns->pl = 0; 279 ns->pl = 0;
267 this->ns = 0; 280 ns = 0;
268
269 ns->destroy ();
270 destroy ();
271 } 281 }
282
283 observe = ob;
284
285 deactivate ();
272} 286}
273 287
274// the need for this function can be explained 288// the need for this function can be explained
275// by load_object not returning the object 289// by load_object not returning the object
276void 290void
277player::set_object (object *op) 291player::set_object (object *op)
278{ 292{
279 ob = op; 293 ob = observe = op;
280 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
281 295
296 ob->speed = 1.0f;
282 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
283 ob->speed = 1.0; 298
284 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
285 ob->stats.wc = 2;
286 ob->run_away = 25; /* Then we panick... */
287 300
288 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;
289 304
290 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;
291} 333}
292 334
293player::player () 335player::player ()
294{ 336{
295 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
296 * we deal with that below this point. 338 * we deal with that below this point.
297 */ 339 */
298 outputs_sync = 16; /* Every 2 seconds */ 340 outputs_sync = 4;
299 outputs_count = 8; /* Keeps present behaviour */ 341 outputs_count = 4;
300 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
301 343
302 assign (savebed_map, first_map_path); /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
303 345
304 gen_sp_armour = 10; 346 gen_sp_armour = 10;
305 last_speed = -1;
306 shoottype = range_none;
307 bowtype = bow_normal; 347 bowtype = bow_normal;
308 petmode = pet_normal; 348 petmode = pet_normal;
309 listening = 10; 349 listening = 10;
310 usekeys = containers; 350 usekeys = containers;
311 last_weapon_sp = -1;
312 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
313 do_los = 1; 352 do_los = 1;
314 353
315 /* we need to clear these to -1 and not zero - otherwise, 354 weapon_sp = 1.0f;
316 * if a player quits and starts a new character, we wont 355 weapon_sp_left = 0.5f;
317 * send new values to the client, as things like exp start
318 * at zero.
319 */
320 for (int i = 0; i < NUM_SKILLS; i++)
321 last_skill_exp[i] = -1;
322
323 for (int i = 0; i < NROFATTACKS; i++)
324 last_resist[i] = -1;
325
326 last_stats.exp = -1;
327 last_weight = (uint32) - 1;
328} 356}
329 357
330void 358void
331player::do_destroy () 359player::do_destroy ()
332{ 360{
333 disconnect (); 361 disconnect ();
334 362
335 save (false);
336 enable_save = false;
337
338 attachable::do_destroy (); 363 attachable::do_destroy ();
339
340 terminate_all_pets (ob);
341
342 if (first_player != this)
343 {
344 player *prev = first_player;
345
346 while (prev && prev->next && prev->next != this)
347 prev = prev->next;
348
349 if (prev->next != this)
350 {
351 LOG (llevError, "Free_player: Can't find previous player.\n");
352 abort ();
353 }
354
355 prev->next = next;
356 }
357 else
358 first_player = next;
359 364
360 if (ob) 365 if (ob)
361 { 366 {
362 ob->destroy_inv (false); 367 ob->destroy_inv (false);
363 ob->destroy (); 368 ob->destroy ();
364 } 369 }
370
371 ob = observe = 0;
365} 372}
366 373
367player::~player () 374player::~player ()
368{ 375{
369 /* Clear item stack */ 376 /* Clear item stack */
378player::create () 385player::create ()
379{ 386{
380 player *pl = new player; 387 player *pl = new player;
381 388
382 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);
383 396
384 return pl; 397 return pl;
385} 398}
386 399
387/* 400/*
390 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
391 */ 404 */
392archetype * 405archetype *
393get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
394{ 407{
395 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
396 409
397 for (;;) 410 for (;;)
398 { 411 {
399 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
400 at = first_archetype; 413 i = archetypes.begin ();
401 else 414 else if (*i == at)
402 at = at->next; 415 cleanup ("not a single player archetype found");
403 416
404 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
405 return at; 418 return *i;
406
407 if (at == start)
408 {
409 LOG (llevError, "No Player archetypes\n");
410 exit (-1);
411 }
412 } 419 }
413} 420}
414 421
415object * 422object *
416get_nearest_player (object *mon) 423get_nearest_player (object *mon)
418 object *op = NULL; 425 object *op = NULL;
419 objectlink *ol; 426 objectlink *ol;
420 unsigned lastdist; 427 unsigned lastdist;
421 rv_vector rv; 428 rv_vector rv;
422 429
423 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
424 { 431 {
425 /* We should not find free objects on this friendly list, but it
426 * does periodically happen. Given that, lets deal with it.
427 * While unlikely, it is possible the next object on the friendly
428 * list is also free, so encapsulate this in a while loop.
429 */
430 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
431 {
432 object *tmp = ol->ob;
433
434 /* Can't do much more other than log the fact, because the object
435 * itself will have been cleared.
436 */
437 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
438 ol = ol->next;
439 remove_friendly_object (tmp);
440 if (!ol)
441 return op;
442 }
443
444 /* Remove special check for player from this. First, it looks to cause
445 * some crashes (ol->ob->contr not set properly?), but secondly, a more
446 * complicated method of state checking would be needed in any case -
447 * as it was, a clever player could type quit, and the function would
448 * skip them over while waiting for confirmation. Remove
449 * on_same_map check, as can_detect_enemy also does this
450 */
451 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
452 continue; 433 continue;
453 434
454 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
455 { 436 {
531 x = mon->x; 512 x = mon->x;
532 y = mon->y; 513 y = mon->y;
533 m = mon->map; 514 m = mon->map;
534 dir = rv.direction; 515 dir = rv.direction;
535 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 */
536 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
537 /* 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. */
538 if (diff > max) 520 if (diff > max)
539 return 0; 521 return 0;
522
540 while (diff > 1 && max > 0) 523 while (diff > 1 && max > 0)
541 { 524 {
542 lastx = x; 525 lastx = x;
543 lasty = y; 526 lasty = y;
544 lastmap = m; 527 lastmap = m;
626 max--; 609 max--;
627 lastdir = dir; 610 lastdir = dir;
628 if (!firstdir) 611 if (!firstdir)
629 firstdir = dir; 612 firstdir = dir;
630 } 613 }
614
631 if (diff <= 1) 615 if (diff <= 1)
632 { 616 {
633 /* Recalculate diff (distance) because we may not have actually 617 /* Recalculate diff (distance) because we may not have actually
634 * headed toward player for entire distance. 618 * headed toward player for entire distance.
635 */ 619 */
636 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
637 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));
638 } 622 }
623
639 if (diff > max) 624 if (diff > max)
640 return 0; 625 return 0;
641 } 626 }
627
642 /* 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 */
643 if (!max) 629 if (!max)
644 return 0; 630 return 0;
645 631
646 return firstdir; 632 return firstdir;
760roll_stat (void) 746roll_stat (void)
761{ 747{
762 int a[4], i, j, k; 748 int a[4], i, j, k;
763 749
764 for (i = 0; i < 4; i++) 750 for (i = 0; i < 4; i++)
765 a[i] = (int) RANDOM () % 6 + 1; 751 a[i] = (int) rndm (6) + 1;
766 752
767 for (i = 0, j = 0, k = 7; i < 4; i++) 753 for (i = 0, j = 0, k = 7; i < 4; i++)
768 if (a[i] < k) 754 if (a[i] < k)
769 k = a[i], j = i; 755 k = a[i], j = i;
770 756
776} 762}
777 763
778void 764void
779object::roll_stats () 765object::roll_stats ()
780{ 766{
781 int statsort [7]; 767 int statsort [NUM_STATS];
782 768
783 for (;;) 769 for (;;)
784 { 770 {
785 int sum = 0; 771 int sum = 0;
786 for (int i = 7; i--; ) 772 for (int i = NUM_STATS; i--; )
787 sum += statsort [i] = roll_stat (); 773 sum += statsort [i] = roll_stat ();
788 774
789 if (sum >= 82 && sum <= 116) 775 if (sum >= 82 && sum <= 116)
790 break; 776 break;
791 } 777 }
792 778
793 // Sort the stats so that rerolling is easier... 779 // Sort the stats so that rerolling is easier...
794 std::sort (statsort, statsort + 7, std::greater<int>()); 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
795 781
782 for (int i = 0; i < NUM_STATS; ++i)
796 stats.Str = statsort[0]; 783 stats.stat (i) = statsort [i];
797 stats.Dex = statsort[1];
798 stats.Con = statsort[2];
799 stats.Int = statsort[3];
800 stats.Wis = statsort[4];
801 stats.Pow = statsort[5];
802 stats.Cha = statsort[6];
803 784
804 stats.exp = 0; 785 stats.exp = 0;
805 stats.ac = 0; 786 stats.ac = 0;
806 787
807 stats.hp = stats.maxhp; 788 stats.hp = stats.maxhp;
819} 800}
820 801
821void 802void
822object::swap_stats (int a, int b) 803object::swap_stats (int a, int b)
823{ 804{
824 int tmp = get_attr_value (&contr->orig_stats, a); 805 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
825 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
826 set_attr_value (&contr->orig_stats, b, tmp);
827 806
807 for (int i = 0; i < NUM_STATS; ++i)
828 stats.Str = contr->orig_stats.Str; 808 stats.stat (i) = contr->orig_stats.stat (i);
829 stats.Dex = contr->orig_stats.Dex;
830 stats.Con = contr->orig_stats.Con;
831 stats.Int = contr->orig_stats.Int;
832 stats.Wis = contr->orig_stats.Wis;
833 stats.Pow = contr->orig_stats.Pow;
834 stats.Cha = contr->orig_stats.Cha;
835 809
836 //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,
837 // be merged with the similar code in roll_stats 811 // be merged with the similar code in roll_stats
838 stats.ac = 0; 812 stats.ac = 0;
839 813
870 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
871 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
872 * separate race and class; this actually changes the RACE, 846 * separate race and class; this actually changes the RACE,
873 * not the class. 847 * not the class.
874 */ 848 */
875int 849void
876key_change_class (object *op, char key) 850player::chargen_race_done ()
877{ 851{
878 int tmp_loop;
879
880 if (key == 'd' || key == 'D')
881 {
882 char buf[MAX_BUF];
883
884 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
885 esrv_new_player (op->contr, op->weight + op->carrying); 853 esrv_new_player (ob->contr, ob->weight + ob->carrying);
886 854
887 treasurelist *tl = find_treasurelist ("starting_wealth"); 855 treasurelist *tl = treasurelist::find ("starting_wealth");
888 if (tl) 856 if (tl)
889 create_treasure (tl, op, 0, 0, 0); 857 create_treasure (tl, ob, 0, 0, 0);
890 858
891 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, ob->contr);
892 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, ob->contr);
893 861
894 op->contr->ns->state = ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
895 863
896 if (op->msg) 864 if (ob->msg)
897 op->msg = NULL; 865 ob->msg = 0;
898 866
899 /* 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
900 * to save here. 868 * to save here.
901 */ 869 */
870 {
871 char buf[MAX_BUF];
902 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
903 make_path_to_file (buf); 873 make_path_to_file (buf);
874 }
904 875
905#ifdef AUTOSAVE
906 op->contr->last_save_tick = pticks;
907#endif
908 start_info (op); 876 start_info (ob);
909 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (ob, FLAG_WIZ);
910 give_initial_items (op, op->randomitems); 878 give_initial_items (ob, ob->randomitems);
911 link_player_skills (op); 879 link_player_skills (ob);
912 esrv_send_inventory (op, op); 880 esrv_send_inventory (ob, ob);
913 op->update_stats (); 881 ob->update_stats ();
914 882
915 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
916 * is one for this race 884 * is one for this race
917 */ 885 */
918 if (*first_map_ext_path) 886 if (*first_map_ext_path)
919 { 887 {
920 object *tmp; 888 object *tmp;
921 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
922 890
923 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);
924 tmp = object::create (); 892 tmp = object::create ();
925 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
926 EXIT_X (tmp) = op->x; 894 EXIT_X (tmp) = ob->x;
927 EXIT_Y (tmp) = op->y; 895 EXIT_Y (tmp) = ob->y;
928 op->enter_exit (tmp); /* we don't really care if it succeeded; 896 ob->enter_exit (tmp); /* we don't really care if it succeeded;
929 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
930 * default initial map */ 898 * default initial map */
931 tmp->destroy (); 899 tmp->destroy ();
932 } 900 }
933 else 901 else
934 LOG (llevDebug, "first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
903}
935 904
936 return 0; 905void
937 } 906player::chargen_race_next ()
938 907{
939 /* Following actually changes the race - this is the default command 908 /* Following actually changes the race - this is the default command
940 * if we don't match with one of the options above. 909 * if we don't match with one of the options above.
941 */ 910 */
942 911
943 tmp_loop = 0; 912 do
944 while (!tmp_loop)
945 { 913 {
946 shstr name = op->name; 914 shstr name = ob->name;
947 int x = op->x, y = op->y; 915 int x = ob->x, y = ob->y;
948 916
949 op->remove_statbonus (); 917 ob->remove_statbonus ();
950 op->remove (); 918 ob->remove ();
951 op->arch = get_player_archetype (op->arch); 919 ob->arch = get_player_archetype (ob->arch);
952 op->arch->clone.copy_to (op); 920 ob->arch->copy_to (ob);
953 op->instantiate (); 921 ob->instantiate ();
954 op->stats = op->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
955 op->name = op->name_pl = name; 923 ob->name = ob->name_pl = name;
956 op->x = x; 924 ob->x = x;
957 op->y = y; 925 ob->y = y;
958 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
959 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
960 assign (op->contr->title, op->arch->clone.name); 928 assign (ob->contr->title, ob->arch->object::name);
961 op->add_statbonus (); 929 ob->add_statbonus ();
962 tmp_loop = allowed_class (op);
963 } 930 }
931 while (!allowed_class (ob));
964 932
965 update_object (op, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
966 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, ob, ob);
967 op->update_stats (); 935 ob->update_stats ();
968 op->stats.hp = op->stats.maxhp; 936 ob->stats.hp = ob->stats.maxhp;
969 op->stats.sp = op->stats.maxsp; 937 ob->stats.sp = ob->stats.maxsp;
970 op->stats.grace = 0; 938 ob->stats.grace = 0;
971
972 if (op->msg)
973 new_draw_info (NDI_BLUE, 0, op, op->msg);
974
975 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
976 return 0;
977}
978
979int
980key_confirm_quit (object *op, char key)
981{
982 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
983 {
984 op->contr->ns->state = ST_PLAYING;
985 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
986 return 1;
987 }
988
989 INVOKE_PLAYER (LOGOUT, op->contr);
990 INVOKE_PLAYER (QUIT, op->contr);
991
992 op->contr->enable_save = false;
993
994 terminate_all_pets (op);
995 op->remove ();
996 op->direction = 0;
997 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
998
999 strcpy (op->contr->killer, "quit");
1000 check_score (op);
1001 op->contr->party = 0;
1002 op->contr->own_title[0] = '\0';
1003 op->contr->destroy ();
1004
1005 return 1;
1006} 939}
1007 940
1008void 941void
1009flee_player (object *op) 942flee_player (object *op)
1010{ 943{
1057 /* Cornered, get rid of scared */ 990 /* Cornered, get rid of scared */
1058 CLEAR_FLAG (op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1059 op->enemy = NULL; 992 op->enemy = NULL;
1060} 993}
1061 994
1062
1063/* 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.
1064 * 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
1065 * stop. 997 * stop.
1066 */ 998 */
1067int 999int
1068check_pick (object *op) 1000check_pick (object *op)
1069{ 1001{
1070 object *tmp, *next; 1002 object *tmp, *next;
1071 int stop = 0; 1003 int stop = 0;
1072 int j, k, wvratio; 1004 int wvratio;
1073 char putstring[128], tmpstr[16]; 1005 char putstring[128];
1074 1006
1075 /* if you're flying, you cna't pick up anything */ 1007 /* if you're flying, you cna't pick up anything */
1076 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1077 return 1; 1009 return 1;
1078 1010
1146 if (tmp->name != NULL) 1078 if (tmp->name != NULL)
1147 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1148 &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))));
1149 else 1081 else
1150 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1151 &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))));
1152 1084
1153 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1154 } 1086 }
1155 1087
1156 /* philosophy: 1088 /* philosophy:
1231 pick_up (op, tmp); 1163 pick_up (op, tmp);
1232 continue; 1164 continue;
1233 } 1165 }
1234 1166
1235 if (op->contr->mode & PU_READABLES) 1167 if (op->contr->mode & PU_READABLES)
1236 if (tmp->type == BOOK || tmp->type == SCROLL) 1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1237 { 1169 {
1238 pick_up (op, tmp); 1170 pick_up (op, tmp);
1239 continue; 1171 continue;
1240 } 1172 }
1241 1173
1349 /* careful: chairs and tables are weapons! */ 1281 /* careful: chairs and tables are weapons! */
1350 if (op->contr->mode & PU_ALLWEAPON) 1282 if (op->contr->mode & PU_ALLWEAPON)
1351 { 1283 {
1352 if (tmp->type == WEAPON && tmp->name != NULL) 1284 if (tmp->type == WEAPON && tmp->name != NULL)
1353 { 1285 {
1354 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 &&
1355 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1356 { 1288 {
1357 pick_up (op, tmp); 1289 pick_up (op, tmp);
1358 continue; 1290 continue;
1359 } 1291 }
1360 } 1292 }
1361 1293
1362 if (tmp->type == WEAPON && tmp->name == NULL) 1294 if (tmp->type == WEAPON && tmp->name == NULL)
1363 { 1295 {
1364 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)
1365 { 1297 {
1366 pick_up (op, tmp); 1298 pick_up (op, tmp);
1367 continue; 1299 continue;
1368 } 1300 }
1369 } 1301 }
1394 if (tmp->name != NULL) 1326 if (tmp->name != NULL)
1395 { 1327 {
1396 fprintf (stderr, "%s", tmp->name); 1328 fprintf (stderr, "%s", tmp->name);
1397 } 1329 }
1398 else 1330 else
1399 fprintf (stderr, "%s", tmp->arch->name); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1400 fprintf (stderr, ",%d] = ", tmp->type); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1401 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))));
1402#endif 1334#endif
1403 continue; 1335 continue;
1404 } 1336 }
1415 * found object is returned. 1347 * found object is returned.
1416 */ 1348 */
1417object * 1349object *
1418find_arrow (object *op, const char *type) 1350find_arrow (object *op, const char *type)
1419{ 1351{
1420 object *tmp = NULL; 1352 object *tmp = 0;
1421 1353
1422 for (op = op->inv; op; op = op->below) 1354 for (op = op->inv; op; op = op->below)
1423 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))
1424 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1425 else if (op->type == ARROW && op->race == type) 1357 else if (op->type == ARROW && op->race == type)
1426 return op; 1358 return splay (op);
1359
1427 return tmp; 1360 return tmp;
1428} 1361}
1429 1362
1430/* 1363/*
1431 * 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
1432 * 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
1433 * 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
1434 * 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.
1435 */ 1368 */
1436
1437object * 1369object *
1438find_better_arrow (object *op, object *target, const char *type, int *better) 1370find_better_arrow (object *op, object *target, const char *type, int *better)
1439{ 1371{
1440 object *tmp = NULL, *arrow, *ntmp; 1372 object *tmp = NULL, *arrow, *ntmp;
1441 int attacknum, attacktype, betterby = 0, i; 1373 int attacknum, attacktype, betterby = 0, i;
1474 else 1406 else
1475 { 1407 {
1476 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1408 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1477 { 1409 {
1478 attacktype = 1 << attacknum; 1410 attacktype = 1 << attacknum;
1479 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1411 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1480 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)
1481 { 1413 {
1482 tmp = arrow; 1414 tmp = arrow;
1483 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;
1484 } 1416 }
1485 } 1417 }
1486 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1487 { 1419 {
1488 tmp = arrow; 1420 tmp = arrow;
1507 * find_better_arrow to find a decent arrow to use. 1439 * find_better_arrow to find a decent arrow to use.
1508 * op = the shooter 1440 * op = the shooter
1509 * type = bow->race 1441 * type = bow->race
1510 * dir = fire direction 1442 * dir = fire direction
1511 */ 1443 */
1512
1513object * 1444object *
1514pick_arrow_target (object *op, const char *type, int dir) 1445pick_arrow_target (object *op, const char *type, int dir)
1515{ 1446{
1516 object *tmp = NULL; 1447 object *tmp = NULL;
1517 maptile *m; 1448 maptile *m;
1582 */ 1513 */
1583int 1514int
1584fire_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)
1585{ 1516{
1586 object *left, *bow; 1517 object *left, *bow;
1587 int bowspeed, mflags; 1518 int mflags;
1588 maptile *m; 1519 maptile *m;
1589 1520
1590 if (!dir) 1521 if (!dir)
1591 { 1522 {
1592 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!");
1593 return 0; 1524 return 0;
1594 } 1525 }
1595 1526
1596 if (op->type == PLAYER) 1527 if (op->contr)
1597 bow = op->contr->ranges[range_bow]; 1528 bow = op->current_weapon;
1598 else 1529 else
1599 { 1530 {
1600 for (bow = op->inv; bow; bow = bow->below) 1531 for (bow = op->inv; bow; bow = bow->below)
1601 /* 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
1602 * 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.
1607 if (!bow) 1538 if (!bow)
1608 { 1539 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1541 return 0;
1611 } 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
1612 } 1551 }
1613 1552
1614 if (!bow->race || !bow->skill) 1553 if (!bow->race || !bow->skill)
1615 { 1554 {
1616 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);
1617 return 0; 1556 return 0;
1618 } 1557 }
1619
1620 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1621
1622 /* penalize ROF for bestarrow */
1623 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1624 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1625
1626 if (bowspeed < 1)
1627 bowspeed = 1;
1628 1558
1629 if (arrow == NULL) 1559 if (arrow == NULL)
1630 { 1560 {
1631 if ((arrow = find_arrow (op, bow->race)) == NULL) 1561 if ((arrow = find_arrow (op, bow->race)) == NULL)
1632 { 1562 {
1633 if (op->type == PLAYER) 1563 if (op->type == PLAYER)
1634 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);
1635 /* 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 */
1636 else 1566 else
1637 CLEAR_FLAG (op, FLAG_READY_BOW); 1567 CLEAR_FLAG (op, FLAG_READY_BOW);
1568
1638 return 0; 1569 return 0;
1639 } 1570 }
1640 } 1571 }
1641 1572
1642 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1573 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1666 1597
1667 arrow->set_owner (op); 1598 arrow->set_owner (op);
1668 arrow->skill = bow->skill; 1599 arrow->skill = bow->skill;
1669 arrow->direction = dir; 1600 arrow->direction = dir;
1670 1601
1602 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1603 arrow->stats.hp = arrow->stats.dam;
1604 arrow->stats.grace = arrow->attacktype;
1605
1606 if (arrow->slaying)
1607 arrow->spellarg = strdup (arrow->slaying);
1608
1609#if 0
1610 if (player *pl = op->contr)
1611 {
1612 float speed = pl->weapon_sp;
1613
1614 /* penalize ROF for bestarrow */
1615 if (pl->bowtype == bow_bestarrow)
1616 speed *= .9f;
1617 else
1618 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1619
1620 op->speed_left += speed - op->speed;
1621 }
1622#endif
1623
1624 SET_ANIMATION (arrow, arrow->direction);
1625
1626 /* update the speed */
1627 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1628 + bow->stats.dam / 7.f;
1629
1630 arrow->set_speed (max (arrow->speed, 2.f));
1631 arrow->speed_left = 0;
1632
1633 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1634
1671 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1672 { 1636 {
1673 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1674 op->update_stats ();
1675 }
1676
1677 SET_ANIMATION (arrow, arrow->direction);
1678 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1679 arrow->stats.hp = arrow->stats.dam;
1680 arrow->stats.grace = arrow->attacktype;
1681 if (arrow->slaying != NULL)
1682 arrow->spellarg = strdup (arrow->slaying);
1683
1684 /* Note that this was different for monsters - they got their level
1685 * added to the damage. I think the strength bonus is more proper.
1686 */
1687
1688 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1689
1690 /* update the speed */
1691 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1692 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1693
1694 arrow->set_speed (max (arrow->speed, 1.0));
1695 arrow->speed_left = 0;
1696
1697 if (op->type == PLAYER)
1698 {
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1700 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1701 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1702
1703 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;
1704 } 1644 }
1705 else 1645 else
1706 { 1646 {
1707 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1708 arrow->level = op->level; 1647 arrow->level = op->level;
1709 } 1648 arrow->stats.wc -= bow->magic;
1710 1649
1711 if (arrow->attacktype == AT_PHYSICAL) 1650 if (!arrow->slaying)
1651 arrow->slaying = bow->slaying;
1652
1712 arrow->attacktype |= bow->attacktype; 1653 arrow->attacktype |= bow->attacktype;
1654 }
1713 1655
1714 if (bow->slaying) 1656 wc -= arrow->level;
1715 arrow->slaying = bow->slaying; 1657 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1716 1658
1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1717 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1662
1720 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1721 m->insert (arrow, sx, sy, op); 1664 m->insert (arrow, sx, sy, op);
1722 1665
1723 if (!arrow->destroyed ()) 1666 if (!arrow->destroyed ())
1724 move_arrow (arrow); 1667 move_arrow (arrow);
1725 1668
1746{ 1689{
1747 int ret = 0, wcmod = 0; 1690 int ret = 0, wcmod = 0;
1748 1691
1749 if (op->contr->bowtype == bow_bestarrow) 1692 if (op->contr->bowtype == bow_bestarrow)
1750 { 1693 {
1751 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);
1752 } 1695 }
1753 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)
1754 { 1697 {
1755 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1756 wcmod = -1; 1699 wcmod = -1;
1766 else if (op->contr->bowtype == bow_spreadshot) 1709 else if (op->contr->bowtype == bow_spreadshot)
1767 { 1710 {
1768 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);
1769 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);
1770 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);
1771
1772 } 1714 }
1773 else 1715 else
1774 { 1716 {
1775 /* Simple case */ 1717 /* Simple case */
1776 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);
1777 } 1719 }
1720
1778 return ret; 1721 return ret;
1779} 1722}
1780
1781 1723
1782/* Fires a misc (wand/rod/horn) object in 'dir'. 1724/* Fires a misc (wand/rod/horn) object in 'dir'.
1783 * Broken apart from 'fire' to keep it more readable. 1725 * Broken apart from 'fire' to keep it more readable.
1784 */ 1726 */
1785void 1727void
1786fire_misc_object (object *op, int dir) 1728fire_misc_object (object *op, int dir)
1787{ 1729{
1788 object *item; 1730 object *item = op->contr->ranged_ob;
1789 1731
1790 if (!op->contr->ranges[range_misc]) 1732 if (!item)
1791 { 1733 {
1792 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.");
1793 return; 1735 return;
1794 } 1736 }
1795 1737
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) 1738 if (!item->inv)
1798 { 1739 {
1799 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1740 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1741 return;
1801 } 1742 }
1743
1744 if (!op->change_weapon (item))
1745 return;
1746
1802 if (item->type == WAND) 1747 if (item->type == WAND)
1803 { 1748 {
1804 if (item->stats.food <= 0) 1749 if (item->stats.food <= 0)
1805 { 1750 {
1806 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1751 op->contr->play_sound (sound_find ("wand_poof"));
1807 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
1808 return; 1754 return;
1809 } 1755 }
1810 } 1756 }
1811 else if (item->type == ROD || item->type == HORN) 1757 else if (item->type == ROD || item->type == HORN)
1812 { 1758 {
1813 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))
1814 { 1760 {
1815 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1762
1816 if (item->type == ROD) 1763 if (item->type == ROD)
1817 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));
1818 else 1765 else
1819 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
1820 return; 1768 return;
1821 } 1769 }
1822 } 1770 }
1823 1771
1824 if (cast_spell (op, item, dir, item->inv, NULL)) 1772 if (cast_spell (op, item, dir, item->inv, NULL))
1831 object *tmp; 1779 object *tmp;
1832 1780
1833 if (item->arch) 1781 if (item->arch)
1834 { 1782 {
1835 CLEAR_FLAG (item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
1836 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
1837 item->set_speed (0); 1785 item->set_speed (0);
1838 } 1786 }
1839 1787
1840 if ((tmp = item->in_player ())) 1788 if ((tmp = item->in_player ()))
1841 esrv_update_item (UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
1846 } 1794 }
1847} 1795}
1848 1796
1849/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
1850 */ 1798 */
1851void 1799bool
1852fire (object *op, int dir) 1800fire (object *op, int dir)
1853{ 1801{
1854 int spellcost = 0; 1802 int spellcost = 0;
1855 1803
1856 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
1857 if (action_makes_visible (op)) 1805 if (action_makes_visible (op))
1858 make_visible (op); 1806 make_visible (op);
1859 1807
1860 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;
1861 { 1814 }
1862 case range_none:
1863 return;
1864 1815
1865 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:
1866 player_fire_bow (op, dir); 1832 player_fire_bow (op, dir);
1867 return; 1833 break;
1868 1834
1869 case range_magic: /* Casting spells */ 1835 case SPELL:
1870 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);
1871 return; 1837 break;
1872 1838
1873 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:
1874 fire_misc_object (op, dir); 1848 fire_misc_object (op, dir);
1875 return; 1849 break;
1876
1877 case range_golem: /* Control summoned monsters from scrolls */
1878 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1879 {
1880 op->contr->ranges[range_golem] = 0;
1881 op->contr->shoottype = range_none;
1882 }
1883 else
1884 control_golem (op->contr->ranges[range_golem], dir);
1885 return;
1886
1887 case range_skill:
1888 if (!op->chosen_skill)
1889 {
1890 if (op->type == PLAYER)
1891 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1892 return;
1893 }
1894 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1895 return;
1896 case range_builder:
1897 apply_map_builder (op, dir);
1898 return;
1899 default:
1900 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1901 return;
1902 } 1850 }
1903}
1904 1851
1905 1852 return true;
1853}
1906 1854
1907/* find_key 1855/* find_key
1908 * 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
1909 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
1910 * This function merges both normal and locked door, since the logic 1858 * This function merges both normal and locked door, since the logic
1912 * pl is the player, 1860 * pl is the player,
1913 * inv is the objects inventory to searched 1861 * inv is the objects inventory to searched
1914 * door is the door we are trying to match against. 1862 * door is the door we are trying to match against.
1915 * This function can be called recursively to search containers. 1863 * This function can be called recursively to search containers.
1916 */ 1864 */
1917
1918object * 1865object *
1919find_key (object *pl, object *container, object *door) 1866find_key (object *pl, object *container, object *door)
1920{ 1867{
1921 object *tmp, *key; 1868 object *tmp, *key;
1922 1869
1923 /* Should not happen, but sanity checking is never bad */ 1870 /* Should not happen, but sanity checking is never bad */
1924 if (container->inv == NULL) 1871 if (!container->inv)
1925 return NULL; 1872 return 0;
1926 1873
1927 /* 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 */
1928 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1875 for (tmp = container->inv; tmp; tmp = tmp->below)
1929 { 1876 {
1930 if (door->type == DOOR && tmp->type == KEY) 1877 if (door->type == DOOR && tmp->type == KEY)
1931 break; 1878 break;
1932 /* For sanity, we should really check door type, but other stuff 1879 /* For sanity, we should really check door type, but other stuff
1933 * (like containers) can be locked with special keys 1880 * (like containers) can be locked with special keys
1934 */ 1881 */
1935 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1882 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1936 break; 1883 break;
1937 } 1884 }
1885
1938 /* No key found - lets search inventories now */ 1886 /* No key found - lets search inventories now */
1939 /* 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.
1940 * 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
1941 * a key, return 1889 * a key, return
1942 */ 1890 */
1943 if (!tmp) 1891 if (!tmp)
1944 { 1892 {
1945 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1893 for (tmp = container->inv; tmp; tmp = tmp->below)
1946 { 1894 {
1947 /* No reason to search empty containers */ 1895 /* No reason to search empty containers */
1948 if (tmp->type == CONTAINER && tmp->inv) 1896 if (tmp->type == CONTAINER && tmp->inv)
1949 { 1897 {
1950 if ((key = find_key (pl, tmp, door)) != NULL) 1898 if ((key = find_key (pl, tmp, door)))
1951 return key; 1899 return key;
1952 } 1900 }
1953 } 1901 }
1902
1954 if (!tmp) 1903 if (!tmp)
1955 return NULL; 1904 return NULL;
1956 } 1905 }
1906
1957 /* 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,
1958 * see if we actually want to use it 1908 * see if we actually want to use it
1959 */ 1909 */
1960 if (pl != container) 1910 if (pl != container)
1961 { 1911 {
1982 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1932 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1983 "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));
1984 return NULL; 1934 return NULL;
1985 } 1935 }
1986 } 1936 }
1937
1987 return tmp; 1938 return tmp;
1988} 1939}
1989 1940
1990/* moved door processing out of move_player_attack. 1941/* moved door processing out of move_player_attack.
1991 * returns 1 if player has opened the door with a key 1942 * returns 1 if player has opened the door with a key
1993 * 0 otherwise 1944 * 0 otherwise
1994 */ 1945 */
1995static int 1946static int
1996player_attack_door (object *op, object *door) 1947player_attack_door (object *op, object *door)
1997{ 1948{
1998 /* 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,
1999 * 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 -
2000 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
2001 */ 1952 */
2002 object *key = find_key (op, op, door); 1953 object *key = find_key (op, op, door);
2003 1954
2004 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
2005 if (key) 1956 if (key)
2006 { 1957 {
2007 object *container = key->env; 1958 object *container = key->env;
2008 1959
2009 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2010 if (action_makes_visible (op)) 1960 if (action_makes_visible (op))
2011 make_visible (op); 1961 make_visible (op);
1962
2012 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2013 spring_trap (door->inv, op); 1964 spring_trap (door->inv, op);
1965
2014 if (door->type == DOOR) 1966 if (door->type == DOOR)
2015 {
2016 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 */
2017 }
2018 else if (door->type == LOCKED_DOOR) 1968 else if (door->type == LOCKED_DOOR)
2019 { 1969 {
2020 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);
2021 remove_door2 (door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
2022 } 1972 }
1973
2023 /* Do this after we print the message */ 1974 /* Do this after we print the message */
2024 decrease_ob (key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
2025 /* Need to update the weight the container the key was in */ 1976 /* Need to update the weight the container the key was in */
2026 if (container != op) 1977 if (container != op)
2027 esrv_update_item (UPD_WEIGHT, op, container); 1978 esrv_update_item (UPD_WEIGHT, op, container);
1979
2028 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
2029 } 1981 }
2030 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2031 { 1983 {
2032 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
2033 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...");
2034 return 1; 1986 return 1;
2035 } 1987 }
1988
2036 return 0; 1989 return 0;
2037} 1990}
2038 1991
2039/* This function is just part of a breakup from move_player. 1992/* This function is just part of a breakup from move_player.
2040 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
2041 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
2042 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
2043 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2044 */ 1997 */
2045void 1998bool
2046move_player_attack (object *op, int dir) 1999move_player_attack (object *op, int dir)
2047{ 2000{
2048 object *tmp, *mon;
2049 sint16 nx, ny;
2050 int on_battleground; 2001 int on_battleground;
2051 maptile *m;
2052 2002
2053 nx = freearr_x[dir] + op->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2054 ny = freearr_y[dir] + op->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2055 2005
2056 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 }
2057 2016
2058 /* 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
2059 * 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
2060 * 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
2061 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2062 * 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
2063 * 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
2064 * 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
2065 * move_ob uses. 2024 * move_ob uses.
2066 */ 2025 */
2067 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);
2068 {
2069 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2070 {
2071 m = get_map_from_coord (op->map, &nx, &ny);
2072 if (!m)
2073 return; /* Don't think this should happen */
2074 }
2075 else
2076 m = op->map;
2077 2027
2078 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2079 {
2080 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2081 return;
2082 }
2083
2084 mon = 0;
2085 /* 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
2086 * 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.
2087 * 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
2088 * on the space 2031 * on the space
2089 */ 2032 */
2090 while (tmp) 2033 object *mon;
2091 { 2034 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2092 if (tmp == op) 2035 {
2093 { 2036 if ((mon->flag [FLAG_ALIVE]
2094 tmp = tmp->above; 2037 || mon->type == LOCKED_DOOR
2095 continue; 2038 || mon->flag [FLAG_CAN_ROLL])
2096 }
2097
2098 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2099 {
2100 mon = tmp; 2039 && mon != op)
2101 break; 2040 break;
2102 } 2041 }
2103 2042
2104 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2105 mon = tmp;
2106
2107 tmp = tmp->above;
2108 }
2109
2110 if (!mon) /* This happens anytime the player tries to move */ 2043 if (!mon) /* This happens anytime the player tries to move */
2111 return; /* into a wall */ 2044 return false; /* into a wall */
2112 2045
2113 if (mon->head)
2114 mon = mon->head; 2046 mon = mon->head_ ();
2115 2047
2116 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)
2117 if (player_attack_door (op, mon)) 2050 if (player_attack_door (op, mon))
2051 {
2052 --op->contr->weapon_sp_left;
2118 return; 2053 return true;
2054 }
2119 2055
2120 /* The following deals with possibly attacking peaceful 2056 /* The following deals with possibly attacking peaceful
2121 * or frienddly creatures. Basically, all players are considered 2057 * or friendly creatures. Basically, all players are considered
2122 * unaggressive. If the moving player has peaceful set, then the 2058 * unaggressive. If the moving player has peaceful set, then the
2123 * object should be pushed instead of attacked. It is assumed that 2059 * object should be pushed instead of attacked. It is assumed that
2124 * if you are braced, you will not attack friends accidently, 2060 * if you are braced, you will not attack friends accidently,
2125 * and thus will not push them. 2061 * and thus will not push them.
2126 */ 2062 */
2127 2063
2128 /* 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
2129 * peaceful. Our assumption is the creature is a pet if the 2065 * peaceful. Our assumption is the creature is a pet if the
2130 * player owns it and it is either friendly or unagressive. 2066 * player owns it and it is either friendly or unagressive.
2131 */ 2067 */
2132 if ((op->type == PLAYER) 2068 if (op->type == PLAYER
2133#if COZY_SERVER
2134 &&
2135 ((mon->owner && mon->owner->contr 2069 && ((mon->owner && mon->owner->contr
2136 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2070 && same_party (mon->owner->contr->party, op->contr->party))
2137#else
2138 && mon->owner == op 2071 || mon->owner == op)
2139#endif
2140 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2141 { 2073 {
2142 /* 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 */
2143 if (op->contr->braced) 2075 if (op->contr->braced)
2144 return; 2076 return false;
2145 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"));
2146 (void) push_ob (mon, dir, op); 2083 push_ob (mon, dir, op);
2084
2147 if (op->contr->tmp_invis || op->hide) 2085 if (op->contr->tmp_invis || op->hide)
2148 make_visible (op); 2086 make_visible (op);
2087
2149 return; 2088 return true;
2150 } 2089 }
2090 else
2091 return false;
2092 }
2151 2093
2152 /* in certain circumstances, you shouldn't attack friendly 2094 /* in certain circumstances, you shouldn't attack friendly
2153 * creatures. Note that if you are braced, you can't push 2095 * creatures. Note that if you are braced, you can't push
2154 * 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
2155 * attack them either. 2097 * attack them either.
2156 */ 2098 */
2157 if ((mon->type == PLAYER || mon->enemy != op) && 2099 if ((mon->type == PLAYER || mon->enemy != op)
2158 (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))
2159#ifdef PROHIBIT_PLAYERKILL
2160 (op->contr->peaceful 2101 && ((op->contr->peaceful
2161 || (mon->type == PLAYER 2102 || (mon->type == PLAYER && mon->contr->peaceful))
2162 && mon->contr->
2163 peaceful)) &&
2164#else
2165 op->contr->peaceful &&
2166#endif
2167 !on_battleground)) 2103 && !on_battleground))
2104 {
2105 if (op->speed_left > 0.f)
2168 { 2106 {
2107 --op->speed_left;
2108
2169 if (!op->contr->braced) 2109 if (!op->contr->braced)
2170 { 2110 {
2171 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 op->play_sound (sound_find ("push_player"));
2172 (void) push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2173 } 2113 }
2174 else 2114 else
2175 new_draw_info (0, 0, op, "You withhold your attack"); 2115 op->statusmsg ("You withhold your attack");
2176 2116
2177 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2178 make_visible (op); 2118 make_visible (op);
2179 }
2180 2119
2120 return true;
2121 }
2122 }
2181 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2182 * 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.
2183 */ 2125 */
2184 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)
2185 { 2129 {
2130 --op->speed_left;
2131
2186 recursive_roll (mon, dir, op); 2132 recursive_roll (mon, dir, op);
2187 if (action_makes_visible (op)) 2133 if (action_makes_visible (op))
2188 make_visible (op); 2134 make_visible (op);
2189 }
2190 2135
2136 return true;
2137 }
2138 }
2191 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2192 * 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
2193 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2194 * 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
2195 * 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.
2196 */ 2144 */
2197
2198 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2199 ((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)))
2200 { 2147 {
2201 2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2202 /* If the player hasn't hit something this tick, and does
2203 * so, give them speed boost based on weapon speed. Doing
2204 * it here is better than process_players2, which basically
2205 * incurred a 1 tick offset.
2206 */
2207 if (!op->contr->has_hit)
2208 { 2149 {
2209 op->speed_left += op->speed / op->contr->weapon_sp; 2150 --op->contr->weapon_sp_left;
2210
2211 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2212 }
2213 2151
2214 skill_attack (mon, op, 0, 0, 0); 2152 skill_attack (mon, op, 0, 0, 0);
2215
2216 /* If attacking another player, that player gets automatic
2217 * hitback, and doesn't loose luck either.
2218 * Disable hitback on the battleground or if the target is
2219 * the wiz.
2220 */
2221 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2222 {
2223 short luck = mon->stats.luck;
2224
2225 mon->contr->has_hit = 1;
2226 skill_attack (op, mon, 0, 0, 0);
2227 mon->stats.luck = luck;
2228 }
2229 2153
2230 if (action_makes_visible (op)) 2154 if (action_makes_visible (op))
2231 make_visible (op); 2155 make_visible (op);
2232 }
2233 } /* if player should attack something */
2234}
2235 2156
2236int 2157 return true;
2158 }
2159 }
2160
2161 return false;
2162}
2163
2164bool
2237move_player (object *op, int dir) 2165move_player (object *op, int dir)
2238{ 2166{
2239 int pick; 2167 int pick;
2240 2168
2241 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2242 return 0; 2170 return 0;
2243 2171
2244 /* Sanity check: make sure dir is valid */ 2172 /* Sanity check: make sure dir is valid */
2245 if ((dir < 0) || (dir >= 9)) 2173 if ((dir < 0) || (dir >= 9))
2246 { 2174 {
2247 LOG (llevError, "move_player: invalid direction %d\n", dir); 2175 LOG (llevError, "move_player: invalid direction %d\n", dir);
2248 return 0; 2176 return 0;
2249 } 2177 }
2250 2178
2251 /* peterm: added following line */ 2179 /* peterm: added following line */
2252 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2180 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2253 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2181 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2254 2182
2255 op->facing = dir; 2183 op->facing = dir;
2256 2184
2257 if (op->hide) 2185 if (op->hide)
2258 do_hidden_move (op); 2186 do_hidden_move (op);
2259 2187
2188 bool retval;
2189
2260 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2261 /*nop */ ; 2191 retval = RESULT_INT (0);
2262 else if (op->contr->fire_on) 2192 else if (op->contr->fire_on)
2263 fire (op, dir); 2193 retval = fire (op, dir);
2264 else 2194 else
2265 { 2195 {
2266 move_player_attack (op, dir); 2196 retval = move_player_attack (op, dir);
2267 pick = check_pick (op); 2197 pick = check_pick (op);
2268 } 2198 }
2269 2199
2270 /* 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
2271 * server can handle repeat firing. 2201 * server can handle repeat firing.
2278 /* Update how the player looks. Use the facing, so direction may 2208 /* Update how the player looks. Use the facing, so direction may
2279 * get reset to zero. This allows for full animation capabilities 2209 * get reset to zero. This allows for full animation capabilities
2280 * for players. 2210 * for players.
2281 */ 2211 */
2282 animate_object (op, op->facing); 2212 animate_object (op, op->facing);
2283 return 0; 2213
2214 return retval;
2284} 2215}
2285 2216
2286/* 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
2287 * new client/server stuff. 2218 * new client/server stuff.
2288 * 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
2289 * the new speed values for commands. 2220 * the new speed values for commands.
2290 * 2221 *
2291 * 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.
2292 */ 2225 */
2293int 2226bool
2294handle_newcs_player (object *op) 2227handle_newcs_player (object *op)
2295{ 2228{
2296 if (op->contr->hidden)
2297 {
2298 op->invisible = 1000;
2299 /* the socket code flashes the player visible/invisible
2300 * depending on the value of invisible, so we need to
2301 * alternate it here for it to work correctly.
2302 */
2303 if (pticks & 2)
2304 op->invisible--;
2305 }
2306 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2307 {
2308 op->invisible--;
2309 if (!op->invisible)
2310 {
2311 make_visible (op);
2312 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2313 }
2314 }
2315
2316 if (QUERY_FLAG (op, FLAG_SCARED)) 2229 if (QUERY_FLAG (op, FLAG_SCARED))
2317 { 2230 {
2318 flee_player (op); 2231 if (op->speed_left > 0.f)
2319 /* If player is still scared, that is his action for this tick */
2320 if (QUERY_FLAG (op, FLAG_SCARED))
2321 { 2232 {
2322 op->speed_left--; 2233 --op->speed_left;
2234 flee_player (op);
2235
2323 return 0; 2236 return true;
2324 } 2237 }
2238 else
2239 return false;
2325 } 2240 }
2326
2327 /* I've been seeing crashes where the golem has been destroyed, but
2328 * the player object still points to the defunct golem. The code that
2329 * destroys the golem looks correct, and it doesn't always happen, so
2330 * put this in a a workaround to clean up the golem pointer.
2331 */
2332 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2333 op->contr->ranges[range_golem] = 0;
2334 2241
2335 /* 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
2336 * the players time has been increased when doericserver has been 2243 * the players time has been increased when doericserver has been
2337 * called, so we recheck it here. 2244 * called, so we recheck it here.
2338 */ 2245 */
2339 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2246 if (op->contr->ns->handle_command ())
2340 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2341 ;
2342
2343 if (op->speed_left < 0)
2344 return 0; 2247 return true;
2345 2248
2346 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2347 {
2348 /* All move commands take 1 tick, at least for now */
2349 op->speed_left--;
2350
2351 /* Instead of all the stuff below, let move_player take care
2352 * of it. Also, some of the skill stuff is only put in
2353 * there, as well as the confusion stuff.
2354 */
2355 move_player (op, op->direction); 2250 return move_player (op, op->direction);
2356 if (op->speed_left > 0)
2357 return 1;
2358 else
2359 return 0;
2360 }
2361 2251
2362 return 0; 2252 return false;
2363} 2253}
2364 2254
2365int 2255int
2366save_life (object *op) 2256save_life (object *op)
2367{ 2257{
2369 return 0; 2259 return 0;
2370 2260
2371 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2372 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2373 { 2263 {
2374 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2264 op->play_sound (sound_find ("ob_evaporate"));
2375 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));
2376 2266
2377 if (op->contr) 2267 if (op->contr)
2378 esrv_del_item (op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2379 2269
2399/* 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
2400 * 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
2401 * 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
2402 * from. 2292 * from.
2403 */ 2293 */
2404void 2294static void
2405remove_unpaid_objects (object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2406{ 2296{
2407 object *next;
2408
2409 while (op) 2297 while (op)
2410 { 2298 {
2411 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2299 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2412 2300
2413 if (QUERY_FLAG (op, FLAG_UNPAID)) 2301 if (QUERY_FLAG (op, FLAG_UNPAID))
2416 esrv_del_item (env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2417 2305
2418 op->insert_at (env); 2306 op->insert_at (env);
2419 } 2307 }
2420 else if (op->inv) 2308 else if (op->inv)
2421 remove_unpaid_objects (op->inv, env); 2309 drop_unpaid_items (op->inv, env);
2422 2310
2423 op = next; 2311 op = next;
2424 } 2312 }
2313}
2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2425} 2320}
2426 2321
2427/* 2322/*
2428 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2429 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2479 int rate_grace = 2000; 2374 int rate_grace = 2000;
2480 const int max_hp = 1; 2375 const int max_hp = 1;
2481 const int max_sp = 1; 2376 const int max_sp = 1;
2482 const int max_grace = 1; 2377 const int max_grace = 1;
2483 2378
2484 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--;
2485 { 2388 }
2486 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2389 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2487 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2390 {
2488 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 }
2489 } 2396 }
2490 2397
2491 if (op->contr->ns->state == ST_PLAYING) 2398 if (op->contr->ns->state == ST_PLAYING)
2492 { 2399 {
2493 /* these next three if clauses make it possible to SLOW DOWN 2400 /* these next three if clauses make it possible to SLOW DOWN
2512 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2513 else 2420 else
2514 { 2421 {
2515 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2516 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2517 }
2518
2519 /* Regenerate Spell Points */
2520 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2521 {
2522 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2523 if (op->stats.sp < op->stats.maxsp)
2524 {
2525 op->stats.sp++;
2526 /* dms do not consume food */
2527 if (!QUERY_FLAG (op, FLAG_WIZ))
2528 {
2529 op->stats.food--;
2530 if (op->contr->digestion < 0)
2531 op->stats.food += op->contr->digestion;
2532 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2533 op->stats.food = last_food;
2534 }
2535 }
2536
2537 if (max_sp > 1)
2538 {
2539 over_sp = (gen_sp + 10) / rate_sp;
2540 if (over_sp > 0)
2541 {
2542 if (op->stats.sp < op->stats.maxsp)
2543 {
2544 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2545
2546 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2547 op->stats.sp--;
2548
2549 if (op->stats.sp > op->stats.maxsp)
2550 op->stats.sp = op->stats.maxsp;
2551 }
2552 op->last_sp = 0;
2553 }
2554 else
2555 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2556 }
2557 else
2558 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2559 } 2424 }
2560 2425
2561 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2562 /* 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. */
2563 if (--op->last_grace < 0) 2428 if (--op->last_grace < 0)
2584 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);
2585 } 2450 }
2586 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2587 } 2452 }
2588 2453
2454 if (op->stats.food > 0)
2455 {
2589 /* Regenerate Hit Points */ 2456 /* Regenerate Spell Points */
2590 if (--op->last_heal < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2591 {
2592 if (op->stats.hp < op->stats.maxhp)
2593 { 2458 {
2594 op->stats.hp++; 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2595 /* dms do not consume food */ 2460
2596 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (op->stats.sp < op->stats.maxsp)
2597 { 2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2598 op->stats.food--; 2468 op->stats.food--;
2469
2599 if (op->contr->digestion < 0) 2470 if (op->contr->digestion < 0)
2600 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2601 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))
2602 op->stats.food = last_food; 2473 op->stats.food = last_food;
2474 }
2603 } 2475 }
2604 }
2605 2476
2606 if (max_hp > 1) 2477 if (max_sp > 1)
2607 {
2608 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2609 if (over_hp > 0)
2610 { 2478 {
2611 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
2612 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);
2613 } 2497 }
2614 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)
2615 { 2506 {
2616 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 }
2617 } 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);
2618 } 2532 }
2619 else 2533 else
2620 {
2621 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);
2622 } 2535 }
2623 } 2536 }
2624 2537
2625 /* Digestion */ 2538 /* Digestion */
2626 if (--op->last_eat < 0) 2539 if (--op->last_eat < 0)
2627 { 2540 {
2628#ifdef COZY_SERVER 2541 int bonus = max (0, op->contr->digestion),
2629 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2542 penalty = max (0, -op->contr->digestion);
2630 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2631#else
2632 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2633#endif
2634 2543
2635 if (op->contr->gen_hp > 0)
2636 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);
2637 else
2638 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2639 2545
2640 /* dms do not consume food */ 2546 /* dms do not consume food */
2641 if (!QUERY_FLAG (op, FLAG_WIZ)) 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2642 op->stats.food--; 2548 op->stats.food--;
2643 } 2549 }
2670 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.");
2671 manual_apply (op, flesh, 0); 2577 manual_apply (op, flesh, 0);
2672 } 2578 }
2673 } 2579 }
2674 2580
2675 while (op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0)
2676 op->stats.food++, op->stats.hp--; 2582 {
2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2677 2586
2678 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2679 kill_player (op); 2588 kill_player (op);
2680 } 2589 }
2681} 2590}
2686 * file. 2595 * file.
2687 */ 2596 */
2688void 2597void
2689kill_player (object *op) 2598kill_player (object *op)
2690{ 2599{
2600 int x, y;
2691 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2692 int x, y;
2693
2694 //int i;
2695 maptile *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2696
2697 /* int z;
2698 int num_stats_lose;
2699 int lost_a_stat;
2700 int lose_this_stat;
2701 int this_stat; */
2702 int will_kill_again; 2603 int will_kill_again;
2703 archetype *at; 2604 archetype *at;
2704 object *tmp; 2605 object *tmp;
2705 2606
2706 if (save_life (op)) 2607 if (save_life (op))
2707 return; 2608 return;
2708
2709 2609
2710 /* 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
2711 * 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.
2712 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2713 */ 2613 */
2729 { 2629 {
2730 tmp->destroy (); 2630 tmp->destroy ();
2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2732 } 2632 }
2733 2633
2734 cure_disease (op, 0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2735 op->stats.hp = op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2736 if (op->stats.food <= 0) 2636 if (op->stats.food <= 0)
2737 op->stats.food = 999; 2637 op->stats.food = 999;
2738 2638
2739 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2740 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
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 op->insert_at (tmp, op); 2650 tmp->insert_at (op, tmp);
2751 } 2651 }
2752 2652
2753 /* teleport defeated player to new destination */ 2653 /* teleport defeated player to new destination */
2754 transfer_ob (op, x, y, 0, NULL); 2654 transfer_ob (op, x, y, 0, NULL);
2755 op->contr->braced = 0; 2655 op->contr->braced = 0;
2759 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2760 2660
2761 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2762 2662
2763 if (op->stats.food < 0) 2663 if (op->stats.food < 0)
2764 {
2765 if (op->contr->explore)
2766 {
2767 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2768 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2769 op->stats.food = 999;
2770 return;
2771 }
2772 sprintf (buf, "%s starved to death.", &op->name);
2773 strcpy (op->contr->killer, "starvation"); 2664 strcpy (op->contr->killer, "starvation");
2774 }
2775 else
2776 {
2777 if (op->contr->explore)
2778 {
2779 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2780 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2781 op->stats.hp = op->stats.maxhp;
2782 return;
2783 }
2784 sprintf (buf, "%s died.", &op->name);
2785 }
2786 2665
2787 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2666 op->contr->play_sound (sound_find ("player_dies"));
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;
2955 { 2834 {
2956 tmp->destroy (); 2835 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2958 } 2837 }
2959 2838
2960 cure_disease (op, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2961 2840
2962 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2963 apply_death_exp_penalty (op); 2842 apply_death_exp_penalty (op);
2964 if (op->stats.food < 100) 2843 if (op->stats.food < 100)
2965 op->stats.food = 900; 2844 op->stats.food = 900;
2966 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2967 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2968 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2969 2848
2970 /* 2849 /*
2971 * Check to see if the player is in a shop. IF so, then check to see if
2972 * 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
2973 * in the map. 2851 * and put them back in the map.
2974 */ 2852 */
2975 2853 op->drop_unpaid_items ();
2976 if (is_in_shop (op))
2977 remove_unpaid_objects (op->inv, op);
2978 2854
2979 /****************************************/ 2855 /****************************************/
2980 /* */ 2856 /* */
2981 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2982 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2983 /* */ 2859 /* */
2984 /****************************************/ 2860 /****************************************/
2985 2861
2986 enter_player_savebed (op); 2862 enter_player_savebed (op);
2987 2863
2988 /* Save the player before inserting the force to reduce
2989 * chance of abuse.
2990 */
2991 op->contr->braced = 0; 2864 op->contr->braced = 0;
2992 op->contr->save ();
2993 2865
2994 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
2995 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
2996 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
2997 * on the space that might harm the player. 2869 * on the space that might harm the player.
3006 object *force; 2878 object *force;
3007 int at; 2879 int at;
3008 2880
3009 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
3010 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
3011 force->speed = 0.1; 2883 force->speed = 0.1f;
3012 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
3013 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
3014 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
3015 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
3016 force->resist[at] = 100; 2888 force->resist[at] = 100;
3017 2889
3026void 2898void
3027loot_object (object *op) 2899loot_object (object *op)
3028{ /* Grab and destroy some treasure */ 2900{ /* Grab and destroy some treasure */
3029 object *tmp, *tmp2, *next; 2901 object *tmp, *tmp2, *next;
3030 2902
3031 if (op->container) 2903 op->close_container (); /* close open sack first */
3032 esrv_apply_container (op, op->container); /* close open sack first */
3033 2904
3034 for (tmp = op->inv; tmp; tmp = next) 2905 for (tmp = op->inv; tmp; tmp = next)
3035 { 2906 {
3036 next = tmp->below; 2907 next = tmp->below;
3037 2908
3038 if (tmp->invisible) 2909 if (tmp->invisible)
3039 continue; 2910 continue;
3040 2911
3041 tmp->remove (); 2912 tmp->remove ();
3042 tmp->x = op->x, tmp->y = op->y; 2913 tmp->x = op->x, tmp->y = op->y;
2914
3043 if (tmp->type == CONTAINER) 2915 if (tmp->type == CONTAINER)
3044 { /* empty container to ground */ 2916 loot_object (tmp); /* empty container to ground */
3045 loot_object (tmp); 2917
3046 }
3047 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))))
3048 { 2919 {
3049 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
3050 { 2921 {
3051 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3052 tmp2->destroy (); 2923 tmp2->destroy ();
3063/* 2934/*
3064 * fix_weight(): Check recursively the weight of all players, and fix 2935 * fix_weight(): Check recursively the weight of all players, and fix
3065 * 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
3066 * was changed. 2937 * was changed.
3067 */ 2938 */
3068
3069void 2939void
3070fix_weight (void) 2940fix_weight (void)
3071{ 2941{
3072 for_all_players (pl) 2942 for_all_players (pl)
3073 { 2943 {
3128void 2998void
3129make_visible (object *op) 2999make_visible (object *op)
3130{ 3000{
3131 op->hide = 0; 3001 op->hide = 0;
3132 op->invisible = 0; 3002 op->invisible = 0;
3003
3133 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3134 { 3005 {
3135 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3136 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3137 } 3008 }
3009
3138 update_object (op, UP_OBJ_FACE); 3010 update_object (op, UP_OBJ_CHANGE);
3139} 3011}
3140 3012
3141int 3013int
3142is_true_undead (object *op) 3014is_true_undead (object *op)
3143{ 3015{
3144 object *tmp = NULL;
3145
3146 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3147 return 1; 3017 return 1;
3148 3018
3149 return 0; 3019 return 0;
3150} 3020}
3151 3021
3152/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3153 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3154 * indicate greater hideability. 3024 * indicate greater hideability.
3155 */ 3025 */
3156
3157int 3026int
3158hideability (object *ob) 3027hideability (object *ob)
3159{ 3028{
3160 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3161 sint16 x, y; 3030 sint16 x, y;
3195/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3196 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3197 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3198 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3199 */ 3068 */
3200
3201void 3069void
3202do_hidden_move (object *op) 3070do_hidden_move (object *op)
3203{ 3071{
3204 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3205 object *skop; 3073 object *skop;
3209 3077
3210 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3078 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3211 3079
3212 /* 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! */
3213 if (op->type == PLAYER && op->contr->run_on) 3081 if (op->type == PLAYER && op->contr->run_on)
3214 {
3215 if (!skop || num >= skop->level) 3082 if (!skop || num >= skop->level)
3216 { 3083 {
3217 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!");
3218 make_visible (op); 3085 make_visible (op);
3219 return; 3086 return;
3220 } 3087 }
3221 else 3088 else
3222 num += 20; 3089 num += 20;
3223 } 3090
3224 num += op->map->difficulty; 3091 num += op->map->difficulty;
3225 hide = hideability (op); /* modify by terrain hidden level */ 3092 hide = hideability (op); /* modify by terrain hidden level */
3226 num -= hide; 3093 num -= hide;
3094
3227 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3095 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3228 { 3096 {
3229 make_visible (op); 3097 make_visible (op);
3230 if (op->type == PLAYER) 3098 if (op->type == PLAYER)
3231 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!");
3232 } 3100 }
3233 else if (op->type == PLAYER && skop) 3101 else if (op->type == PLAYER && skop)
3234 {
3235 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);
3236 }
3237} 3103}
3238 3104
3239/* determine if who is standing near a hostile creature. */ 3105/* determine if who is standing near a hostile creature. */
3240 3106
3241int 3107int
3289 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3290 * 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
3291 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3292 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3293 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3294 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3295 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3296 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3297 * 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.
3298 * -b.t. 3164 * -b.t.
3299 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3300 */ 3166 */
3301
3302int 3167int
3303player_can_view (object *pl, object *op) 3168player_can_view (object *pl, object *op)
3304{ 3169{
3305 rv_vector rv; 3170 rv_vector rv;
3306 int dx, dy; 3171 int dx, dy;
3318 3183
3319 get_rangevector (pl, op, &rv, 0x1); 3184 get_rangevector (pl, op, &rv, 0x1);
3320 3185
3321 /* starting with the 'head' part, lets loop 3186 /* starting with the 'head' part, lets loop
3322 * through the object and find if it has any 3187 * through the object and find if it has any
3323 * part that is in the los array but isnt on 3188 * part that is in the los array but isn't on
3324 * a blocked los square. 3189 * a blocked los square.
3325 * we use the archetype to figure out offsets. 3190 * we use the archetype to figure out offsets.
3326 */ 3191 */
3327 while (op) 3192 while (op)
3328 { 3193 {
3329 dx = rv.distance_x + op->arch->clone.x; 3194 dx = rv.distance_x + op->arch->x;
3330 dy = rv.distance_y + op->arch->clone.y; 3195 dy = rv.distance_y + op->arch->y;
3331 3196
3332 /* only the viewable area the player sees is updated by LOS 3197 /* only the viewable area the player sees is updated by LOS
3333 * 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
3334 * for any meaningful values. 3199 * for any meaningful values.
3335 */ 3200 */
3336 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3337 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3338 !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)])
3339 return 1; 3204 return 1;
3205
3340 op = op->more; 3206 op = op->more;
3341 } 3207 }
3208
3342 return 0; 3209 return 0;
3343} 3210}
3344 3211
3345/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3346 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3349 * return 0. 3216 * return 0.
3350 */ 3217 */
3351int 3218int
3352action_makes_visible (object *op) 3219action_makes_visible (object *op)
3353{ 3220{
3354
3355 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3356 { 3222 {
3357 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3358 return 0; 3224 return 0;
3359 3225
3365 { 3231 {
3366 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");
3367 return 1; 3233 return 1;
3368 } 3234 }
3369 } 3235 }
3236
3370 return 0; 3237 return 0;
3371} 3238}
3372 3239
3373/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3374 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3379 * 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
3380 */ 3247 */
3381int 3248int
3382op_on_battleground (object *op, int *x, int *y) 3249op_on_battleground (object *op, int *x, int *y)
3383{ 3250{
3384 object *tmp;
3385
3386 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3387 * 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),
3388 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3389 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3390 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3391 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3392 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3393 { 3258 {
3394 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3395 { 3260 {
3396 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3397 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))
3398 { 3265 {
3399 /*before we assign the exit, check if this is a teambattle */ 3266 /* before we assign the exit, check if this is a teambattle */
3400 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))
3401 { 3268 {
3402 object *invtmp;
3403
3404 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3405 { 3270 {
3406 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3407 { 3272 {
3408 if (x != NULL && y != NULL) 3273 if (x && y)
3409 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3410 return 1; 3276 return 1;
3411 } 3277 }
3412 } 3278 }
3413 } 3279 }
3280
3414 if (x != NULL && y != NULL) 3281 if (x && y)
3415 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3416 return 1; 3284 return 1;
3417 } 3285 }
3418 } 3286 }
3419 } 3287 }
3288
3420 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3421 return 0; 3290 return 0;
3422} 3291}
3423 3292
3424/* 3293/*
3440 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3441 int i = 0, j = 0; 3310 int i = 0, j = 0;
3442 3311
3443 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3444 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3445 trlist = find_treasurelist ("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3446 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3447 trlist = find_treasurelist ("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3448 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3449 trlist = find_treasurelist ("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3450 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3451 trlist = find_treasurelist ("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3452 3321
3453 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3454 return; 3323 return;
3455 3324
3456 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++);
3457 3326
3458 if (tr == NULL || tr->item == NULL) 3327 if (!tr || !tr->item)
3459 { 3328 {
3460 /* 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]); */
3461 return; 3330 return;
3462 } 3331 }
3463 3332
3464 /* everything seems okay - now bring on the gift: */ 3333 /* everything seems okay - now bring on the gift: */
3465 item = &(tr->item->clone); 3334 item = tr->item;
3466 3335
3467 if (item->type == SPELL) 3336 if (item->type == SPELL)
3468 { 3337 {
3469 if (check_spell_known (who, item->name)) 3338 if (check_spell_known (who, item->name))
3470 return; 3339 return;
3529 { 3398 {
3530 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3531 object *skin; 3400 object *skin;
3532 3401
3533 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3534 shstr_cmp dragon_skin_force ("dragon_skin_force");
3535 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)
3536 ; 3404 ;
3537 3405
3538 if (!skin) 3406 if (!skin)
3539 return; 3407 return;
3540 3408
3588 * not readied. 3456 * not readied.
3589 */ 3457 */
3590void 3458void
3591player_unready_range_ob (player *pl, object *ob) 3459player_unready_range_ob (player *pl, object *ob)
3592{ 3460{
3593 rangetype i; 3461 if (pl->ob->current_weapon == ob)
3462 pl->ob->current_weapon = 0;
3594 3463
3595 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3464 if (pl->combat_ob == ob)
3596 { 3465 pl->combat_ob = 0;
3466
3597 if (pl->ranges[i] == ob) 3467 if (pl->ranged_ob == ob)
3598 { 3468 pl->ranged_ob = 0;
3599 pl->ranges[i] = NULL;
3600 if (pl->shoottype == i)
3601 {
3602 pl->shoottype = range_none;
3603 }
3604 }
3605 }
3606} 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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