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Comparing deliantra/server/server/player.C (file contents):
Revision 1.82 by elmex, Wed Jan 3 02:30:52 2007 UTC vs.
Revision 1.167 by root, Thu Aug 30 05:24:14 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#include <algorithm> 32#include <algorithm>
34#include <functional> 33#include <functional>
35 34
36player * 35playervec players;
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 36
46void 37void
47display_motd (const object *op) 38display_motd (const object *op)
48{ 39{
49 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
123 114
124 news[0] = '\0'; 115 news[0] = '\0';
125 subject[0] = '\0'; 116 subject[0] = '\0';
126 size = 0; 117 size = 0;
127 118
128 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
129 { 120 {
130 if (*buf == '#') 121 if (*buf == '#')
131 continue; 122 continue;
132 123
133 if (*buf == '%') 124 if (*buf == '%')
134 { /* send one news */ 125 { /* send one news */
135 if (size > 0) 126 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
137 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
138 strip_endline (subject); 130 strip_endline (subject);
139 size = 0; 131 size = 0;
140 news[0] = '\0'; 132 news[0] = '\0';
141 } 133 }
150 size += strlen (buf); 142 size += strlen (buf);
151 } 143 }
152 } 144 }
153 145
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
156 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
157} 149}
158 150
159/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
160static void 152static void
164 op->x = -1; 156 op->x = -1;
165 op->y = -1; 157 op->y = -1;
166} 158}
167 159
168void 160void
169player::enter_map () 161player::activate ()
170{ 162{
171 object *tmp = object::create (); 163 if (active)
164 return;
172 165
173 EXIT_PATH (tmp) = maplevel; 166 players.insert (this);
174 EXIT_X (tmp) = ob->x; 167 ob->remove ();
175 EXIT_Y (tmp) = ob->y; 168 ob->map = 0;
176 ob->enter_exit (tmp); 169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
177 173
178 tmp->destroy (); 174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
179} 195}
180 196
181// connect the player with a specific client 197// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
183void 199void
184player::connect (client *ns) 200player::connect (client *ns)
185{ 201{
186 this->ns = ns; 202 this->ns = ns;
187 ns->pl = this; 203 ns->pl = this;
188 204
189 next = first_player; 205 run_on = 0;
190 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
191 208
192 ns->update_look = 0; 209 ns->update_look = 0;
193 ns->look_position = 0; 210 ns->look_position = 0;
194 211
195 clear_los (ob); 212 clear_los (this);
213
214 ns->reset_stats ();
196 215
197 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203 219
204 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
205 link_player_skills (ob); 221 link_player_skills (ob);
206 222
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208 224
209 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220 226
221 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
223 { 229 {
224 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
225 231
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
232 abil = tmp; 235 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
234 skin = tmp; 237 skin = tmp;
235 238
236 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
237 } 240 }
238 241
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 243
246 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
247 245
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
249
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
253 {
254 case SKILL:
255 ob->flag [FLAG_APPLIED] = false;
256 break;
257
258 case WAND:
259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
268 }
269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
248 ob->update_stats (); 271 ob->update_stats ();
272
249 ns->floorbox_update (); 273 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob); 274 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 275 esrv_add_spells (this, 0);
253 276
254 ob->activate_recursive (); 277 activate ();
255 enter_map ();
256 278
257 send_rules (ob); 279 send_rules (ob);
258 send_news (ob); 280 send_news (ob);
259 display_motd (ob); 281 display_motd (ob);
260 282
264 286
265void 287void
266player::disconnect () 288player::disconnect ()
267{ 289{
268 if (ob) 290 if (ob)
269 ob->deactivate_recursive (); 291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
270 295
271 //TODO: don't be so harsh and destroy :)
272 if (ns) 296 if (ns)
273 { 297 {
274 if (enable_save) 298 if (active)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279 300
280 INVOKE_PLAYER (DISCONNECT, this); 301 INVOKE_PLAYER (DISCONNECT, this);
281 302
282 client *ns = this->ns; 303 ns->reset_stats ();
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0; 304 ns->pl = 0;
286 this->ns = 0; 305 ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 } 306 }
307
308 observe = ob;
309
310 deactivate ();
291} 311}
292 312
293// the need for this function can be explained 313// the need for this function can be explained
294// by load_object not returning the object 314// by load_object not returning the object
295void 315void
296player::set_object (object *op) 316player::set_object (object *op)
297{ 317{
298 ob = op; 318 ob = observe = op;
299 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
300 320
321 ob->speed = 1.0f;
301 ob->speed_left = 0.5; 322 ob->speed_left = 0.5f;
302 ob->speed = 1.0; 323
303 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2; 325}
305 ob->run_away = 25; /* Then we panick... */
306 326
307 ob->roll_stats (); 327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
308} 332}
309 333
310player::player () 334player::player ()
311{ 335{
312 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
313 * we deal with that below this point. 337 * we deal with that below this point.
314 */ 338 */
315 outputs_sync = 16; /* Every 2 seconds */ 339 outputs_sync = 4;
316 outputs_count = 8; /* Keeps present behaviour */ 340 outputs_count = 4;
317 unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
318 342
319 savebed_map = first_map_path; /* Init. respawn position */ 343 savebed_map = first_map_path; /* Init. respawn position */
320 344
321 gen_sp_armour = 10; 345 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none;
324 bowtype = bow_normal; 346 bowtype = bow_normal;
325 petmode = pet_normal; 347 petmode = pet_normal;
326 listening = 10; 348 listening = 10;
327 usekeys = containers; 349 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
330 do_los = 1; 351 do_los = 1;
331 352
332 /* we need to clear these to -1 and not zero - otherwise, 353 weapon_sp = 1.0f;
333 * if a player quits and starts a new character, we wont 354 weapon_sp_left = 0.5f;
334 * send new values to the client, as things like exp start
335 * at zero.
336 */
337 for (int i = 0; i < NUM_SKILLS; i++)
338 last_skill_exp[i] = -1;
339
340 for (int i = 0; i < NROFATTACKS; i++)
341 last_resist[i] = -1;
342
343 last_stats.exp = -1;
344 last_weight = (uint32) - 1;
345} 355}
346 356
347void 357void
348player::do_destroy () 358player::do_destroy ()
349{ 359{
350 disconnect (); 360 disconnect ();
351 361
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy (); 362 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376 363
377 if (ob) 364 if (ob)
378 { 365 {
379 ob->destroy_inv (false); 366 ob->destroy_inv (false);
380 ob->destroy (); 367 ob->destroy ();
381 } 368 }
369
370 ob = observe = 0;
382} 371}
383 372
384player::~player () 373player::~player ()
385{ 374{
386 /* Clear item stack */ 375 /* Clear item stack */
395player::create () 384player::create ()
396{ 385{
397 player *pl = new player; 386 player *pl = new player;
398 387
399 pl->set_object (arch_to_object (get_player_archetype (0))); 388 pl->set_object (arch_to_object (get_player_archetype (0)));
389
390 pl->ob->roll_stats ();
391 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */
393
400 set_first_map (pl->ob); 394 set_first_map (pl->ob);
401 395
402 return pl; 396 return pl;
403} 397}
404 398
408 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
409 */ 403 */
410archetype * 404archetype *
411get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
412{ 406{
413 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
414 408
415 for (;;) 409 for (;;)
416 { 410 {
417 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
418 at = first_archetype; 412 i = archetypes.begin ();
419 else 413 else if (*i == at)
420 at = at->next; 414 cleanup ("not a single player archetype found");
421 415
422 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
423 return at; 417 return *i;
424
425 if (at == start)
426 {
427 LOG (llevError, "No Player archetypes\n");
428 exit (-1);
429 }
430 } 418 }
431} 419}
432 420
433object * 421object *
434get_nearest_player (object *mon) 422get_nearest_player (object *mon)
436 object *op = NULL; 424 object *op = NULL;
437 objectlink *ol; 425 objectlink *ol;
438 unsigned lastdist; 426 unsigned lastdist;
439 rv_vector rv; 427 rv_vector rv;
440 428
441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
442 { 430 {
443 /* We should not find free objects on this friendly list, but it
444 * does periodically happen. Given that, lets deal with it.
445 * While unlikely, it is possible the next object on the friendly
446 * list is also free, so encapsulate this in a while loop.
447 */
448 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
449 {
450 object *tmp = ol->ob;
451
452 /* Can't do much more other than log the fact, because the object
453 * itself will have been cleared.
454 */
455 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
456 ol = ol->next;
457 remove_friendly_object (tmp);
458 if (!ol)
459 return op;
460 }
461
462 /* Remove special check for player from this. First, it looks to cause
463 * some crashes (ol->ob->contr not set properly?), but secondly, a more
464 * complicated method of state checking would be needed in any case -
465 * as it was, a clever player could type quit, and the function would
466 * skip them over while waiting for confirmation. Remove
467 * on_same_map check, as can_detect_enemy also does this
468 */
469 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
470 continue; 432 continue;
471 433
472 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
473 { 435 {
549 x = mon->x; 511 x = mon->x;
550 y = mon->y; 512 y = mon->y;
551 m = mon->map; 513 m = mon->map;
552 dir = rv.direction; 514 dir = rv.direction;
553 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
554 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 516 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
517
555 /* If we can't solve it within the search distance, return now. */ 518 /* If we can't solve it within the search distance, return now. */
556 if (diff > max) 519 if (diff > max)
557 return 0; 520 return 0;
521
558 while (diff > 1 && max > 0) 522 while (diff > 1 && max > 0)
559 { 523 {
560 lastx = x; 524 lastx = x;
561 lasty = y; 525 lasty = y;
562 lastmap = m; 526 lastmap = m;
644 max--; 608 max--;
645 lastdir = dir; 609 lastdir = dir;
646 if (!firstdir) 610 if (!firstdir)
647 firstdir = dir; 611 firstdir = dir;
648 } 612 }
613
649 if (diff <= 1) 614 if (diff <= 1)
650 { 615 {
651 /* Recalculate diff (distance) because we may not have actually 616 /* Recalculate diff (distance) because we may not have actually
652 * headed toward player for entire distance. 617 * headed toward player for entire distance.
653 */ 618 */
654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
655 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 620 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
656 } 621 }
622
657 if (diff > max) 623 if (diff > max)
658 return 0; 624 return 0;
659 } 625 }
626
660 /* If we reached the max, didn't find a direction in time */ 627 /* If we reached the max, didn't find a direction in time */
661 if (!max) 628 if (!max)
662 return 0; 629 return 0;
663 630
664 return firstdir; 631 return firstdir;
778roll_stat (void) 745roll_stat (void)
779{ 746{
780 int a[4], i, j, k; 747 int a[4], i, j, k;
781 748
782 for (i = 0; i < 4; i++) 749 for (i = 0; i < 4; i++)
783 a[i] = (int) RANDOM () % 6 + 1; 750 a[i] = (int) rndm (6) + 1;
784 751
785 for (i = 0, j = 0, k = 7; i < 4; i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
786 if (a[i] < k) 753 if (a[i] < k)
787 k = a[i], j = i; 754 k = a[i], j = i;
788 755
794} 761}
795 762
796void 763void
797object::roll_stats () 764object::roll_stats ()
798{ 765{
799 int statsort [7]; 766 int statsort [NUM_STATS];
800 767
801 for (;;) 768 for (;;)
802 { 769 {
803 int sum = 0; 770 int sum = 0;
804 for (int i = 7; i--; ) 771 for (int i = NUM_STATS; i--; )
805 sum += statsort [i] = roll_stat (); 772 sum += statsort [i] = roll_stat ();
806 773
807 if (sum >= 82 && sum <= 116) 774 if (sum >= 82 && sum <= 116)
808 break; 775 break;
809 } 776 }
810 777
811 // Sort the stats so that rerolling is easier... 778 // Sort the stats so that rerolling is easier...
812 std::sort (statsort, statsort + 7, std::greater<int>()); 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
813 780
781 for (int i = 0; i < NUM_STATS; ++i)
814 stats.Str = statsort[0]; 782 stats.stat (i) = statsort [i];
815 stats.Dex = statsort[1];
816 stats.Con = statsort[2];
817 stats.Int = statsort[3];
818 stats.Wis = statsort[4];
819 stats.Pow = statsort[5];
820 stats.Cha = statsort[6];
821 783
822 stats.exp = 0; 784 stats.exp = 0;
823 stats.ac = 0; 785 stats.ac = 0;
824 786
825 stats.hp = stats.maxhp; 787 stats.hp = stats.maxhp;
837} 799}
838 800
839void 801void
840object::swap_stats (int a, int b) 802object::swap_stats (int a, int b)
841{ 803{
842 int tmp = get_attr_value (&contr->orig_stats, a); 804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
844 set_attr_value (&contr->orig_stats, b, tmp);
845 805
806 for (int i = 0; i < NUM_STATS; ++i)
846 stats.Str = contr->orig_stats.Str; 807 stats.stat (i) = contr->orig_stats.stat (i);
847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853 808
854 //TODO: the following code looks so borked and should, at the very least, 809 //TODO: the following code looks so borked and should, at the very least,
855 // be merged with the similar code in roll_stats 810 // be merged with the similar code in roll_stats
856 stats.ac = 0; 811 stats.ac = 0;
857 812
888 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
889 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
890 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
891 * not the class. 846 * not the class.
892 */ 847 */
893int 848void
894key_change_class (object *op, char key) 849player::chargen_race_done ()
895{ 850{
896 int tmp_loop;
897
898 if (key == 'd' || key == 'D')
899 {
900 char buf[MAX_BUF];
901
902 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
903 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
904 853
905 treasurelist *tl = find_treasurelist ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
906 if (tl) 855 if (tl)
907 create_treasure (tl, op, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
908 857
909 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
910 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
911 860
912 op->contr->ns->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
913 862
914 if (op->msg) 863 if (ob->msg)
915 op->msg = NULL; 864 ob->msg = 0;
916 865
917 /* We create this now because some of the unique maps will need it 866 /* We create this now because some of the unique maps will need it
918 * to save here. 867 * to save here.
919 */ 868 */
869 {
870 char buf[MAX_BUF];
920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
921 make_path_to_file (buf); 872 make_path_to_file (buf);
873 }
922 874
923#ifdef AUTOSAVE
924 op->contr->last_save_tick = pticks;
925#endif
926 start_info (op); 875 start_info (ob);
927 CLEAR_FLAG (op, FLAG_WIZ); 876 CLEAR_FLAG (ob, FLAG_WIZ);
928 give_initial_items (op, op->randomitems); 877 give_initial_items (ob, ob->randomitems);
929 link_player_skills (op); 878 link_player_skills (ob);
930 esrv_send_inventory (op, op); 879 esrv_send_inventory (ob, ob);
931 op->update_stats (); 880 ob->update_stats ();
932 881
933 /* This moves the player to a different start map, if there 882 /* This moves the player to a different start map, if there
934 * is one for this race 883 * is one for this race
935 */ 884 */
936 if (*first_map_ext_path) 885 if (*first_map_ext_path)
937 { 886 {
938 object *tmp; 887 object *tmp;
939 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
940 889
941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
942 tmp = object::create (); 891 tmp = object::create ();
943 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
944 EXIT_X (tmp) = op->x; 893 EXIT_X (tmp) = ob->x;
945 EXIT_Y (tmp) = op->y; 894 EXIT_Y (tmp) = ob->y;
946 op->enter_exit (tmp); /* we don't really care if it succeeded; 895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
947 * if the map isn't there, then stay on the 896 * if the map isn't there, then stay on the
948 * default initial map */ 897 * default initial map */
949 tmp->destroy (); 898 tmp->destroy ();
950 } 899 }
951 else 900 else
952 LOG (llevDebug, "first_map_ext_path not set\n"); 901 LOG (llevDebug, "first_map_ext_path not set\n");
902}
953 903
954 return 0; 904void
955 } 905player::chargen_race_next ()
956 906{
957 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
958 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
959 */ 909 */
960 910
961 tmp_loop = 0; 911 do
962 while (!tmp_loop)
963 { 912 {
964 shstr name = op->name; 913 shstr name = ob->name;
965 int x = op->x, y = op->y; 914 int x = ob->x, y = ob->y;
966 915
967 op->remove_statbonus (); 916 ob->remove_statbonus ();
968 op->remove (); 917 ob->remove ();
969 op->arch = get_player_archetype (op->arch); 918 ob->arch = get_player_archetype (ob->arch);
970 op->arch->clone.copy_to (op); 919 ob->arch->copy_to (ob);
971 op->instantiate (); 920 ob->instantiate ();
972 op->stats = op->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
973 op->name = op->name_pl = name; 922 ob->name = ob->name_pl = name;
974 op->x = x; 923 ob->x = x;
975 op->y = y; 924 ob->y = y;
976 SET_ANIMATION (op, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
977 insert_ob_in_map (op, op->map, op, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
978 assign (op->contr->title, op->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
979 op->add_statbonus (); 928 ob->add_statbonus ();
980 tmp_loop = allowed_class (op);
981 } 929 }
930 while (!allowed_class (ob));
982 931
983 update_object (op, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
984 esrv_update_item (UPD_FACE, op, op); 933 esrv_update_item (UPD_FACE, ob, ob);
985 op->update_stats (); 934 ob->update_stats ();
986 op->stats.hp = op->stats.maxhp; 935 ob->stats.hp = ob->stats.maxhp;
987 op->stats.sp = op->stats.maxsp; 936 ob->stats.sp = ob->stats.maxsp;
988 op->stats.grace = 0; 937 ob->stats.grace = 0;
989
990 if (op->msg)
991 new_draw_info (NDI_BLUE, 0, op, op->msg);
992
993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
994 return 0;
995}
996
997int
998key_confirm_quit (object *op, char key)
999{
1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001 {
1002 op->contr->ns->state = ST_PLAYING;
1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1004 return 1;
1005 }
1006
1007 INVOKE_PLAYER (LOGOUT, op->contr);
1008 INVOKE_PLAYER (QUIT, op->contr);
1009
1010 op->contr->enable_save = false;
1011
1012 terminate_all_pets (op);
1013 op->remove ();
1014 op->direction = 0;
1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1016
1017 strcpy (op->contr->killer, "quit");
1018 check_score (op);
1019 op->contr->party = 0;
1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1022
1023 return 1;
1024} 938}
1025 939
1026void 940void
1027flee_player (object *op) 941flee_player (object *op)
1028{ 942{
1075 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1076 CLEAR_FLAG (op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1077 op->enemy = NULL; 991 op->enemy = NULL;
1078} 992}
1079 993
1080
1081/* check_pick sees if there is stuff to be picked up/picks up stuff. 994/* check_pick sees if there is stuff to be picked up/picks up stuff.
1082 * IT returns 1 if the player should keep on moving, 0 if he should 995 * It returns 1 if the player should keep on moving, 0 if he should
1083 * stop. 996 * stop.
1084 */ 997 */
1085int 998int
1086check_pick (object *op) 999check_pick (object *op)
1087{ 1000{
1088 object *tmp, *next; 1001 object *tmp, *next;
1089 int stop = 0; 1002 int stop = 0;
1090 int j, k, wvratio; 1003 int wvratio;
1091 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1092 1005
1093 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1094 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1095 return 1; 1008 return 1;
1096 1009
1164 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1165 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1166 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1167 else 1080 else
1168 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1169 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1170 1083
1171 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1172 } 1085 }
1173 1086
1174 /* philosophy: 1087 /* philosophy:
1249 pick_up (op, tmp); 1162 pick_up (op, tmp);
1250 continue; 1163 continue;
1251 } 1164 }
1252 1165
1253 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1254 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1255 { 1168 {
1256 pick_up (op, tmp); 1169 pick_up (op, tmp);
1257 continue; 1170 continue;
1258 } 1171 }
1259 1172
1367 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1368 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1369 { 1282 {
1370 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1371 { 1284 {
1372 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1373 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1374 { 1287 {
1375 pick_up (op, tmp); 1288 pick_up (op, tmp);
1376 continue; 1289 continue;
1377 } 1290 }
1378 } 1291 }
1379 1292
1380 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1381 { 1294 {
1382 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1383 { 1296 {
1384 pick_up (op, tmp); 1297 pick_up (op, tmp);
1385 continue; 1298 continue;
1386 } 1299 }
1387 } 1300 }
1412 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1413 { 1326 {
1414 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1415 } 1328 }
1416 else 1329 else
1417 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1418 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1419 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1420#endif 1333#endif
1421 continue; 1334 continue;
1422 } 1335 }
1433 * found object is returned. 1346 * found object is returned.
1434 */ 1347 */
1435object * 1348object *
1436find_arrow (object *op, const char *type) 1349find_arrow (object *op, const char *type)
1437{ 1350{
1438 object *tmp = NULL; 1351 object *tmp = 0;
1439 1352
1440 for (op = op->inv; op; op = op->below) 1353 for (op = op->inv; op; op = op->below)
1441 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1442 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1443 else if (op->type == ARROW && op->race == type) 1356 else if (op->type == ARROW && op->race == type)
1444 return op; 1357 return op;
1358
1445 return tmp; 1359 return tmp;
1446} 1360}
1447 1361
1448/* 1362/*
1449 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1450 * against the target. A full test is not performed, simply a basic test 1364 * against the target. A full test is not performed, simply a basic test
1451 * of resistances. The archer is making a quick guess at what he sees down 1365 * of resistances. The archer is making a quick guess at what he sees down
1452 * the hall. Failing that it does it's best to pick the highest plus arrow. 1366 * the hall. Failing that it does it's best to pick the highest plus arrow.
1453 */ 1367 */
1454
1455object * 1368object *
1456find_better_arrow (object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1457{ 1370{
1458 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1459 int attacknum, attacktype, betterby = 0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1492 else 1405 else
1493 { 1406 {
1494 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1495 { 1408 {
1496 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1497 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1498 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1499 { 1412 {
1500 tmp = arrow; 1413 tmp = arrow;
1501 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1502 } 1415 }
1503 } 1416 }
1504 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1505 { 1418 {
1506 tmp = arrow; 1419 tmp = arrow;
1525 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1526 * op = the shooter 1439 * op = the shooter
1527 * type = bow->race 1440 * type = bow->race
1528 * dir = fire direction 1441 * dir = fire direction
1529 */ 1442 */
1530
1531object * 1443object *
1532pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1533{ 1445{
1534 object *tmp = NULL; 1446 object *tmp = NULL;
1535 maptile *m; 1447 maptile *m;
1600 */ 1512 */
1601int 1513int
1602fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1603{ 1515{
1604 object *left, *bow; 1516 object *left, *bow;
1605 int bowspeed, mflags; 1517 int mflags;
1606 maptile *m; 1518 maptile *m;
1607 1519
1608 if (!dir) 1520 if (!dir)
1609 { 1521 {
1610 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1611 return 0; 1523 return 0;
1612 } 1524 }
1613 1525
1614 if (op->type == PLAYER) 1526 if (op->contr)
1615 bow = op->contr->ranges[range_bow]; 1527 bow = op->current_weapon;
1616 else 1528 else
1617 { 1529 {
1618 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1619 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* Don't check for applied - monsters don't apply bows - in that way, they
1620 * don't need to switch back and forth between bows and weapons. 1532 * don't need to switch back and forth between bows and weapons.
1625 if (!bow) 1537 if (!bow)
1626 { 1538 {
1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1628 return 0; 1540 return 0;
1629 } 1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1630 } 1550 }
1631 1551
1632 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1633 { 1553 {
1634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1635 return 0; 1555 return 0;
1636 } 1556 }
1637
1638 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1639
1640 /* penalize ROF for bestarrow */
1641 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1642 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643
1644 if (bowspeed < 1)
1645 bowspeed = 1;
1646 1557
1647 if (arrow == NULL) 1558 if (arrow == NULL)
1648 { 1559 {
1649 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1650 { 1561 {
1651 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1652 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1653 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1654 else 1565 else
1655 CLEAR_FLAG (op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1656 return 0; 1568 return 0;
1657 } 1569 }
1658 } 1570 }
1659 1571
1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1684 1596
1685 arrow->set_owner (op); 1597 arrow->set_owner (op);
1686 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1687 arrow->direction = dir; 1599 arrow->direction = dir;
1688 1600
1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype;
1604
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607
1608#if 0
1609 if (player *pl = op->contr)
1610 {
1611 float speed = pl->weapon_sp;
1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1624
1625 /* update the speed */
1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627 + bow->stats.dam / 7.f;
1628
1629 arrow->set_speed (max (arrow->speed, 2.f));
1630 arrow->speed_left = 0;
1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633
1689 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1690 { 1635 {
1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1692 op->update_stats ();
1693 }
1694
1695 SET_ANIMATION (arrow, arrow->direction);
1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1697 arrow->stats.hp = arrow->stats.dam;
1698 arrow->stats.grace = arrow->attacktype;
1699 if (arrow->slaying != NULL)
1700 arrow->spellarg = strdup (arrow->slaying);
1701
1702 /* Note that this was different for monsters - they got their level
1703 * added to the damage. I think the strength bonus is more proper.
1704 */
1705
1706 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1707
1708 /* update the speed */
1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1710 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1711
1712 arrow->set_speed (max (arrow->speed, 1.0));
1713 arrow->speed_left = 0;
1714
1715 if (op->type == PLAYER)
1716 {
1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1718 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1719 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1720
1721 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1637 wc -= dex_bonus[op->stats.Dex];
1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1722 } 1643 }
1723 else 1644 else
1724 { 1645 {
1725 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1726 arrow->level = op->level; 1646 arrow->level = op->level;
1727 } 1647 arrow->stats.wc -= bow->magic;
1728 1648
1729 if (arrow->attacktype == AT_PHYSICAL) 1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1730 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1731 1654
1732 if (bow->slaying) 1655 wc -= arrow->level;
1733 arrow->slaying = bow->slaying; 1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1734 1657
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1735 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1737 1661
1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1739 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1740 1664
1741 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1742 move_arrow (arrow); 1666 move_arrow (arrow);
1743 1667
1764{ 1688{
1765 int ret = 0, wcmod = 0; 1689 int ret = 0, wcmod = 0;
1766 1690
1767 if (op->contr->bowtype == bow_bestarrow) 1691 if (op->contr->bowtype == bow_bestarrow)
1768 { 1692 {
1769 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1770 } 1694 }
1771 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1772 { 1696 {
1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1774 wcmod = -1; 1698 wcmod = -1;
1784 else if (op->contr->bowtype == bow_spreadshot) 1708 else if (op->contr->bowtype == bow_spreadshot)
1785 { 1709 {
1786 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1787 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1788 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);
1789
1790 } 1713 }
1791 else 1714 else
1792 { 1715 {
1793 /* Simple case */ 1716 /* Simple case */
1794 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1795 } 1718 }
1719
1796 return ret; 1720 return ret;
1797} 1721}
1798
1799 1722
1800/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1801 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1802 */ 1725 */
1803void 1726void
1804fire_misc_object (object *op, int dir) 1727fire_misc_object (object *op, int dir)
1805{ 1728{
1806 object *item; 1729 object *item = op->contr->ranged_ob;
1807 1730
1808 if (!op->contr->ranges[range_misc]) 1731 if (!item)
1809 { 1732 {
1810 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1733 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1811 return; 1734 return;
1812 } 1735 }
1813 1736
1814 item = op->contr->ranges[range_misc];
1815 if (!item->inv) 1737 if (!item->inv)
1816 { 1738 {
1817 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1818 return; 1740 return;
1819 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
1820 if (item->type == WAND) 1746 if (item->type == WAND)
1821 { 1747 {
1822 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
1823 { 1749 {
1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1752
1826 return; 1753 return;
1827 } 1754 }
1828 } 1755 }
1829 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
1830 { 1757 {
1831 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1832 { 1759 {
1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
1834 if (item->type == ROD) 1762 if (item->type == ROD)
1835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1836 else 1764 else
1837 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1766
1838 return; 1767 return;
1839 } 1768 }
1840 } 1769 }
1841 1770
1842 if (cast_spell (op, item, dir, item->inv, NULL)) 1771 if (cast_spell (op, item, dir, item->inv, NULL))
1849 object *tmp; 1778 object *tmp;
1850 1779
1851 if (item->arch) 1780 if (item->arch)
1852 { 1781 {
1853 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1854 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1855 item->set_speed (0); 1784 item->set_speed (0);
1856 } 1785 }
1857 1786
1858 if ((tmp = item->in_player ())) 1787 if ((tmp = item->in_player ()))
1859 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1864 } 1793 }
1865} 1794}
1866 1795
1867/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1868 */ 1797 */
1869void 1798bool
1870fire (object *op, int dir) 1799fire (object *op, int dir)
1871{ 1800{
1872 int spellcost = 0; 1801 int spellcost = 0;
1873 1802
1874 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1875 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
1876 make_visible (op); 1805 make_visible (op);
1877 1806
1878 switch (op->contr->shoottype) 1807 player *pl = op->contr;
1808
1809 if (pl->golem)
1810 {
1811 control_golem (op->contr->golem, dir);
1812 return false;
1879 { 1813 }
1880 case range_none:
1881 return;
1882 1814
1883 case range_bow: 1815 object *ob = pl->ranged_ob;
1816
1817 if (!ob)
1818 return false;
1819
1820 if (!op->change_weapon (ob))
1821 return false;
1822
1823 if (op->speed_left > 0.f)
1824 --op->speed_left;
1825 else
1826 return false;
1827
1828 switch (ob->type)
1829 {
1830 case BOW:
1884 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
1885 return; 1832 break;
1886 1833
1887 case range_magic: /* Casting spells */ 1834 case SPELL:
1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1889 return; 1836 break;
1890 1837
1891 case range_misc: 1838 case BUILDER:
1839 apply_map_builder (op, dir);
1840 break;
1841
1842 case SKILL:
1843 do_skill (op, op, ob, dir, 0);
1844 break;
1845
1846 default:
1892 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
1893 return; 1848 break;
1894
1895 case range_golem: /* Control summoned monsters from scrolls */
1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 {
1898 op->contr->ranges[range_golem] = 0;
1899 op->contr->shoottype = range_none;
1900 }
1901 else
1902 control_golem (op->contr->ranges[range_golem], dir);
1903 return;
1904
1905 case range_skill:
1906 if (!op->chosen_skill)
1907 {
1908 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910 return;
1911 }
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return;
1914 case range_builder:
1915 apply_map_builder (op, dir);
1916 return;
1917 default:
1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1919 return;
1920 } 1849 }
1921}
1922 1850
1923 1851 return true;
1852}
1924 1853
1925/* find_key 1854/* find_key
1926 * We try to find a key for the door as passed. If we find a key 1855 * We try to find a key for the door as passed. If we find a key
1927 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
1928 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
1930 * pl is the player, 1859 * pl is the player,
1931 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
1932 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
1933 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
1934 */ 1863 */
1935
1936object * 1864object *
1937find_key (object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
1938{ 1866{
1939 object *tmp, *key; 1867 object *tmp, *key;
1940 1868
1941 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
1942 if (container->inv == NULL) 1870 if (!container->inv)
1943 return NULL; 1871 return 0;
1944 1872
1945 /* First, lets try to find a key in the top level inventory */ 1873 /* First, lets try to find a key in the top level inventory */
1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
1947 { 1875 {
1948 if (door->type == DOOR && tmp->type == KEY) 1876 if (door->type == DOOR && tmp->type == KEY)
1949 break; 1877 break;
1950 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
1951 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
1952 */ 1880 */
1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1954 break; 1882 break;
1955 } 1883 }
1884
1956 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
1957 /* If we find and use a key in an inventory, return at that time. 1886 /* If we find and use a key in an inventory, return at that time.
1958 * otherwise, if we search all the inventories and still don't find 1887 * otherwise, if we search all the inventories and still don't find
1959 * a key, return 1888 * a key, return
1960 */ 1889 */
1961 if (!tmp) 1890 if (!tmp)
1962 { 1891 {
1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
1964 { 1893 {
1965 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
1966 if (tmp->type == CONTAINER && tmp->inv) 1895 if (tmp->type == CONTAINER && tmp->inv)
1967 { 1896 {
1968 if ((key = find_key (pl, tmp, door)) != NULL) 1897 if ((key = find_key (pl, tmp, door)))
1969 return key; 1898 return key;
1970 } 1899 }
1971 } 1900 }
1901
1972 if (!tmp) 1902 if (!tmp)
1973 return NULL; 1903 return NULL;
1974 } 1904 }
1905
1975 /* We get down here if we have found a key. Now if its in a container, 1906 /* We get down here if we have found a key. Now if its in a container,
1976 * see if we actually want to use it 1907 * see if we actually want to use it
1977 */ 1908 */
1978 if (pl != container) 1909 if (pl != container)
1979 { 1910 {
2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2001 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1932 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2002 return NULL; 1933 return NULL;
2003 } 1934 }
2004 } 1935 }
1936
2005 return tmp; 1937 return tmp;
2006} 1938}
2007 1939
2008/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
2009 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
2011 * 0 otherwise 1943 * 0 otherwise
2012 */ 1944 */
2013static int 1945static int
2014player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
2015{ 1947{
2016 /* If its a door, try to find a use a key. If we do destroy the door, 1948 /* If its a door, try to find a key. If we do destroy the door,
2017 * might as well return immediately as there is nothing more to do - 1949 * might as well return immediately as there is nothing more to do -
2018 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
2019 */ 1951 */
2020 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
2021 1953
2022 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
2023 if (key) 1955 if (key)
2024 { 1956 {
2025 object *container = key->env; 1957 object *container = key->env;
2026 1958
2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2028 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
2029 make_visible (op); 1960 make_visible (op);
1961
2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
1964
2032 if (door->type == DOOR) 1965 if (door->type == DOOR)
2033 {
2034 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1966 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2035 }
2036 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
2037 { 1968 {
2038 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1969 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2039 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
2040 } 1971 }
1972
2041 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2042 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2043 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
2044 if (container != op) 1976 if (container != op)
2045 esrv_update_item (UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
2046 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
2047 } 1980 }
2048 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2049 { 1982 {
2050 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2052 return 1; 1985 return 1;
2053 } 1986 }
1987
2054 return 0; 1988 return 0;
2055} 1989}
2056 1990
2057/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2058 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2059 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2060 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2061 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2062 */ 1996 */
2063void 1997bool
2064move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2065{ 1999{
2066 object *tmp, *mon;
2067 sint16 nx, ny;
2068 int on_battleground; 2000 int on_battleground;
2069 maptile *m;
2070 2001
2071 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2072 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2073 2004
2074 on_battleground = op_on_battleground (op, 0, 0); 2005 on_battleground = op_on_battleground (op, 0, 0);
2006
2007 if (out_of_map (op->map, nx, ny))
2008 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2075 2015
2076 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2077 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2078 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2079 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2080 * move to some space, it then means that if we are braced, we should 2020 * move to some space, it then means that if we are braced, we should
2081 * do nothing at all. As it is, if we are braced, we go through 2021 * do nothing at all. As it is, if we are braced, we go through
2082 * quite a bit of processing. However, it probably is less than what 2022 * quite a bit of processing. However, it probably is less than what
2083 * move_ob uses. 2023 * move_ob uses.
2084 */ 2024 */
2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 maptile *m = op->map->xy_find (nx, ny);
2086 {
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 {
2089 m = get_map_from_coord (op->map, &nx, &ny);
2090 if (!m)
2091 return; /* Don't think this should happen */
2092 }
2093 else
2094 m = op->map;
2095 2026
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2097 {
2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return;
2100 }
2101
2102 mon = 0;
2103 /* Go through all the objects, and find ones of interest. Only stop if 2027 /* Go through all the objects, and find ones of interest. Only stop if
2104 * we find a monster - that is something we know we want to attack. 2028 * we find a monster - that is something we know we want to attack.
2105 * if its a door or barrel (can roll) see if there may be monsters 2029 * if its a door or barrel (can roll) see if there may be monsters
2106 * on the space 2030 * on the space
2107 */ 2031 */
2108 while (tmp) 2032 object *mon;
2109 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2110 if (tmp == op) 2034 {
2111 { 2035 if ((mon->flag [FLAG_ALIVE]
2112 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2113 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2114 }
2115
2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2117 {
2118 mon = tmp; 2038 && mon != op)
2119 break; 2039 break;
2120 } 2040 }
2121 2041
2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2123 mon = tmp;
2124
2125 tmp = tmp->above;
2126 }
2127
2128 if (!mon) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2129 return; /* into a wall */ 2043 return false; /* into a wall */
2130 2044
2131 if (mon->head)
2132 mon = mon->head; 2045 mon = mon->head_ ();
2133 2046
2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f)
2135 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2136 return; 2052 return true;
2053 }
2137 2054
2138 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2139 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2140 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2141 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2142 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2143 * and thus will not push them. 2060 * and thus will not push them.
2144 */ 2061 */
2145 2062
2146 /* If the creature is a pet, push it even if the player is not 2063 /* If the creature is a pet, push it even if the player is not
2147 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2148 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2149 */ 2066 */
2150 if ((op->type == PLAYER) 2067 if (op->type == PLAYER
2151#if COZY_SERVER
2152 &&
2153 ((mon->owner && mon->owner->contr 2068 && ((mon->owner && mon->owner->contr
2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2155#else
2156 && mon->owner == op 2070 || mon->owner == op)
2157#endif
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 { 2072 {
2160 /* If we're braced, we don't want to switch places with it */ 2073 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced) 2074 if (op->contr->braced)
2162 return; 2075 return false;
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2076
2077 if (op->speed_left > 0.f)
2078 {
2079 --op->speed_left;
2080
2081 op->play_sound (sound_find ("push_player"));
2164 (void) push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2165 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op); 2085 make_visible (op);
2086
2167 return; 2087 return true;
2168 } 2088 }
2089 else
2090 return false;
2091 }
2169 2092
2170 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2172 * someone, but put it inside this loop so that you won't 2095 * someone, but put it inside this loop so that you won't
2173 * attack them either. 2096 * attack them either.
2174 */ 2097 */
2175 if ((mon->type == PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2177#ifdef PROHIBIT_PLAYERKILL
2178 (op->contr->peaceful 2100 && ((op->contr->peaceful
2179 || (mon->type == PLAYER 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground)) 2102 && !on_battleground))
2103 {
2104 if (op->speed_left > 0.f)
2186 { 2105 {
2106 --op->speed_left;
2107
2187 if (!op->contr->braced) 2108 if (!op->contr->braced)
2188 { 2109 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2190 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2191 } 2112 }
2192 else 2113 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 2114 new_draw_info (0, 0, op, "You withhold your attack");
2194 2115
2195 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2196 make_visible (op); 2117 make_visible (op);
2197 }
2198 2118
2119 return true;
2120 }
2121 }
2199 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2200 * roll it if not braced. You can't roll it if you are braced. 2123 * roll it if not braced. You can't roll it if you are braced.
2201 */ 2124 */
2202 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2126 {
2127 if (op->speed_left > 0.f)
2203 { 2128 {
2129 --op->speed_left;
2130
2204 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2205 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2206 make_visible (op); 2133 make_visible (op);
2207 }
2208 2134
2135 return true;
2136 }
2137 }
2209 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2210 * Way it works is like this: First, it must have some hit points 2139 * Way it works is like this: First, it must have some hit points
2211 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2212 * 1) Not a player, 2) A player, but of a different party. Note 2141 * 1) Not a player, 2) A player, but of a different party. Note
2213 * that party_number -1 is no party, so attacks can still happen. 2142 * that party_number -1 is no party, so attacks can still happen.
2214 */ 2143 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 { 2146 {
2219 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2220 /* If the player hasn't hit something this tick, and does
2221 * so, give them speed boost based on weapon speed. Doing
2222 * it here is better than process_players2, which basically
2223 * incurred a 1 tick offset.
2224 */
2225 if (!op->contr->has_hit)
2226 { 2148 {
2227 op->speed_left += op->speed / op->contr->weapon_sp; 2149 --op->contr->weapon_sp_left;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2230 }
2231 2150
2232 skill_attack (mon, op, 0, 0, 0); 2151 skill_attack (mon, op, 0, 0, 0);
2233
2234 /* If attacking another player, that player gets automatic
2235 * hitback, and doesn't loose luck either.
2236 * Disable hitback on the battleground or if the target is
2237 * the wiz.
2238 */
2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2240 {
2241 short luck = mon->stats.luck;
2242
2243 mon->contr->has_hit = 1;
2244 skill_attack (op, mon, 0, 0, 0);
2245 mon->stats.luck = luck;
2246 }
2247 2152
2248 if (action_makes_visible (op)) 2153 if (action_makes_visible (op))
2249 make_visible (op); 2154 make_visible (op);
2250 }
2251 } /* if player should attack something */
2252}
2253 2155
2254int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2255move_player (object *op, int dir) 2164move_player (object *op, int dir)
2256{ 2165{
2257 int pick; 2166 int pick;
2258 2167
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2260 return 0; 2169 return 0;
2261 2170
2262 /* Sanity check: make sure dir is valid */ 2171 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 2172 if ((dir < 0) || (dir >= 9))
2264 { 2173 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 2174 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 2175 return 0;
2267 } 2176 }
2268 2177
2269 /* peterm: added following line */ 2178 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2180 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2181
2273 op->facing = dir; 2182 op->facing = dir;
2274 2183
2275 if (op->hide) 2184 if (op->hide)
2276 do_hidden_move (op); 2185 do_hidden_move (op);
2277 2186
2187 bool retval;
2188
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ; 2190 retval = RESULT_INT (0);
2280 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2281 fire (op, dir); 2192 retval = fire (op, dir);
2282 else 2193 else
2283 { 2194 {
2284 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2285 pick = check_pick (op); 2196 pick = check_pick (op);
2286 } 2197 }
2287 2198
2288 /* Add special check for newcs players and fire on - this way, the 2199 /* Add special check for newcs players and fire on - this way, the
2289 * server can handle repeat firing. 2200 * server can handle repeat firing.
2296 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2298 * for players. 2209 * for players.
2299 */ 2210 */
2300 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2301 return 0; 2212
2213 return retval;
2302} 2214}
2303 2215
2304/* This is similar to handle_player, below, but is only used by the 2216/* This is similar to handle_player, below, but is only used by the
2305 * new client/server stuff. 2217 * new client/server stuff.
2306 * This is sort of special, in that the new client/server actually uses 2218 * This is sort of special, in that the new client/server actually uses
2307 * the new speed values for commands. 2219 * the new speed values for commands.
2308 * 2220 *
2309 * Returns true if there are more actions we can do. 2221 * Returns true if there are more actions we can do. Should not do
2222 * many actions in a row, as that would be too unfair to other
2223 * players.
2310 */ 2224 */
2311int 2225bool
2312handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2313{ 2227{
2314 if (op->contr->hidden)
2315 {
2316 op->invisible = 1000;
2317 /* the socket code flashes the player visible/invisible
2318 * depending on the value of invisible, so we need to
2319 * alternate it here for it to work correctly.
2320 */
2321 if (pticks & 2)
2322 op->invisible--;
2323 }
2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2326 op->invisible--;
2327 if (!op->invisible)
2328 {
2329 make_visible (op);
2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2331 }
2332 }
2333
2334 if (QUERY_FLAG (op, FLAG_SCARED)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2335 { 2229 {
2336 flee_player (op); 2230 if (op->speed_left > 0.f)
2337 /* If player is still scared, that is his action for this tick */
2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 { 2231 {
2340 op->speed_left--; 2232 --op->speed_left;
2233 flee_player (op);
2234
2341 return 0; 2235 return true;
2342 } 2236 }
2237 else
2238 return false;
2343 } 2239 }
2344
2345 /* I've been seeing crashes where the golem has been destroyed, but
2346 * the player object still points to the defunct golem. The code that
2347 * destroys the golem looks correct, and it doesn't always happen, so
2348 * put this in a a workaround to clean up the golem pointer.
2349 */
2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2351 op->contr->ranges[range_golem] = 0;
2352 2240
2353 /* call this here - we also will call this in do_ericserver, but 2241 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2243 * called, so we recheck it here.
2356 */ 2244 */
2357 op->contr->ns->handle_command (); 2245 if (op->contr->ns->handle_command ())
2358
2359 if (op->speed_left < 0)
2360 return 0; 2246 return true;
2361 2247
2362 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2363 {
2364 /* All move commands take 1 tick, at least for now */
2365 op->speed_left--;
2366
2367 /* Instead of all the stuff below, let move_player take care
2368 * of it. Also, some of the skill stuff is only put in
2369 * there, as well as the confusion stuff.
2370 */
2371 move_player (op, op->direction); 2249 return move_player (op, op->direction);
2372 if (op->speed_left > 0)
2373 return 1;
2374 else
2375 return 0;
2376 }
2377 2250
2378 return 0; 2251 return false;
2379} 2252}
2380 2253
2381int 2254int
2382save_life (object *op) 2255save_life (object *op)
2383{ 2256{
2385 return 0; 2258 return 0;
2386 2259
2387 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2388 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2389 { 2262 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2391 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2392 2265
2393 if (op->contr) 2266 if (op->contr)
2394 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2395 2268
2415/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2416 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2417 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2418 * from. 2291 * from.
2419 */ 2292 */
2420void 2293static void
2421remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2422{ 2295{
2423 object *next;
2424
2425 while (op) 2296 while (op)
2426 { 2297 {
2427 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2428 2299
2429 if (QUERY_FLAG (op, FLAG_UNPAID)) 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2432 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2433 2304
2434 op->insert_at (env); 2305 op->insert_at (env);
2435 } 2306 }
2436 else if (op->inv) 2307 else if (op->inv)
2437 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2438 2309
2439 op = next; 2310 op = next;
2440 } 2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2441} 2319}
2442 2320
2443/* 2321/*
2444 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2445 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2495 int rate_grace = 2000; 2373 int rate_grace = 2000;
2496 const int max_hp = 1; 2374 const int max_hp = 1;
2497 const int max_sp = 1; 2375 const int max_sp = 1;
2498 const int max_grace = 1; 2376 const int max_grace = 1;
2499 2377
2500 if (op->contr->outputs_sync) 2378 if (op->contr->hidden)
2379 {
2380 op->invisible = 1000;
2381 /* the socket code flashes the player visible/invisible
2382 * depending on the value of invisible, so we need to
2383 * alternate it here for it to work correctly.
2384 */
2385 if (pticks & 2)
2386 op->invisible--;
2501 { 2387 }
2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2503 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2389 {
2504 flush_output_element (op, &op->contr->outputs[i]); 2390 if (!op->invisible--)
2391 {
2392 make_visible (op);
2393 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2394 }
2505 } 2395 }
2506 2396
2507 if (op->contr->ns->state == ST_PLAYING) 2397 if (op->contr->ns->state == ST_PLAYING)
2508 { 2398 {
2509 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2528 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2529 else 2419 else
2530 { 2420 {
2531 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2532 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2533 }
2534
2535 /* Regenerate Spell Points */
2536 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2537 {
2538 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2539 if (op->stats.sp < op->stats.maxsp)
2540 {
2541 op->stats.sp++;
2542 /* dms do not consume food */
2543 if (!QUERY_FLAG (op, FLAG_WIZ))
2544 {
2545 op->stats.food--;
2546 if (op->contr->digestion < 0)
2547 op->stats.food += op->contr->digestion;
2548 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2549 op->stats.food = last_food;
2550 }
2551 }
2552
2553 if (max_sp > 1)
2554 {
2555 over_sp = (gen_sp + 10) / rate_sp;
2556 if (over_sp > 0)
2557 {
2558 if (op->stats.sp < op->stats.maxsp)
2559 {
2560 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2561
2562 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2563 op->stats.sp--;
2564
2565 if (op->stats.sp > op->stats.maxsp)
2566 op->stats.sp = op->stats.maxsp;
2567 }
2568 op->last_sp = 0;
2569 }
2570 else
2571 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2572 }
2573 else
2574 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2575 } 2423 }
2576 2424
2577 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2578 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2579 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2600 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2601 } 2449 }
2602 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2603 } 2451 }
2604 2452
2453 if (op->stats.food > 0)
2454 {
2605 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2606 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2607 {
2608 if (op->stats.hp < op->stats.maxhp)
2609 { 2457 {
2610 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2611 /* dms do not consume food */ 2459
2612 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2613 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2614 op->stats.food--; 2467 op->stats.food--;
2468
2615 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2616 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2617 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2618 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2619 } 2474 }
2620 }
2621 2475
2622 if (max_hp > 1) 2476 if (max_sp > 1)
2623 {
2624 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2625 if (over_hp > 0)
2626 { 2477 {
2627 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2628 op->last_heal = 0; 2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2629 } 2496 }
2630 else 2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2631 { 2505 {
2632 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2633 } 2518 }
2519
2520 if (max_hp > 1)
2521 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2634 } 2531 }
2635 else 2532 else
2636 {
2637 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2638 } 2534 }
2639 } 2535 }
2640 2536
2641 /* Digestion */ 2537 /* Digestion */
2642 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2643 { 2539 {
2644#ifdef COZY_SERVER 2540 int bonus = max (0, op->contr->digestion),
2645 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2541 penalty = max (0, -op->contr->digestion);
2646 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2647#else
2648 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2649#endif
2650 2542
2651 if (op->contr->gen_hp > 0)
2652 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2653 else
2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2655 2544
2656 /* dms do not consume food */ 2545 /* dms do not consume food */
2657 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2658 op->stats.food--; 2547 op->stats.food--;
2659 } 2548 }
2686 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2687 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2688 } 2577 }
2689 } 2578 }
2690 2579
2691 while (op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0)
2692 op->stats.food++, op->stats.hp--; 2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2693 2585
2694 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2695 kill_player (op); 2587 kill_player (op);
2696 } 2588 }
2697} 2589}
2720 object *tmp; 2612 object *tmp;
2721 2613
2722 if (save_life (op)) 2614 if (save_life (op))
2723 return; 2615 return;
2724 2616
2725
2726 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2617 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2727 * in cities ONLY!!! It is very important that this doesn't get abused. 2618 * in cities ONLY!!! It is very important that this doesn't get abused.
2728 * Look at op_on_battleground() for more info --AndreasV 2619 * Look at op_on_battleground() for more info --AndreasV
2729 */ 2620 */
2730 if (op_on_battleground (op, &x, &y)) 2621 if (op_on_battleground (op, &x, &y))
2745 { 2636 {
2746 tmp->destroy (); 2637 tmp->destroy ();
2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2638 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2748 } 2639 }
2749 2640
2750 cure_disease (op, 0); /* remove any disease */ 2641 cure_disease (op, 0, 0); /* remove any disease */
2751 op->stats.hp = op->stats.maxhp; 2642 op->stats.hp = op->stats.maxhp;
2752 if (op->stats.food <= 0) 2643 if (op->stats.food <= 0)
2753 op->stats.food = 999; 2644 op->stats.food = 999;
2754 2645
2755 /* create a bodypart-trophy to make the winner happy */ 2646 /* create a bodypart-trophy to make the winner happy */
2759 tmp->name = buf; 2650 tmp->name = buf;
2760 sprintf (buf, " This finger has been cut off %s\n" 2651 sprintf (buf, " This finger has been cut off %s\n"
2761 " the %s, when he was defeated at\n level %d by %s.\n", 2652 " the %s, when he was defeated at\n level %d by %s.\n",
2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2653 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2763 tmp->msg = buf; 2654 tmp->msg = buf;
2764 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2655 tmp->value = 0, tmp->type = 0;
2765 tmp->materialname = NULL; 2656 tmp->materialname = "organics";
2766 op->insert_at (tmp, op); 2657 tmp->insert_at (op, tmp);
2767 } 2658 }
2768 2659
2769 /* teleport defeated player to new destination */ 2660 /* teleport defeated player to new destination */
2770 transfer_ob (op, x, y, 0, NULL); 2661 transfer_ob (op, x, y, 0, NULL);
2771 op->contr->braced = 0; 2662 op->contr->braced = 0;
2776 2667
2777 command_kill_pets (op, 0); 2668 command_kill_pets (op, 0);
2778 2669
2779 if (op->stats.food < 0) 2670 if (op->stats.food < 0)
2780 { 2671 {
2781 if (op->contr->explore)
2782 {
2783 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2784 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2785 op->stats.food = 999;
2786 return;
2787 }
2788 sprintf (buf, "%s starved to death.", &op->name); 2672 sprintf (buf, "%s starved to death.", &op->name);
2789 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2790 } 2674 }
2791 else 2675 else
2792 {
2793 if (op->contr->explore)
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797 op->stats.hp = op->stats.maxhp;
2798 return;
2799 }
2800 sprintf (buf, "%s died.", &op->name); 2676 sprintf (buf, "%s died.", &op->name);
2801 }
2802 2677
2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2678 op->contr->play_sound (sound_find ("player_dies"));
2804 2679
2805 /* save the map location for corpse, gravestone */ 2680 /* save the map location for corpse, gravestone */
2806 x = op->x; 2681 x = op->x;
2807 y = op->y; 2682 y = op->y;
2808 map = op->map; 2683 map = op->map;
2971 { 2846 {
2972 tmp->destroy (); 2847 tmp->destroy ();
2973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2848 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2974 } 2849 }
2975 2850
2976 cure_disease (op, 0); /* remove any disease */ 2851 cure_disease (op, 0, 0); /* remove any disease */
2977 2852
2978 /*add_exp(op, (op->stats.exp * -0.20)); */ 2853 /*add_exp(op, (op->stats.exp * -0.20)); */
2979 apply_death_exp_penalty (op); 2854 apply_death_exp_penalty (op);
2980 if (op->stats.food < 100) 2855 if (op->stats.food < 100)
2981 op->stats.food = 900; 2856 op->stats.food = 900;
2982 op->stats.hp = op->stats.maxhp; 2857 op->stats.hp = op->stats.maxhp;
2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2858 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2859 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2985 2860
2986 /* 2861 /*
2987 * Check to see if the player is in a shop. IF so, then check to see if
2988 * the player has any unpaid items. If so, remove them and put them back 2862 * Check to see if the player has any unpaid items. If so, remove them
2989 * in the map. 2863 * and put them back in the map.
2990 */ 2864 */
2991 2865 op->drop_unpaid_items ();
2992 if (is_in_shop (op))
2993 remove_unpaid_objects (op->inv, op);
2994 2866
2995 /****************************************/ 2867 /****************************************/
2996 /* */ 2868 /* */
2997 /* Move player to his current respawn- */ 2869 /* Move player to his current respawn- */
2998 /* position (usually last savebed) */ 2870 /* position (usually last savebed) */
2999 /* */ 2871 /* */
3000 /****************************************/ 2872 /****************************************/
3001 2873
3002 enter_player_savebed (op); 2874 enter_player_savebed (op);
3003 2875
3004 /* Save the player before inserting the force to reduce
3005 * chance of abuse.
3006 */
3007 op->contr->braced = 0; 2876 op->contr->braced = 0;
3008 op->contr->save ();
3009 2877
3010 /* it is possible that the player has blown something up 2878 /* it is possible that the player has blown something up
3011 * at his savebed location, and that can have long lasting 2879 * at his savebed location, and that can have long lasting
3012 * spell effects. So first see if there is a spell effect 2880 * spell effects. So first see if there is a spell effect
3013 * on the space that might harm the player. 2881 * on the space that might harm the player.
3022 object *force; 2890 object *force;
3023 int at; 2891 int at;
3024 2892
3025 force = get_archetype (FORCE_NAME); 2893 force = get_archetype (FORCE_NAME);
3026 /* 50 ticks should be enough time for the spell to abate */ 2894 /* 50 ticks should be enough time for the spell to abate */
3027 force->speed = 0.1; 2895 force->speed = 0.1f;
3028 force->speed_left = -5.0; 2896 force->speed_left = -5.f;
3029 SET_FLAG (force, FLAG_APPLIED); 2897 SET_FLAG (force, FLAG_APPLIED);
3030 for (at = 0; at < NROFATTACKS; at++) 2898 for (at = 0; at < NROFATTACKS; at++)
3031 if (will_kill_again & (1 << at)) 2899 if (will_kill_again & (1 << at))
3032 force->resist[at] = 100; 2900 force->resist[at] = 100;
3033 2901
3042void 2910void
3043loot_object (object *op) 2911loot_object (object *op)
3044{ /* Grab and destroy some treasure */ 2912{ /* Grab and destroy some treasure */
3045 object *tmp, *tmp2, *next; 2913 object *tmp, *tmp2, *next;
3046 2914
3047 if (op->container) 2915 op->close_container (); /* close open sack first */
3048 esrv_apply_container (op, op->container); /* close open sack first */
3049 2916
3050 for (tmp = op->inv; tmp; tmp = next) 2917 for (tmp = op->inv; tmp; tmp = next)
3051 { 2918 {
3052 next = tmp->below; 2919 next = tmp->below;
3053 2920
3054 if (tmp->invisible) 2921 if (tmp->invisible)
3055 continue; 2922 continue;
3056 2923
3057 tmp->remove (); 2924 tmp->remove ();
3058 tmp->x = op->x, tmp->y = op->y; 2925 tmp->x = op->x, tmp->y = op->y;
2926
3059 if (tmp->type == CONTAINER) 2927 if (tmp->type == CONTAINER)
3060 { /* empty container to ground */ 2928 loot_object (tmp); /* empty container to ground */
3061 loot_object (tmp); 2929
3062 }
3063 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2930 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3064 { 2931 {
3065 if (tmp->nrof > 1) 2932 if (tmp->nrof > 1)
3066 { 2933 {
3067 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2934 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3068 tmp2->destroy (); 2935 tmp2->destroy ();
3079/* 2946/*
3080 * fix_weight(): Check recursively the weight of all players, and fix 2947 * fix_weight(): Check recursively the weight of all players, and fix
3081 * what needs to be fixed. Refresh windows and fix speed if anything 2948 * what needs to be fixed. Refresh windows and fix speed if anything
3082 * was changed. 2949 * was changed.
3083 */ 2950 */
3084
3085void 2951void
3086fix_weight (void) 2952fix_weight (void)
3087{ 2953{
3088 for_all_players (pl) 2954 for_all_players (pl)
3089 { 2955 {
3144void 3010void
3145make_visible (object *op) 3011make_visible (object *op)
3146{ 3012{
3147 op->hide = 0; 3013 op->hide = 0;
3148 op->invisible = 0; 3014 op->invisible = 0;
3015
3149 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3150 { 3017 {
3151 op->contr->tmp_invis = 0; 3018 op->contr->tmp_invis = 0;
3152 op->contr->invis_race = 0; 3019 op->contr->invis_race = 0;
3153 } 3020 }
3021
3154 update_object (op, UP_OBJ_FACE); 3022 update_object (op, UP_OBJ_CHANGE);
3155} 3023}
3156 3024
3157int 3025int
3158is_true_undead (object *op) 3026is_true_undead (object *op)
3159{ 3027{
3160 object *tmp = NULL;
3161
3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3028 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3163 return 1; 3029 return 1;
3164 3030
3165 return 0; 3031 return 0;
3166} 3032}
3167 3033
3168/* look at the surrounding terrain to determine 3034/* look at the surrounding terrain to determine
3169 * the hideability of this object. Positive levels 3035 * the hideability of this object. Positive levels
3170 * indicate greater hideability. 3036 * indicate greater hideability.
3171 */ 3037 */
3172
3173int 3038int
3174hideability (object *ob) 3039hideability (object *ob)
3175{ 3040{
3176 int i, level = 0, mflag; 3041 int i, level = 0, mflag;
3177 sint16 x, y; 3042 sint16 x, y;
3211/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3212 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3213 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3214 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3215 */ 3080 */
3216
3217void 3081void
3218do_hidden_move (object *op) 3082do_hidden_move (object *op)
3219{ 3083{
3220 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3221 object *skop; 3085 object *skop;
3225 3089
3226 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3227 3091
3228 /* its *extremely* hard to run and sneak/hide at the same time! */ 3092 /* its *extremely* hard to run and sneak/hide at the same time! */
3229 if (op->type == PLAYER && op->contr->run_on) 3093 if (op->type == PLAYER && op->contr->run_on)
3230 {
3231 if (!skop || num >= skop->level) 3094 if (!skop || num >= skop->level)
3232 { 3095 {
3233 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3096 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3234 make_visible (op); 3097 make_visible (op);
3235 return; 3098 return;
3236 } 3099 }
3237 else 3100 else
3238 num += 20; 3101 num += 20;
3239 } 3102
3240 num += op->map->difficulty; 3103 num += op->map->difficulty;
3241 hide = hideability (op); /* modify by terrain hidden level */ 3104 hide = hideability (op); /* modify by terrain hidden level */
3242 num -= hide; 3105 num -= hide;
3106
3243 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3244 { 3108 {
3245 make_visible (op); 3109 make_visible (op);
3246 if (op->type == PLAYER) 3110 if (op->type == PLAYER)
3247 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3248 } 3112 }
3249 else if (op->type == PLAYER && skop) 3113 else if (op->type == PLAYER && skop)
3250 {
3251 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3252 }
3253} 3115}
3254 3116
3255/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3256 3118
3257int 3119int
3305 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3306 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3307 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3308 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3309 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3310 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3311 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3312 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3313 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3314 * -b.t. 3176 * -b.t.
3315 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3316 */ 3178 */
3317
3318int 3179int
3319player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3320{ 3181{
3321 rv_vector rv; 3182 rv_vector rv;
3322 int dx, dy; 3183 int dx, dy;
3334 3195
3335 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3336 3197
3337 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3338 * through the object and find if it has any 3199 * through the object and find if it has any
3339 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3340 * a blocked los square. 3201 * a blocked los square.
3341 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3342 */ 3203 */
3343 while (op) 3204 while (op)
3344 { 3205 {
3345 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3346 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3347 3208
3348 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3349 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3350 * for any meaningful values. 3211 * for any meaningful values.
3351 */ 3212 */
3352 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3353 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3354 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3355 return 1; 3216 return 1;
3217
3356 op = op->more; 3218 op = op->more;
3357 } 3219 }
3220
3358 return 0; 3221 return 0;
3359} 3222}
3360 3223
3361/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3362 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3365 * return 0. 3228 * return 0.
3366 */ 3229 */
3367int 3230int
3368action_makes_visible (object *op) 3231action_makes_visible (object *op)
3369{ 3232{
3370
3371 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3372 { 3234 {
3373 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3374 return 0; 3236 return 0;
3375 3237
3381 { 3243 {
3382 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3383 return 1; 3245 return 1;
3384 } 3246 }
3385 } 3247 }
3248
3386 return 0; 3249 return 0;
3387} 3250}
3388 3251
3389/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3390 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3395 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3396 */ 3259 */
3397int 3260int
3398op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3399{ 3262{
3400 object *tmp;
3401
3402 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3403 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3404 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3405 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3406 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3407 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3408 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3409 { 3270 {
3410 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3411 { 3272 {
3412 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3413 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3414 { 3277 {
3415 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3416 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3417 { 3280 {
3418 object *invtmp;
3419
3420 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3421 { 3282 {
3422 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3423 { 3284 {
3424 if (x != NULL && y != NULL) 3285 if (x && y)
3425 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3426 return 1; 3288 return 1;
3427 } 3289 }
3428 } 3290 }
3429 } 3291 }
3292
3430 if (x != NULL && y != NULL) 3293 if (x && y)
3431 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3432 return 1; 3296 return 1;
3433 } 3297 }
3434 } 3298 }
3435 } 3299 }
3300
3436 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3437 return 0; 3302 return 0;
3438} 3303}
3439 3304
3440/* 3305/*
3456 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3457 int i = 0, j = 0; 3322 int i = 0, j = 0;
3458 3323
3459 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3460 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3461 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3462 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3463 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3464 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3465 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3466 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3467 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3468 3333
3469 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3470 return; 3335 return;
3471 3336
3472 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3476 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3477 return; 3342 return;
3478 } 3343 }
3479 3344
3480 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3481 item = &(tr->item->clone); 3346 item = tr->item;
3482 3347
3483 if (item->type == SPELL) 3348 if (item->type == SPELL)
3484 { 3349 {
3485 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3486 return; 3351 return;
3545 { 3410 {
3546 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3547 object *skin; 3412 object *skin;
3548 3413
3549 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3550 shstr_cmp dragon_skin_force ("dragon_skin_force");
3551 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3552 ; 3416 ;
3553 3417
3554 if (!skin) 3418 if (!skin)
3555 return; 3419 return;
3556 3420
3604 * not readied. 3468 * not readied.
3605 */ 3469 */
3606void 3470void
3607player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3608{ 3472{
3609 rangetype i; 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3610 3475
3611 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3476 if (pl->combat_ob == ob)
3612 { 3477 pl->combat_ob = 0;
3478
3613 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3614 { 3480 pl->ranged_ob = 0;
3615 pl->ranges[i] = NULL;
3616 if (pl->shoottype == i)
3617 {
3618 pl->shoottype = range_none;
3619 }
3620 }
3621 }
3622} 3481}
3482
3483sint8
3484player::visibility_at (maptile *map, int x, int y) const
3485{
3486 if (!ns)
3487 return 0;
3488
3489 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0;
3492
3493 x += dx - ns->current_x + ns->mapx / 2;
3494 y += dy - ns->current_y + ns->mapy / 2;
3495
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y];
3500}

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