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Comparing deliantra/server/server/player.C (file contents):
Revision 1.106 by pippijn, Fri Mar 2 10:15:40 2007 UTC vs.
Revision 1.175 by elmex, Mon Nov 26 12:54:32 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
194 return; 178 return;
195 179
196 terminate_all_pets (ob); 180 terminate_all_pets (ob);
197 remove_friendly_object (ob); 181 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
199 maplevel = ob->map->path; 185 maplevel = ob->map->path;
186
200 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
201 ob->map = 0; 189 ob->map = 0;
202 party = 0; 190 party = 0;
203 191
204 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
205 ranges [range_skill] = 0;
206 193
207 players.erase (this); 194 players.erase (this);
208} 195}
209 196
210// connect the player with a specific client 197// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
212void 199void
213player::connect (client *ns) 200player::connect (client *ns)
214{ 201{
215 this->ns = ns; 202 this->ns = ns;
216 ns->pl = this; 203 ns->pl = this;
220 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
221 208
222 ns->update_look = 0; 209 ns->update_look = 0;
223 ns->look_position = 0; 210 ns->look_position = 0;
224 211
225 clear_los (ob); 212 clear_los (this);
226 213
227 ns->reset_stats (); 214 ns->reset_stats ();
228 215
229 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235 219
236 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
237 link_player_skills (ob); 221 link_player_skills (ob);
238 222
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240 224
241 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
242 226
243 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
245 { 229 {
246 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
247 231
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250
251 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
254 abil = tmp; 235 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
256 skin = tmp; 237 skin = tmp;
257 238
258 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
259 } 240 }
260 241
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262 243
263 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
264 245
265 ob->update_stats (); 246 ob->update_stats ();
247
266 ns->floorbox_update (); 248 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
270 251
271 activate (); 252 activate ();
272 253
279} 260}
280 261
281void 262void
282player::disconnect () 263player::disconnect ()
283{ 264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
284 if (ns) 271 if (ns)
285 { 272 {
286 if (active) 273 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288 275
289 INVOKE_PLAYER (DISCONNECT, this); 276 INVOKE_PLAYER (DISCONNECT, this);
290 277
291 ns->reset_stats (); 278 ns->reset_stats ();
292 ns->pl = 0; 279 ns->pl = 0;
293 this->ns = 0; 280 ns = 0;
294 } 281 }
295 282
296 if (ob) 283 observe = ob;
297 ob->close_container (); //TODO: client-specific
298 284
299 deactivate (); 285 deactivate ();
300} 286}
301 287
302// the need for this function can be explained 288// the need for this function can be explained
303// by load_object not returning the object 289// by load_object not returning the object
304void 290void
305player::set_object (object *op) 291player::set_object (object *op)
306{ 292{
307 ob = op; 293 ob = observe = op;
308 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
309 295
310 ob->speed_left = 0.5;
311 ob->speed = 1.0; 296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
312 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326}
327
328void
329player::set_observe (object *op)
330{
331 observe = op ? op : ob;
332 do_los = 1;
313} 333}
314 334
315player::player () 335player::player ()
316{ 336{
317 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point. 338 * we deal with that below this point.
319 */ 339 */
320 outputs_sync = 16; /* Every 2 seconds */ 340 outputs_sync = 4;
321 outputs_count = 8; /* Keeps present behaviour */ 341 outputs_count = 4;
322 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
323 343
324 savebed_map = first_map_path; /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
325 345
326 gen_sp_armour = 10; 346 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal; 347 bowtype = bow_normal;
329 petmode = pet_normal; 348 petmode = pet_normal;
330 listening = 10; 349 listening = 10;
331 usekeys = containers; 350 usekeys = containers;
332 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
333 do_los = 1; 352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
334} 356}
335 357
336void 358void
337player::do_destroy () 359player::do_destroy ()
338{ 360{
343 if (ob) 365 if (ob)
344 { 366 {
345 ob->destroy_inv (false); 367 ob->destroy_inv (false);
346 ob->destroy (); 368 ob->destroy ();
347 } 369 }
370
371 ob = observe = 0;
348} 372}
349 373
350player::~player () 374player::~player ()
351{ 375{
352 /* Clear item stack */ 376 /* Clear item stack */
379 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
380 */ 404 */
381archetype * 405archetype *
382get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
383{ 407{
384 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
385 409
386 for (;;) 410 for (;;)
387 { 411 {
388 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
389 at = first_archetype; 413 i = archetypes.begin ();
390 else 414 else if (*i == at)
391 at = at->next; 415 cleanup ("not a single player archetype found");
392 416
393 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
394 return at; 418 return *i;
395
396 if (at == start)
397 {
398 LOG (llevError, "No Player archetypes\n");
399 exit (-1);
400 }
401 } 419 }
402} 420}
403 421
404object * 422object *
405get_nearest_player (object *mon) 423get_nearest_player (object *mon)
409 unsigned lastdist; 427 unsigned lastdist;
410 rv_vector rv; 428 rv_vector rv;
411 429
412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
413 { 431 {
414 /* We should not find free objects on this friendly list, but it
415 * does periodically happen. Given that, lets deal with it.
416 * While unlikely, it is possible the next object on the friendly
417 * list is also free, so encapsulate this in a while loop.
418 */
419 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
420 {
421 object *tmp = ol->ob;
422
423 /* Can't do much more other than log the fact, because the object
424 * itself will have been cleared.
425 */
426 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427 tmp->debug_desc ());
428 ol = ol->next;
429 remove_friendly_object (tmp);
430 if (!ol)
431 return op;
432 }
433
434 /* Remove special check for player from this. First, it looks to cause
435 * some crashes (ol->ob->contr not set properly?), but secondly, a more
436 * complicated method of state checking would be needed in any case -
437 * as it was, a clever player could type quit, and the function would
438 * skip them over while waiting for confirmation. Remove
439 * on_same_map check, as can_detect_enemy also does this
440 */
441 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
442 continue; 433 continue;
443 434
444 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
445 { 436 {
771} 762}
772 763
773void 764void
774object::roll_stats () 765object::roll_stats ()
775{ 766{
776 int statsort [7]; 767 int statsort [NUM_STATS];
777 768
778 for (;;) 769 for (;;)
779 { 770 {
780 int sum = 0; 771 int sum = 0;
781 for (int i = 7; i--; ) 772 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 773 sum += statsort [i] = roll_stat ();
783 774
784 if (sum >= 82 && sum <= 116) 775 if (sum >= 82 && sum <= 116)
785 break; 776 break;
786 } 777 }
787 778
788 // Sort the stats so that rerolling is easier... 779 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 781
782 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 783 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 784
799 stats.exp = 0; 785 stats.exp = 0;
800 stats.ac = 0; 786 stats.ac = 0;
801 787
802 stats.hp = stats.maxhp; 788 stats.hp = stats.maxhp;
814} 800}
815 801
816void 802void
817object::swap_stats (int a, int b) 803object::swap_stats (int a, int b)
818{ 804{
819 int tmp = get_attr_value (&contr->orig_stats, a); 805 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 806
807 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 808 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 809
831 //TODO: the following code looks so borked and should, at the very least, 810 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 811 // be merged with the similar code in roll_stats
833 stats.ac = 0; 812 stats.ac = 0;
834 813
865 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 846 * separate race and class; this actually changes the RACE,
868 * not the class. 847 * not the class.
869 */ 848 */
870int 849void
871key_change_class (object *op, char key) 850player::chargen_race_done ()
872{ 851{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 853 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 854
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 855 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 856 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 857 create_treasure (tl, ob, 0, 0, 0);
885 858
886 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, ob->contr);
888 861
889 op->contr->ns->state = ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
890 863
891 if (op->msg) 864 if (ob->msg)
892 op->msg = NULL; 865 ob->msg = 0;
893 866
894 /* We create this now because some of the unique maps will need it 867 /* We create this now because some of the unique maps will need it
895 * to save here. 868 * to save here.
896 */ 869 */
870 {
871 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 873 make_path_to_file (buf);
874 }
899 875
900 start_info (op); 876 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 878 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 879 link_player_skills (ob);
904 esrv_send_inventory (op, op); 880 esrv_send_inventory (ob, ob);
905 op->update_stats (); 881 ob->update_stats ();
906 882
907 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
908 * is one for this race 884 * is one for this race
909 */ 885 */
910 if (*first_map_ext_path) 886 if (*first_map_ext_path)
911 { 887 {
912 object *tmp; 888 object *tmp;
913 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
914 890
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 891 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create (); 892 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 894 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 895 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 896 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
922 * default initial map */ 898 * default initial map */
923 tmp->destroy (); 899 tmp->destroy ();
924 } 900 }
925 else 901 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
903}
927 904
928 return 0; 905void
929 } 906player::chargen_race_next ()
930 907{
931 /* Following actually changes the race - this is the default command 908 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 909 * if we don't match with one of the options above.
933 */ 910 */
934 911
935 tmp_loop = 0; 912 do
936 while (!tmp_loop)
937 { 913 {
938 shstr name = op->name; 914 shstr name = ob->name;
939 int x = op->x, y = op->y; 915 int x = ob->x, y = ob->y;
940 916
941 op->remove_statbonus (); 917 ob->remove_statbonus ();
942 op->remove (); 918 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 919 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 920 ob->arch->copy_to (ob);
945 op->instantiate (); 921 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 923 ob->name = ob->name_pl = name;
948 op->x = x; 924 ob->x = x;
949 op->y = y; 925 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 928 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 929 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 930 }
931 while (!allowed_class (ob));
956 932
957 update_object (op, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 935 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 936 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 937 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 938 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 939}
970 940
971void 941void
972flee_player (object *op) 942flee_player (object *op)
973{ 943{
1020 /* Cornered, get rid of scared */ 990 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 992 op->enemy = NULL;
1023} 993}
1024 994
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 995/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should 996 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 997 * stop.
1029 */ 998 */
1030int 999int
1031check_pick (object *op) 1000check_pick (object *op)
1032{ 1001{
1039 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1040 return 1; 1009 return 1;
1041 1010
1042 next = op->below; 1011 next = op->below;
1043 1012
1013 int cnt = MAX_ITEM_PER_DROP;
1014#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1015
1044 /* loop while there are items on the floor that are not marked as 1016 /* loop while there are items on the floor that are not marked as
1045 * destroyed */ 1017 * destroyed */
1046 while (next && !next->destroyed ()) 1018 while (next && !next->destroyed ())
1047 { 1019 {
1048 tmp = next; 1020 tmp = next;
1049 next = tmp->below; 1021 next = tmp->below;
1050 1022
1023 if (cnt <= 0)
1024 {
1025 op->failmsg ("Couldn't pickup all items at once.");
1026 return 0;
1027 }
1028
1051 if (op->destroyed ()) 1029 if (op->destroyed ())
1052 return 0; 1030 return 0;
1053 1031
1054 if (!can_pick (op, tmp)) 1032 if (!can_pick (op, tmp))
1055 continue; 1033 continue;
1056 1034
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1035 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 1036 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 1037 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 1038 CHK_PICK_PICKUP;
1061 continue; 1039 continue;
1062 } 1040 }
1063 1041
1064 /* high not bit set? We're using the old autopickup model */ 1042 /* high not bit set? We're using the old autopickup model */
1065 if (!(op->contr->mode & PU_NEWMODE)) 1043 if (!(op->contr->mode & PU_NEWMODE))
1067 switch (op->contr->mode) 1045 switch (op->contr->mode)
1068 { 1046 {
1069 case 0: 1047 case 0:
1070 return 1; /* don't pick up */ 1048 return 1; /* don't pick up */
1071 case 1: 1049 case 1:
1072 pick_up (op, tmp); 1050 CHK_PICK_PICKUP;
1073 return 1; 1051 return 1;
1074 case 2: 1052 case 2:
1075 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1076 return 0; 1054 return 0;
1077 case 3: 1055 case 3:
1078 return 0; /* stop before pickup */ 1056 return 0; /* stop before pickup */
1079 case 4: 1057 case 4:
1080 pick_up (op, tmp); 1058 CHK_PICK_PICKUP;
1081 break; 1059 break;
1082 case 5: 1060 case 5:
1083 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1084 stop = 1; 1062 stop = 1;
1085 break; 1063 break;
1086 case 6: 1064 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1065 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1088 pick_up (op, tmp); 1066 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1067 CHK_PICK_PICKUP;
1089 break; 1068 break;
1090 1069
1091 case 7: 1070 case 7:
1092 if (tmp->type == MONEY || tmp->type == GEM) 1071 if (tmp->type == MONEY || tmp->type == GEM)
1093 pick_up (op, tmp); 1072 CHK_PICK_PICKUP;
1094 break; 1073 break;
1095 1074
1096 default: 1075 default:
1097 /* use value density */ 1076 /* use value density */
1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1077 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1078 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1100 pick_up (op, tmp); 1079 CHK_PICK_PICKUP;
1101 } 1080 }
1102 } 1081 }
1103 else 1082 else
1104 { /* old model */ 1083 { /* old model */
1105 /* NEW pickup handling */ 1084 /* NEW pickup handling */
1109 if (tmp->name != NULL) 1088 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1089 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1090 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else 1091 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1093 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115 1094
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1095 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 } 1096 }
1118 1097
1119 /* philosophy: 1098 /* philosophy:
1160 /* all food and drink if desired */ 1139 /* all food and drink if desired */
1161 /* question: don't pick up known-poisonous stuff? */ 1140 /* question: don't pick up known-poisonous stuff? */
1162 if (op->contr->mode & PU_FOOD) 1141 if (op->contr->mode & PU_FOOD)
1163 if (tmp->type == FOOD) 1142 if (tmp->type == FOOD)
1164 { 1143 {
1165 pick_up (op, tmp); 1144 CHK_PICK_PICKUP;
1166 continue; 1145 continue;
1167 } 1146 }
1168 1147
1169 if (op->contr->mode & PU_DRINK) 1148 if (op->contr->mode & PU_DRINK)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1149 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1171 { 1150 {
1172 pick_up (op, tmp); 1151 CHK_PICK_PICKUP;
1173 continue; 1152 continue;
1174 } 1153 }
1175 1154
1176 if (op->contr->mode & PU_POTION) 1155 if (op->contr->mode & PU_POTION)
1177 if (tmp->type == POTION) 1156 if (tmp->type == POTION)
1178 { 1157 {
1179 pick_up (op, tmp); 1158 CHK_PICK_PICKUP;
1180 continue; 1159 continue;
1181 } 1160 }
1182 1161
1183 /* spellbooks, skillscrolls and normal books/scrolls */ 1162 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK) 1163 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK) 1164 if (tmp->type == SPELLBOOK)
1186 { 1165 {
1187 pick_up (op, tmp); 1166 CHK_PICK_PICKUP;
1188 continue; 1167 continue;
1189 } 1168 }
1190 1169
1191 if (op->contr->mode & PU_SKILLSCROLL) 1170 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL) 1171 if (tmp->type == SKILLSCROLL)
1193 { 1172 {
1194 pick_up (op, tmp); 1173 CHK_PICK_PICKUP;
1195 continue; 1174 continue;
1196 } 1175 }
1197 1176
1198 if (op->contr->mode & PU_READABLES) 1177 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL) 1178 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1200 { 1179 {
1201 pick_up (op, tmp); 1180 CHK_PICK_PICKUP;
1202 continue; 1181 continue;
1203 } 1182 }
1204 1183
1205 /* wands/staves/rods/horns */ 1184 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE) 1185 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1186 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 { 1187 {
1209 pick_up (op, tmp); 1188 CHK_PICK_PICKUP;
1210 continue; 1189 continue;
1211 } 1190 }
1212 1191
1213 /* pick up all magical items */ 1192 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL) 1193 if (op->contr->mode & PU_MAGICAL)
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1194 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1216 { 1195 {
1217 pick_up (op, tmp); 1196 CHK_PICK_PICKUP;
1218 continue; 1197 continue;
1219 } 1198 }
1220 1199
1221 if (op->contr->mode & PU_VALUABLES) 1200 if (op->contr->mode & PU_VALUABLES)
1222 { 1201 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1202 if (tmp->type == MONEY || tmp->type == GEM)
1224 { 1203 {
1225 pick_up (op, tmp); 1204 CHK_PICK_PICKUP;
1226 continue; 1205 continue;
1227 } 1206 }
1228 } 1207 }
1229 1208
1230 /* rings & amulets - talismans seems to be typed AMULET */ 1209 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS) 1210 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET) 1211 if (tmp->type == RING || tmp->type == AMULET)
1233 { 1212 {
1234 pick_up (op, tmp); 1213 CHK_PICK_PICKUP;
1235 continue; 1214 continue;
1236 } 1215 }
1237 1216
1238 /* we don't forget dragon food */ 1217 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH) 1218 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH) 1219 if (tmp->type == FLESH)
1241 { 1220 {
1242 pick_up (op, tmp); 1221 CHK_PICK_PICKUP;
1243 continue; 1222 continue;
1244 } 1223 }
1245 1224
1246 /* bows and arrows. Bows are good for selling! */ 1225 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW) 1226 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW) 1227 if (tmp->type == BOW)
1249 { 1228 {
1250 pick_up (op, tmp); 1229 CHK_PICK_PICKUP;
1251 continue; 1230 continue;
1252 } 1231 }
1253 1232
1254 if (op->contr->mode & PU_ARROW) 1233 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW) 1234 if (tmp->type == ARROW)
1256 { 1235 {
1257 pick_up (op, tmp); 1236 CHK_PICK_PICKUP;
1258 continue; 1237 continue;
1259 } 1238 }
1260 1239
1261 /* all kinds of armor etc. */ 1240 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR) 1241 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR) 1242 if (tmp->type == ARMOUR)
1264 { 1243 {
1265 pick_up (op, tmp); 1244 CHK_PICK_PICKUP;
1266 continue; 1245 continue;
1267 } 1246 }
1268 1247
1269 if (op->contr->mode & PU_HELMET) 1248 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET) 1249 if (tmp->type == HELMET)
1271 { 1250 {
1272 pick_up (op, tmp); 1251 CHK_PICK_PICKUP;
1273 continue; 1252 continue;
1274 } 1253 }
1275 1254
1276 if (op->contr->mode & PU_SHIELD) 1255 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD) 1256 if (tmp->type == SHIELD)
1278 { 1257 {
1279 pick_up (op, tmp); 1258 CHK_PICK_PICKUP;
1280 continue; 1259 continue;
1281 } 1260 }
1282 1261
1283 if (op->contr->mode & PU_BOOTS) 1262 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS) 1263 if (tmp->type == BOOTS)
1285 { 1264 {
1286 pick_up (op, tmp); 1265 CHK_PICK_PICKUP;
1287 continue; 1266 continue;
1288 } 1267 }
1289 1268
1290 if (op->contr->mode & PU_GLOVES) 1269 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES) 1270 if (tmp->type == GLOVES)
1292 { 1271 {
1293 pick_up (op, tmp); 1272 CHK_PICK_PICKUP;
1294 continue; 1273 continue;
1295 } 1274 }
1296 1275
1297 if (op->contr->mode & PU_CLOAK) 1276 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK) 1277 if (tmp->type == CLOAK)
1299 { 1278 {
1300 pick_up (op, tmp); 1279 CHK_PICK_PICKUP;
1301 continue; 1280 continue;
1302 } 1281 }
1303 1282
1304 /* hoping to catch throwing daggers here */ 1283 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON) 1284 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1285 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 { 1286 {
1308 pick_up (op, tmp); 1287 CHK_PICK_PICKUP;
1309 continue; 1288 continue;
1310 } 1289 }
1311 1290
1312 /* careful: chairs and tables are weapons! */ 1291 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON) 1292 if (op->contr->mode & PU_ALLWEAPON)
1314 { 1293 {
1315 if (tmp->type == WEAPON && tmp->name != NULL) 1294 if (tmp->type == WEAPON && tmp->name != NULL)
1316 { 1295 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1296 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1297 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1298 {
1320 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1321 continue; 1300 continue;
1322 } 1301 }
1323 } 1302 }
1324 1303
1325 if (tmp->type == WEAPON && tmp->name == NULL) 1304 if (tmp->type == WEAPON && tmp->name == NULL)
1326 { 1305 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1306 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1328 { 1307 {
1329 pick_up (op, tmp); 1308 CHK_PICK_PICKUP;
1330 continue; 1309 continue;
1331 } 1310 }
1332 } 1311 }
1333 } 1312 }
1334 1313
1335 /* misc stuff that's useful */ 1314 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY) 1315 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1316 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 { 1317 {
1339 pick_up (op, tmp); 1318 CHK_PICK_PICKUP;
1340 continue; 1319 continue;
1341 } 1320 }
1342 1321
1343 /* any of the last 4 bits set means we use the ratio for value 1322 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */ 1323 * pickups */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits 1328 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */ 1329 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5; 1330 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1331 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 { 1332 {
1354 pick_up (op, tmp); 1333 CHK_PICK_PICKUP;
1355#if 0 1334#if 0
1356 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1335 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357 if (tmp->name != NULL) 1336 if (tmp->name != NULL)
1358 { 1337 {
1359 fprintf (stderr, "%s", tmp->name); 1338 fprintf (stderr, "%s", tmp->name);
1360 } 1339 }
1361 else 1340 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1341 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1342 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1343 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1365#endif 1344#endif
1366 continue; 1345 continue;
1367 } 1346 }
1382{ 1361{
1383 object *tmp = 0; 1362 object *tmp = 0;
1384 1363
1385 for (op = op->inv; op; op = op->below) 1364 for (op = op->inv; op; op = op->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1365 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type); 1366 tmp = find_arrow (splay (op), type);
1388 else if (op->type == ARROW && op->race == type) 1367 else if (op->type == ARROW && op->race == type)
1389 return op; 1368 return splay (op);
1390 1369
1391 return tmp; 1370 return tmp;
1392} 1371}
1393 1372
1394/* 1373/*
1437 else 1416 else
1438 { 1417 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1418 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1419 {
1441 attacktype = 1 << attacknum; 1420 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1421 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1422 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1423 {
1445 tmp = arrow; 1424 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1425 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1426 }
1448 } 1427 }
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1428 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1429 {
1451 tmp = arrow; 1430 tmp = arrow;
1470 * find_better_arrow to find a decent arrow to use. 1449 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1450 * op = the shooter
1472 * type = bow->race 1451 * type = bow->race
1473 * dir = fire direction 1452 * dir = fire direction
1474 */ 1453 */
1475
1476object * 1454object *
1477pick_arrow_target (object *op, const char *type, int dir) 1455pick_arrow_target (object *op, const char *type, int dir)
1478{ 1456{
1479 object *tmp = NULL; 1457 object *tmp = NULL;
1480 maptile *m; 1458 maptile *m;
1545 */ 1523 */
1546int 1524int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1525fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1526{
1549 object *left, *bow; 1527 object *left, *bow;
1550 int bowspeed, mflags; 1528 int mflags;
1551 maptile *m; 1529 maptile *m;
1552 1530
1553 if (!dir) 1531 if (!dir)
1554 { 1532 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1533 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1534 return 0;
1557 } 1535 }
1558 1536
1559 if (op->type == PLAYER) 1537 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1538 bow = op->current_weapon;
1561 else 1539 else
1562 { 1540 {
1563 for (bow = op->inv; bow; bow = bow->below) 1541 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1542 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1543 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1548 if (!bow)
1571 { 1549 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1550 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1551 return 0;
1574 } 1552 }
1553
1554 // optimisation: move object to top so we will find it quickly again
1555 if (bow->below)
1556 {
1557 bow->remove ();
1558 op->insert (bow);
1559 }
1560
1575 } 1561 }
1576 1562
1577 if (!bow->race || !bow->skill) 1563 if (!bow->race || !bow->skill)
1578 { 1564 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1565 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1566 return 0;
1581 } 1567 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591 1568
1592 if (arrow == NULL) 1569 if (arrow == NULL)
1593 { 1570 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1571 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1572 {
1596 if (op->type == PLAYER) 1573 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1574 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1575 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1576 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1577 CLEAR_FLAG (op, FLAG_READY_BOW);
1578
1601 return 0; 1579 return 0;
1602 } 1580 }
1603 } 1581 }
1604 1582
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1583 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1629 1607
1630 arrow->set_owner (op); 1608 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1609 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1610 arrow->direction = dir;
1633 1611
1612 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1613 arrow->stats.hp = arrow->stats.dam;
1614 arrow->stats.grace = arrow->attacktype;
1615
1616 if (arrow->slaying)
1617 arrow->spellarg = strdup (arrow->slaying);
1618
1619#if 0
1620 if (player *pl = op->contr)
1621 {
1622 float speed = pl->weapon_sp;
1623
1624 /* penalize ROF for bestarrow */
1625 if (pl->bowtype == bow_bestarrow)
1626 speed *= .9f;
1627 else
1628 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1629
1630 op->speed_left += speed - op->speed;
1631 }
1632#endif
1633
1634 SET_ANIMATION (arrow, arrow->direction);
1635
1636 /* update the speed */
1637 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1638 + bow->stats.dam / 7.f;
1639
1640 arrow->set_speed (max (arrow->speed, 2.f));
1641 arrow->speed_left = 0;
1642
1643 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1644
1634 if (op->type == PLAYER) 1645 if (op->type == PLAYER)
1635 { 1646 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646
1647 /* Note that this was different for monsters - they got their level
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1653 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1647 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1648 wc -= dex_bonus[op->stats.Dex];
1649
1650 if (!arrow->slaying)
1651 arrow->slaying = op->slaying;
1652
1653 arrow->attacktype |= op->attacktype;
1667 } 1654 }
1668 else 1655 else
1669 { 1656 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1657 arrow->level = op->level;
1672 } 1658 arrow->stats.wc -= bow->magic;
1673 1659
1674 if (arrow->attacktype == AT_PHYSICAL) 1660 if (!arrow->slaying)
1661 arrow->slaying = bow->slaying;
1662
1675 arrow->attacktype |= bow->attacktype; 1663 arrow->attacktype |= bow->attacktype;
1664 }
1676 1665
1677 if (bow->slaying) 1666 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1667 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1668
1669 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1670 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1671 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1672
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1673 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1674 m->insert (arrow, sx, sy, op);
1685 1675
1686 if (!arrow->destroyed ()) 1676 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1677 move_arrow (arrow);
1688 1678
1709{ 1699{
1710 int ret = 0, wcmod = 0; 1700 int ret = 0, wcmod = 0;
1711 1701
1712 if (op->contr->bowtype == bow_bestarrow) 1702 if (op->contr->bowtype == bow_bestarrow)
1713 { 1703 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1704 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1705 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1706 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1707 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1708 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1709 wcmod = -1;
1729 else if (op->contr->bowtype == bow_spreadshot) 1719 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1720 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1721 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1722 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1723 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1724 }
1736 else 1725 else
1737 { 1726 {
1738 /* Simple case */ 1727 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1729 }
1730
1741 return ret; 1731 return ret;
1742} 1732}
1743
1744 1733
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1734/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1735 * Broken apart from 'fire' to keep it more readable.
1747 */ 1736 */
1748void 1737void
1749fire_misc_object (object *op, int dir) 1738fire_misc_object (object *op, int dir)
1750{ 1739{
1751 object *item; 1740 object *item = op->contr->ranged_ob;
1752 1741
1753 if (!op->contr->ranges[range_misc]) 1742 if (!item)
1754 { 1743 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1744 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1745 return;
1757 } 1746 }
1758 1747
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1748 if (!item->inv)
1761 { 1749 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1750 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1751 return;
1764 } 1752 }
1753
1754 if (!op->change_weapon (item))
1755 return;
1756
1765 if (item->type == WAND) 1757 if (item->type == WAND)
1766 { 1758 {
1767 if (item->stats.food <= 0) 1759 if (item->stats.food <= 0)
1768 { 1760 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1763
1771 return; 1764 return;
1772 } 1765 }
1773 } 1766 }
1774 else if (item->type == ROD || item->type == HORN) 1767 else if (item->type == ROD || item->type == HORN)
1775 { 1768 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1769 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 { 1770 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1771 op->contr->play_sound (sound_find ("wand_poof"));
1772
1779 if (item->type == ROD) 1773 if (item->type == ROD)
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1775 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1777
1783 return; 1778 return;
1784 } 1779 }
1785 } 1780 }
1786 1781
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1782 if (cast_spell (op, item, dir, item->inv, NULL))
1794 object *tmp; 1789 object *tmp;
1795 1790
1796 if (item->arch) 1791 if (item->arch)
1797 { 1792 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1793 CLEAR_FLAG (item, FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1794 item->face = item->arch->face;
1800 item->set_speed (0); 1795 item->set_speed (0);
1801 } 1796 }
1802 1797
1803 if ((tmp = item->in_player ())) 1798 if ((tmp = item->in_player ()))
1804 esrv_update_item (UPD_ANIM, tmp, item); 1799 esrv_update_item (UPD_ANIM, tmp, item);
1809 } 1804 }
1810} 1805}
1811 1806
1812/* Received a fire command for the player - go and do it. 1807/* Received a fire command for the player - go and do it.
1813 */ 1808 */
1814void 1809bool
1815fire (object *op, int dir) 1810fire (object *op, int dir)
1816{ 1811{
1817 int spellcost = 0; 1812 int spellcost = 0;
1818 1813
1819 /* check for loss of invisiblity/hide */ 1814 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1815 if (action_makes_visible (op))
1821 make_visible (op); 1816 make_visible (op);
1822 1817
1823 switch (op->contr->shoottype) 1818 player *pl = op->contr;
1819
1820 if (pl->golem)
1821 {
1822 control_golem (op->contr->golem, dir);
1823 return false;
1824 { 1824 }
1825 case range_none:
1826 return;
1827 1825
1828 case range_bow: 1826 object *ob = pl->ranged_ob;
1827
1828 if (!ob)
1829 return false;
1830
1831 if (!op->change_weapon (ob))
1832 return false;
1833
1834 if (op->speed_left > 0.f)
1835 --op->speed_left;
1836 else
1837 return false;
1838
1839 switch (ob->type)
1840 {
1841 case BOW:
1829 player_fire_bow (op, dir); 1842 player_fire_bow (op, dir);
1830 return; 1843 break;
1831 1844
1832 case range_magic: /* Casting spells */ 1845 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1846 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1834 return; 1847 break;
1835 1848
1836 case range_misc: 1849 case BUILDER:
1850 apply_map_builder (op, dir);
1851 break;
1852
1853 case SKILL:
1854 do_skill (op, op, ob, dir, 0);
1855 break;
1856
1857 default:
1837 fire_misc_object (op, dir); 1858 fire_misc_object (op, dir);
1838 return; 1859 break;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return;
1866 } 1860 }
1861
1862 return true;
1867} 1863}
1868 1864
1869/* find_key 1865/* find_key
1870 * We try to find a key for the door as passed. If we find a key 1866 * We try to find a key for the door as passed. If we find a key
1871 * and successfully use it, we return the key, otherwise NULL 1867 * and successfully use it, we return the key, otherwise NULL
1958 * 0 otherwise 1954 * 0 otherwise
1959 */ 1955 */
1960static int 1956static int
1961player_attack_door (object *op, object *door) 1957player_attack_door (object *op, object *door)
1962{ 1958{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1959 /* If its a door, try to find a key. If we do destroy the door,
1964 * might as well return immediately as there is nothing more to do - 1960 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1961 * otherwise, we fall through to the rest of the code.
1966 */ 1962 */
1967 object *key = find_key (op, op, door); 1963 object *key = find_key (op, op, door);
1968 1964
1969 /* IF we found a key, do some extra work */ 1965 /* If we found a key, do some extra work */
1970 if (key) 1966 if (key)
1971 { 1967 {
1972 object *container = key->env; 1968 object *container = key->env;
1973 1969
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op)) 1970 if (action_makes_visible (op))
1976 make_visible (op); 1971 make_visible (op);
1972
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1974 spring_trap (door->inv, op);
1979 1975
1980 if (door->type == DOOR) 1976 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 else if (door->type == LOCKED_DOOR) 1978 else if (door->type == LOCKED_DOOR)
1983 { 1979 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1980 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1985 remove_door2 (door); /* remove door without violence ;-) */ 1981 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1982 }
1987 1983
1988 /* Do this after we print the message */ 1984 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1985 decrease_ob (key); /* Use up one of the keys */
1994 return 1; /* Nothing more to do below */ 1990 return 1; /* Nothing more to do below */
1995 } 1991 }
1996 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
1997 { 1993 {
1998 /* Might as well return now - no other way to open this */ 1994 /* Might as well return now - no other way to open this */
1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1995 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2000 return 1; 1996 return 1;
2001 } 1997 }
2002 1998
2003 return 0; 1999 return 0;
2004} 2000}
2007 * It should keep the code cleaner. 2003 * It should keep the code cleaner.
2008 * When this is called, the players direction has been updated 2004 * When this is called, the players direction has been updated
2009 * (taking into account confusion.) The player is also actually 2005 * (taking into account confusion.) The player is also actually
2010 * going to try and move (not fire weapons). 2006 * going to try and move (not fire weapons).
2011 */ 2007 */
2012void 2008bool
2013move_player_attack (object *op, int dir) 2009move_player_attack (object *op, int dir)
2014{ 2010{
2015 object *tmp, *mon;
2016 sint16 nx, ny;
2017 int on_battleground; 2011 int on_battleground;
2018 maptile *m;
2019 2012
2020 nx = freearr_x[dir] + op->x; 2013 sint16 nx = freearr_x[dir] + op->x;
2021 ny = freearr_y[dir] + op->y; 2014 sint16 ny = freearr_y[dir] + op->y;
2022 2015
2023 on_battleground = op_on_battleground (op, 0, 0); 2016 on_battleground = op_on_battleground (op, 0, 0);
2017
2018 if (out_of_map (op->map, nx, ny))
2019 return false;
2020
2021 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022 {
2023 --op->speed_left;
2024 return true;
2025 }
2024 2026
2025 /* If braced, or can't move to the square, and it is not out of the 2027 /* If braced, or can't move to the square, and it is not out of the
2026 * map, attack it. Note order of if statement is important - don't 2028 * map, attack it. Note order of if statement is important - don't
2027 * want to be calling move_ob if braced, because move_ob will move the 2029 * want to be calling move_ob if braced, because move_ob will move the
2028 * player. This is a pretty nasty hack, because if we could 2030 * player. This is a pretty nasty hack, because if we could
2029 * move to some space, it then means that if we are braced, we should 2031 * move to some space, it then means that if we are braced, we should
2030 * do nothing at all. As it is, if we are braced, we go through 2032 * do nothing at all. As it is, if we are braced, we go through
2031 * quite a bit of processing. However, it probably is less than what 2033 * quite a bit of processing. However, it probably is less than what
2032 * move_ob uses. 2034 * move_ob uses.
2033 */ 2035 */
2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2035 {
2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2037 {
2038 m = op->map->xy_find (nx, ny); 2036 maptile *m = op->map->xy_find (nx, ny);
2039 if (!m)
2040 return; /* Don't think this should happen */
2041 }
2042 else
2043 m = op->map;
2044 2037
2045 if (!(tmp = m->at (nx, ny).bot))
2046 return;
2047
2048 mon = 0;
2049 /* Go through all the objects, and find ones of interest. Only stop if 2038 /* Go through all the objects, and find ones of interest. Only stop if
2050 * we find a monster - that is something we know we want to attack. 2039 * we find a monster - that is something we know we want to attack.
2051 * if its a door or barrel (can roll) see if there may be monsters 2040 * if its a door or barrel (can roll) see if there may be monsters
2052 * on the space 2041 * on the space
2053 */ 2042 */
2054 while (tmp) 2043 object *mon;
2055 { 2044 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2056 if (tmp == op) 2045 {
2057 { 2046 if ((mon->flag [FLAG_ALIVE]
2058 tmp = tmp->above; 2047 || mon->type == LOCKED_DOOR
2059 continue; 2048 || mon->flag [FLAG_CAN_ROLL])
2060 }
2061
2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2063 {
2064 mon = tmp; 2049 && mon != op)
2065 break; 2050 break;
2066 } 2051 }
2067 2052
2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2069 mon = tmp;
2070
2071 tmp = tmp->above;
2072 }
2073
2074 if (!mon) /* This happens anytime the player tries to move */ 2053 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2054 return false; /* into a wall */
2076 2055
2077 if (mon->head)
2078 mon = mon->head; 2056 mon = mon->head_ ();
2079 2057
2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2058 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2059 if (op->contr->weapon_sp_left > 0.f)
2081 if (player_attack_door (op, mon)) 2060 if (player_attack_door (op, mon))
2061 {
2062 --op->contr->weapon_sp_left;
2082 return; 2063 return true;
2064 }
2083 2065
2084 /* The following deals with possibly attacking peaceful 2066 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2067 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2068 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2069 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2070 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2071 * and thus will not push them.
2090 */ 2072 */
2091 2073
2092 /* If the creature is a pet, push it even if the player is not 2074 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 2075 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2076 * player owns it and it is either friendly or unagressive.
2095 */ 2077 */
2096 if ((op->type == PLAYER) 2078 if (op->type == PLAYER
2097#if COZY_SERVER
2098 &&
2099 ((mon->owner && mon->owner->contr 2079 && ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2080 && same_party (mon->owner->contr->party, op->contr->party))
2101#else
2102 && mon->owner == op 2081 || mon->owner == op)
2103#endif
2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2082 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2083 {
2106 /* If we're braced, we don't want to switch places with it */ 2084 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) 2085 if (op->contr->braced)
2108 return; 2086 return false;
2109 2087
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2088 if (op->speed_left > 0.f)
2089 {
2090 --op->speed_left;
2091
2092 op->play_sound (sound_find ("push_player"));
2111 (void) push_ob (mon, dir, op); 2093 push_ob (mon, dir, op);
2094
2112 if (op->contr->tmp_invis || op->hide) 2095 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op); 2096 make_visible (op);
2114 2097
2115 return; 2098 return true;
2116 } 2099 }
2100 else
2101 return false;
2102 }
2117 2103
2118 /* in certain circumstances, you shouldn't attack friendly 2104 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2105 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2106 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2107 * attack them either.
2122 */ 2108 */
2123 if ((mon->type == PLAYER || mon->enemy != op) && 2109 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2110 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful 2111 && ((op->contr->peaceful
2127 || (mon->type == PLAYER 2112 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && mon->contr->
2129 peaceful)) &&
2130#else
2131 op->contr->peaceful &&
2132#endif
2133 !on_battleground)) 2113 && !on_battleground))
2114 {
2115 if (op->speed_left > 0.f)
2134 { 2116 {
2117 --op->speed_left;
2118
2135 if (!op->contr->braced) 2119 if (!op->contr->braced)
2136 { 2120 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2121 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 2122 push_ob (mon, dir, op);
2139 } 2123 }
2140 else 2124 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 2125 op->statusmsg ("You withhold your attack");
2142 2126
2143 if (op->contr->tmp_invis || op->hide) 2127 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op); 2128 make_visible (op);
2145 }
2146 2129
2130 return true;
2131 }
2132 }
2147 /* If the object is a boulder or other rollable object, then 2133 /* If the object is a boulder or other rollable object, then
2148 * roll it if not braced. You can't roll it if you are braced. 2134 * roll it if not braced. You can't roll it if you are braced.
2149 */ 2135 */
2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2136 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2137 {
2138 if (op->speed_left > 0.f)
2151 { 2139 {
2140 --op->speed_left;
2141
2152 recursive_roll (mon, dir, op); 2142 recursive_roll (mon, dir, op);
2153 if (action_makes_visible (op)) 2143 if (action_makes_visible (op))
2154 make_visible (op); 2144 make_visible (op);
2155 }
2156 2145
2146 return true;
2147 }
2148 }
2157 /* Any generic living creature. Including things like doors. 2149 /* Any generic living creature. Including things like doors.
2158 * Way it works is like this: First, it must have some hit points 2150 * Way it works is like this: First, it must have some hit points
2159 * and be living. Then, it must be one of the following: 2151 * and be living. Then, it must be one of the following:
2160 * 1) Not a player, 2) A player, but of a different party. Note 2152 * 1) Not a player, 2) A player, but of a different party. Note
2161 * that party_number -1 is no party, so attacks can still happen. 2153 * that party_number -1 is no party, so attacks can still happen.
2162 */ 2154 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2155 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2156 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 { 2157 {
2166 2158 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2167 /* If the player hasn't hit something this tick, and does
2168 * so, give them speed boost based on weapon speed. Doing
2169 * it here is better than process_players2, which basically
2170 * incurred a 1 tick offset.
2171 */
2172 if (!op->contr->has_hit)
2173 { 2159 {
2174 op->speed_left += op->speed / op->contr->weapon_sp; 2160 --op->contr->weapon_sp_left;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 }
2178 2161
2179 skill_attack (mon, op, 0, 0, 0); 2162 skill_attack (mon, op, 0, 0, 0);
2180
2181 /* If attacking another player, that player gets automatic
2182 * hitback, and doesn't loose luck either.
2183 * Disable hitback on the battleground or if the target is
2184 * the wiz.
2185 */
2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2187 {
2188 short luck = mon->stats.luck;
2189
2190 mon->contr->has_hit = 1;
2191 skill_attack (op, mon, 0, 0, 0);
2192 mon->stats.luck = luck;
2193 }
2194 2163
2195 if (action_makes_visible (op)) 2164 if (action_makes_visible (op))
2196 make_visible (op); 2165 make_visible (op);
2197 }
2198 } /* if player should attack something */
2199}
2200 2166
2201int 2167 return true;
2168 }
2169 }
2170
2171 return false;
2172}
2173
2174bool
2202move_player (object *op, int dir) 2175move_player (object *op, int dir)
2203{ 2176{
2204 int pick; 2177 int pick;
2205 2178
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2179 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2220 op->facing = dir; 2193 op->facing = dir;
2221 2194
2222 if (op->hide) 2195 if (op->hide)
2223 do_hidden_move (op); 2196 do_hidden_move (op);
2224 2197
2198 bool retval;
2199
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2200 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ; 2201 retval = RESULT_INT (0);
2227 else if (op->contr->fire_on) 2202 else if (op->contr->fire_on)
2228 fire (op, dir); 2203 retval = fire (op, dir);
2229 else 2204 else
2230 { 2205 {
2231 move_player_attack (op, dir); 2206 retval = move_player_attack (op, dir);
2232 pick = check_pick (op); 2207 pick = check_pick (op);
2233 } 2208 }
2234 2209
2235 /* Add special check for newcs players and fire on - this way, the 2210 /* Add special check for newcs players and fire on - this way, the
2236 * server can handle repeat firing. 2211 * server can handle repeat firing.
2243 /* Update how the player looks. Use the facing, so direction may 2218 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities 2219 * get reset to zero. This allows for full animation capabilities
2245 * for players. 2220 * for players.
2246 */ 2221 */
2247 animate_object (op, op->facing); 2222 animate_object (op, op->facing);
2248 return 0; 2223
2224 return retval;
2249} 2225}
2250 2226
2251/* This is similar to handle_player, below, but is only used by the 2227/* This is similar to handle_player, below, but is only used by the
2252 * new client/server stuff. 2228 * new client/server stuff.
2253 * This is sort of special, in that the new client/server actually uses 2229 * This is sort of special, in that the new client/server actually uses
2254 * the new speed values for commands. 2230 * the new speed values for commands.
2255 * 2231 *
2256 * Returns true if there are more actions we can do. 2232 * Returns true if there are more actions we can do. Should not do
2233 * many actions in a row, as that would be too unfair to other
2234 * players.
2257 */ 2235 */
2258int 2236bool
2259handle_newcs_player (object *op) 2237handle_newcs_player (object *op)
2260{ 2238{
2261 if (op->contr->hidden)
2262 {
2263 op->invisible = 1000;
2264 /* the socket code flashes the player visible/invisible
2265 * depending on the value of invisible, so we need to
2266 * alternate it here for it to work correctly.
2267 */
2268 if (pticks & 2)
2269 op->invisible--;
2270 }
2271 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2272 {
2273 op->invisible--;
2274 if (!op->invisible)
2275 {
2276 make_visible (op);
2277 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2278 }
2279 }
2280
2281 if (QUERY_FLAG (op, FLAG_SCARED)) 2239 if (QUERY_FLAG (op, FLAG_SCARED))
2282 { 2240 {
2283 flee_player (op); 2241 if (op->speed_left > 0.f)
2284 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG (op, FLAG_SCARED))
2286 { 2242 {
2287 op->speed_left--; 2243 --op->speed_left;
2244 flee_player (op);
2245
2288 return 0; 2246 return true;
2289 } 2247 }
2248 else
2249 return false;
2290 } 2250 }
2291
2292 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer.
2296 */
2297 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2298 op->contr->ranges[range_golem] = 0;
2299 2251
2300 /* call this here - we also will call this in do_ericserver, but 2252 /* call this here - we also will call this in do_ericserver, but
2301 * the players time has been increased when doericserver has been 2253 * the players time has been increased when doericserver has been
2302 * called, so we recheck it here. 2254 * called, so we recheck it here.
2303 */ 2255 */
2304 if (op->contr->ns->handle_command ()) 2256 if (op->contr->ns->handle_command ())
2305 return 1; 2257 return true;
2306 2258
2307 if (op->speed_left > 0)
2308 {
2309 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2259 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2310 {
2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--;
2313
2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff.
2317 */
2318 move_player (op, op->direction); 2260 return move_player (op, op->direction);
2319 2261
2320 return op->speed_left > 0;
2321 }
2322 }
2323
2324 return 0; 2262 return false;
2325} 2263}
2326 2264
2327int 2265int
2328save_life (object *op) 2266save_life (object *op)
2329{ 2267{
2331 return 0; 2269 return 0;
2332 2270
2333 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2271 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2272 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2335 { 2273 {
2336 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2274 op->play_sound (sound_find ("ob_evaporate"));
2337 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2275 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2338 2276
2339 if (op->contr) 2277 if (op->contr)
2340 esrv_del_item (op->contr, tmp->count); 2278 esrv_del_item (op->contr, tmp->count);
2341 2279
2361/* This goes throws the inventory and removes unpaid objects, and puts them 2299/* This goes throws the inventory and removes unpaid objects, and puts them
2362 * back in the map (location and map determined by values of env). This 2300 * back in the map (location and map determined by values of env). This
2363 * function will descend into containers. op is the object to start the search 2301 * function will descend into containers. op is the object to start the search
2364 * from. 2302 * from.
2365 */ 2303 */
2366void 2304static void
2367remove_unpaid_objects (object *op, object *env) 2305drop_unpaid_items (object *op, object *env)
2368{ 2306{
2369 while (op) 2307 while (op)
2370 { 2308 {
2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2309 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2372 2310
2376 esrv_del_item (env->contr, op->count); 2314 esrv_del_item (env->contr, op->count);
2377 2315
2378 op->insert_at (env); 2316 op->insert_at (env);
2379 } 2317 }
2380 else if (op->inv) 2318 else if (op->inv)
2381 remove_unpaid_objects (op->inv, env); 2319 drop_unpaid_items (op->inv, env);
2382 2320
2383 op = next; 2321 op = next;
2384 } 2322 }
2323}
2324
2325void
2326object::drop_unpaid_items ()
2327{
2328 if (!flag [FLAG_REMOVED])
2329 ::drop_unpaid_items (inv, this);
2385} 2330}
2386 2331
2387/* 2332/*
2388 * Returns pointer a static string containing gravestone text 2333 * Returns pointer a static string containing gravestone text
2389 * Moved from apply.c to player.c - player.c is what 2334 * Moved from apply.c to player.c - player.c is what
2439 int rate_grace = 2000; 2384 int rate_grace = 2000;
2440 const int max_hp = 1; 2385 const int max_hp = 1;
2441 const int max_sp = 1; 2386 const int max_sp = 1;
2442 const int max_grace = 1; 2387 const int max_grace = 1;
2443 2388
2444 if (op->contr->outputs_sync) 2389 if (op->contr->hidden)
2390 {
2391 op->invisible = 1000;
2392 /* the socket code flashes the player visible/invisible
2393 * depending on the value of invisible, so we need to
2394 * alternate it here for it to work correctly.
2395 */
2396 if (pticks & 2)
2397 op->invisible--;
2445 { 2398 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2399 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2400 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2401 if (!op->invisible--)
2402 {
2403 make_visible (op);
2404 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2405 }
2449 } 2406 }
2450 2407
2451 if (op->contr->ns->state == ST_PLAYING) 2408 if (op->contr->ns->state == ST_PLAYING)
2452 { 2409 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2410 /* these next three if clauses make it possible to SLOW DOWN
2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2429 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2473 else 2430 else
2474 { 2431 {
2475 gen_grace = op->stats.maxgrace; 2432 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2433 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 }
2478
2479 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp++;
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490 if (op->contr->digestion < 0)
2491 op->stats.food += op->contr->digestion;
2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food = last_food;
2494 }
2495 }
2496
2497 if (max_sp > 1)
2498 {
2499 over_sp = (gen_sp + 10) / rate_sp;
2500 if (over_sp > 0)
2501 {
2502 if (op->stats.sp < op->stats.maxsp)
2503 {
2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2507 op->stats.sp--;
2508
2509 if (op->stats.sp > op->stats.maxsp)
2510 op->stats.sp = op->stats.maxsp;
2511 }
2512 op->last_sp = 0;
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 }
2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2519 } 2434 }
2520 2435
2521 /* Regenerate Grace */ 2436 /* Regenerate Grace */
2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2437 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2523 if (--op->last_grace < 0) 2438 if (--op->last_grace < 0)
2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2459 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2545 } 2460 }
2546 /* wearing stuff doesn't detract from grace generation. */ 2461 /* wearing stuff doesn't detract from grace generation. */
2547 } 2462 }
2548 2463
2464 if (op->stats.food > 0)
2465 {
2549 /* Regenerate Hit Points */ 2466 /* Regenerate Spell Points */
2550 if (--op->last_heal < 0) 2467 if (!op->contr->golem && --op->last_sp < 0)
2551 {
2552 if (op->stats.hp < op->stats.maxhp)
2553 { 2468 {
2554 op->stats.hp++; 2469 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2555 /* dms do not consume food */ 2470
2556 if (!QUERY_FLAG (op, FLAG_WIZ)) 2471 if (op->stats.sp < op->stats.maxsp)
2557 { 2472 {
2473 op->stats.sp++;
2474
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2558 op->stats.food--; 2478 op->stats.food--;
2479
2559 if (op->contr->digestion < 0) 2480 if (op->contr->digestion < 0)
2560 op->stats.food += op->contr->digestion; 2481 op->stats.food += op->contr->digestion;
2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2482 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2562 op->stats.food = last_food; 2483 op->stats.food = last_food;
2484 }
2563 } 2485 }
2564 }
2565 2486
2566 if (max_hp > 1) 2487 if (max_sp > 1)
2567 {
2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2569 if (over_hp > 0)
2570 { 2488 {
2571 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2489 over_sp = (gen_sp + 10) / rate_sp;
2490 if (over_sp > 0)
2491 {
2492 if (op->stats.sp < op->stats.maxsp)
2493 {
2494 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2495
2496 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2497 op->stats.sp--;
2498
2499 if (op->stats.sp > op->stats.maxsp)
2500 op->stats.sp = op->stats.maxsp;
2501 }
2502
2572 op->last_heal = 0; 2503 op->last_sp = 0;
2504 }
2505 else
2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2573 } 2507 }
2574 else 2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 }
2511
2512 /* Regenerate Hit Points */
2513 if (--op->last_heal < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2575 { 2516 {
2576 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2517 op->stats.hp++;
2518
2519 /* dms do not consume food */
2520 if (!QUERY_FLAG (op, FLAG_WIZ))
2521 {
2522 op->stats.food--;
2523
2524 if (op->contr->digestion < 0)
2525 op->stats.food += op->contr->digestion;
2526 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2527 op->stats.food = last_food;
2528 }
2577 } 2529 }
2530
2531 if (max_hp > 1)
2532 {
2533 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2534
2535 if (over_hp > 0)
2536 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2538 op->last_heal = 0;
2539 }
2540 else
2541 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 } 2542 }
2579 else 2543 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 } 2545 }
2583 } 2546 }
2584 2547
2585 /* Digestion */ 2548 /* Digestion */
2586 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2587 { 2550 {
2588#ifdef COZY_SERVER 2551 int bonus = max (0, op->contr->digestion),
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2552 penalty = max (0, -op->contr->digestion);
2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591#else
2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593#endif
2594 2553
2595 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2554 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2597 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599 2555
2600 /* dms do not consume food */ 2556 /* dms do not consume food */
2601 if (!QUERY_FLAG (op, FLAG_WIZ)) 2557 if (!QUERY_FLAG (op, FLAG_WIZ))
2602 op->stats.food--; 2558 op->stats.food--;
2603 } 2559 }
2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2586 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2631 manual_apply (op, flesh, 0); 2587 manual_apply (op, flesh, 0);
2632 } 2588 }
2633 } 2589 }
2634 2590
2635 while (op->stats.food < 0 && op->stats.hp >= 0) 2591 if (op->stats.food < 0)
2636 op->stats.food++, op->stats.hp--; 2592 {
2593 op->stats.hp += op->stats.food;
2594 op->stats.food = 0;
2595 }
2637 2596
2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2639 kill_player (op); 2598 kill_player (op);
2640 } 2599 }
2641} 2600}
2646 * file. 2605 * file.
2647 */ 2606 */
2648void 2607void
2649kill_player (object *op) 2608kill_player (object *op)
2650{ 2609{
2610 int x, y;
2651 char buf[MAX_BUF]; 2611 char buf[MAX_BUF];
2652 int x, y;
2653
2654 //int i;
2655 maptile *map; /* this is for resurrection */ 2612 maptile *map; /* this is for resurrection */
2656
2657 /* int z;
2658 int num_stats_lose;
2659 int lost_a_stat;
2660 int lose_this_stat;
2661 int this_stat; */
2662 int will_kill_again; 2613 int will_kill_again;
2663 archetype *at; 2614 archetype *at;
2664 object *tmp; 2615 object *tmp;
2665 2616
2666 if (save_life (op)) 2617 if (save_life (op))
2667 return; 2618 return;
2668
2669 2619
2670 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2620 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2671 * in cities ONLY!!! It is very important that this doesn't get abused. 2621 * in cities ONLY!!! It is very important that this doesn't get abused.
2672 * Look at op_on_battleground() for more info --AndreasV 2622 * Look at op_on_battleground() for more info --AndreasV
2673 */ 2623 */
2689 { 2639 {
2690 tmp->destroy (); 2640 tmp->destroy ();
2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2641 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2692 } 2642 }
2693 2643
2694 cure_disease (op, 0); /* remove any disease */ 2644 cure_disease (op, 0, 0); /* remove any disease */
2695 op->stats.hp = op->stats.maxhp; 2645 op->stats.hp = op->stats.maxhp;
2696 if (op->stats.food <= 0) 2646 if (op->stats.food <= 0)
2697 op->stats.food = 999; 2647 op->stats.food = 999;
2698 2648
2699 /* create a bodypart-trophy to make the winner happy */ 2649 /* create a bodypart-trophy to make the winner happy */
2700 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2650 if (object *tmp = arch_to_object (archetype::find ("finger")))
2701 { 2651 {
2702 sprintf (buf, "%s's finger", &op->name); 2652 tmp->name = format ("%s's finger" , &op->name);
2703 tmp->name = buf; 2653 tmp->name_pl = format ("%s's fingers", &op->name);
2704 sprintf (buf, " This finger has been cut off %s\n" 2654 tmp->msg = format (
2705 " the %s, when he was defeated at\n level %d by %s.\n", 2655 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2656 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2707 tmp->msg = buf; 2657 );
2708 tmp->value = 0, tmp->type = 0; 2658 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = "organics"; 2659 tmp->materialname = "organics";
2710 tmp->insert_at (op, tmp); 2660 tmp->insert_at (op, tmp);
2711 } 2661 }
2712 2662
2719 INVOKE_PLAYER (DEATH, op->contr); 2669 INVOKE_PLAYER (DEATH, op->contr);
2720 2670
2721 command_kill_pets (op, 0); 2671 command_kill_pets (op, 0);
2722 2672
2723 if (op->stats.food < 0) 2673 if (op->stats.food < 0)
2724 {
2725 sprintf (buf, "%s starved to death.", &op->name);
2726 strcpy (op->contr->killer, "starvation"); 2674 strcpy (op->contr->killer, "starvation");
2727 }
2728 else
2729 sprintf (buf, "%s died.", &op->name);
2730 2675
2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2676 op->contr->play_sound (sound_find ("player_dies"));
2732 2677
2733 /* save the map location for corpse, gravestone */ 2678 /* save the map location for corpse, gravestone */
2734 x = op->x; 2679 x = op->x;
2735 y = op->y; 2680 y = op->y;
2736 map = op->map; 2681 map = op->map;
2899 { 2844 {
2900 tmp->destroy (); 2845 tmp->destroy ();
2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2846 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2902 } 2847 }
2903 2848
2904 cure_disease (op, 0); /* remove any disease */ 2849 cure_disease (op, 0, 0); /* remove any disease */
2905 2850
2906 /*add_exp(op, (op->stats.exp * -0.20)); */ 2851 /*add_exp(op, (op->stats.exp * -0.20)); */
2907 apply_death_exp_penalty (op); 2852 apply_death_exp_penalty (op);
2908 if (op->stats.food < 100) 2853 if (op->stats.food < 100)
2909 op->stats.food = 900; 2854 op->stats.food = 900;
2910 op->stats.hp = op->stats.maxhp; 2855 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2856 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2857 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2858
2914 /* 2859 /*
2915 * Check to see if the player is in a shop. IF so, then check to see if
2916 * the player has any unpaid items. If so, remove them and put them back 2860 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2861 * and put them back in the map.
2918 */ 2862 */
2919 2863 op->drop_unpaid_items ();
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op);
2922 2864
2923 /****************************************/ 2865 /****************************************/
2924 /* */ 2866 /* */
2925 /* Move player to his current respawn- */ 2867 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2868 /* position (usually last savebed) */
2946 object *force; 2888 object *force;
2947 int at; 2889 int at;
2948 2890
2949 force = get_archetype (FORCE_NAME); 2891 force = get_archetype (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */ 2892 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1; 2893 force->speed = 0.1f;
2952 force->speed_left = -5.0; 2894 force->speed_left = -5.f;
2953 SET_FLAG (force, FLAG_APPLIED); 2895 SET_FLAG (force, FLAG_APPLIED);
2954 for (at = 0; at < NROFATTACKS; at++) 2896 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at)) 2897 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100; 2898 force->resist[at] = 100;
2957 2899
3066void 3008void
3067make_visible (object *op) 3009make_visible (object *op)
3068{ 3010{
3069 op->hide = 0; 3011 op->hide = 0;
3070 op->invisible = 0; 3012 op->invisible = 0;
3013
3071 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3072 { 3015 {
3073 op->contr->tmp_invis = 0; 3016 op->contr->tmp_invis = 0;
3074 op->contr->invis_race = 0; 3017 op->contr->invis_race = 0;
3075 } 3018 }
3019
3076 update_object (op, UP_OBJ_FACE); 3020 update_object (op, UP_OBJ_CHANGE);
3077} 3021}
3078 3022
3079int 3023int
3080is_true_undead (object *op) 3024is_true_undead (object *op)
3081{ 3025{
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3026 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3083 return 1; 3027 return 1;
3084 3028
3085 return 0; 3029 return 0;
3086} 3030}
3087 3031
3088/* look at the surrounding terrain to determine 3032/* look at the surrounding terrain to determine
3089 * the hideability of this object. Positive levels 3033 * the hideability of this object. Positive levels
3090 * indicate greater hideability. 3034 * indicate greater hideability.
3091 */ 3035 */
3092
3093int 3036int
3094hideability (object *ob) 3037hideability (object *ob)
3095{ 3038{
3096 int i, level = 0, mflag; 3039 int i, level = 0, mflag;
3097 sint16 x, y; 3040 sint16 x, y;
3131/* For Hidden creatures - a chance of becoming 'unhidden' 3074/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 3075 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 3076 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 3077 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 3078 */
3136
3137void 3079void
3138do_hidden_move (object *op) 3080do_hidden_move (object *op)
3139{ 3081{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3082 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3141 object *skop; 3083 object *skop;
3223 * object op. This function works fine for monsters, 3165 * object op. This function works fine for monsters,
3224 * but we dont worry if the object isnt the top one in 3166 * but we dont worry if the object isnt the top one in
3225 * a pile (say a coin under a table would return "viewable" 3167 * a pile (say a coin under a table would return "viewable"
3226 * by this routine). Another question, should we be 3168 * by this routine). Another question, should we be
3227 * concerned with the direction the player is looking 3169 * concerned with the direction the player is looking
3228 * in? Realistically, most of use cant see stuff behind 3170 * in? Realistically, most of us can't see stuff behind
3229 * our backs...on the other hand, does the "facing" direction 3171 * our backs...on the other hand, does the "facing" direction
3230 * imply the way your head, or body is facing? Its possible 3172 * imply the way your head, or body is facing? It's possible
3231 * for them to differ. Sigh, this fctn could get a bit more complex. 3173 * for them to differ. Sigh, this fctn could get a bit more complex.
3232 * -b.t. 3174 * -b.t.
3233 * This function is now map tiling safe. 3175 * This function is now map tiling safe.
3234 */ 3176 */
3235
3236int 3177int
3237player_can_view (object *pl, object *op) 3178player_can_view (object *pl, object *op)
3238{ 3179{
3239 rv_vector rv; 3180 rv_vector rv;
3240 int dx, dy; 3181 int dx, dy;
3252 3193
3253 get_rangevector (pl, op, &rv, 0x1); 3194 get_rangevector (pl, op, &rv, 0x1);
3254 3195
3255 /* starting with the 'head' part, lets loop 3196 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any 3197 * through the object and find if it has any
3257 * part that is in the los array but isnt on 3198 * part that is in the los array but isn't on
3258 * a blocked los square. 3199 * a blocked los square.
3259 * we use the archetype to figure out offsets. 3200 * we use the archetype to figure out offsets.
3260 */ 3201 */
3261 while (op) 3202 while (op)
3262 { 3203 {
3263 dx = rv.distance_x + op->arch->clone.x; 3204 dx = rv.distance_x + op->arch->x;
3264 dy = rv.distance_y + op->arch->clone.y; 3205 dy = rv.distance_y + op->arch->y;
3265 3206
3266 /* only the viewable area the player sees is updated by LOS 3207 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values 3208 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values. 3209 * for any meaningful values.
3269 */ 3210 */
3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3211 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3271 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3212 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3213 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3273 return 1; 3214 return 1;
3215
3274 op = op->more; 3216 op = op->more;
3275 } 3217 }
3218
3276 return 0; 3219 return 0;
3277} 3220}
3278 3221
3279/* routine for both players and monsters. We call this when 3222/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3223 * there is a possibility for our action distrubing our hiding
3283 * return 0. 3226 * return 0.
3284 */ 3227 */
3285int 3228int
3286action_makes_visible (object *op) 3229action_makes_visible (object *op)
3287{ 3230{
3288
3289 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3231 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290 { 3232 {
3291 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3233 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3292 return 0; 3234 return 0;
3293 3235
3299 { 3241 {
3300 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3242 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3301 return 1; 3243 return 1;
3302 } 3244 }
3303 } 3245 }
3246
3304 return 0; 3247 return 0;
3305} 3248}
3306 3249
3307/* op_on_battleground - checks if the given object op (usually 3250/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3251 * a player) is standing on a valid battleground-tile,
3313 * Default is to do the same as before, so only people wanting to have different points need worry about this 3256 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3257 */
3315int 3258int
3316op_on_battleground (object *op, int *x, int *y) 3259op_on_battleground (object *op, int *x, int *y)
3317{ 3260{
3318 object *tmp;
3319
3320 /* A battleground-tile needs the following attributes to be valid: 3261 /* A battleground-tile needs the following attributes to be valid:
3321 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3262 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3263 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3323 * and the exit-coordinates sp/hp must both be > 0. 3264 * and the exit-coordinates sp/hp must both be > 0.
3324 * => The intention here is to prevent abuse of the battleground- 3265 * => The intention here is to prevent abuse of the battleground-
3325 * feature (like pickable or hidden battleground tiles). */ 3266 * feature (like pickable or hidden battleground tiles). */
3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3267 for (object *tmp = op->below; tmp; tmp = tmp->below)
3327 { 3268 {
3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3269 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3329 { 3270 {
3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3331 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3272 && tmp->type == BATTLEGROUND
3273 && tmp->name == shstr_battleground
3274 && EXIT_X (tmp) && EXIT_Y (tmp))
3332 { 3275 {
3333 /*before we assign the exit, check if this is a teambattle */ 3276 /* before we assign the exit, check if this is a teambattle */
3334 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3277 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3335 { 3278 {
3336 object *invtmp;
3337
3338 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3279 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3339 { 3280 {
3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3281 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3341 { 3282 {
3342 if (x != NULL && y != NULL) 3283 if (x && y)
3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3284 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285
3344 return 1; 3286 return 1;
3345 } 3287 }
3346 } 3288 }
3347 } 3289 }
3290
3348 if (x != NULL && y != NULL) 3291 if (x && y)
3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3292 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3293
3350 return 1; 3294 return 1;
3351 } 3295 }
3352 } 3296 }
3353 } 3297 }
3298
3354 /* If we got here, did not find a battleground */ 3299 /* If we got here, did not find a battleground */
3355 return 0; 3300 return 0;
3356} 3301}
3357 3302
3358/* 3303/*
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3319 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3320 int i = 0, j = 0;
3376 3321
3377 /* get the appropriate treasurelist */ 3322 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3323 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3324 trlist = treasurelist::find (shstr_dragon_ability_fire);
3380 else if (atnr == ATNR_COLD) 3325 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3326 trlist = treasurelist::find (shstr_dragon_ability_cold);
3382 else if (atnr == ATNR_ELECTRICITY) 3327 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3328 trlist = treasurelist::find (shstr_dragon_ability_elec);
3384 else if (atnr == ATNR_POISON) 3329 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3330 trlist = treasurelist::find (shstr_dragon_ability_poison);
3386 3331
3387 if (trlist == NULL || who->type != PLAYER) 3332 if (trlist == NULL || who->type != PLAYER)
3388 return; 3333 return;
3389 3334
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3335 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3339 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3395 return; 3340 return;
3396 } 3341 }
3397 3342
3398 /* everything seems okay - now bring on the gift: */ 3343 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone); 3344 item = tr->item;
3400 3345
3401 if (item->type == SPELL) 3346 if (item->type == SPELL)
3402 { 3347 {
3403 if (check_spell_known (who, item->name)) 3348 if (check_spell_known (who, item->name))
3404 return; 3349 return;
3463 { 3408 {
3464 /* forces in the treasurelist can alter the player's stats */ 3409 /* forces in the treasurelist can alter the player's stats */
3465 object *skin; 3410 object *skin;
3466 3411
3467 /* first get the dragon skin force */ 3412 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3413 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3470 ; 3414 ;
3471 3415
3472 if (!skin) 3416 if (!skin)
3473 return; 3417 return;
3474 3418
3522 * not readied. 3466 * not readied.
3523 */ 3467 */
3524void 3468void
3525player_unready_range_ob (player *pl, object *ob) 3469player_unready_range_ob (player *pl, object *ob)
3526{ 3470{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3471 if (pl->ob->current_weapon == ob)
3472 pl->ob->current_weapon = 0;
3473
3474 if (pl->combat_ob == ob)
3475 pl->combat_ob = 0;
3476
3528 if (pl->ranges[i] == ob) 3477 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3478 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3479}
3535 3480
3536sint8 3481sint8
3537player::visibility_at (maptile *map, int x, int y) const 3482player::visibility_at (maptile *map, int x, int y) const
3538{ 3483{
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3494 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0; 3495 return 0;
3551 3496
3552 return 100 - blocked_los [x][y]; 3497 return 100 - blocked_los [x][y];
3553} 3498}
3499
3500void
3501player::infobox (const char *title, const char *msg, int color)
3502{
3503 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3504}
3505
3506void
3507player::statusmsg (const char *msg, int color)
3508{
3509 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3510}
3511
3512void
3513player::failmsg (const char *msg, int color)
3514{
3515 play_sound (sound_find ("generic_failure"));
3516 statusmsg (msg, color);
3517}
3518

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