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Comparing deliantra/server/server/player.C (file contents):
Revision 1.115 by root, Fri Apr 27 02:43:04 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>
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160} 158}
161 159
162void 160void
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}
174
175void
176player::activate () 161player::activate ()
177{ 162{
178 if (active) 163 if (active)
179 return; 164 return;
180 165
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{
199 183
200 if (ob->map) 184 if (ob->map)
201 maplevel = ob->map->path; 185 maplevel = ob->map->path;
202 186
203 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 189 ob->map = 0;
205 party = 0; 190 party = 0;
206 191
207 // 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
208 ranges [range_skill] = 0;
209 193
210 players.erase (this); 194 players.erase (this);
211} 195}
212 196
213// connect the player with a specific client 197// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
215void 199void
216player::connect (client *ns) 200player::connect (client *ns)
217{ 201{
218 this->ns = ns; 202 this->ns = ns;
219 ns->pl = this; 203 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
224 208
225 ns->update_look = 0; 209 ns->update_look = 0;
226 ns->look_position = 0; 210 ns->look_position = 0;
227 211
228 clear_los (ob); 212 clear_los (this);
229 213
230 ns->reset_stats (); 214 ns->reset_stats ();
231 215
232 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238 219
239 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 221 link_player_skills (ob);
241 222
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243 224
244 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
245 226
246 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
248 { 229 {
249 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
250 231
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
257 abil = tmp; 235 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
259 skin = tmp; 237 skin = tmp;
260 238
261 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
262 } 240 }
263 241
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 243
266 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
267 245
268 ob->update_stats (); 246 ob->update_stats ();
247
269 ns->floorbox_update (); 248 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
273 251
274 activate (); 252 activate ();
275 253
282} 260}
283 261
284void 262void
285player::disconnect () 263player::disconnect ()
286{ 264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
287 if (ns) 271 if (ns)
288 { 272 {
289 if (active) 273 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291 275
294 ns->reset_stats (); 278 ns->reset_stats ();
295 ns->pl = 0; 279 ns->pl = 0;
296 ns = 0; 280 ns = 0;
297 } 281 }
298 282
299 if (ob) 283 observe = ob;
300 ob->close_container (); //TODO: client-specific
301 284
302 deactivate (); 285 deactivate ();
303} 286}
304 287
305// the need for this function can be explained 288// the need for this function can be explained
306// by load_object not returning the object 289// by load_object not returning the object
307void 290void
308player::set_object (object *op) 291player::set_object (object *op)
309{ 292{
310 ob = op; 293 ob = observe = op;
311 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
312 295
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
315 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;
316} 333}
317 334
318player::player () 335player::player ()
319{ 336{
320 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
325 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
326 343
327 savebed_map = first_map_path; /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
328 345
329 gen_sp_armour = 10; 346 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 347 bowtype = bow_normal;
332 petmode = pet_normal; 348 petmode = pet_normal;
333 listening = 10; 349 listening = 10;
334 usekeys = containers; 350 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
336 do_los = 1; 352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
337} 356}
338 357
339void 358void
340player::do_destroy () 359player::do_destroy ()
341{ 360{
346 if (ob) 365 if (ob)
347 { 366 {
348 ob->destroy_inv (false); 367 ob->destroy_inv (false);
349 ob->destroy (); 368 ob->destroy ();
350 } 369 }
370
371 ob = observe = 0;
351} 372}
352 373
353player::~player () 374player::~player ()
354{ 375{
355 /* Clear item stack */ 376 /* Clear item stack */
382 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
383 */ 404 */
384archetype * 405archetype *
385get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
386{ 407{
387 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
388 409
389 for (;;) 410 for (;;)
390 { 411 {
391 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
392 at = first_archetype; 413 i = archetypes.begin ();
393 else 414 else if (*i == at)
394 at = at->next; 415 cleanup ("not a single player archetype found");
395 416
396 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
397 return at; 418 return *i;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 } 419 }
405} 420}
406 421
407object * 422object *
408get_nearest_player (object *mon) 423get_nearest_player (object *mon)
412 unsigned lastdist; 427 unsigned lastdist;
413 rv_vector rv; 428 rv_vector rv;
414 429
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 431 {
417 /* We should not find free objects on this friendly list, but it
418 * does periodically happen. Given that, lets deal with it.
419 * While unlikely, it is possible the next object on the friendly
420 * list is also free, so encapsulate this in a while loop.
421 */
422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
424 object *tmp = ol->ob;
425
426 /* Can't do much more other than log the fact, because the object
427 * itself will have been cleared.
428 */
429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
431 ol = ol->next;
432 remove_friendly_object (tmp);
433 if (!ol)
434 return op;
435 }
436
437 /* Remove special check for player from this. First, it looks to cause
438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
439 * complicated method of state checking would be needed in any case -
440 * as it was, a clever player could type quit, and the function would
441 * skip them over while waiting for confirmation. Remove
442 * on_same_map check, as can_detect_enemy also does this
443 */
444 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 433 continue;
446 434
447 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
448 { 436 {
774} 762}
775 763
776void 764void
777object::roll_stats () 765object::roll_stats ()
778{ 766{
779 int statsort [7]; 767 int statsort [NUM_STATS];
780 768
781 for (;;) 769 for (;;)
782 { 770 {
783 int sum = 0; 771 int sum = 0;
784 for (int i = 7; i--; ) 772 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 773 sum += statsort [i] = roll_stat ();
786 774
787 if (sum >= 82 && sum <= 116) 775 if (sum >= 82 && sum <= 116)
788 break; 776 break;
789 } 777 }
790 778
791 // Sort the stats so that rerolling is easier... 779 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 781
782 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 783 stats.stat (i) = statsort [i];
795 stats.Dex = statsort[1];
796 stats.Con = statsort[2];
797 stats.Int = statsort[3];
798 stats.Wis = statsort[4];
799 stats.Pow = statsort[5];
800 stats.Cha = statsort[6];
801 784
802 stats.exp = 0; 785 stats.exp = 0;
803 stats.ac = 0; 786 stats.ac = 0;
804 787
805 stats.hp = stats.maxhp; 788 stats.hp = stats.maxhp;
817} 800}
818 801
819void 802void
820object::swap_stats (int a, int b) 803object::swap_stats (int a, int b)
821{ 804{
822 int tmp = get_attr_value (&contr->orig_stats, a); 805 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825 806
807 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 808 stats.stat (i) = contr->orig_stats.stat (i);
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833 809
834 //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,
835 // be merged with the similar code in roll_stats 811 // be merged with the similar code in roll_stats
836 stats.ac = 0; 812 stats.ac = 0;
837 813
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, &ob->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) = ob->x; 894 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y; 895 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded; 896 ob->enter_exit (tmp); /* we don't really care if it succeeded;
939 int x = ob->x, y = ob->y; 915 int x = ob->x, y = ob->y;
940 916
941 ob->remove_statbonus (); 917 ob->remove_statbonus ();
942 ob->remove (); 918 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 919 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 920 ob->arch->copy_to (ob);
945 ob->instantiate (); 921 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 923 ob->name = ob->name_pl = name;
948 ob->x = x; 924 ob->x = x;
949 ob->y = y; 925 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 928 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 929 ob->add_statbonus ();
954 } 930 }
955 while (!allowed_class (ob)); 931 while (!allowed_class (ob));
956 932
957 update_object (ob, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
1014 /* Cornered, get rid of scared */ 990 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 992 op->enemy = NULL;
1017} 993}
1018 994
1019
1020/* 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.
1021 * 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
1022 * stop. 997 * stop.
1023 */ 998 */
1024int 999int
1025check_pick (object *op) 1000check_pick (object *op)
1026{ 1001{
1033 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1034 return 1; 1009 return 1;
1035 1010
1036 next = op->below; 1011 next = op->below;
1037 1012
1013 int cnt = MAX_ITEM_PER_DROP;
1014#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1015
1038 /* 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
1039 * destroyed */ 1017 * destroyed */
1040 while (next && !next->destroyed ()) 1018 while (next && !next->destroyed ())
1041 { 1019 {
1042 tmp = next; 1020 tmp = next;
1043 next = tmp->below; 1021 next = tmp->below;
1044 1022
1023 if (cnt <= 0)
1024 {
1025 op->failmsg ("Couldn't pickup all items at once.");
1026 return 0;
1027 }
1028
1045 if (op->destroyed ()) 1029 if (op->destroyed ())
1046 return 0; 1030 return 0;
1047 1031
1048 if (!can_pick (op, tmp)) 1032 if (!can_pick (op, tmp))
1049 continue; 1033 continue;
1050 1034
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1035 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 1036 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 1037 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 1038 CHK_PICK_PICKUP;
1055 continue; 1039 continue;
1056 } 1040 }
1057 1041
1058 /* high not bit set? We're using the old autopickup model */ 1042 /* high not bit set? We're using the old autopickup model */
1059 if (!(op->contr->mode & PU_NEWMODE)) 1043 if (!(op->contr->mode & PU_NEWMODE))
1061 switch (op->contr->mode) 1045 switch (op->contr->mode)
1062 { 1046 {
1063 case 0: 1047 case 0:
1064 return 1; /* don't pick up */ 1048 return 1; /* don't pick up */
1065 case 1: 1049 case 1:
1066 pick_up (op, tmp); 1050 CHK_PICK_PICKUP;
1067 return 1; 1051 return 1;
1068 case 2: 1052 case 2:
1069 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1070 return 0; 1054 return 0;
1071 case 3: 1055 case 3:
1072 return 0; /* stop before pickup */ 1056 return 0; /* stop before pickup */
1073 case 4: 1057 case 4:
1074 pick_up (op, tmp); 1058 CHK_PICK_PICKUP;
1075 break; 1059 break;
1076 case 5: 1060 case 5:
1077 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1078 stop = 1; 1062 stop = 1;
1079 break; 1063 break;
1080 case 6: 1064 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1065 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1082 pick_up (op, tmp); 1066 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1067 CHK_PICK_PICKUP;
1083 break; 1068 break;
1084 1069
1085 case 7: 1070 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM) 1071 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp); 1072 CHK_PICK_PICKUP;
1088 break; 1073 break;
1089 1074
1090 default: 1075 default:
1091 /* use value density */ 1076 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1077 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (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)
1094 pick_up (op, tmp); 1079 CHK_PICK_PICKUP;
1095 } 1080 }
1096 } 1081 }
1097 else 1082 else
1098 { /* old model */ 1083 { /* old model */
1099 /* NEW pickup handling */ 1084 /* NEW pickup handling */
1103 if (tmp->name != NULL) 1088 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1089 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &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))));
1106 else 1091 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &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))));
1109 1094
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1095 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 } 1096 }
1112 1097
1113 /* philosophy: 1098 /* philosophy:
1154 /* all food and drink if desired */ 1139 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */ 1140 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD) 1141 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD) 1142 if (tmp->type == FOOD)
1158 { 1143 {
1159 pick_up (op, tmp); 1144 CHK_PICK_PICKUP;
1160 continue; 1145 continue;
1161 } 1146 }
1162 1147
1163 if (op->contr->mode & PU_DRINK) 1148 if (op->contr->mode & PU_DRINK)
1164 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)))
1165 { 1150 {
1166 pick_up (op, tmp); 1151 CHK_PICK_PICKUP;
1167 continue; 1152 continue;
1168 } 1153 }
1169 1154
1170 if (op->contr->mode & PU_POTION) 1155 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION) 1156 if (tmp->type == POTION)
1172 { 1157 {
1173 pick_up (op, tmp); 1158 CHK_PICK_PICKUP;
1174 continue; 1159 continue;
1175 } 1160 }
1176 1161
1177 /* spellbooks, skillscrolls and normal books/scrolls */ 1162 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK) 1163 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK) 1164 if (tmp->type == SPELLBOOK)
1180 { 1165 {
1181 pick_up (op, tmp); 1166 CHK_PICK_PICKUP;
1182 continue; 1167 continue;
1183 } 1168 }
1184 1169
1185 if (op->contr->mode & PU_SKILLSCROLL) 1170 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL) 1171 if (tmp->type == SKILLSCROLL)
1187 { 1172 {
1188 pick_up (op, tmp); 1173 CHK_PICK_PICKUP;
1189 continue; 1174 continue;
1190 } 1175 }
1191 1176
1192 if (op->contr->mode & PU_READABLES) 1177 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL) 1178 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 { 1179 {
1195 pick_up (op, tmp); 1180 CHK_PICK_PICKUP;
1196 continue; 1181 continue;
1197 } 1182 }
1198 1183
1199 /* wands/staves/rods/horns */ 1184 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE) 1185 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1186 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 { 1187 {
1203 pick_up (op, tmp); 1188 CHK_PICK_PICKUP;
1204 continue; 1189 continue;
1205 } 1190 }
1206 1191
1207 /* pick up all magical items */ 1192 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1193 if (op->contr->mode & PU_MAGICAL)
1209 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))
1210 { 1195 {
1211 pick_up (op, tmp); 1196 CHK_PICK_PICKUP;
1212 continue; 1197 continue;
1213 } 1198 }
1214 1199
1215 if (op->contr->mode & PU_VALUABLES) 1200 if (op->contr->mode & PU_VALUABLES)
1216 { 1201 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1202 if (tmp->type == MONEY || tmp->type == GEM)
1218 { 1203 {
1219 pick_up (op, tmp); 1204 CHK_PICK_PICKUP;
1220 continue; 1205 continue;
1221 } 1206 }
1222 } 1207 }
1223 1208
1224 /* rings & amulets - talismans seems to be typed AMULET */ 1209 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS) 1210 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET) 1211 if (tmp->type == RING || tmp->type == AMULET)
1227 { 1212 {
1228 pick_up (op, tmp); 1213 CHK_PICK_PICKUP;
1229 continue; 1214 continue;
1230 } 1215 }
1231 1216
1232 /* we don't forget dragon food */ 1217 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH) 1218 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH) 1219 if (tmp->type == FLESH)
1235 { 1220 {
1236 pick_up (op, tmp); 1221 CHK_PICK_PICKUP;
1237 continue; 1222 continue;
1238 } 1223 }
1239 1224
1240 /* bows and arrows. Bows are good for selling! */ 1225 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW) 1226 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW) 1227 if (tmp->type == BOW)
1243 { 1228 {
1244 pick_up (op, tmp); 1229 CHK_PICK_PICKUP;
1245 continue; 1230 continue;
1246 } 1231 }
1247 1232
1248 if (op->contr->mode & PU_ARROW) 1233 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW) 1234 if (tmp->type == ARROW)
1250 { 1235 {
1251 pick_up (op, tmp); 1236 CHK_PICK_PICKUP;
1252 continue; 1237 continue;
1253 } 1238 }
1254 1239
1255 /* all kinds of armor etc. */ 1240 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR) 1241 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR) 1242 if (tmp->type == ARMOUR)
1258 { 1243 {
1259 pick_up (op, tmp); 1244 CHK_PICK_PICKUP;
1260 continue; 1245 continue;
1261 } 1246 }
1262 1247
1263 if (op->contr->mode & PU_HELMET) 1248 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET) 1249 if (tmp->type == HELMET)
1265 { 1250 {
1266 pick_up (op, tmp); 1251 CHK_PICK_PICKUP;
1267 continue; 1252 continue;
1268 } 1253 }
1269 1254
1270 if (op->contr->mode & PU_SHIELD) 1255 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD) 1256 if (tmp->type == SHIELD)
1272 { 1257 {
1273 pick_up (op, tmp); 1258 CHK_PICK_PICKUP;
1274 continue; 1259 continue;
1275 } 1260 }
1276 1261
1277 if (op->contr->mode & PU_BOOTS) 1262 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS) 1263 if (tmp->type == BOOTS)
1279 { 1264 {
1280 pick_up (op, tmp); 1265 CHK_PICK_PICKUP;
1281 continue; 1266 continue;
1282 } 1267 }
1283 1268
1284 if (op->contr->mode & PU_GLOVES) 1269 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES) 1270 if (tmp->type == GLOVES)
1286 { 1271 {
1287 pick_up (op, tmp); 1272 CHK_PICK_PICKUP;
1288 continue; 1273 continue;
1289 } 1274 }
1290 1275
1291 if (op->contr->mode & PU_CLOAK) 1276 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK) 1277 if (tmp->type == CLOAK)
1293 { 1278 {
1294 pick_up (op, tmp); 1279 CHK_PICK_PICKUP;
1295 continue; 1280 continue;
1296 } 1281 }
1297 1282
1298 /* hoping to catch throwing daggers here */ 1283 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON) 1284 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1285 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 { 1286 {
1302 pick_up (op, tmp); 1287 CHK_PICK_PICKUP;
1303 continue; 1288 continue;
1304 } 1289 }
1305 1290
1306 /* careful: chairs and tables are weapons! */ 1291 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON) 1292 if (op->contr->mode & PU_ALLWEAPON)
1308 { 1293 {
1309 if (tmp->type == WEAPON && tmp->name != NULL) 1294 if (tmp->type == WEAPON && tmp->name != NULL)
1310 { 1295 {
1311 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 &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1297 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 { 1298 {
1314 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1315 continue; 1300 continue;
1316 } 1301 }
1317 } 1302 }
1318 1303
1319 if (tmp->type == WEAPON && tmp->name == NULL) 1304 if (tmp->type == WEAPON && tmp->name == NULL)
1320 { 1305 {
1321 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)
1322 { 1307 {
1323 pick_up (op, tmp); 1308 CHK_PICK_PICKUP;
1324 continue; 1309 continue;
1325 } 1310 }
1326 } 1311 }
1327 } 1312 }
1328 1313
1329 /* misc stuff that's useful */ 1314 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY) 1315 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1316 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 { 1317 {
1333 pick_up (op, tmp); 1318 CHK_PICK_PICKUP;
1334 continue; 1319 continue;
1335 } 1320 }
1336 1321
1337 /* 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
1338 * pickups */ 1323 * pickups */
1343 /* >=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
1344 * and multiply them by 5, giving 0..15*5== 5..75 */ 1329 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5; 1330 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 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)
1347 { 1332 {
1348 pick_up (op, tmp); 1333 CHK_PICK_PICKUP;
1349#if 0 1334#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1335 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL) 1336 if (tmp->name != NULL)
1352 { 1337 {
1353 fprintf (stderr, "%s", tmp->name); 1338 fprintf (stderr, "%s", tmp->name);
1354 } 1339 }
1355 else 1340 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1341 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1342 fprintf (stderr, ",%d] = ", tmp->type);
1358 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))));
1359#endif 1344#endif
1360 continue; 1345 continue;
1361 } 1346 }
1376{ 1361{
1377 object *tmp = 0; 1362 object *tmp = 0;
1378 1363
1379 for (op = op->inv; op; op = op->below) 1364 for (op = op->inv; op; op = op->below)
1380 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))
1381 tmp = find_arrow (op, type); 1366 tmp = find_arrow (splay (op), type);
1382 else if (op->type == ARROW && op->race == type) 1367 else if (op->type == ARROW && op->race == type)
1383 return op; 1368 return splay (op);
1384 1369
1385 return tmp; 1370 return tmp;
1386} 1371}
1387 1372
1388/* 1373/*
1431 else 1416 else
1432 { 1417 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1418 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1419 {
1435 attacktype = 1 << attacknum; 1420 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1421 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 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)
1438 { 1423 {
1439 tmp = arrow; 1424 tmp = arrow;
1440 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;
1441 } 1426 }
1442 } 1427 }
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1428 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1429 {
1445 tmp = arrow; 1430 tmp = arrow;
1464 * find_better_arrow to find a decent arrow to use. 1449 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1450 * op = the shooter
1466 * type = bow->race 1451 * type = bow->race
1467 * dir = fire direction 1452 * dir = fire direction
1468 */ 1453 */
1469
1470object * 1454object *
1471pick_arrow_target (object *op, const char *type, int dir) 1455pick_arrow_target (object *op, const char *type, int dir)
1472{ 1456{
1473 object *tmp = NULL; 1457 object *tmp = NULL;
1474 maptile *m; 1458 maptile *m;
1539 */ 1523 */
1540int 1524int
1541fire_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)
1542{ 1526{
1543 object *left, *bow; 1527 object *left, *bow;
1544 int bowspeed, mflags; 1528 int mflags;
1545 maptile *m; 1529 maptile *m;
1546 1530
1547 if (!dir) 1531 if (!dir)
1548 { 1532 {
1549 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!");
1550 return 0; 1534 return 0;
1551 } 1535 }
1552 1536
1553 if (op->type == PLAYER) 1537 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1538 bow = op->current_weapon;
1555 else 1539 else
1556 { 1540 {
1557 for (bow = op->inv; bow; bow = bow->below) 1541 for (bow = op->inv; bow; bow = bow->below)
1558 /* 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
1559 * 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.
1564 if (!bow) 1548 if (!bow)
1565 { 1549 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1550 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1551 return 0;
1568 } 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
1569 } 1561 }
1570 1562
1571 if (!bow->race || !bow->skill) 1563 if (!bow->race || !bow->skill)
1572 { 1564 {
1573 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);
1574 return 0; 1566 return 0;
1575 } 1567 }
1576
1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1578
1579 /* penalize ROF for bestarrow */
1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1583 if (bowspeed < 1)
1584 bowspeed = 1;
1585 1568
1586 if (arrow == NULL) 1569 if (arrow == NULL)
1587 { 1570 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1571 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1572 {
1590 if (op->type == PLAYER) 1573 if (op->type == PLAYER)
1591 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);
1592 /* 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 */
1593 else 1576 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1577 CLEAR_FLAG (op, FLAG_READY_BOW);
1578
1595 return 0; 1579 return 0;
1596 } 1580 }
1597 } 1581 }
1598 1582
1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1583 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1623 1607
1624 arrow->set_owner (op); 1608 arrow->set_owner (op);
1625 arrow->skill = bow->skill; 1609 arrow->skill = bow->skill;
1626 arrow->direction = dir; 1610 arrow->direction = dir;
1627 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
1628 if (op->type == PLAYER) 1645 if (op->type == PLAYER)
1629 { 1646 {
1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1631 op->update_stats ();
1632 }
1633
1634 SET_ANIMATION (arrow, arrow->direction);
1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1636 arrow->stats.hp = arrow->stats.dam;
1637 arrow->stats.grace = arrow->attacktype;
1638 if (arrow->slaying != NULL)
1639 arrow->spellarg = strdup (arrow->slaying);
1640
1641 /* Note that this was different for monsters - they got their level
1642 * added to the damage. I think the strength bonus is more proper.
1643 */
1644
1645 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1646
1647 /* update the speed */
1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1649 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1650
1651 arrow->set_speed (max (arrow->speed, 1.0));
1652 arrow->speed_left = 0;
1653
1654 if (op->type == PLAYER)
1655 {
1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1657 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1658 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1659
1660 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;
1661 } 1654 }
1662 else 1655 else
1663 { 1656 {
1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1665 arrow->level = op->level; 1657 arrow->level = op->level;
1666 } 1658 arrow->stats.wc -= bow->magic;
1667 1659
1668 if (arrow->attacktype == AT_PHYSICAL) 1660 if (!arrow->slaying)
1661 arrow->slaying = bow->slaying;
1662
1669 arrow->attacktype |= bow->attacktype; 1663 arrow->attacktype |= bow->attacktype;
1664 }
1670 1665
1671 if (bow->slaying) 1666 wc -= arrow->level;
1672 arrow->slaying = bow->slaying; 1667 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1673 1668
1669 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1674 arrow->move_type = MOVE_FLY_LOW; 1670 arrow->move_type = MOVE_FLY_LOW;
1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1671 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1676 1672
1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1673 op->play_sound (sound_find ("fire_arrow"));
1678 m->insert (arrow, sx, sy, op); 1674 m->insert (arrow, sx, sy, op);
1679 1675
1680 if (!arrow->destroyed ()) 1676 if (!arrow->destroyed ())
1681 move_arrow (arrow); 1677 move_arrow (arrow);
1682 1678
1703{ 1699{
1704 int ret = 0, wcmod = 0; 1700 int ret = 0, wcmod = 0;
1705 1701
1706 if (op->contr->bowtype == bow_bestarrow) 1702 if (op->contr->bowtype == bow_bestarrow)
1707 { 1703 {
1708 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);
1709 } 1705 }
1710 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)
1711 { 1707 {
1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1708 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1713 wcmod = -1; 1709 wcmod = -1;
1723 else if (op->contr->bowtype == bow_spreadshot) 1719 else if (op->contr->bowtype == bow_spreadshot)
1724 { 1720 {
1725 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);
1726 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);
1727 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);
1728
1729 } 1724 }
1730 else 1725 else
1731 { 1726 {
1732 /* Simple case */ 1727 /* Simple case */
1733 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);
1734 } 1729 }
1730
1735 return ret; 1731 return ret;
1736} 1732}
1737
1738 1733
1739/* Fires a misc (wand/rod/horn) object in 'dir'. 1734/* Fires a misc (wand/rod/horn) object in 'dir'.
1740 * Broken apart from 'fire' to keep it more readable. 1735 * Broken apart from 'fire' to keep it more readable.
1741 */ 1736 */
1742void 1737void
1743fire_misc_object (object *op, int dir) 1738fire_misc_object (object *op, int dir)
1744{ 1739{
1745 object *item; 1740 object *item = op->contr->ranged_ob;
1746 1741
1747 if (!op->contr->ranges[range_misc]) 1742 if (!item)
1748 { 1743 {
1749 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.");
1750 return; 1745 return;
1751 } 1746 }
1752 1747
1753 item = op->contr->ranges[range_misc];
1754 if (!item->inv) 1748 if (!item->inv)
1755 { 1749 {
1756 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1750 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1757 return; 1751 return;
1758 } 1752 }
1753
1754 if (!op->change_weapon (item))
1755 return;
1756
1759 if (item->type == WAND) 1757 if (item->type == WAND)
1760 { 1758 {
1761 if (item->stats.food <= 0) 1759 if (item->stats.food <= 0)
1762 { 1760 {
1763 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1764 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
1765 return; 1764 return;
1766 } 1765 }
1767 } 1766 }
1768 else if (item->type == ROD || item->type == HORN) 1767 else if (item->type == ROD || item->type == HORN)
1769 { 1768 {
1770 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))
1771 { 1770 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1771 op->contr->play_sound (sound_find ("wand_poof"));
1772
1773 if (item->type == ROD) 1773 if (item->type == ROD)
1774 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));
1775 else 1775 else
1776 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
1777 return; 1778 return;
1778 } 1779 }
1779 } 1780 }
1780 1781
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1782 if (cast_spell (op, item, dir, item->inv, NULL))
1788 object *tmp; 1789 object *tmp;
1789 1790
1790 if (item->arch) 1791 if (item->arch)
1791 { 1792 {
1792 CLEAR_FLAG (item, FLAG_ANIMATE); 1793 CLEAR_FLAG (item, FLAG_ANIMATE);
1793 item->face = item->arch->clone.face; 1794 item->face = item->arch->face;
1794 item->set_speed (0); 1795 item->set_speed (0);
1795 } 1796 }
1796 1797
1797 if ((tmp = item->in_player ())) 1798 if ((tmp = item->in_player ()))
1798 esrv_update_item (UPD_ANIM, tmp, item); 1799 esrv_update_item (UPD_ANIM, tmp, item);
1803 } 1804 }
1804} 1805}
1805 1806
1806/* Received a fire command for the player - go and do it. 1807/* Received a fire command for the player - go and do it.
1807 */ 1808 */
1808void 1809bool
1809fire (object *op, int dir) 1810fire (object *op, int dir)
1810{ 1811{
1811 int spellcost = 0; 1812 int spellcost = 0;
1812 1813
1813 /* check for loss of invisiblity/hide */ 1814 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op)) 1815 if (action_makes_visible (op))
1815 make_visible (op); 1816 make_visible (op);
1816 1817
1817 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;
1818 { 1824 }
1819 case range_none:
1820 return;
1821 1825
1822 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:
1823 player_fire_bow (op, dir); 1842 player_fire_bow (op, dir);
1824 return; 1843 break;
1825 1844
1826 case range_magic: /* Casting spells */ 1845 case SPELL:
1827 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);
1828 return; 1847 break;
1829 1848
1830 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:
1831 fire_misc_object (op, dir); 1858 fire_misc_object (op, dir);
1832 return; 1859 break;
1833
1834 case range_golem: /* Control summoned monsters from scrolls */
1835 control_golem (op->contr->ranges[range_golem], dir);
1836 return;
1837
1838 case range_skill:
1839 if (!op->chosen_skill)
1840 {
1841 if (op->type == PLAYER)
1842 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1843
1844 return;
1845 }
1846
1847 do_skill (op, op, op->chosen_skill, dir, NULL);
1848 return;
1849 case range_builder:
1850 apply_map_builder (op, dir);
1851 return;
1852 default:
1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1854 return;
1855 } 1860 }
1861
1862 return true;
1856} 1863}
1857 1864
1858/* find_key 1865/* find_key
1859 * 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
1860 * and successfully use it, we return the key, otherwise NULL 1867 * and successfully use it, we return the key, otherwise NULL
1947 * 0 otherwise 1954 * 0 otherwise
1948 */ 1955 */
1949static int 1956static int
1950player_attack_door (object *op, object *door) 1957player_attack_door (object *op, object *door)
1951{ 1958{
1952 /* 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,
1953 * 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 -
1954 * otherwise, we fall through to the rest of the code. 1961 * otherwise, we fall through to the rest of the code.
1955 */ 1962 */
1956 object *key = find_key (op, op, door); 1963 object *key = find_key (op, op, door);
1957 1964
1958 /* IF we found a key, do some extra work */ 1965 /* If we found a key, do some extra work */
1959 if (key) 1966 if (key)
1960 { 1967 {
1961 object *container = key->env; 1968 object *container = key->env;
1962 1969
1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1964 if (action_makes_visible (op)) 1970 if (action_makes_visible (op))
1965 make_visible (op); 1971 make_visible (op);
1972
1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1967 spring_trap (door->inv, op); 1974 spring_trap (door->inv, op);
1968 1975
1969 if (door->type == DOOR) 1976 if (door->type == DOOR)
1970 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 */
1971 else if (door->type == LOCKED_DOOR) 1978 else if (door->type == LOCKED_DOOR)
1972 { 1979 {
1973 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);
1974 remove_door2 (door); /* remove door without violence ;-) */ 1981 remove_door2 (door); /* remove door without violence ;-) */
1975 } 1982 }
1976 1983
1977 /* Do this after we print the message */ 1984 /* Do this after we print the message */
1978 decrease_ob (key); /* Use up one of the keys */ 1985 decrease_ob (key); /* Use up one of the keys */
1983 return 1; /* Nothing more to do below */ 1990 return 1; /* Nothing more to do below */
1984 } 1991 }
1985 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
1986 { 1993 {
1987 /* Might as well return now - no other way to open this */ 1994 /* Might as well return now - no other way to open this */
1988 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...");
1989 return 1; 1996 return 1;
1990 } 1997 }
1991 1998
1992 return 0; 1999 return 0;
1993} 2000}
1996 * It should keep the code cleaner. 2003 * It should keep the code cleaner.
1997 * When this is called, the players direction has been updated 2004 * When this is called, the players direction has been updated
1998 * (taking into account confusion.) The player is also actually 2005 * (taking into account confusion.) The player is also actually
1999 * going to try and move (not fire weapons). 2006 * going to try and move (not fire weapons).
2000 */ 2007 */
2001void 2008bool
2002move_player_attack (object *op, int dir) 2009move_player_attack (object *op, int dir)
2003{ 2010{
2004 object *tmp, *mon;
2005 sint16 nx, ny;
2006 int on_battleground; 2011 int on_battleground;
2007 maptile *m;
2008 2012
2009 nx = freearr_x[dir] + op->x; 2013 sint16 nx = freearr_x[dir] + op->x;
2010 ny = freearr_y[dir] + op->y; 2014 sint16 ny = freearr_y[dir] + op->y;
2011 2015
2012 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 }
2013 2026
2014 /* 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
2015 * 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
2016 * 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
2017 * player. This is a pretty nasty hack, because if we could 2030 * player. This is a pretty nasty hack, because if we could
2018 * 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
2019 * 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
2020 * 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
2021 * move_ob uses. 2034 * move_ob uses.
2022 */ 2035 */
2023 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2024 {
2025 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2026 {
2027 m = op->map->xy_find (nx, ny); 2036 maptile *m = op->map->xy_find (nx, ny);
2028 if (!m)
2029 return; /* Don't think this should happen */
2030 }
2031 else
2032 m = op->map;
2033 2037
2034 if (!(tmp = m->at (nx, ny).bot))
2035 return;
2036
2037 mon = 0;
2038 /* 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
2039 * 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.
2040 * 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
2041 * on the space 2041 * on the space
2042 */ 2042 */
2043 while (tmp) 2043 object *mon;
2044 { 2044 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2045 if (tmp == op) 2045 {
2046 { 2046 if ((mon->flag [FLAG_ALIVE]
2047 tmp = tmp->above; 2047 || mon->type == LOCKED_DOOR
2048 continue; 2048 || mon->flag [FLAG_CAN_ROLL])
2049 }
2050
2051 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2052 {
2053 mon = tmp; 2049 && mon != op)
2054 break; 2050 break;
2055 } 2051 }
2056 2052
2057 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2058 mon = tmp;
2059
2060 tmp = tmp->above;
2061 }
2062
2063 if (!mon) /* This happens anytime the player tries to move */ 2053 if (!mon) /* This happens anytime the player tries to move */
2064 return; /* into a wall */ 2054 return false; /* into a wall */
2065 2055
2066 if (mon->head)
2067 mon = mon->head; 2056 mon = mon->head_ ();
2068 2057
2069 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)
2070 if (player_attack_door (op, mon)) 2060 if (player_attack_door (op, mon))
2061 {
2062 --op->contr->weapon_sp_left;
2071 return; 2063 return true;
2064 }
2072 2065
2073 /* The following deals with possibly attacking peaceful 2066 /* The following deals with possibly attacking peaceful
2074 * or frienddly creatures. Basically, all players are considered 2067 * or friendly creatures. Basically, all players are considered
2075 * unaggressive. If the moving player has peaceful set, then the 2068 * unaggressive. If the moving player has peaceful set, then the
2076 * object should be pushed instead of attacked. It is assumed that 2069 * object should be pushed instead of attacked. It is assumed that
2077 * if you are braced, you will not attack friends accidently, 2070 * if you are braced, you will not attack friends accidently,
2078 * and thus will not push them. 2071 * and thus will not push them.
2079 */ 2072 */
2080 2073
2081 /* 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
2082 * peaceful. Our assumption is the creature is a pet if the 2075 * peaceful. Our assumption is the creature is a pet if the
2083 * player owns it and it is either friendly or unagressive. 2076 * player owns it and it is either friendly or unagressive.
2084 */ 2077 */
2085 if ((op->type == PLAYER) 2078 if (op->type == PLAYER
2086#if COZY_SERVER
2087 &&
2088 ((mon->owner && mon->owner->contr 2079 && ((mon->owner && mon->owner->contr
2089 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2080 && same_party (mon->owner->contr->party, op->contr->party))
2090#else
2091 && mon->owner == op 2081 || mon->owner == op)
2092#endif
2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2082 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2094 { 2083 {
2095 /* 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 */
2096 if (op->contr->braced) 2085 if (op->contr->braced)
2097 return; 2086 return false;
2098 2087
2099 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"));
2100 (void) push_ob (mon, dir, op); 2093 push_ob (mon, dir, op);
2094
2101 if (op->contr->tmp_invis || op->hide) 2095 if (op->contr->tmp_invis || op->hide)
2102 make_visible (op); 2096 make_visible (op);
2103 2097
2104 return; 2098 return true;
2105 } 2099 }
2100 else
2101 return false;
2102 }
2106 2103
2107 /* in certain circumstances, you shouldn't attack friendly 2104 /* in certain circumstances, you shouldn't attack friendly
2108 * creatures. Note that if you are braced, you can't push 2105 * creatures. Note that if you are braced, you can't push
2109 * 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
2110 * attack them either. 2107 * attack them either.
2111 */ 2108 */
2112 if ((mon->type == PLAYER || mon->enemy != op) && 2109 if ((mon->type == PLAYER || mon->enemy != op)
2113 (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))
2114#ifdef PROHIBIT_PLAYERKILL
2115 (op->contr->peaceful 2111 && ((op->contr->peaceful
2116 || (mon->type == PLAYER 2112 || (mon->type == PLAYER && mon->contr->peaceful))
2117 && mon->contr->
2118 peaceful)) &&
2119#else
2120 op->contr->peaceful &&
2121#endif
2122 !on_battleground)) 2113 && !on_battleground))
2114 {
2115 if (op->speed_left > 0.f)
2123 { 2116 {
2117 --op->speed_left;
2118
2124 if (!op->contr->braced) 2119 if (!op->contr->braced)
2125 { 2120 {
2126 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2121 op->play_sound (sound_find ("push_player"));
2127 push_ob (mon, dir, op); 2122 push_ob (mon, dir, op);
2128 } 2123 }
2129 else 2124 else
2130 new_draw_info (0, 0, op, "You withhold your attack"); 2125 op->statusmsg ("You withhold your attack");
2131 2126
2132 if (op->contr->tmp_invis || op->hide) 2127 if (op->contr->tmp_invis || op->hide)
2133 make_visible (op); 2128 make_visible (op);
2134 }
2135 2129
2130 return true;
2131 }
2132 }
2136 /* If the object is a boulder or other rollable object, then 2133 /* If the object is a boulder or other rollable object, then
2137 * 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.
2138 */ 2135 */
2139 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)
2140 { 2139 {
2140 --op->speed_left;
2141
2141 recursive_roll (mon, dir, op); 2142 recursive_roll (mon, dir, op);
2142 if (action_makes_visible (op)) 2143 if (action_makes_visible (op))
2143 make_visible (op); 2144 make_visible (op);
2144 }
2145 2145
2146 return true;
2147 }
2148 }
2146 /* Any generic living creature. Including things like doors. 2149 /* Any generic living creature. Including things like doors.
2147 * 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
2148 * and be living. Then, it must be one of the following: 2151 * and be living. Then, it must be one of the following:
2149 * 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
2150 * 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.
2151 */ 2154 */
2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2155 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2153 ((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)))
2154 { 2157 {
2155 2158 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2156 /* If the player hasn't hit something this tick, and does
2157 * so, give them speed boost based on weapon speed. Doing
2158 * it here is better than process_players2, which basically
2159 * incurred a 1 tick offset.
2160 */
2161 if (!op->contr->has_hit)
2162 { 2159 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2160 --op->contr->weapon_sp_left;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167 2161
2168 skill_attack (mon, op, 0, 0, 0); 2162 skill_attack (mon, op, 0, 0, 0);
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2176 {
2177 short luck = mon->stats.luck;
2178
2179 mon->contr->has_hit = 1;
2180 skill_attack (op, mon, 0, 0, 0);
2181 mon->stats.luck = luck;
2182 }
2183 2163
2184 if (action_makes_visible (op)) 2164 if (action_makes_visible (op))
2185 make_visible (op); 2165 make_visible (op);
2186 }
2187 } /* if player should attack something */
2188}
2189 2166
2190int 2167 return true;
2168 }
2169 }
2170
2171 return false;
2172}
2173
2174bool
2191move_player (object *op, int dir) 2175move_player (object *op, int dir)
2192{ 2176{
2193 int pick; 2177 int pick;
2194 2178
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2179 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2209 op->facing = dir; 2193 op->facing = dir;
2210 2194
2211 if (op->hide) 2195 if (op->hide)
2212 do_hidden_move (op); 2196 do_hidden_move (op);
2213 2197
2198 bool retval;
2199
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2200 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 /*nop */ ; 2201 retval = RESULT_INT (0);
2216 else if (op->contr->fire_on) 2202 else if (op->contr->fire_on)
2217 fire (op, dir); 2203 retval = fire (op, dir);
2218 else 2204 else
2219 { 2205 {
2220 move_player_attack (op, dir); 2206 retval = move_player_attack (op, dir);
2221 pick = check_pick (op); 2207 pick = check_pick (op);
2222 } 2208 }
2223 2209
2224 /* 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
2225 * server can handle repeat firing. 2211 * server can handle repeat firing.
2232 /* Update how the player looks. Use the facing, so direction may 2218 /* Update how the player looks. Use the facing, so direction may
2233 * get reset to zero. This allows for full animation capabilities 2219 * get reset to zero. This allows for full animation capabilities
2234 * for players. 2220 * for players.
2235 */ 2221 */
2236 animate_object (op, op->facing); 2222 animate_object (op, op->facing);
2237 return 0; 2223
2224 return retval;
2238} 2225}
2239 2226
2240/* 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
2241 * new client/server stuff. 2228 * new client/server stuff.
2242 * 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
2243 * the new speed values for commands. 2230 * the new speed values for commands.
2244 * 2231 *
2245 * 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.
2246 */ 2235 */
2247int 2236bool
2248handle_newcs_player (object *op) 2237handle_newcs_player (object *op)
2249{ 2238{
2250 if (QUERY_FLAG (op, FLAG_SCARED)) 2239 if (QUERY_FLAG (op, FLAG_SCARED))
2251 { 2240 {
2252 flee_player (op); 2241 if (op->speed_left > 0.f)
2253 /* If player is still scared, that is his action for this tick */
2254 if (QUERY_FLAG (op, FLAG_SCARED))
2255 { 2242 {
2256 op->speed_left--; 2243 --op->speed_left;
2244 flee_player (op);
2245
2257 return 0; 2246 return true;
2258 } 2247 }
2248 else
2249 return false;
2259 } 2250 }
2260 2251
2261 /* 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
2262 * the players time has been increased when doericserver has been 2253 * the players time has been increased when doericserver has been
2263 * called, so we recheck it here. 2254 * called, so we recheck it here.
2264 */ 2255 */
2265 if (op->contr->ns->handle_command ()) 2256 if (op->contr->ns->handle_command ())
2266 return 1; 2257 return true;
2267 2258
2268 if (op->speed_left > 0)
2269 {
2270 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2259 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2271 {
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player (op, op->direction); 2260 return move_player (op, op->direction);
2280 2261
2281 return op->speed_left > 0;
2282 }
2283 }
2284
2285 return 0; 2262 return false;
2286} 2263}
2287 2264
2288int 2265int
2289save_life (object *op) 2266save_life (object *op)
2290{ 2267{
2292 return 0; 2269 return 0;
2293 2270
2294 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2271 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2295 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2272 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2296 { 2273 {
2297 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2274 op->play_sound (sound_find ("ob_evaporate"));
2298 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));
2299 2276
2300 if (op->contr) 2277 if (op->contr)
2301 esrv_del_item (op->contr, tmp->count); 2278 esrv_del_item (op->contr, tmp->count);
2302 2279
2322/* 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
2323 * 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
2324 * 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
2325 * from. 2302 * from.
2326 */ 2303 */
2327void 2304static void
2328remove_unpaid_objects (object *op, object *env) 2305drop_unpaid_items (object *op, object *env)
2329{ 2306{
2330 while (op) 2307 while (op)
2331 { 2308 {
2332 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' */
2333 2310
2337 esrv_del_item (env->contr, op->count); 2314 esrv_del_item (env->contr, op->count);
2338 2315
2339 op->insert_at (env); 2316 op->insert_at (env);
2340 } 2317 }
2341 else if (op->inv) 2318 else if (op->inv)
2342 remove_unpaid_objects (op->inv, env); 2319 drop_unpaid_items (op->inv, env);
2343 2320
2344 op = next; 2321 op = next;
2345 } 2322 }
2323}
2324
2325void
2326object::drop_unpaid_items ()
2327{
2328 if (!flag [FLAG_REMOVED])
2329 ::drop_unpaid_items (inv, this);
2346} 2330}
2347 2331
2348/* 2332/*
2349 * Returns pointer a static string containing gravestone text 2333 * Returns pointer a static string containing gravestone text
2350 * Moved from apply.c to player.c - player.c is what 2334 * Moved from apply.c to player.c - player.c is what
2445 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2429 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2446 else 2430 else
2447 { 2431 {
2448 gen_grace = op->stats.maxgrace; 2432 gen_grace = op->stats.maxgrace;
2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2433 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2450 }
2451
2452 /* Regenerate Spell Points */
2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2454 {
2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2456 if (op->stats.sp < op->stats.maxsp)
2457 {
2458 op->stats.sp++;
2459 /* dms do not consume food */
2460 if (!QUERY_FLAG (op, FLAG_WIZ))
2461 {
2462 op->stats.food--;
2463 if (op->contr->digestion < 0)
2464 op->stats.food += op->contr->digestion;
2465 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2466 op->stats.food = last_food;
2467 }
2468 }
2469
2470 if (max_sp > 1)
2471 {
2472 over_sp = (gen_sp + 10) / rate_sp;
2473 if (over_sp > 0)
2474 {
2475 if (op->stats.sp < op->stats.maxsp)
2476 {
2477 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2478
2479 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2480 op->stats.sp--;
2481
2482 if (op->stats.sp > op->stats.maxsp)
2483 op->stats.sp = op->stats.maxsp;
2484 }
2485 op->last_sp = 0;
2486 }
2487 else
2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2489 }
2490 else
2491 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2492 } 2434 }
2493 2435
2494 /* Regenerate Grace */ 2436 /* Regenerate Grace */
2495 /* 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. */
2496 if (--op->last_grace < 0) 2438 if (--op->last_grace < 0)
2517 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);
2518 } 2460 }
2519 /* wearing stuff doesn't detract from grace generation. */ 2461 /* wearing stuff doesn't detract from grace generation. */
2520 } 2462 }
2521 2463
2464 if (op->stats.food > 0)
2465 {
2522 /* Regenerate Hit Points */ 2466 /* Regenerate Spell Points */
2523 if (--op->last_heal < 0) 2467 if (!op->contr->golem && --op->last_sp < 0)
2524 {
2525 if (op->stats.hp < op->stats.maxhp)
2526 { 2468 {
2527 op->stats.hp++; 2469 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2528 /* dms do not consume food */ 2470
2529 if (!QUERY_FLAG (op, FLAG_WIZ)) 2471 if (op->stats.sp < op->stats.maxsp)
2530 { 2472 {
2473 op->stats.sp++;
2474
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2531 op->stats.food--; 2478 op->stats.food--;
2479
2532 if (op->contr->digestion < 0) 2480 if (op->contr->digestion < 0)
2533 op->stats.food += op->contr->digestion; 2481 op->stats.food += op->contr->digestion;
2534 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))
2535 op->stats.food = last_food; 2483 op->stats.food = last_food;
2484 }
2536 } 2485 }
2537 }
2538 2486
2539 if (max_hp > 1) 2487 if (max_sp > 1)
2540 {
2541 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2542 if (over_hp > 0)
2543 { 2488 {
2544 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
2545 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);
2546 } 2507 }
2547 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)
2548 { 2516 {
2549 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 }
2550 } 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);
2551 } 2542 }
2552 else 2543 else
2553 {
2554 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);
2555 } 2545 }
2556 } 2546 }
2557 2547
2558 /* Digestion */ 2548 /* Digestion */
2559 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2560 { 2550 {
2561#ifdef COZY_SERVER 2551 int bonus = max (0, op->contr->digestion),
2562 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2552 penalty = max (0, -op->contr->digestion);
2563 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2564#else
2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2566#endif
2567 2553
2568 if (op->contr->gen_hp > 0)
2569 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);
2570 else
2571 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2572 2555
2573 /* dms do not consume food */ 2556 /* dms do not consume food */
2574 if (!QUERY_FLAG (op, FLAG_WIZ)) 2557 if (!QUERY_FLAG (op, FLAG_WIZ))
2575 op->stats.food--; 2558 op->stats.food--;
2576 } 2559 }
2603 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.");
2604 manual_apply (op, flesh, 0); 2587 manual_apply (op, flesh, 0);
2605 } 2588 }
2606 } 2589 }
2607 2590
2608 while (op->stats.food < 0 && op->stats.hp >= 0) 2591 if (op->stats.food < 0)
2609 op->stats.food++, op->stats.hp--; 2592 {
2593 op->stats.hp += op->stats.food;
2594 op->stats.food = 0;
2595 }
2610 2596
2611 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2612 kill_player (op); 2598 kill_player (op);
2613 } 2599 }
2614} 2600}
2619 * file. 2605 * file.
2620 */ 2606 */
2621void 2607void
2622kill_player (object *op) 2608kill_player (object *op)
2623{ 2609{
2610 int x, y;
2624 char buf[MAX_BUF]; 2611 char buf[MAX_BUF];
2625 int x, y;
2626
2627 //int i;
2628 maptile *map; /* this is for resurrection */ 2612 maptile *map; /* this is for resurrection */
2629
2630 /* int z;
2631 int num_stats_lose;
2632 int lost_a_stat;
2633 int lose_this_stat;
2634 int this_stat; */
2635 int will_kill_again; 2613 int will_kill_again;
2636 archetype *at; 2614 archetype *at;
2637 object *tmp; 2615 object *tmp;
2638 2616
2639 if (save_life (op)) 2617 if (save_life (op))
2640 return; 2618 return;
2641
2642 2619
2643 /* 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
2644 * 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.
2645 * Look at op_on_battleground() for more info --AndreasV 2622 * Look at op_on_battleground() for more info --AndreasV
2646 */ 2623 */
2662 { 2639 {
2663 tmp->destroy (); 2640 tmp->destroy ();
2664 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2641 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2665 } 2642 }
2666 2643
2667 cure_disease (op, 0); /* remove any disease */ 2644 cure_disease (op, 0, 0); /* remove any disease */
2668 op->stats.hp = op->stats.maxhp; 2645 op->stats.hp = op->stats.maxhp;
2669 if (op->stats.food <= 0) 2646 if (op->stats.food <= 0)
2670 op->stats.food = 999; 2647 op->stats.food = 999;
2671 2648
2672 /* create a bodypart-trophy to make the winner happy */ 2649 /* create a bodypart-trophy to make the winner happy */
2673 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2650 if (object *tmp = arch_to_object (archetype::find ("finger")))
2674 { 2651 {
2675 sprintf (buf, "%s's finger", &op->name); 2652 tmp->name = format ("%s's finger" , &op->name);
2676 tmp->name = buf; 2653 tmp->name_pl = format ("%s's fingers", &op->name);
2677 sprintf (buf, " This finger has been cut off %s\n" 2654 tmp->msg = format (
2678 " 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",
2679 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2656 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2680 tmp->msg = buf; 2657 );
2681 tmp->value = 0, tmp->type = 0; 2658 tmp->value = 0, tmp->type = 0;
2682 tmp->materialname = "organics"; 2659 tmp->materialname = "organics";
2683 tmp->insert_at (op, tmp); 2660 tmp->insert_at (op, tmp);
2684 } 2661 }
2685 2662
2692 INVOKE_PLAYER (DEATH, op->contr); 2669 INVOKE_PLAYER (DEATH, op->contr);
2693 2670
2694 command_kill_pets (op, 0); 2671 command_kill_pets (op, 0);
2695 2672
2696 if (op->stats.food < 0) 2673 if (op->stats.food < 0)
2697 {
2698 sprintf (buf, "%s starved to death.", &op->name);
2699 strcpy (op->contr->killer, "starvation"); 2674 strcpy (op->contr->killer, "starvation");
2700 }
2701 else
2702 sprintf (buf, "%s died.", &op->name);
2703 2675
2704 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2676 op->contr->play_sound (sound_find ("player_dies"));
2705 2677
2706 /* save the map location for corpse, gravestone */ 2678 /* save the map location for corpse, gravestone */
2707 x = op->x; 2679 x = op->x;
2708 y = op->y; 2680 y = op->y;
2709 map = op->map; 2681 map = op->map;
2872 { 2844 {
2873 tmp->destroy (); 2845 tmp->destroy ();
2874 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2846 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2875 } 2847 }
2876 2848
2877 cure_disease (op, 0); /* remove any disease */ 2849 cure_disease (op, 0, 0); /* remove any disease */
2878 2850
2879 /*add_exp(op, (op->stats.exp * -0.20)); */ 2851 /*add_exp(op, (op->stats.exp * -0.20)); */
2880 apply_death_exp_penalty (op); 2852 apply_death_exp_penalty (op);
2881 if (op->stats.food < 100) 2853 if (op->stats.food < 100)
2882 op->stats.food = 900; 2854 op->stats.food = 900;
2886 2858
2887 /* 2859 /*
2888 * Check to see if the player has any unpaid items. If so, remove them 2860 * Check to see if the player has any unpaid items. If so, remove them
2889 * and put them back in the map. 2861 * and put them back in the map.
2890 */ 2862 */
2891 remove_unpaid_objects (op->inv, op); 2863 op->drop_unpaid_items ();
2892 2864
2893 /****************************************/ 2865 /****************************************/
2894 /* */ 2866 /* */
2895 /* Move player to his current respawn- */ 2867 /* Move player to his current respawn- */
2896 /* position (usually last savebed) */ 2868 /* position (usually last savebed) */
2916 object *force; 2888 object *force;
2917 int at; 2889 int at;
2918 2890
2919 force = get_archetype (FORCE_NAME); 2891 force = get_archetype (FORCE_NAME);
2920 /* 50 ticks should be enough time for the spell to abate */ 2892 /* 50 ticks should be enough time for the spell to abate */
2921 force->speed = 0.1; 2893 force->speed = 0.1f;
2922 force->speed_left = -5.0; 2894 force->speed_left = -5.f;
2923 SET_FLAG (force, FLAG_APPLIED); 2895 SET_FLAG (force, FLAG_APPLIED);
2924 for (at = 0; at < NROFATTACKS; at++) 2896 for (at = 0; at < NROFATTACKS; at++)
2925 if (will_kill_again & (1 << at)) 2897 if (will_kill_again & (1 << at))
2926 force->resist[at] = 100; 2898 force->resist[at] = 100;
2927 2899
3036void 3008void
3037make_visible (object *op) 3009make_visible (object *op)
3038{ 3010{
3039 op->hide = 0; 3011 op->hide = 0;
3040 op->invisible = 0; 3012 op->invisible = 0;
3013
3041 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3042 { 3015 {
3043 op->contr->tmp_invis = 0; 3016 op->contr->tmp_invis = 0;
3044 op->contr->invis_race = 0; 3017 op->contr->invis_race = 0;
3045 } 3018 }
3048} 3021}
3049 3022
3050int 3023int
3051is_true_undead (object *op) 3024is_true_undead (object *op)
3052{ 3025{
3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3026 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3054 return 1; 3027 return 1;
3055 3028
3056 return 0; 3029 return 0;
3057} 3030}
3058 3031
3059/* look at the surrounding terrain to determine 3032/* look at the surrounding terrain to determine
3060 * the hideability of this object. Positive levels 3033 * the hideability of this object. Positive levels
3061 * indicate greater hideability. 3034 * indicate greater hideability.
3062 */ 3035 */
3063
3064int 3036int
3065hideability (object *ob) 3037hideability (object *ob)
3066{ 3038{
3067 int i, level = 0, mflag; 3039 int i, level = 0, mflag;
3068 sint16 x, y; 3040 sint16 x, y;
3102/* For Hidden creatures - a chance of becoming 'unhidden' 3074/* For Hidden creatures - a chance of becoming 'unhidden'
3103 * every time they move - as we subtract off 'invisibility' 3075 * every time they move - as we subtract off 'invisibility'
3104 * AND, for players, if they move into a ridiculously unhideable 3076 * AND, for players, if they move into a ridiculously unhideable
3105 * spot (surrounded by clear terrain in broad daylight). -b.t. 3077 * spot (surrounded by clear terrain in broad daylight). -b.t.
3106 */ 3078 */
3107
3108void 3079void
3109do_hidden_move (object *op) 3080do_hidden_move (object *op)
3110{ 3081{
3111 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3082 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3083 object *skop;
3194 * object op. This function works fine for monsters, 3165 * object op. This function works fine for monsters,
3195 * 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
3196 * a pile (say a coin under a table would return "viewable" 3167 * a pile (say a coin under a table would return "viewable"
3197 * by this routine). Another question, should we be 3168 * by this routine). Another question, should we be
3198 * concerned with the direction the player is looking 3169 * concerned with the direction the player is looking
3199 * in? Realistically, most of use cant see stuff behind 3170 * in? Realistically, most of us can't see stuff behind
3200 * our backs...on the other hand, does the "facing" direction 3171 * our backs...on the other hand, does the "facing" direction
3201 * imply the way your head, or body is facing? Its possible 3172 * imply the way your head, or body is facing? It's possible
3202 * 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.
3203 * -b.t. 3174 * -b.t.
3204 * This function is now map tiling safe. 3175 * This function is now map tiling safe.
3205 */ 3176 */
3206
3207int 3177int
3208player_can_view (object *pl, object *op) 3178player_can_view (object *pl, object *op)
3209{ 3179{
3210 rv_vector rv; 3180 rv_vector rv;
3211 int dx, dy; 3181 int dx, dy;
3223 3193
3224 get_rangevector (pl, op, &rv, 0x1); 3194 get_rangevector (pl, op, &rv, 0x1);
3225 3195
3226 /* starting with the 'head' part, lets loop 3196 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any 3197 * through the object and find if it has any
3228 * part that is in the los array but isnt on 3198 * part that is in the los array but isn't on
3229 * a blocked los square. 3199 * a blocked los square.
3230 * we use the archetype to figure out offsets. 3200 * we use the archetype to figure out offsets.
3231 */ 3201 */
3232 while (op) 3202 while (op)
3233 { 3203 {
3234 dx = rv.distance_x + op->arch->clone.x; 3204 dx = rv.distance_x + op->arch->x;
3235 dy = rv.distance_y + op->arch->clone.y; 3205 dy = rv.distance_y + op->arch->y;
3236 3206
3237 /* only the viewable area the player sees is updated by LOS 3207 /* only the viewable area the player sees is updated by LOS
3238 * 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
3239 * for any meaningful values. 3209 * for any meaningful values.
3240 */ 3210 */
3241 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3211 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3242 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3212 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3243 !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)])
3244 return 1; 3214 return 1;
3215
3245 op = op->more; 3216 op = op->more;
3246 } 3217 }
3218
3247 return 0; 3219 return 0;
3248} 3220}
3249 3221
3250/* routine for both players and monsters. We call this when 3222/* routine for both players and monsters. We call this when
3251 * there is a possibility for our action distrubing our hiding 3223 * there is a possibility for our action distrubing our hiding
3254 * return 0. 3226 * return 0.
3255 */ 3227 */
3256int 3228int
3257action_makes_visible (object *op) 3229action_makes_visible (object *op)
3258{ 3230{
3259
3260 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3231 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3261 { 3232 {
3262 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3233 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3263 return 0; 3234 return 0;
3264 3235
3270 { 3241 {
3271 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");
3272 return 1; 3243 return 1;
3273 } 3244 }
3274 } 3245 }
3246
3275 return 0; 3247 return 0;
3276} 3248}
3277 3249
3278/* op_on_battleground - checks if the given object op (usually 3250/* op_on_battleground - checks if the given object op (usually
3279 * a player) is standing on a valid battleground-tile, 3251 * a player) is standing on a valid battleground-tile,
3284 * 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
3285 */ 3257 */
3286int 3258int
3287op_on_battleground (object *op, int *x, int *y) 3259op_on_battleground (object *op, int *x, int *y)
3288{ 3260{
3289 object *tmp;
3290
3291 /* A battleground-tile needs the following attributes to be valid: 3261 /* A battleground-tile needs the following attributes to be valid:
3292 * 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),
3293 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3263 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3294 * and the exit-coordinates sp/hp must both be > 0. 3264 * and the exit-coordinates sp/hp must both be > 0.
3295 * => The intention here is to prevent abuse of the battleground- 3265 * => The intention here is to prevent abuse of the battleground-
3296 * feature (like pickable or hidden battleground tiles). */ 3266 * feature (like pickable or hidden battleground tiles). */
3297 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3267 for (object *tmp = op->below; tmp; tmp = tmp->below)
3298 { 3268 {
3299 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3269 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3300 { 3270 {
3301 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3302 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))
3303 { 3275 {
3304 /*before we assign the exit, check if this is a teambattle */ 3276 /* before we assign the exit, check if this is a teambattle */
3305 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))
3306 { 3278 {
3307 object *invtmp;
3308
3309 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3279 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3310 { 3280 {
3311 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3281 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3312 { 3282 {
3313 if (x != NULL && y != NULL) 3283 if (x && y)
3314 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3284 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285
3315 return 1; 3286 return 1;
3316 } 3287 }
3317 } 3288 }
3318 } 3289 }
3290
3319 if (x != NULL && y != NULL) 3291 if (x && y)
3320 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3292 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3293
3321 return 1; 3294 return 1;
3322 } 3295 }
3323 } 3296 }
3324 } 3297 }
3298
3325 /* If we got here, did not find a battleground */ 3299 /* If we got here, did not find a battleground */
3326 return 0; 3300 return 0;
3327} 3301}
3328 3302
3329/* 3303/*
3345 char buf[MAX_BUF]; /* tmp. string buffer */ 3319 char buf[MAX_BUF]; /* tmp. string buffer */
3346 int i = 0, j = 0; 3320 int i = 0, j = 0;
3347 3321
3348 /* get the appropriate treasurelist */ 3322 /* get the appropriate treasurelist */
3349 if (atnr == ATNR_FIRE) 3323 if (atnr == ATNR_FIRE)
3350 trlist = treasurelist::find ("dragon_ability_fire"); 3324 trlist = treasurelist::find (shstr_dragon_ability_fire);
3351 else if (atnr == ATNR_COLD) 3325 else if (atnr == ATNR_COLD)
3352 trlist = treasurelist::find ("dragon_ability_cold"); 3326 trlist = treasurelist::find (shstr_dragon_ability_cold);
3353 else if (atnr == ATNR_ELECTRICITY) 3327 else if (atnr == ATNR_ELECTRICITY)
3354 trlist = treasurelist::find ("dragon_ability_elec"); 3328 trlist = treasurelist::find (shstr_dragon_ability_elec);
3355 else if (atnr == ATNR_POISON) 3329 else if (atnr == ATNR_POISON)
3356 trlist = treasurelist::find ("dragon_ability_poison"); 3330 trlist = treasurelist::find (shstr_dragon_ability_poison);
3357 3331
3358 if (trlist == NULL || who->type != PLAYER) 3332 if (trlist == NULL || who->type != PLAYER)
3359 return; 3333 return;
3360 3334
3361 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++);
3365 /* 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]); */
3366 return; 3340 return;
3367 } 3341 }
3368 3342
3369 /* everything seems okay - now bring on the gift: */ 3343 /* everything seems okay - now bring on the gift: */
3370 item = &(tr->item->clone); 3344 item = tr->item;
3371 3345
3372 if (item->type == SPELL) 3346 if (item->type == SPELL)
3373 { 3347 {
3374 if (check_spell_known (who, item->name)) 3348 if (check_spell_known (who, item->name))
3375 return; 3349 return;
3434 { 3408 {
3435 /* forces in the treasurelist can alter the player's stats */ 3409 /* forces in the treasurelist can alter the player's stats */
3436 object *skin; 3410 object *skin;
3437 3411
3438 /* first get the dragon skin force */ 3412 /* first get the dragon skin force */
3439 shstr_cmp dragon_skin_force ("dragon_skin_force");
3440 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)
3441 ; 3414 ;
3442 3415
3443 if (!skin) 3416 if (!skin)
3444 return; 3417 return;
3445 3418
3493 * not readied. 3466 * not readied.
3494 */ 3467 */
3495void 3468void
3496player_unready_range_ob (player *pl, object *ob) 3469player_unready_range_ob (player *pl, object *ob)
3497{ 3470{
3498 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
3499 if (pl->ranges[i] == ob) 3477 if (pl->ranged_ob == ob)
3500 {
3501 pl->ranges[i] = 0; 3478 pl->ranged_ob = 0;
3502 if (pl->shoottype == i)
3503 pl->shoottype = range_none;
3504 }
3505} 3479}
3506 3480
3507sint8 3481sint8
3508player::visibility_at (maptile *map, int x, int y) const 3482player::visibility_at (maptile *map, int x, int y) const
3509{ 3483{
3520 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))
3521 return 0; 3495 return 0;
3522 3496
3523 return 100 - blocked_los [x][y]; 3497 return 100 - blocked_los [x][y];
3524} 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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