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Comparing deliantra/server/server/player.C (file contents):
Revision 1.56 by root, Sat Dec 23 05:25:18 2006 UTC vs.
Revision 1.178 by root, Sat Jan 5 06:11:28 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#include <algorithm> 32#include <algorithm>
34#include <functional> 33#include <functional>
35 34
36player * 35playervec players;
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47 36
48void 37void
49display_motd (const object *op) 38display_motd (const object *op)
50{ 39{
51 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
125 114
126 news[0] = '\0'; 115 news[0] = '\0';
127 subject[0] = '\0'; 116 subject[0] = '\0';
128 size = 0; 117 size = 0;
129 118
130 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
131 { 120 {
132 if (*buf == '#') 121 if (*buf == '#')
133 continue; 122 continue;
134 123
135 if (*buf == '%') 124 if (*buf == '%')
136 { /* send one news */ 125 { /* send one news */
137 if (size > 0) 126 if (size > 0)
138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
139 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
140 strip_endline (subject); 130 strip_endline (subject);
141 size = 0; 131 size = 0;
142 news[0] = '\0'; 132 news[0] = '\0';
143 } 133 }
152 size += strlen (buf); 142 size += strlen (buf);
153 } 143 }
154 } 144 }
155 145
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 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);
158 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
159} 149}
160 150
161/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
162static void 152static void
163set_first_map (object *op) 153set_first_map (object *op)
164{ 154{
165 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
166 op->x = -1; 156 op->x = -1;
167 op->y = -1; 157 op->y = -1;
168 enter_exit (op, 0); 158}
159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
169} 195}
170 196
171// connect the player with a specific client 197// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
173void 199void
174player::connect (client *ns) 200player::connect (client *ns)
175{ 201{
176 this->ns = ns; 202 this->ns = ns;
177 ns->pl = this; 203 ns->pl = this;
178 204
179 next = first_player; 205 run_on = 0;
180 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
181 208
182 ns->update_look = 0; 209 ns->update_look = 0;
183 ns->look_position = 0; 210 ns->look_position = 0;
184 211
185 clear_los (ob); 212 clear_los (this);
186 213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
187 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
188 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
189
190 if (!legal_range (ob, shoottype))
191 shoottype = range_none;
192 219
193 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
194 link_player_skills (ob); 221 link_player_skills (ob);
195 222
196 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
197 ob->update_stats ();
198 update_ob_speed (ob);
199 224
200 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
208 */
209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
211 226
212 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
214 { 229 {
215 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
216 231
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219
220 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
223 abil = tmp; 235 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
225 skin = tmp; 237 skin = tmp;
226 238
227 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
228 } 240 }
229 241
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); 243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->update_stats ();
237 247
238 ns->floorbox_update (); 248 ns->floorbox_update ();
239
240 esrv_new_player (this, ob->weight + ob->carrying);
241 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
243 251
244 enter_exit (ob, 0); 252 activate ();
245 253
246// send_rules (ob);//TODO 254 send_rules (ob);
247// send_news (ob);//TODO 255 send_news (ob);
248// display_motd (ob);//TODO 256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
250} 286}
251 287
252// the need for this function can be explained 288// the need for this function can be explained
253// by load_object not returning the object 289// by load_object not returning the object
254void 290void
255player::set_object (object *op) 291player::set_object (object *op)
256{ 292{
257 ob = op; 293 ob = observe = op;
258 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
259 295
296 ob->speed = 1.0f;
260 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
261 ob->speed = 1.0; 298
262 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265 300
266 set_first_map (ob); 301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
267 304
268 ob->roll_stats (); 305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326}
327
328void
329player::set_observe (object *op)
330{
331 observe = op ? op : ob;
332 do_los = 1;
269} 333}
270 334
271player::player () 335player::player ()
272{ 336{
273 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
274 * we deal with that below this point. 338 * we deal with that below this point.
275 */ 339 */
276 outputs_sync = 16; /* Every 2 seconds */ 340 outputs_sync = 4;
277 outputs_count = 8; /* Keeps present behaviour */ 341 outputs_count = 4;
278 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
279 343
280 assign (savebed_map, first_map_path); /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
281 345
282 gen_sp_armour = 10; 346 gen_sp_armour = 10;
283 last_speed = -1;
284 shoottype = range_none;
285 bowtype = bow_normal; 347 bowtype = bow_normal;
286 petmode = pet_normal; 348 petmode = pet_normal;
287 listening = 10; 349 listening = 10;
288 usekeys = containers; 350 usekeys = containers;
289 last_weapon_sp = -1;
290 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
291 do_los = 1; 352 do_los = 1;
292 353
293 /* we need to clear these to -1 and not zero - otherwise, 354 weapon_sp = 1.0f;
294 * if a player quits and starts a new character, we wont 355 weapon_sp_left = 0.5f;
295 * send new values to the client, as things like exp start 356}
296 * at zero.
297 */
298 for (int i = 0; i < NUM_SKILLS; i++)
299 last_skill_exp[i] = -1;
300 357
301 for (int i = 0; i < NROFATTACKS; i++) 358void
302 last_resist[i] = -1; 359player::do_destroy ()
360{
361 disconnect ();
303 362
304 last_stats.exp = -1; 363 attachable::do_destroy ();
305 last_weight = (uint32) - 1; 364
365 if (ob)
366 {
367 ob->destroy_inv (false);
368 ob->destroy ();
369 }
370
371 ob = observe = 0;
306} 372}
307 373
308player::~player () 374player::~player ()
309{ 375{
310 terminate_all_pets (ob);
311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */ 376 /* Clear item stack */
345 free (stack_items); 377 free (stack_items);
346} 378}
347 379
348/* Tries to add player on the connection passed in ns. 380/* Tries to add player on the connection passed in ns.
353player::create () 385player::create ()
354{ 386{
355 player *pl = new player; 387 player *pl = new player;
356 388
357 pl->set_object (arch_to_object (get_player_archetype (0))); 389 pl->set_object (arch_to_object (get_player_archetype (0)));
390
391 pl->ob->roll_stats ();
392 pl->ob->stats.wc = 2;
393 pl->ob->run_away = 25; /* Then we panick... */
394
395 set_first_map (pl->ob);
358 396
359 return pl; 397 return pl;
360} 398}
361 399
362/* 400/*
365 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
366 */ 404 */
367archetype * 405archetype *
368get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
369{ 407{
370 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
371 409
372 for (;;) 410 for (;;)
373 { 411 {
374 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
375 at = first_archetype; 413 i = archetypes.begin ();
376 else 414 else if (*i == at)
377 at = at->next; 415 cleanup ("not a single player archetype found");
378 416
379 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
380 return at; 418 return *i;
381
382 if (at == start)
383 {
384 LOG (llevError, "No Player archetypes\n");
385 exit (-1);
386 }
387 } 419 }
388} 420}
389 421
390object * 422object *
391get_nearest_player (object *mon) 423get_nearest_player (object *mon)
392{ 424{
393 object *op = NULL; 425 object *op = NULL;
394 player *pl = NULL;
395 objectlink *ol; 426 objectlink *ol;
396 unsigned lastdist; 427 unsigned lastdist;
397 rv_vector rv; 428 rv_vector rv;
398 429
399 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
400 { 431 {
401 /* We should not find free objects on this friendly list, but it
402 * does periodically happen. Given that, lets deal with it.
403 * While unlikely, it is possible the next object on the friendly
404 * list is also free, so encapsulate this in a while loop.
405 */
406 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
407 {
408 object *tmp = ol->ob;
409
410 /* Can't do much more other than log the fact, because the object
411 * itself will have been cleared.
412 */
413 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
414 ol = ol->next;
415 remove_friendly_object (tmp);
416 if (!ol)
417 return op;
418 }
419
420 /* Remove special check for player from this. First, it looks to cause
421 * some crashes (ol->ob->contr not set properly?), but secondly, a more
422 * complicated method of state checking would be needed in any case -
423 * as it was, a clever player could type quit, and the function would
424 * skip them over while waiting for confirmation. Remove
425 * on_same_map check, as can_detect_enemy also does this
426 */
427 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
428 continue; 433 continue;
429 434
430 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
431 { 436 {
432 op = ol->ob; 437 op = ol->ob;
433 lastdist = rv.distance; 438 lastdist = rv.distance;
434 } 439 }
435 } 440 }
436 for (pl = first_player; pl != NULL; pl = pl->next) 441
437 { 442 for_all_players (pl)
438 if (can_detect_enemy (mon, pl->ob, &rv)) 443 if (can_detect_enemy (mon, pl->ob, &rv))
439 {
440
441 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
442 { 445 {
443 op = pl->ob; 446 op = pl->ob;
444 lastdist = rv.distance; 447 lastdist = rv.distance;
445 } 448 }
446 } 449
447 }
448#if 0 450#if 0
449 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 451 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
450#endif 452#endif
451 return op; 453 return op;
452} 454}
510 x = mon->x; 512 x = mon->x;
511 y = mon->y; 513 y = mon->y;
512 m = mon->map; 514 m = mon->map;
513 dir = rv.direction; 515 dir = rv.direction;
514 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 516 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
515 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 517 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
518
516 /* If we can't solve it within the search distance, return now. */ 519 /* If we can't solve it within the search distance, return now. */
517 if (diff > max) 520 if (diff > max)
518 return 0; 521 return 0;
522
519 while (diff > 1 && max > 0) 523 while (diff > 1 && max > 0)
520 { 524 {
521 lastx = x; 525 lastx = x;
522 lasty = y; 526 lasty = y;
523 lastmap = m; 527 lastmap = m;
605 max--; 609 max--;
606 lastdir = dir; 610 lastdir = dir;
607 if (!firstdir) 611 if (!firstdir)
608 firstdir = dir; 612 firstdir = dir;
609 } 613 }
614
610 if (diff <= 1) 615 if (diff <= 1)
611 { 616 {
612 /* Recalculate diff (distance) because we may not have actually 617 /* Recalculate diff (distance) because we may not have actually
613 * headed toward player for entire distance. 618 * headed toward player for entire distance.
614 */ 619 */
615 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
616 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
617 } 622 }
623
618 if (diff > max) 624 if (diff > max)
619 return 0; 625 return 0;
620 } 626 }
627
621 /* If we reached the max, didn't find a direction in time */ 628 /* If we reached the max, didn't find a direction in time */
622 if (!max) 629 if (!max)
623 return 0; 630 return 0;
624 631
625 return firstdir; 632 return firstdir;
626} 633}
627 634
628void 635void
629give_initial_items (object *pl, treasurelist * items) 636give_initial_items (object *pl, treasurelist * items)
630{ 637{
631 object *op, *next = NULL;
632
633 if (pl->randomitems != NULL) 638 if (pl->randomitems)
634 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
635 640
636 for (op = pl->inv; op; op = next) 641 for (object *next, *op = pl->inv; op; op = next)
637 { 642 {
638 next = op->below; 643 next = op->below;
639 644
640 /* Forces get applied per default, unless they have the 645 /* Forces get applied per default, unless they have the
641 * flag "neutral" set. Sorry but I can't think of a better way 646 * flag "neutral" set. Sorry but I can't think of a better way
683 if (op->nrof > 1) 688 if (op->nrof > 1)
684 op->nrof = 1; 689 op->nrof = 1;
685 } 690 }
686 691
687 if (op->type == SPELLBOOK && op->inv) 692 if (op->type == SPELLBOOK && op->inv)
688 {
689 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 693 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
690 }
691 694
692 /* Give starting characters identified, uncursed, and undamned 695 /* Give starting characters identified, uncursed, and undamned
693 * items. Just don't identify gold or silver, or it won't be 696 * items. Just don't identify gold or silver, or it won't be
694 * merged properly. 697 * merged properly.
695 */ 698 */
739roll_stat (void) 742roll_stat (void)
740{ 743{
741 int a[4], i, j, k; 744 int a[4], i, j, k;
742 745
743 for (i = 0; i < 4; i++) 746 for (i = 0; i < 4; i++)
744 a[i] = (int) RANDOM () % 6 + 1; 747 a[i] = (int) rndm (6) + 1;
745 748
746 for (i = 0, j = 0, k = 7; i < 4; i++) 749 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if (a[i] < k) 750 if (a[i] < k)
748 k = a[i], j = i; 751 k = a[i], j = i;
749 752
755} 758}
756 759
757void 760void
758object::roll_stats () 761object::roll_stats ()
759{ 762{
760 int statsort [7]; 763 int statsort [NUM_STATS];
761 764
762 for (;;) 765 for (;;)
763 { 766 {
764 int sum = 0; 767 int sum = 0;
765 for (int i = 7; i--; ) 768 for (int i = NUM_STATS; i--; )
766 sum += statsort [i] = roll_stat (); 769 sum += statsort [i] = roll_stat ();
767 770
768 if (sum >= 82 && sum <= 116) 771 if (sum >= 82 && sum <= 116)
769 break; 772 break;
770 } 773 }
771 774
772 // Sort the stats so that rerolling is easier... 775 // Sort the stats so that rerolling is easier...
773 std::sort (statsort, statsort + 7, std::greater<int>()); 776 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
774 777
778 for (int i = 0; i < NUM_STATS; ++i)
775 stats.Str = statsort[0]; 779 stats.stat (i) = statsort [i];
776 stats.Dex = statsort[1];
777 stats.Con = statsort[2];
778 stats.Int = statsort[3];
779 stats.Wis = statsort[4];
780 stats.Pow = statsort[5];
781 stats.Cha = statsort[6];
782 780
783 stats.exp = 0; 781 stats.exp = 0;
784 stats.ac = 0; 782 stats.ac = 0;
785 783
786 stats.hp = stats.maxhp; 784 stats.hp = stats.maxhp;
798} 796}
799 797
800void 798void
801object::swap_stats (int a, int b) 799object::swap_stats (int a, int b)
802{ 800{
803 int tmp = get_attr_value (&contr->orig_stats, a); 801 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
804 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
805 set_attr_value (&contr->orig_stats, b, tmp);
806 802
803 for (int i = 0; i < NUM_STATS; ++i)
807 stats.Str = contr->orig_stats.Str; 804 stats.stat (i) = contr->orig_stats.stat (i);
808 stats.Dex = contr->orig_stats.Dex;
809 stats.Con = contr->orig_stats.Con;
810 stats.Int = contr->orig_stats.Int;
811 stats.Wis = contr->orig_stats.Wis;
812 stats.Pow = contr->orig_stats.Pow;
813 stats.Cha = contr->orig_stats.Cha;
814 805
815 //TODO: the following code looks so borked and should, at the very least, 806 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats 807 // be merged with the similar code in roll_stats
817 stats.ac = 0; 808 stats.ac = 0;
818 809
830 contr->levsp[1] = 6; 821 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3; 822 contr->levgrace[1] = 3;
832 823
833 contr->orig_stats = stats; 824 contr->orig_stats = stats;
834 } 825 }
826}
827
828static void
829start_info (object *op)
830{
831 char buf[MAX_BUF];
832
833 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
834 new_draw_info (NDI_UNIQUE, 0, op, buf);
835} 835}
836 836
837/* This function takes the key that is passed, and does the 837/* This function takes the key that is passed, and does the
838 * appropriate action with it (change race, or other things). 838 * appropriate action with it (change race, or other things).
839 * The function name is for historical reasons - now we have 839 * The function name is for historical reasons - now we have
840 * separate race and class; this actually changes the RACE, 840 * separate race and class; this actually changes the RACE,
841 * not the class. 841 * not the class.
842 */ 842 */
843int 843void
844key_change_class (object *op, char key) 844player::chargen_race_done ()
845{ 845{
846 int tmp_loop;
847
848 if (key == 'd' || key == 'D')
849 {
850 char buf[MAX_BUF];
851
852 /* this must before then initial items are given */ 846 /* this must before then initial items are given */
853 esrv_new_player (op->contr, op->weight + op->carrying); 847 esrv_new_player (ob->contr, ob->weight + ob->carrying);
854 848
855 treasurelist *tl = find_treasurelist ("starting_wealth"); 849 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl) 850 if (tl)
857 create_treasure (tl, op, 0, 0, 0); 851 create_treasure (tl, ob, 0, 0, 0);
858 852
859 INVOKE_PLAYER (BIRTH, op->contr); 853 INVOKE_PLAYER (BIRTH, ob->contr);
860 INVOKE_PLAYER (LOGIN, op->contr); 854 INVOKE_PLAYER (LOGIN, ob->contr);
861 855
862 op->contr->ns->state = ST_PLAYING; 856 ob->contr->ns->state = ST_PLAYING;
863 857
864 if (op->msg) 858 if (ob->msg)
865 op->msg = NULL; 859 ob->msg = 0;
866 860
867 /* We create this now because some of the unique maps will need it 861 /* We create this now because some of the unique maps will need it
868 * to save here. 862 * to save here.
869 */ 863 */
864 {
865 char buf[MAX_BUF];
870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 866 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
871 make_path_to_file (buf); 867 make_path_to_file (buf);
868 }
872 869
873#ifdef AUTOSAVE
874 op->contr->last_save_tick = pticks;
875#endif
876 start_info (op); 870 start_info (ob);
877 CLEAR_FLAG (op, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
878 give_initial_items (op, op->randomitems); 872 give_initial_items (ob, ob->randomitems);
879 link_player_skills (op); 873 link_player_skills (ob);
880 esrv_send_inventory (op, op); 874 esrv_send_inventory (ob, ob);
881 op->update_stats (); 875 ob->update_stats ();
882 876
883 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
884 * is one for this race 878 * is one for this race
885 */ 879 */
886 if (*first_map_ext_path) 880 if (*first_map_ext_path)
887 { 881 {
888 object *tmp; 882 object *tmp;
889 char mapname[MAX_BUF]; 883 char mapname[MAX_BUF];
890 884
891 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 885 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
892 tmp = object::create (); 886 tmp = object::create ();
893 EXIT_PATH (tmp) = mapname; 887 EXIT_PATH (tmp) = mapname;
894 EXIT_X (tmp) = op->x; 888 EXIT_X (tmp) = ob->x;
895 EXIT_Y (tmp) = op->y; 889 EXIT_Y (tmp) = ob->y;
896 enter_exit (op, tmp); /* we don't really care if it succeeded; 890 ob->enter_exit (tmp); /* we don't really care if it succeeded;
897 * if the map isn't there, then stay on the 891 * if the map isn't there, then stay on the
898 * default initial map */ 892 * default initial map */
899 tmp->destroy (); 893 tmp->destroy ();
900 } 894 }
901 else 895 else
902 LOG (llevDebug, "first_map_ext_path not set\n"); 896 LOG (llevDebug, "first_map_ext_path not set\n");
897}
903 898
904 return 0; 899void
905 } 900player::chargen_race_next ()
906 901{
907 /* Following actually changes the race - this is the default command 902 /* Following actually changes the race - this is the default command
908 * if we don't match with one of the options above. 903 * if we don't match with one of the options above.
909 */ 904 */
910 905
911 tmp_loop = 0; 906 do
912 while (!tmp_loop)
913 { 907 {
914 shstr name = op->name; 908 shstr name = ob->name;
915 int x = op->x, y = op->y; 909 int x = ob->x, y = ob->y;
916 910
917 op->remove_statbonus (); 911 ob->remove_statbonus ();
918 op->remove (); 912 ob->remove ();
919 op->arch = get_player_archetype (op->arch); 913 ob->arch = get_player_archetype (ob->arch);
920 op->arch->clone.copy_to (op); 914 ob->arch->copy_to (ob);
921 op->instantiate (); 915 ob->instantiate ();
922 op->stats = op->contr->orig_stats; 916 ob->stats = ob->contr->orig_stats;
923 op->name = op->name_pl = name; 917 ob->name = ob->name_pl = name;
924 op->x = x; 918 ob->x = x;
925 op->y = y; 919 ob->y = y;
926 SET_ANIMATION (op, 2); /* So player faces south */ 920 SET_ANIMATION (ob, 2); /* So player faces south */
927 insert_ob_in_map (op, op->map, op, 0); 921 insert_ob_in_map (ob, ob->map, ob, 0);
928 assign (op->contr->title, op->arch->clone.name); 922 assign (ob->contr->title, ob->arch->object::name);
929 op->add_statbonus (); 923 ob->add_statbonus ();
930 tmp_loop = allowed_class (op);
931 } 924 }
925 while (!allowed_class (ob));
932 926
933 update_object (op, UP_OBJ_FACE); 927 update_object (ob, UP_OBJ_FACE);
934 esrv_update_item (UPD_FACE, op, op); 928 esrv_update_item (UPD_FACE, ob, ob);
935 op->update_stats (); 929 ob->update_stats ();
936 op->stats.hp = op->stats.maxhp; 930 ob->stats.hp = ob->stats.maxhp;
937 op->stats.sp = op->stats.maxsp; 931 ob->stats.sp = ob->stats.maxsp;
938 op->stats.grace = 0; 932 ob->stats.grace = 0;
939
940 if (op->msg)
941 new_draw_info (NDI_BLUE, 0, op, op->msg);
942
943 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
944 return 0;
945}
946
947int
948key_confirm_quit (object *op, char key)
949{
950 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
951 {
952 op->contr->ns->state = ST_PLAYING;
953 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
954 return 1;
955 }
956
957 INVOKE_PLAYER (LOGOUT, op->contr);
958 INVOKE_PLAYER (QUIT, op->contr);
959
960 terminate_all_pets (op);
961 leave_map (op);
962 op->direction = 0;
963 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
964
965 strcpy (op->contr->killer, "quit");
966 check_score (op);
967 op->contr->party = 0;
968 op->contr->own_title[0] = '\0';
969
970 object_ptr ob = op;
971
972 delete ob->contr;
973
974 /* We need to hunt for any per player unique maps in memory and
975 * get rid of them. The trailing slash in the path is intentional,
976 * so that players named 'Ab' won't match against players 'Abe' pathname
977 */
978 char buf[MAX_BUF];
979 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
980
981 for (maptile *next, *mp = first_map; mp; mp = next)
982 {
983 next = mp->next;
984
985 if (!strncmp (mp->path, buf, strlen (buf)))
986 delete_map (mp);
987 }
988
989 delete_character (ob->name, 1);
990
991 return 1;
992} 933}
993 934
994void 935void
995flee_player (object *op) 936flee_player (object *op)
996{ 937{
1043 /* Cornered, get rid of scared */ 984 /* Cornered, get rid of scared */
1044 CLEAR_FLAG (op, FLAG_SCARED); 985 CLEAR_FLAG (op, FLAG_SCARED);
1045 op->enemy = NULL; 986 op->enemy = NULL;
1046} 987}
1047 988
1048
1049/* check_pick sees if there is stuff to be picked up/picks up stuff. 989/* check_pick sees if there is stuff to be picked up/picks up stuff.
1050 * IT returns 1 if the player should keep on moving, 0 if he should 990 * It returns 1 if the player should keep on moving, 0 if he should
1051 * stop. 991 * stop.
1052 */ 992 */
1053int 993int
1054check_pick (object *op) 994check_pick (object *op)
1055{ 995{
1056 object *tmp, *next; 996 object *tmp, *next;
1057 int stop = 0; 997 int stop = 0;
1058 int j, k, wvratio; 998 int wvratio;
1059 char putstring[128], tmpstr[16]; 999 char putstring[128];
1060 1000
1061 /* if you're flying, you cna't pick up anything */ 1001 /* if you're flying, you cna't pick up anything */
1062 if (op->move_type & MOVE_FLYING) 1002 if (op->move_type & MOVE_FLYING)
1063 return 1; 1003 return 1;
1064 1004
1065 next = op->below; 1005 next = op->below;
1066 1006
1007 int cnt = MAX_ITEM_PER_DROP;
1008#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1009
1067 /* loop while there are items on the floor that are not marked as 1010 /* loop while there are items on the floor that are not marked as
1068 * destroyed */ 1011 * destroyed */
1069 while (next && !next->destroyed ()) 1012 while (next && !next->destroyed ())
1070 { 1013 {
1071 tmp = next; 1014 tmp = next;
1072 next = tmp->below; 1015 next = tmp->below;
1073 1016
1017 if (cnt <= 0)
1018 {
1019 op->failmsg ("Couldn't pickup all items at once.");
1020 return 0;
1021 }
1022
1074 if (op->destroyed ()) 1023 if (op->destroyed ())
1075 return 0; 1024 return 0;
1076 1025
1077 if (!can_pick (op, tmp)) 1026 if (!can_pick (op, tmp))
1078 continue; 1027 continue;
1079 1028
1080 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1029 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1081 { 1030 {
1082 if (item_matched_string (op, tmp, op->contr->search_str)) 1031 if (item_matched_string (op, tmp, op->contr->search_str))
1083 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1084 continue; 1033 continue;
1085 } 1034 }
1086 1035
1087 /* high not bit set? We're using the old autopickup model */ 1036 /* high not bit set? We're using the old autopickup model */
1088 if (!(op->contr->mode & PU_NEWMODE)) 1037 if (!(op->contr->mode & PU_NEWMODE))
1090 switch (op->contr->mode) 1039 switch (op->contr->mode)
1091 { 1040 {
1092 case 0: 1041 case 0:
1093 return 1; /* don't pick up */ 1042 return 1; /* don't pick up */
1094 case 1: 1043 case 1:
1095 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1096 return 1; 1045 return 1;
1097 case 2: 1046 case 2:
1098 pick_up (op, tmp); 1047 CHK_PICK_PICKUP;
1099 return 0; 1048 return 0;
1100 case 3: 1049 case 3:
1101 return 0; /* stop before pickup */ 1050 return 0; /* stop before pickup */
1102 case 4: 1051 case 4:
1103 pick_up (op, tmp); 1052 CHK_PICK_PICKUP;
1104 break; 1053 break;
1105 case 5: 1054 case 5:
1106 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1107 stop = 1; 1056 stop = 1;
1108 break; 1057 break;
1109 case 6: 1058 case 6:
1110 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1059 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1111 pick_up (op, tmp); 1060 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1061 CHK_PICK_PICKUP;
1112 break; 1062 break;
1113 1063
1114 case 7: 1064 case 7:
1115 if (tmp->type == MONEY || tmp->type == GEM) 1065 if (tmp->type == MONEY || tmp->type == GEM)
1116 pick_up (op, tmp); 1066 CHK_PICK_PICKUP;
1117 break; 1067 break;
1118 1068
1119 default: 1069 default:
1120 /* use value density */ 1070 /* use value density */
1121 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1071 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1122 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1072 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1123 pick_up (op, tmp); 1073 CHK_PICK_PICKUP;
1124 } 1074 }
1125 } 1075 }
1126 else 1076 else
1127 { /* old model */ 1077 { /* old model */
1128 /* NEW pickup handling */ 1078 /* NEW pickup handling */
1132 if (tmp->name != NULL) 1082 if (tmp->name != NULL)
1133 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1083 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1134 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1084 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1135 else 1085 else
1136 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1086 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1137 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1087 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1088
1138 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1089 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1139
1140 sprintf (putstring, "...flags: ");
1141 for (k = 0; k < 4; k++)
1142 {
1143 for (j = 0; j < 32; j++)
1144 {
1145 if ((tmp->flags[k] >> j) & 0x01)
1146 {
1147 sprintf (tmpstr, "%d ", k * 32 + j);
1148 strcat (putstring, tmpstr);
1149 }
1150 }
1151 }
1152 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1153
1154#if 0
1155 /* print the flags too */
1156 for (k = 0; k < 4; k++)
1157 {
1158 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1159 for (j = 0; j < 32; j++)
1160 {
1161 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1162 if (!((j + 1) % 4))
1163 fprintf (stderr, " ");
1164 }
1165 fprintf (stderr, " [%d]\n", k * 32);
1166 }
1167#endif
1168 } 1090 }
1091
1169 /* philosophy: 1092 /* philosophy:
1170 * It's easy to grab an item type from a pile, as long as it's 1093 * It's easy to grab an item type from a pile, as long as it's
1171 * generic. This takes no game-time. For more detailed pickups 1094 * generic. This takes no game-time. For more detailed pickups
1172 * and selections, select-items shoul dbe used. This is a 1095 * and selections, select-items should be used. This is a
1173 * grab-as-you-run type mode that's really useful for arrows for 1096 * grab-as-you-run type mode that's really useful for arrows for
1174 * example. 1097 * example.
1175 * The drawback: right now it has no frontend, so you need to 1098 * The drawback: right now it has no frontend, so you need to
1176 * stick the bits you want into a calculator in hex mode and then 1099 * stick the bits you want into a calculator in hex mode and then
1177 * convert to decimal and then 'pickup <#> 1100 * convert to decimal and then 'pickup <#>
1210 /* all food and drink if desired */ 1133 /* all food and drink if desired */
1211 /* question: don't pick up known-poisonous stuff? */ 1134 /* question: don't pick up known-poisonous stuff? */
1212 if (op->contr->mode & PU_FOOD) 1135 if (op->contr->mode & PU_FOOD)
1213 if (tmp->type == FOOD) 1136 if (tmp->type == FOOD)
1214 { 1137 {
1215 pick_up (op, tmp); 1138 CHK_PICK_PICKUP;
1216 continue; 1139 continue;
1217 } 1140 }
1218 1141
1219 if (op->contr->mode & PU_DRINK) 1142 if (op->contr->mode & PU_DRINK)
1220 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1143 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1221 { 1144 {
1222 pick_up (op, tmp); 1145 CHK_PICK_PICKUP;
1223 continue; 1146 continue;
1224 } 1147 }
1225 1148
1226 if (op->contr->mode & PU_POTION) 1149 if (op->contr->mode & PU_POTION)
1227 if (tmp->type == POTION) 1150 if (tmp->type == POTION)
1228 { 1151 {
1229 pick_up (op, tmp); 1152 CHK_PICK_PICKUP;
1230 continue; 1153 continue;
1231 } 1154 }
1232 1155
1233 /* spellbooks, skillscrolls and normal books/scrolls */ 1156 /* spellbooks, skillscrolls and normal books/scrolls */
1234 if (op->contr->mode & PU_SPELLBOOK) 1157 if (op->contr->mode & PU_SPELLBOOK)
1235 if (tmp->type == SPELLBOOK) 1158 if (tmp->type == SPELLBOOK)
1236 { 1159 {
1237 pick_up (op, tmp); 1160 CHK_PICK_PICKUP;
1238 continue; 1161 continue;
1239 } 1162 }
1240 1163
1241 if (op->contr->mode & PU_SKILLSCROLL) 1164 if (op->contr->mode & PU_SKILLSCROLL)
1242 if (tmp->type == SKILLSCROLL) 1165 if (tmp->type == SKILLSCROLL)
1243 { 1166 {
1244 pick_up (op, tmp); 1167 CHK_PICK_PICKUP;
1245 continue; 1168 continue;
1246 } 1169 }
1247 1170
1248 if (op->contr->mode & PU_READABLES) 1171 if (op->contr->mode & PU_READABLES)
1249 if (tmp->type == BOOK || tmp->type == SCROLL) 1172 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1250 { 1173 {
1251 pick_up (op, tmp); 1174 CHK_PICK_PICKUP;
1252 continue; 1175 continue;
1253 } 1176 }
1254 1177
1255 /* wands/staves/rods/horns */ 1178 /* wands/staves/rods/horns */
1256 if (op->contr->mode & PU_MAGIC_DEVICE) 1179 if (op->contr->mode & PU_MAGIC_DEVICE)
1257 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1180 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1258 { 1181 {
1259 pick_up (op, tmp); 1182 CHK_PICK_PICKUP;
1260 continue; 1183 continue;
1261 } 1184 }
1262 1185
1263 /* pick up all magical items */ 1186 /* pick up all magical items */
1264 if (op->contr->mode & PU_MAGICAL) 1187 if (op->contr->mode & PU_MAGICAL)
1265 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1188 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1266 { 1189 {
1267 pick_up (op, tmp); 1190 CHK_PICK_PICKUP;
1268 continue; 1191 continue;
1269 } 1192 }
1270 1193
1271 if (op->contr->mode & PU_VALUABLES) 1194 if (op->contr->mode & PU_VALUABLES)
1272 { 1195 {
1273 if (tmp->type == MONEY || tmp->type == GEM) 1196 if (tmp->type == MONEY || tmp->type == GEM)
1274 { 1197 {
1275 pick_up (op, tmp); 1198 CHK_PICK_PICKUP;
1276 continue; 1199 continue;
1277 } 1200 }
1278 } 1201 }
1279 1202
1280 /* rings & amulets - talismans seems to be typed AMULET */ 1203 /* rings & amulets - talismans seems to be typed AMULET */
1281 if (op->contr->mode & PU_JEWELS) 1204 if (op->contr->mode & PU_JEWELS)
1282 if (tmp->type == RING || tmp->type == AMULET) 1205 if (tmp->type == RING || tmp->type == AMULET)
1283 { 1206 {
1284 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1285 continue; 1208 continue;
1286 } 1209 }
1287 1210
1288 /* we don't forget dragon food */ 1211 /* we don't forget dragon food */
1289 if (op->contr->mode & PU_FLESH) 1212 if (op->contr->mode & PU_FLESH)
1290 if (tmp->type == FLESH) 1213 if (tmp->type == FLESH)
1291 { 1214 {
1292 pick_up (op, tmp); 1215 CHK_PICK_PICKUP;
1293 continue; 1216 continue;
1294 } 1217 }
1295 1218
1296 /* bows and arrows. Bows are good for selling! */ 1219 /* bows and arrows. Bows are good for selling! */
1297 if (op->contr->mode & PU_BOW) 1220 if (op->contr->mode & PU_BOW)
1298 if (tmp->type == BOW) 1221 if (tmp->type == BOW)
1299 { 1222 {
1300 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1301 continue; 1224 continue;
1302 } 1225 }
1303 1226
1304 if (op->contr->mode & PU_ARROW) 1227 if (op->contr->mode & PU_ARROW)
1305 if (tmp->type == ARROW) 1228 if (tmp->type == ARROW)
1306 { 1229 {
1307 pick_up (op, tmp); 1230 CHK_PICK_PICKUP;
1308 continue; 1231 continue;
1309 } 1232 }
1310 1233
1311 /* all kinds of armor etc. */ 1234 /* all kinds of armor etc. */
1312 if (op->contr->mode & PU_ARMOUR) 1235 if (op->contr->mode & PU_ARMOUR)
1313 if (tmp->type == ARMOUR) 1236 if (tmp->type == ARMOUR)
1314 { 1237 {
1315 pick_up (op, tmp); 1238 CHK_PICK_PICKUP;
1316 continue; 1239 continue;
1317 } 1240 }
1318 1241
1319 if (op->contr->mode & PU_HELMET) 1242 if (op->contr->mode & PU_HELMET)
1320 if (tmp->type == HELMET) 1243 if (tmp->type == HELMET)
1321 { 1244 {
1322 pick_up (op, tmp); 1245 CHK_PICK_PICKUP;
1323 continue; 1246 continue;
1324 } 1247 }
1325 1248
1326 if (op->contr->mode & PU_SHIELD) 1249 if (op->contr->mode & PU_SHIELD)
1327 if (tmp->type == SHIELD) 1250 if (tmp->type == SHIELD)
1328 { 1251 {
1329 pick_up (op, tmp); 1252 CHK_PICK_PICKUP;
1330 continue; 1253 continue;
1331 } 1254 }
1332 1255
1333 if (op->contr->mode & PU_BOOTS) 1256 if (op->contr->mode & PU_BOOTS)
1334 if (tmp->type == BOOTS) 1257 if (tmp->type == BOOTS)
1335 { 1258 {
1336 pick_up (op, tmp); 1259 CHK_PICK_PICKUP;
1337 continue; 1260 continue;
1338 } 1261 }
1339 1262
1340 if (op->contr->mode & PU_GLOVES) 1263 if (op->contr->mode & PU_GLOVES)
1341 if (tmp->type == GLOVES) 1264 if (tmp->type == GLOVES)
1342 { 1265 {
1343 pick_up (op, tmp); 1266 CHK_PICK_PICKUP;
1344 continue; 1267 continue;
1345 } 1268 }
1346 1269
1347 if (op->contr->mode & PU_CLOAK) 1270 if (op->contr->mode & PU_CLOAK)
1348 if (tmp->type == CLOAK) 1271 if (tmp->type == CLOAK)
1349 { 1272 {
1350 pick_up (op, tmp); 1273 CHK_PICK_PICKUP;
1351 continue; 1274 continue;
1352 } 1275 }
1353 1276
1354 /* hoping to catch throwing daggers here */ 1277 /* hoping to catch throwing daggers here */
1355 if (op->contr->mode & PU_MISSILEWEAPON) 1278 if (op->contr->mode & PU_MISSILEWEAPON)
1356 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1279 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1357 { 1280 {
1358 pick_up (op, tmp); 1281 CHK_PICK_PICKUP;
1359 continue; 1282 continue;
1360 } 1283 }
1361 1284
1362 /* careful: chairs and tables are weapons! */ 1285 /* careful: chairs and tables are weapons! */
1363 if (op->contr->mode & PU_ALLWEAPON) 1286 if (op->contr->mode & PU_ALLWEAPON)
1364 { 1287 {
1365 if (tmp->type == WEAPON && tmp->name != NULL) 1288 if (tmp->type == WEAPON && tmp->name != NULL)
1366 { 1289 {
1367 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1290 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1368 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1291 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1369 { 1292 {
1370 pick_up (op, tmp); 1293 CHK_PICK_PICKUP;
1371 continue; 1294 continue;
1372 } 1295 }
1373 } 1296 }
1374 1297
1375 if (tmp->type == WEAPON && tmp->name == NULL) 1298 if (tmp->type == WEAPON && tmp->name == NULL)
1376 { 1299 {
1377 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1300 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1378 { 1301 {
1379 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1380 continue; 1303 continue;
1381 } 1304 }
1382 } 1305 }
1383 } 1306 }
1384 1307
1385 /* misc stuff that's useful */ 1308 /* misc stuff that's useful */
1386 if (op->contr->mode & PU_KEY) 1309 if (op->contr->mode & PU_KEY)
1387 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1310 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1388 { 1311 {
1389 pick_up (op, tmp); 1312 CHK_PICK_PICKUP;
1390 continue; 1313 continue;
1391 } 1314 }
1392 1315
1393 /* any of the last 4 bits set means we use the ratio for value 1316 /* any of the last 4 bits set means we use the ratio for value
1394 * pickups */ 1317 * pickups */
1399 /* >=7 is the old standard setting. Now we take the last 4 bits 1322 /* >=7 is the old standard setting. Now we take the last 4 bits
1400 * and multiply them by 5, giving 0..15*5== 5..75 */ 1323 * and multiply them by 5, giving 0..15*5== 5..75 */
1401 wvratio = (op->contr->mode & PU_RATIO) * 5; 1324 wvratio = (op->contr->mode & PU_RATIO) * 5;
1402 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1325 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1403 { 1326 {
1404 pick_up (op, tmp); 1327 CHK_PICK_PICKUP;
1405#if 0 1328#if 0
1406 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1329 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1407 if (tmp->name != NULL) 1330 if (tmp->name != NULL)
1408 { 1331 {
1409 fprintf (stderr, "%s", tmp->name); 1332 fprintf (stderr, "%s", tmp->name);
1410 } 1333 }
1411 else 1334 else
1412 fprintf (stderr, "%s", tmp->arch->name); 1335 fprintf (stderr, "%s", tmp->arch->archname);
1413 fprintf (stderr, ",%d] = ", tmp->type); 1336 fprintf (stderr, ",%d] = ", tmp->type);
1414 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1337 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1415#endif 1338#endif
1416 continue; 1339 continue;
1417 } 1340 }
1428 * found object is returned. 1351 * found object is returned.
1429 */ 1352 */
1430object * 1353object *
1431find_arrow (object *op, const char *type) 1354find_arrow (object *op, const char *type)
1432{ 1355{
1433 object *tmp = NULL;
1434
1435 for (op = op->inv; op; op = op->below) 1356 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1436 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1437 tmp = find_arrow (op, type);
1438 else if (op->type == ARROW && op->race == type) 1357 if (tmp->type == ARROW && !strcmp (tmp->race, type))
1358 return splay (tmp);
1359
1360 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1361 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (tmp->race, type))
1362 if (object *arrow = find_arrow (tmp, type))
1363 {
1364 splay (tmp);
1439 return op; 1365 return arrow;
1366 }
1367
1440 return tmp; 1368 return 0;
1441} 1369}
1442 1370
1443/* 1371/*
1444 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1372 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1445 * against the target. A full test is not performed, simply a basic test 1373 * against the target. A full test is not performed, simply a basic test
1446 * of resistances. The archer is making a quick guess at what he sees down 1374 * of resistances. The archer is making a quick guess at what he sees down
1447 * the hall. Failing that it does it's best to pick the highest plus arrow. 1375 * the hall. Failing that it does it's best to pick the highest plus arrow.
1448 */ 1376 */
1449
1450object * 1377object *
1451find_better_arrow (object *op, object *target, const char *type, int *better) 1378find_better_arrow (object *op, object *target, const char *type, int *better)
1452{ 1379{
1453 object *tmp = NULL, *arrow, *ntmp; 1380 object *tmp = NULL, *arrow, *ntmp;
1454 int attacknum, attacktype, betterby = 0, i; 1381 int attacknum, attacktype, betterby = 0, i;
1487 else 1414 else
1488 { 1415 {
1489 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1416 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1490 { 1417 {
1491 attacktype = 1 << attacknum; 1418 attacktype = 1 << attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1419 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1420 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1494 { 1421 {
1495 tmp = arrow; 1422 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1423 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1497 } 1424 }
1498 } 1425 }
1499 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1426 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1500 { 1427 {
1501 tmp = arrow; 1428 tmp = arrow;
1520 * find_better_arrow to find a decent arrow to use. 1447 * find_better_arrow to find a decent arrow to use.
1521 * op = the shooter 1448 * op = the shooter
1522 * type = bow->race 1449 * type = bow->race
1523 * dir = fire direction 1450 * dir = fire direction
1524 */ 1451 */
1525
1526object * 1452object *
1527pick_arrow_target (object *op, const char *type, int dir) 1453pick_arrow_target (object *op, const char *type, int dir)
1528{ 1454{
1529 object *tmp = NULL; 1455 object *tmp = NULL;
1530 maptile *m; 1456 maptile *m;
1595 */ 1521 */
1596int 1522int
1597fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1523fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598{ 1524{
1599 object *left, *bow; 1525 object *left, *bow;
1600 int bowspeed, mflags; 1526 int mflags;
1601 maptile *m; 1527 maptile *m;
1602 1528
1603 if (!dir) 1529 if (!dir)
1604 { 1530 {
1605 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1531 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1532 return 0;
1607 } 1533 }
1608 1534
1609 if (op->type == PLAYER) 1535 if (op->contr)
1610 bow = op->contr->ranges[range_bow]; 1536 bow = op->current_weapon;
1611 else 1537 else
1612 { 1538 {
1613 for (bow = op->inv; bow; bow = bow->below) 1539 for (bow = op->inv; bow; bow = bow->below)
1614 /* Don't check for applied - monsters don't apply bows - in that way, they 1540 /* Don't check for applied - monsters don't apply bows - in that way, they
1615 * don't need to switch back and forth between bows and weapons. 1541 * don't need to switch back and forth between bows and weapons.
1620 if (!bow) 1546 if (!bow)
1621 { 1547 {
1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1548 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1623 return 0; 1549 return 0;
1624 } 1550 }
1551
1552 // optimisation: move object to top so we will find it quickly again
1553 if (bow->below)
1554 {
1555 bow->remove ();
1556 op->insert (bow);
1557 }
1558
1625 } 1559 }
1626 1560
1627 if (!bow->race || !bow->skill) 1561 if (!bow->race || !bow->skill)
1628 { 1562 {
1629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1630 return 0; 1564 return 0;
1631 } 1565 }
1632
1633 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1634
1635 /* penalize ROF for bestarrow */
1636 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1637 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638
1639 if (bowspeed < 1)
1640 bowspeed = 1;
1641 1566
1642 if (arrow == NULL) 1567 if (arrow == NULL)
1643 { 1568 {
1644 if ((arrow = find_arrow (op, bow->race)) == NULL) 1569 if ((arrow = find_arrow (op, bow->race)) == NULL)
1645 { 1570 {
1646 if (op->type == PLAYER) 1571 if (op->type == PLAYER)
1647 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1648 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1573 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1649 else 1574 else
1650 CLEAR_FLAG (op, FLAG_READY_BOW); 1575 CLEAR_FLAG (op, FLAG_READY_BOW);
1576
1651 return 0; 1577 return 0;
1652 } 1578 }
1653 } 1579 }
1654 1580
1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1581 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1677 return 0; 1603 return 0;
1678 } 1604 }
1679 1605
1680 arrow->set_owner (op); 1606 arrow->set_owner (op);
1681 arrow->skill = bow->skill; 1607 arrow->skill = bow->skill;
1682
1683 arrow->direction = dir; 1608 arrow->direction = dir;
1684 arrow->x = sx; 1609
1685 arrow->y = sy; 1610 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1611 arrow->stats.hp = arrow->stats.dam;
1612 arrow->stats.grace = arrow->attacktype;
1613
1614 if (arrow->slaying)
1615 arrow->spellarg = strdup (arrow->slaying);
1616
1617#if 0
1618 if (player *pl = op->contr)
1619 {
1620 float speed = pl->weapon_sp;
1621
1622 /* penalize ROF for bestarrow */
1623 if (pl->bowtype == bow_bestarrow)
1624 speed *= .9f;
1625 else
1626 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1627
1628 op->speed_left += speed - op->speed;
1629 }
1630#endif
1631
1632 SET_ANIMATION (arrow, arrow->direction);
1633
1634 /* update the speed */
1635 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1636 + bow->stats.dam / 7.f;
1637
1638 arrow->set_speed (max (arrow->speed, 2.f));
1639 arrow->speed_left = 0;
1640
1641 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1686 1642
1687 if (op->type == PLAYER) 1643 if (op->type == PLAYER)
1688 { 1644 {
1689 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1690 op->update_stats ();
1691 }
1692
1693 SET_ANIMATION (arrow, arrow->direction);
1694 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1695 arrow->stats.hp = arrow->stats.dam;
1696 arrow->stats.grace = arrow->attacktype;
1697 if (arrow->slaying != NULL)
1698 arrow->spellarg = strdup (arrow->slaying);
1699
1700 /* Note that this was different for monsters - they got their level
1701 * added to the damage. I think the strength bonus is more proper.
1702 */
1703
1704 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1705
1706 /* update the speed */
1707 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1708 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1709
1710 if (arrow->speed < 1.0)
1711 arrow->speed = 1.0;
1712 update_ob_speed (arrow);
1713 arrow->speed_left = 0;
1714
1715 if (op->type == PLAYER)
1716 {
1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1718 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1719 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1720
1721 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1645 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1646 wc -= dex_bonus[op->stats.Dex];
1647
1648 if (!arrow->slaying)
1649 arrow->slaying = op->slaying;
1650
1651 arrow->attacktype |= op->attacktype;
1722 } 1652 }
1723 else 1653 else
1724 { 1654 {
1725 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1726 arrow->level = op->level; 1655 arrow->level = op->level;
1727 } 1656 arrow->stats.wc -= bow->magic;
1728 1657
1729 if (arrow->attacktype == AT_PHYSICAL) 1658 if (!arrow->slaying)
1659 arrow->slaying = bow->slaying;
1660
1730 arrow->attacktype |= bow->attacktype; 1661 arrow->attacktype |= bow->attacktype;
1662 }
1731 1663
1732 if (bow->slaying) 1664 wc -= arrow->level;
1733 arrow->slaying = bow->slaying; 1665 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1734 1666
1735 arrow->map = m; 1667 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1736 arrow->move_type = MOVE_FLY_LOW; 1668 arrow->move_type = MOVE_FLY_LOW;
1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1669 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1738 1670
1739 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1671 op->play_sound (sound_find ("fire_arrow"));
1740 insert_ob_in_map (arrow, m, op, 0); 1672 m->insert (arrow, sx, sy, op);
1741 1673
1742 if (!arrow->destroyed ()) 1674 if (!arrow->destroyed ())
1743 move_arrow (arrow); 1675 move_arrow (arrow);
1744 1676
1745 if (op->type == PLAYER) 1677 if (op->type == PLAYER)
1765{ 1697{
1766 int ret = 0, wcmod = 0; 1698 int ret = 0, wcmod = 0;
1767 1699
1768 if (op->contr->bowtype == bow_bestarrow) 1700 if (op->contr->bowtype == bow_bestarrow)
1769 { 1701 {
1770 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1702 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1771 } 1703 }
1772 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1704 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1773 { 1705 {
1774 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1706 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1775 wcmod = -1; 1707 wcmod = -1;
1708
1776 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1709 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1777 } 1710 }
1778 else if (op->contr->bowtype == bow_threewide) 1711 else if (op->contr->bowtype == bow_threewide)
1779 { 1712 {
1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1713 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1784 else if (op->contr->bowtype == bow_spreadshot) 1717 else if (op->contr->bowtype == bow_spreadshot)
1785 { 1718 {
1786 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1719 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1787 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1720 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1788 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1721 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1789
1790 } 1722 }
1791 else 1723 else
1792 { 1724 {
1793 /* Simple case */ 1725 /* Simple case */
1794 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1795 } 1727 }
1728
1796 return ret; 1729 return ret;
1797} 1730}
1798
1799 1731
1800/* Fires a misc (wand/rod/horn) object in 'dir'. 1732/* Fires a misc (wand/rod/horn) object in 'dir'.
1801 * Broken apart from 'fire' to keep it more readable. 1733 * Broken apart from 'fire' to keep it more readable.
1802 */ 1734 */
1803void 1735void
1804fire_misc_object (object *op, int dir) 1736fire_misc_object (object *op, int dir)
1805{ 1737{
1806 object *item; 1738 object *item = op->contr->ranged_ob;
1807 1739
1808 if (!op->contr->ranges[range_misc]) 1740 if (!item)
1809 { 1741 {
1810 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1742 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1811 return; 1743 return;
1812 } 1744 }
1813 1745
1814 item = op->contr->ranges[range_misc];
1815 if (!item->inv) 1746 if (!item->inv)
1816 { 1747 {
1817 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1748 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1818 return; 1749 return;
1819 } 1750 }
1751
1752 if (!op->change_weapon (item))
1753 return;
1754
1820 if (item->type == WAND) 1755 if (item->type == WAND)
1821 { 1756 {
1822 if (item->stats.food <= 0) 1757 if (item->stats.food <= 0)
1823 { 1758 {
1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 op->contr->play_sound (sound_find ("wand_poof"));
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1760 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1761
1826 return; 1762 return;
1827 } 1763 }
1828 } 1764 }
1829 else if (item->type == ROD || item->type == HORN) 1765 else if (item->type == ROD || item->type == HORN)
1830 { 1766 {
1831 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1767 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1832 { 1768 {
1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1769 op->contr->play_sound (sound_find ("wand_poof"));
1770
1834 if (item->type == ROD) 1771 if (item->type == ROD)
1835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1772 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1836 else 1773 else
1837 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1775
1838 return; 1776 return;
1839 } 1777 }
1840 } 1778 }
1841 1779
1842 if (cast_spell (op, item, dir, item->inv, NULL)) 1780 if (cast_spell (op, item, dir, item->inv, NULL))
1849 object *tmp; 1787 object *tmp;
1850 1788
1851 if (item->arch) 1789 if (item->arch)
1852 { 1790 {
1853 CLEAR_FLAG (item, FLAG_ANIMATE); 1791 CLEAR_FLAG (item, FLAG_ANIMATE);
1854 item->face = item->arch->clone.face; 1792 item->face = item->arch->face;
1855 item->speed = 0; 1793 item->set_speed (0);
1856 update_ob_speed (item);
1857 } 1794 }
1795
1858 if ((tmp = item->in_player ())) 1796 if ((tmp = item->in_player ()))
1859 esrv_update_item (UPD_ANIM, tmp, item); 1797 esrv_update_item (UPD_ANIM, tmp, item);
1860 } 1798 }
1861 } 1799 }
1862 else if (item->type == ROD || item->type == HORN) 1800 else if (item->type == ROD || item->type == HORN)
1863 {
1864 drain_rod_charge (item); 1801 drain_rod_charge (item);
1865 }
1866 } 1802 }
1867} 1803}
1868 1804
1869/* Received a fire command for the player - go and do it. 1805/* Received a fire command for the player - go and do it.
1870 */ 1806 */
1871void 1807bool
1872fire (object *op, int dir) 1808fire (object *op, int dir)
1873{ 1809{
1874 int spellcost = 0; 1810 int spellcost = 0;
1875 1811
1876 /* check for loss of invisiblity/hide */ 1812 /* check for loss of invisiblity/hide */
1877 if (action_makes_visible (op)) 1813 if (action_makes_visible (op))
1878 make_visible (op); 1814 make_visible (op);
1879 1815
1880 switch (op->contr->shoottype) 1816 player *pl = op->contr;
1817
1818 if (pl->golem)
1819 {
1820 control_golem (op->contr->golem, dir);
1821 return false;
1881 { 1822 }
1882 case range_none:
1883 return;
1884 1823
1885 case range_bow: 1824 object *ob = pl->ranged_ob;
1825
1826 if (!ob)
1827 return false;
1828
1829 if (!op->change_weapon (ob))
1830 return false;
1831
1832 if (op->speed_left > 0.f)
1833 --op->speed_left;
1834 else
1835 return false;
1836
1837 switch (ob->type)
1838 {
1839 case BOW:
1886 player_fire_bow (op, dir); 1840 player_fire_bow (op, dir);
1887 return; 1841 break;
1888 1842
1889 case range_magic: /* Casting spells */ 1843 case SPELL:
1890 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1844 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1891 return; 1845 break;
1892 1846
1893 case range_misc: 1847 case BUILDER:
1848 apply_map_builder (op, dir);
1849 break;
1850
1851 case SKILL:
1852 do_skill (op, op, ob, dir, 0);
1853 break;
1854
1855 default:
1894 fire_misc_object (op, dir); 1856 fire_misc_object (op, dir);
1895 return; 1857 break;
1896
1897 case range_golem: /* Control summoned monsters from scrolls */
1898 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1899 {
1900 op->contr->ranges[range_golem] = 0;
1901 op->contr->shoottype = range_none;
1902 }
1903 else
1904 control_golem (op->contr->ranges[range_golem], dir);
1905 return;
1906
1907 case range_skill:
1908 if (!op->chosen_skill)
1909 {
1910 if (op->type == PLAYER)
1911 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1912 return;
1913 }
1914 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1915 return;
1916 case range_builder:
1917 apply_map_builder (op, dir);
1918 return;
1919 default:
1920 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1921 return;
1922 } 1858 }
1923}
1924 1859
1925 1860 return true;
1861}
1926 1862
1927/* find_key 1863/* find_key
1928 * We try to find a key for the door as passed. If we find a key 1864 * We try to find a key for the door as passed. If we find a key
1929 * and successfully use it, we return the key, otherwise NULL 1865 * and successfully use it, we return the key, otherwise NULL
1930 * This function merges both normal and locked door, since the logic 1866 * This function merges both normal and locked door, since the logic
1932 * pl is the player, 1868 * pl is the player,
1933 * inv is the objects inventory to searched 1869 * inv is the objects inventory to searched
1934 * door is the door we are trying to match against. 1870 * door is the door we are trying to match against.
1935 * This function can be called recursively to search containers. 1871 * This function can be called recursively to search containers.
1936 */ 1872 */
1937
1938object * 1873object *
1939find_key (object *pl, object *container, object *door) 1874find_key (object *pl, object *container, object *door)
1940{ 1875{
1941 object *tmp, *key; 1876 object *tmp, *key;
1942 1877
1943 /* Should not happen, but sanity checking is never bad */ 1878 /* Should not happen, but sanity checking is never bad */
1944 if (container->inv == NULL) 1879 if (!container->inv)
1945 return NULL; 1880 return 0;
1946 1881
1947 /* First, lets try to find a key in the top level inventory */ 1882 /* First, lets try to find a key in the top level inventory */
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1883 for (tmp = container->inv; tmp; tmp = tmp->below)
1949 { 1884 {
1950 if (door->type == DOOR && tmp->type == KEY) 1885 if (door->type == DOOR && tmp->type == KEY)
1951 break; 1886 break;
1952 /* For sanity, we should really check door type, but other stuff 1887 /* For sanity, we should really check door type, but other stuff
1953 * (like containers) can be locked with special keys 1888 * (like containers) can be locked with special keys
1954 */ 1889 */
1955 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1890 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1956 break; 1891 break;
1957 } 1892 }
1893
1958 /* No key found - lets search inventories now */ 1894 /* No key found - lets search inventories now */
1959 /* If we find and use a key in an inventory, return at that time. 1895 /* If we find and use a key in an inventory, return at that time.
1960 * otherwise, if we search all the inventories and still don't find 1896 * otherwise, if we search all the inventories and still don't find
1961 * a key, return 1897 * a key, return
1962 */ 1898 */
1963 if (!tmp) 1899 if (!tmp)
1964 { 1900 {
1965 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1966 { 1902 {
1967 /* No reason to search empty containers */ 1903 /* No reason to search empty containers */
1968 if (tmp->type == CONTAINER && tmp->inv) 1904 if (tmp->type == CONTAINER && tmp->inv)
1969 { 1905 {
1970 if ((key = find_key (pl, tmp, door)) != NULL) 1906 if ((key = find_key (pl, tmp, door)))
1971 return key; 1907 return key;
1972 } 1908 }
1973 } 1909 }
1910
1974 if (!tmp) 1911 if (!tmp)
1975 return NULL; 1912 return NULL;
1976 } 1913 }
1914
1977 /* We get down here if we have found a key. Now if its in a container, 1915 /* We get down here if we have found a key. Now if its in a container,
1978 * see if we actually want to use it 1916 * see if we actually want to use it
1979 */ 1917 */
1980 if (pl != container) 1918 if (pl != container)
1981 { 1919 {
2002 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1940 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2003 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1941 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2004 return NULL; 1942 return NULL;
2005 } 1943 }
2006 } 1944 }
1945
2007 return tmp; 1946 return tmp;
2008} 1947}
2009 1948
2010/* moved door processing out of move_player_attack. 1949/* moved door processing out of move_player_attack.
2011 * returns 1 if player has opened the door with a key 1950 * returns 1 if player has opened the door with a key
2013 * 0 otherwise 1952 * 0 otherwise
2014 */ 1953 */
2015static int 1954static int
2016player_attack_door (object *op, object *door) 1955player_attack_door (object *op, object *door)
2017{ 1956{
2018 /* If its a door, try to find a use a key. If we do destroy the door, 1957 /* If its a door, try to find a key. If we do destroy the door,
2019 * might as well return immediately as there is nothing more to do - 1958 * might as well return immediately as there is nothing more to do -
2020 * otherwise, we fall through to the rest of the code. 1959 * otherwise, we fall through to the rest of the code.
2021 */ 1960 */
2022 object *key = find_key (op, op, door); 1961 object *key = find_key (op, op, door);
2023 1962
2024 /* IF we found a key, do some extra work */ 1963 /* If we found a key, do some extra work */
2025 if (key) 1964 if (key)
2026 { 1965 {
2027 object *container = key->env; 1966 object *container = key->env;
2028 1967
2029 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2030 if (action_makes_visible (op)) 1968 if (action_makes_visible (op))
2031 make_visible (op); 1969 make_visible (op);
1970
2032 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1971 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2033 spring_trap (door->inv, op); 1972 spring_trap (door->inv, op);
1973
2034 if (door->type == DOOR) 1974 if (door->type == DOOR)
2035 {
2036 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1975 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2037 }
2038 else if (door->type == LOCKED_DOOR) 1976 else if (door->type == LOCKED_DOOR)
2039 { 1977 {
2040 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1978 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2041 remove_door2 (door); /* remove door without violence ;-) */ 1979 remove_door2 (door); /* remove door without violence ;-) */
2042 } 1980 }
1981
2043 /* Do this after we print the message */ 1982 /* Do this after we print the message */
2044 decrease_ob (key); /* Use up one of the keys */ 1983 decrease_ob (key); /* Use up one of the keys */
2045 /* Need to update the weight the container the key was in */ 1984 /* Need to update the weight the container the key was in */
2046 if (container != op) 1985 if (container != op)
2047 esrv_update_item (UPD_WEIGHT, op, container); 1986 esrv_update_item (UPD_WEIGHT, op, container);
1987
2048 return 1; /* Nothing more to do below */ 1988 return 1; /* Nothing more to do below */
2049 } 1989 }
2050 else if (door->type == LOCKED_DOOR) 1990 else if (door->type == LOCKED_DOOR)
2051 { 1991 {
2052 /* Might as well return now - no other way to open this */ 1992 /* Might as well return now - no other way to open this */
2053 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1993 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2054 return 1; 1994 return 1;
2055 } 1995 }
1996
2056 return 0; 1997 return 0;
2057} 1998}
2058 1999
2059/* This function is just part of a breakup from move_player. 2000/* This function is just part of a breakup from move_player.
2060 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
2061 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2062 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2063 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2064 */ 2005 */
2065void 2006bool
2066move_player_attack (object *op, int dir) 2007move_player_attack (object *op, int dir)
2067{ 2008{
2068 object *tmp, *mon;
2069 sint16 nx, ny;
2070 int on_battleground; 2009 int on_battleground;
2071 maptile *m;
2072 2010
2073 nx = freearr_x[dir] + op->x; 2011 sint16 nx = freearr_x[dir] + op->x;
2074 ny = freearr_y[dir] + op->y; 2012 sint16 ny = freearr_y[dir] + op->y;
2075 2013
2076 on_battleground = op_on_battleground (op, 0, 0); 2014 on_battleground = op_on_battleground (op, 0, 0);
2015
2016 if (out_of_map (op->map, nx, ny))
2017 return false;
2018
2019 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2020 {
2021 --op->speed_left;
2022 return true;
2023 }
2077 2024
2078 /* If braced, or can't move to the square, and it is not out of the 2025 /* If braced, or can't move to the square, and it is not out of the
2079 * map, attack it. Note order of if statement is important - don't 2026 * map, attack it. Note order of if statement is important - don't
2080 * want to be calling move_ob if braced, because move_ob will move the 2027 * want to be calling move_ob if braced, because move_ob will move the
2081 * player. This is a pretty nasty hack, because if we could 2028 * player. This is a pretty nasty hack, because if we could
2082 * move to some space, it then means that if we are braced, we should 2029 * move to some space, it then means that if we are braced, we should
2083 * do nothing at all. As it is, if we are braced, we go through 2030 * do nothing at all. As it is, if we are braced, we go through
2084 * quite a bit of processing. However, it probably is less than what 2031 * quite a bit of processing. However, it probably is less than what
2085 * move_ob uses. 2032 * move_ob uses.
2086 */ 2033 */
2087 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2034 maptile *m = op->map->xy_find (nx, ny);
2088 {
2089 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2090 {
2091 m = get_map_from_coord (op->map, &nx, &ny);
2092 if (!m)
2093 return; /* Don't think this should happen */
2094 }
2095 else
2096 m = op->map;
2097 2035
2098 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2099 {
2100 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2101 return;
2102 }
2103
2104 mon = 0;
2105 /* Go through all the objects, and find ones of interest. Only stop if 2036 /* Go through all the objects, and find ones of interest. Only stop if
2106 * we find a monster - that is something we know we want to attack. 2037 * we find a monster - that is something we know we want to attack.
2107 * if its a door or barrel (can roll) see if there may be monsters 2038 * if its a door or barrel (can roll) see if there may be monsters
2108 * on the space 2039 * on the space
2109 */ 2040 */
2110 while (tmp) 2041 object *mon;
2111 { 2042 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2112 if (tmp == op) 2043 {
2113 { 2044 if ((mon->flag [FLAG_ALIVE]
2114 tmp = tmp->above; 2045 || mon->type == LOCKED_DOOR
2115 continue; 2046 || mon->flag [FLAG_CAN_ROLL])
2116 }
2117
2118 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2119 {
2120 mon = tmp; 2047 && mon != op)
2121 break; 2048 break;
2122 } 2049 }
2123 2050
2124 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2125 mon = tmp;
2126
2127 tmp = tmp->above;
2128 }
2129
2130 if (!mon) /* This happens anytime the player tries to move */ 2051 if (!mon) /* This happens anytime the player tries to move */
2131 return; /* into a wall */ 2052 return false; /* into a wall */
2132 2053
2133 if (mon->head)
2134 mon = mon->head; 2054 mon = mon->head_ ();
2135 2055
2136 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2056 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2057 if (op->contr->weapon_sp_left > 0.f)
2137 if (player_attack_door (op, mon)) 2058 if (player_attack_door (op, mon))
2059 {
2060 --op->contr->weapon_sp_left;
2138 return; 2061 return true;
2062 }
2139 2063
2140 /* The following deals with possibly attacking peaceful 2064 /* The following deals with possibly attacking peaceful
2141 * or frienddly creatures. Basically, all players are considered 2065 * or friendly creatures. Basically, all players are considered
2142 * unaggressive. If the moving player has peaceful set, then the 2066 * unaggressive. If the moving player has peaceful set, then the
2143 * object should be pushed instead of attacked. It is assumed that 2067 * object should be pushed instead of attacked. It is assumed that
2144 * if you are braced, you will not attack friends accidently, 2068 * if you are braced, you will not attack friends accidently,
2145 * and thus will not push them. 2069 * and thus will not push them.
2146 */ 2070 */
2147 2071
2148 /* If the creature is a pet, push it even if the player is not 2072 /* If the creature is a pet, push it even if the player is not
2149 * peaceful. Our assumption is the creature is a pet if the 2073 * peaceful. Our assumption is the creature is a pet if the
2150 * player owns it and it is either friendly or unagressive. 2074 * player owns it and it is either friendly or unagressive.
2151 */ 2075 */
2152 if ((op->type == PLAYER) 2076 if (op->type == PLAYER
2153#if COZY_SERVER
2154 &&
2155 ((mon->owner && mon->owner->contr 2077 && ((mon->owner && mon->owner->contr
2156 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2078 && same_party (mon->owner->contr->party, op->contr->party))
2157#else
2158 && mon->owner == op 2079 || mon->owner == op)
2159#endif
2160 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2080 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2161 { 2081 {
2162 /* If we're braced, we don't want to switch places with it */ 2082 /* If we're braced, we don't want to switch places with it */
2163 if (op->contr->braced) 2083 if (op->contr->braced)
2164 return; 2084 return false;
2165 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2085
2086 if (op->speed_left > 0.f)
2087 {
2088 --op->speed_left;
2089
2090 op->play_sound (sound_find ("push_player"));
2166 (void) push_ob (mon, dir, op); 2091 push_ob (mon, dir, op);
2092
2167 if (op->contr->tmp_invis || op->hide) 2093 if (op->contr->tmp_invis || op->hide)
2168 make_visible (op); 2094 make_visible (op);
2095
2169 return; 2096 return true;
2170 } 2097 }
2098 else
2099 return false;
2100 }
2171 2101
2172 /* in certain circumstances, you shouldn't attack friendly 2102 /* in certain circumstances, you shouldn't attack friendly
2173 * creatures. Note that if you are braced, you can't push 2103 * creatures. Note that if you are braced, you can't push
2174 * someone, but put it inside this loop so that you won't 2104 * someone, but put it inside this loop so that you won't
2175 * attack them either. 2105 * attack them either.
2176 */ 2106 */
2177 if ((mon->type == PLAYER || mon->enemy != op) && 2107 if ((mon->type == PLAYER || mon->enemy != op)
2178 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2108 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2179#ifdef PROHIBIT_PLAYERKILL
2180 (op->contr->peaceful 2109 && ((op->contr->peaceful
2181 || (mon->type == PLAYER 2110 || (mon->type == PLAYER && mon->contr->peaceful))
2182 && mon->contr->
2183 peaceful)) &&
2184#else
2185 op->contr->peaceful &&
2186#endif
2187 !on_battleground)) 2111 && !on_battleground))
2112 {
2113 if (op->speed_left > 0.f)
2188 { 2114 {
2115 --op->speed_left;
2116
2189 if (!op->contr->braced) 2117 if (!op->contr->braced)
2190 { 2118 {
2191 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 op->play_sound (sound_find ("push_player"));
2192 (void) push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2193 } 2121 }
2194 else 2122 else
2195 new_draw_info (0, 0, op, "You withhold your attack"); 2123 op->statusmsg ("You withhold your attack");
2196 2124
2197 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2198 make_visible (op); 2126 make_visible (op);
2199 }
2200 2127
2128 return true;
2129 }
2130 }
2201 /* If the object is a boulder or other rollable object, then 2131 /* If the object is a boulder or other rollable object, then
2202 * roll it if not braced. You can't roll it if you are braced. 2132 * roll it if not braced. You can't roll it if you are braced.
2203 */ 2133 */
2204 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2134 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2135 {
2136 if (op->speed_left > 0.f)
2205 { 2137 {
2138 --op->speed_left;
2139
2206 recursive_roll (mon, dir, op); 2140 recursive_roll (mon, dir, op);
2207 if (action_makes_visible (op)) 2141 if (action_makes_visible (op))
2208 make_visible (op); 2142 make_visible (op);
2209 }
2210 2143
2144 return true;
2145 }
2146 }
2211 /* Any generic living creature. Including things like doors. 2147 /* Any generic living creature. Including things like doors.
2212 * Way it works is like this: First, it must have some hit points 2148 * Way it works is like this: First, it must have some hit points
2213 * and be living. Then, it must be one of the following: 2149 * and be living. Then, it must be one of the following:
2214 * 1) Not a player, 2) A player, but of a different party. Note 2150 * 1) Not a player, 2) A player, but of a different party. Note
2215 * that party_number -1 is no party, so attacks can still happen. 2151 * that party_number -1 is no party, so attacks can still happen.
2216 */ 2152 */
2217
2218 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2153 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2219 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2154 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2220 { 2155 {
2221 2156 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2222 /* If the player hasn't hit something this tick, and does
2223 * so, give them speed boost based on weapon speed. Doing
2224 * it here is better than process_players2, which basically
2225 * incurred a 1 tick offset.
2226 */
2227 if (!op->contr->has_hit)
2228 { 2157 {
2229 op->speed_left += op->speed / op->contr->weapon_sp; 2158 --op->contr->weapon_sp_left;
2230
2231 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2232 }
2233 2159
2234 skill_attack (mon, op, 0, 0, 0); 2160 skill_attack (mon, op, 0, 0, 0);
2235
2236 /* If attacking another player, that player gets automatic
2237 * hitback, and doesn't loose luck either.
2238 * Disable hitback on the battleground or if the target is
2239 * the wiz.
2240 */
2241 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2242 {
2243 short luck = mon->stats.luck;
2244
2245 mon->contr->has_hit = 1;
2246 skill_attack (op, mon, 0, 0, 0);
2247 mon->stats.luck = luck;
2248 }
2249 2161
2250 if (action_makes_visible (op)) 2162 if (action_makes_visible (op))
2251 make_visible (op); 2163 make_visible (op);
2252 }
2253 } /* if player should attack something */
2254}
2255 2164
2256int 2165 return true;
2166 }
2167 }
2168
2169 return false;
2170}
2171
2172bool
2257move_player (object *op, int dir) 2173move_player (object *op, int dir)
2258{ 2174{
2259 int pick; 2175 int pick;
2260 2176
2261 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2177 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2262 return 0; 2178 return 0;
2263 2179
2264 /* Sanity check: make sure dir is valid */ 2180 /* Sanity check: make sure dir is valid */
2265 if ((dir < 0) || (dir >= 9)) 2181 if ((dir < 0) || (dir >= 9))
2266 { 2182 {
2267 LOG (llevError, "move_player: invalid direction %d\n", dir); 2183 LOG (llevError, "move_player: invalid direction %d\n", dir);
2268 return 0; 2184 return 0;
2269 } 2185 }
2270 2186
2271 /* peterm: added following line */ 2187 /* peterm: added following line */
2272 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2188 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2273 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2189 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2274 2190
2275 op->facing = dir; 2191 op->facing = dir;
2276 2192
2277 if (op->hide) 2193 if (op->hide)
2278 do_hidden_move (op); 2194 do_hidden_move (op);
2279 2195
2196 bool retval;
2197
2280 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2198 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2281 /*nop */ ; 2199 retval = RESULT_INT (0);
2282 else if (op->contr->fire_on) 2200 else if (op->contr->fire_on)
2283 fire (op, dir); 2201 retval = fire (op, dir);
2284 else 2202 else
2285 { 2203 {
2286 move_player_attack (op, dir); 2204 retval = move_player_attack (op, dir);
2287 pick = check_pick (op); 2205 pick = check_pick (op);
2288 } 2206 }
2289 2207
2290 /* Add special check for newcs players and fire on - this way, the 2208 /* Add special check for newcs players and fire on - this way, the
2291 * server can handle repeat firing. 2209 * server can handle repeat firing.
2298 /* Update how the player looks. Use the facing, so direction may 2216 /* Update how the player looks. Use the facing, so direction may
2299 * get reset to zero. This allows for full animation capabilities 2217 * get reset to zero. This allows for full animation capabilities
2300 * for players. 2218 * for players.
2301 */ 2219 */
2302 animate_object (op, op->facing); 2220 animate_object (op, op->facing);
2303 return 0; 2221
2222 return retval;
2304} 2223}
2305 2224
2306/* This is similar to handle_player, below, but is only used by the 2225/* This is similar to handle_player, below, but is only used by the
2307 * new client/server stuff. 2226 * new client/server stuff.
2308 * This is sort of special, in that the new client/server actually uses 2227 * This is sort of special, in that the new client/server actually uses
2309 * the new speed values for commands. 2228 * the new speed values for commands.
2310 * 2229 *
2311 * Returns true if there are more actions we can do. 2230 * Returns true if there are more actions we can do. Should not do
2231 * many actions in a row, as that would be too unfair to other
2232 * players.
2312 */ 2233 */
2313int 2234bool
2314handle_newcs_player (object *op) 2235handle_newcs_player (object *op)
2315{ 2236{
2316 if (op->contr->hidden)
2317 {
2318 op->invisible = 1000;
2319 /* the socket code flashes the player visible/invisible
2320 * depending on the value of invisible, so we need to
2321 * alternate it here for it to work correctly.
2322 */
2323 if (pticks & 2)
2324 op->invisible--;
2325 }
2326 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2327 {
2328 op->invisible--;
2329 if (!op->invisible)
2330 {
2331 make_visible (op);
2332 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2333 }
2334 }
2335
2336 if (QUERY_FLAG (op, FLAG_SCARED)) 2237 if (QUERY_FLAG (op, FLAG_SCARED))
2337 { 2238 {
2338 flee_player (op); 2239 if (op->speed_left > 0.f)
2339 /* If player is still scared, that is his action for this tick */
2340 if (QUERY_FLAG (op, FLAG_SCARED))
2341 { 2240 {
2342 op->speed_left--; 2241 --op->speed_left;
2242 flee_player (op);
2243
2343 return 0; 2244 return true;
2344 } 2245 }
2246 else
2247 return false;
2345 } 2248 }
2346
2347 /* I've been seeing crashes where the golem has been destroyed, but
2348 * the player object still points to the defunct golem. The code that
2349 * destroys the golem looks correct, and it doesn't always happen, so
2350 * put this in a a workaround to clean up the golem pointer.
2351 */
2352 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2353 op->contr->ranges[range_golem] = 0;
2354 2249
2355 /* call this here - we also will call this in do_ericserver, but 2250 /* call this here - we also will call this in do_ericserver, but
2356 * the players time has been increased when doericserver has been 2251 * the players time has been increased when doericserver has been
2357 * called, so we recheck it here. 2252 * called, so we recheck it here.
2358 */ 2253 */
2359 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2254 if (op->contr->ns->handle_command ())
2360 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2361 ;
2362
2363 if (op->speed_left < 0)
2364 return 0; 2255 return true;
2365 2256
2366 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2257 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2367 {
2368 /* All move commands take 1 tick, at least for now */
2369 op->speed_left--;
2370
2371 /* Instead of all the stuff below, let move_player take care
2372 * of it. Also, some of the skill stuff is only put in
2373 * there, as well as the confusion stuff.
2374 */
2375 move_player (op, op->direction); 2258 return move_player (op, op->direction);
2376 if (op->speed_left > 0)
2377 return 1;
2378 else
2379 return 0;
2380 }
2381 2259
2382 return 0; 2260 return false;
2383} 2261}
2384 2262
2385int 2263int
2386save_life (object *op) 2264save_life (object *op)
2387{ 2265{
2389 return 0; 2267 return 0;
2390 2268
2391 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2269 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2392 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2270 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2393 { 2271 {
2394 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2272 op->play_sound (sound_find ("ob_evaporate"));
2395 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2273 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2396 2274
2397 if (op->contr) 2275 if (op->contr)
2398 esrv_del_item (op->contr, tmp->count); 2276 esrv_del_item (op->contr, tmp->count);
2399 2277
2419/* This goes throws the inventory and removes unpaid objects, and puts them 2297/* This goes throws the inventory and removes unpaid objects, and puts them
2420 * back in the map (location and map determined by values of env). This 2298 * back in the map (location and map determined by values of env). This
2421 * function will descend into containers. op is the object to start the search 2299 * function will descend into containers. op is the object to start the search
2422 * from. 2300 * from.
2423 */ 2301 */
2424void 2302static void
2425remove_unpaid_objects (object *op, object *env) 2303drop_unpaid_items (object *op, object *env)
2426{ 2304{
2427 object *next;
2428
2429 while (op) 2305 while (op)
2430 { 2306 {
2431 next = op->below; /* Make sure we have a good value, in case 2307 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2432 * we remove object 'op' 2308
2433 */
2434 if (QUERY_FLAG (op, FLAG_UNPAID)) 2309 if (QUERY_FLAG (op, FLAG_UNPAID))
2435 { 2310 {
2436 op->remove ();
2437 op->x = env->x;
2438 op->y = env->y;
2439 if (env->type == PLAYER) 2311 if (env->type == PLAYER)
2440 esrv_del_item (env->contr, op->count); 2312 esrv_del_item (env->contr, op->count);
2441 insert_ob_in_map (op, env->map, NULL, 0); 2313
2314 op->insert_at (env);
2442 } 2315 }
2443 else if (op->inv) 2316 else if (op->inv)
2444 remove_unpaid_objects (op->inv, env); 2317 drop_unpaid_items (op->inv, env);
2445 2318
2446 op = next; 2319 op = next;
2447 } 2320 }
2321}
2322
2323void
2324object::drop_unpaid_items ()
2325{
2326 if (!flag [FLAG_REMOVED])
2327 ::drop_unpaid_items (inv, this);
2448} 2328}
2449 2329
2450/* 2330/*
2451 * Returns pointer a static string containing gravestone text 2331 * Returns pointer a static string containing gravestone text
2452 * Moved from apply.c to player.c - player.c is what 2332 * Moved from apply.c to player.c - player.c is what
2502 int rate_grace = 2000; 2382 int rate_grace = 2000;
2503 const int max_hp = 1; 2383 const int max_hp = 1;
2504 const int max_sp = 1; 2384 const int max_sp = 1;
2505 const int max_grace = 1; 2385 const int max_grace = 1;
2506 2386
2507 if (op->contr->outputs_sync) 2387 if (op->contr->hidden)
2388 {
2389 op->invisible = 1000;
2390 /* the socket code flashes the player visible/invisible
2391 * depending on the value of invisible, so we need to
2392 * alternate it here for it to work correctly.
2393 */
2394 if (pticks & 2)
2395 op->invisible--;
2508 { 2396 }
2509 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2397 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2510 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2398 {
2511 flush_output_element (op, &op->contr->outputs[i]); 2399 if (!op->invisible--)
2400 {
2401 make_visible (op);
2402 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2403 }
2512 } 2404 }
2513 2405
2514 if (op->contr->ns->state == ST_PLAYING) 2406 if (op->contr->ns->state == ST_PLAYING)
2515 { 2407 {
2516 /* these next three if clauses make it possible to SLOW DOWN 2408 /* these next three if clauses make it possible to SLOW DOWN
2535 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2427 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2536 else 2428 else
2537 { 2429 {
2538 gen_grace = op->stats.maxgrace; 2430 gen_grace = op->stats.maxgrace;
2539 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2431 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2540 }
2541
2542 /* Regenerate Spell Points */
2543 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2544 {
2545 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2546 if (op->stats.sp < op->stats.maxsp)
2547 {
2548 op->stats.sp++;
2549 /* dms do not consume food */
2550 if (!QUERY_FLAG (op, FLAG_WIZ))
2551 {
2552 op->stats.food--;
2553 if (op->contr->digestion < 0)
2554 op->stats.food += op->contr->digestion;
2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2556 op->stats.food = last_food;
2557 }
2558 }
2559
2560 if (max_sp > 1)
2561 {
2562 over_sp = (gen_sp + 10) / rate_sp;
2563 if (over_sp > 0)
2564 {
2565 if (op->stats.sp < op->stats.maxsp)
2566 {
2567 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2568
2569 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2570 op->stats.sp--;
2571
2572 if (op->stats.sp > op->stats.maxsp)
2573 op->stats.sp = op->stats.maxsp;
2574 }
2575 op->last_sp = 0;
2576 }
2577 else
2578 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2579 }
2580 else
2581 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2582 } 2432 }
2583 2433
2584 /* Regenerate Grace */ 2434 /* Regenerate Grace */
2585 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2435 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2586 if (--op->last_grace < 0) 2436 if (--op->last_grace < 0)
2607 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2457 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2608 } 2458 }
2609 /* wearing stuff doesn't detract from grace generation. */ 2459 /* wearing stuff doesn't detract from grace generation. */
2610 } 2460 }
2611 2461
2462 if (op->stats.food > 0)
2463 {
2612 /* Regenerate Hit Points */ 2464 /* Regenerate Spell Points */
2613 if (--op->last_heal < 0) 2465 if (!op->contr->golem && --op->last_sp < 0)
2614 {
2615 if (op->stats.hp < op->stats.maxhp)
2616 { 2466 {
2617 op->stats.hp++; 2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2618 /* dms do not consume food */ 2468
2619 if (!QUERY_FLAG (op, FLAG_WIZ)) 2469 if (op->stats.sp < op->stats.maxsp)
2620 { 2470 {
2471 op->stats.sp++;
2472
2473 /* dms do not consume food */
2474 if (!QUERY_FLAG (op, FLAG_WIZ))
2475 {
2621 op->stats.food--; 2476 op->stats.food--;
2477
2622 if (op->contr->digestion < 0) 2478 if (op->contr->digestion < 0)
2623 op->stats.food += op->contr->digestion; 2479 op->stats.food += op->contr->digestion;
2624 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2480 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2625 op->stats.food = last_food; 2481 op->stats.food = last_food;
2482 }
2626 } 2483 }
2627 }
2628 2484
2629 if (max_hp > 1) 2485 if (max_sp > 1)
2630 {
2631 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2632 if (over_hp > 0)
2633 { 2486 {
2634 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2487 over_sp = (gen_sp + 10) / rate_sp;
2488 if (over_sp > 0)
2489 {
2490 if (op->stats.sp < op->stats.maxsp)
2491 {
2492 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2493
2494 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2495 op->stats.sp--;
2496
2497 if (op->stats.sp > op->stats.maxsp)
2498 op->stats.sp = op->stats.maxsp;
2499 }
2500
2635 op->last_heal = 0; 2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2636 } 2505 }
2637 else 2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 }
2509
2510 /* Regenerate Hit Points */
2511 if (--op->last_heal < 0)
2512 {
2513 if (op->stats.hp < op->stats.maxhp)
2638 { 2514 {
2639 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2515 op->stats.hp++;
2516
2517 /* dms do not consume food */
2518 if (!QUERY_FLAG (op, FLAG_WIZ))
2519 {
2520 op->stats.food--;
2521
2522 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food;
2526 }
2640 } 2527 }
2528
2529 if (max_hp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532
2533 if (over_hp > 0)
2534 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2536 op->last_heal = 0;
2537 }
2538 else
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2641 } 2540 }
2642 else 2541 else
2643 {
2644 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2645 } 2543 }
2646 } 2544 }
2647 2545
2648 /* Digestion */ 2546 /* Digestion */
2649 if (--op->last_eat < 0) 2547 if (--op->last_eat < 0)
2650 { 2548 {
2651#ifdef COZY_SERVER 2549 int bonus = max (0, op->contr->digestion),
2652 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2550 penalty = max (0, -op->contr->digestion);
2653 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2654#else
2655 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2656#endif
2657 2551
2658 if (op->contr->gen_hp > 0)
2659 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2552 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2660 else
2661 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2662 2553
2663 /* dms do not consume food */ 2554 /* dms do not consume food */
2664 if (!QUERY_FLAG (op, FLAG_WIZ)) 2555 if (!QUERY_FLAG (op, FLAG_WIZ))
2665 op->stats.food--; 2556 op->stats.food--;
2666 } 2557 }
2693 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2584 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2694 manual_apply (op, flesh, 0); 2585 manual_apply (op, flesh, 0);
2695 } 2586 }
2696 } 2587 }
2697 2588
2698 while (op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0)
2699 op->stats.food++, op->stats.hp--; 2590 {
2591 op->stats.hp += op->stats.food;
2592 op->stats.food = 0;
2593 }
2700 2594
2701 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2595 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2702 kill_player (op); 2596 kill_player (op);
2703 } 2597 }
2704} 2598}
2709 * file. 2603 * file.
2710 */ 2604 */
2711void 2605void
2712kill_player (object *op) 2606kill_player (object *op)
2713{ 2607{
2608 int x, y;
2714 char buf[MAX_BUF]; 2609 char buf[MAX_BUF];
2715 int x, y;
2716
2717 //int i;
2718 maptile *map; /* this is for resurrection */ 2610 maptile *map; /* this is for resurrection */
2719
2720 /* int z;
2721 int num_stats_lose;
2722 int lost_a_stat;
2723 int lose_this_stat;
2724 int this_stat; */
2725 int will_kill_again; 2611 int will_kill_again;
2726 archetype *at; 2612 archetype *at;
2727 object *tmp; 2613 object *tmp;
2728 2614
2729 if (save_life (op)) 2615 if (save_life (op))
2730 return; 2616 return;
2731
2732 2617
2733 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2618 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2734 * in cities ONLY!!! It is very important that this doesn't get abused. 2619 * in cities ONLY!!! It is very important that this doesn't get abused.
2735 * Look at op_on_battleground() for more info --AndreasV 2620 * Look at op_on_battleground() for more info --AndreasV
2736 */ 2621 */
2739 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2624 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2740 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2625 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2741 2626
2742 /* restore player */ 2627 /* restore player */
2743 at = archetype::find ("poisoning"); 2628 at = archetype::find ("poisoning");
2744 tmp = present_arch_in_ob (at, op); 2629 if (object *tmp = present_arch_in_ob (at, op))
2745 if (tmp)
2746 { 2630 {
2747 tmp->destroy (); 2631 tmp->destroy ();
2748 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2632 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2749 } 2633 }
2750 2634
2751 at = archetype::find ("confusion"); 2635 at = archetype::find ("confusion");
2752 tmp = present_arch_in_ob (at, op); 2636 if (object *tmp = present_arch_in_ob (at, op))
2753 if (tmp)
2754 { 2637 {
2755 tmp->destroy (); 2638 tmp->destroy ();
2756 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2639 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2757 } 2640 }
2758 2641
2759 cure_disease (op, 0); /* remove any disease */ 2642 cure_disease (op, 0, 0); /* remove any disease */
2760 op->stats.hp = op->stats.maxhp; 2643 op->stats.hp = op->stats.maxhp;
2761 if (op->stats.food <= 0) 2644 if (op->stats.food <= 0)
2762 op->stats.food = 999; 2645 op->stats.food = 999;
2763 2646
2764 /* create a bodypart-trophy to make the winner happy */ 2647 /* create a bodypart-trophy to make the winner happy */
2765 tmp = arch_to_object (archetype::find ("finger")); 2648 if (object *tmp = arch_to_object (archetype::find ("finger")))
2766 if (tmp != NULL)
2767 { 2649 {
2768 sprintf (buf, "%s's finger", &op->name); 2650 tmp->name = format ("%s's finger" , &op->name);
2769 tmp->name = buf; 2651 tmp->name_pl = format ("%s's fingers", &op->name);
2770 sprintf (buf, " This finger has been cut off %s\n" 2652 tmp->msg = format (
2771 " the %s, when he was defeated at\n level %d by %s.\n", 2653 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2772 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2654 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2773 tmp->msg = buf; 2655 );
2774 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2656 tmp->value = 0, tmp->type = 0;
2775 tmp->materialname = NULL; 2657 tmp->materialname = "organics";
2776 tmp->x = op->x, tmp->y = op->y; 2658 tmp->insert_at (op, tmp);
2777 insert_ob_in_map (tmp, op->map, op, 0);
2778 } 2659 }
2779 2660
2780 /* teleport defeated player to new destination */ 2661 /* teleport defeated player to new destination */
2781 transfer_ob (op, x, y, 0, NULL); 2662 transfer_ob (op, x, y, 0, NULL);
2782 op->contr->braced = 0; 2663 op->contr->braced = 0;
2786 INVOKE_PLAYER (DEATH, op->contr); 2667 INVOKE_PLAYER (DEATH, op->contr);
2787 2668
2788 command_kill_pets (op, 0); 2669 command_kill_pets (op, 0);
2789 2670
2790 if (op->stats.food < 0) 2671 if (op->stats.food < 0)
2791 {
2792 if (op->contr->explore)
2793 {
2794 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2795 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2796 op->stats.food = 999;
2797 return;
2798 }
2799 sprintf (buf, "%s starved to death.", &op->name);
2800 strcpy (op->contr->killer, "starvation"); 2672 strcpy (op->contr->killer, "starvation");
2801 } 2673
2802 else 2674 op->contr->play_sound (sound_find ("player_dies"));
2803 {
2804 if (op->contr->explore)
2805 {
2806 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2807 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2808 op->stats.hp = op->stats.maxhp;
2809 return;
2810 }
2811 sprintf (buf, "%s died.", &op->name);
2812 }
2813 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2814 2675
2815 /* save the map location for corpse, gravestone */ 2676 /* save the map location for corpse, gravestone */
2816 x = op->x; 2677 x = op->x;
2817 y = op->y; 2678 y = op->y;
2818 map = op->map; 2679 map = op->map;
2819
2820 2680
2821 /* NOT_PERMADEATH code. This basically brings the character back to 2681 /* NOT_PERMADEATH code. This basically brings the character back to
2822 * life if they are dead - it takes some exp and a random stat. 2682 * life if they are dead - it takes some exp and a random stat.
2823 * See the config.h file for a little more in depth detail about this. 2683 * See the config.h file for a little more in depth detail about this.
2824 */ 2684 */
2841 num_stats_lose = 1; 2701 num_stats_lose = 1;
2842 else 2702 else
2843 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2703 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2844 } 2704 }
2845 else 2705 else
2846 {
2847 num_stats_lose = 1; 2706 num_stats_lose = 1;
2848 } 2707
2849 lost_a_stat = 0; 2708 lost_a_stat = 0;
2850 2709
2851 for (z = 0; z < num_stats_lose; z++) 2710 for (z = 0; z < num_stats_lose; z++)
2852 { 2711 {
2853 i = RANDOM () % NUM_STATS; 2712 i = RANDOM () % NUM_STATS;
2983 { 2842 {
2984 tmp->destroy (); 2843 tmp->destroy ();
2985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2844 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2986 } 2845 }
2987 2846
2988 cure_disease (op, 0); /* remove any disease */ 2847 cure_disease (op, 0, 0); /* remove any disease */
2989 2848
2990 /*add_exp(op, (op->stats.exp * -0.20)); */ 2849 /*add_exp(op, (op->stats.exp * -0.20)); */
2991 apply_death_exp_penalty (op); 2850 apply_death_exp_penalty (op);
2992 if (op->stats.food < 100) 2851 if (op->stats.food < 100)
2993 op->stats.food = 900; 2852 op->stats.food = 900;
2994 op->stats.hp = op->stats.maxhp; 2853 op->stats.hp = op->stats.maxhp;
2995 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2854 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2996 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2855 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2997 2856
2998 /* 2857 /*
2999 * Check to see if the player is in a shop. IF so, then check to see if
3000 * the player has any unpaid items. If so, remove them and put them back 2858 * Check to see if the player has any unpaid items. If so, remove them
3001 * in the map. 2859 * and put them back in the map.
3002 */ 2860 */
3003 2861 op->drop_unpaid_items ();
3004 if (is_in_shop (op))
3005 remove_unpaid_objects (op->inv, op);
3006 2862
3007 /****************************************/ 2863 /****************************************/
3008 /* */ 2864 /* */
3009 /* Move player to his current respawn- */ 2865 /* Move player to his current respawn- */
3010 /* position (usually last savebed) */ 2866 /* position (usually last savebed) */
3011 /* */ 2867 /* */
3012 /****************************************/ 2868 /****************************************/
3013 2869
3014 enter_player_savebed (op); 2870 enter_player_savebed (op);
3015 2871
3016 /* Save the player before inserting the force to reduce
3017 * chance of abuse.
3018 */
3019 op->contr->braced = 0; 2872 op->contr->braced = 0;
3020 op->contr->save ();
3021 2873
3022 /* it is possible that the player has blown something up 2874 /* it is possible that the player has blown something up
3023 * at his savebed location, and that can have long lasting 2875 * at his savebed location, and that can have long lasting
3024 * spell effects. So first see if there is a spell effect 2876 * spell effects. So first see if there is a spell effect
3025 * on the space that might harm the player. 2877 * on the space that might harm the player.
3034 object *force; 2886 object *force;
3035 int at; 2887 int at;
3036 2888
3037 force = get_archetype (FORCE_NAME); 2889 force = get_archetype (FORCE_NAME);
3038 /* 50 ticks should be enough time for the spell to abate */ 2890 /* 50 ticks should be enough time for the spell to abate */
3039 force->speed = 0.1; 2891 force->speed = 0.1f;
3040 force->speed_left = -5.0; 2892 force->speed_left = -5.f;
3041 SET_FLAG (force, FLAG_APPLIED); 2893 SET_FLAG (force, FLAG_APPLIED);
3042 for (at = 0; at < NROFATTACKS; at++) 2894 for (at = 0; at < NROFATTACKS; at++)
3043 if (will_kill_again & (1 << at)) 2895 if (will_kill_again & (1 << at))
3044 force->resist[at] = 100; 2896 force->resist[at] = 100;
3045 2897
3054void 2906void
3055loot_object (object *op) 2907loot_object (object *op)
3056{ /* Grab and destroy some treasure */ 2908{ /* Grab and destroy some treasure */
3057 object *tmp, *tmp2, *next; 2909 object *tmp, *tmp2, *next;
3058 2910
3059 if (op->container) 2911 op->close_container (); /* close open sack first */
3060 esrv_apply_container (op, op->container); /* close open sack first */
3061 2912
3062 for (tmp = op->inv; tmp; tmp = next) 2913 for (tmp = op->inv; tmp; tmp = next)
3063 { 2914 {
3064 next = tmp->below; 2915 next = tmp->below;
3065 2916
3066 if (tmp->invisible) 2917 if (tmp->invisible)
3067 continue; 2918 continue;
3068 2919
3069 tmp->remove (); 2920 tmp->remove ();
3070 tmp->x = op->x, tmp->y = op->y; 2921 tmp->x = op->x, tmp->y = op->y;
2922
3071 if (tmp->type == CONTAINER) 2923 if (tmp->type == CONTAINER)
3072 { /* empty container to ground */ 2924 loot_object (tmp); /* empty container to ground */
3073 loot_object (tmp); 2925
3074 }
3075 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2926 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3076 { 2927 {
3077 if (tmp->nrof > 1) 2928 if (tmp->nrof > 1)
3078 { 2929 {
3079 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2930 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3080 tmp2->destroy (); 2931 tmp2->destroy ();
3091/* 2942/*
3092 * fix_weight(): Check recursively the weight of all players, and fix 2943 * fix_weight(): Check recursively the weight of all players, and fix
3093 * what needs to be fixed. Refresh windows and fix speed if anything 2944 * what needs to be fixed. Refresh windows and fix speed if anything
3094 * was changed. 2945 * was changed.
3095 */ 2946 */
3096
3097void 2947void
3098fix_weight (void) 2948fix_weight (void)
3099{ 2949{
3100 for (player *pl = first_player; pl; pl = pl->next) 2950 for_all_players (pl)
3101 { 2951 {
3102 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2952 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3103 2953
3104 if (old == sum) 2954 if (old == sum)
3105 continue; 2955 continue;
3109} 2959}
3110 2960
3111void 2961void
3112fix_luck (void) 2962fix_luck (void)
3113{ 2963{
3114 for (player *pl = first_player; pl; pl = pl->next) 2964 for_all_players (pl)
3115 if (!pl->ob->contr->ns->state) 2965 if (!pl->ob->contr->ns->state)
3116 pl->ob->change_luck (0); 2966 pl->ob->change_luck (0);
3117} 2967}
3118 2968
3119/* cast_dust() - handles op throwing objects of type 'DUST'. 2969/* cast_dust() - handles op throwing objects of type 'DUST'.
3156void 3006void
3157make_visible (object *op) 3007make_visible (object *op)
3158{ 3008{
3159 op->hide = 0; 3009 op->hide = 0;
3160 op->invisible = 0; 3010 op->invisible = 0;
3011
3161 if (op->type == PLAYER) 3012 if (op->type == PLAYER)
3162 { 3013 {
3163 op->contr->tmp_invis = 0; 3014 op->contr->tmp_invis = 0;
3164 op->contr->invis_race = 0; 3015 op->contr->invis_race = 0;
3165 } 3016 }
3017
3166 update_object (op, UP_OBJ_FACE); 3018 update_object (op, UP_OBJ_CHANGE);
3167} 3019}
3168 3020
3169int 3021int
3170is_true_undead (object *op) 3022is_true_undead (object *op)
3171{ 3023{
3172 object *tmp = NULL;
3173
3174 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3024 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3175 return 1; 3025 return 1;
3176 3026
3177 return 0; 3027 return 0;
3178} 3028}
3179 3029
3180/* look at the surrounding terrain to determine 3030/* look at the surrounding terrain to determine
3181 * the hideability of this object. Positive levels 3031 * the hideability of this object. Positive levels
3182 * indicate greater hideability. 3032 * indicate greater hideability.
3183 */ 3033 */
3184
3185int 3034int
3186hideability (object *ob) 3035hideability (object *ob)
3187{ 3036{
3188 int i, level = 0, mflag; 3037 int i, level = 0, mflag;
3189 sint16 x, y; 3038 sint16 x, y;
3223/* For Hidden creatures - a chance of becoming 'unhidden' 3072/* For Hidden creatures - a chance of becoming 'unhidden'
3224 * every time they move - as we subtract off 'invisibility' 3073 * every time they move - as we subtract off 'invisibility'
3225 * AND, for players, if they move into a ridiculously unhideable 3074 * AND, for players, if they move into a ridiculously unhideable
3226 * spot (surrounded by clear terrain in broad daylight). -b.t. 3075 * spot (surrounded by clear terrain in broad daylight). -b.t.
3227 */ 3076 */
3228
3229void 3077void
3230do_hidden_move (object *op) 3078do_hidden_move (object *op)
3231{ 3079{
3232 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3080 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3233 object *skop; 3081 object *skop;
3237 3085
3238 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3086 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3239 3087
3240 /* its *extremely* hard to run and sneak/hide at the same time! */ 3088 /* its *extremely* hard to run and sneak/hide at the same time! */
3241 if (op->type == PLAYER && op->contr->run_on) 3089 if (op->type == PLAYER && op->contr->run_on)
3242 {
3243 if (!skop || num >= skop->level) 3090 if (!skop || num >= skop->level)
3244 { 3091 {
3245 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3092 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3246 make_visible (op); 3093 make_visible (op);
3247 return; 3094 return;
3248 } 3095 }
3249 else 3096 else
3250 num += 20; 3097 num += 20;
3251 } 3098
3252 num += op->map->difficulty; 3099 num += op->map->difficulty;
3253 hide = hideability (op); /* modify by terrain hidden level */ 3100 hide = hideability (op); /* modify by terrain hidden level */
3254 num -= hide; 3101 num -= hide;
3102
3255 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3103 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3256 { 3104 {
3257 make_visible (op); 3105 make_visible (op);
3258 if (op->type == PLAYER) 3106 if (op->type == PLAYER)
3259 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3260 } 3108 }
3261 else if (op->type == PLAYER && skop) 3109 else if (op->type == PLAYER && skop)
3262 {
3263 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3110 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3264 }
3265} 3111}
3266 3112
3267/* determine if who is standing near a hostile creature. */ 3113/* determine if who is standing near a hostile creature. */
3268 3114
3269int 3115int
3317 * object op. This function works fine for monsters, 3163 * object op. This function works fine for monsters,
3318 * but we dont worry if the object isnt the top one in 3164 * but we dont worry if the object isnt the top one in
3319 * a pile (say a coin under a table would return "viewable" 3165 * a pile (say a coin under a table would return "viewable"
3320 * by this routine). Another question, should we be 3166 * by this routine). Another question, should we be
3321 * concerned with the direction the player is looking 3167 * concerned with the direction the player is looking
3322 * in? Realistically, most of use cant see stuff behind 3168 * in? Realistically, most of us can't see stuff behind
3323 * our backs...on the other hand, does the "facing" direction 3169 * our backs...on the other hand, does the "facing" direction
3324 * imply the way your head, or body is facing? Its possible 3170 * imply the way your head, or body is facing? It's possible
3325 * for them to differ. Sigh, this fctn could get a bit more complex. 3171 * for them to differ. Sigh, this fctn could get a bit more complex.
3326 * -b.t. 3172 * -b.t.
3327 * This function is now map tiling safe. 3173 * This function is now map tiling safe.
3328 */ 3174 */
3329
3330int 3175int
3331player_can_view (object *pl, object *op) 3176player_can_view (object *pl, object *op)
3332{ 3177{
3333 rv_vector rv; 3178 rv_vector rv;
3334 int dx, dy; 3179 int dx, dy;
3336 if (pl->type != PLAYER) 3181 if (pl->type != PLAYER)
3337 { 3182 {
3338 LOG (llevError, "player_can_view() called for non-player object\n"); 3183 LOG (llevError, "player_can_view() called for non-player object\n");
3339 return -1; 3184 return -1;
3340 } 3185 }
3186
3341 if (!pl || !op) 3187 if (!pl || !op)
3342 return 0; 3188 return 0;
3343 3189
3344 if (op->head)
3345 {
3346 op = op->head; 3190 op = op->head_ ();
3347 } 3191
3348 get_rangevector (pl, op, &rv, 0x1); 3192 get_rangevector (pl, op, &rv, 0x1);
3349 3193
3350 /* starting with the 'head' part, lets loop 3194 /* starting with the 'head' part, lets loop
3351 * through the object and find if it has any 3195 * through the object and find if it has any
3352 * part that is in the los array but isnt on 3196 * part that is in the los array but isn't on
3353 * a blocked los square. 3197 * a blocked los square.
3354 * we use the archetype to figure out offsets. 3198 * we use the archetype to figure out offsets.
3355 */ 3199 */
3356 while (op) 3200 while (op)
3357 { 3201 {
3358 dx = rv.distance_x + op->arch->clone.x; 3202 dx = rv.distance_x + op->arch->x;
3359 dy = rv.distance_y + op->arch->clone.y; 3203 dy = rv.distance_y + op->arch->y;
3360 3204
3361 /* only the viewable area the player sees is updated by LOS 3205 /* only the viewable area the player sees is updated by LOS
3362 * code, so we need to restrict ourselves to that range of values 3206 * code, so we need to restrict ourselves to that range of values
3363 * for any meaningful values. 3207 * for any meaningful values.
3364 */ 3208 */
3365 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3366 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3367 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3368 return 1; 3212 return 1;
3213
3369 op = op->more; 3214 op = op->more;
3370 } 3215 }
3216
3371 return 0; 3217 return 0;
3372} 3218}
3373 3219
3374/* routine for both players and monsters. We call this when 3220/* routine for both players and monsters. We call this when
3375 * there is a possibility for our action distrubing our hiding 3221 * there is a possibility for our action distrubing our hiding
3378 * return 0. 3224 * return 0.
3379 */ 3225 */
3380int 3226int
3381action_makes_visible (object *op) 3227action_makes_visible (object *op)
3382{ 3228{
3383
3384 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3385 { 3230 {
3386 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3387 return 0; 3232 return 0;
3388 3233
3394 { 3239 {
3395 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3396 return 1; 3241 return 1;
3397 } 3242 }
3398 } 3243 }
3244
3399 return 0; 3245 return 0;
3400} 3246}
3401 3247
3402/* op_on_battleground - checks if the given object op (usually 3248/* op_on_battleground - checks if the given object op (usually
3403 * a player) is standing on a valid battleground-tile, 3249 * a player) is standing on a valid battleground-tile,
3408 * Default is to do the same as before, so only people wanting to have different points need worry about this 3254 * Default is to do the same as before, so only people wanting to have different points need worry about this
3409 */ 3255 */
3410int 3256int
3411op_on_battleground (object *op, int *x, int *y) 3257op_on_battleground (object *op, int *x, int *y)
3412{ 3258{
3413 object *tmp;
3414
3415 /* A battleground-tile needs the following attributes to be valid: 3259 /* A battleground-tile needs the following attributes to be valid:
3416 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3260 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3417 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3261 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3418 * and the exit-coordinates sp/hp must both be > 0. 3262 * and the exit-coordinates sp/hp must both be > 0.
3419 * => The intention here is to prevent abuse of the battleground- 3263 * => The intention here is to prevent abuse of the battleground-
3420 * feature (like pickable or hidden battleground tiles). */ 3264 * feature (like pickable or hidden battleground tiles). */
3421 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3265 for (object *tmp = op->below; tmp; tmp = tmp->below)
3422 { 3266 {
3423 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3424 { 3268 {
3425 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3269 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3426 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3270 && tmp->type == BATTLEGROUND
3271 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp))
3427 { 3273 {
3428 /*before we assign the exit, check if this is a teambattle */ 3274 /* before we assign the exit, check if this is a teambattle */
3429 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3275 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3430 { 3276 {
3431 object *invtmp;
3432
3433 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3434 { 3278 {
3435 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3436 { 3280 {
3437 if (x != NULL && y != NULL) 3281 if (x && y)
3438 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283
3439 return 1; 3284 return 1;
3440 } 3285 }
3441 } 3286 }
3442 } 3287 }
3288
3443 if (x != NULL && y != NULL) 3289 if (x && y)
3444 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291
3445 return 1; 3292 return 1;
3446 } 3293 }
3447 } 3294 }
3448 } 3295 }
3296
3449 /* If we got here, did not find a battleground */ 3297 /* If we got here, did not find a battleground */
3450 return 0; 3298 return 0;
3451} 3299}
3452 3300
3453/* 3301/*
3469 char buf[MAX_BUF]; /* tmp. string buffer */ 3317 char buf[MAX_BUF]; /* tmp. string buffer */
3470 int i = 0, j = 0; 3318 int i = 0, j = 0;
3471 3319
3472 /* get the appropriate treasurelist */ 3320 /* get the appropriate treasurelist */
3473 if (atnr == ATNR_FIRE) 3321 if (atnr == ATNR_FIRE)
3474 trlist = find_treasurelist ("dragon_ability_fire"); 3322 trlist = treasurelist::find (shstr_dragon_ability_fire);
3475 else if (atnr == ATNR_COLD) 3323 else if (atnr == ATNR_COLD)
3476 trlist = find_treasurelist ("dragon_ability_cold"); 3324 trlist = treasurelist::find (shstr_dragon_ability_cold);
3477 else if (atnr == ATNR_ELECTRICITY) 3325 else if (atnr == ATNR_ELECTRICITY)
3478 trlist = find_treasurelist ("dragon_ability_elec"); 3326 trlist = treasurelist::find (shstr_dragon_ability_elec);
3479 else if (atnr == ATNR_POISON) 3327 else if (atnr == ATNR_POISON)
3480 trlist = find_treasurelist ("dragon_ability_poison"); 3328 trlist = treasurelist::find (shstr_dragon_ability_poison);
3481 3329
3482 if (trlist == NULL || who->type != PLAYER) 3330 if (trlist == NULL || who->type != PLAYER)
3483 return; 3331 return;
3484 3332
3485 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3333 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3486 3334
3487 if (tr == NULL || tr->item == NULL) 3335 if (!tr || !tr->item)
3488 { 3336 {
3489 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3337 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3490 return; 3338 return;
3491 } 3339 }
3492 3340
3493 /* everything seems okay - now bring on the gift: */ 3341 /* everything seems okay - now bring on the gift: */
3494 item = &(tr->item->clone); 3342 item = tr->item;
3495 3343
3496 if (item->type == SPELL) 3344 if (item->type == SPELL)
3497 { 3345 {
3498 if (check_spell_known (who, item->name)) 3346 if (check_spell_known (who, item->name))
3499 return; 3347 return;
3558 { 3406 {
3559 /* forces in the treasurelist can alter the player's stats */ 3407 /* forces in the treasurelist can alter the player's stats */
3560 object *skin; 3408 object *skin;
3561 3409
3562 /* first get the dragon skin force */ 3410 /* first get the dragon skin force */
3563 shstr_cmp dragon_skin_force ("dragon_skin_force");
3564 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3411 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3565 ; 3412 ;
3566 3413
3567 if (!skin) 3414 if (!skin)
3568 return; 3415 return;
3569 3416
3617 * not readied. 3464 * not readied.
3618 */ 3465 */
3619void 3466void
3620player_unready_range_ob (player *pl, object *ob) 3467player_unready_range_ob (player *pl, object *ob)
3621{ 3468{
3622 rangetype i; 3469 if (pl->ob->current_weapon == ob)
3470 pl->ob->current_weapon = 0;
3623 3471
3624 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3472 if (pl->combat_ob == ob)
3625 { 3473 pl->combat_ob = 0;
3474
3626 if (pl->ranges[i] == ob) 3475 if (pl->ranged_ob == ob)
3627 { 3476 pl->ranged_ob = 0;
3628 pl->ranges[i] = NULL;
3629 if (pl->shoottype == i)
3630 {
3631 pl->shoottype = range_none;
3632 }
3633 }
3634 }
3635} 3477}
3478
3479sint8
3480player::visibility_at (maptile *map, int x, int y) const
3481{
3482 if (!ns)
3483 return 0;
3484
3485 int dx, dy;
3486 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3487 return 0;
3488
3489 x += dx - ns->current_x + ns->mapx / 2;
3490 y += dy - ns->current_y + ns->mapy / 2;
3491
3492 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3493 return 0;
3494
3495 return 100 - blocked_los [x][y];
3496}
3497
3498void
3499player::infobox (const char *title, const char *msg, int color)
3500{
3501 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3502}
3503
3504void
3505player::statusmsg (const char *msg, int color)
3506{
3507 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3508}
3509
3510void
3511player::failmsg (const char *msg, int color)
3512{
3513 play_sound (sound_find ("generic_failure"));
3514 statusmsg (msg, color);
3515}
3516

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