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Comparing deliantra/server/server/player.C (file contents):
Revision 1.116 by root, Sun Apr 29 03:44:36 2007 UTC vs.
Revision 1.177 by root, Thu Dec 27 15:32:41 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160} 158}
161 159
162void 160void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate () 161player::activate ()
177{ 162{
178 if (active) 163 if (active)
179 return; 164 return;
180 165
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
199 183
200 if (ob->map) 184 if (ob->map)
201 maplevel = ob->map->path; 185 maplevel = ob->map->path;
202 186
203 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 189 ob->map = 0;
205 party = 0; 190 party = 0;
206 191
207 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 193
210 players.erase (this); 194 players.erase (this);
211} 195}
212 196
213// connect the player with a specific client 197// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
215void 199void
216player::connect (client *ns) 200player::connect (client *ns)
217{ 201{
218 this->ns = ns; 202 this->ns = ns;
219 ns->pl = this; 203 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
224 208
225 ns->update_look = 0; 209 ns->update_look = 0;
226 ns->look_position = 0; 210 ns->look_position = 0;
227 211
228 clear_los (ob); 212 clear_los (this);
229 213
230 ns->reset_stats (); 214 ns->reset_stats ();
231 215
232 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238 219
239 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 221 link_player_skills (ob);
241 222
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243 224
244 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
245 226
246 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
248 { 229 {
249 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
250 231
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
257 abil = tmp; 235 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
259 skin = tmp; 237 skin = tmp;
260 238
261 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
262 } 240 }
263 241
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 243
266 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
267 245
268 ob->update_stats (); 246 ob->update_stats ();
247
269 ns->floorbox_update (); 248 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
273 251
274 activate (); 252 activate ();
275 253
282} 260}
283 261
284void 262void
285player::disconnect () 263player::disconnect ()
286{ 264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
287 if (ns) 271 if (ns)
288 { 272 {
289 if (active) 273 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291 275
294 ns->reset_stats (); 278 ns->reset_stats ();
295 ns->pl = 0; 279 ns->pl = 0;
296 ns = 0; 280 ns = 0;
297 } 281 }
298 282
299 if (ob) 283 observe = ob;
300 ob->close_container (); //TODO: client-specific
301 284
302 deactivate (); 285 deactivate ();
303} 286}
304 287
305// the need for this function can be explained 288// the need for this function can be explained
306// by load_object not returning the object 289// by load_object not returning the object
307void 290void
308player::set_object (object *op) 291player::set_object (object *op)
309{ 292{
310 ob = op; 293 ob = observe = op;
311 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
312 295
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
315 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326}
327
328void
329player::set_observe (object *op)
330{
331 observe = op ? op : ob;
332 do_los = 1;
316} 333}
317 334
318player::player () 335player::player ()
319{ 336{
320 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
325 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
326 343
327 savebed_map = first_map_path; /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
328 345
329 gen_sp_armour = 10; 346 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 347 bowtype = bow_normal;
332 petmode = pet_normal; 348 petmode = pet_normal;
333 listening = 10; 349 listening = 10;
334 usekeys = containers; 350 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
336 do_los = 1; 352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
337} 356}
338 357
339void 358void
340player::do_destroy () 359player::do_destroy ()
341{ 360{
346 if (ob) 365 if (ob)
347 { 366 {
348 ob->destroy_inv (false); 367 ob->destroy_inv (false);
349 ob->destroy (); 368 ob->destroy ();
350 } 369 }
370
371 ob = observe = 0;
351} 372}
352 373
353player::~player () 374player::~player ()
354{ 375{
355 /* Clear item stack */ 376 /* Clear item stack */
382 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
383 */ 404 */
384archetype * 405archetype *
385get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
386{ 407{
387 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
388 409
389 for (;;) 410 for (;;)
390 { 411 {
391 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
392 at = first_archetype; 413 i = archetypes.begin ();
393 else 414 else if (*i == at)
394 at = at->next; 415 cleanup ("not a single player archetype found");
395 416
396 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
397 return at; 418 return *i;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 } 419 }
405} 420}
406 421
407object * 422object *
408get_nearest_player (object *mon) 423get_nearest_player (object *mon)
412 unsigned lastdist; 427 unsigned lastdist;
413 rv_vector rv; 428 rv_vector rv;
414 429
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 431 {
417 /* We should not find free objects on this friendly list, but it
418 * does periodically happen. Given that, lets deal with it.
419 * While unlikely, it is possible the next object on the friendly
420 * list is also free, so encapsulate this in a while loop.
421 */
422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
424 object *tmp = ol->ob;
425
426 /* Can't do much more other than log the fact, because the object
427 * itself will have been cleared.
428 */
429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
431 ol = ol->next;
432 remove_friendly_object (tmp);
433 if (!ol)
434 return op;
435 }
436
437 /* Remove special check for player from this. First, it looks to cause
438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
439 * complicated method of state checking would be needed in any case -
440 * as it was, a clever player could type quit, and the function would
441 * skip them over while waiting for confirmation. Remove
442 * on_same_map check, as can_detect_enemy also does this
443 */
444 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 433 continue;
446 434
447 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
448 { 436 {
645} 633}
646 634
647void 635void
648give_initial_items (object *pl, treasurelist * items) 636give_initial_items (object *pl, treasurelist * items)
649{ 637{
650 object *op, *next = NULL;
651
652 if (pl->randomitems != NULL) 638 if (pl->randomitems)
653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654 640
655 for (op = pl->inv; op; op = next) 641 for (object *next, *op = pl->inv; op; op = next)
656 { 642 {
657 next = op->below; 643 next = op->below;
658 644
659 /* Forces get applied per default, unless they have the 645 /* Forces get applied per default, unless they have the
660 * flag "neutral" set. Sorry but I can't think of a better way 646 * flag "neutral" set. Sorry but I can't think of a better way
702 if (op->nrof > 1) 688 if (op->nrof > 1)
703 op->nrof = 1; 689 op->nrof = 1;
704 } 690 }
705 691
706 if (op->type == SPELLBOOK && op->inv) 692 if (op->type == SPELLBOOK && op->inv)
707 {
708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 693 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 }
710 694
711 /* Give starting characters identified, uncursed, and undamned 695 /* Give starting characters identified, uncursed, and undamned
712 * items. Just don't identify gold or silver, or it won't be 696 * items. Just don't identify gold or silver, or it won't be
713 * merged properly. 697 * merged properly.
714 */ 698 */
774} 758}
775 759
776void 760void
777object::roll_stats () 761object::roll_stats ()
778{ 762{
779 int statsort [7]; 763 int statsort [NUM_STATS];
780 764
781 for (;;) 765 for (;;)
782 { 766 {
783 int sum = 0; 767 int sum = 0;
784 for (int i = 7; i--; ) 768 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 769 sum += statsort [i] = roll_stat ();
786 770
787 if (sum >= 82 && sum <= 116) 771 if (sum >= 82 && sum <= 116)
788 break; 772 break;
789 } 773 }
790 774
791 // Sort the stats so that rerolling is easier... 775 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 776 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 777
778 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 779 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];
801 780
802 stats.exp = 0; 781 stats.exp = 0;
803 stats.ac = 0; 782 stats.ac = 0;
804 783
805 stats.hp = stats.maxhp; 784 stats.hp = stats.maxhp;
817} 796}
818 797
819void 798void
820object::swap_stats (int a, int b) 799object::swap_stats (int a, int b)
821{ 800{
822 int tmp = get_attr_value (&contr->orig_stats, a); 801 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);
825 802
803 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 804 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;
833 805
834 //TODO: the following code looks so borked and should, at the very least, 806 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 807 // be merged with the similar code in roll_stats
836 stats.ac = 0; 808 stats.ac = 0;
837 809
856static void 828static void
857start_info (object *op) 829start_info (object *op)
858{ 830{
859 char buf[MAX_BUF]; 831 char buf[MAX_BUF];
860 832
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 833 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 834 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} 835}
866 836
867/* This function takes the key that is passed, and does the 837/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 838 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 839 * The function name is for historical reasons - now we have
910 if (*first_map_ext_path) 880 if (*first_map_ext_path)
911 { 881 {
912 object *tmp; 882 object *tmp;
913 char mapname[MAX_BUF]; 883 char mapname[MAX_BUF];
914 884
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 885 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create (); 886 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 887 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x; 888 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y; 889 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded; 890 ob->enter_exit (tmp); /* we don't really care if it succeeded;
939 int x = ob->x, y = ob->y; 909 int x = ob->x, y = ob->y;
940 910
941 ob->remove_statbonus (); 911 ob->remove_statbonus ();
942 ob->remove (); 912 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 913 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 914 ob->arch->copy_to (ob);
945 ob->instantiate (); 915 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 916 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 917 ob->name = ob->name_pl = name;
948 ob->x = x; 918 ob->x = x;
949 ob->y = y; 919 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 920 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 921 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 922 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 923 ob->add_statbonus ();
954 } 924 }
955 while (!allowed_class (ob)); 925 while (!allowed_class (ob));
956 926
957 update_object (ob, UP_OBJ_FACE); 927 update_object (ob, UP_OBJ_FACE);
1014 /* Cornered, get rid of scared */ 984 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 985 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 986 op->enemy = NULL;
1017} 987}
1018 988
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 989/* check_pick sees if there is stuff to be picked up/picks up stuff.
1021 * IT returns 1 if the player should keep on moving, 0 if he should 990 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 991 * stop.
1023 */ 992 */
1024int 993int
1025check_pick (object *op) 994check_pick (object *op)
1026{ 995{
1033 if (op->move_type & MOVE_FLYING) 1002 if (op->move_type & MOVE_FLYING)
1034 return 1; 1003 return 1;
1035 1004
1036 next = op->below; 1005 next = op->below;
1037 1006
1007 int cnt = MAX_ITEM_PER_DROP;
1008#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1009
1038 /* loop while there are items on the floor that are not marked as 1010 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 1011 * destroyed */
1040 while (next && !next->destroyed ()) 1012 while (next && !next->destroyed ())
1041 { 1013 {
1042 tmp = next; 1014 tmp = next;
1043 next = tmp->below; 1015 next = tmp->below;
1044 1016
1017 if (cnt <= 0)
1018 {
1019 op->failmsg ("Couldn't pickup all items at once.");
1020 return 0;
1021 }
1022
1045 if (op->destroyed ()) 1023 if (op->destroyed ())
1046 return 0; 1024 return 0;
1047 1025
1048 if (!can_pick (op, tmp)) 1026 if (!can_pick (op, tmp))
1049 continue; 1027 continue;
1050 1028
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1029 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 1030 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 1031 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1055 continue; 1033 continue;
1056 } 1034 }
1057 1035
1058 /* high not bit set? We're using the old autopickup model */ 1036 /* high not bit set? We're using the old autopickup model */
1059 if (!(op->contr->mode & PU_NEWMODE)) 1037 if (!(op->contr->mode & PU_NEWMODE))
1061 switch (op->contr->mode) 1039 switch (op->contr->mode)
1062 { 1040 {
1063 case 0: 1041 case 0:
1064 return 1; /* don't pick up */ 1042 return 1; /* don't pick up */
1065 case 1: 1043 case 1:
1066 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1067 return 1; 1045 return 1;
1068 case 2: 1046 case 2:
1069 pick_up (op, tmp); 1047 CHK_PICK_PICKUP;
1070 return 0; 1048 return 0;
1071 case 3: 1049 case 3:
1072 return 0; /* stop before pickup */ 1050 return 0; /* stop before pickup */
1073 case 4: 1051 case 4:
1074 pick_up (op, tmp); 1052 CHK_PICK_PICKUP;
1075 break; 1053 break;
1076 case 5: 1054 case 5:
1077 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1078 stop = 1; 1056 stop = 1;
1079 break; 1057 break;
1080 case 6: 1058 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1059 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1082 pick_up (op, tmp); 1060 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1061 CHK_PICK_PICKUP;
1083 break; 1062 break;
1084 1063
1085 case 7: 1064 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM) 1065 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp); 1066 CHK_PICK_PICKUP;
1088 break; 1067 break;
1089 1068
1090 default: 1069 default:
1091 /* use value density */ 1070 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1071 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1072 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp); 1073 CHK_PICK_PICKUP;
1095 } 1074 }
1096 } 1075 }
1097 else 1076 else
1098 { /* old model */ 1077 { /* old model */
1099 /* NEW pickup handling */ 1078 /* NEW pickup handling */
1103 if (tmp->name != NULL) 1082 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1083 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)))); 1084 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else 1085 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1086 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)))); 1087 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 1088
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1089 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 } 1090 }
1112 1091
1113 /* philosophy: 1092 /* philosophy:
1154 /* all food and drink if desired */ 1133 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */ 1134 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD) 1135 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD) 1136 if (tmp->type == FOOD)
1158 { 1137 {
1159 pick_up (op, tmp); 1138 CHK_PICK_PICKUP;
1160 continue; 1139 continue;
1161 } 1140 }
1162 1141
1163 if (op->contr->mode & PU_DRINK) 1142 if (op->contr->mode & PU_DRINK)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1143 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165 { 1144 {
1166 pick_up (op, tmp); 1145 CHK_PICK_PICKUP;
1167 continue; 1146 continue;
1168 } 1147 }
1169 1148
1170 if (op->contr->mode & PU_POTION) 1149 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION) 1150 if (tmp->type == POTION)
1172 { 1151 {
1173 pick_up (op, tmp); 1152 CHK_PICK_PICKUP;
1174 continue; 1153 continue;
1175 } 1154 }
1176 1155
1177 /* spellbooks, skillscrolls and normal books/scrolls */ 1156 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK) 1157 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK) 1158 if (tmp->type == SPELLBOOK)
1180 { 1159 {
1181 pick_up (op, tmp); 1160 CHK_PICK_PICKUP;
1182 continue; 1161 continue;
1183 } 1162 }
1184 1163
1185 if (op->contr->mode & PU_SKILLSCROLL) 1164 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL) 1165 if (tmp->type == SKILLSCROLL)
1187 { 1166 {
1188 pick_up (op, tmp); 1167 CHK_PICK_PICKUP;
1189 continue; 1168 continue;
1190 } 1169 }
1191 1170
1192 if (op->contr->mode & PU_READABLES) 1171 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL) 1172 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 { 1173 {
1195 pick_up (op, tmp); 1174 CHK_PICK_PICKUP;
1196 continue; 1175 continue;
1197 } 1176 }
1198 1177
1199 /* wands/staves/rods/horns */ 1178 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE) 1179 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1180 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 { 1181 {
1203 pick_up (op, tmp); 1182 CHK_PICK_PICKUP;
1204 continue; 1183 continue;
1205 } 1184 }
1206 1185
1207 /* pick up all magical items */ 1186 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1187 if (op->contr->mode & PU_MAGICAL)
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1188 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 { 1189 {
1211 pick_up (op, tmp); 1190 CHK_PICK_PICKUP;
1212 continue; 1191 continue;
1213 } 1192 }
1214 1193
1215 if (op->contr->mode & PU_VALUABLES) 1194 if (op->contr->mode & PU_VALUABLES)
1216 { 1195 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1196 if (tmp->type == MONEY || tmp->type == GEM)
1218 { 1197 {
1219 pick_up (op, tmp); 1198 CHK_PICK_PICKUP;
1220 continue; 1199 continue;
1221 } 1200 }
1222 } 1201 }
1223 1202
1224 /* rings & amulets - talismans seems to be typed AMULET */ 1203 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS) 1204 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET) 1205 if (tmp->type == RING || tmp->type == AMULET)
1227 { 1206 {
1228 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1229 continue; 1208 continue;
1230 } 1209 }
1231 1210
1232 /* we don't forget dragon food */ 1211 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH) 1212 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH) 1213 if (tmp->type == FLESH)
1235 { 1214 {
1236 pick_up (op, tmp); 1215 CHK_PICK_PICKUP;
1237 continue; 1216 continue;
1238 } 1217 }
1239 1218
1240 /* bows and arrows. Bows are good for selling! */ 1219 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW) 1220 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW) 1221 if (tmp->type == BOW)
1243 { 1222 {
1244 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1245 continue; 1224 continue;
1246 } 1225 }
1247 1226
1248 if (op->contr->mode & PU_ARROW) 1227 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW) 1228 if (tmp->type == ARROW)
1250 { 1229 {
1251 pick_up (op, tmp); 1230 CHK_PICK_PICKUP;
1252 continue; 1231 continue;
1253 } 1232 }
1254 1233
1255 /* all kinds of armor etc. */ 1234 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR) 1235 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR) 1236 if (tmp->type == ARMOUR)
1258 { 1237 {
1259 pick_up (op, tmp); 1238 CHK_PICK_PICKUP;
1260 continue; 1239 continue;
1261 } 1240 }
1262 1241
1263 if (op->contr->mode & PU_HELMET) 1242 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET) 1243 if (tmp->type == HELMET)
1265 { 1244 {
1266 pick_up (op, tmp); 1245 CHK_PICK_PICKUP;
1267 continue; 1246 continue;
1268 } 1247 }
1269 1248
1270 if (op->contr->mode & PU_SHIELD) 1249 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD) 1250 if (tmp->type == SHIELD)
1272 { 1251 {
1273 pick_up (op, tmp); 1252 CHK_PICK_PICKUP;
1274 continue; 1253 continue;
1275 } 1254 }
1276 1255
1277 if (op->contr->mode & PU_BOOTS) 1256 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS) 1257 if (tmp->type == BOOTS)
1279 { 1258 {
1280 pick_up (op, tmp); 1259 CHK_PICK_PICKUP;
1281 continue; 1260 continue;
1282 } 1261 }
1283 1262
1284 if (op->contr->mode & PU_GLOVES) 1263 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES) 1264 if (tmp->type == GLOVES)
1286 { 1265 {
1287 pick_up (op, tmp); 1266 CHK_PICK_PICKUP;
1288 continue; 1267 continue;
1289 } 1268 }
1290 1269
1291 if (op->contr->mode & PU_CLOAK) 1270 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK) 1271 if (tmp->type == CLOAK)
1293 { 1272 {
1294 pick_up (op, tmp); 1273 CHK_PICK_PICKUP;
1295 continue; 1274 continue;
1296 } 1275 }
1297 1276
1298 /* hoping to catch throwing daggers here */ 1277 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON) 1278 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1279 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 { 1280 {
1302 pick_up (op, tmp); 1281 CHK_PICK_PICKUP;
1303 continue; 1282 continue;
1304 } 1283 }
1305 1284
1306 /* careful: chairs and tables are weapons! */ 1285 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON) 1286 if (op->contr->mode & PU_ALLWEAPON)
1308 { 1287 {
1309 if (tmp->type == WEAPON && tmp->name != NULL) 1288 if (tmp->type == WEAPON && tmp->name != NULL)
1310 { 1289 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1290 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1291 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 { 1292 {
1314 pick_up (op, tmp); 1293 CHK_PICK_PICKUP;
1315 continue; 1294 continue;
1316 } 1295 }
1317 } 1296 }
1318 1297
1319 if (tmp->type == WEAPON && tmp->name == NULL) 1298 if (tmp->type == WEAPON && tmp->name == NULL)
1320 { 1299 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1300 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 { 1301 {
1323 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1324 continue; 1303 continue;
1325 } 1304 }
1326 } 1305 }
1327 } 1306 }
1328 1307
1329 /* misc stuff that's useful */ 1308 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY) 1309 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1310 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 { 1311 {
1333 pick_up (op, tmp); 1312 CHK_PICK_PICKUP;
1334 continue; 1313 continue;
1335 } 1314 }
1336 1315
1337 /* any of the last 4 bits set means we use the ratio for value 1316 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */ 1317 * pickups */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits 1322 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */ 1323 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5; 1324 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) 1325 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 { 1326 {
1348 pick_up (op, tmp); 1327 CHK_PICK_PICKUP;
1349#if 0 1328#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1329 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL) 1330 if (tmp->name != NULL)
1352 { 1331 {
1353 fprintf (stderr, "%s", tmp->name); 1332 fprintf (stderr, "%s", tmp->name);
1354 } 1333 }
1355 else 1334 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1335 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1336 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1337 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359#endif 1338#endif
1360 continue; 1339 continue;
1361 } 1340 }
1376{ 1355{
1377 object *tmp = 0; 1356 object *tmp = 0;
1378 1357
1379 for (op = op->inv; op; op = op->below) 1358 for (op = op->inv; op; op = op->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1359 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type); 1360 tmp = find_arrow (splay (op), type);
1382 else if (op->type == ARROW && op->race == type) 1361 else if (op->type == ARROW && op->race == type)
1383 return op; 1362 return splay (op);
1384 1363
1385 return tmp; 1364 return tmp;
1386} 1365}
1387 1366
1388/* 1367/*
1431 else 1410 else
1432 { 1411 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1412 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1413 {
1435 attacktype = 1 << attacknum; 1414 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1415 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1416 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 { 1417 {
1439 tmp = arrow; 1418 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1419 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1420 }
1442 } 1421 }
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1422 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1423 {
1445 tmp = arrow; 1424 tmp = arrow;
1464 * find_better_arrow to find a decent arrow to use. 1443 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1444 * op = the shooter
1466 * type = bow->race 1445 * type = bow->race
1467 * dir = fire direction 1446 * dir = fire direction
1468 */ 1447 */
1469
1470object * 1448object *
1471pick_arrow_target (object *op, const char *type, int dir) 1449pick_arrow_target (object *op, const char *type, int dir)
1472{ 1450{
1473 object *tmp = NULL; 1451 object *tmp = NULL;
1474 maptile *m; 1452 maptile *m;
1539 */ 1517 */
1540int 1518int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1519fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1520{
1543 object *left, *bow; 1521 object *left, *bow;
1544 int bowspeed, mflags; 1522 int mflags;
1545 maptile *m; 1523 maptile *m;
1546 1524
1547 if (!dir) 1525 if (!dir)
1548 { 1526 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1527 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1528 return 0;
1551 } 1529 }
1552 1530
1553 if (op->type == PLAYER) 1531 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1532 bow = op->current_weapon;
1555 else 1533 else
1556 { 1534 {
1557 for (bow = op->inv; bow; bow = bow->below) 1535 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1536 /* 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. 1537 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1542 if (!bow)
1565 { 1543 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1544 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1545 return 0;
1568 } 1546 }
1547
1548 // optimisation: move object to top so we will find it quickly again
1549 if (bow->below)
1550 {
1551 bow->remove ();
1552 op->insert (bow);
1553 }
1554
1569 } 1555 }
1570 1556
1571 if (!bow->race || !bow->skill) 1557 if (!bow->race || !bow->skill)
1572 { 1558 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1559 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1560 return 0;
1575 } 1561 }
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 1562
1586 if (arrow == NULL) 1563 if (arrow == NULL)
1587 { 1564 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1565 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1566 {
1624 1601
1625 arrow->set_owner (op); 1602 arrow->set_owner (op);
1626 arrow->skill = bow->skill; 1603 arrow->skill = bow->skill;
1627 arrow->direction = dir; 1604 arrow->direction = dir;
1628 1605
1629 if (op->type == PLAYER)
1630 {
1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1632 op->update_stats ();
1633 }
1634
1635 SET_ANIMATION (arrow, arrow->direction);
1636
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1606 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1607 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1608 arrow->stats.grace = arrow->attacktype;
1640 1609
1641 if (arrow->slaying) 1610 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1611 arrow->spellarg = strdup (arrow->slaying);
1643 1612
1644 arrow->stats.dam += op->stats.dam + arrow->magic; 1613#if 0
1614 if (player *pl = op->contr)
1615 {
1616 float speed = pl->weapon_sp;
1617
1618 /* penalize ROF for bestarrow */
1619 if (pl->bowtype == bow_bestarrow)
1620 speed *= .9f;
1621 else
1622 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1623
1624 op->speed_left += speed - op->speed;
1625 }
1626#endif
1627
1628 SET_ANIMATION (arrow, arrow->direction);
1645 1629
1646 /* update the speed */ 1630 /* update the speed */
1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1631 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1632 + bow->stats.dam / 7.f;
1649 1633
1650 arrow->set_speed (max (arrow->speed, 1.0)); 1634 arrow->set_speed (max (arrow->speed, 2.f));
1651 arrow->speed_left = 0; 1635 arrow->speed_left = 0;
1652 1636
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1637 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654 1638
1655 if (op->type == PLAYER) 1639 if (op->type == PLAYER)
1656 { 1640 {
1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1641 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1642 wc -= dex_bonus[op->stats.Dex];
1659 1643
1660 if (!arrow->slaying) 1644 if (!arrow->slaying)
1661 arrow->slaying = op->slaying; 1645 arrow->slaying = op->slaying;
1646
1647 arrow->attacktype |= op->attacktype;
1662 } 1648 }
1663 else 1649 else
1664 { 1650 {
1665 arrow->level = op->level; 1651 arrow->level = op->level;
1666 arrow->stats.wc -= bow->magic; 1652 arrow->stats.wc -= bow->magic;
1667 1653
1668 if (!arrow->slaying) 1654 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying; 1655 arrow->slaying = bow->slaying;
1670 }
1671 1656
1672 arrow->stats.wc -= arrow->level;
1673
1674 arrow->attacktype |= bow->attacktype; 1657 arrow->attacktype |= bow->attacktype;
1658 }
1675 1659
1660 wc -= arrow->level;
1661 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1662
1663 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1676 arrow->move_type = MOVE_FLY_LOW; 1664 arrow->move_type = MOVE_FLY_LOW;
1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1665 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1678 1666
1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1667 op->play_sound (sound_find ("fire_arrow"));
1680 m->insert (arrow, sx, sy, op); 1668 m->insert (arrow, sx, sy, op);
1681 1669
1682 if (!arrow->destroyed ()) 1670 if (!arrow->destroyed ())
1683 move_arrow (arrow); 1671 move_arrow (arrow);
1684 1672
1705{ 1693{
1706 int ret = 0, wcmod = 0; 1694 int ret = 0, wcmod = 0;
1707 1695
1708 if (op->contr->bowtype == bow_bestarrow) 1696 if (op->contr->bowtype == bow_bestarrow)
1709 { 1697 {
1710 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1698 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1711 } 1699 }
1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1700 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713 { 1701 {
1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1702 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1715 wcmod = -1; 1703 wcmod = -1;
1725 else if (op->contr->bowtype == bow_spreadshot) 1713 else if (op->contr->bowtype == bow_spreadshot)
1726 { 1714 {
1727 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1715 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1716 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1717 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1730
1731 } 1718 }
1732 else 1719 else
1733 { 1720 {
1734 /* Simple case */ 1721 /* Simple case */
1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736 } 1723 }
1724
1737 return ret; 1725 return ret;
1738} 1726}
1739
1740 1727
1741/* Fires a misc (wand/rod/horn) object in 'dir'. 1728/* Fires a misc (wand/rod/horn) object in 'dir'.
1742 * Broken apart from 'fire' to keep it more readable. 1729 * Broken apart from 'fire' to keep it more readable.
1743 */ 1730 */
1744void 1731void
1745fire_misc_object (object *op, int dir) 1732fire_misc_object (object *op, int dir)
1746{ 1733{
1747 object *item; 1734 object *item = op->contr->ranged_ob;
1748 1735
1749 if (!op->contr->ranges[range_misc]) 1736 if (!item)
1750 { 1737 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1738 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1752 return; 1739 return;
1753 } 1740 }
1754 1741
1755 item = op->contr->ranges[range_misc];
1756 if (!item->inv) 1742 if (!item->inv)
1757 { 1743 {
1758 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1744 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1759 return; 1745 return;
1760 } 1746 }
1747
1748 if (!op->change_weapon (item))
1749 return;
1750
1761 if (item->type == WAND) 1751 if (item->type == WAND)
1762 { 1752 {
1763 if (item->stats.food <= 0) 1753 if (item->stats.food <= 0)
1764 { 1754 {
1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1756 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1757
1767 return; 1758 return;
1768 } 1759 }
1769 } 1760 }
1770 else if (item->type == ROD || item->type == HORN) 1761 else if (item->type == ROD || item->type == HORN)
1771 { 1762 {
1772 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1763 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1773 { 1764 {
1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1765 op->contr->play_sound (sound_find ("wand_poof"));
1766
1775 if (item->type == ROD) 1767 if (item->type == ROD)
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1768 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1777 else 1769 else
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1771
1779 return; 1772 return;
1780 } 1773 }
1781 } 1774 }
1782 1775
1783 if (cast_spell (op, item, dir, item->inv, NULL)) 1776 if (cast_spell (op, item, dir, item->inv, NULL))
1790 object *tmp; 1783 object *tmp;
1791 1784
1792 if (item->arch) 1785 if (item->arch)
1793 { 1786 {
1794 CLEAR_FLAG (item, FLAG_ANIMATE); 1787 CLEAR_FLAG (item, FLAG_ANIMATE);
1795 item->face = item->arch->clone.face; 1788 item->face = item->arch->face;
1796 item->set_speed (0); 1789 item->set_speed (0);
1797 } 1790 }
1798 1791
1799 if ((tmp = item->in_player ())) 1792 if ((tmp = item->in_player ()))
1800 esrv_update_item (UPD_ANIM, tmp, item); 1793 esrv_update_item (UPD_ANIM, tmp, item);
1805 } 1798 }
1806} 1799}
1807 1800
1808/* Received a fire command for the player - go and do it. 1801/* Received a fire command for the player - go and do it.
1809 */ 1802 */
1810void 1803bool
1811fire (object *op, int dir) 1804fire (object *op, int dir)
1812{ 1805{
1813 int spellcost = 0; 1806 int spellcost = 0;
1814 1807
1815 /* check for loss of invisiblity/hide */ 1808 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op)) 1809 if (action_makes_visible (op))
1817 make_visible (op); 1810 make_visible (op);
1818 1811
1819 switch (op->contr->shoottype) 1812 player *pl = op->contr;
1813
1814 if (pl->golem)
1815 {
1816 control_golem (op->contr->golem, dir);
1817 return false;
1820 { 1818 }
1821 case range_none:
1822 return;
1823 1819
1824 case range_bow: 1820 object *ob = pl->ranged_ob;
1821
1822 if (!ob)
1823 return false;
1824
1825 if (!op->change_weapon (ob))
1826 return false;
1827
1828 if (op->speed_left > 0.f)
1829 --op->speed_left;
1830 else
1831 return false;
1832
1833 switch (ob->type)
1834 {
1835 case BOW:
1825 player_fire_bow (op, dir); 1836 player_fire_bow (op, dir);
1826 return; 1837 break;
1827 1838
1828 case range_magic: /* Casting spells */ 1839 case SPELL:
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1840 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1830 return; 1841 break;
1831 1842
1832 case range_misc: 1843 case BUILDER:
1844 apply_map_builder (op, dir);
1845 break;
1846
1847 case SKILL:
1848 do_skill (op, op, ob, dir, 0);
1849 break;
1850
1851 default:
1833 fire_misc_object (op, dir); 1852 fire_misc_object (op, dir);
1834 return; 1853 break;
1835
1836 case range_golem: /* Control summoned monsters from scrolls */
1837 control_golem (op->contr->ranges[range_golem], dir);
1838 return;
1839
1840 case range_skill:
1841 if (!op->chosen_skill)
1842 {
1843 if (op->type == PLAYER)
1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1846 return;
1847 }
1848
1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1850 return;
1851 case range_builder:
1852 apply_map_builder (op, dir);
1853 return;
1854 default:
1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1856 return;
1857 } 1854 }
1855
1856 return true;
1858} 1857}
1859 1858
1860/* find_key 1859/* find_key
1861 * We try to find a key for the door as passed. If we find a key 1860 * We try to find a key for the door as passed. If we find a key
1862 * and successfully use it, we return the key, otherwise NULL 1861 * and successfully use it, we return the key, otherwise NULL
1949 * 0 otherwise 1948 * 0 otherwise
1950 */ 1949 */
1951static int 1950static int
1952player_attack_door (object *op, object *door) 1951player_attack_door (object *op, object *door)
1953{ 1952{
1954 /* If its a door, try to find a use a key. If we do destroy the door, 1953 /* If its a door, try to find a key. If we do destroy the door,
1955 * might as well return immediately as there is nothing more to do - 1954 * might as well return immediately as there is nothing more to do -
1956 * otherwise, we fall through to the rest of the code. 1955 * otherwise, we fall through to the rest of the code.
1957 */ 1956 */
1958 object *key = find_key (op, op, door); 1957 object *key = find_key (op, op, door);
1959 1958
1960 /* IF we found a key, do some extra work */ 1959 /* If we found a key, do some extra work */
1961 if (key) 1960 if (key)
1962 { 1961 {
1963 object *container = key->env; 1962 object *container = key->env;
1964 1963
1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1966 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
1967 make_visible (op); 1965 make_visible (op);
1966
1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1967 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op); 1968 spring_trap (door->inv, op);
1970 1969
1971 if (door->type == DOOR) 1970 if (door->type == DOOR)
1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1971 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1973 else if (door->type == LOCKED_DOOR) 1972 else if (door->type == LOCKED_DOOR)
1974 { 1973 {
1975 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1974 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1976 remove_door2 (door); /* remove door without violence ;-) */ 1975 remove_door2 (door); /* remove door without violence ;-) */
1977 } 1976 }
1978 1977
1979 /* Do this after we print the message */ 1978 /* Do this after we print the message */
1980 decrease_ob (key); /* Use up one of the keys */ 1979 decrease_ob (key); /* Use up one of the keys */
1985 return 1; /* Nothing more to do below */ 1984 return 1; /* Nothing more to do below */
1986 } 1985 }
1987 else if (door->type == LOCKED_DOOR) 1986 else if (door->type == LOCKED_DOOR)
1988 { 1987 {
1989 /* Might as well return now - no other way to open this */ 1988 /* Might as well return now - no other way to open this */
1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1989 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1991 return 1; 1990 return 1;
1992 } 1991 }
1993 1992
1994 return 0; 1993 return 0;
1995} 1994}
1998 * It should keep the code cleaner. 1997 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 1998 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 1999 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 2000 * going to try and move (not fire weapons).
2002 */ 2001 */
2003void 2002bool
2004move_player_attack (object *op, int dir) 2003move_player_attack (object *op, int dir)
2005{ 2004{
2006 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2005 int on_battleground;
2009 maptile *m;
2010 2006
2011 nx = freearr_x[dir] + op->x; 2007 sint16 nx = freearr_x[dir] + op->x;
2012 ny = freearr_y[dir] + op->y; 2008 sint16 ny = freearr_y[dir] + op->y;
2013 2009
2014 on_battleground = op_on_battleground (op, 0, 0); 2010 on_battleground = op_on_battleground (op, 0, 0);
2011
2012 if (out_of_map (op->map, nx, ny))
2013 return false;
2014
2015 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2016 {
2017 --op->speed_left;
2018 return true;
2019 }
2015 2020
2016 /* If braced, or can't move to the square, and it is not out of the 2021 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2022 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 2023 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 2024 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 2025 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 2026 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 2027 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2028 * move_ob uses.
2024 */ 2029 */
2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2026 {
2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2028 {
2029 m = op->map->xy_find (nx, ny); 2030 maptile *m = op->map->xy_find (nx, ny);
2030 if (!m)
2031 return; /* Don't think this should happen */
2032 }
2033 else
2034 m = op->map;
2035 2031
2036 if (!(tmp = m->at (nx, ny).bot))
2037 return;
2038
2039 mon = 0;
2040 /* Go through all the objects, and find ones of interest. Only stop if 2032 /* Go through all the objects, and find ones of interest. Only stop if
2041 * we find a monster - that is something we know we want to attack. 2033 * we find a monster - that is something we know we want to attack.
2042 * if its a door or barrel (can roll) see if there may be monsters 2034 * if its a door or barrel (can roll) see if there may be monsters
2043 * on the space 2035 * on the space
2044 */ 2036 */
2045 while (tmp) 2037 object *mon;
2046 { 2038 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2047 if (tmp == op) 2039 {
2048 { 2040 if ((mon->flag [FLAG_ALIVE]
2049 tmp = tmp->above; 2041 || mon->type == LOCKED_DOOR
2050 continue; 2042 || mon->flag [FLAG_CAN_ROLL])
2051 }
2052
2053 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2054 {
2055 mon = tmp; 2043 && mon != op)
2056 break; 2044 break;
2057 } 2045 }
2058 2046
2059 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2060 mon = tmp;
2061
2062 tmp = tmp->above;
2063 }
2064
2065 if (!mon) /* This happens anytime the player tries to move */ 2047 if (!mon) /* This happens anytime the player tries to move */
2066 return; /* into a wall */ 2048 return false; /* into a wall */
2067 2049
2068 if (mon->head)
2069 mon = mon->head; 2050 mon = mon->head_ ();
2070 2051
2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2052 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2053 if (op->contr->weapon_sp_left > 0.f)
2072 if (player_attack_door (op, mon)) 2054 if (player_attack_door (op, mon))
2055 {
2056 --op->contr->weapon_sp_left;
2073 return; 2057 return true;
2058 }
2074 2059
2075 /* The following deals with possibly attacking peaceful 2060 /* The following deals with possibly attacking peaceful
2076 * or frienddly creatures. Basically, all players are considered 2061 * or friendly creatures. Basically, all players are considered
2077 * unaggressive. If the moving player has peaceful set, then the 2062 * unaggressive. If the moving player has peaceful set, then the
2078 * object should be pushed instead of attacked. It is assumed that 2063 * object should be pushed instead of attacked. It is assumed that
2079 * if you are braced, you will not attack friends accidently, 2064 * if you are braced, you will not attack friends accidently,
2080 * and thus will not push them. 2065 * and thus will not push them.
2081 */ 2066 */
2082 2067
2083 /* If the creature is a pet, push it even if the player is not 2068 /* If the creature is a pet, push it even if the player is not
2084 * peaceful. Our assumption is the creature is a pet if the 2069 * peaceful. Our assumption is the creature is a pet if the
2085 * player owns it and it is either friendly or unagressive. 2070 * player owns it and it is either friendly or unagressive.
2086 */ 2071 */
2087 if ((op->type == PLAYER) 2072 if (op->type == PLAYER
2088#if COZY_SERVER
2089 &&
2090 ((mon->owner && mon->owner->contr 2073 && ((mon->owner && mon->owner->contr
2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2074 && same_party (mon->owner->contr->party, op->contr->party))
2092#else
2093 && mon->owner == op 2075 || mon->owner == op)
2094#endif
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2076 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 { 2077 {
2097 /* If we're braced, we don't want to switch places with it */ 2078 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced) 2079 if (op->contr->braced)
2099 return; 2080 return false;
2100 2081
2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2082 if (op->speed_left > 0.f)
2083 {
2084 --op->speed_left;
2085
2086 op->play_sound (sound_find ("push_player"));
2102 (void) push_ob (mon, dir, op); 2087 push_ob (mon, dir, op);
2088
2103 if (op->contr->tmp_invis || op->hide) 2089 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op); 2090 make_visible (op);
2105 2091
2106 return; 2092 return true;
2107 } 2093 }
2094 else
2095 return false;
2096 }
2108 2097
2109 /* in certain circumstances, you shouldn't attack friendly 2098 /* in certain circumstances, you shouldn't attack friendly
2110 * creatures. Note that if you are braced, you can't push 2099 * creatures. Note that if you are braced, you can't push
2111 * someone, but put it inside this loop so that you won't 2100 * someone, but put it inside this loop so that you won't
2112 * attack them either. 2101 * attack them either.
2113 */ 2102 */
2114 if ((mon->type == PLAYER || mon->enemy != op) && 2103 if ((mon->type == PLAYER || mon->enemy != op)
2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2104 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2116#ifdef PROHIBIT_PLAYERKILL
2117 (op->contr->peaceful 2105 && ((op->contr->peaceful
2118 || (mon->type == PLAYER 2106 || (mon->type == PLAYER && mon->contr->peaceful))
2119 && mon->contr->
2120 peaceful)) &&
2121#else
2122 op->contr->peaceful &&
2123#endif
2124 !on_battleground)) 2107 && !on_battleground))
2108 {
2109 if (op->speed_left > 0.f)
2125 { 2110 {
2111 --op->speed_left;
2112
2126 if (!op->contr->braced) 2113 if (!op->contr->braced)
2127 { 2114 {
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2115 op->play_sound (sound_find ("push_player"));
2129 push_ob (mon, dir, op); 2116 push_ob (mon, dir, op);
2130 } 2117 }
2131 else 2118 else
2132 new_draw_info (0, 0, op, "You withhold your attack"); 2119 op->statusmsg ("You withhold your attack");
2133 2120
2134 if (op->contr->tmp_invis || op->hide) 2121 if (op->contr->tmp_invis || op->hide)
2135 make_visible (op); 2122 make_visible (op);
2136 }
2137 2123
2124 return true;
2125 }
2126 }
2138 /* If the object is a boulder or other rollable object, then 2127 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2128 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2129 */
2141 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2130 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2131 {
2132 if (op->speed_left > 0.f)
2142 { 2133 {
2134 --op->speed_left;
2135
2143 recursive_roll (mon, dir, op); 2136 recursive_roll (mon, dir, op);
2144 if (action_makes_visible (op)) 2137 if (action_makes_visible (op))
2145 make_visible (op); 2138 make_visible (op);
2146 }
2147 2139
2140 return true;
2141 }
2142 }
2148 /* Any generic living creature. Including things like doors. 2143 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points 2144 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following: 2145 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 2146 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 2147 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2148 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2149 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2150 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 { 2151 {
2157 2152 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2158 /* If the player hasn't hit something this tick, and does
2159 * so, give them speed boost based on weapon speed. Doing
2160 * it here is better than process_players2, which basically
2161 * incurred a 1 tick offset.
2162 */
2163 if (!op->contr->has_hit)
2164 { 2153 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2154 --op->contr->weapon_sp_left;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 }
2169 2155
2170 skill_attack (mon, op, 0, 0, 0); 2156 skill_attack (mon, op, 0, 0, 0);
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2178 {
2179 short luck = mon->stats.luck;
2180
2181 mon->contr->has_hit = 1;
2182 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck;
2184 }
2185 2157
2186 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2187 make_visible (op); 2159 make_visible (op);
2188 }
2189 } /* if player should attack something */
2190}
2191 2160
2192int 2161 return true;
2162 }
2163 }
2164
2165 return false;
2166}
2167
2168bool
2193move_player (object *op, int dir) 2169move_player (object *op, int dir)
2194{ 2170{
2195 int pick; 2171 int pick;
2196 2172
2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2173 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2211 op->facing = dir; 2187 op->facing = dir;
2212 2188
2213 if (op->hide) 2189 if (op->hide)
2214 do_hidden_move (op); 2190 do_hidden_move (op);
2215 2191
2192 bool retval;
2193
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2194 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 /*nop */ ; 2195 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on) 2196 else if (op->contr->fire_on)
2219 fire (op, dir); 2197 retval = fire (op, dir);
2220 else 2198 else
2221 { 2199 {
2222 move_player_attack (op, dir); 2200 retval = move_player_attack (op, dir);
2223 pick = check_pick (op); 2201 pick = check_pick (op);
2224 } 2202 }
2225 2203
2226 /* Add special check for newcs players and fire on - this way, the 2204 /* Add special check for newcs players and fire on - this way, the
2227 * server can handle repeat firing. 2205 * server can handle repeat firing.
2234 /* Update how the player looks. Use the facing, so direction may 2212 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities 2213 * get reset to zero. This allows for full animation capabilities
2236 * for players. 2214 * for players.
2237 */ 2215 */
2238 animate_object (op, op->facing); 2216 animate_object (op, op->facing);
2239 return 0; 2217
2218 return retval;
2240} 2219}
2241 2220
2242/* This is similar to handle_player, below, but is only used by the 2221/* This is similar to handle_player, below, but is only used by the
2243 * new client/server stuff. 2222 * new client/server stuff.
2244 * This is sort of special, in that the new client/server actually uses 2223 * This is sort of special, in that the new client/server actually uses
2245 * the new speed values for commands. 2224 * the new speed values for commands.
2246 * 2225 *
2247 * Returns true if there are more actions we can do. 2226 * Returns true if there are more actions we can do. Should not do
2227 * many actions in a row, as that would be too unfair to other
2228 * players.
2248 */ 2229 */
2249int 2230bool
2250handle_newcs_player (object *op) 2231handle_newcs_player (object *op)
2251{ 2232{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2233 if (QUERY_FLAG (op, FLAG_SCARED))
2253 { 2234 {
2254 flee_player (op); 2235 if (op->speed_left > 0.f)
2255 /* If player is still scared, that is his action for this tick */
2256 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2236 {
2258 op->speed_left--; 2237 --op->speed_left;
2238 flee_player (op);
2239
2259 return 0; 2240 return true;
2260 } 2241 }
2242 else
2243 return false;
2261 } 2244 }
2262 2245
2263 /* call this here - we also will call this in do_ericserver, but 2246 /* call this here - we also will call this in do_ericserver, but
2264 * the players time has been increased when doericserver has been 2247 * the players time has been increased when doericserver has been
2265 * called, so we recheck it here. 2248 * called, so we recheck it here.
2266 */ 2249 */
2267 if (op->contr->ns->handle_command ()) 2250 if (op->contr->ns->handle_command ())
2268 return 1; 2251 return true;
2269 2252
2270 if (op->speed_left > 0)
2271 {
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2253 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 {
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player (op, op->direction); 2254 return move_player (op, op->direction);
2282 2255
2283 return op->speed_left > 0;
2284 }
2285 }
2286
2287 return 0; 2256 return false;
2288} 2257}
2289 2258
2290int 2259int
2291save_life (object *op) 2260save_life (object *op)
2292{ 2261{
2294 return 0; 2263 return 0;
2295 2264
2296 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2265 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2297 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2266 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2298 { 2267 {
2299 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2268 op->play_sound (sound_find ("ob_evaporate"));
2300 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2269 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2301 2270
2302 if (op->contr) 2271 if (op->contr)
2303 esrv_del_item (op->contr, tmp->count); 2272 esrv_del_item (op->contr, tmp->count);
2304 2273
2324/* This goes throws the inventory and removes unpaid objects, and puts them 2293/* This goes throws the inventory and removes unpaid objects, and puts them
2325 * back in the map (location and map determined by values of env). This 2294 * back in the map (location and map determined by values of env). This
2326 * function will descend into containers. op is the object to start the search 2295 * function will descend into containers. op is the object to start the search
2327 * from. 2296 * from.
2328 */ 2297 */
2329void 2298static void
2330remove_unpaid_objects (object *op, object *env) 2299drop_unpaid_items (object *op, object *env)
2331{ 2300{
2332 while (op) 2301 while (op)
2333 { 2302 {
2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2303 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2335 2304
2339 esrv_del_item (env->contr, op->count); 2308 esrv_del_item (env->contr, op->count);
2340 2309
2341 op->insert_at (env); 2310 op->insert_at (env);
2342 } 2311 }
2343 else if (op->inv) 2312 else if (op->inv)
2344 remove_unpaid_objects (op->inv, env); 2313 drop_unpaid_items (op->inv, env);
2345 2314
2346 op = next; 2315 op = next;
2347 } 2316 }
2317}
2318
2319void
2320object::drop_unpaid_items ()
2321{
2322 if (!flag [FLAG_REMOVED])
2323 ::drop_unpaid_items (inv, this);
2348} 2324}
2349 2325
2350/* 2326/*
2351 * Returns pointer a static string containing gravestone text 2327 * Returns pointer a static string containing gravestone text
2352 * Moved from apply.c to player.c - player.c is what 2328 * Moved from apply.c to player.c - player.c is what
2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2423 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2448 else 2424 else
2449 { 2425 {
2450 gen_grace = op->stats.maxgrace; 2426 gen_grace = op->stats.maxgrace;
2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2427 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2452 }
2453
2454 /* Regenerate Spell Points */
2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2456 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2458 if (op->stats.sp < op->stats.maxsp)
2459 {
2460 op->stats.sp++;
2461 /* dms do not consume food */
2462 if (!QUERY_FLAG (op, FLAG_WIZ))
2463 {
2464 op->stats.food--;
2465 if (op->contr->digestion < 0)
2466 op->stats.food += op->contr->digestion;
2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2468 op->stats.food = last_food;
2469 }
2470 }
2471
2472 if (max_sp > 1)
2473 {
2474 over_sp = (gen_sp + 10) / rate_sp;
2475 if (over_sp > 0)
2476 {
2477 if (op->stats.sp < op->stats.maxsp)
2478 {
2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2482 op->stats.sp--;
2483
2484 if (op->stats.sp > op->stats.maxsp)
2485 op->stats.sp = op->stats.maxsp;
2486 }
2487 op->last_sp = 0;
2488 }
2489 else
2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 }
2492 else
2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2494 } 2428 }
2495 2429
2496 /* Regenerate Grace */ 2430 /* Regenerate Grace */
2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2431 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2498 if (--op->last_grace < 0) 2432 if (--op->last_grace < 0)
2519 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2453 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2520 } 2454 }
2521 /* wearing stuff doesn't detract from grace generation. */ 2455 /* wearing stuff doesn't detract from grace generation. */
2522 } 2456 }
2523 2457
2458 if (op->stats.food > 0)
2459 {
2524 /* Regenerate Hit Points */ 2460 /* Regenerate Spell Points */
2525 if (--op->last_heal < 0) 2461 if (!op->contr->golem && --op->last_sp < 0)
2526 {
2527 if (op->stats.hp < op->stats.maxhp)
2528 { 2462 {
2529 op->stats.hp++; 2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2530 /* dms do not consume food */ 2464
2531 if (!QUERY_FLAG (op, FLAG_WIZ)) 2465 if (op->stats.sp < op->stats.maxsp)
2532 { 2466 {
2467 op->stats.sp++;
2468
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 {
2533 op->stats.food--; 2472 op->stats.food--;
2473
2534 if (op->contr->digestion < 0) 2474 if (op->contr->digestion < 0)
2535 op->stats.food += op->contr->digestion; 2475 op->stats.food += op->contr->digestion;
2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2537 op->stats.food = last_food; 2477 op->stats.food = last_food;
2478 }
2538 } 2479 }
2539 }
2540 2480
2541 if (max_hp > 1) 2481 if (max_sp > 1)
2542 {
2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2544 if (over_hp > 0)
2545 { 2482 {
2546 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2483 over_sp = (gen_sp + 10) / rate_sp;
2484 if (over_sp > 0)
2485 {
2486 if (op->stats.sp < op->stats.maxsp)
2487 {
2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2491 op->stats.sp--;
2492
2493 if (op->stats.sp > op->stats.maxsp)
2494 op->stats.sp = op->stats.maxsp;
2495 }
2496
2547 op->last_heal = 0; 2497 op->last_sp = 0;
2498 }
2499 else
2500 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2548 } 2501 }
2549 else 2502 else
2503 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2504 }
2505
2506 /* Regenerate Hit Points */
2507 if (--op->last_heal < 0)
2508 {
2509 if (op->stats.hp < op->stats.maxhp)
2550 { 2510 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2511 op->stats.hp++;
2512
2513 /* dms do not consume food */
2514 if (!QUERY_FLAG (op, FLAG_WIZ))
2515 {
2516 op->stats.food--;
2517
2518 if (op->contr->digestion < 0)
2519 op->stats.food += op->contr->digestion;
2520 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2521 op->stats.food = last_food;
2522 }
2552 } 2523 }
2524
2525 if (max_hp > 1)
2526 {
2527 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2528
2529 if (over_hp > 0)
2530 {
2531 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2532 op->last_heal = 0;
2533 }
2534 else
2535 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2553 } 2536 }
2554 else 2537 else
2555 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2538 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2557 } 2539 }
2558 } 2540 }
2559 2541
2560 /* Digestion */ 2542 /* Digestion */
2561 if (--op->last_eat < 0) 2543 if (--op->last_eat < 0)
2562 { 2544 {
2563#ifdef COZY_SERVER 2545 int bonus = max (0, op->contr->digestion),
2564 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2546 penalty = max (0, -op->contr->digestion);
2565 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2566#else
2567 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2568#endif
2569 2547
2570 if (op->contr->gen_hp > 0)
2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2548 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2572 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574 2549
2575 /* dms do not consume food */ 2550 /* dms do not consume food */
2576 if (!QUERY_FLAG (op, FLAG_WIZ)) 2551 if (!QUERY_FLAG (op, FLAG_WIZ))
2577 op->stats.food--; 2552 op->stats.food--;
2578 } 2553 }
2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2606 manual_apply (op, flesh, 0); 2581 manual_apply (op, flesh, 0);
2607 } 2582 }
2608 } 2583 }
2609 2584
2610 while (op->stats.food < 0 && op->stats.hp >= 0) 2585 if (op->stats.food < 0)
2611 op->stats.food++, op->stats.hp--; 2586 {
2587 op->stats.hp += op->stats.food;
2588 op->stats.food = 0;
2589 }
2612 2590
2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2591 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2614 kill_player (op); 2592 kill_player (op);
2615 } 2593 }
2616} 2594}
2621 * file. 2599 * file.
2622 */ 2600 */
2623void 2601void
2624kill_player (object *op) 2602kill_player (object *op)
2625{ 2603{
2604 int x, y;
2626 char buf[MAX_BUF]; 2605 char buf[MAX_BUF];
2627 int x, y;
2628
2629 //int i;
2630 maptile *map; /* this is for resurrection */ 2606 maptile *map; /* this is for resurrection */
2631
2632 /* int z;
2633 int num_stats_lose;
2634 int lost_a_stat;
2635 int lose_this_stat;
2636 int this_stat; */
2637 int will_kill_again; 2607 int will_kill_again;
2638 archetype *at; 2608 archetype *at;
2639 object *tmp; 2609 object *tmp;
2640 2610
2641 if (save_life (op)) 2611 if (save_life (op))
2642 return; 2612 return;
2643
2644 2613
2645 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2614 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2646 * in cities ONLY!!! It is very important that this doesn't get abused. 2615 * in cities ONLY!!! It is very important that this doesn't get abused.
2647 * Look at op_on_battleground() for more info --AndreasV 2616 * Look at op_on_battleground() for more info --AndreasV
2648 */ 2617 */
2664 { 2633 {
2665 tmp->destroy (); 2634 tmp->destroy ();
2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2635 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2667 } 2636 }
2668 2637
2669 cure_disease (op, 0); /* remove any disease */ 2638 cure_disease (op, 0, 0); /* remove any disease */
2670 op->stats.hp = op->stats.maxhp; 2639 op->stats.hp = op->stats.maxhp;
2671 if (op->stats.food <= 0) 2640 if (op->stats.food <= 0)
2672 op->stats.food = 999; 2641 op->stats.food = 999;
2673 2642
2674 /* create a bodypart-trophy to make the winner happy */ 2643 /* create a bodypart-trophy to make the winner happy */
2675 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2644 if (object *tmp = arch_to_object (archetype::find ("finger")))
2676 { 2645 {
2677 sprintf (buf, "%s's finger", &op->name); 2646 tmp->name = format ("%s's finger" , &op->name);
2678 tmp->name = buf; 2647 tmp->name_pl = format ("%s's fingers", &op->name);
2679 sprintf (buf, " This finger has been cut off %s\n" 2648 tmp->msg = format (
2680 " the %s, when he was defeated at\n level %d by %s.\n", 2649 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2650 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2682 tmp->msg = buf; 2651 );
2683 tmp->value = 0, tmp->type = 0; 2652 tmp->value = 0, tmp->type = 0;
2684 tmp->materialname = "organics"; 2653 tmp->materialname = "organics";
2685 tmp->insert_at (op, tmp); 2654 tmp->insert_at (op, tmp);
2686 } 2655 }
2687 2656
2694 INVOKE_PLAYER (DEATH, op->contr); 2663 INVOKE_PLAYER (DEATH, op->contr);
2695 2664
2696 command_kill_pets (op, 0); 2665 command_kill_pets (op, 0);
2697 2666
2698 if (op->stats.food < 0) 2667 if (op->stats.food < 0)
2699 {
2700 sprintf (buf, "%s starved to death.", &op->name);
2701 strcpy (op->contr->killer, "starvation"); 2668 strcpy (op->contr->killer, "starvation");
2702 }
2703 else
2704 sprintf (buf, "%s died.", &op->name);
2705 2669
2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2670 op->contr->play_sound (sound_find ("player_dies"));
2707 2671
2708 /* save the map location for corpse, gravestone */ 2672 /* save the map location for corpse, gravestone */
2709 x = op->x; 2673 x = op->x;
2710 y = op->y; 2674 y = op->y;
2711 map = op->map; 2675 map = op->map;
2874 { 2838 {
2875 tmp->destroy (); 2839 tmp->destroy ();
2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2840 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2877 } 2841 }
2878 2842
2879 cure_disease (op, 0); /* remove any disease */ 2843 cure_disease (op, 0, 0); /* remove any disease */
2880 2844
2881 /*add_exp(op, (op->stats.exp * -0.20)); */ 2845 /*add_exp(op, (op->stats.exp * -0.20)); */
2882 apply_death_exp_penalty (op); 2846 apply_death_exp_penalty (op);
2883 if (op->stats.food < 100) 2847 if (op->stats.food < 100)
2884 op->stats.food = 900; 2848 op->stats.food = 900;
2888 2852
2889 /* 2853 /*
2890 * Check to see if the player has any unpaid items. If so, remove them 2854 * Check to see if the player has any unpaid items. If so, remove them
2891 * and put them back in the map. 2855 * and put them back in the map.
2892 */ 2856 */
2893 remove_unpaid_objects (op->inv, op); 2857 op->drop_unpaid_items ();
2894 2858
2895 /****************************************/ 2859 /****************************************/
2896 /* */ 2860 /* */
2897 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2898 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
2918 object *force; 2882 object *force;
2919 int at; 2883 int at;
2920 2884
2921 force = get_archetype (FORCE_NAME); 2885 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */ 2886 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1; 2887 force->speed = 0.1f;
2924 force->speed_left = -5.0; 2888 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED); 2889 SET_FLAG (force, FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++) 2890 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2892 force->resist[at] = 100;
2929 2893
3038void 3002void
3039make_visible (object *op) 3003make_visible (object *op)
3040{ 3004{
3041 op->hide = 0; 3005 op->hide = 0;
3042 op->invisible = 0; 3006 op->invisible = 0;
3007
3043 if (op->type == PLAYER) 3008 if (op->type == PLAYER)
3044 { 3009 {
3045 op->contr->tmp_invis = 0; 3010 op->contr->tmp_invis = 0;
3046 op->contr->invis_race = 0; 3011 op->contr->invis_race = 0;
3047 } 3012 }
3050} 3015}
3051 3016
3052int 3017int
3053is_true_undead (object *op) 3018is_true_undead (object *op)
3054{ 3019{
3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3020 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3056 return 1; 3021 return 1;
3057 3022
3058 return 0; 3023 return 0;
3059} 3024}
3060 3025
3061/* look at the surrounding terrain to determine 3026/* look at the surrounding terrain to determine
3062 * the hideability of this object. Positive levels 3027 * the hideability of this object. Positive levels
3063 * indicate greater hideability. 3028 * indicate greater hideability.
3064 */ 3029 */
3065
3066int 3030int
3067hideability (object *ob) 3031hideability (object *ob)
3068{ 3032{
3069 int i, level = 0, mflag; 3033 int i, level = 0, mflag;
3070 sint16 x, y; 3034 sint16 x, y;
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3068/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3069 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3070 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3071 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3072 */
3109
3110void 3073void
3111do_hidden_move (object *op) 3074do_hidden_move (object *op)
3112{ 3075{
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3076 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3114 object *skop; 3077 object *skop;
3196 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3197 * but we dont worry if the object isnt the top one in 3160 * but we dont worry if the object isnt the top one in
3198 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3199 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3200 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3201 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3202 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3203 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3204 * for them to differ. Sigh, this fctn could get a bit more complex. 3167 * for them to differ. Sigh, this fctn could get a bit more complex.
3205 * -b.t. 3168 * -b.t.
3206 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3207 */ 3170 */
3208
3209int 3171int
3210player_can_view (object *pl, object *op) 3172player_can_view (object *pl, object *op)
3211{ 3173{
3212 rv_vector rv; 3174 rv_vector rv;
3213 int dx, dy; 3175 int dx, dy;
3225 3187
3226 get_rangevector (pl, op, &rv, 0x1); 3188 get_rangevector (pl, op, &rv, 0x1);
3227 3189
3228 /* starting with the 'head' part, lets loop 3190 /* starting with the 'head' part, lets loop
3229 * through the object and find if it has any 3191 * through the object and find if it has any
3230 * part that is in the los array but isnt on 3192 * part that is in the los array but isn't on
3231 * a blocked los square. 3193 * a blocked los square.
3232 * we use the archetype to figure out offsets. 3194 * we use the archetype to figure out offsets.
3233 */ 3195 */
3234 while (op) 3196 while (op)
3235 { 3197 {
3236 dx = rv.distance_x + op->arch->clone.x; 3198 dx = rv.distance_x + op->arch->x;
3237 dy = rv.distance_y + op->arch->clone.y; 3199 dy = rv.distance_y + op->arch->y;
3238 3200
3239 /* only the viewable area the player sees is updated by LOS 3201 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values 3202 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values. 3203 * for any meaningful values.
3242 */ 3204 */
3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3244 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3246 return 1; 3208 return 1;
3209
3247 op = op->more; 3210 op = op->more;
3248 } 3211 }
3212
3249 return 0; 3213 return 0;
3250} 3214}
3251 3215
3252/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3256 * return 0. 3220 * return 0.
3257 */ 3221 */
3258int 3222int
3259action_makes_visible (object *op) 3223action_makes_visible (object *op)
3260{ 3224{
3261
3262 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3263 { 3226 {
3264 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3265 return 0; 3228 return 0;
3266 3229
3272 { 3235 {
3273 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3274 return 1; 3237 return 1;
3275 } 3238 }
3276 } 3239 }
3240
3277 return 0; 3241 return 0;
3278} 3242}
3279 3243
3280/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3281 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3286 * Default is to do the same as before, so only people wanting to have different points need worry about this 3250 * Default is to do the same as before, so only people wanting to have different points need worry about this
3287 */ 3251 */
3288int 3252int
3289op_on_battleground (object *op, int *x, int *y) 3253op_on_battleground (object *op, int *x, int *y)
3290{ 3254{
3291 object *tmp;
3292
3293 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3294 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3256 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3295 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3296 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3297 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3298 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3299 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3300 { 3262 {
3301 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3302 { 3264 {
3303 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3304 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3266 && tmp->type == BATTLEGROUND
3267 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp))
3305 { 3269 {
3306 /*before we assign the exit, check if this is a teambattle */ 3270 /* before we assign the exit, check if this is a teambattle */
3307 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3308 { 3272 {
3309 object *invtmp;
3310
3311 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3312 { 3274 {
3313 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3314 { 3276 {
3315 if (x != NULL && y != NULL) 3277 if (x && y)
3316 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3317 return 1; 3280 return 1;
3318 } 3281 }
3319 } 3282 }
3320 } 3283 }
3284
3321 if (x != NULL && y != NULL) 3285 if (x && y)
3322 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3323 return 1; 3288 return 1;
3324 } 3289 }
3325 } 3290 }
3326 } 3291 }
3292
3327 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3328 return 0; 3294 return 0;
3329} 3295}
3330 3296
3331/* 3297/*
3347 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3348 int i = 0, j = 0; 3314 int i = 0, j = 0;
3349 3315
3350 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3351 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3352 trlist = treasurelist::find ("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3353 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3354 trlist = treasurelist::find ("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3355 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3356 trlist = treasurelist::find ("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3357 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3358 trlist = treasurelist::find ("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3359 3325
3360 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3361 return; 3327 return;
3362 3328
3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3329 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3368 return; 3334 return;
3369 } 3335 }
3370 3336
3371 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3372 item = &(tr->item->clone); 3338 item = tr->item;
3373 3339
3374 if (item->type == SPELL) 3340 if (item->type == SPELL)
3375 { 3341 {
3376 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3377 return; 3343 return;
3436 { 3402 {
3437 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3438 object *skin; 3404 object *skin;
3439 3405
3440 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3407 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3443 ; 3408 ;
3444 3409
3445 if (!skin) 3410 if (!skin)
3446 return; 3411 return;
3447 3412
3495 * not readied. 3460 * not readied.
3496 */ 3461 */
3497void 3462void
3498player_unready_range_ob (player *pl, object *ob) 3463player_unready_range_ob (player *pl, object *ob)
3499{ 3464{
3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3465 if (pl->ob->current_weapon == ob)
3466 pl->ob->current_weapon = 0;
3467
3468 if (pl->combat_ob == ob)
3469 pl->combat_ob = 0;
3470
3501 if (pl->ranges[i] == ob) 3471 if (pl->ranged_ob == ob)
3502 {
3503 pl->ranges[i] = 0; 3472 pl->ranged_ob = 0;
3504 if (pl->shoottype == i)
3505 pl->shoottype = range_none;
3506 }
3507} 3473}
3508 3474
3509sint8 3475sint8
3510player::visibility_at (maptile *map, int x, int y) const 3476player::visibility_at (maptile *map, int x, int y) const
3511{ 3477{
3522 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3488 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3523 return 0; 3489 return 0;
3524 3490
3525 return 100 - blocked_los [x][y]; 3491 return 100 - blocked_los [x][y];
3526} 3492}
3493
3494void
3495player::infobox (const char *title, const char *msg, int color)
3496{
3497 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3498}
3499
3500void
3501player::statusmsg (const char *msg, int color)
3502{
3503 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3504}
3505
3506void
3507player::failmsg (const char *msg, int color)
3508{
3509 play_sound (sound_find ("generic_failure"));
3510 statusmsg (msg, color);
3511}
3512

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