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Comparing deliantra/server/server/player.C (file contents):
Revision 1.89 by root, Sun Jan 7 02:39:14 2007 UTC vs.
Revision 1.174 by root, Thu Nov 8 19:43:27 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 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 */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 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);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
180 165
181 players.insert (this); 166 players.insert (this);
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 enter_map (); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
186} 172}
187 173
188void 174void
189player::deactivate () 175player::deactivate ()
190{ 176{
191 if (!active) 177 if (!active)
192 return; 178 return;
193 179
194 terminate_all_pets (ob); 180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
195 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
196 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
197 ob->map = 0; 189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
198 193
199 players.erase (this); 194 players.erase (this);
200} 195}
201 196
202// connect the player with a specific client 197// connect the player with a specific client
203// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
204void 199void
205player::connect (client *ns) 200player::connect (client *ns)
206{ 201{
207 this->ns = ns; 202 this->ns = ns;
208 ns->pl = this; 203 ns->pl = this;
209 204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
210 ns->update_look = 0; 209 ns->update_look = 0;
211 ns->look_position = 0; 210 ns->look_position = 0;
212 211
213 clear_los (ob); 212 clear_los (this);
213
214 ns->reset_stats ();
214 215
215 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
218
219 if (!legal_range (ob, shoottype))
220 shoottype = range_none;
221 219
222 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
223 link_player_skills (ob); 221 link_player_skills (ob);
224 222
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226 224
227 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
235 */
236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
238 226
239 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
241 { 229 {
242 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
243 231
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246
247 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
250 abil = tmp; 235 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
252 skin = tmp; 237 skin = tmp;
253 238
254 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
255 } 240 }
256 241
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
261
262 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
263 243
264 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
265 245
266 ob->update_stats (); 246 ob->update_stats ();
247
267 ns->floorbox_update (); 248 ns->floorbox_update ();
268
269 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
270 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
271 251
272 activate (); 252 activate ();
273 253
280} 260}
281 261
282void 262void
283player::disconnect () 263player::disconnect ()
284{ 264{
285 //TODO: don't be so harsh and destroy :) 265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
286 if (ns) 271 if (ns)
287 { 272 {
288 if (active) 273 if (active)
289 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
290 275
291 INVOKE_PLAYER (DISCONNECT, this); 276 INVOKE_PLAYER (DISCONNECT, this);
292 277
278 ns->reset_stats ();
293 ns->pl = 0; 279 ns->pl = 0;
294 this->ns = 0; 280 ns = 0;
295 } 281 }
282
283 observe = ob;
296 284
297 deactivate (); 285 deactivate ();
298} 286}
299 287
300// the need for this function can be explained 288// the need for this function can be explained
301// by load_object not returning the object 289// by load_object not returning the object
302void 290void
303player::set_object (object *op) 291player::set_object (object *op)
304{ 292{
305 ob = op; 293 ob = observe = op;
306 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
307 295
296 ob->speed = 1.0f;
308 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
309 ob->speed = 1.0; 298
310 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
311 ob->stats.wc = 2;
312 ob->run_away = 25; /* Then we panick... */
313 300
314 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;
315} 333}
316 334
317player::player () 335player::player ()
318{ 336{
319 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
320 * we deal with that below this point. 338 * we deal with that below this point.
321 */ 339 */
322 outputs_sync = 16; /* Every 2 seconds */ 340 outputs_sync = 4;
323 outputs_count = 8; /* Keeps present behaviour */ 341 outputs_count = 4;
324 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
325 343
326 savebed_map = first_map_path; /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
327 345
328 gen_sp_armour = 10; 346 gen_sp_armour = 10;
329 last_speed = -1;
330 shoottype = range_none;
331 bowtype = bow_normal; 347 bowtype = bow_normal;
332 petmode = pet_normal; 348 petmode = pet_normal;
333 listening = 10; 349 listening = 10;
334 usekeys = containers; 350 usekeys = containers;
335 last_weapon_sp = -1;
336 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
337 do_los = 1; 352 do_los = 1;
338 353
339 /* we need to clear these to -1 and not zero - otherwise, 354 weapon_sp = 1.0f;
340 * if a player quits and starts a new character, we wont 355 weapon_sp_left = 0.5f;
341 * send new values to the client, as things like exp start
342 * at zero.
343 */
344 for (int i = 0; i < NUM_SKILLS; i++)
345 last_skill_exp[i] = -1;
346
347 for (int i = 0; i < NROFATTACKS; i++)
348 last_resist[i] = -1;
349
350 last_stats.exp = -1;
351 last_weight = (uint32) - 1;
352} 356}
353 357
354void 358void
355player::do_destroy () 359player::do_destroy ()
356{ 360{
361 if (ob) 365 if (ob)
362 { 366 {
363 ob->destroy_inv (false); 367 ob->destroy_inv (false);
364 ob->destroy (); 368 ob->destroy ();
365 } 369 }
370
371 ob = observe = 0;
366} 372}
367 373
368player::~player () 374player::~player ()
369{ 375{
370 /* Clear item stack */ 376 /* Clear item stack */
379player::create () 385player::create ()
380{ 386{
381 player *pl = new player; 387 player *pl = new player;
382 388
383 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
384 set_first_map (pl->ob); 395 set_first_map (pl->ob);
385 396
386 return pl; 397 return pl;
387} 398}
388 399
392 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
393 */ 404 */
394archetype * 405archetype *
395get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
396{ 407{
397 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
398 409
399 for (;;) 410 for (;;)
400 { 411 {
401 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
402 at = first_archetype; 413 i = archetypes.begin ();
403 else 414 else if (*i == at)
404 at = at->next; 415 cleanup ("not a single player archetype found");
405 416
406 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
407 return at; 418 return *i;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 } 419 }
415} 420}
416 421
417object * 422object *
418get_nearest_player (object *mon) 423get_nearest_player (object *mon)
420 object *op = NULL; 425 object *op = NULL;
421 objectlink *ol; 426 objectlink *ol;
422 unsigned lastdist; 427 unsigned lastdist;
423 rv_vector rv; 428 rv_vector rv;
424 429
425 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 431 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
440 ol = ol->next;
441 remove_friendly_object (tmp);
442 if (!ol)
443 return op;
444 }
445
446 /* Remove special check for player from this. First, it looks to cause
447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
448 * complicated method of state checking would be needed in any case -
449 * as it was, a clever player could type quit, and the function would
450 * skip them over while waiting for confirmation. Remove
451 * on_same_map check, as can_detect_enemy also does this
452 */
453 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
454 continue; 433 continue;
455 434
456 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
457 { 436 {
533 x = mon->x; 512 x = mon->x;
534 y = mon->y; 513 y = mon->y;
535 m = mon->map; 514 m = mon->map;
536 dir = rv.direction; 515 dir = rv.direction;
537 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 */
538 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
539 /* 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. */
540 if (diff > max) 520 if (diff > max)
541 return 0; 521 return 0;
522
542 while (diff > 1 && max > 0) 523 while (diff > 1 && max > 0)
543 { 524 {
544 lastx = x; 525 lastx = x;
545 lasty = y; 526 lasty = y;
546 lastmap = m; 527 lastmap = m;
628 max--; 609 max--;
629 lastdir = dir; 610 lastdir = dir;
630 if (!firstdir) 611 if (!firstdir)
631 firstdir = dir; 612 firstdir = dir;
632 } 613 }
614
633 if (diff <= 1) 615 if (diff <= 1)
634 { 616 {
635 /* Recalculate diff (distance) because we may not have actually 617 /* Recalculate diff (distance) because we may not have actually
636 * headed toward player for entire distance. 618 * headed toward player for entire distance.
637 */ 619 */
638 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
639 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));
640 } 622 }
623
641 if (diff > max) 624 if (diff > max)
642 return 0; 625 return 0;
643 } 626 }
627
644 /* 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 */
645 if (!max) 629 if (!max)
646 return 0; 630 return 0;
647 631
648 return firstdir; 632 return firstdir;
762roll_stat (void) 746roll_stat (void)
763{ 747{
764 int a[4], i, j, k; 748 int a[4], i, j, k;
765 749
766 for (i = 0; i < 4; i++) 750 for (i = 0; i < 4; i++)
767 a[i] = (int) RANDOM () % 6 + 1; 751 a[i] = (int) rndm (6) + 1;
768 752
769 for (i = 0, j = 0, k = 7; i < 4; i++) 753 for (i = 0, j = 0, k = 7; i < 4; i++)
770 if (a[i] < k) 754 if (a[i] < k)
771 k = a[i], j = i; 755 k = a[i], j = i;
772 756
778} 762}
779 763
780void 764void
781object::roll_stats () 765object::roll_stats ()
782{ 766{
783 int statsort [7]; 767 int statsort [NUM_STATS];
784 768
785 for (;;) 769 for (;;)
786 { 770 {
787 int sum = 0; 771 int sum = 0;
788 for (int i = 7; i--; ) 772 for (int i = NUM_STATS; i--; )
789 sum += statsort [i] = roll_stat (); 773 sum += statsort [i] = roll_stat ();
790 774
791 if (sum >= 82 && sum <= 116) 775 if (sum >= 82 && sum <= 116)
792 break; 776 break;
793 } 777 }
794 778
795 // Sort the stats so that rerolling is easier... 779 // Sort the stats so that rerolling is easier...
796 std::sort (statsort, statsort + 7, std::greater<int>()); 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
797 781
782 for (int i = 0; i < NUM_STATS; ++i)
798 stats.Str = statsort[0]; 783 stats.stat (i) = statsort [i];
799 stats.Dex = statsort[1];
800 stats.Con = statsort[2];
801 stats.Int = statsort[3];
802 stats.Wis = statsort[4];
803 stats.Pow = statsort[5];
804 stats.Cha = statsort[6];
805 784
806 stats.exp = 0; 785 stats.exp = 0;
807 stats.ac = 0; 786 stats.ac = 0;
808 787
809 stats.hp = stats.maxhp; 788 stats.hp = stats.maxhp;
821} 800}
822 801
823void 802void
824object::swap_stats (int a, int b) 803object::swap_stats (int a, int b)
825{ 804{
826 int tmp = get_attr_value (&contr->orig_stats, a); 805 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
827 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
828 set_attr_value (&contr->orig_stats, b, tmp);
829 806
807 for (int i = 0; i < NUM_STATS; ++i)
830 stats.Str = contr->orig_stats.Str; 808 stats.stat (i) = contr->orig_stats.stat (i);
831 stats.Dex = contr->orig_stats.Dex;
832 stats.Con = contr->orig_stats.Con;
833 stats.Int = contr->orig_stats.Int;
834 stats.Wis = contr->orig_stats.Wis;
835 stats.Pow = contr->orig_stats.Pow;
836 stats.Cha = contr->orig_stats.Cha;
837 809
838 //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,
839 // be merged with the similar code in roll_stats 811 // be merged with the similar code in roll_stats
840 stats.ac = 0; 812 stats.ac = 0;
841 813
872 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
874 * separate race and class; this actually changes the RACE, 846 * separate race and class; this actually changes the RACE,
875 * not the class. 847 * not the class.
876 */ 848 */
877int 849void
878key_change_class (object *op, char key) 850player::chargen_race_done ()
879{ 851{
880 int tmp_loop;
881
882 if (key == 'd' || key == 'D')
883 {
884 char buf[MAX_BUF];
885
886 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
887 esrv_new_player (op->contr, op->weight + op->carrying); 853 esrv_new_player (ob->contr, ob->weight + ob->carrying);
888 854
889 treasurelist *tl = find_treasurelist ("starting_wealth"); 855 treasurelist *tl = treasurelist::find ("starting_wealth");
890 if (tl) 856 if (tl)
891 create_treasure (tl, op, 0, 0, 0); 857 create_treasure (tl, ob, 0, 0, 0);
892 858
893 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, ob->contr);
894 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, ob->contr);
895 861
896 op->contr->ns->state = ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
897 863
898 if (op->msg) 864 if (ob->msg)
899 op->msg = NULL; 865 ob->msg = 0;
900 866
901 /* 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
902 * to save here. 868 * to save here.
903 */ 869 */
870 {
871 char buf[MAX_BUF];
904 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
905 make_path_to_file (buf); 873 make_path_to_file (buf);
874 }
906 875
907#ifdef AUTOSAVE
908 op->contr->last_save_tick = pticks;
909#endif
910 start_info (op); 876 start_info (ob);
911 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (ob, FLAG_WIZ);
912 give_initial_items (op, op->randomitems); 878 give_initial_items (ob, ob->randomitems);
913 link_player_skills (op); 879 link_player_skills (ob);
914 esrv_send_inventory (op, op); 880 esrv_send_inventory (ob, ob);
915 op->update_stats (); 881 ob->update_stats ();
916 882
917 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
918 * is one for this race 884 * is one for this race
919 */ 885 */
920 if (*first_map_ext_path) 886 if (*first_map_ext_path)
921 { 887 {
922 object *tmp; 888 object *tmp;
923 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
924 890
925 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);
926 tmp = object::create (); 892 tmp = object::create ();
927 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
928 EXIT_X (tmp) = op->x; 894 EXIT_X (tmp) = ob->x;
929 EXIT_Y (tmp) = op->y; 895 EXIT_Y (tmp) = ob->y;
930 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;
931 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
932 * default initial map */ 898 * default initial map */
933 tmp->destroy (); 899 tmp->destroy ();
934 } 900 }
935 else 901 else
936 LOG (llevDebug, "first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
903}
937 904
938 return 0; 905void
939 } 906player::chargen_race_next ()
940 907{
941 /* Following actually changes the race - this is the default command 908 /* Following actually changes the race - this is the default command
942 * if we don't match with one of the options above. 909 * if we don't match with one of the options above.
943 */ 910 */
944 911
945 tmp_loop = 0; 912 do
946 while (!tmp_loop)
947 { 913 {
948 shstr name = op->name; 914 shstr name = ob->name;
949 int x = op->x, y = op->y; 915 int x = ob->x, y = ob->y;
950 916
951 op->remove_statbonus (); 917 ob->remove_statbonus ();
952 op->remove (); 918 ob->remove ();
953 op->arch = get_player_archetype (op->arch); 919 ob->arch = get_player_archetype (ob->arch);
954 op->arch->clone.copy_to (op); 920 ob->arch->copy_to (ob);
955 op->instantiate (); 921 ob->instantiate ();
956 op->stats = op->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
957 op->name = op->name_pl = name; 923 ob->name = ob->name_pl = name;
958 op->x = x; 924 ob->x = x;
959 op->y = y; 925 ob->y = y;
960 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
961 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
962 assign (op->contr->title, op->arch->clone.name); 928 assign (ob->contr->title, ob->arch->object::name);
963 op->add_statbonus (); 929 ob->add_statbonus ();
964 tmp_loop = allowed_class (op);
965 } 930 }
931 while (!allowed_class (ob));
966 932
967 update_object (op, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
968 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, ob, ob);
969 op->update_stats (); 935 ob->update_stats ();
970 op->stats.hp = op->stats.maxhp; 936 ob->stats.hp = ob->stats.maxhp;
971 op->stats.sp = op->stats.maxsp; 937 ob->stats.sp = ob->stats.maxsp;
972 op->stats.grace = 0; 938 ob->stats.grace = 0;
973
974 if (op->msg)
975 new_draw_info (NDI_BLUE, 0, op, op->msg);
976
977 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
978 return 0;
979} 939}
980 940
981void 941void
982flee_player (object *op) 942flee_player (object *op)
983{ 943{
1030 /* Cornered, get rid of scared */ 990 /* Cornered, get rid of scared */
1031 CLEAR_FLAG (op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1032 op->enemy = NULL; 992 op->enemy = NULL;
1033} 993}
1034 994
1035
1036/* 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.
1037 * 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
1038 * stop. 997 * stop.
1039 */ 998 */
1040int 999int
1041check_pick (object *op) 1000check_pick (object *op)
1042{ 1001{
1043 object *tmp, *next; 1002 object *tmp, *next;
1044 int stop = 0; 1003 int stop = 0;
1045 int j, k, wvratio; 1004 int wvratio;
1046 char putstring[128], tmpstr[16]; 1005 char putstring[128];
1047 1006
1048 /* if you're flying, you cna't pick up anything */ 1007 /* if you're flying, you cna't pick up anything */
1049 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1050 return 1; 1009 return 1;
1051 1010
1119 if (tmp->name != NULL) 1078 if (tmp->name != NULL)
1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1121 &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))));
1122 else 1081 else
1123 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1124 &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))));
1125 1084
1126 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1127 } 1086 }
1128 1087
1129 /* philosophy: 1088 /* philosophy:
1204 pick_up (op, tmp); 1163 pick_up (op, tmp);
1205 continue; 1164 continue;
1206 } 1165 }
1207 1166
1208 if (op->contr->mode & PU_READABLES) 1167 if (op->contr->mode & PU_READABLES)
1209 if (tmp->type == BOOK || tmp->type == SCROLL) 1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1210 { 1169 {
1211 pick_up (op, tmp); 1170 pick_up (op, tmp);
1212 continue; 1171 continue;
1213 } 1172 }
1214 1173
1322 /* careful: chairs and tables are weapons! */ 1281 /* careful: chairs and tables are weapons! */
1323 if (op->contr->mode & PU_ALLWEAPON) 1282 if (op->contr->mode & PU_ALLWEAPON)
1324 { 1283 {
1325 if (tmp->type == WEAPON && tmp->name != NULL) 1284 if (tmp->type == WEAPON && tmp->name != NULL)
1326 { 1285 {
1327 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 &&
1328 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1329 { 1288 {
1330 pick_up (op, tmp); 1289 pick_up (op, tmp);
1331 continue; 1290 continue;
1332 } 1291 }
1333 } 1292 }
1334 1293
1335 if (tmp->type == WEAPON && tmp->name == NULL) 1294 if (tmp->type == WEAPON && tmp->name == NULL)
1336 { 1295 {
1337 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)
1338 { 1297 {
1339 pick_up (op, tmp); 1298 pick_up (op, tmp);
1340 continue; 1299 continue;
1341 } 1300 }
1342 } 1301 }
1367 if (tmp->name != NULL) 1326 if (tmp->name != NULL)
1368 { 1327 {
1369 fprintf (stderr, "%s", tmp->name); 1328 fprintf (stderr, "%s", tmp->name);
1370 } 1329 }
1371 else 1330 else
1372 fprintf (stderr, "%s", tmp->arch->name); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1373 fprintf (stderr, ",%d] = ", tmp->type); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1374 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))));
1375#endif 1334#endif
1376 continue; 1335 continue;
1377 } 1336 }
1388 * found object is returned. 1347 * found object is returned.
1389 */ 1348 */
1390object * 1349object *
1391find_arrow (object *op, const char *type) 1350find_arrow (object *op, const char *type)
1392{ 1351{
1393 object *tmp = NULL; 1352 object *tmp = 0;
1394 1353
1395 for (op = op->inv; op; op = op->below) 1354 for (op = op->inv; op; op = op->below)
1396 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))
1397 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1398 else if (op->type == ARROW && op->race == type) 1357 else if (op->type == ARROW && op->race == type)
1399 return op; 1358 return splay (op);
1359
1400 return tmp; 1360 return tmp;
1401} 1361}
1402 1362
1403/* 1363/*
1404 * 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
1405 * 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
1406 * 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
1407 * 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.
1408 */ 1368 */
1409
1410object * 1369object *
1411find_better_arrow (object *op, object *target, const char *type, int *better) 1370find_better_arrow (object *op, object *target, const char *type, int *better)
1412{ 1371{
1413 object *tmp = NULL, *arrow, *ntmp; 1372 object *tmp = NULL, *arrow, *ntmp;
1414 int attacknum, attacktype, betterby = 0, i; 1373 int attacknum, attacktype, betterby = 0, i;
1447 else 1406 else
1448 { 1407 {
1449 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1408 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1450 { 1409 {
1451 attacktype = 1 << attacknum; 1410 attacktype = 1 << attacknum;
1452 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1411 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1453 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)
1454 { 1413 {
1455 tmp = arrow; 1414 tmp = arrow;
1456 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;
1457 } 1416 }
1458 } 1417 }
1459 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1460 { 1419 {
1461 tmp = arrow; 1420 tmp = arrow;
1480 * find_better_arrow to find a decent arrow to use. 1439 * find_better_arrow to find a decent arrow to use.
1481 * op = the shooter 1440 * op = the shooter
1482 * type = bow->race 1441 * type = bow->race
1483 * dir = fire direction 1442 * dir = fire direction
1484 */ 1443 */
1485
1486object * 1444object *
1487pick_arrow_target (object *op, const char *type, int dir) 1445pick_arrow_target (object *op, const char *type, int dir)
1488{ 1446{
1489 object *tmp = NULL; 1447 object *tmp = NULL;
1490 maptile *m; 1448 maptile *m;
1555 */ 1513 */
1556int 1514int
1557fire_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)
1558{ 1516{
1559 object *left, *bow; 1517 object *left, *bow;
1560 int bowspeed, mflags; 1518 int mflags;
1561 maptile *m; 1519 maptile *m;
1562 1520
1563 if (!dir) 1521 if (!dir)
1564 { 1522 {
1565 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!");
1566 return 0; 1524 return 0;
1567 } 1525 }
1568 1526
1569 if (op->type == PLAYER) 1527 if (op->contr)
1570 bow = op->contr->ranges[range_bow]; 1528 bow = op->current_weapon;
1571 else 1529 else
1572 { 1530 {
1573 for (bow = op->inv; bow; bow = bow->below) 1531 for (bow = op->inv; bow; bow = bow->below)
1574 /* 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
1575 * 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.
1580 if (!bow) 1538 if (!bow)
1581 { 1539 {
1582 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1583 return 0; 1541 return 0;
1584 } 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
1585 } 1551 }
1586 1552
1587 if (!bow->race || !bow->skill) 1553 if (!bow->race || !bow->skill)
1588 { 1554 {
1589 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);
1590 return 0; 1556 return 0;
1591 } 1557 }
1592
1593 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1594
1595 /* penalize ROF for bestarrow */
1596 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1597 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1598
1599 if (bowspeed < 1)
1600 bowspeed = 1;
1601 1558
1602 if (arrow == NULL) 1559 if (arrow == NULL)
1603 { 1560 {
1604 if ((arrow = find_arrow (op, bow->race)) == NULL) 1561 if ((arrow = find_arrow (op, bow->race)) == NULL)
1605 { 1562 {
1606 if (op->type == PLAYER) 1563 if (op->type == PLAYER)
1607 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);
1608 /* 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 */
1609 else 1566 else
1610 CLEAR_FLAG (op, FLAG_READY_BOW); 1567 CLEAR_FLAG (op, FLAG_READY_BOW);
1568
1611 return 0; 1569 return 0;
1612 } 1570 }
1613 } 1571 }
1614 1572
1615 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1573 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1639 1597
1640 arrow->set_owner (op); 1598 arrow->set_owner (op);
1641 arrow->skill = bow->skill; 1599 arrow->skill = bow->skill;
1642 arrow->direction = dir; 1600 arrow->direction = dir;
1643 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
1644 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1645 { 1636 {
1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1647 op->update_stats ();
1648 }
1649
1650 SET_ANIMATION (arrow, arrow->direction);
1651 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1652 arrow->stats.hp = arrow->stats.dam;
1653 arrow->stats.grace = arrow->attacktype;
1654 if (arrow->slaying != NULL)
1655 arrow->spellarg = strdup (arrow->slaying);
1656
1657 /* Note that this was different for monsters - they got their level
1658 * added to the damage. I think the strength bonus is more proper.
1659 */
1660
1661 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1662
1663 /* update the speed */
1664 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1665 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1666
1667 arrow->set_speed (max (arrow->speed, 1.0));
1668 arrow->speed_left = 0;
1669
1670 if (op->type == PLAYER)
1671 {
1672 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1673 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1674 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1675
1676 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;
1677 } 1644 }
1678 else 1645 else
1679 { 1646 {
1680 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1681 arrow->level = op->level; 1647 arrow->level = op->level;
1682 } 1648 arrow->stats.wc -= bow->magic;
1683 1649
1684 if (arrow->attacktype == AT_PHYSICAL) 1650 if (!arrow->slaying)
1651 arrow->slaying = bow->slaying;
1652
1685 arrow->attacktype |= bow->attacktype; 1653 arrow->attacktype |= bow->attacktype;
1654 }
1686 1655
1687 if (bow->slaying) 1656 wc -= arrow->level;
1688 arrow->slaying = bow->slaying; 1657 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1689 1658
1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1690 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1691 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1692 1662
1693 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1694 m->insert (arrow, sx, sy, op); 1664 m->insert (arrow, sx, sy, op);
1695 1665
1696 if (!arrow->destroyed ()) 1666 if (!arrow->destroyed ())
1697 move_arrow (arrow); 1667 move_arrow (arrow);
1698 1668
1719{ 1689{
1720 int ret = 0, wcmod = 0; 1690 int ret = 0, wcmod = 0;
1721 1691
1722 if (op->contr->bowtype == bow_bestarrow) 1692 if (op->contr->bowtype == bow_bestarrow)
1723 { 1693 {
1724 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);
1725 } 1695 }
1726 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)
1727 { 1697 {
1728 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1729 wcmod = -1; 1699 wcmod = -1;
1739 else if (op->contr->bowtype == bow_spreadshot) 1709 else if (op->contr->bowtype == bow_spreadshot)
1740 { 1710 {
1741 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);
1742 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);
1743 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);
1744
1745 } 1714 }
1746 else 1715 else
1747 { 1716 {
1748 /* Simple case */ 1717 /* Simple case */
1749 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);
1750 } 1719 }
1720
1751 return ret; 1721 return ret;
1752} 1722}
1753
1754 1723
1755/* Fires a misc (wand/rod/horn) object in 'dir'. 1724/* Fires a misc (wand/rod/horn) object in 'dir'.
1756 * Broken apart from 'fire' to keep it more readable. 1725 * Broken apart from 'fire' to keep it more readable.
1757 */ 1726 */
1758void 1727void
1759fire_misc_object (object *op, int dir) 1728fire_misc_object (object *op, int dir)
1760{ 1729{
1761 object *item; 1730 object *item = op->contr->ranged_ob;
1762 1731
1763 if (!op->contr->ranges[range_misc]) 1732 if (!item)
1764 { 1733 {
1765 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.");
1766 return; 1735 return;
1767 } 1736 }
1768 1737
1769 item = op->contr->ranges[range_misc];
1770 if (!item->inv) 1738 if (!item->inv)
1771 { 1739 {
1772 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1740 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1773 return; 1741 return;
1774 } 1742 }
1743
1744 if (!op->change_weapon (item))
1745 return;
1746
1775 if (item->type == WAND) 1747 if (item->type == WAND)
1776 { 1748 {
1777 if (item->stats.food <= 0) 1749 if (item->stats.food <= 0)
1778 { 1750 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1751 op->contr->play_sound (sound_find ("wand_poof"));
1780 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
1781 return; 1754 return;
1782 } 1755 }
1783 } 1756 }
1784 else if (item->type == ROD || item->type == HORN) 1757 else if (item->type == ROD || item->type == HORN)
1785 { 1758 {
1786 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))
1787 { 1760 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1762
1789 if (item->type == ROD) 1763 if (item->type == ROD)
1790 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));
1791 else 1765 else
1792 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
1793 return; 1768 return;
1794 } 1769 }
1795 } 1770 }
1796 1771
1797 if (cast_spell (op, item, dir, item->inv, NULL)) 1772 if (cast_spell (op, item, dir, item->inv, NULL))
1804 object *tmp; 1779 object *tmp;
1805 1780
1806 if (item->arch) 1781 if (item->arch)
1807 { 1782 {
1808 CLEAR_FLAG (item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
1809 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
1810 item->set_speed (0); 1785 item->set_speed (0);
1811 } 1786 }
1812 1787
1813 if ((tmp = item->in_player ())) 1788 if ((tmp = item->in_player ()))
1814 esrv_update_item (UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
1819 } 1794 }
1820} 1795}
1821 1796
1822/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
1823 */ 1798 */
1824void 1799bool
1825fire (object *op, int dir) 1800fire (object *op, int dir)
1826{ 1801{
1827 int spellcost = 0; 1802 int spellcost = 0;
1828 1803
1829 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
1830 if (action_makes_visible (op)) 1805 if (action_makes_visible (op))
1831 make_visible (op); 1806 make_visible (op);
1832 1807
1833 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;
1834 { 1814 }
1835 case range_none:
1836 return;
1837 1815
1838 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:
1839 player_fire_bow (op, dir); 1832 player_fire_bow (op, dir);
1840 return; 1833 break;
1841 1834
1842 case range_magic: /* Casting spells */ 1835 case SPELL:
1843 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);
1844 return; 1837 break;
1845 1838
1846 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:
1847 fire_misc_object (op, dir); 1848 fire_misc_object (op, dir);
1848 return; 1849 break;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1852 {
1853 op->contr->ranges[range_golem] = 0;
1854 op->contr->shoottype = range_none;
1855 }
1856 else
1857 control_golem (op->contr->ranges[range_golem], dir);
1858 return;
1859
1860 case range_skill:
1861 if (!op->chosen_skill)
1862 {
1863 if (op->type == PLAYER)
1864 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder (op, dir);
1871 return;
1872 default:
1873 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1874 return;
1875 } 1850 }
1876}
1877 1851
1878 1852 return true;
1853}
1879 1854
1880/* find_key 1855/* find_key
1881 * 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
1882 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic 1858 * This function merges both normal and locked door, since the logic
1885 * pl is the player, 1860 * pl is the player,
1886 * inv is the objects inventory to searched 1861 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1862 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1863 * This function can be called recursively to search containers.
1889 */ 1864 */
1890
1891object * 1865object *
1892find_key (object *pl, object *container, object *door) 1866find_key (object *pl, object *container, object *door)
1893{ 1867{
1894 object *tmp, *key; 1868 object *tmp, *key;
1895 1869
1896 /* Should not happen, but sanity checking is never bad */ 1870 /* Should not happen, but sanity checking is never bad */
1897 if (container->inv == NULL) 1871 if (!container->inv)
1898 return NULL; 1872 return 0;
1899 1873
1900 /* 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 */
1901 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1875 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 { 1876 {
1903 if (door->type == DOOR && tmp->type == KEY) 1877 if (door->type == DOOR && tmp->type == KEY)
1904 break; 1878 break;
1905 /* For sanity, we should really check door type, but other stuff 1879 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1880 * (like containers) can be locked with special keys
1907 */ 1881 */
1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1882 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 break; 1883 break;
1910 } 1884 }
1885
1911 /* No key found - lets search inventories now */ 1886 /* No key found - lets search inventories now */
1912 /* 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.
1913 * 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
1914 * a key, return 1889 * a key, return
1915 */ 1890 */
1916 if (!tmp) 1891 if (!tmp)
1917 { 1892 {
1918 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1893 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 { 1894 {
1920 /* No reason to search empty containers */ 1895 /* No reason to search empty containers */
1921 if (tmp->type == CONTAINER && tmp->inv) 1896 if (tmp->type == CONTAINER && tmp->inv)
1922 { 1897 {
1923 if ((key = find_key (pl, tmp, door)) != NULL) 1898 if ((key = find_key (pl, tmp, door)))
1924 return key; 1899 return key;
1925 } 1900 }
1926 } 1901 }
1902
1927 if (!tmp) 1903 if (!tmp)
1928 return NULL; 1904 return NULL;
1929 } 1905 }
1906
1930 /* 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,
1931 * see if we actually want to use it 1908 * see if we actually want to use it
1932 */ 1909 */
1933 if (pl != container) 1910 if (pl != container)
1934 { 1911 {
1955 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1932 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1956 "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));
1957 return NULL; 1934 return NULL;
1958 } 1935 }
1959 } 1936 }
1937
1960 return tmp; 1938 return tmp;
1961} 1939}
1962 1940
1963/* moved door processing out of move_player_attack. 1941/* moved door processing out of move_player_attack.
1964 * returns 1 if player has opened the door with a key 1942 * returns 1 if player has opened the door with a key
1966 * 0 otherwise 1944 * 0 otherwise
1967 */ 1945 */
1968static int 1946static int
1969player_attack_door (object *op, object *door) 1947player_attack_door (object *op, object *door)
1970{ 1948{
1971 /* 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,
1972 * 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 -
1973 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
1974 */ 1952 */
1975 object *key = find_key (op, op, door); 1953 object *key = find_key (op, op, door);
1976 1954
1977 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
1978 if (key) 1956 if (key)
1979 { 1957 {
1980 object *container = key->env; 1958 object *container = key->env;
1981 1959
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983 if (action_makes_visible (op)) 1960 if (action_makes_visible (op))
1984 make_visible (op); 1961 make_visible (op);
1962
1985 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1986 spring_trap (door->inv, op); 1964 spring_trap (door->inv, op);
1965
1987 if (door->type == DOOR) 1966 if (door->type == DOOR)
1988 {
1989 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 */
1990 }
1991 else if (door->type == LOCKED_DOOR) 1968 else if (door->type == LOCKED_DOOR)
1992 { 1969 {
1993 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);
1994 remove_door2 (door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1972 }
1973
1996 /* Do this after we print the message */ 1974 /* Do this after we print the message */
1997 decrease_ob (key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
1998 /* Need to update the weight the container the key was in */ 1976 /* Need to update the weight the container the key was in */
1999 if (container != op) 1977 if (container != op)
2000 esrv_update_item (UPD_WEIGHT, op, container); 1978 esrv_update_item (UPD_WEIGHT, op, container);
1979
2001 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
2002 } 1981 }
2003 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2004 { 1983 {
2005 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
2006 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...");
2007 return 1; 1986 return 1;
2008 } 1987 }
1988
2009 return 0; 1989 return 0;
2010} 1990}
2011 1991
2012/* This function is just part of a breakup from move_player. 1992/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2017 */ 1997 */
2018void 1998bool
2019move_player_attack (object *op, int dir) 1999move_player_attack (object *op, int dir)
2020{ 2000{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2001 int on_battleground;
2024 maptile *m;
2025 2002
2026 nx = freearr_x[dir] + op->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2027 ny = freearr_y[dir] + op->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2028 2005
2029 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 }
2030 2016
2031 /* 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
2032 * 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
2033 * 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
2034 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2035 * 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
2036 * 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
2037 * 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
2038 * move_ob uses. 2024 * move_ob uses.
2039 */ 2025 */
2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2041 {
2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2043 {
2044 m = op->map->xy_find (nx, ny); 2026 maptile *m = op->map->xy_find (nx, ny);
2045 if (!m)
2046 return; /* Don't think this should happen */
2047 }
2048 else
2049 m = op->map;
2050 2027
2051 if (!(tmp = m->at (nx, ny).bot))
2052 return;
2053
2054 mon = 0;
2055 /* 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
2056 * 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.
2057 * 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
2058 * on the space 2031 * on the space
2059 */ 2032 */
2060 while (tmp) 2033 object *mon;
2061 { 2034 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2062 if (tmp == op) 2035 {
2063 { 2036 if ((mon->flag [FLAG_ALIVE]
2064 tmp = tmp->above; 2037 || mon->type == LOCKED_DOOR
2065 continue; 2038 || mon->flag [FLAG_CAN_ROLL])
2066 }
2067
2068 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2069 {
2070 mon = tmp; 2039 && mon != op)
2071 break; 2040 break;
2072 } 2041 }
2073 2042
2074 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2075 mon = tmp;
2076
2077 tmp = tmp->above;
2078 }
2079
2080 if (!mon) /* This happens anytime the player tries to move */ 2043 if (!mon) /* This happens anytime the player tries to move */
2081 return; /* into a wall */ 2044 return false; /* into a wall */
2082 2045
2083 if (mon->head)
2084 mon = mon->head; 2046 mon = mon->head_ ();
2085 2047
2086 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)
2087 if (player_attack_door (op, mon)) 2050 if (player_attack_door (op, mon))
2051 {
2052 --op->contr->weapon_sp_left;
2088 return; 2053 return true;
2054 }
2089 2055
2090 /* The following deals with possibly attacking peaceful 2056 /* The following deals with possibly attacking peaceful
2091 * or frienddly creatures. Basically, all players are considered 2057 * or friendly creatures. Basically, all players are considered
2092 * unaggressive. If the moving player has peaceful set, then the 2058 * unaggressive. If the moving player has peaceful set, then the
2093 * object should be pushed instead of attacked. It is assumed that 2059 * object should be pushed instead of attacked. It is assumed that
2094 * if you are braced, you will not attack friends accidently, 2060 * if you are braced, you will not attack friends accidently,
2095 * and thus will not push them. 2061 * and thus will not push them.
2096 */ 2062 */
2097 2063
2098 /* 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
2099 * peaceful. Our assumption is the creature is a pet if the 2065 * peaceful. Our assumption is the creature is a pet if the
2100 * player owns it and it is either friendly or unagressive. 2066 * player owns it and it is either friendly or unagressive.
2101 */ 2067 */
2102 if ((op->type == PLAYER) 2068 if (op->type == PLAYER
2103#if COZY_SERVER
2104 &&
2105 ((mon->owner && mon->owner->contr 2069 && ((mon->owner && mon->owner->contr
2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2070 && same_party (mon->owner->contr->party, op->contr->party))
2107#else
2108 && mon->owner == op 2071 || mon->owner == op)
2109#endif
2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2111 { 2073 {
2112 /* 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 */
2113 if (op->contr->braced) 2075 if (op->contr->braced)
2114 return; 2076 return false;
2115 2077
2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2078 if (op->speed_left > 0.f)
2079 {
2080 --op->speed_left;
2081
2082 op->play_sound (sound_find ("push_player"));
2117 (void) push_ob (mon, dir, op); 2083 push_ob (mon, dir, op);
2084
2118 if (op->contr->tmp_invis || op->hide) 2085 if (op->contr->tmp_invis || op->hide)
2119 make_visible (op); 2086 make_visible (op);
2120 2087
2121 return; 2088 return true;
2122 } 2089 }
2090 else
2091 return false;
2092 }
2123 2093
2124 /* in certain circumstances, you shouldn't attack friendly 2094 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 2095 * creatures. Note that if you are braced, you can't push
2126 * 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
2127 * attack them either. 2097 * attack them either.
2128 */ 2098 */
2129 if ((mon->type == PLAYER || mon->enemy != op) && 2099 if ((mon->type == PLAYER || mon->enemy != op)
2130 (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))
2131#ifdef PROHIBIT_PLAYERKILL
2132 (op->contr->peaceful 2101 && ((op->contr->peaceful
2133 || (mon->type == PLAYER 2102 || (mon->type == PLAYER && mon->contr->peaceful))
2134 && mon->contr->
2135 peaceful)) &&
2136#else
2137 op->contr->peaceful &&
2138#endif
2139 !on_battleground)) 2103 && !on_battleground))
2104 {
2105 if (op->speed_left > 0.f)
2140 { 2106 {
2107 --op->speed_left;
2108
2141 if (!op->contr->braced) 2109 if (!op->contr->braced)
2142 { 2110 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 op->play_sound (sound_find ("push_player"));
2144 push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2145 } 2113 }
2146 else 2114 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 2115 op->statusmsg ("You withhold your attack");
2148 2116
2149 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2150 make_visible (op); 2118 make_visible (op);
2151 }
2152 2119
2120 return true;
2121 }
2122 }
2153 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2154 * 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.
2155 */ 2125 */
2156 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)
2157 { 2129 {
2130 --op->speed_left;
2131
2158 recursive_roll (mon, dir, op); 2132 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 2133 if (action_makes_visible (op))
2160 make_visible (op); 2134 make_visible (op);
2161 }
2162 2135
2136 return true;
2137 }
2138 }
2163 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2164 * 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
2165 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2166 * 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
2167 * 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.
2168 */ 2144 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2170 ((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)))
2171 { 2147 {
2172 2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2173 /* If the player hasn't hit something this tick, and does
2174 * so, give them speed boost based on weapon speed. Doing
2175 * it here is better than process_players2, which basically
2176 * incurred a 1 tick offset.
2177 */
2178 if (!op->contr->has_hit)
2179 { 2149 {
2180 op->speed_left += op->speed / op->contr->weapon_sp; 2150 --op->contr->weapon_sp_left;
2181
2182 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2183 }
2184 2151
2185 skill_attack (mon, op, 0, 0, 0); 2152 skill_attack (mon, op, 0, 0, 0);
2186
2187 /* If attacking another player, that player gets automatic
2188 * hitback, and doesn't loose luck either.
2189 * Disable hitback on the battleground or if the target is
2190 * the wiz.
2191 */
2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2193 {
2194 short luck = mon->stats.luck;
2195
2196 mon->contr->has_hit = 1;
2197 skill_attack (op, mon, 0, 0, 0);
2198 mon->stats.luck = luck;
2199 }
2200 2153
2201 if (action_makes_visible (op)) 2154 if (action_makes_visible (op))
2202 make_visible (op); 2155 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 2156
2207int 2157 return true;
2158 }
2159 }
2160
2161 return false;
2162}
2163
2164bool
2208move_player (object *op, int dir) 2165move_player (object *op, int dir)
2209{ 2166{
2210 int pick; 2167 int pick;
2211 2168
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2219 return 0; 2176 return 0;
2220 } 2177 }
2221 2178
2222 /* peterm: added following line */ 2179 /* peterm: added following line */
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2180 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2224 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2181 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2225 2182
2226 op->facing = dir; 2183 op->facing = dir;
2227 2184
2228 if (op->hide) 2185 if (op->hide)
2229 do_hidden_move (op); 2186 do_hidden_move (op);
2230 2187
2188 bool retval;
2189
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 2191 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 2192 else if (op->contr->fire_on)
2234 fire (op, dir); 2193 retval = fire (op, dir);
2235 else 2194 else
2236 { 2195 {
2237 move_player_attack (op, dir); 2196 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 2197 pick = check_pick (op);
2239 } 2198 }
2240 2199
2241 /* 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
2242 * server can handle repeat firing. 2201 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2208 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2209 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2210 * for players.
2252 */ 2211 */
2253 animate_object (op, op->facing); 2212 animate_object (op, op->facing);
2254 return 0; 2213
2214 return retval;
2255} 2215}
2256 2216
2257/* 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
2258 * new client/server stuff. 2218 * new client/server stuff.
2259 * 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
2260 * the new speed values for commands. 2220 * the new speed values for commands.
2261 * 2221 *
2262 * 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.
2263 */ 2225 */
2264int 2226bool
2265handle_newcs_player (object *op) 2227handle_newcs_player (object *op)
2266{ 2228{
2267 if (op->contr->hidden)
2268 {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2)
2275 op->invisible--;
2276 }
2277 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2278 {
2279 op->invisible--;
2280 if (!op->invisible)
2281 {
2282 make_visible (op);
2283 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2284 }
2285 }
2286
2287 if (QUERY_FLAG (op, FLAG_SCARED)) 2229 if (QUERY_FLAG (op, FLAG_SCARED))
2288 { 2230 {
2289 flee_player (op); 2231 if (op->speed_left > 0.f)
2290 /* If player is still scared, that is his action for this tick */
2291 if (QUERY_FLAG (op, FLAG_SCARED))
2292 { 2232 {
2293 op->speed_left--; 2233 --op->speed_left;
2234 flee_player (op);
2235
2294 return 0; 2236 return true;
2295 } 2237 }
2238 else
2239 return false;
2296 } 2240 }
2297
2298 /* I've been seeing crashes where the golem has been destroyed, but
2299 * the player object still points to the defunct golem. The code that
2300 * destroys the golem looks correct, and it doesn't always happen, so
2301 * put this in a a workaround to clean up the golem pointer.
2302 */
2303 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2304 op->contr->ranges[range_golem] = 0;
2305 2241
2306 /* 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
2307 * the players time has been increased when doericserver has been 2243 * the players time has been increased when doericserver has been
2308 * called, so we recheck it here. 2244 * called, so we recheck it here.
2309 */ 2245 */
2310 if (op->contr->ns->handle_command ()) 2246 if (op->contr->ns->handle_command ())
2311 return 1; 2247 return true;
2312 2248
2313 if (op->speed_left > 0)
2314 {
2315 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2316 {
2317 /* All move commands take 1 tick, at least for now */
2318 op->speed_left--;
2319
2320 /* Instead of all the stuff below, let move_player take care
2321 * of it. Also, some of the skill stuff is only put in
2322 * there, as well as the confusion stuff.
2323 */
2324 move_player (op, op->direction); 2250 return move_player (op, op->direction);
2325 2251
2326 return op->speed_left > 0;
2327 }
2328 }
2329
2330 return 0; 2252 return false;
2331} 2253}
2332 2254
2333int 2255int
2334save_life (object *op) 2256save_life (object *op)
2335{ 2257{
2337 return 0; 2259 return 0;
2338 2260
2339 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2340 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2341 { 2263 {
2342 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2264 op->play_sound (sound_find ("ob_evaporate"));
2343 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));
2344 2266
2345 if (op->contr) 2267 if (op->contr)
2346 esrv_del_item (op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2347 2269
2367/* 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
2368 * 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
2369 * 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
2370 * from. 2292 * from.
2371 */ 2293 */
2372void 2294static void
2373remove_unpaid_objects (object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2374{ 2296{
2375 object *next;
2376
2377 while (op) 2297 while (op)
2378 { 2298 {
2379 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' */
2380 2300
2381 if (QUERY_FLAG (op, FLAG_UNPAID)) 2301 if (QUERY_FLAG (op, FLAG_UNPAID))
2384 esrv_del_item (env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2385 2305
2386 op->insert_at (env); 2306 op->insert_at (env);
2387 } 2307 }
2388 else if (op->inv) 2308 else if (op->inv)
2389 remove_unpaid_objects (op->inv, env); 2309 drop_unpaid_items (op->inv, env);
2390 2310
2391 op = next; 2311 op = next;
2392 } 2312 }
2313}
2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2393} 2320}
2394 2321
2395/* 2322/*
2396 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2397 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2447 int rate_grace = 2000; 2374 int rate_grace = 2000;
2448 const int max_hp = 1; 2375 const int max_hp = 1;
2449 const int max_sp = 1; 2376 const int max_sp = 1;
2450 const int max_grace = 1; 2377 const int max_grace = 1;
2451 2378
2452 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--;
2453 { 2388 }
2454 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2389 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2455 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2390 {
2456 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 }
2457 } 2396 }
2458 2397
2459 if (op->contr->ns->state == ST_PLAYING) 2398 if (op->contr->ns->state == ST_PLAYING)
2460 { 2399 {
2461 /* these next three if clauses make it possible to SLOW DOWN 2400 /* these next three if clauses make it possible to SLOW DOWN
2480 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2481 else 2420 else
2482 { 2421 {
2483 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2484 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2485 }
2486
2487 /* Regenerate Spell Points */
2488 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2489 {
2490 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp++;
2494 /* dms do not consume food */
2495 if (!QUERY_FLAG (op, FLAG_WIZ))
2496 {
2497 op->stats.food--;
2498 if (op->contr->digestion < 0)
2499 op->stats.food += op->contr->digestion;
2500 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2501 op->stats.food = last_food;
2502 }
2503 }
2504
2505 if (max_sp > 1)
2506 {
2507 over_sp = (gen_sp + 10) / rate_sp;
2508 if (over_sp > 0)
2509 {
2510 if (op->stats.sp < op->stats.maxsp)
2511 {
2512 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2513
2514 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2515 op->stats.sp--;
2516
2517 if (op->stats.sp > op->stats.maxsp)
2518 op->stats.sp = op->stats.maxsp;
2519 }
2520 op->last_sp = 0;
2521 }
2522 else
2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2524 }
2525 else
2526 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2527 } 2424 }
2528 2425
2529 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2530 /* 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. */
2531 if (--op->last_grace < 0) 2428 if (--op->last_grace < 0)
2552 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);
2553 } 2450 }
2554 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2555 } 2452 }
2556 2453
2454 if (op->stats.food > 0)
2455 {
2557 /* Regenerate Hit Points */ 2456 /* Regenerate Spell Points */
2558 if (--op->last_heal < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2559 {
2560 if (op->stats.hp < op->stats.maxhp)
2561 { 2458 {
2562 op->stats.hp++; 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2563 /* dms do not consume food */ 2460
2564 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (op->stats.sp < op->stats.maxsp)
2565 { 2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2566 op->stats.food--; 2468 op->stats.food--;
2469
2567 if (op->contr->digestion < 0) 2470 if (op->contr->digestion < 0)
2568 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2569 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))
2570 op->stats.food = last_food; 2473 op->stats.food = last_food;
2474 }
2571 } 2475 }
2572 }
2573 2476
2574 if (max_hp > 1) 2477 if (max_sp > 1)
2575 {
2576 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2577 if (over_hp > 0)
2578 { 2478 {
2579 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
2580 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);
2581 } 2497 }
2582 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)
2583 { 2506 {
2584 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 }
2585 } 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);
2586 } 2532 }
2587 else 2533 else
2588 {
2589 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);
2590 } 2535 }
2591 } 2536 }
2592 2537
2593 /* Digestion */ 2538 /* Digestion */
2594 if (--op->last_eat < 0) 2539 if (--op->last_eat < 0)
2595 { 2540 {
2596#ifdef COZY_SERVER 2541 int bonus = max (0, op->contr->digestion),
2597 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2542 penalty = max (0, -op->contr->digestion);
2598 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2599#else
2600 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2601#endif
2602 2543
2603 if (op->contr->gen_hp > 0)
2604 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);
2605 else
2606 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2607 2545
2608 /* dms do not consume food */ 2546 /* dms do not consume food */
2609 if (!QUERY_FLAG (op, FLAG_WIZ)) 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2610 op->stats.food--; 2548 op->stats.food--;
2611 } 2549 }
2638 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.");
2639 manual_apply (op, flesh, 0); 2577 manual_apply (op, flesh, 0);
2640 } 2578 }
2641 } 2579 }
2642 2580
2643 while (op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0)
2644 op->stats.food++, op->stats.hp--; 2582 {
2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2645 2586
2646 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2647 kill_player (op); 2588 kill_player (op);
2648 } 2589 }
2649} 2590}
2654 * file. 2595 * file.
2655 */ 2596 */
2656void 2597void
2657kill_player (object *op) 2598kill_player (object *op)
2658{ 2599{
2600 int x, y;
2659 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2660 int x, y;
2661
2662 //int i;
2663 maptile *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2664
2665 /* int z;
2666 int num_stats_lose;
2667 int lost_a_stat;
2668 int lose_this_stat;
2669 int this_stat; */
2670 int will_kill_again; 2603 int will_kill_again;
2671 archetype *at; 2604 archetype *at;
2672 object *tmp; 2605 object *tmp;
2673 2606
2674 if (save_life (op)) 2607 if (save_life (op))
2675 return; 2608 return;
2676
2677 2609
2678 /* 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
2679 * 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.
2680 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2681 */ 2613 */
2697 { 2629 {
2698 tmp->destroy (); 2630 tmp->destroy ();
2699 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2700 } 2632 }
2701 2633
2702 cure_disease (op, 0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2703 op->stats.hp = op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2704 if (op->stats.food <= 0) 2636 if (op->stats.food <= 0)
2705 op->stats.food = 999; 2637 op->stats.food = 999;
2706 2638
2707 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2708 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2709 { 2641 {
2710 sprintf (buf, "%s's finger", &op->name); 2642 tmp->name = format ("%s's finger" , &op->name);
2711 tmp->name = buf; 2643 tmp->name_pl = format ("%s's fingers", &op->name);
2712 sprintf (buf, " This finger has been cut off %s\n" 2644 tmp->msg = format (
2713 " 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",
2714 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2715 tmp->msg = buf; 2647 );
2716 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2648 tmp->value = 0, tmp->type = 0;
2717 tmp->materialname = NULL; 2649 tmp->materialname = "organics";
2718 tmp->insert_at (op, tmp); 2650 tmp->insert_at (op, tmp);
2719 } 2651 }
2720 2652
2721 /* teleport defeated player to new destination */ 2653 /* teleport defeated player to new destination */
2722 transfer_ob (op, x, y, 0, NULL); 2654 transfer_ob (op, x, y, 0, NULL);
2727 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2728 2660
2729 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2730 2662
2731 if (op->stats.food < 0) 2663 if (op->stats.food < 0)
2732 {
2733 sprintf (buf, "%s starved to death.", &op->name);
2734 strcpy (op->contr->killer, "starvation"); 2664 strcpy (op->contr->killer, "starvation");
2735 }
2736 else
2737 sprintf (buf, "%s died.", &op->name);
2738 2665
2739 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2666 op->contr->play_sound (sound_find ("player_dies"));
2740 2667
2741 /* save the map location for corpse, gravestone */ 2668 /* save the map location for corpse, gravestone */
2742 x = op->x; 2669 x = op->x;
2743 y = op->y; 2670 y = op->y;
2744 map = op->map; 2671 map = op->map;
2907 { 2834 {
2908 tmp->destroy (); 2835 tmp->destroy ();
2909 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2910 } 2837 }
2911 2838
2912 cure_disease (op, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2913 2840
2914 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2915 apply_death_exp_penalty (op); 2842 apply_death_exp_penalty (op);
2916 if (op->stats.food < 100) 2843 if (op->stats.food < 100)
2917 op->stats.food = 900; 2844 op->stats.food = 900;
2918 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2919 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2920 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2921 2848
2922 /* 2849 /*
2923 * Check to see if the player is in a shop. IF so, then check to see if
2924 * 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
2925 * in the map. 2851 * and put them back in the map.
2926 */ 2852 */
2927 2853 op->drop_unpaid_items ();
2928 if (is_in_shop (op))
2929 remove_unpaid_objects (op->inv, op);
2930 2854
2931 /****************************************/ 2855 /****************************************/
2932 /* */ 2856 /* */
2933 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2934 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2954 object *force; 2878 object *force;
2955 int at; 2879 int at;
2956 2880
2957 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
2958 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
2959 force->speed = 0.1; 2883 force->speed = 0.1f;
2960 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
2961 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
2962 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
2963 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
2964 force->resist[at] = 100; 2888 force->resist[at] = 100;
2965 2889
2974void 2898void
2975loot_object (object *op) 2899loot_object (object *op)
2976{ /* Grab and destroy some treasure */ 2900{ /* Grab and destroy some treasure */
2977 object *tmp, *tmp2, *next; 2901 object *tmp, *tmp2, *next;
2978 2902
2979 if (op->container) 2903 op->close_container (); /* close open sack first */
2980 esrv_apply_container (op, op->container); /* close open sack first */
2981 2904
2982 for (tmp = op->inv; tmp; tmp = next) 2905 for (tmp = op->inv; tmp; tmp = next)
2983 { 2906 {
2984 next = tmp->below; 2907 next = tmp->below;
2985 2908
2986 if (tmp->invisible) 2909 if (tmp->invisible)
2987 continue; 2910 continue;
2988 2911
2989 tmp->remove (); 2912 tmp->remove ();
2990 tmp->x = op->x, tmp->y = op->y; 2913 tmp->x = op->x, tmp->y = op->y;
2914
2991 if (tmp->type == CONTAINER) 2915 if (tmp->type == CONTAINER)
2992 { /* empty container to ground */ 2916 loot_object (tmp); /* empty container to ground */
2993 loot_object (tmp); 2917
2994 }
2995 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))))
2996 { 2919 {
2997 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
2998 { 2921 {
2999 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3000 tmp2->destroy (); 2923 tmp2->destroy ();
3011/* 2934/*
3012 * fix_weight(): Check recursively the weight of all players, and fix 2935 * fix_weight(): Check recursively the weight of all players, and fix
3013 * 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
3014 * was changed. 2937 * was changed.
3015 */ 2938 */
3016
3017void 2939void
3018fix_weight (void) 2940fix_weight (void)
3019{ 2941{
3020 for_all_players (pl) 2942 for_all_players (pl)
3021 { 2943 {
3076void 2998void
3077make_visible (object *op) 2999make_visible (object *op)
3078{ 3000{
3079 op->hide = 0; 3001 op->hide = 0;
3080 op->invisible = 0; 3002 op->invisible = 0;
3003
3081 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3082 { 3005 {
3083 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3084 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3085 } 3008 }
3009
3086 update_object (op, UP_OBJ_FACE); 3010 update_object (op, UP_OBJ_CHANGE);
3087} 3011}
3088 3012
3089int 3013int
3090is_true_undead (object *op) 3014is_true_undead (object *op)
3091{ 3015{
3092 object *tmp = NULL;
3093
3094 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3095 return 1; 3017 return 1;
3096 3018
3097 return 0; 3019 return 0;
3098} 3020}
3099 3021
3100/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3101 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3102 * indicate greater hideability. 3024 * indicate greater hideability.
3103 */ 3025 */
3104
3105int 3026int
3106hideability (object *ob) 3027hideability (object *ob)
3107{ 3028{
3108 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3109 sint16 x, y; 3030 sint16 x, y;
3143/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3144 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3145 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3146 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3147 */ 3068 */
3148
3149void 3069void
3150do_hidden_move (object *op) 3070do_hidden_move (object *op)
3151{ 3071{
3152 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3153 object *skop; 3073 object *skop;
3235 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3236 * 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
3237 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3238 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3239 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3240 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3241 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3242 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3243 * 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.
3244 * -b.t. 3164 * -b.t.
3245 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3246 */ 3166 */
3247
3248int 3167int
3249player_can_view (object *pl, object *op) 3168player_can_view (object *pl, object *op)
3250{ 3169{
3251 rv_vector rv; 3170 rv_vector rv;
3252 int dx, dy; 3171 int dx, dy;
3264 3183
3265 get_rangevector (pl, op, &rv, 0x1); 3184 get_rangevector (pl, op, &rv, 0x1);
3266 3185
3267 /* starting with the 'head' part, lets loop 3186 /* starting with the 'head' part, lets loop
3268 * through the object and find if it has any 3187 * through the object and find if it has any
3269 * part that is in the los array but isnt on 3188 * part that is in the los array but isn't on
3270 * a blocked los square. 3189 * a blocked los square.
3271 * we use the archetype to figure out offsets. 3190 * we use the archetype to figure out offsets.
3272 */ 3191 */
3273 while (op) 3192 while (op)
3274 { 3193 {
3275 dx = rv.distance_x + op->arch->clone.x; 3194 dx = rv.distance_x + op->arch->x;
3276 dy = rv.distance_y + op->arch->clone.y; 3195 dy = rv.distance_y + op->arch->y;
3277 3196
3278 /* only the viewable area the player sees is updated by LOS 3197 /* only the viewable area the player sees is updated by LOS
3279 * 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
3280 * for any meaningful values. 3199 * for any meaningful values.
3281 */ 3200 */
3282 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3283 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3284 !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)])
3285 return 1; 3204 return 1;
3205
3286 op = op->more; 3206 op = op->more;
3287 } 3207 }
3208
3288 return 0; 3209 return 0;
3289} 3210}
3290 3211
3291/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3292 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3295 * return 0. 3216 * return 0.
3296 */ 3217 */
3297int 3218int
3298action_makes_visible (object *op) 3219action_makes_visible (object *op)
3299{ 3220{
3300
3301 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3302 { 3222 {
3303 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3304 return 0; 3224 return 0;
3305 3225
3311 { 3231 {
3312 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");
3313 return 1; 3233 return 1;
3314 } 3234 }
3315 } 3235 }
3236
3316 return 0; 3237 return 0;
3317} 3238}
3318 3239
3319/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3320 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3325 * 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
3326 */ 3247 */
3327int 3248int
3328op_on_battleground (object *op, int *x, int *y) 3249op_on_battleground (object *op, int *x, int *y)
3329{ 3250{
3330 object *tmp;
3331
3332 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3333 * 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),
3334 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3335 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3336 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3337 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3338 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3339 { 3258 {
3340 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3341 { 3260 {
3342 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3343 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))
3344 { 3265 {
3345 /*before we assign the exit, check if this is a teambattle */ 3266 /* before we assign the exit, check if this is a teambattle */
3346 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))
3347 { 3268 {
3348 object *invtmp;
3349
3350 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3351 { 3270 {
3352 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3353 { 3272 {
3354 if (x != NULL && y != NULL) 3273 if (x && y)
3355 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3356 return 1; 3276 return 1;
3357 } 3277 }
3358 } 3278 }
3359 } 3279 }
3280
3360 if (x != NULL && y != NULL) 3281 if (x && y)
3361 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3362 return 1; 3284 return 1;
3363 } 3285 }
3364 } 3286 }
3365 } 3287 }
3288
3366 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3367 return 0; 3290 return 0;
3368} 3291}
3369 3292
3370/* 3293/*
3386 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3387 int i = 0, j = 0; 3310 int i = 0, j = 0;
3388 3311
3389 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3390 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3391 trlist = find_treasurelist ("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3392 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3393 trlist = find_treasurelist ("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3394 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3395 trlist = find_treasurelist ("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3396 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3397 trlist = find_treasurelist ("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3398 3321
3399 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3400 return; 3323 return;
3401 3324
3402 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++);
3406 /* 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]); */
3407 return; 3330 return;
3408 } 3331 }
3409 3332
3410 /* everything seems okay - now bring on the gift: */ 3333 /* everything seems okay - now bring on the gift: */
3411 item = &(tr->item->clone); 3334 item = tr->item;
3412 3335
3413 if (item->type == SPELL) 3336 if (item->type == SPELL)
3414 { 3337 {
3415 if (check_spell_known (who, item->name)) 3338 if (check_spell_known (who, item->name))
3416 return; 3339 return;
3475 { 3398 {
3476 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3477 object *skin; 3400 object *skin;
3478 3401
3479 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3480 shstr_cmp dragon_skin_force ("dragon_skin_force");
3481 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)
3482 ; 3404 ;
3483 3405
3484 if (!skin) 3406 if (!skin)
3485 return; 3407 return;
3486 3408
3534 * not readied. 3456 * not readied.
3535 */ 3457 */
3536void 3458void
3537player_unready_range_ob (player *pl, object *ob) 3459player_unready_range_ob (player *pl, object *ob)
3538{ 3460{
3539 rangetype i; 3461 if (pl->ob->current_weapon == ob)
3462 pl->ob->current_weapon = 0;
3540 3463
3541 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3464 if (pl->combat_ob == ob)
3542 { 3465 pl->combat_ob = 0;
3466
3543 if (pl->ranges[i] == ob) 3467 if (pl->ranged_ob == ob)
3544 { 3468 pl->ranged_ob = 0;
3545 pl->ranges[i] = NULL;
3546 if (pl->shoottype == i)
3547 {
3548 pl->shoottype = range_none;
3549 }
3550 }
3551 }
3552} 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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