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Comparing deliantra/server/server/player.C (file contents):
Revision 1.77 by root, Sun Dec 31 21:02:05 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
164 op->x = -1; 156 op->x = -1;
165 op->y = -1; 157 op->y = -1;
166} 158}
167 159
168void 160void
169player::enter_map () 161player::activate ()
170{ 162{
171 object *tmp = object::create (); 163 if (active)
164 return;
172 165
173 EXIT_PATH (tmp) = maplevel; 166 players.insert (this);
174 EXIT_X (tmp) = ob->x; 167 ob->remove ();
175 EXIT_Y (tmp) = ob->y; 168 ob->map = 0;
176 ob->enter_exit (tmp); 169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
177 173
178 tmp->destroy (); 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);
179} 195}
180 196
181// connect the player with a specific client 197// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
183void 199void
184player::connect (client *ns) 200player::connect (client *ns)
185{ 201{
186 this->ns = ns; 202 this->ns = ns;
187 ns->pl = this; 203 ns->pl = this;
188 204
189 next = first_player; 205 run_on = 0;
190 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
191 208
192 ns->update_look = 0; 209 ns->update_look = 0;
193 ns->look_position = 0; 210 ns->look_position = 0;
194 211
195 clear_los (ob); 212 clear_los (this);
213
214 ns->reset_stats ();
196 215
197 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203 219
204 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
205 link_player_skills (ob); 221 link_player_skills (ob);
206 222
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208 224
209 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220 226
221 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
223 { 229 {
224 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
225 231
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
232 abil = tmp; 235 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
234 skin = tmp; 237 skin = tmp;
235 238
236 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
237 } 240 }
238 241
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 243
246 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
247 245
248 ob->update_stats (); 246 ob->update_stats ();
247
249 ns->floorbox_update (); 248 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
253 251
254 ob->activate_recursive (); 252 activate ();
255 enter_map ();
256 253
257 send_rules (ob); 254 send_rules (ob);
258 send_news (ob); 255 send_news (ob);
259 display_motd (ob); 256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
260 INVOKE_PLAYER (LOGIN, this); 259 INVOKE_PLAYER (LOGIN, this);
261} 260}
262 261
263void 262void
264player::disconnect () 263player::disconnect ()
265{ 264{
266 if (ob) 265 if (ob)
267 ob->deactivate_recursive (); 266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
268 270
269 //TODO: don't be so harsh and destroy :)
270 if (ns) 271 if (ns)
271 { 272 {
272 if (enable_save) 273 if (active)
273 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
274 275
275 client *ns = this->ns; 276 INVOKE_PLAYER (DISCONNECT, this);
276 ns->send_packet ("goodbye"); 277
277 ns->flush (); 278 ns->reset_stats ();
278 ns->pl = 0; 279 ns->pl = 0;
279 this->ns = 0; 280 ns = 0;
280
281 ns->destroy ();
282 destroy ();
283 } 281 }
282
283 observe = ob;
284
285 deactivate ();
284} 286}
285 287
286// the need for this function can be explained 288// the need for this function can be explained
287// by load_object not returning the object 289// by load_object not returning the object
288void 290void
289player::set_object (object *op) 291player::set_object (object *op)
290{ 292{
291 ob = op; 293 ob = observe = op;
292 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
293 295
296 ob->speed = 1.0f;
294 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
295 ob->speed = 1.0; 298
296 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
297 ob->stats.wc = 2;
298 ob->run_away = 25; /* Then we panick... */
299 300
300 ob->roll_stats (); 301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326}
327
328void
329player::set_observe (object *op)
330{
331 observe = op ? op : ob;
332 do_los = 1;
301} 333}
302 334
303player::player () 335player::player ()
304{ 336{
305 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
306 * we deal with that below this point. 338 * we deal with that below this point.
307 */ 339 */
308 outputs_sync = 16; /* Every 2 seconds */ 340 outputs_sync = 4;
309 outputs_count = 8; /* Keeps present behaviour */ 341 outputs_count = 4;
310 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
311 343
312 savebed_map = first_map_path; /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
313 345
314 gen_sp_armour = 10; 346 gen_sp_armour = 10;
315 last_speed = -1;
316 shoottype = range_none;
317 bowtype = bow_normal; 347 bowtype = bow_normal;
318 petmode = pet_normal; 348 petmode = pet_normal;
319 listening = 10; 349 listening = 10;
320 usekeys = containers; 350 usekeys = containers;
321 last_weapon_sp = -1;
322 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
323 do_los = 1; 352 do_los = 1;
324 353
325 /* we need to clear these to -1 and not zero - otherwise, 354 weapon_sp = 1.0f;
326 * if a player quits and starts a new character, we wont 355 weapon_sp_left = 0.5f;
327 * send new values to the client, as things like exp start
328 * at zero.
329 */
330 for (int i = 0; i < NUM_SKILLS; i++)
331 last_skill_exp[i] = -1;
332
333 for (int i = 0; i < NROFATTACKS; i++)
334 last_resist[i] = -1;
335
336 last_stats.exp = -1;
337 last_weight = (uint32) - 1;
338} 356}
339 357
340void 358void
341player::do_destroy () 359player::do_destroy ()
342{ 360{
343 disconnect (); 361 disconnect ();
344 362
345 save (false);
346 enable_save = false;
347
348 attachable::do_destroy (); 363 attachable::do_destroy ();
349
350 terminate_all_pets (ob);
351
352 if (first_player != this)
353 {
354 player *prev = first_player;
355
356 while (prev && prev->next && prev->next != this)
357 prev = prev->next;
358
359 if (prev->next != this)
360 {
361 LOG (llevError, "Free_player: Can't find previous player.\n");
362 abort ();
363 }
364
365 prev->next = next;
366 }
367 else
368 first_player = next;
369 364
370 if (ob) 365 if (ob)
371 { 366 {
372 ob->destroy_inv (false); 367 ob->destroy_inv (false);
373 ob->destroy (); 368 ob->destroy ();
374 } 369 }
370
371 ob = observe = 0;
375} 372}
376 373
377player::~player () 374player::~player ()
378{ 375{
379 /* Clear item stack */ 376 /* Clear item stack */
388player::create () 385player::create ()
389{ 386{
390 player *pl = new player; 387 player *pl = new player;
391 388
392 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
393 set_first_map (pl->ob); 395 set_first_map (pl->ob);
394 396
395 return pl; 397 return pl;
396} 398}
397 399
401 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
402 */ 404 */
403archetype * 405archetype *
404get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
405{ 407{
406 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407 409
408 for (;;) 410 for (;;)
409 { 411 {
410 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
411 at = first_archetype; 413 i = archetypes.begin ();
412 else 414 else if (*i == at)
413 at = at->next; 415 cleanup ("not a single player archetype found");
414 416
415 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
416 return at; 418 return *i;
417
418 if (at == start)
419 {
420 LOG (llevError, "No Player archetypes\n");
421 exit (-1);
422 }
423 } 419 }
424} 420}
425 421
426object * 422object *
427get_nearest_player (object *mon) 423get_nearest_player (object *mon)
429 object *op = NULL; 425 object *op = NULL;
430 objectlink *ol; 426 objectlink *ol;
431 unsigned lastdist; 427 unsigned lastdist;
432 rv_vector rv; 428 rv_vector rv;
433 429
434 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
435 { 431 {
436 /* We should not find free objects on this friendly list, but it
437 * does periodically happen. Given that, lets deal with it.
438 * While unlikely, it is possible the next object on the friendly
439 * list is also free, so encapsulate this in a while loop.
440 */
441 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
442 {
443 object *tmp = ol->ob;
444
445 /* Can't do much more other than log the fact, because the object
446 * itself will have been cleared.
447 */
448 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
449 ol = ol->next;
450 remove_friendly_object (tmp);
451 if (!ol)
452 return op;
453 }
454
455 /* Remove special check for player from this. First, it looks to cause
456 * some crashes (ol->ob->contr not set properly?), but secondly, a more
457 * complicated method of state checking would be needed in any case -
458 * as it was, a clever player could type quit, and the function would
459 * skip them over while waiting for confirmation. Remove
460 * on_same_map check, as can_detect_enemy also does this
461 */
462 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
463 continue; 433 continue;
464 434
465 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
466 { 436 {
542 x = mon->x; 512 x = mon->x;
543 y = mon->y; 513 y = mon->y;
544 m = mon->map; 514 m = mon->map;
545 dir = rv.direction; 515 dir = rv.direction;
546 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 */
547 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
548 /* 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. */
549 if (diff > max) 520 if (diff > max)
550 return 0; 521 return 0;
522
551 while (diff > 1 && max > 0) 523 while (diff > 1 && max > 0)
552 { 524 {
553 lastx = x; 525 lastx = x;
554 lasty = y; 526 lasty = y;
555 lastmap = m; 527 lastmap = m;
637 max--; 609 max--;
638 lastdir = dir; 610 lastdir = dir;
639 if (!firstdir) 611 if (!firstdir)
640 firstdir = dir; 612 firstdir = dir;
641 } 613 }
614
642 if (diff <= 1) 615 if (diff <= 1)
643 { 616 {
644 /* Recalculate diff (distance) because we may not have actually 617 /* Recalculate diff (distance) because we may not have actually
645 * headed toward player for entire distance. 618 * headed toward player for entire distance.
646 */ 619 */
647 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
648 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));
649 } 622 }
623
650 if (diff > max) 624 if (diff > max)
651 return 0; 625 return 0;
652 } 626 }
627
653 /* 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 */
654 if (!max) 629 if (!max)
655 return 0; 630 return 0;
656 631
657 return firstdir; 632 return firstdir;
771roll_stat (void) 746roll_stat (void)
772{ 747{
773 int a[4], i, j, k; 748 int a[4], i, j, k;
774 749
775 for (i = 0; i < 4; i++) 750 for (i = 0; i < 4; i++)
776 a[i] = (int) RANDOM () % 6 + 1; 751 a[i] = (int) rndm (6) + 1;
777 752
778 for (i = 0, j = 0, k = 7; i < 4; i++) 753 for (i = 0, j = 0, k = 7; i < 4; i++)
779 if (a[i] < k) 754 if (a[i] < k)
780 k = a[i], j = i; 755 k = a[i], j = i;
781 756
787} 762}
788 763
789void 764void
790object::roll_stats () 765object::roll_stats ()
791{ 766{
792 int statsort [7]; 767 int statsort [NUM_STATS];
793 768
794 for (;;) 769 for (;;)
795 { 770 {
796 int sum = 0; 771 int sum = 0;
797 for (int i = 7; i--; ) 772 for (int i = NUM_STATS; i--; )
798 sum += statsort [i] = roll_stat (); 773 sum += statsort [i] = roll_stat ();
799 774
800 if (sum >= 82 && sum <= 116) 775 if (sum >= 82 && sum <= 116)
801 break; 776 break;
802 } 777 }
803 778
804 // Sort the stats so that rerolling is easier... 779 // Sort the stats so that rerolling is easier...
805 std::sort (statsort, statsort + 7, std::greater<int>()); 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
806 781
782 for (int i = 0; i < NUM_STATS; ++i)
807 stats.Str = statsort[0]; 783 stats.stat (i) = statsort [i];
808 stats.Dex = statsort[1];
809 stats.Con = statsort[2];
810 stats.Int = statsort[3];
811 stats.Wis = statsort[4];
812 stats.Pow = statsort[5];
813 stats.Cha = statsort[6];
814 784
815 stats.exp = 0; 785 stats.exp = 0;
816 stats.ac = 0; 786 stats.ac = 0;
817 787
818 stats.hp = stats.maxhp; 788 stats.hp = stats.maxhp;
830} 800}
831 801
832void 802void
833object::swap_stats (int a, int b) 803object::swap_stats (int a, int b)
834{ 804{
835 int tmp = get_attr_value (&contr->orig_stats, a); 805 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
836 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
837 set_attr_value (&contr->orig_stats, b, tmp);
838 806
807 for (int i = 0; i < NUM_STATS; ++i)
839 stats.Str = contr->orig_stats.Str; 808 stats.stat (i) = contr->orig_stats.stat (i);
840 stats.Dex = contr->orig_stats.Dex;
841 stats.Con = contr->orig_stats.Con;
842 stats.Int = contr->orig_stats.Int;
843 stats.Wis = contr->orig_stats.Wis;
844 stats.Pow = contr->orig_stats.Pow;
845 stats.Cha = contr->orig_stats.Cha;
846 809
847 //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,
848 // be merged with the similar code in roll_stats 811 // be merged with the similar code in roll_stats
849 stats.ac = 0; 812 stats.ac = 0;
850 813
881 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
882 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
883 * separate race and class; this actually changes the RACE, 846 * separate race and class; this actually changes the RACE,
884 * not the class. 847 * not the class.
885 */ 848 */
886int 849void
887key_change_class (object *op, char key) 850player::chargen_race_done ()
888{ 851{
889 int tmp_loop;
890
891 if (key == 'd' || key == 'D')
892 {
893 char buf[MAX_BUF];
894
895 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
896 esrv_new_player (op->contr, op->weight + op->carrying); 853 esrv_new_player (ob->contr, ob->weight + ob->carrying);
897 854
898 treasurelist *tl = find_treasurelist ("starting_wealth"); 855 treasurelist *tl = treasurelist::find ("starting_wealth");
899 if (tl) 856 if (tl)
900 create_treasure (tl, op, 0, 0, 0); 857 create_treasure (tl, ob, 0, 0, 0);
901 858
902 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, ob->contr);
903 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, ob->contr);
904 861
905 op->contr->ns->state = ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
906 863
907 if (op->msg) 864 if (ob->msg)
908 op->msg = NULL; 865 ob->msg = 0;
909 866
910 /* 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
911 * to save here. 868 * to save here.
912 */ 869 */
870 {
871 char buf[MAX_BUF];
913 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
914 make_path_to_file (buf); 873 make_path_to_file (buf);
874 }
915 875
916#ifdef AUTOSAVE
917 op->contr->last_save_tick = pticks;
918#endif
919 start_info (op); 876 start_info (ob);
920 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (ob, FLAG_WIZ);
921 give_initial_items (op, op->randomitems); 878 give_initial_items (ob, ob->randomitems);
922 link_player_skills (op); 879 link_player_skills (ob);
923 esrv_send_inventory (op, op); 880 esrv_send_inventory (ob, ob);
924 op->update_stats (); 881 ob->update_stats ();
925 882
926 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
927 * is one for this race 884 * is one for this race
928 */ 885 */
929 if (*first_map_ext_path) 886 if (*first_map_ext_path)
930 { 887 {
931 object *tmp; 888 object *tmp;
932 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
933 890
934 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);
935 tmp = object::create (); 892 tmp = object::create ();
936 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
937 EXIT_X (tmp) = op->x; 894 EXIT_X (tmp) = ob->x;
938 EXIT_Y (tmp) = op->y; 895 EXIT_Y (tmp) = ob->y;
939 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;
940 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
941 * default initial map */ 898 * default initial map */
942 tmp->destroy (); 899 tmp->destroy ();
943 } 900 }
944 else 901 else
945 LOG (llevDebug, "first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
903}
946 904
947 return 0; 905void
948 } 906player::chargen_race_next ()
949 907{
950 /* Following actually changes the race - this is the default command 908 /* Following actually changes the race - this is the default command
951 * if we don't match with one of the options above. 909 * if we don't match with one of the options above.
952 */ 910 */
953 911
954 tmp_loop = 0; 912 do
955 while (!tmp_loop)
956 { 913 {
957 shstr name = op->name; 914 shstr name = ob->name;
958 int x = op->x, y = op->y; 915 int x = ob->x, y = ob->y;
959 916
960 op->remove_statbonus (); 917 ob->remove_statbonus ();
961 op->remove (); 918 ob->remove ();
962 op->arch = get_player_archetype (op->arch); 919 ob->arch = get_player_archetype (ob->arch);
963 op->arch->clone.copy_to (op); 920 ob->arch->copy_to (ob);
964 op->instantiate (); 921 ob->instantiate ();
965 op->stats = op->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
966 op->name = op->name_pl = name; 923 ob->name = ob->name_pl = name;
967 op->x = x; 924 ob->x = x;
968 op->y = y; 925 ob->y = y;
969 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
970 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
971 assign (op->contr->title, op->arch->clone.name); 928 assign (ob->contr->title, ob->arch->object::name);
972 op->add_statbonus (); 929 ob->add_statbonus ();
973 tmp_loop = allowed_class (op);
974 } 930 }
931 while (!allowed_class (ob));
975 932
976 update_object (op, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
977 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, ob, ob);
978 op->update_stats (); 935 ob->update_stats ();
979 op->stats.hp = op->stats.maxhp; 936 ob->stats.hp = ob->stats.maxhp;
980 op->stats.sp = op->stats.maxsp; 937 ob->stats.sp = ob->stats.maxsp;
981 op->stats.grace = 0; 938 ob->stats.grace = 0;
982
983 if (op->msg)
984 new_draw_info (NDI_BLUE, 0, op, op->msg);
985
986 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
987 return 0;
988}
989
990int
991key_confirm_quit (object *op, char key)
992{
993 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
994 {
995 op->contr->ns->state = ST_PLAYING;
996 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
997 return 1;
998 }
999
1000 INVOKE_PLAYER (LOGOUT, op->contr);
1001 INVOKE_PLAYER (QUIT, op->contr);
1002
1003 op->contr->enable_save = false;
1004
1005 terminate_all_pets (op);
1006 op->remove ();
1007 op->direction = 0;
1008 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1009
1010 strcpy (op->contr->killer, "quit");
1011 check_score (op);
1012 op->contr->party = 0;
1013 op->contr->own_title[0] = '\0';
1014 op->contr->destroy ();
1015
1016 return 1;
1017} 939}
1018 940
1019void 941void
1020flee_player (object *op) 942flee_player (object *op)
1021{ 943{
1068 /* Cornered, get rid of scared */ 990 /* Cornered, get rid of scared */
1069 CLEAR_FLAG (op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1070 op->enemy = NULL; 992 op->enemy = NULL;
1071} 993}
1072 994
1073
1074/* 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.
1075 * 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
1076 * stop. 997 * stop.
1077 */ 998 */
1078int 999int
1079check_pick (object *op) 1000check_pick (object *op)
1080{ 1001{
1081 object *tmp, *next; 1002 object *tmp, *next;
1082 int stop = 0; 1003 int stop = 0;
1083 int j, k, wvratio; 1004 int wvratio;
1084 char putstring[128], tmpstr[16]; 1005 char putstring[128];
1085 1006
1086 /* if you're flying, you cna't pick up anything */ 1007 /* if you're flying, you cna't pick up anything */
1087 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1088 return 1; 1009 return 1;
1089 1010
1157 if (tmp->name != NULL) 1078 if (tmp->name != NULL)
1158 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1159 &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))));
1160 else 1081 else
1161 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1162 &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))));
1163 1084
1164 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1165 } 1086 }
1166 1087
1167 /* philosophy: 1088 /* philosophy:
1242 pick_up (op, tmp); 1163 pick_up (op, tmp);
1243 continue; 1164 continue;
1244 } 1165 }
1245 1166
1246 if (op->contr->mode & PU_READABLES) 1167 if (op->contr->mode & PU_READABLES)
1247 if (tmp->type == BOOK || tmp->type == SCROLL) 1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1248 { 1169 {
1249 pick_up (op, tmp); 1170 pick_up (op, tmp);
1250 continue; 1171 continue;
1251 } 1172 }
1252 1173
1360 /* careful: chairs and tables are weapons! */ 1281 /* careful: chairs and tables are weapons! */
1361 if (op->contr->mode & PU_ALLWEAPON) 1282 if (op->contr->mode & PU_ALLWEAPON)
1362 { 1283 {
1363 if (tmp->type == WEAPON && tmp->name != NULL) 1284 if (tmp->type == WEAPON && tmp->name != NULL)
1364 { 1285 {
1365 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 &&
1366 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1367 { 1288 {
1368 pick_up (op, tmp); 1289 pick_up (op, tmp);
1369 continue; 1290 continue;
1370 } 1291 }
1371 } 1292 }
1372 1293
1373 if (tmp->type == WEAPON && tmp->name == NULL) 1294 if (tmp->type == WEAPON && tmp->name == NULL)
1374 { 1295 {
1375 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)
1376 { 1297 {
1377 pick_up (op, tmp); 1298 pick_up (op, tmp);
1378 continue; 1299 continue;
1379 } 1300 }
1380 } 1301 }
1405 if (tmp->name != NULL) 1326 if (tmp->name != NULL)
1406 { 1327 {
1407 fprintf (stderr, "%s", tmp->name); 1328 fprintf (stderr, "%s", tmp->name);
1408 } 1329 }
1409 else 1330 else
1410 fprintf (stderr, "%s", tmp->arch->name); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1411 fprintf (stderr, ",%d] = ", tmp->type); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1412 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))));
1413#endif 1334#endif
1414 continue; 1335 continue;
1415 } 1336 }
1426 * found object is returned. 1347 * found object is returned.
1427 */ 1348 */
1428object * 1349object *
1429find_arrow (object *op, const char *type) 1350find_arrow (object *op, const char *type)
1430{ 1351{
1431 object *tmp = NULL; 1352 object *tmp = 0;
1432 1353
1433 for (op = op->inv; op; op = op->below) 1354 for (op = op->inv; op; op = op->below)
1434 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))
1435 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1436 else if (op->type == ARROW && op->race == type) 1357 else if (op->type == ARROW && op->race == type)
1437 return op; 1358 return splay (op);
1359
1438 return tmp; 1360 return tmp;
1439} 1361}
1440 1362
1441/* 1363/*
1442 * 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
1443 * 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
1444 * 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
1445 * 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.
1446 */ 1368 */
1447
1448object * 1369object *
1449find_better_arrow (object *op, object *target, const char *type, int *better) 1370find_better_arrow (object *op, object *target, const char *type, int *better)
1450{ 1371{
1451 object *tmp = NULL, *arrow, *ntmp; 1372 object *tmp = NULL, *arrow, *ntmp;
1452 int attacknum, attacktype, betterby = 0, i; 1373 int attacknum, attacktype, betterby = 0, i;
1485 else 1406 else
1486 { 1407 {
1487 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1408 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1488 { 1409 {
1489 attacktype = 1 << attacknum; 1410 attacktype = 1 << attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1411 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1491 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)
1492 { 1413 {
1493 tmp = arrow; 1414 tmp = arrow;
1494 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;
1495 } 1416 }
1496 } 1417 }
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1498 { 1419 {
1499 tmp = arrow; 1420 tmp = arrow;
1518 * find_better_arrow to find a decent arrow to use. 1439 * find_better_arrow to find a decent arrow to use.
1519 * op = the shooter 1440 * op = the shooter
1520 * type = bow->race 1441 * type = bow->race
1521 * dir = fire direction 1442 * dir = fire direction
1522 */ 1443 */
1523
1524object * 1444object *
1525pick_arrow_target (object *op, const char *type, int dir) 1445pick_arrow_target (object *op, const char *type, int dir)
1526{ 1446{
1527 object *tmp = NULL; 1447 object *tmp = NULL;
1528 maptile *m; 1448 maptile *m;
1593 */ 1513 */
1594int 1514int
1595fire_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)
1596{ 1516{
1597 object *left, *bow; 1517 object *left, *bow;
1598 int bowspeed, mflags; 1518 int mflags;
1599 maptile *m; 1519 maptile *m;
1600 1520
1601 if (!dir) 1521 if (!dir)
1602 { 1522 {
1603 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!");
1604 return 0; 1524 return 0;
1605 } 1525 }
1606 1526
1607 if (op->type == PLAYER) 1527 if (op->contr)
1608 bow = op->contr->ranges[range_bow]; 1528 bow = op->current_weapon;
1609 else 1529 else
1610 { 1530 {
1611 for (bow = op->inv; bow; bow = bow->below) 1531 for (bow = op->inv; bow; bow = bow->below)
1612 /* 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
1613 * 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.
1618 if (!bow) 1538 if (!bow)
1619 { 1539 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1541 return 0;
1622 } 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
1623 } 1551 }
1624 1552
1625 if (!bow->race || !bow->skill) 1553 if (!bow->race || !bow->skill)
1626 { 1554 {
1627 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);
1628 return 0; 1556 return 0;
1629 } 1557 }
1630
1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1632
1633 /* penalize ROF for bestarrow */
1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1637 if (bowspeed < 1)
1638 bowspeed = 1;
1639 1558
1640 if (arrow == NULL) 1559 if (arrow == NULL)
1641 { 1560 {
1642 if ((arrow = find_arrow (op, bow->race)) == NULL) 1561 if ((arrow = find_arrow (op, bow->race)) == NULL)
1643 { 1562 {
1644 if (op->type == PLAYER) 1563 if (op->type == PLAYER)
1645 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);
1646 /* 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 */
1647 else 1566 else
1648 CLEAR_FLAG (op, FLAG_READY_BOW); 1567 CLEAR_FLAG (op, FLAG_READY_BOW);
1568
1649 return 0; 1569 return 0;
1650 } 1570 }
1651 } 1571 }
1652 1572
1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1573 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1677 1597
1678 arrow->set_owner (op); 1598 arrow->set_owner (op);
1679 arrow->skill = bow->skill; 1599 arrow->skill = bow->skill;
1680 arrow->direction = dir; 1600 arrow->direction = dir;
1681 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
1682 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1683 { 1636 {
1684 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1685 op->update_stats ();
1686 }
1687
1688 SET_ANIMATION (arrow, arrow->direction);
1689 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1690 arrow->stats.hp = arrow->stats.dam;
1691 arrow->stats.grace = arrow->attacktype;
1692 if (arrow->slaying != NULL)
1693 arrow->spellarg = strdup (arrow->slaying);
1694
1695 /* Note that this was different for monsters - they got their level
1696 * added to the damage. I think the strength bonus is more proper.
1697 */
1698
1699 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1700
1701 /* update the speed */
1702 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1703 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1704
1705 arrow->set_speed (max (arrow->speed, 1.0));
1706 arrow->speed_left = 0;
1707
1708 if (op->type == PLAYER)
1709 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1713
1714 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;
1715 } 1644 }
1716 else 1645 else
1717 { 1646 {
1718 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1719 arrow->level = op->level; 1647 arrow->level = op->level;
1720 } 1648 arrow->stats.wc -= bow->magic;
1721 1649
1722 if (arrow->attacktype == AT_PHYSICAL) 1650 if (!arrow->slaying)
1651 arrow->slaying = bow->slaying;
1652
1723 arrow->attacktype |= bow->attacktype; 1653 arrow->attacktype |= bow->attacktype;
1654 }
1724 1655
1725 if (bow->slaying) 1656 wc -= arrow->level;
1726 arrow->slaying = bow->slaying; 1657 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1727 1658
1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1662
1731 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1732 m->insert (arrow, sx, sy, op); 1664 m->insert (arrow, sx, sy, op);
1733 1665
1734 if (!arrow->destroyed ()) 1666 if (!arrow->destroyed ())
1735 move_arrow (arrow); 1667 move_arrow (arrow);
1736 1668
1757{ 1689{
1758 int ret = 0, wcmod = 0; 1690 int ret = 0, wcmod = 0;
1759 1691
1760 if (op->contr->bowtype == bow_bestarrow) 1692 if (op->contr->bowtype == bow_bestarrow)
1761 { 1693 {
1762 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);
1763 } 1695 }
1764 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)
1765 { 1697 {
1766 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1767 wcmod = -1; 1699 wcmod = -1;
1777 else if (op->contr->bowtype == bow_spreadshot) 1709 else if (op->contr->bowtype == bow_spreadshot)
1778 { 1710 {
1779 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);
1780 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);
1781 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);
1782
1783 } 1714 }
1784 else 1715 else
1785 { 1716 {
1786 /* Simple case */ 1717 /* Simple case */
1787 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);
1788 } 1719 }
1720
1789 return ret; 1721 return ret;
1790} 1722}
1791
1792 1723
1793/* Fires a misc (wand/rod/horn) object in 'dir'. 1724/* Fires a misc (wand/rod/horn) object in 'dir'.
1794 * Broken apart from 'fire' to keep it more readable. 1725 * Broken apart from 'fire' to keep it more readable.
1795 */ 1726 */
1796void 1727void
1797fire_misc_object (object *op, int dir) 1728fire_misc_object (object *op, int dir)
1798{ 1729{
1799 object *item; 1730 object *item = op->contr->ranged_ob;
1800 1731
1801 if (!op->contr->ranges[range_misc]) 1732 if (!item)
1802 { 1733 {
1803 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.");
1804 return; 1735 return;
1805 } 1736 }
1806 1737
1807 item = op->contr->ranges[range_misc];
1808 if (!item->inv) 1738 if (!item->inv)
1809 { 1739 {
1810 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1740 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1811 return; 1741 return;
1812 } 1742 }
1743
1744 if (!op->change_weapon (item))
1745 return;
1746
1813 if (item->type == WAND) 1747 if (item->type == WAND)
1814 { 1748 {
1815 if (item->stats.food <= 0) 1749 if (item->stats.food <= 0)
1816 { 1750 {
1817 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1751 op->contr->play_sound (sound_find ("wand_poof"));
1818 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
1819 return; 1754 return;
1820 } 1755 }
1821 } 1756 }
1822 else if (item->type == ROD || item->type == HORN) 1757 else if (item->type == ROD || item->type == HORN)
1823 { 1758 {
1824 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))
1825 { 1760 {
1826 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1762
1827 if (item->type == ROD) 1763 if (item->type == ROD)
1828 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));
1829 else 1765 else
1830 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
1831 return; 1768 return;
1832 } 1769 }
1833 } 1770 }
1834 1771
1835 if (cast_spell (op, item, dir, item->inv, NULL)) 1772 if (cast_spell (op, item, dir, item->inv, NULL))
1842 object *tmp; 1779 object *tmp;
1843 1780
1844 if (item->arch) 1781 if (item->arch)
1845 { 1782 {
1846 CLEAR_FLAG (item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
1847 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
1848 item->set_speed (0); 1785 item->set_speed (0);
1849 } 1786 }
1850 1787
1851 if ((tmp = item->in_player ())) 1788 if ((tmp = item->in_player ()))
1852 esrv_update_item (UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
1857 } 1794 }
1858} 1795}
1859 1796
1860/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
1861 */ 1798 */
1862void 1799bool
1863fire (object *op, int dir) 1800fire (object *op, int dir)
1864{ 1801{
1865 int spellcost = 0; 1802 int spellcost = 0;
1866 1803
1867 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
1868 if (action_makes_visible (op)) 1805 if (action_makes_visible (op))
1869 make_visible (op); 1806 make_visible (op);
1870 1807
1871 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;
1872 { 1814 }
1873 case range_none:
1874 return;
1875 1815
1876 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:
1877 player_fire_bow (op, dir); 1832 player_fire_bow (op, dir);
1878 return; 1833 break;
1879 1834
1880 case range_magic: /* Casting spells */ 1835 case SPELL:
1881 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);
1882 return; 1837 break;
1883 1838
1884 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:
1885 fire_misc_object (op, dir); 1848 fire_misc_object (op, dir);
1886 return; 1849 break;
1887
1888 case range_golem: /* Control summoned monsters from scrolls */
1889 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1890 {
1891 op->contr->ranges[range_golem] = 0;
1892 op->contr->shoottype = range_none;
1893 }
1894 else
1895 control_golem (op->contr->ranges[range_golem], dir);
1896 return;
1897
1898 case range_skill:
1899 if (!op->chosen_skill)
1900 {
1901 if (op->type == PLAYER)
1902 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1903 return;
1904 }
1905 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1906 return;
1907 case range_builder:
1908 apply_map_builder (op, dir);
1909 return;
1910 default:
1911 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1912 return;
1913 } 1850 }
1914}
1915 1851
1916 1852 return true;
1853}
1917 1854
1918/* find_key 1855/* find_key
1919 * 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
1920 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
1921 * This function merges both normal and locked door, since the logic 1858 * This function merges both normal and locked door, since the logic
1923 * pl is the player, 1860 * pl is the player,
1924 * inv is the objects inventory to searched 1861 * inv is the objects inventory to searched
1925 * door is the door we are trying to match against. 1862 * door is the door we are trying to match against.
1926 * This function can be called recursively to search containers. 1863 * This function can be called recursively to search containers.
1927 */ 1864 */
1928
1929object * 1865object *
1930find_key (object *pl, object *container, object *door) 1866find_key (object *pl, object *container, object *door)
1931{ 1867{
1932 object *tmp, *key; 1868 object *tmp, *key;
1933 1869
1934 /* Should not happen, but sanity checking is never bad */ 1870 /* Should not happen, but sanity checking is never bad */
1935 if (container->inv == NULL) 1871 if (!container->inv)
1936 return NULL; 1872 return 0;
1937 1873
1938 /* 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 */
1939 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1875 for (tmp = container->inv; tmp; tmp = tmp->below)
1940 { 1876 {
1941 if (door->type == DOOR && tmp->type == KEY) 1877 if (door->type == DOOR && tmp->type == KEY)
1942 break; 1878 break;
1943 /* For sanity, we should really check door type, but other stuff 1879 /* For sanity, we should really check door type, but other stuff
1944 * (like containers) can be locked with special keys 1880 * (like containers) can be locked with special keys
1945 */ 1881 */
1946 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1882 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1947 break; 1883 break;
1948 } 1884 }
1885
1949 /* No key found - lets search inventories now */ 1886 /* No key found - lets search inventories now */
1950 /* 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.
1951 * 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
1952 * a key, return 1889 * a key, return
1953 */ 1890 */
1954 if (!tmp) 1891 if (!tmp)
1955 { 1892 {
1956 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1893 for (tmp = container->inv; tmp; tmp = tmp->below)
1957 { 1894 {
1958 /* No reason to search empty containers */ 1895 /* No reason to search empty containers */
1959 if (tmp->type == CONTAINER && tmp->inv) 1896 if (tmp->type == CONTAINER && tmp->inv)
1960 { 1897 {
1961 if ((key = find_key (pl, tmp, door)) != NULL) 1898 if ((key = find_key (pl, tmp, door)))
1962 return key; 1899 return key;
1963 } 1900 }
1964 } 1901 }
1902
1965 if (!tmp) 1903 if (!tmp)
1966 return NULL; 1904 return NULL;
1967 } 1905 }
1906
1968 /* 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,
1969 * see if we actually want to use it 1908 * see if we actually want to use it
1970 */ 1909 */
1971 if (pl != container) 1910 if (pl != container)
1972 { 1911 {
1993 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1932 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1994 "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));
1995 return NULL; 1934 return NULL;
1996 } 1935 }
1997 } 1936 }
1937
1998 return tmp; 1938 return tmp;
1999} 1939}
2000 1940
2001/* moved door processing out of move_player_attack. 1941/* moved door processing out of move_player_attack.
2002 * returns 1 if player has opened the door with a key 1942 * returns 1 if player has opened the door with a key
2004 * 0 otherwise 1944 * 0 otherwise
2005 */ 1945 */
2006static int 1946static int
2007player_attack_door (object *op, object *door) 1947player_attack_door (object *op, object *door)
2008{ 1948{
2009 /* 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,
2010 * 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 -
2011 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
2012 */ 1952 */
2013 object *key = find_key (op, op, door); 1953 object *key = find_key (op, op, door);
2014 1954
2015 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
2016 if (key) 1956 if (key)
2017 { 1957 {
2018 object *container = key->env; 1958 object *container = key->env;
2019 1959
2020 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2021 if (action_makes_visible (op)) 1960 if (action_makes_visible (op))
2022 make_visible (op); 1961 make_visible (op);
1962
2023 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2024 spring_trap (door->inv, op); 1964 spring_trap (door->inv, op);
1965
2025 if (door->type == DOOR) 1966 if (door->type == DOOR)
2026 {
2027 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 */
2028 }
2029 else if (door->type == LOCKED_DOOR) 1968 else if (door->type == LOCKED_DOOR)
2030 { 1969 {
2031 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);
2032 remove_door2 (door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
2033 } 1972 }
1973
2034 /* Do this after we print the message */ 1974 /* Do this after we print the message */
2035 decrease_ob (key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
2036 /* Need to update the weight the container the key was in */ 1976 /* Need to update the weight the container the key was in */
2037 if (container != op) 1977 if (container != op)
2038 esrv_update_item (UPD_WEIGHT, op, container); 1978 esrv_update_item (UPD_WEIGHT, op, container);
1979
2039 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
2040 } 1981 }
2041 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2042 { 1983 {
2043 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
2044 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...");
2045 return 1; 1986 return 1;
2046 } 1987 }
1988
2047 return 0; 1989 return 0;
2048} 1990}
2049 1991
2050/* This function is just part of a breakup from move_player. 1992/* This function is just part of a breakup from move_player.
2051 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
2052 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
2053 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
2054 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2055 */ 1997 */
2056void 1998bool
2057move_player_attack (object *op, int dir) 1999move_player_attack (object *op, int dir)
2058{ 2000{
2059 object *tmp, *mon;
2060 sint16 nx, ny;
2061 int on_battleground; 2001 int on_battleground;
2062 maptile *m;
2063 2002
2064 nx = freearr_x[dir] + op->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2065 ny = freearr_y[dir] + op->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2066 2005
2067 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 }
2068 2016
2069 /* 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
2070 * 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
2071 * 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
2072 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2073 * 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
2074 * 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
2075 * 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
2076 * move_ob uses. 2024 * move_ob uses.
2077 */ 2025 */
2078 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);
2079 {
2080 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2081 {
2082 m = get_map_from_coord (op->map, &nx, &ny);
2083 if (!m)
2084 return; /* Don't think this should happen */
2085 }
2086 else
2087 m = op->map;
2088 2027
2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2090 {
2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2092 return;
2093 }
2094
2095 mon = 0;
2096 /* 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
2097 * 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.
2098 * 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
2099 * on the space 2031 * on the space
2100 */ 2032 */
2101 while (tmp) 2033 object *mon;
2102 { 2034 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2103 if (tmp == op) 2035 {
2104 { 2036 if ((mon->flag [FLAG_ALIVE]
2105 tmp = tmp->above; 2037 || mon->type == LOCKED_DOOR
2106 continue; 2038 || mon->flag [FLAG_CAN_ROLL])
2107 }
2108
2109 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2110 {
2111 mon = tmp; 2039 && mon != op)
2112 break; 2040 break;
2113 } 2041 }
2114 2042
2115 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2116 mon = tmp;
2117
2118 tmp = tmp->above;
2119 }
2120
2121 if (!mon) /* This happens anytime the player tries to move */ 2043 if (!mon) /* This happens anytime the player tries to move */
2122 return; /* into a wall */ 2044 return false; /* into a wall */
2123 2045
2124 if (mon->head)
2125 mon = mon->head; 2046 mon = mon->head_ ();
2126 2047
2127 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)
2128 if (player_attack_door (op, mon)) 2050 if (player_attack_door (op, mon))
2051 {
2052 --op->contr->weapon_sp_left;
2129 return; 2053 return true;
2054 }
2130 2055
2131 /* The following deals with possibly attacking peaceful 2056 /* The following deals with possibly attacking peaceful
2132 * or frienddly creatures. Basically, all players are considered 2057 * or friendly creatures. Basically, all players are considered
2133 * unaggressive. If the moving player has peaceful set, then the 2058 * unaggressive. If the moving player has peaceful set, then the
2134 * object should be pushed instead of attacked. It is assumed that 2059 * object should be pushed instead of attacked. It is assumed that
2135 * if you are braced, you will not attack friends accidently, 2060 * if you are braced, you will not attack friends accidently,
2136 * and thus will not push them. 2061 * and thus will not push them.
2137 */ 2062 */
2138 2063
2139 /* 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
2140 * peaceful. Our assumption is the creature is a pet if the 2065 * peaceful. Our assumption is the creature is a pet if the
2141 * player owns it and it is either friendly or unagressive. 2066 * player owns it and it is either friendly or unagressive.
2142 */ 2067 */
2143 if ((op->type == PLAYER) 2068 if (op->type == PLAYER
2144#if COZY_SERVER
2145 &&
2146 ((mon->owner && mon->owner->contr 2069 && ((mon->owner && mon->owner->contr
2147 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2070 && same_party (mon->owner->contr->party, op->contr->party))
2148#else
2149 && mon->owner == op 2071 || mon->owner == op)
2150#endif
2151 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2152 { 2073 {
2153 /* 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 */
2154 if (op->contr->braced) 2075 if (op->contr->braced)
2155 return; 2076 return false;
2156 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"));
2157 (void) push_ob (mon, dir, op); 2083 push_ob (mon, dir, op);
2084
2158 if (op->contr->tmp_invis || op->hide) 2085 if (op->contr->tmp_invis || op->hide)
2159 make_visible (op); 2086 make_visible (op);
2087
2160 return; 2088 return true;
2161 } 2089 }
2090 else
2091 return false;
2092 }
2162 2093
2163 /* in certain circumstances, you shouldn't attack friendly 2094 /* in certain circumstances, you shouldn't attack friendly
2164 * creatures. Note that if you are braced, you can't push 2095 * creatures. Note that if you are braced, you can't push
2165 * 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
2166 * attack them either. 2097 * attack them either.
2167 */ 2098 */
2168 if ((mon->type == PLAYER || mon->enemy != op) && 2099 if ((mon->type == PLAYER || mon->enemy != op)
2169 (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))
2170#ifdef PROHIBIT_PLAYERKILL
2171 (op->contr->peaceful 2101 && ((op->contr->peaceful
2172 || (mon->type == PLAYER 2102 || (mon->type == PLAYER && mon->contr->peaceful))
2173 && mon->contr->
2174 peaceful)) &&
2175#else
2176 op->contr->peaceful &&
2177#endif
2178 !on_battleground)) 2103 && !on_battleground))
2104 {
2105 if (op->speed_left > 0.f)
2179 { 2106 {
2107 --op->speed_left;
2108
2180 if (!op->contr->braced) 2109 if (!op->contr->braced)
2181 { 2110 {
2182 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 op->play_sound (sound_find ("push_player"));
2183 (void) push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2184 } 2113 }
2185 else 2114 else
2186 new_draw_info (0, 0, op, "You withhold your attack"); 2115 op->statusmsg ("You withhold your attack");
2187 2116
2188 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2189 make_visible (op); 2118 make_visible (op);
2190 }
2191 2119
2120 return true;
2121 }
2122 }
2192 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2193 * 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.
2194 */ 2125 */
2195 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)
2196 { 2129 {
2130 --op->speed_left;
2131
2197 recursive_roll (mon, dir, op); 2132 recursive_roll (mon, dir, op);
2198 if (action_makes_visible (op)) 2133 if (action_makes_visible (op))
2199 make_visible (op); 2134 make_visible (op);
2200 }
2201 2135
2136 return true;
2137 }
2138 }
2202 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2203 * 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
2204 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2205 * 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
2206 * 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.
2207 */ 2144 */
2208
2209 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2210 ((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)))
2211 { 2147 {
2212 2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2213 /* If the player hasn't hit something this tick, and does
2214 * so, give them speed boost based on weapon speed. Doing
2215 * it here is better than process_players2, which basically
2216 * incurred a 1 tick offset.
2217 */
2218 if (!op->contr->has_hit)
2219 { 2149 {
2220 op->speed_left += op->speed / op->contr->weapon_sp; 2150 --op->contr->weapon_sp_left;
2221
2222 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2223 }
2224 2151
2225 skill_attack (mon, op, 0, 0, 0); 2152 skill_attack (mon, op, 0, 0, 0);
2226
2227 /* If attacking another player, that player gets automatic
2228 * hitback, and doesn't loose luck either.
2229 * Disable hitback on the battleground or if the target is
2230 * the wiz.
2231 */
2232 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2233 {
2234 short luck = mon->stats.luck;
2235
2236 mon->contr->has_hit = 1;
2237 skill_attack (op, mon, 0, 0, 0);
2238 mon->stats.luck = luck;
2239 }
2240 2153
2241 if (action_makes_visible (op)) 2154 if (action_makes_visible (op))
2242 make_visible (op); 2155 make_visible (op);
2243 }
2244 } /* if player should attack something */
2245}
2246 2156
2247int 2157 return true;
2158 }
2159 }
2160
2161 return false;
2162}
2163
2164bool
2248move_player (object *op, int dir) 2165move_player (object *op, int dir)
2249{ 2166{
2250 int pick; 2167 int pick;
2251 2168
2252 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2253 return 0; 2170 return 0;
2254 2171
2255 /* Sanity check: make sure dir is valid */ 2172 /* Sanity check: make sure dir is valid */
2256 if ((dir < 0) || (dir >= 9)) 2173 if ((dir < 0) || (dir >= 9))
2257 { 2174 {
2258 LOG (llevError, "move_player: invalid direction %d\n", dir); 2175 LOG (llevError, "move_player: invalid direction %d\n", dir);
2259 return 0; 2176 return 0;
2260 } 2177 }
2261 2178
2262 /* peterm: added following line */ 2179 /* peterm: added following line */
2263 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2180 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2264 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2181 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2265 2182
2266 op->facing = dir; 2183 op->facing = dir;
2267 2184
2268 if (op->hide) 2185 if (op->hide)
2269 do_hidden_move (op); 2186 do_hidden_move (op);
2270 2187
2188 bool retval;
2189
2271 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2272 /*nop */ ; 2191 retval = RESULT_INT (0);
2273 else if (op->contr->fire_on) 2192 else if (op->contr->fire_on)
2274 fire (op, dir); 2193 retval = fire (op, dir);
2275 else 2194 else
2276 { 2195 {
2277 move_player_attack (op, dir); 2196 retval = move_player_attack (op, dir);
2278 pick = check_pick (op); 2197 pick = check_pick (op);
2279 } 2198 }
2280 2199
2281 /* 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
2282 * server can handle repeat firing. 2201 * server can handle repeat firing.
2289 /* Update how the player looks. Use the facing, so direction may 2208 /* Update how the player looks. Use the facing, so direction may
2290 * get reset to zero. This allows for full animation capabilities 2209 * get reset to zero. This allows for full animation capabilities
2291 * for players. 2210 * for players.
2292 */ 2211 */
2293 animate_object (op, op->facing); 2212 animate_object (op, op->facing);
2294 return 0; 2213
2214 return retval;
2295} 2215}
2296 2216
2297/* 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
2298 * new client/server stuff. 2218 * new client/server stuff.
2299 * 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
2300 * the new speed values for commands. 2220 * the new speed values for commands.
2301 * 2221 *
2302 * 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.
2303 */ 2225 */
2304int 2226bool
2305handle_newcs_player (object *op) 2227handle_newcs_player (object *op)
2306{ 2228{
2307 if (op->contr->hidden)
2308 {
2309 op->invisible = 1000;
2310 /* the socket code flashes the player visible/invisible
2311 * depending on the value of invisible, so we need to
2312 * alternate it here for it to work correctly.
2313 */
2314 if (pticks & 2)
2315 op->invisible--;
2316 }
2317 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2318 {
2319 op->invisible--;
2320 if (!op->invisible)
2321 {
2322 make_visible (op);
2323 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2324 }
2325 }
2326
2327 if (QUERY_FLAG (op, FLAG_SCARED)) 2229 if (QUERY_FLAG (op, FLAG_SCARED))
2328 { 2230 {
2329 flee_player (op); 2231 if (op->speed_left > 0.f)
2330 /* If player is still scared, that is his action for this tick */
2331 if (QUERY_FLAG (op, FLAG_SCARED))
2332 { 2232 {
2333 op->speed_left--; 2233 --op->speed_left;
2234 flee_player (op);
2235
2334 return 0; 2236 return true;
2335 } 2237 }
2238 else
2239 return false;
2336 } 2240 }
2337
2338 /* I've been seeing crashes where the golem has been destroyed, but
2339 * the player object still points to the defunct golem. The code that
2340 * destroys the golem looks correct, and it doesn't always happen, so
2341 * put this in a a workaround to clean up the golem pointer.
2342 */
2343 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2344 op->contr->ranges[range_golem] = 0;
2345 2241
2346 /* 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
2347 * the players time has been increased when doericserver has been 2243 * the players time has been increased when doericserver has been
2348 * called, so we recheck it here. 2244 * called, so we recheck it here.
2349 */ 2245 */
2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2246 if (op->contr->ns->handle_command ())
2351 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2352 ;
2353
2354 if (op->speed_left < 0)
2355 return 0; 2247 return true;
2356 2248
2357 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2358 {
2359 /* All move commands take 1 tick, at least for now */
2360 op->speed_left--;
2361
2362 /* Instead of all the stuff below, let move_player take care
2363 * of it. Also, some of the skill stuff is only put in
2364 * there, as well as the confusion stuff.
2365 */
2366 move_player (op, op->direction); 2250 return move_player (op, op->direction);
2367 if (op->speed_left > 0)
2368 return 1;
2369 else
2370 return 0;
2371 }
2372 2251
2373 return 0; 2252 return false;
2374} 2253}
2375 2254
2376int 2255int
2377save_life (object *op) 2256save_life (object *op)
2378{ 2257{
2380 return 0; 2259 return 0;
2381 2260
2382 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2383 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2384 { 2263 {
2385 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2264 op->play_sound (sound_find ("ob_evaporate"));
2386 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));
2387 2266
2388 if (op->contr) 2267 if (op->contr)
2389 esrv_del_item (op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2390 2269
2410/* 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
2411 * 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
2412 * 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
2413 * from. 2292 * from.
2414 */ 2293 */
2415void 2294static void
2416remove_unpaid_objects (object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2417{ 2296{
2418 object *next;
2419
2420 while (op) 2297 while (op)
2421 { 2298 {
2422 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' */
2423 2300
2424 if (QUERY_FLAG (op, FLAG_UNPAID)) 2301 if (QUERY_FLAG (op, FLAG_UNPAID))
2427 esrv_del_item (env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2428 2305
2429 op->insert_at (env); 2306 op->insert_at (env);
2430 } 2307 }
2431 else if (op->inv) 2308 else if (op->inv)
2432 remove_unpaid_objects (op->inv, env); 2309 drop_unpaid_items (op->inv, env);
2433 2310
2434 op = next; 2311 op = next;
2435 } 2312 }
2313}
2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2436} 2320}
2437 2321
2438/* 2322/*
2439 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2440 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2490 int rate_grace = 2000; 2374 int rate_grace = 2000;
2491 const int max_hp = 1; 2375 const int max_hp = 1;
2492 const int max_sp = 1; 2376 const int max_sp = 1;
2493 const int max_grace = 1; 2377 const int max_grace = 1;
2494 2378
2495 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--;
2496 { 2388 }
2497 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2389 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2498 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2390 {
2499 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 }
2500 } 2396 }
2501 2397
2502 if (op->contr->ns->state == ST_PLAYING) 2398 if (op->contr->ns->state == ST_PLAYING)
2503 { 2399 {
2504 /* these next three if clauses make it possible to SLOW DOWN 2400 /* these next three if clauses make it possible to SLOW DOWN
2523 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2524 else 2420 else
2525 { 2421 {
2526 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2527 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2528 }
2529
2530 /* Regenerate Spell Points */
2531 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2532 {
2533 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2534 if (op->stats.sp < op->stats.maxsp)
2535 {
2536 op->stats.sp++;
2537 /* dms do not consume food */
2538 if (!QUERY_FLAG (op, FLAG_WIZ))
2539 {
2540 op->stats.food--;
2541 if (op->contr->digestion < 0)
2542 op->stats.food += op->contr->digestion;
2543 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2544 op->stats.food = last_food;
2545 }
2546 }
2547
2548 if (max_sp > 1)
2549 {
2550 over_sp = (gen_sp + 10) / rate_sp;
2551 if (over_sp > 0)
2552 {
2553 if (op->stats.sp < op->stats.maxsp)
2554 {
2555 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2556
2557 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2558 op->stats.sp--;
2559
2560 if (op->stats.sp > op->stats.maxsp)
2561 op->stats.sp = op->stats.maxsp;
2562 }
2563 op->last_sp = 0;
2564 }
2565 else
2566 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2567 }
2568 else
2569 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2570 } 2424 }
2571 2425
2572 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2573 /* 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. */
2574 if (--op->last_grace < 0) 2428 if (--op->last_grace < 0)
2595 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);
2596 } 2450 }
2597 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2598 } 2452 }
2599 2453
2454 if (op->stats.food > 0)
2455 {
2600 /* Regenerate Hit Points */ 2456 /* Regenerate Spell Points */
2601 if (--op->last_heal < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2602 {
2603 if (op->stats.hp < op->stats.maxhp)
2604 { 2458 {
2605 op->stats.hp++; 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2606 /* dms do not consume food */ 2460
2607 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (op->stats.sp < op->stats.maxsp)
2608 { 2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2609 op->stats.food--; 2468 op->stats.food--;
2469
2610 if (op->contr->digestion < 0) 2470 if (op->contr->digestion < 0)
2611 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2612 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))
2613 op->stats.food = last_food; 2473 op->stats.food = last_food;
2474 }
2614 } 2475 }
2615 }
2616 2476
2617 if (max_hp > 1) 2477 if (max_sp > 1)
2618 {
2619 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2620 if (over_hp > 0)
2621 { 2478 {
2622 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
2623 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);
2624 } 2497 }
2625 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)
2626 { 2506 {
2627 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 }
2628 } 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);
2629 } 2532 }
2630 else 2533 else
2631 {
2632 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);
2633 } 2535 }
2634 } 2536 }
2635 2537
2636 /* Digestion */ 2538 /* Digestion */
2637 if (--op->last_eat < 0) 2539 if (--op->last_eat < 0)
2638 { 2540 {
2639#ifdef COZY_SERVER 2541 int bonus = max (0, op->contr->digestion),
2640 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2542 penalty = max (0, -op->contr->digestion);
2641 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2642#else
2643 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2644#endif
2645 2543
2646 if (op->contr->gen_hp > 0)
2647 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);
2648 else
2649 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2650 2545
2651 /* dms do not consume food */ 2546 /* dms do not consume food */
2652 if (!QUERY_FLAG (op, FLAG_WIZ)) 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2653 op->stats.food--; 2548 op->stats.food--;
2654 } 2549 }
2681 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.");
2682 manual_apply (op, flesh, 0); 2577 manual_apply (op, flesh, 0);
2683 } 2578 }
2684 } 2579 }
2685 2580
2686 while (op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0)
2687 op->stats.food++, op->stats.hp--; 2582 {
2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2688 2586
2689 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2690 kill_player (op); 2588 kill_player (op);
2691 } 2589 }
2692} 2590}
2697 * file. 2595 * file.
2698 */ 2596 */
2699void 2597void
2700kill_player (object *op) 2598kill_player (object *op)
2701{ 2599{
2600 int x, y;
2702 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2703 int x, y;
2704
2705 //int i;
2706 maptile *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2707
2708 /* int z;
2709 int num_stats_lose;
2710 int lost_a_stat;
2711 int lose_this_stat;
2712 int this_stat; */
2713 int will_kill_again; 2603 int will_kill_again;
2714 archetype *at; 2604 archetype *at;
2715 object *tmp; 2605 object *tmp;
2716 2606
2717 if (save_life (op)) 2607 if (save_life (op))
2718 return; 2608 return;
2719
2720 2609
2721 /* 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
2722 * 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.
2723 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2724 */ 2613 */
2740 { 2629 {
2741 tmp->destroy (); 2630 tmp->destroy ();
2742 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2743 } 2632 }
2744 2633
2745 cure_disease (op, 0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2746 op->stats.hp = op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2747 if (op->stats.food <= 0) 2636 if (op->stats.food <= 0)
2748 op->stats.food = 999; 2637 op->stats.food = 999;
2749 2638
2750 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2751 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2752 { 2641 {
2753 sprintf (buf, "%s's finger", &op->name); 2642 tmp->name = format ("%s's finger" , &op->name);
2754 tmp->name = buf; 2643 tmp->name_pl = format ("%s's fingers", &op->name);
2755 sprintf (buf, " This finger has been cut off %s\n" 2644 tmp->msg = format (
2756 " 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",
2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2758 tmp->msg = buf; 2647 );
2759 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2648 tmp->value = 0, tmp->type = 0;
2760 tmp->materialname = NULL; 2649 tmp->materialname = "organics";
2761 op->insert_at (tmp, op); 2650 tmp->insert_at (op, tmp);
2762 } 2651 }
2763 2652
2764 /* teleport defeated player to new destination */ 2653 /* teleport defeated player to new destination */
2765 transfer_ob (op, x, y, 0, NULL); 2654 transfer_ob (op, x, y, 0, NULL);
2766 op->contr->braced = 0; 2655 op->contr->braced = 0;
2770 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2771 2660
2772 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2773 2662
2774 if (op->stats.food < 0) 2663 if (op->stats.food < 0)
2775 {
2776 if (op->contr->explore)
2777 {
2778 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780 op->stats.food = 999;
2781 return;
2782 }
2783 sprintf (buf, "%s starved to death.", &op->name);
2784 strcpy (op->contr->killer, "starvation"); 2664 strcpy (op->contr->killer, "starvation");
2785 }
2786 else
2787 {
2788 if (op->contr->explore)
2789 {
2790 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2791 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2792 op->stats.hp = op->stats.maxhp;
2793 return;
2794 }
2795 sprintf (buf, "%s died.", &op->name);
2796 }
2797 2665
2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2666 op->contr->play_sound (sound_find ("player_dies"));
2799 2667
2800 /* save the map location for corpse, gravestone */ 2668 /* save the map location for corpse, gravestone */
2801 x = op->x; 2669 x = op->x;
2802 y = op->y; 2670 y = op->y;
2803 map = op->map; 2671 map = op->map;
2966 { 2834 {
2967 tmp->destroy (); 2835 tmp->destroy ();
2968 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2969 } 2837 }
2970 2838
2971 cure_disease (op, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2972 2840
2973 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2974 apply_death_exp_penalty (op); 2842 apply_death_exp_penalty (op);
2975 if (op->stats.food < 100) 2843 if (op->stats.food < 100)
2976 op->stats.food = 900; 2844 op->stats.food = 900;
2977 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2978 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2979 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2980 2848
2981 /* 2849 /*
2982 * Check to see if the player is in a shop. IF so, then check to see if
2983 * 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
2984 * in the map. 2851 * and put them back in the map.
2985 */ 2852 */
2986 2853 op->drop_unpaid_items ();
2987 if (is_in_shop (op))
2988 remove_unpaid_objects (op->inv, op);
2989 2854
2990 /****************************************/ 2855 /****************************************/
2991 /* */ 2856 /* */
2992 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2993 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2994 /* */ 2859 /* */
2995 /****************************************/ 2860 /****************************************/
2996 2861
2997 enter_player_savebed (op); 2862 enter_player_savebed (op);
2998 2863
2999 /* Save the player before inserting the force to reduce
3000 * chance of abuse.
3001 */
3002 op->contr->braced = 0; 2864 op->contr->braced = 0;
3003 op->contr->save ();
3004 2865
3005 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
3006 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
3007 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
3008 * on the space that might harm the player. 2869 * on the space that might harm the player.
3017 object *force; 2878 object *force;
3018 int at; 2879 int at;
3019 2880
3020 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
3021 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
3022 force->speed = 0.1; 2883 force->speed = 0.1f;
3023 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
3024 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
3025 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
3026 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
3027 force->resist[at] = 100; 2888 force->resist[at] = 100;
3028 2889
3037void 2898void
3038loot_object (object *op) 2899loot_object (object *op)
3039{ /* Grab and destroy some treasure */ 2900{ /* Grab and destroy some treasure */
3040 object *tmp, *tmp2, *next; 2901 object *tmp, *tmp2, *next;
3041 2902
3042 if (op->container) 2903 op->close_container (); /* close open sack first */
3043 esrv_apply_container (op, op->container); /* close open sack first */
3044 2904
3045 for (tmp = op->inv; tmp; tmp = next) 2905 for (tmp = op->inv; tmp; tmp = next)
3046 { 2906 {
3047 next = tmp->below; 2907 next = tmp->below;
3048 2908
3049 if (tmp->invisible) 2909 if (tmp->invisible)
3050 continue; 2910 continue;
3051 2911
3052 tmp->remove (); 2912 tmp->remove ();
3053 tmp->x = op->x, tmp->y = op->y; 2913 tmp->x = op->x, tmp->y = op->y;
2914
3054 if (tmp->type == CONTAINER) 2915 if (tmp->type == CONTAINER)
3055 { /* empty container to ground */ 2916 loot_object (tmp); /* empty container to ground */
3056 loot_object (tmp); 2917
3057 }
3058 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))))
3059 { 2919 {
3060 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
3061 { 2921 {
3062 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3063 tmp2->destroy (); 2923 tmp2->destroy ();
3074/* 2934/*
3075 * fix_weight(): Check recursively the weight of all players, and fix 2935 * fix_weight(): Check recursively the weight of all players, and fix
3076 * 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
3077 * was changed. 2937 * was changed.
3078 */ 2938 */
3079
3080void 2939void
3081fix_weight (void) 2940fix_weight (void)
3082{ 2941{
3083 for_all_players (pl) 2942 for_all_players (pl)
3084 { 2943 {
3139void 2998void
3140make_visible (object *op) 2999make_visible (object *op)
3141{ 3000{
3142 op->hide = 0; 3001 op->hide = 0;
3143 op->invisible = 0; 3002 op->invisible = 0;
3003
3144 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3145 { 3005 {
3146 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3147 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3148 } 3008 }
3009
3149 update_object (op, UP_OBJ_FACE); 3010 update_object (op, UP_OBJ_CHANGE);
3150} 3011}
3151 3012
3152int 3013int
3153is_true_undead (object *op) 3014is_true_undead (object *op)
3154{ 3015{
3155 object *tmp = NULL;
3156
3157 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3158 return 1; 3017 return 1;
3159 3018
3160 return 0; 3019 return 0;
3161} 3020}
3162 3021
3163/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3164 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3165 * indicate greater hideability. 3024 * indicate greater hideability.
3166 */ 3025 */
3167
3168int 3026int
3169hideability (object *ob) 3027hideability (object *ob)
3170{ 3028{
3171 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3172 sint16 x, y; 3030 sint16 x, y;
3206/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3207 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3208 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3209 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3210 */ 3068 */
3211
3212void 3069void
3213do_hidden_move (object *op) 3070do_hidden_move (object *op)
3214{ 3071{
3215 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3216 object *skop; 3073 object *skop;
3220 3077
3221 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3078 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3222 3079
3223 /* 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! */
3224 if (op->type == PLAYER && op->contr->run_on) 3081 if (op->type == PLAYER && op->contr->run_on)
3225 {
3226 if (!skop || num >= skop->level) 3082 if (!skop || num >= skop->level)
3227 { 3083 {
3228 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!");
3229 make_visible (op); 3085 make_visible (op);
3230 return; 3086 return;
3231 } 3087 }
3232 else 3088 else
3233 num += 20; 3089 num += 20;
3234 } 3090
3235 num += op->map->difficulty; 3091 num += op->map->difficulty;
3236 hide = hideability (op); /* modify by terrain hidden level */ 3092 hide = hideability (op); /* modify by terrain hidden level */
3237 num -= hide; 3093 num -= hide;
3094
3238 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3095 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3239 { 3096 {
3240 make_visible (op); 3097 make_visible (op);
3241 if (op->type == PLAYER) 3098 if (op->type == PLAYER)
3242 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!");
3243 } 3100 }
3244 else if (op->type == PLAYER && skop) 3101 else if (op->type == PLAYER && skop)
3245 {
3246 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);
3247 }
3248} 3103}
3249 3104
3250/* determine if who is standing near a hostile creature. */ 3105/* determine if who is standing near a hostile creature. */
3251 3106
3252int 3107int
3300 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3301 * 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
3302 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3303 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3304 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3305 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3306 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3307 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3308 * 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.
3309 * -b.t. 3164 * -b.t.
3310 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3311 */ 3166 */
3312
3313int 3167int
3314player_can_view (object *pl, object *op) 3168player_can_view (object *pl, object *op)
3315{ 3169{
3316 rv_vector rv; 3170 rv_vector rv;
3317 int dx, dy; 3171 int dx, dy;
3329 3183
3330 get_rangevector (pl, op, &rv, 0x1); 3184 get_rangevector (pl, op, &rv, 0x1);
3331 3185
3332 /* starting with the 'head' part, lets loop 3186 /* starting with the 'head' part, lets loop
3333 * through the object and find if it has any 3187 * through the object and find if it has any
3334 * part that is in the los array but isnt on 3188 * part that is in the los array but isn't on
3335 * a blocked los square. 3189 * a blocked los square.
3336 * we use the archetype to figure out offsets. 3190 * we use the archetype to figure out offsets.
3337 */ 3191 */
3338 while (op) 3192 while (op)
3339 { 3193 {
3340 dx = rv.distance_x + op->arch->clone.x; 3194 dx = rv.distance_x + op->arch->x;
3341 dy = rv.distance_y + op->arch->clone.y; 3195 dy = rv.distance_y + op->arch->y;
3342 3196
3343 /* only the viewable area the player sees is updated by LOS 3197 /* only the viewable area the player sees is updated by LOS
3344 * 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
3345 * for any meaningful values. 3199 * for any meaningful values.
3346 */ 3200 */
3347 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3348 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3349 !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)])
3350 return 1; 3204 return 1;
3205
3351 op = op->more; 3206 op = op->more;
3352 } 3207 }
3208
3353 return 0; 3209 return 0;
3354} 3210}
3355 3211
3356/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3357 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3360 * return 0. 3216 * return 0.
3361 */ 3217 */
3362int 3218int
3363action_makes_visible (object *op) 3219action_makes_visible (object *op)
3364{ 3220{
3365
3366 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3367 { 3222 {
3368 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3369 return 0; 3224 return 0;
3370 3225
3376 { 3231 {
3377 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");
3378 return 1; 3233 return 1;
3379 } 3234 }
3380 } 3235 }
3236
3381 return 0; 3237 return 0;
3382} 3238}
3383 3239
3384/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3385 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3390 * 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
3391 */ 3247 */
3392int 3248int
3393op_on_battleground (object *op, int *x, int *y) 3249op_on_battleground (object *op, int *x, int *y)
3394{ 3250{
3395 object *tmp;
3396
3397 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3398 * 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),
3399 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3400 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3401 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3402 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3403 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3404 { 3258 {
3405 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3406 { 3260 {
3407 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3408 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))
3409 { 3265 {
3410 /*before we assign the exit, check if this is a teambattle */ 3266 /* before we assign the exit, check if this is a teambattle */
3411 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))
3412 { 3268 {
3413 object *invtmp;
3414
3415 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3416 { 3270 {
3417 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3418 { 3272 {
3419 if (x != NULL && y != NULL) 3273 if (x && y)
3420 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3421 return 1; 3276 return 1;
3422 } 3277 }
3423 } 3278 }
3424 } 3279 }
3280
3425 if (x != NULL && y != NULL) 3281 if (x && y)
3426 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3427 return 1; 3284 return 1;
3428 } 3285 }
3429 } 3286 }
3430 } 3287 }
3288
3431 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3432 return 0; 3290 return 0;
3433} 3291}
3434 3292
3435/* 3293/*
3451 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3452 int i = 0, j = 0; 3310 int i = 0, j = 0;
3453 3311
3454 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3455 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3456 trlist = find_treasurelist ("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3457 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3458 trlist = find_treasurelist ("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3459 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3460 trlist = find_treasurelist ("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3461 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3462 trlist = find_treasurelist ("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3463 3321
3464 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3465 return; 3323 return;
3466 3324
3467 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++);
3468 3326
3469 if (tr == NULL || tr->item == NULL) 3327 if (!tr || !tr->item)
3470 { 3328 {
3471 /* 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]); */
3472 return; 3330 return;
3473 } 3331 }
3474 3332
3475 /* everything seems okay - now bring on the gift: */ 3333 /* everything seems okay - now bring on the gift: */
3476 item = &(tr->item->clone); 3334 item = tr->item;
3477 3335
3478 if (item->type == SPELL) 3336 if (item->type == SPELL)
3479 { 3337 {
3480 if (check_spell_known (who, item->name)) 3338 if (check_spell_known (who, item->name))
3481 return; 3339 return;
3540 { 3398 {
3541 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3542 object *skin; 3400 object *skin;
3543 3401
3544 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3545 shstr_cmp dragon_skin_force ("dragon_skin_force");
3546 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)
3547 ; 3404 ;
3548 3405
3549 if (!skin) 3406 if (!skin)
3550 return; 3407 return;
3551 3408
3599 * not readied. 3456 * not readied.
3600 */ 3457 */
3601void 3458void
3602player_unready_range_ob (player *pl, object *ob) 3459player_unready_range_ob (player *pl, object *ob)
3603{ 3460{
3604 rangetype i; 3461 if (pl->ob->current_weapon == ob)
3462 pl->ob->current_weapon = 0;
3605 3463
3606 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3464 if (pl->combat_ob == ob)
3607 { 3465 pl->combat_ob = 0;
3466
3608 if (pl->ranges[i] == ob) 3467 if (pl->ranged_ob == ob)
3609 { 3468 pl->ranged_ob = 0;
3610 pl->ranges[i] = NULL;
3611 if (pl->shoottype == i)
3612 {
3613 pl->shoottype = range_none;
3614 }
3615 }
3616 }
3617} 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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