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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 1.189 by root, Tue Apr 22 07:01:47 2008 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 (©) 2005,2006,2007,2008 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;
235 219
236 if (!legal_range (ob, shoottype)) 220 ob->update_weight ();
237 shoottype = range_none;
238
239 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);
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 ob->deactivate (); // change_Weapon activates, fix this better
327}
328
329void
330player::set_observe (object *op)
331{
332 observe = op ? op : ob;
333 do_los = 1;
316} 334}
317 335
318player::player () 336player::player ()
319{ 337{
320 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
325 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
326 344
327 savebed_map = first_map_path; /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
328 346
329 gen_sp_armour = 10; 347 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 348 bowtype = bow_normal;
332 petmode = pet_normal; 349 petmode = pet_normal;
333 listening = 10; 350 listening = 10;
334 usekeys = containers; 351 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
336 do_los = 1; 353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
337} 357}
338 358
339void 359void
340player::do_destroy () 360player::do_destroy ()
341{ 361{
346 if (ob) 366 if (ob)
347 { 367 {
348 ob->destroy_inv (false); 368 ob->destroy_inv (false);
349 ob->destroy (); 369 ob->destroy ();
350 } 370 }
371
372 ob = observe = 0;
351} 373}
352 374
353player::~player () 375player::~player ()
354{ 376{
355 /* Clear item stack */ 377 /* Clear item stack */
382 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
383 */ 405 */
384archetype * 406archetype *
385get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
386{ 408{
387 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
388 416
389 for (;;) 417 for (;;)
390 { 418 {
391 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
392 at = first_archetype; 420 i = archetypes.begin ();
393 else 421 else if (*i == at)
394 at = at->next; 422 cleanup ("not a single player archetype found");
395 423
396 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
397 return at; 425 return *i;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 } 426 }
405} 427}
406 428
407object * 429object *
408get_nearest_player (object *mon) 430get_nearest_player (object *mon)
412 unsigned lastdist; 434 unsigned lastdist;
413 rv_vector rv; 435 rv_vector rv;
414 436
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 438 {
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)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 440 continue;
446 441
447 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
448 { 443 {
643 638
644 return firstdir; 639 return firstdir;
645} 640}
646 641
647void 642void
648give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
649{ 644{
650 object *op, *next = NULL;
651
652 if (pl->randomitems != NULL) 645 if (pl->randomitems)
653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654 647
655 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
656 { 649 {
657 next = op->below; 650 next = op->below;
658 651
659 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
660 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
665 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
666 * by this player due to race restrictions 659 * by this player due to race restrictions
667 */ 660 */
668 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
669 { 662 {
670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
671 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
672 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
673 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
675 { 670 {
676 op->destroy (); 671 op->destroy ();
677 continue; 672 continue;
678 } 673 }
679 } 674 }
702 if (op->nrof > 1) 697 if (op->nrof > 1)
703 op->nrof = 1; 698 op->nrof = 1;
704 } 699 }
705 700
706 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
707 {
708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 }
710 703
711 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
712 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
713 * merged properly. 706 * merged properly.
714 */ 707 */
715 if (need_identify (op)) 708 if (need_identify (op))
716 { 709 {
717 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
718 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
719 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
720 } 713 }
714
721 if (op->type == SPELL) 715 if (op->type == SPELL)
722 { 716 {
723 op->destroy (); 717 op->destroy ();
724 continue; 718 continue;
725 } 719 }
727 { 721 {
728 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
729 op->stats.exp = 0; 723 op->stats.exp = 0;
730 op->level = 1; 724 op->level = 1;
731 } 725 }
732 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
733 else
734 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
735 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
736 729
737 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
738 link_player_skills (pl); 731 link_player_skills (pl);
774} 767}
775 768
776void 769void
777object::roll_stats () 770object::roll_stats ()
778{ 771{
779 int statsort [7]; 772 int statsort [NUM_STATS];
780 773
781 for (;;) 774 for (;;)
782 { 775 {
783 int sum = 0; 776 int sum = 0;
784 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
786 779
787 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
788 break; 781 break;
789 } 782 }
790 783
791 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 786
787 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 788 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];
801 789
802 stats.exp = 0; 790 stats.exp = 0;
803 stats.ac = 0; 791 stats.ac = 0;
804 792
805 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
817} 805}
818 806
819void 807void
820object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
821{ 809{
822 int tmp = get_attr_value (&contr->orig_stats, a); 810 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);
825 811
812 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 813 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;
833 814
834 //TODO: the following code looks so borked and should, at the very least, 815 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
836 stats.ac = 0; 817 stats.ac = 0;
837 818
856static void 837static void
857start_info (object *op) 838start_info (object *op)
858{ 839{
859 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
860 841
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
865} 844}
866 845
867/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
872 */ 851 */
873void 852void
874player::chargen_race_done () 853player::chargen_race_done ()
875{ 854{
876 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 856 esrv_new_player (ob->contr);
878 857
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 859 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
882 861
910 if (*first_map_ext_path) 889 if (*first_map_ext_path)
911 { 890 {
912 object *tmp; 891 object *tmp;
913 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
914 893
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create (); 895 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x; 897 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y; 898 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded; 899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
939 int x = ob->x, y = ob->y; 918 int x = ob->x, y = ob->y;
940 919
941 ob->remove_statbonus (); 920 ob->remove_statbonus ();
942 ob->remove (); 921 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 922 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 923 ob->arch->copy_to (ob);
945 ob->instantiate (); 924 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 926 ob->name = ob->name_pl = name;
948 ob->x = x; 927 ob->x = x;
949 ob->y = y; 928 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 932 ob->add_statbonus ();
954 } 933 }
955 while (!allowed_class (ob)); 934 while (!allowed_class (ob));
956 935
957 update_object (ob, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
1014 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 995 op->enemy = NULL;
1017} 996}
1018 997
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 998/* 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 999 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 1000 * stop.
1023 */ 1001 */
1024int 1002int
1025check_pick (object *op) 1003check_pick (object *op)
1026{ 1004{
1033 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1034 return 1; 1012 return 1;
1035 1013
1036 next = op->below; 1014 next = op->below;
1037 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1038 /* loop while there are items on the floor that are not marked as 1019 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 1020 * destroyed */
1040 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1041 { 1022 {
1042 tmp = next; 1023 tmp = next;
1043 next = tmp->below; 1024 next = tmp->below;
1044 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1045 if (op->destroyed ()) 1032 if (op->destroyed ())
1046 return 0; 1033 return 0;
1047 1034
1048 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1049 continue; 1036 continue;
1050 1037
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 1039 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1055 continue; 1042 continue;
1056 } 1043 }
1057 1044
1058 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1059 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1061 switch (op->contr->mode) 1048 switch (op->contr->mode)
1062 { 1049 {
1063 case 0: 1050 case 0:
1064 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1065 case 1: 1052 case 1:
1066 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1067 return 1; 1054 return 1;
1068 case 2: 1055 case 2:
1069 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1070 return 0; 1057 return 0;
1071 case 3: 1058 case 3:
1072 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1073 case 4: 1060 case 4:
1074 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1075 break; 1062 break;
1076 case 5: 1063 case 5:
1077 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1078 stop = 1; 1065 stop = 1;
1079 break; 1066 break;
1080 case 6: 1067 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1082 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1083 break; 1071 break;
1084 1072
1085 case 7: 1073 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1088 break; 1076 break;
1089 1077
1090 default: 1078 default:
1091 /* use value density */ 1079 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1095 } 1083 }
1096 } 1084 }
1097 else 1085 else
1098 { /* old model */ 1086 { /* old model */
1099 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1103 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 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)))); 1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else 1094 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 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)))); 1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 1097
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 } 1099 }
1112 1100
1113 /* philosophy: 1101 /* philosophy:
1154 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1158 { 1146 {
1159 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1160 continue; 1148 continue;
1161 } 1149 }
1162 1150
1163 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165 { 1153 {
1166 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1167 continue; 1155 continue;
1168 } 1156 }
1169 1157
1170 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1172 { 1160 {
1173 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1174 continue; 1162 continue;
1175 } 1163 }
1176 1164
1177 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1180 { 1168 {
1181 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1182 continue; 1170 continue;
1183 } 1171 }
1184 1172
1185 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1187 { 1175 {
1188 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1189 continue; 1177 continue;
1190 } 1178 }
1191 1179
1192 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 { 1182 {
1195 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1196 continue; 1184 continue;
1197 } 1185 }
1198 1186
1199 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 { 1190 {
1203 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1204 continue; 1192 continue;
1205 } 1193 }
1206 1194
1207 /* pick up all magical items */ 1195 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 { 1198 {
1211 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1212 continue; 1200 continue;
1213 } 1201 }
1214 1202
1215 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1216 { 1204 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1218 { 1206 {
1219 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1220 continue; 1208 continue;
1221 } 1209 }
1222 } 1210 }
1223 1211
1224 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1227 { 1215 {
1228 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1229 continue; 1217 continue;
1230 } 1218 }
1231 1219
1232 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1235 { 1223 {
1236 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1237 continue; 1225 continue;
1238 } 1226 }
1239 1227
1240 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1243 { 1231 {
1244 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1245 continue; 1233 continue;
1246 } 1234 }
1247 1235
1248 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1250 { 1238 {
1251 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1252 continue; 1240 continue;
1253 } 1241 }
1254 1242
1255 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1258 { 1246 {
1259 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1260 continue; 1248 continue;
1261 } 1249 }
1262 1250
1263 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1265 { 1253 {
1266 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1267 continue; 1255 continue;
1268 } 1256 }
1269 1257
1270 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1272 { 1260 {
1273 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1274 continue; 1262 continue;
1275 } 1263 }
1276 1264
1277 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1279 { 1267 {
1280 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1281 continue; 1269 continue;
1282 } 1270 }
1283 1271
1284 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1286 { 1274 {
1287 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1288 continue; 1276 continue;
1289 } 1277 }
1290 1278
1291 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1293 { 1281 {
1294 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1295 continue; 1283 continue;
1296 } 1284 }
1297 1285
1298 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 { 1289 {
1302 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1303 continue; 1291 continue;
1304 } 1292 }
1305 1293
1306 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1308 { 1296 {
1309 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1310 { 1298 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 { 1301 {
1314 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1315 continue; 1303 continue;
1316 } 1304 }
1317 } 1305 }
1318 1306
1319 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1320 { 1308 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 { 1310 {
1323 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1324 continue; 1312 continue;
1325 } 1313 }
1326 } 1314 }
1327 } 1315 }
1328 1316
1329 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 { 1320 {
1333 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1334 continue; 1322 continue;
1335 } 1323 }
1336 1324
1337 /* any of the last 4 bits set means we use the ratio for value 1325 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */ 1326 * pickups */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits 1331 /* >=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 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 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) 1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 { 1335 {
1348 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1349#if 0 1337#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1352 { 1340 {
1353 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1354 } 1342 }
1355 else 1343 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359#endif 1347#endif
1360 continue; 1348 continue;
1361 } 1349 }
1372 * found object is returned. 1360 * found object is returned.
1373 */ 1361 */
1374object * 1362object *
1375find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1376{ 1364{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 else if (op->type == ARROW && op->race == type) 1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp);
1368
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type))
1372 {
1373 splay (tmp);
1383 return op; 1374 return arrow;
1375 }
1384 1376
1385 return tmp; 1377 return 0;
1386} 1378}
1387 1379
1388/* 1380/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1382 * against the target. A full test is not performed, simply a basic test
1431 else 1423 else
1432 { 1424 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1426 {
1435 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1429 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 { 1430 {
1439 tmp = arrow; 1431 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1433 }
1442 } 1434 }
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1436 {
1445 tmp = arrow; 1437 tmp = arrow;
1464 * find_better_arrow to find a decent arrow to use. 1456 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1457 * op = the shooter
1466 * type = bow->race 1458 * type = bow->race
1467 * dir = fire direction 1459 * dir = fire direction
1468 */ 1460 */
1469
1470object * 1461object *
1471pick_arrow_target (object *op, const char *type, int dir) 1462pick_arrow_target (object *op, const char *type, int dir)
1472{ 1463{
1473 object *tmp = NULL; 1464 object *tmp = NULL;
1474 maptile *m; 1465 maptile *m;
1539 */ 1530 */
1540int 1531int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1532fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1533{
1543 object *left, *bow; 1534 object *left, *bow;
1544 int bowspeed, mflags; 1535 int mflags;
1545 maptile *m; 1536 maptile *m;
1546 1537
1547 if (!dir) 1538 if (!dir)
1548 { 1539 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1540 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1541 return 0;
1551 } 1542 }
1552 1543
1553 if (op->type == PLAYER) 1544 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1545 bow = op->current_weapon;
1555 else 1546 else
1556 { 1547 {
1557 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1549 /* 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. 1550 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1555 if (!bow)
1565 { 1556 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1558 return 0;
1568 } 1559 }
1560
1561 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below)
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1569 } 1568 }
1570 1569
1571 if (!bow->race || !bow->skill) 1570 if (!bow->race || !bow->skill)
1572 { 1571 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1573 return 0;
1575 } 1574 }
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 1575
1586 if (arrow == NULL) 1576 if (arrow == NULL)
1587 { 1577 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1579 {
1590 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1581 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 */ 1582 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1593 else 1583 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1595 return 0; 1586 return 0;
1596 } 1587 }
1597 } 1588 }
1598 1589
1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1612 arrow->destroy (); 1603 arrow->destroy ();
1613 return 0; 1604 return 0;
1614 } 1605 }
1615 1606
1616 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1617 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1618 if (!arrow) 1609 if (!arrow)
1619 { 1610 {
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1621 return 0; 1612 return 0;
1622 } 1613 }
1623 1614
1624 arrow->set_owner (op); 1615 arrow->set_owner (op);
1625 arrow->skill = bow->skill; 1616 arrow->skill = bow->skill;
1626 arrow->direction = dir; 1617 arrow->direction = dir;
1627 1618
1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1620 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype;
1622
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625
1626#if 0
1627 if (player *pl = op->contr)
1628 {
1629 float speed = pl->weapon_sp;
1630
1631 /* penalize ROF for bestarrow */
1632 if (pl->bowtype == bow_bestarrow)
1633 speed *= .9f;
1634 else
1635 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1636
1637 op->speed_left += speed - op->speed;
1638 }
1639#endif
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642
1643 /* update the speed */
1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1645 + bow->stats.dam / 7.f;
1646
1647 arrow->set_speed (max (arrow->speed, 2.f));
1648 arrow->speed_left = 0;
1649
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1651
1628 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1629 { 1653 {
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; 1654 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1655 wc -= dex_bonus[op->stats.Dex];
1656
1657 if (!arrow->slaying)
1658 arrow->slaying = op->slaying;
1659
1660 arrow->attacktype |= op->attacktype;
1661 } 1661 }
1662 else 1662 else
1663 { 1663 {
1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1665 arrow->level = op->level; 1664 arrow->level = op->level;
1666 } 1665 arrow->stats.wc -= bow->magic;
1667 1666
1668 if (arrow->attacktype == AT_PHYSICAL) 1667 if (!arrow->slaying)
1668 arrow->slaying = bow->slaying;
1669
1669 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1671 }
1670 1672
1671 if (bow->slaying) 1673 wc -= arrow->level;
1672 arrow->slaying = bow->slaying; 1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1673 1675
1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1674 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1676 1679
1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1678 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1679 1682
1680 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1681 move_arrow (arrow); 1684 move_arrow (arrow);
1682
1683 if (op->type == PLAYER)
1684 {
1685 if (left->destroyed ())
1686 esrv_del_item (op->contr, left->count);
1687 else
1688 esrv_send_item (op, left);
1689 }
1690 1685
1691 return 1; 1686 return 1;
1692} 1687}
1693 1688
1694/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1703{ 1698{
1704 int ret = 0, wcmod = 0; 1699 int ret = 0, wcmod = 0;
1705 1700
1706 if (op->contr->bowtype == bow_bestarrow) 1701 if (op->contr->bowtype == bow_bestarrow)
1707 { 1702 {
1708 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1703 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1709 } 1704 }
1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1705 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1711 { 1706 {
1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1713 wcmod = -1; 1708 wcmod = -1;
1723 else if (op->contr->bowtype == bow_spreadshot) 1718 else if (op->contr->bowtype == bow_spreadshot)
1724 { 1719 {
1725 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1720 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); 1721 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); 1722 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1728
1729 } 1723 }
1730 else 1724 else
1731 { 1725 {
1732 /* Simple case */ 1726 /* Simple case */
1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 } 1728 }
1729
1735 return ret; 1730 return ret;
1736} 1731}
1737
1738 1732
1739/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
1740 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
1741 */ 1735 */
1742void 1736void
1743fire_misc_object (object *op, int dir) 1737fire_misc_object (object *op, int dir)
1744{ 1738{
1745 object *item; 1739 object *item = op->contr->ranged_ob;
1746 1740
1747 if (!op->contr->ranges[range_misc]) 1741 if (!item)
1748 { 1742 {
1749 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1743 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1750 return; 1744 return;
1751 } 1745 }
1752 1746
1753 item = op->contr->ranges[range_misc];
1754 if (!item->inv) 1747 if (!item->inv)
1755 { 1748 {
1756 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1757 return; 1750 return;
1758 } 1751 }
1752
1753 if (!op->change_weapon (item))
1754 return;
1755
1759 if (item->type == WAND) 1756 if (item->type == WAND)
1760 { 1757 {
1761 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
1762 { 1759 {
1763 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 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)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1762
1765 return; 1763 return;
1766 } 1764 }
1767 } 1765 }
1768 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1769 { 1767 {
1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1771 { 1769 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1770 op->contr->play_sound (sound_find ("wand_poof"));
1771
1773 if (item->type == ROD) 1772 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)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1775 else 1774 else
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1776
1777 return; 1777 return;
1778 } 1778 }
1779 } 1779 }
1780 1780
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1781 if (cast_spell (op, item, dir, item->inv, NULL))
1788 object *tmp; 1788 object *tmp;
1789 1789
1790 if (item->arch) 1790 if (item->arch)
1791 { 1791 {
1792 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1793 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
1794 item->set_speed (0); 1794 item->set_speed (0);
1795 } 1795 }
1796 1796
1797 if ((tmp = item->in_player ())) 1797 if (object *pl = item->visible_to ())
1798 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, pl, item);
1799 } 1799 }
1800 } 1800 }
1801 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
1802 drain_rod_charge (item); 1802 drain_rod_charge (item);
1803 } 1803 }
1804} 1804}
1805 1805
1806/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1807 */ 1807 */
1808void 1808bool
1809fire (object *op, int dir) 1809fire (object *op, int dir)
1810{ 1810{
1811 int spellcost = 0; 1811 int spellcost = 0;
1812 1812
1813 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op)) 1814 if (action_makes_visible (op))
1815 make_visible (op); 1815 make_visible (op);
1816 1816
1817 switch (op->contr->shoottype) 1817 player *pl = op->contr;
1818
1819 if (pl->golem)
1820 {
1821 control_golem (op->contr->golem, dir);
1822 return false;
1818 { 1823 }
1819 case range_none:
1820 return;
1821 1824
1822 case range_bow: 1825 object *ob = pl->ranged_ob;
1826
1827 if (!ob)
1828 return false;
1829
1830 if (!op->change_weapon (ob))
1831 return false;
1832
1833 if (op->speed_left > 0.f)
1834 --op->speed_left;
1835 else
1836 return false;
1837
1838 switch (ob->type)
1839 {
1840 case BOW:
1823 player_fire_bow (op, dir); 1841 player_fire_bow (op, dir);
1824 return; 1842 break;
1825 1843
1826 case range_magic: /* Casting spells */ 1844 case SPELL:
1827 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1845 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1828 return; 1846 break;
1829 1847
1830 case range_misc: 1848 case BUILDER:
1849 apply_map_builder (op, dir);
1850 break;
1851
1852 case SKILL:
1853 do_skill (op, op, ob, dir, 0);
1854 break;
1855
1856 default:
1831 fire_misc_object (op, dir); 1857 fire_misc_object (op, dir);
1832 return; 1858 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 } 1859 }
1860
1861 return true;
1856} 1862}
1857 1863
1858/* find_key 1864/* find_key
1859 * We try to find a key for the door as passed. If we find a key 1865 * 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 1866 * and successfully use it, we return the key, otherwise NULL
1947 * 0 otherwise 1953 * 0 otherwise
1948 */ 1954 */
1949static int 1955static int
1950player_attack_door (object *op, object *door) 1956player_attack_door (object *op, object *door)
1951{ 1957{
1952 /* If its a door, try to find a use a key. If we do destroy the door, 1958 /* 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 - 1959 * might as well return immediately as there is nothing more to do -
1954 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
1955 */ 1961 */
1956 object *key = find_key (op, op, door); 1962 object *key = find_key (op, op, door);
1957 1963
1958 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
1959 if (key) 1965 if (key)
1960 { 1966 {
1961 object *container = key->env; 1967 object *container = key->env;
1962 1968
1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1964 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
1965 make_visible (op); 1970 make_visible (op);
1971
1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1967 spring_trap (door->inv, op); 1973 spring_trap (door->inv, op);
1968 1974
1969 if (door->type == DOOR) 1975 if (door->type == DOOR)
1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1976 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1971 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
1972 { 1978 {
1973 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1979 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1974 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
1975 } 1981 }
1976 1982
1977 /* Do this after we print the message */ 1983 /* Do this after we print the message */
1978 decrease_ob (key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
1979 /* Need to update the weight the container the key was in */
1980 if (container != op)
1981 esrv_update_item (UPD_WEIGHT, op, container);
1982 1985
1983 return 1; /* Nothing more to do below */ 1986 return 1; /* Nothing more to do below */
1984 } 1987 }
1985 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
1986 { 1989 {
1987 /* Might as well return now - no other way to open this */ 1990 /* Might as well return now - no other way to open this */
1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1991 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1989 return 1; 1992 return 1;
1990 } 1993 }
1991 1994
1992 return 0; 1995 return 0;
1993} 1996}
1996 * It should keep the code cleaner. 1999 * It should keep the code cleaner.
1997 * When this is called, the players direction has been updated 2000 * When this is called, the players direction has been updated
1998 * (taking into account confusion.) The player is also actually 2001 * (taking into account confusion.) The player is also actually
1999 * going to try and move (not fire weapons). 2002 * going to try and move (not fire weapons).
2000 */ 2003 */
2001void 2004bool
2002move_player_attack (object *op, int dir) 2005move_player_attack (object *op, int dir)
2003{ 2006{
2004 object *tmp, *mon;
2005 sint16 nx, ny;
2006 int on_battleground; 2007 int on_battleground;
2007 maptile *m;
2008 2008
2009 nx = freearr_x[dir] + op->x; 2009 sint16 nx = freearr_x[dir] + op->x;
2010 ny = freearr_y[dir] + op->y; 2010 sint16 ny = freearr_y[dir] + op->y;
2011 2011
2012 on_battleground = op_on_battleground (op, 0, 0); 2012 on_battleground = op_on_battleground (op, 0, 0);
2013
2014 if (out_of_map (op->map, nx, ny))
2015 return false;
2016
2017 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2018 {
2019 --op->speed_left;
2020 return true;
2021 }
2013 2022
2014 /* If braced, or can't move to the square, and it is not out of the 2023 /* 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 2024 * 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 2025 * 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 2026 * 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 2027 * 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 2028 * 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 2029 * quite a bit of processing. However, it probably is less than what
2021 * move_ob uses. 2030 * move_ob uses.
2022 */ 2031 */
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); 2032 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 2033
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 2034 /* 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. 2035 * 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 2036 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space 2037 * on the space
2042 */ 2038 */
2043 while (tmp) 2039 object *mon;
2044 { 2040 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2045 if (tmp == op) 2041 {
2046 { 2042 if ((mon->flag [FLAG_ALIVE]
2047 tmp = tmp->above; 2043 || mon->type == LOCKED_DOOR
2048 continue; 2044 || mon->flag [FLAG_CAN_ROLL])
2049 }
2050
2051 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2052 {
2053 mon = tmp; 2045 && mon != op)
2054 break; 2046 break;
2055 } 2047 }
2056 2048
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 */ 2049 if (!mon) /* This happens anytime the player tries to move */
2064 return; /* into a wall */ 2050 return false; /* into a wall */
2065 2051
2066 if (mon->head)
2067 mon = mon->head; 2052 mon = mon->head_ ();
2068 2053
2069 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2054 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2055 if (op->contr->weapon_sp_left > 0.f)
2070 if (player_attack_door (op, mon)) 2056 if (player_attack_door (op, mon))
2057 {
2058 --op->contr->weapon_sp_left;
2071 return; 2059 return true;
2060 }
2072 2061
2073 /* The following deals with possibly attacking peaceful 2062 /* The following deals with possibly attacking peaceful
2074 * or frienddly creatures. Basically, all players are considered 2063 * or friendly creatures. Basically, all players are considered
2075 * unaggressive. If the moving player has peaceful set, then the 2064 * unaggressive. If the moving player has peaceful set, then the
2076 * object should be pushed instead of attacked. It is assumed that 2065 * object should be pushed instead of attacked. It is assumed that
2077 * if you are braced, you will not attack friends accidently, 2066 * if you are braced, you will not attack friends accidently,
2078 * and thus will not push them. 2067 * and thus will not push them.
2079 */ 2068 */
2080 2069
2081 /* If the creature is a pet, push it even if the player is not 2070 /* 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 2071 * peaceful. Our assumption is the creature is a pet if the
2083 * player owns it and it is either friendly or unagressive. 2072 * player owns it and it is either friendly or unagressive.
2084 */ 2073 */
2085 if ((op->type == PLAYER) 2074 if (op->type == PLAYER
2086#if COZY_SERVER
2087 &&
2088 ((mon->owner && mon->owner->contr 2075 && ((mon->owner && mon->owner->contr
2089 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2076 && same_party (mon->owner->contr->party, op->contr->party))
2090#else
2091 && mon->owner == op 2077 || mon->owner == op)
2092#endif
2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2078 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2094 { 2079 {
2095 /* If we're braced, we don't want to switch places with it */ 2080 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) 2081 if (op->contr->braced)
2097 return; 2082 return false;
2098 2083
2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2084 if (op->speed_left > 0.f)
2085 {
2086 --op->speed_left;
2087
2088 op->play_sound (sound_find ("push_player"));
2100 (void) push_ob (mon, dir, op); 2089 push_ob (mon, dir, op);
2090
2101 if (op->contr->tmp_invis || op->hide) 2091 if (op->contr->tmp_invis || op->hide)
2102 make_visible (op); 2092 make_visible (op);
2103 2093
2104 return; 2094 return true;
2105 } 2095 }
2096 else
2097 return false;
2098 }
2106 2099
2107 /* in certain circumstances, you shouldn't attack friendly 2100 /* in certain circumstances, you shouldn't attack friendly
2108 * creatures. Note that if you are braced, you can't push 2101 * creatures. Note that if you are braced, you can't push
2109 * someone, but put it inside this loop so that you won't 2102 * someone, but put it inside this loop so that you won't
2110 * attack them either. 2103 * attack them either.
2111 */ 2104 */
2112 if ((mon->type == PLAYER || mon->enemy != op) && 2105 if ((mon->type == PLAYER || mon->enemy != op)
2113 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2106 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2114#ifdef PROHIBIT_PLAYERKILL
2115 (op->contr->peaceful 2107 && ((op->contr->peaceful
2116 || (mon->type == PLAYER 2108 || (mon->type == PLAYER && mon->contr->peaceful))
2117 && mon->contr->
2118 peaceful)) &&
2119#else
2120 op->contr->peaceful &&
2121#endif
2122 !on_battleground)) 2109 && !on_battleground))
2110 {
2111 if (op->speed_left > 0.f)
2123 { 2112 {
2113 --op->speed_left;
2114
2124 if (!op->contr->braced) 2115 if (!op->contr->braced)
2125 { 2116 {
2126 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2117 op->play_sound (sound_find ("push_player"));
2127 push_ob (mon, dir, op); 2118 push_ob (mon, dir, op);
2128 } 2119 }
2129 else 2120 else
2130 new_draw_info (0, 0, op, "You withhold your attack"); 2121 op->statusmsg ("You withhold your attack");
2131 2122
2132 if (op->contr->tmp_invis || op->hide) 2123 if (op->contr->tmp_invis || op->hide)
2133 make_visible (op); 2124 make_visible (op);
2134 }
2135 2125
2126 return true;
2127 }
2128 }
2136 /* If the object is a boulder or other rollable object, then 2129 /* 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. 2130 * roll it if not braced. You can't roll it if you are braced.
2138 */ 2131 */
2139 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2132 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2133 {
2134 if (op->speed_left > 0.f)
2140 { 2135 {
2136 --op->speed_left;
2137
2141 recursive_roll (mon, dir, op); 2138 recursive_roll (mon, dir, op);
2142 if (action_makes_visible (op)) 2139 if (action_makes_visible (op))
2143 make_visible (op); 2140 make_visible (op);
2144 }
2145 2141
2142 return true;
2143 }
2144 }
2146 /* Any generic living creature. Including things like doors. 2145 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2146 * 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: 2147 * 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 2148 * 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. 2149 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2150 */
2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2151 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))) 2152 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2154 { 2153 {
2155 2154 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 { 2155 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2156 --op->contr->weapon_sp_left;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167 2157
2168 skill_attack (mon, op, 0, 0, 0); 2158 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 2159
2184 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2185 make_visible (op); 2161 make_visible (op);
2186 }
2187 } /* if player should attack something */
2188}
2189 2162
2190int 2163 return true;
2164 }
2165 }
2166
2167 return false;
2168}
2169
2170bool
2191move_player (object *op, int dir) 2171move_player (object *op, int dir)
2192{ 2172{
2193 int pick; 2173 int pick;
2194 2174
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2175 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2196 return 0; 2176 return 0;
2197 2177
2198 /* Sanity check: make sure dir is valid */ 2178 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9)) 2179 if ((dir < 0) || (dir >= 9))
2200 { 2180 {
2209 op->facing = dir; 2189 op->facing = dir;
2210 2190
2211 if (op->hide) 2191 if (op->hide)
2212 do_hidden_move (op); 2192 do_hidden_move (op);
2213 2193
2194 bool retval;
2195
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 /*nop */ ; 2197 retval = RESULT_INT (0);
2216 else if (op->contr->fire_on) 2198 else if (op->contr->fire_on)
2217 fire (op, dir); 2199 retval = fire (op, dir);
2218 else 2200 else
2219 { 2201 {
2220 move_player_attack (op, dir); 2202 retval = move_player_attack (op, dir);
2221 pick = check_pick (op); 2203 pick = check_pick (op);
2222 } 2204 }
2223 2205
2224 /* Add special check for newcs players and fire on - this way, the 2206 /* Add special check for newcs players and fire on - this way, the
2225 * server can handle repeat firing. 2207 * server can handle repeat firing.
2232 /* Update how the player looks. Use the facing, so direction may 2214 /* Update how the player looks. Use the facing, so direction may
2233 * get reset to zero. This allows for full animation capabilities 2215 * get reset to zero. This allows for full animation capabilities
2234 * for players. 2216 * for players.
2235 */ 2217 */
2236 animate_object (op, op->facing); 2218 animate_object (op, op->facing);
2237 return 0; 2219
2220 return retval;
2238} 2221}
2239 2222
2240/* This is similar to handle_player, below, but is only used by the 2223/* This is similar to handle_player, below, but is only used by the
2241 * new client/server stuff. 2224 * new client/server stuff.
2242 * This is sort of special, in that the new client/server actually uses 2225 * This is sort of special, in that the new client/server actually uses
2243 * the new speed values for commands. 2226 * the new speed values for commands.
2244 * 2227 *
2245 * Returns true if there are more actions we can do. 2228 * Returns true if there are more actions we can do. Should not do
2229 * many actions in a row, as that would be too unfair to other
2230 * players.
2246 */ 2231 */
2247int 2232bool
2248handle_newcs_player (object *op) 2233handle_newcs_player (object *op)
2249{ 2234{
2250 if (QUERY_FLAG (op, FLAG_SCARED)) 2235 if (QUERY_FLAG (op, FLAG_SCARED))
2251 { 2236 {
2252 flee_player (op); 2237 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 { 2238 {
2256 op->speed_left--; 2239 --op->speed_left;
2240 flee_player (op);
2241
2257 return 0; 2242 return true;
2258 } 2243 }
2244 else
2245 return false;
2259 } 2246 }
2260 2247
2261 /* call this here - we also will call this in do_ericserver, but 2248 /* call this here - we also will call this in do_ericserver, but
2262 * the players time has been increased when doericserver has been 2249 * the players time has been increased when doericserver has been
2263 * called, so we recheck it here. 2250 * called, so we recheck it here.
2264 */ 2251 */
2265 if (op->contr->ns->handle_command ()) 2252 if (op->contr->ns->handle_command ())
2266 return 1; 2253 return true;
2267 2254
2268 if (op->speed_left > 0)
2269 {
2270 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2255 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); 2256 return move_player (op, op->direction);
2280 2257
2281 return op->speed_left > 0;
2282 }
2283 }
2284
2285 return 0; 2258 return false;
2286} 2259}
2287 2260
2288int 2261int
2289save_life (object *op) 2262save_life (object *op)
2290{ 2263{
2292 return 0; 2265 return 0;
2293 2266
2294 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2267 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2295 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2268 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2296 { 2269 {
2297 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2270 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)); 2271 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2299
2300 if (op->contr)
2301 esrv_del_item (op->contr, tmp->count);
2302 2272
2303 tmp->destroy (); 2273 tmp->destroy ();
2304 CLEAR_FLAG (op, FLAG_LIFESAVE); 2274 CLEAR_FLAG (op, FLAG_LIFESAVE);
2305 2275
2306 if (op->stats.hp < 0) 2276 if (op->stats.hp < 0)
2319 return 0; 2289 return 0;
2320} 2290}
2321 2291
2322/* This goes throws the inventory and removes unpaid objects, and puts them 2292/* 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 2293 * 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 2294 * function will descend into containers. op is the object to start the search
2325 * from. 2295 * from.
2326 */ 2296 */
2297static void
2298drop_unpaid_items (object *op, object *env)
2299{
2300 while (op)
2301 {
2302 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2303
2304 if (QUERY_FLAG (op, FLAG_UNPAID))
2305 op->insert_at (env);
2306 else if (op->inv)
2307 drop_unpaid_items (op->inv, env);
2308
2309 op = next;
2310 }
2311}
2312
2327void 2313void
2328remove_unpaid_objects (object *op, object *env) 2314object::drop_unpaid_items ()
2329{ 2315{
2330 while (op) 2316 if (!flag [FLAG_REMOVED])
2331 { 2317 ::drop_unpaid_items (inv, this);
2332 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2333
2334 if (QUERY_FLAG (op, FLAG_UNPAID))
2335 {
2336 if (env->type == PLAYER)
2337 esrv_del_item (env->contr, op->count);
2338
2339 op->insert_at (env);
2340 }
2341 else if (op->inv)
2342 remove_unpaid_objects (op->inv, env);
2343
2344 op = next;
2345 }
2346} 2318}
2347 2319
2348/* 2320/*
2349 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2350 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2445 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2446 else 2418 else
2447 { 2419 {
2448 gen_grace = op->stats.maxgrace; 2420 gen_grace = op->stats.maxgrace;
2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2421 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 } 2422 }
2493 2423
2494 /* Regenerate Grace */ 2424 /* Regenerate Grace */
2495 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2425 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2496 if (--op->last_grace < 0) 2426 if (--op->last_grace < 0)
2517 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2447 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2518 } 2448 }
2519 /* wearing stuff doesn't detract from grace generation. */ 2449 /* wearing stuff doesn't detract from grace generation. */
2520 } 2450 }
2521 2451
2452 if (op->stats.food > 0)
2453 {
2522 /* Regenerate Hit Points */ 2454 /* Regenerate Spell Points */
2523 if (--op->last_heal < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2524 {
2525 if (op->stats.hp < op->stats.maxhp)
2526 { 2456 {
2527 op->stats.hp++; 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2528 /* dms do not consume food */ 2458
2529 if (!QUERY_FLAG (op, FLAG_WIZ)) 2459 if (op->stats.sp < op->stats.maxsp)
2530 { 2460 {
2461 op->stats.sp++;
2462
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2531 op->stats.food--; 2466 op->stats.food--;
2467
2532 if (op->contr->digestion < 0) 2468 if (op->contr->digestion < 0)
2533 op->stats.food += op->contr->digestion; 2469 op->stats.food += op->contr->digestion;
2534 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2470 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2535 op->stats.food = last_food; 2471 op->stats.food = last_food;
2472 }
2536 } 2473 }
2537 }
2538 2474
2539 if (max_hp > 1) 2475 if (max_sp > 1)
2540 {
2541 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2542 if (over_hp > 0)
2543 { 2476 {
2544 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2477 over_sp = (gen_sp + 10) / rate_sp;
2478 if (over_sp > 0)
2479 {
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483
2484 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2485 op->stats.sp--;
2486
2487 if (op->stats.sp > op->stats.maxsp)
2488 op->stats.sp = op->stats.maxsp;
2489 }
2490
2545 op->last_heal = 0; 2491 op->last_sp = 0;
2492 }
2493 else
2494 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2546 } 2495 }
2547 else 2496 else
2497 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2498 }
2499
2500 /* Regenerate Hit Points */
2501 if (--op->last_heal < 0)
2502 {
2503 if (op->stats.hp < op->stats.maxhp)
2548 { 2504 {
2549 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2505 op->stats.hp++;
2506
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511
2512 if (op->contr->digestion < 0)
2513 op->stats.food += op->contr->digestion;
2514 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2515 op->stats.food = last_food;
2516 }
2550 } 2517 }
2518
2519 if (max_hp > 1)
2520 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522
2523 if (over_hp > 0)
2524 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0;
2527 }
2528 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2551 } 2530 }
2552 else 2531 else
2553 {
2554 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2532 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2555 } 2533 }
2556 } 2534 }
2557 2535
2558 /* Digestion */ 2536 /* Digestion */
2559 if (--op->last_eat < 0) 2537 if (--op->last_eat < 0)
2560 { 2538 {
2561#ifdef COZY_SERVER 2539 int bonus = max (0, op->contr->digestion),
2562 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2540 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 2541
2568 if (op->contr->gen_hp > 0)
2569 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2542 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 2543
2573 /* dms do not consume food */ 2544 /* dms do not consume food */
2574 if (!QUERY_FLAG (op, FLAG_WIZ)) 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2575 op->stats.food--; 2546 op->stats.food--;
2576 } 2547 }
2603 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2604 manual_apply (op, flesh, 0); 2575 manual_apply (op, flesh, 0);
2605 } 2576 }
2606 } 2577 }
2607 2578
2608 while (op->stats.food < 0 && op->stats.hp >= 0) 2579 if (op->stats.food < 0)
2609 op->stats.food++, op->stats.hp--; 2580 {
2581 op->stats.hp += op->stats.food;
2582 op->stats.food = 0;
2583 }
2610 2584
2611 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2612 kill_player (op); 2586 kill_player (op);
2613 } 2587 }
2614} 2588}
2619 * file. 2593 * file.
2620 */ 2594 */
2621void 2595void
2622kill_player (object *op) 2596kill_player (object *op)
2623{ 2597{
2598 int x, y;
2624 char buf[MAX_BUF]; 2599 char buf[MAX_BUF];
2625 int x, y;
2626
2627 //int i;
2628 maptile *map; /* this is for resurrection */ 2600 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; 2601 int will_kill_again;
2636 archetype *at; 2602 archetype *at;
2637 object *tmp; 2603 object *tmp;
2638 2604
2639 if (save_life (op)) 2605 if (save_life (op))
2640 return; 2606 return;
2641
2642 2607
2643 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2608 /* 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. 2609 * in cities ONLY!!! It is very important that this doesn't get abused.
2645 * Look at op_on_battleground() for more info --AndreasV 2610 * Look at op_on_battleground() for more info --AndreasV
2646 */ 2611 */
2662 { 2627 {
2663 tmp->destroy (); 2628 tmp->destroy ();
2664 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2629 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2665 } 2630 }
2666 2631
2667 cure_disease (op, 0); /* remove any disease */ 2632 cure_disease (op, 0, 0); /* remove any disease */
2668 op->stats.hp = op->stats.maxhp; 2633 op->stats.hp = op->stats.maxhp;
2669 if (op->stats.food <= 0) 2634 if (op->stats.food <= 0)
2670 op->stats.food = 999; 2635 op->stats.food = 999;
2671 2636
2672 /* create a bodypart-trophy to make the winner happy */ 2637 /* create a bodypart-trophy to make the winner happy */
2673 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2638 if (object *tmp = arch_to_object (archetype::find ("finger")))
2674 { 2639 {
2675 sprintf (buf, "%s's finger", &op->name); 2640 tmp->name = format ("%s's finger" , &op->name);
2676 tmp->name = buf; 2641 tmp->name_pl = format ("%s's fingers", &op->name);
2677 sprintf (buf, " This finger has been cut off %s\n" 2642 tmp->msg = format (
2678 " the %s, when he was defeated at\n level %d by %s.\n", 2643 "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); 2644 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2680 tmp->msg = buf; 2645 );
2681 tmp->value = 0, tmp->type = 0; 2646 tmp->value = 0, tmp->type = 0;
2682 tmp->materialname = "organics"; 2647 tmp->materialname = "organics";
2683 tmp->insert_at (op, tmp); 2648 tmp->insert_at (op, tmp);
2684 } 2649 }
2685 2650
2692 INVOKE_PLAYER (DEATH, op->contr); 2657 INVOKE_PLAYER (DEATH, op->contr);
2693 2658
2694 command_kill_pets (op, 0); 2659 command_kill_pets (op, 0);
2695 2660
2696 if (op->stats.food < 0) 2661 if (op->stats.food < 0)
2697 {
2698 sprintf (buf, "%s starved to death.", &op->name);
2699 strcpy (op->contr->killer, "starvation"); 2662 strcpy (op->contr->killer, "starvation");
2700 }
2701 else
2702 sprintf (buf, "%s died.", &op->name);
2703 2663
2704 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2664 op->contr->play_sound (sound_find ("player_dies"));
2705 2665
2706 /* save the map location for corpse, gravestone */ 2666 /* save the map location for corpse, gravestone */
2707 x = op->x; 2667 x = op->x;
2708 y = op->y; 2668 y = op->y;
2709 map = op->map; 2669 map = op->map;
2872 { 2832 {
2873 tmp->destroy (); 2833 tmp->destroy ();
2874 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2834 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2875 } 2835 }
2876 2836
2877 cure_disease (op, 0); /* remove any disease */ 2837 cure_disease (op, 0, 0); /* remove any disease */
2878 2838
2879 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
2880 apply_death_exp_penalty (op); 2840 apply_death_exp_penalty (op);
2881 if (op->stats.food < 100) 2841 if (op->stats.food < 100)
2882 op->stats.food = 900; 2842 op->stats.food = 900;
2886 2846
2887 /* 2847 /*
2888 * Check to see if the player has any unpaid items. If so, remove them 2848 * Check to see if the player has any unpaid items. If so, remove them
2889 * and put them back in the map. 2849 * and put them back in the map.
2890 */ 2850 */
2891 remove_unpaid_objects (op->inv, op); 2851 op->drop_unpaid_items ();
2892 2852
2893 /****************************************/ 2853 /****************************************/
2894 /* */ 2854 /* */
2895 /* Move player to his current respawn- */ 2855 /* Move player to his current respawn- */
2896 /* position (usually last savebed) */ 2856 /* position (usually last savebed) */
2916 object *force; 2876 object *force;
2917 int at; 2877 int at;
2918 2878
2919 force = get_archetype (FORCE_NAME); 2879 force = get_archetype (FORCE_NAME);
2920 /* 50 ticks should be enough time for the spell to abate */ 2880 /* 50 ticks should be enough time for the spell to abate */
2921 force->speed = 0.1; 2881 force->speed = 0.1f;
2922 force->speed_left = -5.0; 2882 force->speed_left = -5.f;
2923 SET_FLAG (force, FLAG_APPLIED); 2883 SET_FLAG (force, FLAG_APPLIED);
2924 for (at = 0; at < NROFATTACKS; at++) 2884 for (at = 0; at < NROFATTACKS; at++)
2925 if (will_kill_again & (1 << at)) 2885 if (will_kill_again & (1 << at))
2926 force->resist[at] = 100; 2886 force->resist[at] = 100;
2927 2887
2955 2915
2956 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2916 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2957 { 2917 {
2958 if (tmp->nrof > 1) 2918 if (tmp->nrof > 1)
2959 { 2919 {
2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2920 tmp->decrease (rndm (1, tmp->nrof - 1));
2961 tmp2->destroy ();
2962 insert_ob_in_map (tmp, op->map, NULL, 0); 2921 insert_ob_in_map (tmp, op->map, NULL, 0);
2963 } 2922 }
2964 else 2923 else
2965 tmp->destroy (); 2924 tmp->destroy ();
2966 } 2925 }
2977void 2936void
2978fix_weight (void) 2937fix_weight (void)
2979{ 2938{
2980 for_all_players (pl) 2939 for_all_players (pl)
2981 { 2940 {
2982 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2941 sint32 old = pl->ob->carrying;
2983 2942
2984 if (old == sum) 2943 pl->ob->update_weight ();
2985 continue; 2944
2945 if (old != pl->ob->carrying)
2946 {
2986 pl->ob->update_stats (); 2947 pl->ob->update_stats ();
2987 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2948 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2949 }
2988 } 2950 }
2989} 2951}
2990 2952
2991void 2953void
2992fix_luck (void) 2954fix_luck (void)
3036void 2998void
3037make_visible (object *op) 2999make_visible (object *op)
3038{ 3000{
3039 op->hide = 0; 3001 op->hide = 0;
3040 op->invisible = 0; 3002 op->invisible = 0;
3003
3041 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3042 { 3005 {
3043 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3044 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3045 } 3008 }
3048} 3011}
3049 3012
3050int 3013int
3051is_true_undead (object *op) 3014is_true_undead (object *op)
3052{ 3015{
3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3054 return 1; 3017 return 1;
3055 3018
3056 return 0; 3019 return 0;
3057} 3020}
3058 3021
3059/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3060 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3061 * indicate greater hideability. 3024 * indicate greater hideability.
3062 */ 3025 */
3063
3064int 3026int
3065hideability (object *ob) 3027hideability (object *ob)
3066{ 3028{
3067 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3068 sint16 x, y; 3030 sint16 x, y;
3078 * as bad as carrying a light on a pitch dark map */ 3040 * as bad as carrying a light on a pitch dark map */
3079 if (has_carried_lights (ob)) 3041 if (has_carried_lights (ob))
3080 level = -(10 + (2 * ob->map->darkness)); 3042 level = -(10 + (2 * ob->map->darkness));
3081 3043
3082 /* scan through all nearby squares for terrain to hide in */ 3044 /* scan through all nearby squares for terrain to hide in */
3083 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3045 for (i = 0, x = ob->x, y = ob->y;
3046 i <= SIZEOFFREE1;
3047 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3084 { 3048 {
3085 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3049 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3086 if (mflag & P_OUT_OF_MAP) 3050 if (mflag & P_OUT_OF_MAP)
3087 {
3088 continue; 3051 continue;
3089 } 3052
3090 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3053 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3091 level += 2; 3054 level += 2;
3092 else /* open terrain! */ 3055 else /* open terrain! */
3093 level -= 1; 3056 level -= 1;
3094 } 3057 }
3102/* For Hidden creatures - a chance of becoming 'unhidden' 3065/* For Hidden creatures - a chance of becoming 'unhidden'
3103 * every time they move - as we subtract off 'invisibility' 3066 * every time they move - as we subtract off 'invisibility'
3104 * AND, for players, if they move into a ridiculously unhideable 3067 * AND, for players, if they move into a ridiculously unhideable
3105 * spot (surrounded by clear terrain in broad daylight). -b.t. 3068 * spot (surrounded by clear terrain in broad daylight). -b.t.
3106 */ 3069 */
3107
3108void 3070void
3109do_hidden_move (object *op) 3071do_hidden_move (object *op)
3110{ 3072{
3111 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3073 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3074 object *skop;
3194 * object op. This function works fine for monsters, 3156 * object op. This function works fine for monsters,
3195 * but we dont worry if the object isnt the top one in 3157 * but we dont worry if the object isnt the top one in
3196 * a pile (say a coin under a table would return "viewable" 3158 * a pile (say a coin under a table would return "viewable"
3197 * by this routine). Another question, should we be 3159 * by this routine). Another question, should we be
3198 * concerned with the direction the player is looking 3160 * concerned with the direction the player is looking
3199 * in? Realistically, most of use cant see stuff behind 3161 * in? Realistically, most of us can't see stuff behind
3200 * our backs...on the other hand, does the "facing" direction 3162 * our backs...on the other hand, does the "facing" direction
3201 * imply the way your head, or body is facing? Its possible 3163 * 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. 3164 * for them to differ. Sigh, this fctn could get a bit more complex.
3203 * -b.t. 3165 * -b.t.
3204 * This function is now map tiling safe. 3166 * This function is now map tiling safe.
3205 */ 3167 */
3206
3207int 3168int
3208player_can_view (object *pl, object *op) 3169player_can_view (object *pl, object *op)
3209{ 3170{
3210 rv_vector rv; 3171 rv_vector rv;
3211 int dx, dy; 3172 int dx, dy;
3223 3184
3224 get_rangevector (pl, op, &rv, 0x1); 3185 get_rangevector (pl, op, &rv, 0x1);
3225 3186
3226 /* starting with the 'head' part, lets loop 3187 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any 3188 * through the object and find if it has any
3228 * part that is in the los array but isnt on 3189 * part that is in the los array but isn't on
3229 * a blocked los square. 3190 * a blocked los square.
3230 * we use the archetype to figure out offsets. 3191 * we use the archetype to figure out offsets.
3231 */ 3192 */
3232 while (op) 3193 while (op)
3233 { 3194 {
3234 dx = rv.distance_x + op->arch->clone.x; 3195 dx = rv.distance_x + op->arch->x;
3235 dy = rv.distance_y + op->arch->clone.y; 3196 dy = rv.distance_y + op->arch->y;
3236 3197
3237 /* only the viewable area the player sees is updated by LOS 3198 /* only the viewable area the player sees is updated by LOS
3238 * code, so we need to restrict ourselves to that range of values 3199 * code, so we need to restrict ourselves to that range of values
3239 * for any meaningful values. 3200 * for any meaningful values.
3240 */ 3201 */
3241 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3202 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3242 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3203 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3243 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3204 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3244 return 1; 3205 return 1;
3206
3245 op = op->more; 3207 op = op->more;
3246 } 3208 }
3209
3247 return 0; 3210 return 0;
3248} 3211}
3249 3212
3250/* routine for both players and monsters. We call this when 3213/* routine for both players and monsters. We call this when
3251 * there is a possibility for our action distrubing our hiding 3214 * there is a possibility for our action distrubing our hiding
3254 * return 0. 3217 * return 0.
3255 */ 3218 */
3256int 3219int
3257action_makes_visible (object *op) 3220action_makes_visible (object *op)
3258{ 3221{
3259
3260 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3222 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3261 { 3223 {
3262 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3224 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3263 return 0; 3225 return 0;
3264 3226
3270 { 3232 {
3271 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3233 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3272 return 1; 3234 return 1;
3273 } 3235 }
3274 } 3236 }
3237
3275 return 0; 3238 return 0;
3276} 3239}
3277 3240
3278/* op_on_battleground - checks if the given object op (usually 3241/* op_on_battleground - checks if the given object op (usually
3279 * a player) is standing on a valid battleground-tile, 3242 * 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 3247 * Default is to do the same as before, so only people wanting to have different points need worry about this
3285 */ 3248 */
3286int 3249int
3287op_on_battleground (object *op, int *x, int *y) 3250op_on_battleground (object *op, int *x, int *y)
3288{ 3251{
3289 object *tmp;
3290
3291 /* A battleground-tile needs the following attributes to be valid: 3252 /* 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), 3253 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3293 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3254 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3294 * and the exit-coordinates sp/hp must both be > 0. 3255 * and the exit-coordinates sp/hp must both be > 0.
3295 * => The intention here is to prevent abuse of the battleground- 3256 * => The intention here is to prevent abuse of the battleground-
3296 * feature (like pickable or hidden battleground tiles). */ 3257 * feature (like pickable or hidden battleground tiles). */
3297 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3258 for (object *tmp = op->below; tmp; tmp = tmp->below)
3298 { 3259 {
3299 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3260 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3300 { 3261 {
3301 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3262 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3302 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3263 && tmp->type == BATTLEGROUND
3264 && tmp->name == shstr_battleground
3265 && EXIT_X (tmp) && EXIT_Y (tmp))
3303 { 3266 {
3304 /*before we assign the exit, check if this is a teambattle */ 3267 /* before we assign the exit, check if this is a teambattle */
3305 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3268 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3306 { 3269 {
3307 object *invtmp;
3308
3309 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3270 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3310 { 3271 {
3311 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3272 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3312 { 3273 {
3313 if (x != NULL && y != NULL) 3274 if (x && y)
3314 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3275 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3276
3315 return 1; 3277 return 1;
3316 } 3278 }
3317 } 3279 }
3318 } 3280 }
3281
3319 if (x != NULL && y != NULL) 3282 if (x && y)
3320 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3283 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3284
3321 return 1; 3285 return 1;
3322 } 3286 }
3323 } 3287 }
3324 } 3288 }
3289
3325 /* If we got here, did not find a battleground */ 3290 /* If we got here, did not find a battleground */
3326 return 0; 3291 return 0;
3327} 3292}
3328 3293
3329/* 3294/*
3345 char buf[MAX_BUF]; /* tmp. string buffer */ 3310 char buf[MAX_BUF]; /* tmp. string buffer */
3346 int i = 0, j = 0; 3311 int i = 0, j = 0;
3347 3312
3348 /* get the appropriate treasurelist */ 3313 /* get the appropriate treasurelist */
3349 if (atnr == ATNR_FIRE) 3314 if (atnr == ATNR_FIRE)
3350 trlist = treasurelist::find ("dragon_ability_fire"); 3315 trlist = treasurelist::find (shstr_dragon_ability_fire);
3351 else if (atnr == ATNR_COLD) 3316 else if (atnr == ATNR_COLD)
3352 trlist = treasurelist::find ("dragon_ability_cold"); 3317 trlist = treasurelist::find (shstr_dragon_ability_cold);
3353 else if (atnr == ATNR_ELECTRICITY) 3318 else if (atnr == ATNR_ELECTRICITY)
3354 trlist = treasurelist::find ("dragon_ability_elec"); 3319 trlist = treasurelist::find (shstr_dragon_ability_elec);
3355 else if (atnr == ATNR_POISON) 3320 else if (atnr == ATNR_POISON)
3356 trlist = treasurelist::find ("dragon_ability_poison"); 3321 trlist = treasurelist::find (shstr_dragon_ability_poison);
3357 3322
3358 if (trlist == NULL || who->type != PLAYER) 3323 if (trlist == NULL || who->type != PLAYER)
3359 return; 3324 return;
3360 3325
3361 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3326 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]); */ 3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3366 return; 3331 return;
3367 } 3332 }
3368 3333
3369 /* everything seems okay - now bring on the gift: */ 3334 /* everything seems okay - now bring on the gift: */
3370 item = &(tr->item->clone); 3335 item = tr->item;
3371 3336
3372 if (item->type == SPELL) 3337 if (item->type == SPELL)
3373 { 3338 {
3374 if (check_spell_known (who, item->name)) 3339 if (check_spell_known (who, item->name))
3375 return; 3340 return;
3434 { 3399 {
3435 /* forces in the treasurelist can alter the player's stats */ 3400 /* forces in the treasurelist can alter the player's stats */
3436 object *skin; 3401 object *skin;
3437 3402
3438 /* first get the dragon skin force */ 3403 /* 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) 3404 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3441 ; 3405 ;
3442 3406
3443 if (!skin) 3407 if (!skin)
3444 return; 3408 return;
3445 3409
3480 else 3444 else
3481 { 3445 {
3482 /* generate misc. treasure */ 3446 /* generate misc. treasure */
3483 tmp = arch_to_object (tr->item); 3447 tmp = arch_to_object (tr->item);
3484 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3448 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3485 tmp = insert_ob_in_ob (tmp, who); 3449 who->insert (tmp);
3486 if (who->type == PLAYER)
3487 esrv_send_item (who, tmp);
3488 } 3450 }
3489} 3451}
3490 3452
3491/** 3453/**
3492 * Unready an object for a player. This function does nothing if the object was 3454 * Unready an object for a player. This function does nothing if the object was
3493 * not readied. 3455 * not readied.
3494 */ 3456 */
3495void 3457void
3496player_unready_range_ob (player *pl, object *ob) 3458player_unready_range_ob (player *pl, object *ob)
3497{ 3459{
3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3462
3463 if (pl->combat_ob == ob)
3464 pl->combat_ob = 0;
3465
3499 if (pl->ranges[i] == ob) 3466 if (pl->ranged_ob == ob)
3500 {
3501 pl->ranges[i] = 0; 3467 pl->ranged_ob = 0;
3502 if (pl->shoottype == i)
3503 pl->shoottype = range_none;
3504 }
3505} 3468}
3506 3469
3507sint8 3470sint8
3508player::visibility_at (maptile *map, int x, int y) const 3471player::visibility_at (maptile *map, int x, int y) const
3509{ 3472{
3520 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3483 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3521 return 0; 3484 return 0;
3522 3485
3523 return 100 - blocked_los [x][y]; 3486 return 100 - blocked_los [x][y];
3524} 3487}
3488
3489void
3490player::infobox (const char *title, const char *msg, int color)
3491{
3492 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3493}
3494
3495void
3496player::statusmsg (const char *msg, int color)
3497{
3498 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3499}
3500
3501void
3502player::failmsg (const char *msg, int color)
3503{
3504 play_sound (sound_find ("generic_failure"));
3505 statusmsg (msg, color);
3506}
3507

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