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Comparing deliantra/server/server/player.C (file contents):
Revision 1.90 by root, Sun Jan 7 21:54:59 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{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
285 if (ns) 271 if (ns)
286 { 272 {
287 if (active) 273 if (active)
288 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
289 275
290 INVOKE_PLAYER (DISCONNECT, this); 276 INVOKE_PLAYER (DISCONNECT, this);
291 277
278 ns->reset_stats ();
292 ns->pl = 0; 279 ns->pl = 0;
293 this->ns = 0; 280 ns = 0;
294 } 281 }
282
283 observe = ob;
295 284
296 deactivate (); 285 deactivate ();
297} 286}
298 287
299// the need for this function can be explained 288// the need for this function can be explained
300// by load_object not returning the object 289// by load_object not returning the object
301void 290void
302player::set_object (object *op) 291player::set_object (object *op)
303{ 292{
304 ob = op; 293 ob = observe = op;
305 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
306 295
296 ob->speed = 1.0f;
307 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
308 ob->speed = 1.0; 298
309 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
310 ob->stats.wc = 2;
311 ob->run_away = 25; /* Then we panick... */
312 300
313 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;
314} 333}
315 334
316player::player () 335player::player ()
317{ 336{
318 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
319 * we deal with that below this point. 338 * we deal with that below this point.
320 */ 339 */
321 outputs_sync = 16; /* Every 2 seconds */ 340 outputs_sync = 4;
322 outputs_count = 8; /* Keeps present behaviour */ 341 outputs_count = 4;
323 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
324 343
325 savebed_map = first_map_path; /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
326 345
327 gen_sp_armour = 10; 346 gen_sp_armour = 10;
328 last_speed = -1;
329 shoottype = range_none;
330 bowtype = bow_normal; 347 bowtype = bow_normal;
331 petmode = pet_normal; 348 petmode = pet_normal;
332 listening = 10; 349 listening = 10;
333 usekeys = containers; 350 usekeys = containers;
334 last_weapon_sp = -1;
335 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
336 do_los = 1; 352 do_los = 1;
337 353
338 /* we need to clear these to -1 and not zero - otherwise, 354 weapon_sp = 1.0f;
339 * if a player quits and starts a new character, we wont 355 weapon_sp_left = 0.5f;
340 * send new values to the client, as things like exp start
341 * at zero.
342 */
343 for (int i = 0; i < NUM_SKILLS; i++)
344 last_skill_exp[i] = -1;
345
346 for (int i = 0; i < NROFATTACKS; i++)
347 last_resist[i] = -1;
348
349 last_stats.exp = -1;
350 last_weight = (uint32) - 1;
351} 356}
352 357
353void 358void
354player::do_destroy () 359player::do_destroy ()
355{ 360{
360 if (ob) 365 if (ob)
361 { 366 {
362 ob->destroy_inv (false); 367 ob->destroy_inv (false);
363 ob->destroy (); 368 ob->destroy ();
364 } 369 }
370
371 ob = observe = 0;
365} 372}
366 373
367player::~player () 374player::~player ()
368{ 375{
369 /* Clear item stack */ 376 /* Clear item stack */
378player::create () 385player::create ()
379{ 386{
380 player *pl = new player; 387 player *pl = new player;
381 388
382 pl->set_object (arch_to_object (get_player_archetype (0))); 389 pl->set_object (arch_to_object (get_player_archetype (0)));
390
391 pl->ob->roll_stats ();
392 pl->ob->stats.wc = 2;
393 pl->ob->run_away = 25; /* Then we panick... */
394
383 set_first_map (pl->ob); 395 set_first_map (pl->ob);
384 396
385 return pl; 397 return pl;
386} 398}
387 399
391 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
392 */ 404 */
393archetype * 405archetype *
394get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
395{ 407{
396 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
397 409
398 for (;;) 410 for (;;)
399 { 411 {
400 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
401 at = first_archetype; 413 i = archetypes.begin ();
402 else 414 else if (*i == at)
403 at = at->next; 415 cleanup ("not a single player archetype found");
404 416
405 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
406 return at; 418 return *i;
407
408 if (at == start)
409 {
410 LOG (llevError, "No Player archetypes\n");
411 exit (-1);
412 }
413 } 419 }
414} 420}
415 421
416object * 422object *
417get_nearest_player (object *mon) 423get_nearest_player (object *mon)
419 object *op = NULL; 425 object *op = NULL;
420 objectlink *ol; 426 objectlink *ol;
421 unsigned lastdist; 427 unsigned lastdist;
422 rv_vector rv; 428 rv_vector rv;
423 429
424 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 { 431 {
426 /* We should not find free objects on this friendly list, but it
427 * does periodically happen. Given that, lets deal with it.
428 * While unlikely, it is possible the next object on the friendly
429 * list is also free, so encapsulate this in a while loop.
430 */
431 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
432 {
433 object *tmp = ol->ob;
434
435 /* Can't do much more other than log the fact, because the object
436 * itself will have been cleared.
437 */
438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
439 ol = ol->next;
440 remove_friendly_object (tmp);
441 if (!ol)
442 return op;
443 }
444
445 /* Remove special check for player from this. First, it looks to cause
446 * some crashes (ol->ob->contr not set properly?), but secondly, a more
447 * complicated method of state checking would be needed in any case -
448 * as it was, a clever player could type quit, and the function would
449 * skip them over while waiting for confirmation. Remove
450 * on_same_map check, as can_detect_enemy also does this
451 */
452 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
453 continue; 433 continue;
454 434
455 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
456 { 436 {
532 x = mon->x; 512 x = mon->x;
533 y = mon->y; 513 y = mon->y;
534 m = mon->map; 514 m = mon->map;
535 dir = rv.direction; 515 dir = rv.direction;
536 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 */
537 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
538 /* 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. */
539 if (diff > max) 520 if (diff > max)
540 return 0; 521 return 0;
522
541 while (diff > 1 && max > 0) 523 while (diff > 1 && max > 0)
542 { 524 {
543 lastx = x; 525 lastx = x;
544 lasty = y; 526 lasty = y;
545 lastmap = m; 527 lastmap = m;
627 max--; 609 max--;
628 lastdir = dir; 610 lastdir = dir;
629 if (!firstdir) 611 if (!firstdir)
630 firstdir = dir; 612 firstdir = dir;
631 } 613 }
614
632 if (diff <= 1) 615 if (diff <= 1)
633 { 616 {
634 /* Recalculate diff (distance) because we may not have actually 617 /* Recalculate diff (distance) because we may not have actually
635 * headed toward player for entire distance. 618 * headed toward player for entire distance.
636 */ 619 */
637 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
638 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));
639 } 622 }
623
640 if (diff > max) 624 if (diff > max)
641 return 0; 625 return 0;
642 } 626 }
627
643 /* 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 */
644 if (!max) 629 if (!max)
645 return 0; 630 return 0;
646 631
647 return firstdir; 632 return firstdir;
761roll_stat (void) 746roll_stat (void)
762{ 747{
763 int a[4], i, j, k; 748 int a[4], i, j, k;
764 749
765 for (i = 0; i < 4; i++) 750 for (i = 0; i < 4; i++)
766 a[i] = (int) RANDOM () % 6 + 1; 751 a[i] = (int) rndm (6) + 1;
767 752
768 for (i = 0, j = 0, k = 7; i < 4; i++) 753 for (i = 0, j = 0, k = 7; i < 4; i++)
769 if (a[i] < k) 754 if (a[i] < k)
770 k = a[i], j = i; 755 k = a[i], j = i;
771 756
777} 762}
778 763
779void 764void
780object::roll_stats () 765object::roll_stats ()
781{ 766{
782 int statsort [7]; 767 int statsort [NUM_STATS];
783 768
784 for (;;) 769 for (;;)
785 { 770 {
786 int sum = 0; 771 int sum = 0;
787 for (int i = 7; i--; ) 772 for (int i = NUM_STATS; i--; )
788 sum += statsort [i] = roll_stat (); 773 sum += statsort [i] = roll_stat ();
789 774
790 if (sum >= 82 && sum <= 116) 775 if (sum >= 82 && sum <= 116)
791 break; 776 break;
792 } 777 }
793 778
794 // Sort the stats so that rerolling is easier... 779 // Sort the stats so that rerolling is easier...
795 std::sort (statsort, statsort + 7, std::greater<int>()); 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
796 781
782 for (int i = 0; i < NUM_STATS; ++i)
797 stats.Str = statsort[0]; 783 stats.stat (i) = statsort [i];
798 stats.Dex = statsort[1];
799 stats.Con = statsort[2];
800 stats.Int = statsort[3];
801 stats.Wis = statsort[4];
802 stats.Pow = statsort[5];
803 stats.Cha = statsort[6];
804 784
805 stats.exp = 0; 785 stats.exp = 0;
806 stats.ac = 0; 786 stats.ac = 0;
807 787
808 stats.hp = stats.maxhp; 788 stats.hp = stats.maxhp;
820} 800}
821 801
822void 802void
823object::swap_stats (int a, int b) 803object::swap_stats (int a, int b)
824{ 804{
825 int tmp = get_attr_value (&contr->orig_stats, a); 805 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
827 set_attr_value (&contr->orig_stats, b, tmp);
828 806
807 for (int i = 0; i < NUM_STATS; ++i)
829 stats.Str = contr->orig_stats.Str; 808 stats.stat (i) = contr->orig_stats.stat (i);
830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836 809
837 //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,
838 // be merged with the similar code in roll_stats 811 // be merged with the similar code in roll_stats
839 stats.ac = 0; 812 stats.ac = 0;
840 813
871 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
873 * separate race and class; this actually changes the RACE, 846 * separate race and class; this actually changes the RACE,
874 * not the class. 847 * not the class.
875 */ 848 */
876int 849void
877key_change_class (object *op, char key) 850player::chargen_race_done ()
878{ 851{
879 int tmp_loop;
880
881 if (key == 'd' || key == 'D')
882 {
883 char buf[MAX_BUF];
884
885 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
886 esrv_new_player (op->contr, op->weight + op->carrying); 853 esrv_new_player (ob->contr, ob->weight + ob->carrying);
887 854
888 treasurelist *tl = find_treasurelist ("starting_wealth"); 855 treasurelist *tl = treasurelist::find ("starting_wealth");
889 if (tl) 856 if (tl)
890 create_treasure (tl, op, 0, 0, 0); 857 create_treasure (tl, ob, 0, 0, 0);
891 858
892 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, ob->contr);
893 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, ob->contr);
894 861
895 op->contr->ns->state = ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
896 863
897 if (op->msg) 864 if (ob->msg)
898 op->msg = NULL; 865 ob->msg = 0;
899 866
900 /* 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
901 * to save here. 868 * to save here.
902 */ 869 */
870 {
871 char buf[MAX_BUF];
903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
904 make_path_to_file (buf); 873 make_path_to_file (buf);
874 }
905 875
906#ifdef AUTOSAVE
907 op->contr->last_save_tick = pticks;
908#endif
909 start_info (op); 876 start_info (ob);
910 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (ob, FLAG_WIZ);
911 give_initial_items (op, op->randomitems); 878 give_initial_items (ob, ob->randomitems);
912 link_player_skills (op); 879 link_player_skills (ob);
913 esrv_send_inventory (op, op); 880 esrv_send_inventory (ob, ob);
914 op->update_stats (); 881 ob->update_stats ();
915 882
916 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
917 * is one for this race 884 * is one for this race
918 */ 885 */
919 if (*first_map_ext_path) 886 if (*first_map_ext_path)
920 { 887 {
921 object *tmp; 888 object *tmp;
922 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
923 890
924 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);
925 tmp = object::create (); 892 tmp = object::create ();
926 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
927 EXIT_X (tmp) = op->x; 894 EXIT_X (tmp) = ob->x;
928 EXIT_Y (tmp) = op->y; 895 EXIT_Y (tmp) = ob->y;
929 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;
930 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
931 * default initial map */ 898 * default initial map */
932 tmp->destroy (); 899 tmp->destroy ();
933 } 900 }
934 else 901 else
935 LOG (llevDebug, "first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
903}
936 904
937 return 0; 905void
938 } 906player::chargen_race_next ()
939 907{
940 /* Following actually changes the race - this is the default command 908 /* Following actually changes the race - this is the default command
941 * if we don't match with one of the options above. 909 * if we don't match with one of the options above.
942 */ 910 */
943 911
944 tmp_loop = 0; 912 do
945 while (!tmp_loop)
946 { 913 {
947 shstr name = op->name; 914 shstr name = ob->name;
948 int x = op->x, y = op->y; 915 int x = ob->x, y = ob->y;
949 916
950 op->remove_statbonus (); 917 ob->remove_statbonus ();
951 op->remove (); 918 ob->remove ();
952 op->arch = get_player_archetype (op->arch); 919 ob->arch = get_player_archetype (ob->arch);
953 op->arch->clone.copy_to (op); 920 ob->arch->copy_to (ob);
954 op->instantiate (); 921 ob->instantiate ();
955 op->stats = op->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
956 op->name = op->name_pl = name; 923 ob->name = ob->name_pl = name;
957 op->x = x; 924 ob->x = x;
958 op->y = y; 925 ob->y = y;
959 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
960 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
961 assign (op->contr->title, op->arch->clone.name); 928 assign (ob->contr->title, ob->arch->object::name);
962 op->add_statbonus (); 929 ob->add_statbonus ();
963 tmp_loop = allowed_class (op);
964 } 930 }
931 while (!allowed_class (ob));
965 932
966 update_object (op, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
967 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, ob, ob);
968 op->update_stats (); 935 ob->update_stats ();
969 op->stats.hp = op->stats.maxhp; 936 ob->stats.hp = ob->stats.maxhp;
970 op->stats.sp = op->stats.maxsp; 937 ob->stats.sp = ob->stats.maxsp;
971 op->stats.grace = 0; 938 ob->stats.grace = 0;
972
973 if (op->msg)
974 new_draw_info (NDI_BLUE, 0, op, op->msg);
975
976 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
977 return 0;
978} 939}
979 940
980void 941void
981flee_player (object *op) 942flee_player (object *op)
982{ 943{
1029 /* Cornered, get rid of scared */ 990 /* Cornered, get rid of scared */
1030 CLEAR_FLAG (op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1031 op->enemy = NULL; 992 op->enemy = NULL;
1032} 993}
1033 994
1034
1035/* 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.
1036 * 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
1037 * stop. 997 * stop.
1038 */ 998 */
1039int 999int
1040check_pick (object *op) 1000check_pick (object *op)
1041{ 1001{
1042 object *tmp, *next; 1002 object *tmp, *next;
1043 int stop = 0; 1003 int stop = 0;
1044 int j, k, wvratio; 1004 int wvratio;
1045 char putstring[128], tmpstr[16]; 1005 char putstring[128];
1046 1006
1047 /* if you're flying, you cna't pick up anything */ 1007 /* if you're flying, you cna't pick up anything */
1048 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1049 return 1; 1009 return 1;
1050 1010
1118 if (tmp->name != NULL) 1078 if (tmp->name != NULL)
1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1120 &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))));
1121 else 1081 else
1122 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1123 &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))));
1124 1084
1125 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1126 } 1086 }
1127 1087
1128 /* philosophy: 1088 /* philosophy:
1203 pick_up (op, tmp); 1163 pick_up (op, tmp);
1204 continue; 1164 continue;
1205 } 1165 }
1206 1166
1207 if (op->contr->mode & PU_READABLES) 1167 if (op->contr->mode & PU_READABLES)
1208 if (tmp->type == BOOK || tmp->type == SCROLL) 1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1209 { 1169 {
1210 pick_up (op, tmp); 1170 pick_up (op, tmp);
1211 continue; 1171 continue;
1212 } 1172 }
1213 1173
1321 /* careful: chairs and tables are weapons! */ 1281 /* careful: chairs and tables are weapons! */
1322 if (op->contr->mode & PU_ALLWEAPON) 1282 if (op->contr->mode & PU_ALLWEAPON)
1323 { 1283 {
1324 if (tmp->type == WEAPON && tmp->name != NULL) 1284 if (tmp->type == WEAPON && tmp->name != NULL)
1325 { 1285 {
1326 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 &&
1327 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1328 { 1288 {
1329 pick_up (op, tmp); 1289 pick_up (op, tmp);
1330 continue; 1290 continue;
1331 } 1291 }
1332 } 1292 }
1333 1293
1334 if (tmp->type == WEAPON && tmp->name == NULL) 1294 if (tmp->type == WEAPON && tmp->name == NULL)
1335 { 1295 {
1336 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)
1337 { 1297 {
1338 pick_up (op, tmp); 1298 pick_up (op, tmp);
1339 continue; 1299 continue;
1340 } 1300 }
1341 } 1301 }
1366 if (tmp->name != NULL) 1326 if (tmp->name != NULL)
1367 { 1327 {
1368 fprintf (stderr, "%s", tmp->name); 1328 fprintf (stderr, "%s", tmp->name);
1369 } 1329 }
1370 else 1330 else
1371 fprintf (stderr, "%s", tmp->arch->name); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1372 fprintf (stderr, ",%d] = ", tmp->type); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1373 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))));
1374#endif 1334#endif
1375 continue; 1335 continue;
1376 } 1336 }
1387 * found object is returned. 1347 * found object is returned.
1388 */ 1348 */
1389object * 1349object *
1390find_arrow (object *op, const char *type) 1350find_arrow (object *op, const char *type)
1391{ 1351{
1392 object *tmp = NULL; 1352 object *tmp = 0;
1393 1353
1394 for (op = op->inv; op; op = op->below) 1354 for (op = op->inv; op; op = op->below)
1395 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))
1396 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1397 else if (op->type == ARROW && op->race == type) 1357 else if (op->type == ARROW && op->race == type)
1398 return op; 1358 return splay (op);
1359
1399 return tmp; 1360 return tmp;
1400} 1361}
1401 1362
1402/* 1363/*
1403 * 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
1404 * 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
1405 * 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
1406 * 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.
1407 */ 1368 */
1408
1409object * 1369object *
1410find_better_arrow (object *op, object *target, const char *type, int *better) 1370find_better_arrow (object *op, object *target, const char *type, int *better)
1411{ 1371{
1412 object *tmp = NULL, *arrow, *ntmp; 1372 object *tmp = NULL, *arrow, *ntmp;
1413 int attacknum, attacktype, betterby = 0, i; 1373 int attacknum, attacktype, betterby = 0, i;
1446 else 1406 else
1447 { 1407 {
1448 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1408 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1449 { 1409 {
1450 attacktype = 1 << attacknum; 1410 attacktype = 1 << attacknum;
1451 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1411 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1452 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)
1453 { 1413 {
1454 tmp = arrow; 1414 tmp = arrow;
1455 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;
1456 } 1416 }
1457 } 1417 }
1458 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1459 { 1419 {
1460 tmp = arrow; 1420 tmp = arrow;
1479 * find_better_arrow to find a decent arrow to use. 1439 * find_better_arrow to find a decent arrow to use.
1480 * op = the shooter 1440 * op = the shooter
1481 * type = bow->race 1441 * type = bow->race
1482 * dir = fire direction 1442 * dir = fire direction
1483 */ 1443 */
1484
1485object * 1444object *
1486pick_arrow_target (object *op, const char *type, int dir) 1445pick_arrow_target (object *op, const char *type, int dir)
1487{ 1446{
1488 object *tmp = NULL; 1447 object *tmp = NULL;
1489 maptile *m; 1448 maptile *m;
1554 */ 1513 */
1555int 1514int
1556fire_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)
1557{ 1516{
1558 object *left, *bow; 1517 object *left, *bow;
1559 int bowspeed, mflags; 1518 int mflags;
1560 maptile *m; 1519 maptile *m;
1561 1520
1562 if (!dir) 1521 if (!dir)
1563 { 1522 {
1564 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!");
1565 return 0; 1524 return 0;
1566 } 1525 }
1567 1526
1568 if (op->type == PLAYER) 1527 if (op->contr)
1569 bow = op->contr->ranges[range_bow]; 1528 bow = op->current_weapon;
1570 else 1529 else
1571 { 1530 {
1572 for (bow = op->inv; bow; bow = bow->below) 1531 for (bow = op->inv; bow; bow = bow->below)
1573 /* 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
1574 * 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.
1579 if (!bow) 1538 if (!bow)
1580 { 1539 {
1581 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1582 return 0; 1541 return 0;
1583 } 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
1584 } 1551 }
1585 1552
1586 if (!bow->race || !bow->skill) 1553 if (!bow->race || !bow->skill)
1587 { 1554 {
1588 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);
1589 return 0; 1556 return 0;
1590 } 1557 }
1591
1592 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1593
1594 /* penalize ROF for bestarrow */
1595 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1596 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1597
1598 if (bowspeed < 1)
1599 bowspeed = 1;
1600 1558
1601 if (arrow == NULL) 1559 if (arrow == NULL)
1602 { 1560 {
1603 if ((arrow = find_arrow (op, bow->race)) == NULL) 1561 if ((arrow = find_arrow (op, bow->race)) == NULL)
1604 { 1562 {
1605 if (op->type == PLAYER) 1563 if (op->type == PLAYER)
1606 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);
1607 /* 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 */
1608 else 1566 else
1609 CLEAR_FLAG (op, FLAG_READY_BOW); 1567 CLEAR_FLAG (op, FLAG_READY_BOW);
1568
1610 return 0; 1569 return 0;
1611 } 1570 }
1612 } 1571 }
1613 1572
1614 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1573 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 1597
1639 arrow->set_owner (op); 1598 arrow->set_owner (op);
1640 arrow->skill = bow->skill; 1599 arrow->skill = bow->skill;
1641 arrow->direction = dir; 1600 arrow->direction = dir;
1642 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
1643 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1644 { 1636 {
1645 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1646 op->update_stats ();
1647 }
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1651 arrow->stats.hp = arrow->stats.dam;
1652 arrow->stats.grace = arrow->attacktype;
1653 if (arrow->slaying != NULL)
1654 arrow->spellarg = strdup (arrow->slaying);
1655
1656 /* Note that this was different for monsters - they got their level
1657 * added to the damage. I think the strength bonus is more proper.
1658 */
1659
1660 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1661
1662 /* update the speed */
1663 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1664 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1665
1666 arrow->set_speed (max (arrow->speed, 1.0));
1667 arrow->speed_left = 0;
1668
1669 if (op->type == PLAYER)
1670 {
1671 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1672 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1673 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1674
1675 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;
1676 } 1644 }
1677 else 1645 else
1678 { 1646 {
1679 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1680 arrow->level = op->level; 1647 arrow->level = op->level;
1681 } 1648 arrow->stats.wc -= bow->magic;
1682 1649
1683 if (arrow->attacktype == AT_PHYSICAL) 1650 if (!arrow->slaying)
1651 arrow->slaying = bow->slaying;
1652
1684 arrow->attacktype |= bow->attacktype; 1653 arrow->attacktype |= bow->attacktype;
1654 }
1685 1655
1686 if (bow->slaying) 1656 wc -= arrow->level;
1687 arrow->slaying = bow->slaying; 1657 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1688 1658
1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1689 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1690 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1691 1662
1692 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1693 m->insert (arrow, sx, sy, op); 1664 m->insert (arrow, sx, sy, op);
1694 1665
1695 if (!arrow->destroyed ()) 1666 if (!arrow->destroyed ())
1696 move_arrow (arrow); 1667 move_arrow (arrow);
1697 1668
1718{ 1689{
1719 int ret = 0, wcmod = 0; 1690 int ret = 0, wcmod = 0;
1720 1691
1721 if (op->contr->bowtype == bow_bestarrow) 1692 if (op->contr->bowtype == bow_bestarrow)
1722 { 1693 {
1723 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);
1724 } 1695 }
1725 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)
1726 { 1697 {
1727 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1728 wcmod = -1; 1699 wcmod = -1;
1738 else if (op->contr->bowtype == bow_spreadshot) 1709 else if (op->contr->bowtype == bow_spreadshot)
1739 { 1710 {
1740 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);
1741 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);
1742 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);
1743
1744 } 1714 }
1745 else 1715 else
1746 { 1716 {
1747 /* Simple case */ 1717 /* Simple case */
1748 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);
1749 } 1719 }
1720
1750 return ret; 1721 return ret;
1751} 1722}
1752
1753 1723
1754/* Fires a misc (wand/rod/horn) object in 'dir'. 1724/* Fires a misc (wand/rod/horn) object in 'dir'.
1755 * Broken apart from 'fire' to keep it more readable. 1725 * Broken apart from 'fire' to keep it more readable.
1756 */ 1726 */
1757void 1727void
1758fire_misc_object (object *op, int dir) 1728fire_misc_object (object *op, int dir)
1759{ 1729{
1760 object *item; 1730 object *item = op->contr->ranged_ob;
1761 1731
1762 if (!op->contr->ranges[range_misc]) 1732 if (!item)
1763 { 1733 {
1764 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.");
1765 return; 1735 return;
1766 } 1736 }
1767 1737
1768 item = op->contr->ranges[range_misc];
1769 if (!item->inv) 1738 if (!item->inv)
1770 { 1739 {
1771 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1740 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1772 return; 1741 return;
1773 } 1742 }
1743
1744 if (!op->change_weapon (item))
1745 return;
1746
1774 if (item->type == WAND) 1747 if (item->type == WAND)
1775 { 1748 {
1776 if (item->stats.food <= 0) 1749 if (item->stats.food <= 0)
1777 { 1750 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1751 op->contr->play_sound (sound_find ("wand_poof"));
1779 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
1780 return; 1754 return;
1781 } 1755 }
1782 } 1756 }
1783 else if (item->type == ROD || item->type == HORN) 1757 else if (item->type == ROD || item->type == HORN)
1784 { 1758 {
1785 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))
1786 { 1760 {
1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1762
1788 if (item->type == ROD) 1763 if (item->type == ROD)
1789 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));
1790 else 1765 else
1791 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
1792 return; 1768 return;
1793 } 1769 }
1794 } 1770 }
1795 1771
1796 if (cast_spell (op, item, dir, item->inv, NULL)) 1772 if (cast_spell (op, item, dir, item->inv, NULL))
1803 object *tmp; 1779 object *tmp;
1804 1780
1805 if (item->arch) 1781 if (item->arch)
1806 { 1782 {
1807 CLEAR_FLAG (item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
1808 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
1809 item->set_speed (0); 1785 item->set_speed (0);
1810 } 1786 }
1811 1787
1812 if ((tmp = item->in_player ())) 1788 if ((tmp = item->in_player ()))
1813 esrv_update_item (UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
1818 } 1794 }
1819} 1795}
1820 1796
1821/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
1822 */ 1798 */
1823void 1799bool
1824fire (object *op, int dir) 1800fire (object *op, int dir)
1825{ 1801{
1826 int spellcost = 0; 1802 int spellcost = 0;
1827 1803
1828 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
1829 if (action_makes_visible (op)) 1805 if (action_makes_visible (op))
1830 make_visible (op); 1806 make_visible (op);
1831 1807
1832 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;
1833 { 1814 }
1834 case range_none:
1835 return;
1836 1815
1837 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:
1838 player_fire_bow (op, dir); 1832 player_fire_bow (op, dir);
1839 return; 1833 break;
1840 1834
1841 case range_magic: /* Casting spells */ 1835 case SPELL:
1842 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);
1843 return; 1837 break;
1844 1838
1845 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:
1846 fire_misc_object (op, dir); 1848 fire_misc_object (op, dir);
1847 return; 1849 break;
1848
1849 case range_golem: /* Control summoned monsters from scrolls */
1850 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1851 {
1852 op->contr->ranges[range_golem] = 0;
1853 op->contr->shoottype = range_none;
1854 }
1855 else
1856 control_golem (op->contr->ranges[range_golem], dir);
1857 return;
1858
1859 case range_skill:
1860 if (!op->chosen_skill)
1861 {
1862 if (op->type == PLAYER)
1863 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1864 return;
1865 }
1866 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1867 return;
1868 case range_builder:
1869 apply_map_builder (op, dir);
1870 return;
1871 default:
1872 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1873 return;
1874 } 1850 }
1875}
1876 1851
1877 1852 return true;
1853}
1878 1854
1879/* find_key 1855/* find_key
1880 * 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
1881 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
1882 * This function merges both normal and locked door, since the logic 1858 * This function merges both normal and locked door, since the logic
1884 * pl is the player, 1860 * pl is the player,
1885 * inv is the objects inventory to searched 1861 * inv is the objects inventory to searched
1886 * door is the door we are trying to match against. 1862 * door is the door we are trying to match against.
1887 * This function can be called recursively to search containers. 1863 * This function can be called recursively to search containers.
1888 */ 1864 */
1889
1890object * 1865object *
1891find_key (object *pl, object *container, object *door) 1866find_key (object *pl, object *container, object *door)
1892{ 1867{
1893 object *tmp, *key; 1868 object *tmp, *key;
1894 1869
1895 /* Should not happen, but sanity checking is never bad */ 1870 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) 1871 if (!container->inv)
1897 return NULL; 1872 return 0;
1898 1873
1899 /* 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 */
1900 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1875 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 { 1876 {
1902 if (door->type == DOOR && tmp->type == KEY) 1877 if (door->type == DOOR && tmp->type == KEY)
1903 break; 1878 break;
1904 /* For sanity, we should really check door type, but other stuff 1879 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1880 * (like containers) can be locked with special keys
1906 */ 1881 */
1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1882 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 break; 1883 break;
1909 } 1884 }
1885
1910 /* No key found - lets search inventories now */ 1886 /* No key found - lets search inventories now */
1911 /* 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.
1912 * 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
1913 * a key, return 1889 * a key, return
1914 */ 1890 */
1915 if (!tmp) 1891 if (!tmp)
1916 { 1892 {
1917 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1893 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 { 1894 {
1919 /* No reason to search empty containers */ 1895 /* No reason to search empty containers */
1920 if (tmp->type == CONTAINER && tmp->inv) 1896 if (tmp->type == CONTAINER && tmp->inv)
1921 { 1897 {
1922 if ((key = find_key (pl, tmp, door)) != NULL) 1898 if ((key = find_key (pl, tmp, door)))
1923 return key; 1899 return key;
1924 } 1900 }
1925 } 1901 }
1902
1926 if (!tmp) 1903 if (!tmp)
1927 return NULL; 1904 return NULL;
1928 } 1905 }
1906
1929 /* 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,
1930 * see if we actually want to use it 1908 * see if we actually want to use it
1931 */ 1909 */
1932 if (pl != container) 1910 if (pl != container)
1933 { 1911 {
1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1932 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1955 "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));
1956 return NULL; 1934 return NULL;
1957 } 1935 }
1958 } 1936 }
1937
1959 return tmp; 1938 return tmp;
1960} 1939}
1961 1940
1962/* moved door processing out of move_player_attack. 1941/* moved door processing out of move_player_attack.
1963 * returns 1 if player has opened the door with a key 1942 * returns 1 if player has opened the door with a key
1965 * 0 otherwise 1944 * 0 otherwise
1966 */ 1945 */
1967static int 1946static int
1968player_attack_door (object *op, object *door) 1947player_attack_door (object *op, object *door)
1969{ 1948{
1970 /* 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,
1971 * 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 -
1972 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
1973 */ 1952 */
1974 object *key = find_key (op, op, door); 1953 object *key = find_key (op, op, door);
1975 1954
1976 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
1977 if (key) 1956 if (key)
1978 { 1957 {
1979 object *container = key->env; 1958 object *container = key->env;
1980 1959
1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982 if (action_makes_visible (op)) 1960 if (action_makes_visible (op))
1983 make_visible (op); 1961 make_visible (op);
1962
1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1985 spring_trap (door->inv, op); 1964 spring_trap (door->inv, op);
1965
1986 if (door->type == DOOR) 1966 if (door->type == DOOR)
1987 {
1988 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 */
1989 }
1990 else if (door->type == LOCKED_DOOR) 1968 else if (door->type == LOCKED_DOOR)
1991 { 1969 {
1992 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);
1993 remove_door2 (door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
1994 } 1972 }
1973
1995 /* Do this after we print the message */ 1974 /* Do this after we print the message */
1996 decrease_ob (key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
1997 /* Need to update the weight the container the key was in */ 1976 /* Need to update the weight the container the key was in */
1998 if (container != op) 1977 if (container != op)
1999 esrv_update_item (UPD_WEIGHT, op, container); 1978 esrv_update_item (UPD_WEIGHT, op, container);
1979
2000 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
2001 } 1981 }
2002 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2003 { 1983 {
2004 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
2005 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...");
2006 return 1; 1986 return 1;
2007 } 1987 }
1988
2008 return 0; 1989 return 0;
2009} 1990}
2010 1991
2011/* This function is just part of a breakup from move_player. 1992/* This function is just part of a breakup from move_player.
2012 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
2013 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
2014 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
2015 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2016 */ 1997 */
2017void 1998bool
2018move_player_attack (object *op, int dir) 1999move_player_attack (object *op, int dir)
2019{ 2000{
2020 object *tmp, *mon;
2021 sint16 nx, ny;
2022 int on_battleground; 2001 int on_battleground;
2023 maptile *m;
2024 2002
2025 nx = freearr_x[dir] + op->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2026 ny = freearr_y[dir] + op->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2027 2005
2028 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 }
2029 2016
2030 /* 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
2031 * 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
2032 * 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
2033 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2034 * 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
2035 * 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
2036 * 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
2037 * move_ob uses. 2024 * move_ob uses.
2038 */ 2025 */
2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2040 {
2041 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2042 {
2043 m = op->map->xy_find (nx, ny); 2026 maptile *m = op->map->xy_find (nx, ny);
2044 if (!m)
2045 return; /* Don't think this should happen */
2046 }
2047 else
2048 m = op->map;
2049 2027
2050 if (!(tmp = m->at (nx, ny).bot))
2051 return;
2052
2053 mon = 0;
2054 /* 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
2055 * 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.
2056 * 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
2057 * on the space 2031 * on the space
2058 */ 2032 */
2059 while (tmp) 2033 object *mon;
2060 { 2034 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2061 if (tmp == op) 2035 {
2062 { 2036 if ((mon->flag [FLAG_ALIVE]
2063 tmp = tmp->above; 2037 || mon->type == LOCKED_DOOR
2064 continue; 2038 || mon->flag [FLAG_CAN_ROLL])
2065 }
2066
2067 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 {
2069 mon = tmp; 2039 && mon != op)
2070 break; 2040 break;
2071 } 2041 }
2072 2042
2073 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2074 mon = tmp;
2075
2076 tmp = tmp->above;
2077 }
2078
2079 if (!mon) /* This happens anytime the player tries to move */ 2043 if (!mon) /* This happens anytime the player tries to move */
2080 return; /* into a wall */ 2044 return false; /* into a wall */
2081 2045
2082 if (mon->head)
2083 mon = mon->head; 2046 mon = mon->head_ ();
2084 2047
2085 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)
2086 if (player_attack_door (op, mon)) 2050 if (player_attack_door (op, mon))
2051 {
2052 --op->contr->weapon_sp_left;
2087 return; 2053 return true;
2054 }
2088 2055
2089 /* The following deals with possibly attacking peaceful 2056 /* The following deals with possibly attacking peaceful
2090 * or frienddly creatures. Basically, all players are considered 2057 * or friendly creatures. Basically, all players are considered
2091 * unaggressive. If the moving player has peaceful set, then the 2058 * unaggressive. If the moving player has peaceful set, then the
2092 * object should be pushed instead of attacked. It is assumed that 2059 * object should be pushed instead of attacked. It is assumed that
2093 * if you are braced, you will not attack friends accidently, 2060 * if you are braced, you will not attack friends accidently,
2094 * and thus will not push them. 2061 * and thus will not push them.
2095 */ 2062 */
2096 2063
2097 /* 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
2098 * peaceful. Our assumption is the creature is a pet if the 2065 * peaceful. Our assumption is the creature is a pet if the
2099 * player owns it and it is either friendly or unagressive. 2066 * player owns it and it is either friendly or unagressive.
2100 */ 2067 */
2101 if ((op->type == PLAYER) 2068 if (op->type == PLAYER
2102#if COZY_SERVER
2103 &&
2104 ((mon->owner && mon->owner->contr 2069 && ((mon->owner && mon->owner->contr
2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2070 && same_party (mon->owner->contr->party, op->contr->party))
2106#else
2107 && mon->owner == op 2071 || mon->owner == op)
2108#endif
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2110 { 2073 {
2111 /* 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 */
2112 if (op->contr->braced) 2075 if (op->contr->braced)
2113 return; 2076 return false;
2114 2077
2115 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"));
2116 (void) push_ob (mon, dir, op); 2083 push_ob (mon, dir, op);
2084
2117 if (op->contr->tmp_invis || op->hide) 2085 if (op->contr->tmp_invis || op->hide)
2118 make_visible (op); 2086 make_visible (op);
2119 2087
2120 return; 2088 return true;
2121 } 2089 }
2090 else
2091 return false;
2092 }
2122 2093
2123 /* in certain circumstances, you shouldn't attack friendly 2094 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push 2095 * creatures. Note that if you are braced, you can't push
2125 * 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
2126 * attack them either. 2097 * attack them either.
2127 */ 2098 */
2128 if ((mon->type == PLAYER || mon->enemy != op) && 2099 if ((mon->type == PLAYER || mon->enemy != op)
2129 (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))
2130#ifdef PROHIBIT_PLAYERKILL
2131 (op->contr->peaceful 2101 && ((op->contr->peaceful
2132 || (mon->type == PLAYER 2102 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && mon->contr->
2134 peaceful)) &&
2135#else
2136 op->contr->peaceful &&
2137#endif
2138 !on_battleground)) 2103 && !on_battleground))
2104 {
2105 if (op->speed_left > 0.f)
2139 { 2106 {
2107 --op->speed_left;
2108
2140 if (!op->contr->braced) 2109 if (!op->contr->braced)
2141 { 2110 {
2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 op->play_sound (sound_find ("push_player"));
2143 push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2144 } 2113 }
2145 else 2114 else
2146 new_draw_info (0, 0, op, "You withhold your attack"); 2115 op->statusmsg ("You withhold your attack");
2147 2116
2148 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2149 make_visible (op); 2118 make_visible (op);
2150 }
2151 2119
2120 return true;
2121 }
2122 }
2152 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2153 * 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.
2154 */ 2125 */
2155 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)
2156 { 2129 {
2130 --op->speed_left;
2131
2157 recursive_roll (mon, dir, op); 2132 recursive_roll (mon, dir, op);
2158 if (action_makes_visible (op)) 2133 if (action_makes_visible (op))
2159 make_visible (op); 2134 make_visible (op);
2160 }
2161 2135
2136 return true;
2137 }
2138 }
2162 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2163 * 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
2164 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2165 * 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
2166 * 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.
2167 */ 2144 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2169 ((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)))
2170 { 2147 {
2171 2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2172 /* If the player hasn't hit something this tick, and does
2173 * so, give them speed boost based on weapon speed. Doing
2174 * it here is better than process_players2, which basically
2175 * incurred a 1 tick offset.
2176 */
2177 if (!op->contr->has_hit)
2178 { 2149 {
2179 op->speed_left += op->speed / op->contr->weapon_sp; 2150 --op->contr->weapon_sp_left;
2180
2181 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2182 }
2183 2151
2184 skill_attack (mon, op, 0, 0, 0); 2152 skill_attack (mon, op, 0, 0, 0);
2185
2186 /* If attacking another player, that player gets automatic
2187 * hitback, and doesn't loose luck either.
2188 * Disable hitback on the battleground or if the target is
2189 * the wiz.
2190 */
2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2192 {
2193 short luck = mon->stats.luck;
2194
2195 mon->contr->has_hit = 1;
2196 skill_attack (op, mon, 0, 0, 0);
2197 mon->stats.luck = luck;
2198 }
2199 2153
2200 if (action_makes_visible (op)) 2154 if (action_makes_visible (op))
2201 make_visible (op); 2155 make_visible (op);
2202 }
2203 } /* if player should attack something */
2204}
2205 2156
2206int 2157 return true;
2158 }
2159 }
2160
2161 return false;
2162}
2163
2164bool
2207move_player (object *op, int dir) 2165move_player (object *op, int dir)
2208{ 2166{
2209 int pick; 2167 int pick;
2210 2168
2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2218 return 0; 2176 return 0;
2219 } 2177 }
2220 2178
2221 /* peterm: added following line */ 2179 /* peterm: added following line */
2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2180 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2223 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2181 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2224 2182
2225 op->facing = dir; 2183 op->facing = dir;
2226 2184
2227 if (op->hide) 2185 if (op->hide)
2228 do_hidden_move (op); 2186 do_hidden_move (op);
2229 2187
2188 bool retval;
2189
2230 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2231 /*nop */ ; 2191 retval = RESULT_INT (0);
2232 else if (op->contr->fire_on) 2192 else if (op->contr->fire_on)
2233 fire (op, dir); 2193 retval = fire (op, dir);
2234 else 2194 else
2235 { 2195 {
2236 move_player_attack (op, dir); 2196 retval = move_player_attack (op, dir);
2237 pick = check_pick (op); 2197 pick = check_pick (op);
2238 } 2198 }
2239 2199
2240 /* 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
2241 * server can handle repeat firing. 2201 * server can handle repeat firing.
2248 /* Update how the player looks. Use the facing, so direction may 2208 /* Update how the player looks. Use the facing, so direction may
2249 * get reset to zero. This allows for full animation capabilities 2209 * get reset to zero. This allows for full animation capabilities
2250 * for players. 2210 * for players.
2251 */ 2211 */
2252 animate_object (op, op->facing); 2212 animate_object (op, op->facing);
2253 return 0; 2213
2214 return retval;
2254} 2215}
2255 2216
2256/* 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
2257 * new client/server stuff. 2218 * new client/server stuff.
2258 * 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
2259 * the new speed values for commands. 2220 * the new speed values for commands.
2260 * 2221 *
2261 * 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.
2262 */ 2225 */
2263int 2226bool
2264handle_newcs_player (object *op) 2227handle_newcs_player (object *op)
2265{ 2228{
2266 if (op->contr->hidden)
2267 {
2268 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly.
2272 */
2273 if (pticks & 2)
2274 op->invisible--;
2275 }
2276 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2277 {
2278 op->invisible--;
2279 if (!op->invisible)
2280 {
2281 make_visible (op);
2282 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2283 }
2284 }
2285
2286 if (QUERY_FLAG (op, FLAG_SCARED)) 2229 if (QUERY_FLAG (op, FLAG_SCARED))
2287 { 2230 {
2288 flee_player (op); 2231 if (op->speed_left > 0.f)
2289 /* If player is still scared, that is his action for this tick */
2290 if (QUERY_FLAG (op, FLAG_SCARED))
2291 { 2232 {
2292 op->speed_left--; 2233 --op->speed_left;
2234 flee_player (op);
2235
2293 return 0; 2236 return true;
2294 } 2237 }
2238 else
2239 return false;
2295 } 2240 }
2296
2297 /* I've been seeing crashes where the golem has been destroyed, but
2298 * the player object still points to the defunct golem. The code that
2299 * destroys the golem looks correct, and it doesn't always happen, so
2300 * put this in a a workaround to clean up the golem pointer.
2301 */
2302 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2303 op->contr->ranges[range_golem] = 0;
2304 2241
2305 /* 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
2306 * the players time has been increased when doericserver has been 2243 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2244 * called, so we recheck it here.
2308 */ 2245 */
2309 if (op->contr->ns->handle_command ()) 2246 if (op->contr->ns->handle_command ())
2310 return 1; 2247 return true;
2311 2248
2312 if (op->speed_left > 0)
2313 {
2314 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2315 {
2316 /* All move commands take 1 tick, at least for now */
2317 op->speed_left--;
2318
2319 /* Instead of all the stuff below, let move_player take care
2320 * of it. Also, some of the skill stuff is only put in
2321 * there, as well as the confusion stuff.
2322 */
2323 move_player (op, op->direction); 2250 return move_player (op, op->direction);
2324 2251
2325 return op->speed_left > 0;
2326 }
2327 }
2328
2329 return 0; 2252 return false;
2330} 2253}
2331 2254
2332int 2255int
2333save_life (object *op) 2256save_life (object *op)
2334{ 2257{
2336 return 0; 2259 return 0;
2337 2260
2338 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2339 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2340 { 2263 {
2341 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2264 op->play_sound (sound_find ("ob_evaporate"));
2342 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));
2343 2266
2344 if (op->contr) 2267 if (op->contr)
2345 esrv_del_item (op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2346 2269
2366/* 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
2367 * 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
2368 * 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
2369 * from. 2292 * from.
2370 */ 2293 */
2371void 2294static void
2372remove_unpaid_objects (object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2373{ 2296{
2374 object *next;
2375
2376 while (op) 2297 while (op)
2377 { 2298 {
2378 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' */
2379 2300
2380 if (QUERY_FLAG (op, FLAG_UNPAID)) 2301 if (QUERY_FLAG (op, FLAG_UNPAID))
2383 esrv_del_item (env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2384 2305
2385 op->insert_at (env); 2306 op->insert_at (env);
2386 } 2307 }
2387 else if (op->inv) 2308 else if (op->inv)
2388 remove_unpaid_objects (op->inv, env); 2309 drop_unpaid_items (op->inv, env);
2389 2310
2390 op = next; 2311 op = next;
2391 } 2312 }
2313}
2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2392} 2320}
2393 2321
2394/* 2322/*
2395 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2396 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2446 int rate_grace = 2000; 2374 int rate_grace = 2000;
2447 const int max_hp = 1; 2375 const int max_hp = 1;
2448 const int max_sp = 1; 2376 const int max_sp = 1;
2449 const int max_grace = 1; 2377 const int max_grace = 1;
2450 2378
2451 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--;
2452 { 2388 }
2453 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2389 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2454 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2390 {
2455 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 }
2456 } 2396 }
2457 2397
2458 if (op->contr->ns->state == ST_PLAYING) 2398 if (op->contr->ns->state == ST_PLAYING)
2459 { 2399 {
2460 /* these next three if clauses make it possible to SLOW DOWN 2400 /* these next three if clauses make it possible to SLOW DOWN
2479 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2480 else 2420 else
2481 { 2421 {
2482 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2483 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2484 }
2485
2486 /* Regenerate Spell Points */
2487 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2488 {
2489 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2490 if (op->stats.sp < op->stats.maxsp)
2491 {
2492 op->stats.sp++;
2493 /* dms do not consume food */
2494 if (!QUERY_FLAG (op, FLAG_WIZ))
2495 {
2496 op->stats.food--;
2497 if (op->contr->digestion < 0)
2498 op->stats.food += op->contr->digestion;
2499 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2500 op->stats.food = last_food;
2501 }
2502 }
2503
2504 if (max_sp > 1)
2505 {
2506 over_sp = (gen_sp + 10) / rate_sp;
2507 if (over_sp > 0)
2508 {
2509 if (op->stats.sp < op->stats.maxsp)
2510 {
2511 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2512
2513 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2514 op->stats.sp--;
2515
2516 if (op->stats.sp > op->stats.maxsp)
2517 op->stats.sp = op->stats.maxsp;
2518 }
2519 op->last_sp = 0;
2520 }
2521 else
2522 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2523 }
2524 else
2525 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2526 } 2424 }
2527 2425
2528 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2529 /* 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. */
2530 if (--op->last_grace < 0) 2428 if (--op->last_grace < 0)
2551 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);
2552 } 2450 }
2553 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2554 } 2452 }
2555 2453
2454 if (op->stats.food > 0)
2455 {
2556 /* Regenerate Hit Points */ 2456 /* Regenerate Spell Points */
2557 if (--op->last_heal < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2558 {
2559 if (op->stats.hp < op->stats.maxhp)
2560 { 2458 {
2561 op->stats.hp++; 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2562 /* dms do not consume food */ 2460
2563 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (op->stats.sp < op->stats.maxsp)
2564 { 2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2565 op->stats.food--; 2468 op->stats.food--;
2469
2566 if (op->contr->digestion < 0) 2470 if (op->contr->digestion < 0)
2567 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2568 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))
2569 op->stats.food = last_food; 2473 op->stats.food = last_food;
2474 }
2570 } 2475 }
2571 }
2572 2476
2573 if (max_hp > 1) 2477 if (max_sp > 1)
2574 {
2575 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2576 if (over_hp > 0)
2577 { 2478 {
2578 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
2579 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);
2580 } 2497 }
2581 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)
2582 { 2506 {
2583 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 }
2584 } 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);
2585 } 2532 }
2586 else 2533 else
2587 {
2588 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);
2589 } 2535 }
2590 } 2536 }
2591 2537
2592 /* Digestion */ 2538 /* Digestion */
2593 if (--op->last_eat < 0) 2539 if (--op->last_eat < 0)
2594 { 2540 {
2595#ifdef COZY_SERVER 2541 int bonus = max (0, op->contr->digestion),
2596 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2542 penalty = max (0, -op->contr->digestion);
2597 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2598#else
2599 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2600#endif
2601 2543
2602 if (op->contr->gen_hp > 0)
2603 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);
2604 else
2605 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2606 2545
2607 /* dms do not consume food */ 2546 /* dms do not consume food */
2608 if (!QUERY_FLAG (op, FLAG_WIZ)) 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2609 op->stats.food--; 2548 op->stats.food--;
2610 } 2549 }
2637 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.");
2638 manual_apply (op, flesh, 0); 2577 manual_apply (op, flesh, 0);
2639 } 2578 }
2640 } 2579 }
2641 2580
2642 while (op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0)
2643 op->stats.food++, op->stats.hp--; 2582 {
2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2644 2586
2645 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2646 kill_player (op); 2588 kill_player (op);
2647 } 2589 }
2648} 2590}
2653 * file. 2595 * file.
2654 */ 2596 */
2655void 2597void
2656kill_player (object *op) 2598kill_player (object *op)
2657{ 2599{
2600 int x, y;
2658 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2659 int x, y;
2660
2661 //int i;
2662 maptile *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2663
2664 /* int z;
2665 int num_stats_lose;
2666 int lost_a_stat;
2667 int lose_this_stat;
2668 int this_stat; */
2669 int will_kill_again; 2603 int will_kill_again;
2670 archetype *at; 2604 archetype *at;
2671 object *tmp; 2605 object *tmp;
2672 2606
2673 if (save_life (op)) 2607 if (save_life (op))
2674 return; 2608 return;
2675
2676 2609
2677 /* 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
2678 * 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.
2679 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2680 */ 2613 */
2696 { 2629 {
2697 tmp->destroy (); 2630 tmp->destroy ();
2698 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2699 } 2632 }
2700 2633
2701 cure_disease (op, 0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2702 op->stats.hp = op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2703 if (op->stats.food <= 0) 2636 if (op->stats.food <= 0)
2704 op->stats.food = 999; 2637 op->stats.food = 999;
2705 2638
2706 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2707 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2708 { 2641 {
2709 sprintf (buf, "%s's finger", &op->name); 2642 tmp->name = format ("%s's finger" , &op->name);
2710 tmp->name = buf; 2643 tmp->name_pl = format ("%s's fingers", &op->name);
2711 sprintf (buf, " This finger has been cut off %s\n" 2644 tmp->msg = format (
2712 " 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",
2713 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2714 tmp->msg = buf; 2647 );
2715 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2648 tmp->value = 0, tmp->type = 0;
2716 tmp->materialname = NULL; 2649 tmp->materialname = "organics";
2717 tmp->insert_at (op, tmp); 2650 tmp->insert_at (op, tmp);
2718 } 2651 }
2719 2652
2720 /* teleport defeated player to new destination */ 2653 /* teleport defeated player to new destination */
2721 transfer_ob (op, x, y, 0, NULL); 2654 transfer_ob (op, x, y, 0, NULL);
2726 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2727 2660
2728 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2729 2662
2730 if (op->stats.food < 0) 2663 if (op->stats.food < 0)
2731 {
2732 sprintf (buf, "%s starved to death.", &op->name);
2733 strcpy (op->contr->killer, "starvation"); 2664 strcpy (op->contr->killer, "starvation");
2734 }
2735 else
2736 sprintf (buf, "%s died.", &op->name);
2737 2665
2738 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2666 op->contr->play_sound (sound_find ("player_dies"));
2739 2667
2740 /* save the map location for corpse, gravestone */ 2668 /* save the map location for corpse, gravestone */
2741 x = op->x; 2669 x = op->x;
2742 y = op->y; 2670 y = op->y;
2743 map = op->map; 2671 map = op->map;
2906 { 2834 {
2907 tmp->destroy (); 2835 tmp->destroy ();
2908 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2909 } 2837 }
2910 2838
2911 cure_disease (op, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2912 2840
2913 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2914 apply_death_exp_penalty (op); 2842 apply_death_exp_penalty (op);
2915 if (op->stats.food < 100) 2843 if (op->stats.food < 100)
2916 op->stats.food = 900; 2844 op->stats.food = 900;
2917 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2918 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2919 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2920 2848
2921 /* 2849 /*
2922 * Check to see if the player is in a shop. IF so, then check to see if
2923 * 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
2924 * in the map. 2851 * and put them back in the map.
2925 */ 2852 */
2926 2853 op->drop_unpaid_items ();
2927 if (is_in_shop (op))
2928 remove_unpaid_objects (op->inv, op);
2929 2854
2930 /****************************************/ 2855 /****************************************/
2931 /* */ 2856 /* */
2932 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2933 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2953 object *force; 2878 object *force;
2954 int at; 2879 int at;
2955 2880
2956 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
2957 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
2958 force->speed = 0.1; 2883 force->speed = 0.1f;
2959 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
2960 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
2961 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
2962 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
2963 force->resist[at] = 100; 2888 force->resist[at] = 100;
2964 2889
2973void 2898void
2974loot_object (object *op) 2899loot_object (object *op)
2975{ /* Grab and destroy some treasure */ 2900{ /* Grab and destroy some treasure */
2976 object *tmp, *tmp2, *next; 2901 object *tmp, *tmp2, *next;
2977 2902
2978 if (op->container) 2903 op->close_container (); /* close open sack first */
2979 esrv_apply_container (op, op->container); /* close open sack first */
2980 2904
2981 for (tmp = op->inv; tmp; tmp = next) 2905 for (tmp = op->inv; tmp; tmp = next)
2982 { 2906 {
2983 next = tmp->below; 2907 next = tmp->below;
2984 2908
2985 if (tmp->invisible) 2909 if (tmp->invisible)
2986 continue; 2910 continue;
2987 2911
2988 tmp->remove (); 2912 tmp->remove ();
2989 tmp->x = op->x, tmp->y = op->y; 2913 tmp->x = op->x, tmp->y = op->y;
2914
2990 if (tmp->type == CONTAINER) 2915 if (tmp->type == CONTAINER)
2991 { /* empty container to ground */ 2916 loot_object (tmp); /* empty container to ground */
2992 loot_object (tmp); 2917
2993 }
2994 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))))
2995 { 2919 {
2996 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
2997 { 2921 {
2998 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2999 tmp2->destroy (); 2923 tmp2->destroy ();
3010/* 2934/*
3011 * fix_weight(): Check recursively the weight of all players, and fix 2935 * fix_weight(): Check recursively the weight of all players, and fix
3012 * 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
3013 * was changed. 2937 * was changed.
3014 */ 2938 */
3015
3016void 2939void
3017fix_weight (void) 2940fix_weight (void)
3018{ 2941{
3019 for_all_players (pl) 2942 for_all_players (pl)
3020 { 2943 {
3075void 2998void
3076make_visible (object *op) 2999make_visible (object *op)
3077{ 3000{
3078 op->hide = 0; 3001 op->hide = 0;
3079 op->invisible = 0; 3002 op->invisible = 0;
3003
3080 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3081 { 3005 {
3082 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3083 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3084 } 3008 }
3009
3085 update_object (op, UP_OBJ_FACE); 3010 update_object (op, UP_OBJ_CHANGE);
3086} 3011}
3087 3012
3088int 3013int
3089is_true_undead (object *op) 3014is_true_undead (object *op)
3090{ 3015{
3091 object *tmp = NULL;
3092
3093 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3094 return 1; 3017 return 1;
3095 3018
3096 return 0; 3019 return 0;
3097} 3020}
3098 3021
3099/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3100 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3101 * indicate greater hideability. 3024 * indicate greater hideability.
3102 */ 3025 */
3103
3104int 3026int
3105hideability (object *ob) 3027hideability (object *ob)
3106{ 3028{
3107 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3108 sint16 x, y; 3030 sint16 x, y;
3142/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3143 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3144 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3145 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3146 */ 3068 */
3147
3148void 3069void
3149do_hidden_move (object *op) 3070do_hidden_move (object *op)
3150{ 3071{
3151 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3152 object *skop; 3073 object *skop;
3234 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3235 * 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
3236 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3237 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3238 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3239 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3240 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3241 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3242 * 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.
3243 * -b.t. 3164 * -b.t.
3244 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3245 */ 3166 */
3246
3247int 3167int
3248player_can_view (object *pl, object *op) 3168player_can_view (object *pl, object *op)
3249{ 3169{
3250 rv_vector rv; 3170 rv_vector rv;
3251 int dx, dy; 3171 int dx, dy;
3263 3183
3264 get_rangevector (pl, op, &rv, 0x1); 3184 get_rangevector (pl, op, &rv, 0x1);
3265 3185
3266 /* starting with the 'head' part, lets loop 3186 /* starting with the 'head' part, lets loop
3267 * through the object and find if it has any 3187 * through the object and find if it has any
3268 * part that is in the los array but isnt on 3188 * part that is in the los array but isn't on
3269 * a blocked los square. 3189 * a blocked los square.
3270 * we use the archetype to figure out offsets. 3190 * we use the archetype to figure out offsets.
3271 */ 3191 */
3272 while (op) 3192 while (op)
3273 { 3193 {
3274 dx = rv.distance_x + op->arch->clone.x; 3194 dx = rv.distance_x + op->arch->x;
3275 dy = rv.distance_y + op->arch->clone.y; 3195 dy = rv.distance_y + op->arch->y;
3276 3196
3277 /* only the viewable area the player sees is updated by LOS 3197 /* only the viewable area the player sees is updated by LOS
3278 * 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
3279 * for any meaningful values. 3199 * for any meaningful values.
3280 */ 3200 */
3281 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3282 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3283 !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)])
3284 return 1; 3204 return 1;
3205
3285 op = op->more; 3206 op = op->more;
3286 } 3207 }
3208
3287 return 0; 3209 return 0;
3288} 3210}
3289 3211
3290/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3291 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3294 * return 0. 3216 * return 0.
3295 */ 3217 */
3296int 3218int
3297action_makes_visible (object *op) 3219action_makes_visible (object *op)
3298{ 3220{
3299
3300 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3301 { 3222 {
3302 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3303 return 0; 3224 return 0;
3304 3225
3310 { 3231 {
3311 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");
3312 return 1; 3233 return 1;
3313 } 3234 }
3314 } 3235 }
3236
3315 return 0; 3237 return 0;
3316} 3238}
3317 3239
3318/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3319 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3324 * 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
3325 */ 3247 */
3326int 3248int
3327op_on_battleground (object *op, int *x, int *y) 3249op_on_battleground (object *op, int *x, int *y)
3328{ 3250{
3329 object *tmp;
3330
3331 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3332 * 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),
3333 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3334 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3335 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3336 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3337 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3338 { 3258 {
3339 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3340 { 3260 {
3341 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3342 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))
3343 { 3265 {
3344 /*before we assign the exit, check if this is a teambattle */ 3266 /* before we assign the exit, check if this is a teambattle */
3345 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))
3346 { 3268 {
3347 object *invtmp;
3348
3349 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3350 { 3270 {
3351 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3352 { 3272 {
3353 if (x != NULL && y != NULL) 3273 if (x && y)
3354 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3355 return 1; 3276 return 1;
3356 } 3277 }
3357 } 3278 }
3358 } 3279 }
3280
3359 if (x != NULL && y != NULL) 3281 if (x && y)
3360 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3361 return 1; 3284 return 1;
3362 } 3285 }
3363 } 3286 }
3364 } 3287 }
3288
3365 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3366 return 0; 3290 return 0;
3367} 3291}
3368 3292
3369/* 3293/*
3385 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3386 int i = 0, j = 0; 3310 int i = 0, j = 0;
3387 3311
3388 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3389 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3390 trlist = find_treasurelist ("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3391 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3392 trlist = find_treasurelist ("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3393 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3394 trlist = find_treasurelist ("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3395 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3396 trlist = find_treasurelist ("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3397 3321
3398 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3399 return; 3323 return;
3400 3324
3401 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++);
3405 /* 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]); */
3406 return; 3330 return;
3407 } 3331 }
3408 3332
3409 /* everything seems okay - now bring on the gift: */ 3333 /* everything seems okay - now bring on the gift: */
3410 item = &(tr->item->clone); 3334 item = tr->item;
3411 3335
3412 if (item->type == SPELL) 3336 if (item->type == SPELL)
3413 { 3337 {
3414 if (check_spell_known (who, item->name)) 3338 if (check_spell_known (who, item->name))
3415 return; 3339 return;
3474 { 3398 {
3475 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3476 object *skin; 3400 object *skin;
3477 3401
3478 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3479 shstr_cmp dragon_skin_force ("dragon_skin_force");
3480 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)
3481 ; 3404 ;
3482 3405
3483 if (!skin) 3406 if (!skin)
3484 return; 3407 return;
3485 3408
3533 * not readied. 3456 * not readied.
3534 */ 3457 */
3535void 3458void
3536player_unready_range_ob (player *pl, object *ob) 3459player_unready_range_ob (player *pl, object *ob)
3537{ 3460{
3538 rangetype i; 3461 if (pl->ob->current_weapon == ob)
3462 pl->ob->current_weapon = 0;
3539 3463
3540 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3464 if (pl->combat_ob == ob)
3541 { 3465 pl->combat_ob = 0;
3466
3542 if (pl->ranges[i] == ob) 3467 if (pl->ranged_ob == ob)
3543 { 3468 pl->ranged_ob = 0;
3544 pl->ranges[i] = NULL;
3545 if (pl->shoottype == i)
3546 {
3547 pl->shoottype = range_none;
3548 }
3549 }
3550 }
3551} 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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