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Comparing deliantra/server/server/player.C (file contents):
Revision 1.91 by root, Sun Jan 7 23:10:43 2007 UTC vs.
Revision 1.168 by root, Sat Sep 1 03:56:34 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
180 165
181 players.insert (this); 166 players.insert (this);
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 enter_map (); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
186} 172}
187 173
188void 174void
189player::deactivate () 175player::deactivate ()
190{ 176{
191 if (!active) 177 if (!active)
192 return; 178 return;
193 179
194 terminate_all_pets (ob); 180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
195 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
196 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
197 ob->map = 0; 189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
198 193
199 players.erase (this); 194 players.erase (this);
200} 195}
201 196
202// connect the player with a specific client 197// connect the player with a specific client
203// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
204void 199void
205player::connect (client *ns) 200player::connect (client *ns)
206{ 201{
207 this->ns = ns; 202 this->ns = ns;
208 ns->pl = this; 203 ns->pl = this;
209 204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
210 ns->update_look = 0; 209 ns->update_look = 0;
211 ns->look_position = 0; 210 ns->look_position = 0;
212 211
213 clear_los (ob); 212 clear_los (this);
213
214 ns->reset_stats ();
214 215
215 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
218
219 if (!legal_range (ob, shoottype))
220 shoottype = range_none;
221 219
222 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
223 link_player_skills (ob); 221 link_player_skills (ob);
224 222
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226 224
227 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
235 */
236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
238 226
239 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
241 { 229 {
242 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
243 231
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246
247 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
250 abil = tmp; 235 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
252 skin = tmp; 237 skin = tmp;
253 238
254 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
255 } 240 }
256 241
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 243
262 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
263 245
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);
264 ob->update_stats (); 271 ob->update_stats ();
272
265 ns->floorbox_update (); 273 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob); 274 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 275 esrv_add_spells (this, 0);
269 276
270 activate (); 277 activate ();
271 278
278} 285}
279 286
280void 287void
281player::disconnect () 288player::disconnect ()
282{ 289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
283 if (ns) 296 if (ns)
284 { 297 {
285 if (active) 298 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287 300
288 INVOKE_PLAYER (DISCONNECT, this); 301 INVOKE_PLAYER (DISCONNECT, this);
289 302
303 ns->reset_stats ();
290 ns->pl = 0; 304 ns->pl = 0;
291 this->ns = 0; 305 ns = 0;
292 } 306 }
307
308 observe = ob;
293 309
294 deactivate (); 310 deactivate ();
295} 311}
296 312
297// the need for this function can be explained 313// the need for this function can be explained
298// by load_object not returning the object 314// by load_object not returning the object
299void 315void
300player::set_object (object *op) 316player::set_object (object *op)
301{ 317{
302 ob = op; 318 ob = observe = op;
303 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
304 320
321 ob->speed = 1.0f;
305 ob->speed_left = 0.5; 322 ob->speed_left = 0.5f;
306 ob->speed = 1.0; 323
307 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
308 ob->stats.wc = 2; 325}
309 ob->run_away = 25; /* Then we panick... */
310 326
311 ob->roll_stats (); 327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
312} 332}
313 333
314player::player () 334player::player ()
315{ 335{
316 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
317 * we deal with that below this point. 337 * we deal with that below this point.
318 */ 338 */
319 outputs_sync = 16; /* Every 2 seconds */ 339 outputs_sync = 4;
320 outputs_count = 8; /* Keeps present behaviour */ 340 outputs_count = 4;
321 unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
322 342
323 savebed_map = first_map_path; /* Init. respawn position */ 343 savebed_map = first_map_path; /* Init. respawn position */
324 344
325 gen_sp_armour = 10; 345 gen_sp_armour = 10;
326 last_speed = -1;
327 shoottype = range_none;
328 bowtype = bow_normal; 346 bowtype = bow_normal;
329 petmode = pet_normal; 347 petmode = pet_normal;
330 listening = 10; 348 listening = 10;
331 usekeys = containers; 349 usekeys = containers;
332 last_weapon_sp = -1;
333 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
334 do_los = 1; 351 do_los = 1;
335 352
336 /* we need to clear these to -1 and not zero - otherwise, 353 weapon_sp = 1.0f;
337 * if a player quits and starts a new character, we wont 354 weapon_sp_left = 0.5f;
338 * send new values to the client, as things like exp start
339 * at zero.
340 */
341 for (int i = 0; i < NUM_SKILLS; i++)
342 last_skill_exp[i] = -1;
343
344 for (int i = 0; i < NROFATTACKS; i++)
345 last_resist[i] = -1;
346
347 last_stats.exp = -1;
348 last_weight = (uint32) - 1;
349} 355}
350 356
351void 357void
352player::do_destroy () 358player::do_destroy ()
353{ 359{
358 if (ob) 364 if (ob)
359 { 365 {
360 ob->destroy_inv (false); 366 ob->destroy_inv (false);
361 ob->destroy (); 367 ob->destroy ();
362 } 368 }
369
370 ob = observe = 0;
363} 371}
364 372
365player::~player () 373player::~player ()
366{ 374{
367 /* Clear item stack */ 375 /* Clear item stack */
376player::create () 384player::create ()
377{ 385{
378 player *pl = new player; 386 player *pl = new player;
379 387
380 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
381 set_first_map (pl->ob); 394 set_first_map (pl->ob);
382 395
383 return pl; 396 return pl;
384} 397}
385 398
389 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
390 */ 403 */
391archetype * 404archetype *
392get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
393{ 406{
394 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
395 408
396 for (;;) 409 for (;;)
397 { 410 {
398 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
399 at = first_archetype; 412 i = archetypes.begin ();
400 else 413 else if (*i == at)
401 at = at->next; 414 cleanup ("not a single player archetype found");
402 415
403 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
404 return at; 417 return *i;
405
406 if (at == start)
407 {
408 LOG (llevError, "No Player archetypes\n");
409 exit (-1);
410 }
411 } 418 }
412} 419}
413 420
414object * 421object *
415get_nearest_player (object *mon) 422get_nearest_player (object *mon)
417 object *op = NULL; 424 object *op = NULL;
418 objectlink *ol; 425 objectlink *ol;
419 unsigned lastdist; 426 unsigned lastdist;
420 rv_vector rv; 427 rv_vector rv;
421 428
422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
423 { 430 {
424 /* We should not find free objects on this friendly list, but it
425 * does periodically happen. Given that, lets deal with it.
426 * While unlikely, it is possible the next object on the friendly
427 * list is also free, so encapsulate this in a while loop.
428 */
429 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
430 {
431 object *tmp = ol->ob;
432
433 /* Can't do much more other than log the fact, because the object
434 * itself will have been cleared.
435 */
436 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
437 ol = ol->next;
438 remove_friendly_object (tmp);
439 if (!ol)
440 return op;
441 }
442
443 /* Remove special check for player from this. First, it looks to cause
444 * some crashes (ol->ob->contr not set properly?), but secondly, a more
445 * complicated method of state checking would be needed in any case -
446 * as it was, a clever player could type quit, and the function would
447 * skip them over while waiting for confirmation. Remove
448 * on_same_map check, as can_detect_enemy also does this
449 */
450 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
451 continue; 432 continue;
452 433
453 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
454 { 435 {
530 x = mon->x; 511 x = mon->x;
531 y = mon->y; 512 y = mon->y;
532 m = mon->map; 513 m = mon->map;
533 dir = rv.direction; 514 dir = rv.direction;
534 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 */
535 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
536 /* 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. */
537 if (diff > max) 519 if (diff > max)
538 return 0; 520 return 0;
521
539 while (diff > 1 && max > 0) 522 while (diff > 1 && max > 0)
540 { 523 {
541 lastx = x; 524 lastx = x;
542 lasty = y; 525 lasty = y;
543 lastmap = m; 526 lastmap = m;
625 max--; 608 max--;
626 lastdir = dir; 609 lastdir = dir;
627 if (!firstdir) 610 if (!firstdir)
628 firstdir = dir; 611 firstdir = dir;
629 } 612 }
613
630 if (diff <= 1) 614 if (diff <= 1)
631 { 615 {
632 /* Recalculate diff (distance) because we may not have actually 616 /* Recalculate diff (distance) because we may not have actually
633 * headed toward player for entire distance. 617 * headed toward player for entire distance.
634 */ 618 */
635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
636 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));
637 } 621 }
622
638 if (diff > max) 623 if (diff > max)
639 return 0; 624 return 0;
640 } 625 }
626
641 /* 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 */
642 if (!max) 628 if (!max)
643 return 0; 629 return 0;
644 630
645 return firstdir; 631 return firstdir;
759roll_stat (void) 745roll_stat (void)
760{ 746{
761 int a[4], i, j, k; 747 int a[4], i, j, k;
762 748
763 for (i = 0; i < 4; i++) 749 for (i = 0; i < 4; i++)
764 a[i] = (int) RANDOM () % 6 + 1; 750 a[i] = (int) rndm (6) + 1;
765 751
766 for (i = 0, j = 0, k = 7; i < 4; i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
767 if (a[i] < k) 753 if (a[i] < k)
768 k = a[i], j = i; 754 k = a[i], j = i;
769 755
775} 761}
776 762
777void 763void
778object::roll_stats () 764object::roll_stats ()
779{ 765{
780 int statsort [7]; 766 int statsort [NUM_STATS];
781 767
782 for (;;) 768 for (;;)
783 { 769 {
784 int sum = 0; 770 int sum = 0;
785 for (int i = 7; i--; ) 771 for (int i = NUM_STATS; i--; )
786 sum += statsort [i] = roll_stat (); 772 sum += statsort [i] = roll_stat ();
787 773
788 if (sum >= 82 && sum <= 116) 774 if (sum >= 82 && sum <= 116)
789 break; 775 break;
790 } 776 }
791 777
792 // Sort the stats so that rerolling is easier... 778 // Sort the stats so that rerolling is easier...
793 std::sort (statsort, statsort + 7, std::greater<int>()); 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
794 780
781 for (int i = 0; i < NUM_STATS; ++i)
795 stats.Str = statsort[0]; 782 stats.stat (i) = statsort [i];
796 stats.Dex = statsort[1];
797 stats.Con = statsort[2];
798 stats.Int = statsort[3];
799 stats.Wis = statsort[4];
800 stats.Pow = statsort[5];
801 stats.Cha = statsort[6];
802 783
803 stats.exp = 0; 784 stats.exp = 0;
804 stats.ac = 0; 785 stats.ac = 0;
805 786
806 stats.hp = stats.maxhp; 787 stats.hp = stats.maxhp;
818} 799}
819 800
820void 801void
821object::swap_stats (int a, int b) 802object::swap_stats (int a, int b)
822{ 803{
823 int tmp = get_attr_value (&contr->orig_stats, a); 804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
824 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
825 set_attr_value (&contr->orig_stats, b, tmp);
826 805
806 for (int i = 0; i < NUM_STATS; ++i)
827 stats.Str = contr->orig_stats.Str; 807 stats.stat (i) = contr->orig_stats.stat (i);
828 stats.Dex = contr->orig_stats.Dex;
829 stats.Con = contr->orig_stats.Con;
830 stats.Int = contr->orig_stats.Int;
831 stats.Wis = contr->orig_stats.Wis;
832 stats.Pow = contr->orig_stats.Pow;
833 stats.Cha = contr->orig_stats.Cha;
834 808
835 //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,
836 // be merged with the similar code in roll_stats 810 // be merged with the similar code in roll_stats
837 stats.ac = 0; 811 stats.ac = 0;
838 812
869 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
871 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
872 * not the class. 846 * not the class.
873 */ 847 */
874int 848void
875key_change_class (object *op, char key) 849player::chargen_race_done ()
876{ 850{
877 int tmp_loop;
878
879 if (key == 'd' || key == 'D')
880 {
881 char buf[MAX_BUF];
882
883 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
884 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
885 853
886 treasurelist *tl = find_treasurelist ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
887 if (tl) 855 if (tl)
888 create_treasure (tl, op, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
889 857
890 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
891 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
892 860
893 op->contr->ns->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
894 862
895 if (op->msg) 863 if (ob->msg)
896 op->msg = NULL; 864 ob->msg = 0;
897 865
898 /* 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
899 * to save here. 867 * to save here.
900 */ 868 */
869 {
870 char buf[MAX_BUF];
901 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
902 make_path_to_file (buf); 872 make_path_to_file (buf);
873 }
903 874
904#ifdef AUTOSAVE
905 op->contr->last_save_tick = pticks;
906#endif
907 start_info (op); 875 start_info (ob);
908 CLEAR_FLAG (op, FLAG_WIZ); 876 CLEAR_FLAG (ob, FLAG_WIZ);
909 give_initial_items (op, op->randomitems); 877 give_initial_items (ob, ob->randomitems);
910 link_player_skills (op); 878 link_player_skills (ob);
911 esrv_send_inventory (op, op); 879 esrv_send_inventory (ob, ob);
912 op->update_stats (); 880 ob->update_stats ();
913 881
914 /* This moves the player to a different start map, if there 882 /* This moves the player to a different start map, if there
915 * is one for this race 883 * is one for this race
916 */ 884 */
917 if (*first_map_ext_path) 885 if (*first_map_ext_path)
918 { 886 {
919 object *tmp; 887 object *tmp;
920 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
921 889
922 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);
923 tmp = object::create (); 891 tmp = object::create ();
924 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
925 EXIT_X (tmp) = op->x; 893 EXIT_X (tmp) = ob->x;
926 EXIT_Y (tmp) = op->y; 894 EXIT_Y (tmp) = ob->y;
927 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;
928 * if the map isn't there, then stay on the 896 * if the map isn't there, then stay on the
929 * default initial map */ 897 * default initial map */
930 tmp->destroy (); 898 tmp->destroy ();
931 } 899 }
932 else 900 else
933 LOG (llevDebug, "first_map_ext_path not set\n"); 901 LOG (llevDebug, "first_map_ext_path not set\n");
902}
934 903
935 return 0; 904void
936 } 905player::chargen_race_next ()
937 906{
938 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
939 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
940 */ 909 */
941 910
942 tmp_loop = 0; 911 do
943 while (!tmp_loop)
944 { 912 {
945 shstr name = op->name; 913 shstr name = ob->name;
946 int x = op->x, y = op->y; 914 int x = ob->x, y = ob->y;
947 915
948 op->remove_statbonus (); 916 ob->remove_statbonus ();
949 op->remove (); 917 ob->remove ();
950 op->arch = get_player_archetype (op->arch); 918 ob->arch = get_player_archetype (ob->arch);
951 op->arch->clone.copy_to (op); 919 ob->arch->copy_to (ob);
952 op->instantiate (); 920 ob->instantiate ();
953 op->stats = op->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
954 op->name = op->name_pl = name; 922 ob->name = ob->name_pl = name;
955 op->x = x; 923 ob->x = x;
956 op->y = y; 924 ob->y = y;
957 SET_ANIMATION (op, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
958 insert_ob_in_map (op, op->map, op, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
959 assign (op->contr->title, op->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
960 op->add_statbonus (); 928 ob->add_statbonus ();
961 tmp_loop = allowed_class (op);
962 } 929 }
930 while (!allowed_class (ob));
963 931
964 update_object (op, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
965 esrv_update_item (UPD_FACE, op, op); 933 esrv_update_item (UPD_FACE, ob, ob);
966 op->update_stats (); 934 ob->update_stats ();
967 op->stats.hp = op->stats.maxhp; 935 ob->stats.hp = ob->stats.maxhp;
968 op->stats.sp = op->stats.maxsp; 936 ob->stats.sp = ob->stats.maxsp;
969 op->stats.grace = 0; 937 ob->stats.grace = 0;
970
971 if (op->msg)
972 new_draw_info (NDI_BLUE, 0, op, op->msg);
973
974 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
975 return 0;
976} 938}
977 939
978void 940void
979flee_player (object *op) 941flee_player (object *op)
980{ 942{
1027 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1028 CLEAR_FLAG (op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1029 op->enemy = NULL; 991 op->enemy = NULL;
1030} 992}
1031 993
1032
1033/* 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.
1034 * 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
1035 * stop. 996 * stop.
1036 */ 997 */
1037int 998int
1038check_pick (object *op) 999check_pick (object *op)
1039{ 1000{
1040 object *tmp, *next; 1001 object *tmp, *next;
1041 int stop = 0; 1002 int stop = 0;
1042 int j, k, wvratio; 1003 int wvratio;
1043 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1044 1005
1045 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1046 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1047 return 1; 1008 return 1;
1048 1009
1116 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1118 &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))));
1119 else 1080 else
1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1121 &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))));
1122 1083
1123 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1124 } 1085 }
1125 1086
1126 /* philosophy: 1087 /* philosophy:
1201 pick_up (op, tmp); 1162 pick_up (op, tmp);
1202 continue; 1163 continue;
1203 } 1164 }
1204 1165
1205 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1206 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1207 { 1168 {
1208 pick_up (op, tmp); 1169 pick_up (op, tmp);
1209 continue; 1170 continue;
1210 } 1171 }
1211 1172
1319 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1320 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1321 { 1282 {
1322 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1323 { 1284 {
1324 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 &&
1325 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1326 { 1287 {
1327 pick_up (op, tmp); 1288 pick_up (op, tmp);
1328 continue; 1289 continue;
1329 } 1290 }
1330 } 1291 }
1331 1292
1332 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1333 { 1294 {
1334 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)
1335 { 1296 {
1336 pick_up (op, tmp); 1297 pick_up (op, tmp);
1337 continue; 1298 continue;
1338 } 1299 }
1339 } 1300 }
1364 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1365 { 1326 {
1366 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1367 } 1328 }
1368 else 1329 else
1369 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1370 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1371 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))));
1372#endif 1333#endif
1373 continue; 1334 continue;
1374 } 1335 }
1385 * found object is returned. 1346 * found object is returned.
1386 */ 1347 */
1387object * 1348object *
1388find_arrow (object *op, const char *type) 1349find_arrow (object *op, const char *type)
1389{ 1350{
1390 object *tmp = NULL; 1351 object *tmp = 0;
1391 1352
1392 for (op = op->inv; op; op = op->below) 1353 for (op = op->inv; op; op = op->below)
1393 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))
1394 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1395 else if (op->type == ARROW && op->race == type) 1356 else if (op->type == ARROW && op->race == type)
1396 return op; 1357 return op;
1358
1397 return tmp; 1359 return tmp;
1398} 1360}
1399 1361
1400/* 1362/*
1401 * 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
1402 * 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
1403 * 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
1404 * 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.
1405 */ 1367 */
1406
1407object * 1368object *
1408find_better_arrow (object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1409{ 1370{
1410 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1411 int attacknum, attacktype, betterby = 0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1444 else 1405 else
1445 { 1406 {
1446 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1447 { 1408 {
1448 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1449 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1450 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)
1451 { 1412 {
1452 tmp = arrow; 1413 tmp = arrow;
1453 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;
1454 } 1415 }
1455 } 1416 }
1456 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1457 { 1418 {
1458 tmp = arrow; 1419 tmp = arrow;
1477 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1478 * op = the shooter 1439 * op = the shooter
1479 * type = bow->race 1440 * type = bow->race
1480 * dir = fire direction 1441 * dir = fire direction
1481 */ 1442 */
1482
1483object * 1443object *
1484pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1485{ 1445{
1486 object *tmp = NULL; 1446 object *tmp = NULL;
1487 maptile *m; 1447 maptile *m;
1552 */ 1512 */
1553int 1513int
1554fire_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)
1555{ 1515{
1556 object *left, *bow; 1516 object *left, *bow;
1557 int bowspeed, mflags; 1517 int mflags;
1558 maptile *m; 1518 maptile *m;
1559 1519
1560 if (!dir) 1520 if (!dir)
1561 { 1521 {
1562 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!");
1563 return 0; 1523 return 0;
1564 } 1524 }
1565 1525
1566 if (op->type == PLAYER) 1526 if (op->contr)
1567 bow = op->contr->ranges[range_bow]; 1527 bow = op->current_weapon;
1568 else 1528 else
1569 { 1529 {
1570 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1571 /* 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
1572 * 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.
1577 if (!bow) 1537 if (!bow)
1578 { 1538 {
1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1580 return 0; 1540 return 0;
1581 } 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
1582 } 1550 }
1583 1551
1584 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1585 { 1553 {
1586 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);
1587 return 0; 1555 return 0;
1588 } 1556 }
1589
1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1591
1592 /* penalize ROF for bestarrow */
1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1596 if (bowspeed < 1)
1597 bowspeed = 1;
1598 1557
1599 if (arrow == NULL) 1558 if (arrow == NULL)
1600 { 1559 {
1601 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1602 { 1561 {
1603 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1604 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);
1605 /* 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 */
1606 else 1565 else
1607 CLEAR_FLAG (op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1608 return 0; 1568 return 0;
1609 } 1569 }
1610 } 1570 }
1611 1571
1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 1596
1637 arrow->set_owner (op); 1597 arrow->set_owner (op);
1638 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1639 arrow->direction = dir; 1599 arrow->direction = dir;
1640 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
1641 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1642 { 1635 {
1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1644 op->update_stats ();
1645 }
1646
1647 SET_ANIMATION (arrow, arrow->direction);
1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1649 arrow->stats.hp = arrow->stats.dam;
1650 arrow->stats.grace = arrow->attacktype;
1651 if (arrow->slaying != NULL)
1652 arrow->spellarg = strdup (arrow->slaying);
1653
1654 /* Note that this was different for monsters - they got their level
1655 * added to the damage. I think the strength bonus is more proper.
1656 */
1657
1658 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1659
1660 /* update the speed */
1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1662 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1663
1664 arrow->set_speed (max (arrow->speed, 1.0));
1665 arrow->speed_left = 0;
1666
1667 if (op->type == PLAYER)
1668 {
1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1670 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1671 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1672
1673 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;
1674 } 1643 }
1675 else 1644 else
1676 { 1645 {
1677 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1678 arrow->level = op->level; 1646 arrow->level = op->level;
1679 } 1647 arrow->stats.wc -= bow->magic;
1680 1648
1681 if (arrow->attacktype == AT_PHYSICAL) 1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1682 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1683 1654
1684 if (bow->slaying) 1655 wc -= arrow->level;
1685 arrow->slaying = bow->slaying; 1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1686 1657
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1661
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1692 1664
1693 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1666 move_arrow (arrow);
1695 1667
1716{ 1688{
1717 int ret = 0, wcmod = 0; 1689 int ret = 0, wcmod = 0;
1718 1690
1719 if (op->contr->bowtype == bow_bestarrow) 1691 if (op->contr->bowtype == bow_bestarrow)
1720 { 1692 {
1721 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);
1722 } 1694 }
1723 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)
1724 { 1696 {
1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1726 wcmod = -1; 1698 wcmod = -1;
1736 else if (op->contr->bowtype == bow_spreadshot) 1708 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1709 {
1738 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);
1739 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);
1740 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);
1741
1742 } 1713 }
1743 else 1714 else
1744 { 1715 {
1745 /* Simple case */ 1716 /* Simple case */
1746 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);
1747 } 1718 }
1719
1748 return ret; 1720 return ret;
1749} 1721}
1750
1751 1722
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1754 */ 1725 */
1755void 1726void
1756fire_misc_object (object *op, int dir) 1727fire_misc_object (object *op, int dir)
1757{ 1728{
1758 object *item; 1729 object *item = op->contr->ranged_ob;
1759 1730
1760 if (!op->contr->ranges[range_misc]) 1731 if (!item)
1761 { 1732 {
1762 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.");
1763 return; 1734 return;
1764 } 1735 }
1765 1736
1766 item = op->contr->ranges[range_misc];
1767 if (!item->inv) 1737 if (!item->inv)
1768 { 1738 {
1769 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1770 return; 1740 return;
1771 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
1772 if (item->type == WAND) 1746 if (item->type == WAND)
1773 { 1747 {
1774 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
1775 { 1749 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
1777 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
1778 return; 1753 return;
1779 } 1754 }
1780 } 1755 }
1781 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
1782 { 1757 {
1783 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))
1784 { 1759 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
1786 if (item->type == ROD) 1762 if (item->type == ROD)
1787 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));
1788 else 1764 else
1789 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
1790 return; 1767 return;
1791 } 1768 }
1792 } 1769 }
1793 1770
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1771 if (cast_spell (op, item, dir, item->inv, NULL))
1801 object *tmp; 1778 object *tmp;
1802 1779
1803 if (item->arch) 1780 if (item->arch)
1804 { 1781 {
1805 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1806 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1807 item->set_speed (0); 1784 item->set_speed (0);
1808 } 1785 }
1809 1786
1810 if ((tmp = item->in_player ())) 1787 if ((tmp = item->in_player ()))
1811 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1816 } 1793 }
1817} 1794}
1818 1795
1819/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1820 */ 1797 */
1821void 1798bool
1822fire (object *op, int dir) 1799fire (object *op, int dir)
1823{ 1800{
1824 int spellcost = 0; 1801 int spellcost = 0;
1825 1802
1826 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1827 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
1828 make_visible (op); 1805 make_visible (op);
1829 1806
1830 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;
1831 { 1813 }
1832 case range_none:
1833 return;
1834 1814
1835 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:
1836 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
1837 return; 1832 break;
1838 1833
1839 case range_magic: /* Casting spells */ 1834 case SPELL:
1840 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);
1841 return; 1836 break;
1842 1837
1843 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:
1844 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
1845 return; 1848 break;
1846
1847 case range_golem: /* Control summoned monsters from scrolls */
1848 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1849 {
1850 op->contr->ranges[range_golem] = 0;
1851 op->contr->shoottype = range_none;
1852 }
1853 else
1854 control_golem (op->contr->ranges[range_golem], dir);
1855 return;
1856
1857 case range_skill:
1858 if (!op->chosen_skill)
1859 {
1860 if (op->type == PLAYER)
1861 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1862 return;
1863 }
1864 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return;
1866 case range_builder:
1867 apply_map_builder (op, dir);
1868 return;
1869 default:
1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1871 return;
1872 } 1849 }
1873}
1874 1850
1875 1851 return true;
1852}
1876 1853
1877/* find_key 1854/* find_key
1878 * 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
1879 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
1882 * pl is the player, 1859 * pl is the player,
1883 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
1886 */ 1863 */
1887
1888object * 1864object *
1889find_key (object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
1890{ 1866{
1891 object *tmp, *key; 1867 object *tmp, *key;
1892 1868
1893 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
1894 if (container->inv == NULL) 1870 if (!container->inv)
1895 return NULL; 1871 return 0;
1896 1872
1897 /* 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 */
1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 { 1875 {
1900 if (door->type == DOOR && tmp->type == KEY) 1876 if (door->type == DOOR && tmp->type == KEY)
1901 break; 1877 break;
1902 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
1904 */ 1880 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break; 1882 break;
1907 } 1883 }
1884
1908 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
1909 /* 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.
1910 * 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
1911 * a key, return 1888 * a key, return
1912 */ 1889 */
1913 if (!tmp) 1890 if (!tmp)
1914 { 1891 {
1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 { 1893 {
1917 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1895 if (tmp->type == CONTAINER && tmp->inv)
1919 { 1896 {
1920 if ((key = find_key (pl, tmp, door)) != NULL) 1897 if ((key = find_key (pl, tmp, door)))
1921 return key; 1898 return key;
1922 } 1899 }
1923 } 1900 }
1901
1924 if (!tmp) 1902 if (!tmp)
1925 return NULL; 1903 return NULL;
1926 } 1904 }
1905
1927 /* 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,
1928 * see if we actually want to use it 1907 * see if we actually want to use it
1929 */ 1908 */
1930 if (pl != container) 1909 if (pl != container)
1931 { 1910 {
1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1953 "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));
1954 return NULL; 1933 return NULL;
1955 } 1934 }
1956 } 1935 }
1936
1957 return tmp; 1937 return tmp;
1958} 1938}
1959 1939
1960/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
1963 * 0 otherwise 1943 * 0 otherwise
1964 */ 1944 */
1965static int 1945static int
1966player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
1967{ 1947{
1968 /* 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,
1969 * 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 -
1970 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
1971 */ 1951 */
1972 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
1973 1953
1974 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1975 if (key) 1955 if (key)
1976 { 1956 {
1977 object *container = key->env; 1957 object *container = key->env;
1978 1958
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
1981 make_visible (op); 1960 make_visible (op);
1961
1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
1964
1984 if (door->type == DOOR) 1965 if (door->type == DOOR)
1985 {
1986 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 */
1987 }
1988 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
1989 { 1968 {
1990 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));
1991 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1971 }
1972
1993 /* Do this after we print the message */ 1973 /* Do this after we print the message */
1994 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
1995 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
1996 if (container != op) 1976 if (container != op)
1997 esrv_update_item (UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
1998 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
1999 } 1980 }
2000 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2001 { 1982 {
2002 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2004 return 1; 1985 return 1;
2005 } 1986 }
1987
2006 return 0; 1988 return 0;
2007} 1989}
2008 1990
2009/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2010 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2011 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2012 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2013 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2014 */ 1996 */
2015void 1997bool
2016move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2017{ 1999{
2018 object *tmp, *mon;
2019 sint16 nx, ny;
2020 int on_battleground; 2000 int on_battleground;
2021 maptile *m;
2022 2001
2023 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2024 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2025 2004
2026 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 }
2027 2015
2028 /* 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
2029 * 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
2030 * 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
2031 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2032 * 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
2033 * 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
2034 * 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
2035 * move_ob uses. 2023 * move_ob uses.
2036 */ 2024 */
2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2038 {
2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2040 {
2041 m = op->map->xy_find (nx, ny); 2025 maptile *m = op->map->xy_find (nx, ny);
2042 if (!m)
2043 return; /* Don't think this should happen */
2044 }
2045 else
2046 m = op->map;
2047 2026
2048 if (!(tmp = m->at (nx, ny).bot))
2049 return;
2050
2051 mon = 0;
2052 /* 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
2053 * 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.
2054 * 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
2055 * on the space 2030 * on the space
2056 */ 2031 */
2057 while (tmp) 2032 object *mon;
2058 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2059 if (tmp == op) 2034 {
2060 { 2035 if ((mon->flag [FLAG_ALIVE]
2061 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2062 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2063 }
2064
2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 {
2067 mon = tmp; 2038 && mon != op)
2068 break; 2039 break;
2069 } 2040 }
2070 2041
2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp;
2073
2074 tmp = tmp->above;
2075 }
2076
2077 if (!mon) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2078 return; /* into a wall */ 2043 return false; /* into a wall */
2079 2044
2080 if (mon->head)
2081 mon = mon->head; 2045 mon = mon->head_ ();
2082 2046
2083 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)
2084 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2085 return; 2052 return true;
2053 }
2086 2054
2087 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2088 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2089 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2090 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2091 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2092 * and thus will not push them. 2060 * and thus will not push them.
2093 */ 2061 */
2094 2062
2095 /* 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
2096 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2097 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2098 */ 2066 */
2099 if ((op->type == PLAYER) 2067 if (op->type == PLAYER
2100#if COZY_SERVER
2101 &&
2102 ((mon->owner && mon->owner->contr 2068 && ((mon->owner && mon->owner->contr
2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2104#else
2105 && mon->owner == op 2070 || mon->owner == op)
2106#endif
2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2072 {
2109 /* 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 */
2110 if (op->contr->braced) 2074 if (op->contr->braced)
2111 return; 2075 return false;
2112 2076
2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2077 if (op->speed_left > 0.f)
2078 {
2079 --op->speed_left;
2080
2081 op->play_sound (sound_find ("push_player"));
2114 (void) push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2115 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op); 2085 make_visible (op);
2117 2086
2118 return; 2087 return true;
2119 } 2088 }
2089 else
2090 return false;
2091 }
2120 2092
2121 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2123 * 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
2124 * attack them either. 2096 * attack them either.
2125 */ 2097 */
2126 if ((mon->type == PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2127 (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))
2128#ifdef PROHIBIT_PLAYERKILL
2129 (op->contr->peaceful 2100 && ((op->contr->peaceful
2130 || (mon->type == PLAYER 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2131 && mon->contr->
2132 peaceful)) &&
2133#else
2134 op->contr->peaceful &&
2135#endif
2136 !on_battleground)) 2102 && !on_battleground))
2103 {
2104 if (op->speed_left > 0.f)
2137 { 2105 {
2106 --op->speed_left;
2107
2138 if (!op->contr->braced) 2108 if (!op->contr->braced)
2139 { 2109 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2142 } 2112 }
2143 else 2113 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 2114 new_draw_info (0, 0, op, "You withhold your attack");
2145 2115
2146 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op); 2117 make_visible (op);
2148 }
2149 2118
2119 return true;
2120 }
2121 }
2150 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2151 * 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.
2152 */ 2124 */
2153 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)
2154 { 2128 {
2129 --op->speed_left;
2130
2155 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2157 make_visible (op); 2133 make_visible (op);
2158 }
2159 2134
2135 return true;
2136 }
2137 }
2160 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2161 * 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
2162 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2163 * 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
2164 * 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.
2165 */ 2143 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((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)))
2168 { 2146 {
2169 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 /* If the player hasn't hit something this tick, and does
2171 * so, give them speed boost based on weapon speed. Doing
2172 * it here is better than process_players2, which basically
2173 * incurred a 1 tick offset.
2174 */
2175 if (!op->contr->has_hit)
2176 { 2148 {
2177 op->speed_left += op->speed / op->contr->weapon_sp; 2149 --op->contr->weapon_sp_left;
2178
2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 }
2181 2150
2182 skill_attack (mon, op, 0, 0, 0); 2151 skill_attack (mon, op, 0, 0, 0);
2183
2184 /* If attacking another player, that player gets automatic
2185 * hitback, and doesn't loose luck either.
2186 * Disable hitback on the battleground or if the target is
2187 * the wiz.
2188 */
2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2190 {
2191 short luck = mon->stats.luck;
2192
2193 mon->contr->has_hit = 1;
2194 skill_attack (op, mon, 0, 0, 0);
2195 mon->stats.luck = luck;
2196 }
2197 2152
2198 if (action_makes_visible (op)) 2153 if (action_makes_visible (op))
2199 make_visible (op); 2154 make_visible (op);
2200 }
2201 } /* if player should attack something */
2202}
2203 2155
2204int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2205move_player (object *op, int dir) 2164move_player (object *op, int dir)
2206{ 2165{
2207 int pick; 2166 int pick;
2208 2167
2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2216 return 0; 2175 return 0;
2217 } 2176 }
2218 2177
2219 /* peterm: added following line */ 2178 /* peterm: added following line */
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2180 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222 2181
2223 op->facing = dir; 2182 op->facing = dir;
2224 2183
2225 if (op->hide) 2184 if (op->hide)
2226 do_hidden_move (op); 2185 do_hidden_move (op);
2227 2186
2187 bool retval;
2188
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ; 2190 retval = RESULT_INT (0);
2230 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2231 fire (op, dir); 2192 retval = fire (op, dir);
2232 else 2193 else
2233 { 2194 {
2234 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2235 pick = check_pick (op); 2196 pick = check_pick (op);
2236 } 2197 }
2237 2198
2238 /* 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
2239 * server can handle repeat firing. 2200 * server can handle repeat firing.
2246 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2248 * for players. 2209 * for players.
2249 */ 2210 */
2250 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2251 return 0; 2212
2213 return retval;
2252} 2214}
2253 2215
2254/* 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
2255 * new client/server stuff. 2217 * new client/server stuff.
2256 * 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
2257 * the new speed values for commands. 2219 * the new speed values for commands.
2258 * 2220 *
2259 * 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.
2260 */ 2224 */
2261int 2225bool
2262handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2263{ 2227{
2264 if (op->contr->hidden)
2265 {
2266 op->invisible = 1000;
2267 /* the socket code flashes the player visible/invisible
2268 * depending on the value of invisible, so we need to
2269 * alternate it here for it to work correctly.
2270 */
2271 if (pticks & 2)
2272 op->invisible--;
2273 }
2274 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2275 {
2276 op->invisible--;
2277 if (!op->invisible)
2278 {
2279 make_visible (op);
2280 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG (op, FLAG_SCARED)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2285 { 2229 {
2286 flee_player (op); 2230 if (op->speed_left > 0.f)
2287 /* If player is still scared, that is his action for this tick */
2288 if (QUERY_FLAG (op, FLAG_SCARED))
2289 { 2231 {
2290 op->speed_left--; 2232 --op->speed_left;
2233 flee_player (op);
2234
2291 return 0; 2235 return true;
2292 } 2236 }
2237 else
2238 return false;
2293 } 2239 }
2294
2295 /* I've been seeing crashes where the golem has been destroyed, but
2296 * the player object still points to the defunct golem. The code that
2297 * destroys the golem looks correct, and it doesn't always happen, so
2298 * put this in a a workaround to clean up the golem pointer.
2299 */
2300 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2301 op->contr->ranges[range_golem] = 0;
2302 2240
2303 /* 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
2304 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2243 * called, so we recheck it here.
2306 */ 2244 */
2307 if (op->contr->ns->handle_command ()) 2245 if (op->contr->ns->handle_command ())
2308 return 1; 2246 return true;
2309 2247
2310 if (op->speed_left > 0)
2311 {
2312 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 {
2314 /* All move commands take 1 tick, at least for now */
2315 op->speed_left--;
2316
2317 /* Instead of all the stuff below, let move_player take care
2318 * of it. Also, some of the skill stuff is only put in
2319 * there, as well as the confusion stuff.
2320 */
2321 move_player (op, op->direction); 2249 return move_player (op, op->direction);
2322 2250
2323 return op->speed_left > 0;
2324 }
2325 }
2326
2327 return 0; 2251 return false;
2328} 2252}
2329 2253
2330int 2254int
2331save_life (object *op) 2255save_life (object *op)
2332{ 2256{
2334 return 0; 2258 return 0;
2335 2259
2336 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2338 { 2262 {
2339 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2340 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));
2341 2265
2342 if (op->contr) 2266 if (op->contr)
2343 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2344 2268
2364/* 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
2365 * 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
2366 * 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
2367 * from. 2291 * from.
2368 */ 2292 */
2369void 2293static void
2370remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2371{ 2295{
2372 object *next;
2373
2374 while (op) 2296 while (op)
2375 { 2297 {
2376 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' */
2377 2299
2378 if (QUERY_FLAG (op, FLAG_UNPAID)) 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2381 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2382 2304
2383 op->insert_at (env); 2305 op->insert_at (env);
2384 } 2306 }
2385 else if (op->inv) 2307 else if (op->inv)
2386 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2387 2309
2388 op = next; 2310 op = next;
2389 } 2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2390} 2319}
2391 2320
2392/* 2321/*
2393 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2394 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2444 int rate_grace = 2000; 2373 int rate_grace = 2000;
2445 const int max_hp = 1; 2374 const int max_hp = 1;
2446 const int max_sp = 1; 2375 const int max_sp = 1;
2447 const int max_grace = 1; 2376 const int max_grace = 1;
2448 2377
2449 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--;
2450 { 2387 }
2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2389 {
2453 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 }
2454 } 2395 }
2455 2396
2456 if (op->contr->ns->state == ST_PLAYING) 2397 if (op->contr->ns->state == ST_PLAYING)
2457 { 2398 {
2458 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2478 else 2419 else
2479 { 2420 {
2480 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2482 }
2483
2484 /* Regenerate Spell Points */
2485 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2486 {
2487 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2488 if (op->stats.sp < op->stats.maxsp)
2489 {
2490 op->stats.sp++;
2491 /* dms do not consume food */
2492 if (!QUERY_FLAG (op, FLAG_WIZ))
2493 {
2494 op->stats.food--;
2495 if (op->contr->digestion < 0)
2496 op->stats.food += op->contr->digestion;
2497 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2498 op->stats.food = last_food;
2499 }
2500 }
2501
2502 if (max_sp > 1)
2503 {
2504 over_sp = (gen_sp + 10) / rate_sp;
2505 if (over_sp > 0)
2506 {
2507 if (op->stats.sp < op->stats.maxsp)
2508 {
2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2511 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2512 op->stats.sp--;
2513
2514 if (op->stats.sp > op->stats.maxsp)
2515 op->stats.sp = op->stats.maxsp;
2516 }
2517 op->last_sp = 0;
2518 }
2519 else
2520 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2521 }
2522 else
2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2524 } 2423 }
2525 2424
2526 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2527 /* 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. */
2528 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2549 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);
2550 } 2449 }
2551 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2552 } 2451 }
2553 2452
2453 if (op->stats.food > 0)
2454 {
2554 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2555 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2556 {
2557 if (op->stats.hp < op->stats.maxhp)
2558 { 2457 {
2559 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2560 /* dms do not consume food */ 2459
2561 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2562 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2563 op->stats.food--; 2467 op->stats.food--;
2468
2564 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2565 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2566 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))
2567 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2568 } 2474 }
2569 }
2570 2475
2571 if (max_hp > 1) 2476 if (max_sp > 1)
2572 {
2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2574 if (over_hp > 0)
2575 { 2477 {
2576 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
2577 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);
2578 } 2496 }
2579 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)
2580 { 2505 {
2581 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 }
2582 } 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);
2583 } 2531 }
2584 else 2532 else
2585 {
2586 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);
2587 } 2534 }
2588 } 2535 }
2589 2536
2590 /* Digestion */ 2537 /* Digestion */
2591 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2592 { 2539 {
2593#ifdef COZY_SERVER 2540 int bonus = max (0, op->contr->digestion),
2594 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2541 penalty = max (0, -op->contr->digestion);
2595 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2596#else
2597 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2598#endif
2599 2542
2600 if (op->contr->gen_hp > 0)
2601 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);
2602 else
2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604 2544
2605 /* dms do not consume food */ 2545 /* dms do not consume food */
2606 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2607 op->stats.food--; 2547 op->stats.food--;
2608 } 2548 }
2635 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.");
2636 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2637 } 2577 }
2638 } 2578 }
2639 2579
2640 while (op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0)
2641 op->stats.food++, op->stats.hp--; 2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2642 2585
2643 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2644 kill_player (op); 2587 kill_player (op);
2645 } 2588 }
2646} 2589}
2651 * file. 2594 * file.
2652 */ 2595 */
2653void 2596void
2654kill_player (object *op) 2597kill_player (object *op)
2655{ 2598{
2599 int x, y;
2656 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2657 int x, y;
2658
2659 //int i;
2660 maptile *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2661
2662 /* int z;
2663 int num_stats_lose;
2664 int lost_a_stat;
2665 int lose_this_stat;
2666 int this_stat; */
2667 int will_kill_again; 2602 int will_kill_again;
2668 archetype *at; 2603 archetype *at;
2669 object *tmp; 2604 object *tmp;
2670 2605
2671 if (save_life (op)) 2606 if (save_life (op))
2672 return; 2607 return;
2673
2674 2608
2675 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2609 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2676 * in cities ONLY!!! It is very important that this doesn't get abused. 2610 * in cities ONLY!!! It is very important that this doesn't get abused.
2677 * Look at op_on_battleground() for more info --AndreasV 2611 * Look at op_on_battleground() for more info --AndreasV
2678 */ 2612 */
2694 { 2628 {
2695 tmp->destroy (); 2629 tmp->destroy ();
2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2697 } 2631 }
2698 2632
2699 cure_disease (op, 0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
2700 op->stats.hp = op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
2701 if (op->stats.food <= 0) 2635 if (op->stats.food <= 0)
2702 op->stats.food = 999; 2636 op->stats.food = 999;
2703 2637
2704 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
2705 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
2706 { 2640 {
2707 sprintf (buf, "%s's finger", &op->name); 2641 tmp->name = format ("%s's finger" , &op->name);
2708 tmp->name = buf; 2642 tmp->name_pl = format ("%s's fingers", &op->name);
2709 sprintf (buf, " This finger has been cut off %s\n" 2643 tmp->msg = format (
2710 " the %s, when he was defeated at\n level %d by %s.\n", 2644 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2712 tmp->msg = buf; 2646 );
2713 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2647 tmp->value = 0, tmp->type = 0;
2714 tmp->materialname = NULL; 2648 tmp->materialname = "organics";
2715 tmp->insert_at (op, tmp); 2649 tmp->insert_at (op, tmp);
2716 } 2650 }
2717 2651
2718 /* teleport defeated player to new destination */ 2652 /* teleport defeated player to new destination */
2719 transfer_ob (op, x, y, 0, NULL); 2653 transfer_ob (op, x, y, 0, NULL);
2724 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2725 2659
2726 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2727 2661
2728 if (op->stats.food < 0) 2662 if (op->stats.food < 0)
2729 {
2730 sprintf (buf, "%s starved to death.", &op->name);
2731 strcpy (op->contr->killer, "starvation"); 2663 strcpy (op->contr->killer, "starvation");
2732 }
2733 else
2734 sprintf (buf, "%s died.", &op->name);
2735 2664
2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2665 op->contr->play_sound (sound_find ("player_dies"));
2737 2666
2738 /* save the map location for corpse, gravestone */ 2667 /* save the map location for corpse, gravestone */
2739 x = op->x; 2668 x = op->x;
2740 y = op->y; 2669 y = op->y;
2741 map = op->map; 2670 map = op->map;
2904 { 2833 {
2905 tmp->destroy (); 2834 tmp->destroy ();
2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2907 } 2836 }
2908 2837
2909 cure_disease (op, 0); /* remove any disease */ 2838 cure_disease (op, 0, 0); /* remove any disease */
2910 2839
2911 /*add_exp(op, (op->stats.exp * -0.20)); */ 2840 /*add_exp(op, (op->stats.exp * -0.20)); */
2912 apply_death_exp_penalty (op); 2841 apply_death_exp_penalty (op);
2913 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2914 op->stats.food = 900; 2843 op->stats.food = 900;
2915 op->stats.hp = op->stats.maxhp; 2844 op->stats.hp = op->stats.maxhp;
2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2845 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2846 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2918 2847
2919 /* 2848 /*
2920 * Check to see if the player is in a shop. IF so, then check to see if
2921 * the player has any unpaid items. If so, remove them and put them back 2849 * Check to see if the player has any unpaid items. If so, remove them
2922 * in the map. 2850 * and put them back in the map.
2923 */ 2851 */
2924 2852 op->drop_unpaid_items ();
2925 if (is_in_shop (op))
2926 remove_unpaid_objects (op->inv, op);
2927 2853
2928 /****************************************/ 2854 /****************************************/
2929 /* */ 2855 /* */
2930 /* Move player to his current respawn- */ 2856 /* Move player to his current respawn- */
2931 /* position (usually last savebed) */ 2857 /* position (usually last savebed) */
2951 object *force; 2877 object *force;
2952 int at; 2878 int at;
2953 2879
2954 force = get_archetype (FORCE_NAME); 2880 force = get_archetype (FORCE_NAME);
2955 /* 50 ticks should be enough time for the spell to abate */ 2881 /* 50 ticks should be enough time for the spell to abate */
2956 force->speed = 0.1; 2882 force->speed = 0.1f;
2957 force->speed_left = -5.0; 2883 force->speed_left = -5.f;
2958 SET_FLAG (force, FLAG_APPLIED); 2884 SET_FLAG (force, FLAG_APPLIED);
2959 for (at = 0; at < NROFATTACKS; at++) 2885 for (at = 0; at < NROFATTACKS; at++)
2960 if (will_kill_again & (1 << at)) 2886 if (will_kill_again & (1 << at))
2961 force->resist[at] = 100; 2887 force->resist[at] = 100;
2962 2888
2971void 2897void
2972loot_object (object *op) 2898loot_object (object *op)
2973{ /* Grab and destroy some treasure */ 2899{ /* Grab and destroy some treasure */
2974 object *tmp, *tmp2, *next; 2900 object *tmp, *tmp2, *next;
2975 2901
2976 if (op->container) 2902 op->close_container (); /* close open sack first */
2977 esrv_apply_container (op, op->container); /* close open sack first */
2978 2903
2979 for (tmp = op->inv; tmp; tmp = next) 2904 for (tmp = op->inv; tmp; tmp = next)
2980 { 2905 {
2981 next = tmp->below; 2906 next = tmp->below;
2982 2907
2983 if (tmp->invisible) 2908 if (tmp->invisible)
2984 continue; 2909 continue;
2985 2910
2986 tmp->remove (); 2911 tmp->remove ();
2987 tmp->x = op->x, tmp->y = op->y; 2912 tmp->x = op->x, tmp->y = op->y;
2913
2988 if (tmp->type == CONTAINER) 2914 if (tmp->type == CONTAINER)
2989 { /* empty container to ground */ 2915 loot_object (tmp); /* empty container to ground */
2990 loot_object (tmp); 2916
2991 }
2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2917 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 { 2918 {
2994 if (tmp->nrof > 1) 2919 if (tmp->nrof > 1)
2995 { 2920 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2921 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2997 tmp2->destroy (); 2922 tmp2->destroy ();
3008/* 2933/*
3009 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3010 * what needs to be fixed. Refresh windows and fix speed if anything 2935 * what needs to be fixed. Refresh windows and fix speed if anything
3011 * was changed. 2936 * was changed.
3012 */ 2937 */
3013
3014void 2938void
3015fix_weight (void) 2939fix_weight (void)
3016{ 2940{
3017 for_all_players (pl) 2941 for_all_players (pl)
3018 { 2942 {
3073void 2997void
3074make_visible (object *op) 2998make_visible (object *op)
3075{ 2999{
3076 op->hide = 0; 3000 op->hide = 0;
3077 op->invisible = 0; 3001 op->invisible = 0;
3002
3078 if (op->type == PLAYER) 3003 if (op->type == PLAYER)
3079 { 3004 {
3080 op->contr->tmp_invis = 0; 3005 op->contr->tmp_invis = 0;
3081 op->contr->invis_race = 0; 3006 op->contr->invis_race = 0;
3082 } 3007 }
3008
3083 update_object (op, UP_OBJ_FACE); 3009 update_object (op, UP_OBJ_CHANGE);
3084} 3010}
3085 3011
3086int 3012int
3087is_true_undead (object *op) 3013is_true_undead (object *op)
3088{ 3014{
3089 object *tmp = NULL;
3090
3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3015 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3092 return 1; 3016 return 1;
3093 3017
3094 return 0; 3018 return 0;
3095} 3019}
3096 3020
3097/* look at the surrounding terrain to determine 3021/* look at the surrounding terrain to determine
3098 * the hideability of this object. Positive levels 3022 * the hideability of this object. Positive levels
3099 * indicate greater hideability. 3023 * indicate greater hideability.
3100 */ 3024 */
3101
3102int 3025int
3103hideability (object *ob) 3026hideability (object *ob)
3104{ 3027{
3105 int i, level = 0, mflag; 3028 int i, level = 0, mflag;
3106 sint16 x, y; 3029 sint16 x, y;
3140/* For Hidden creatures - a chance of becoming 'unhidden' 3063/* For Hidden creatures - a chance of becoming 'unhidden'
3141 * every time they move - as we subtract off 'invisibility' 3064 * every time they move - as we subtract off 'invisibility'
3142 * AND, for players, if they move into a ridiculously unhideable 3065 * AND, for players, if they move into a ridiculously unhideable
3143 * spot (surrounded by clear terrain in broad daylight). -b.t. 3066 * spot (surrounded by clear terrain in broad daylight). -b.t.
3144 */ 3067 */
3145
3146void 3068void
3147do_hidden_move (object *op) 3069do_hidden_move (object *op)
3148{ 3070{
3149 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3150 object *skop; 3072 object *skop;
3232 * object op. This function works fine for monsters, 3154 * object op. This function works fine for monsters,
3233 * but we dont worry if the object isnt the top one in 3155 * but we dont worry if the object isnt the top one in
3234 * a pile (say a coin under a table would return "viewable" 3156 * a pile (say a coin under a table would return "viewable"
3235 * by this routine). Another question, should we be 3157 * by this routine). Another question, should we be
3236 * concerned with the direction the player is looking 3158 * concerned with the direction the player is looking
3237 * in? Realistically, most of use cant see stuff behind 3159 * in? Realistically, most of us can't see stuff behind
3238 * our backs...on the other hand, does the "facing" direction 3160 * our backs...on the other hand, does the "facing" direction
3239 * imply the way your head, or body is facing? Its possible 3161 * imply the way your head, or body is facing? It's possible
3240 * for them to differ. Sigh, this fctn could get a bit more complex. 3162 * for them to differ. Sigh, this fctn could get a bit more complex.
3241 * -b.t. 3163 * -b.t.
3242 * This function is now map tiling safe. 3164 * This function is now map tiling safe.
3243 */ 3165 */
3244
3245int 3166int
3246player_can_view (object *pl, object *op) 3167player_can_view (object *pl, object *op)
3247{ 3168{
3248 rv_vector rv; 3169 rv_vector rv;
3249 int dx, dy; 3170 int dx, dy;
3261 3182
3262 get_rangevector (pl, op, &rv, 0x1); 3183 get_rangevector (pl, op, &rv, 0x1);
3263 3184
3264 /* starting with the 'head' part, lets loop 3185 /* starting with the 'head' part, lets loop
3265 * through the object and find if it has any 3186 * through the object and find if it has any
3266 * part that is in the los array but isnt on 3187 * part that is in the los array but isn't on
3267 * a blocked los square. 3188 * a blocked los square.
3268 * we use the archetype to figure out offsets. 3189 * we use the archetype to figure out offsets.
3269 */ 3190 */
3270 while (op) 3191 while (op)
3271 { 3192 {
3272 dx = rv.distance_x + op->arch->clone.x; 3193 dx = rv.distance_x + op->arch->x;
3273 dy = rv.distance_y + op->arch->clone.y; 3194 dy = rv.distance_y + op->arch->y;
3274 3195
3275 /* only the viewable area the player sees is updated by LOS 3196 /* only the viewable area the player sees is updated by LOS
3276 * code, so we need to restrict ourselves to that range of values 3197 * code, so we need to restrict ourselves to that range of values
3277 * for any meaningful values. 3198 * for any meaningful values.
3278 */ 3199 */
3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3200 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3280 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3201 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3281 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3202 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3282 return 1; 3203 return 1;
3204
3283 op = op->more; 3205 op = op->more;
3284 } 3206 }
3207
3285 return 0; 3208 return 0;
3286} 3209}
3287 3210
3288/* routine for both players and monsters. We call this when 3211/* routine for both players and monsters. We call this when
3289 * there is a possibility for our action distrubing our hiding 3212 * there is a possibility for our action distrubing our hiding
3292 * return 0. 3215 * return 0.
3293 */ 3216 */
3294int 3217int
3295action_makes_visible (object *op) 3218action_makes_visible (object *op)
3296{ 3219{
3297
3298 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3299 { 3221 {
3300 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3301 return 0; 3223 return 0;
3302 3224
3308 { 3230 {
3309 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3231 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3310 return 1; 3232 return 1;
3311 } 3233 }
3312 } 3234 }
3235
3313 return 0; 3236 return 0;
3314} 3237}
3315 3238
3316/* op_on_battleground - checks if the given object op (usually 3239/* op_on_battleground - checks if the given object op (usually
3317 * a player) is standing on a valid battleground-tile, 3240 * a player) is standing on a valid battleground-tile,
3322 * Default is to do the same as before, so only people wanting to have different points need worry about this 3245 * Default is to do the same as before, so only people wanting to have different points need worry about this
3323 */ 3246 */
3324int 3247int
3325op_on_battleground (object *op, int *x, int *y) 3248op_on_battleground (object *op, int *x, int *y)
3326{ 3249{
3327 object *tmp;
3328
3329 /* A battleground-tile needs the following attributes to be valid: 3250 /* A battleground-tile needs the following attributes to be valid:
3330 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3251 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3331 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3252 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3332 * and the exit-coordinates sp/hp must both be > 0. 3253 * and the exit-coordinates sp/hp must both be > 0.
3333 * => The intention here is to prevent abuse of the battleground- 3254 * => The intention here is to prevent abuse of the battleground-
3334 * feature (like pickable or hidden battleground tiles). */ 3255 * feature (like pickable or hidden battleground tiles). */
3335 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3256 for (object *tmp = op->below; tmp; tmp = tmp->below)
3336 { 3257 {
3337 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3338 { 3259 {
3339 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3340 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3261 && tmp->type == BATTLEGROUND
3262 && tmp->name == shstr_battleground
3263 && EXIT_X (tmp) && EXIT_Y (tmp))
3341 { 3264 {
3342 /*before we assign the exit, check if this is a teambattle */ 3265 /* before we assign the exit, check if this is a teambattle */
3343 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3266 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3344 { 3267 {
3345 object *invtmp;
3346
3347 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3348 { 3269 {
3349 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3350 { 3271 {
3351 if (x != NULL && y != NULL) 3272 if (x && y)
3352 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274
3353 return 1; 3275 return 1;
3354 } 3276 }
3355 } 3277 }
3356 } 3278 }
3279
3357 if (x != NULL && y != NULL) 3280 if (x && y)
3358 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282
3359 return 1; 3283 return 1;
3360 } 3284 }
3361 } 3285 }
3362 } 3286 }
3287
3363 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3364 return 0; 3289 return 0;
3365} 3290}
3366 3291
3367/* 3292/*
3383 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3384 int i = 0, j = 0; 3309 int i = 0, j = 0;
3385 3310
3386 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3387 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3388 trlist = find_treasurelist ("dragon_ability_fire"); 3313 trlist = treasurelist::find (shstr_dragon_ability_fire);
3389 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3390 trlist = find_treasurelist ("dragon_ability_cold"); 3315 trlist = treasurelist::find (shstr_dragon_ability_cold);
3391 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3392 trlist = find_treasurelist ("dragon_ability_elec"); 3317 trlist = treasurelist::find (shstr_dragon_ability_elec);
3393 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3394 trlist = find_treasurelist ("dragon_ability_poison"); 3319 trlist = treasurelist::find (shstr_dragon_ability_poison);
3395 3320
3396 if (trlist == NULL || who->type != PLAYER) 3321 if (trlist == NULL || who->type != PLAYER)
3397 return; 3322 return;
3398 3323
3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3324 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3403 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3328 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3404 return; 3329 return;
3405 } 3330 }
3406 3331
3407 /* everything seems okay - now bring on the gift: */ 3332 /* everything seems okay - now bring on the gift: */
3408 item = &(tr->item->clone); 3333 item = tr->item;
3409 3334
3410 if (item->type == SPELL) 3335 if (item->type == SPELL)
3411 { 3336 {
3412 if (check_spell_known (who, item->name)) 3337 if (check_spell_known (who, item->name))
3413 return; 3338 return;
3472 { 3397 {
3473 /* forces in the treasurelist can alter the player's stats */ 3398 /* forces in the treasurelist can alter the player's stats */
3474 object *skin; 3399 object *skin;
3475 3400
3476 /* first get the dragon skin force */ 3401 /* first get the dragon skin force */
3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3478 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3402 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3479 ; 3403 ;
3480 3404
3481 if (!skin) 3405 if (!skin)
3482 return; 3406 return;
3483 3407
3531 * not readied. 3455 * not readied.
3532 */ 3456 */
3533void 3457void
3534player_unready_range_ob (player *pl, object *ob) 3458player_unready_range_ob (player *pl, object *ob)
3535{ 3459{
3536 rangetype i; 3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3537 3462
3538 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3463 if (pl->combat_ob == ob)
3539 { 3464 pl->combat_ob = 0;
3465
3540 if (pl->ranges[i] == ob) 3466 if (pl->ranged_ob == ob)
3541 { 3467 pl->ranged_ob = 0;
3542 pl->ranges[i] = NULL;
3543 if (pl->shoottype == i)
3544 {
3545 pl->shoottype = range_none;
3546 }
3547 }
3548 }
3549} 3468}
3469
3470sint8
3471player::visibility_at (maptile *map, int x, int y) const
3472{
3473 if (!ns)
3474 return 0;
3475
3476 int dx, dy;
3477 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3478 return 0;
3479
3480 x += dx - ns->current_x + ns->mapx / 2;
3481 y += dy - ns->current_y + ns->mapy / 2;
3482
3483 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3484 return 0;
3485
3486 return 100 - blocked_los [x][y];
3487}

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