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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 1.179 by root, Sun Jan 13 13:20:43 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 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 }
1372 * found object is returned. 1351 * found object is returned.
1373 */ 1352 */
1374object * 1353object *
1375find_arrow (object *op, const char *type) 1354find_arrow (object *op, const char *type)
1376{ 1355{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1356 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 else if (op->type == ARROW && op->race == type) 1357 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1358 return splay (tmp);
1359
1360 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1361 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1362 if (object *arrow = find_arrow (tmp, type))
1363 {
1364 splay (tmp);
1383 return op; 1365 return arrow;
1366 }
1384 1367
1385 return tmp; 1368 return 0;
1386} 1369}
1387 1370
1388/* 1371/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1372 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1373 * against the target. A full test is not performed, simply a basic test
1431 else 1414 else
1432 { 1415 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1416 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1417 {
1435 attacktype = 1 << attacknum; 1418 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1419 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1420 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 { 1421 {
1439 tmp = arrow; 1422 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1423 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1424 }
1442 } 1425 }
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1426 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1427 {
1445 tmp = arrow; 1428 tmp = arrow;
1464 * find_better_arrow to find a decent arrow to use. 1447 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1448 * op = the shooter
1466 * type = bow->race 1449 * type = bow->race
1467 * dir = fire direction 1450 * dir = fire direction
1468 */ 1451 */
1469
1470object * 1452object *
1471pick_arrow_target (object *op, const char *type, int dir) 1453pick_arrow_target (object *op, const char *type, int dir)
1472{ 1454{
1473 object *tmp = NULL; 1455 object *tmp = NULL;
1474 maptile *m; 1456 maptile *m;
1539 */ 1521 */
1540int 1522int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1523fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1524{
1543 object *left, *bow; 1525 object *left, *bow;
1544 int bowspeed, mflags; 1526 int mflags;
1545 maptile *m; 1527 maptile *m;
1546 1528
1547 if (!dir) 1529 if (!dir)
1548 { 1530 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1531 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1532 return 0;
1551 } 1533 }
1552 1534
1553 if (op->type == PLAYER) 1535 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1536 bow = op->current_weapon;
1555 else 1537 else
1556 { 1538 {
1557 for (bow = op->inv; bow; bow = bow->below) 1539 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1540 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1541 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1546 if (!bow)
1565 { 1547 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1548 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1549 return 0;
1568 } 1550 }
1551
1552 // optimisation: move object to top so we will find it quickly again
1553 if (bow->below)
1554 {
1555 bow->remove ();
1556 op->insert (bow);
1557 }
1558
1569 } 1559 }
1570 1560
1571 if (!bow->race || !bow->skill) 1561 if (!bow->race || !bow->skill)
1572 { 1562 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1564 return 0;
1575 } 1565 }
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 1566
1586 if (arrow == NULL) 1567 if (arrow == NULL)
1587 { 1568 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1569 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1570 {
1624 1605
1625 arrow->set_owner (op); 1606 arrow->set_owner (op);
1626 arrow->skill = bow->skill; 1607 arrow->skill = bow->skill;
1627 arrow->direction = dir; 1608 arrow->direction = dir;
1628 1609
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 */ 1610 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1611 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1612 arrow->stats.grace = arrow->attacktype;
1640 1613
1641 if (arrow->slaying) 1614 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1615 arrow->spellarg = strdup (arrow->slaying);
1643 1616
1644 arrow->stats.dam += op->stats.dam + arrow->magic; 1617#if 0
1618 if (player *pl = op->contr)
1619 {
1620 float speed = pl->weapon_sp;
1621
1622 /* penalize ROF for bestarrow */
1623 if (pl->bowtype == bow_bestarrow)
1624 speed *= .9f;
1625 else
1626 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1627
1628 op->speed_left += speed - op->speed;
1629 }
1630#endif
1631
1632 SET_ANIMATION (arrow, arrow->direction);
1645 1633
1646 /* update the speed */ 1634 /* update the speed */
1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1635 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; 1636 + bow->stats.dam / 7.f;
1649 1637
1650 arrow->set_speed (max (arrow->speed, 1.0)); 1638 arrow->set_speed (max (arrow->speed, 2.f));
1651 arrow->speed_left = 0; 1639 arrow->speed_left = 0;
1652 1640
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1641 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654 1642
1655 if (op->type == PLAYER) 1643 if (op->type == PLAYER)
1656 { 1644 {
1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1645 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1646 wc -= dex_bonus[op->stats.Dex];
1659 1647
1660 if (!arrow->slaying) 1648 if (!arrow->slaying)
1661 arrow->slaying = op->slaying; 1649 arrow->slaying = op->slaying;
1650
1651 arrow->attacktype |= op->attacktype;
1662 } 1652 }
1663 else 1653 else
1664 { 1654 {
1665 arrow->level = op->level; 1655 arrow->level = op->level;
1666 arrow->stats.wc -= bow->magic; 1656 arrow->stats.wc -= bow->magic;
1667 1657
1668 if (!arrow->slaying) 1658 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying; 1659 arrow->slaying = bow->slaying;
1670 }
1671 1660
1672 arrow->stats.wc -= arrow->level;
1673
1674 arrow->attacktype |= bow->attacktype; 1661 arrow->attacktype |= bow->attacktype;
1662 }
1675 1663
1664 wc -= arrow->level;
1665 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1666
1667 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1676 arrow->move_type = MOVE_FLY_LOW; 1668 arrow->move_type = MOVE_FLY_LOW;
1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1669 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1678 1670
1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1671 op->play_sound (sound_find ("fire_arrow"));
1680 m->insert (arrow, sx, sy, op); 1672 m->insert (arrow, sx, sy, op);
1681 1673
1682 if (!arrow->destroyed ()) 1674 if (!arrow->destroyed ())
1683 move_arrow (arrow); 1675 move_arrow (arrow);
1684 1676
1705{ 1697{
1706 int ret = 0, wcmod = 0; 1698 int ret = 0, wcmod = 0;
1707 1699
1708 if (op->contr->bowtype == bow_bestarrow) 1700 if (op->contr->bowtype == bow_bestarrow)
1709 { 1701 {
1710 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1702 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1711 } 1703 }
1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1704 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713 { 1705 {
1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1706 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1715 wcmod = -1; 1707 wcmod = -1;
1725 else if (op->contr->bowtype == bow_spreadshot) 1717 else if (op->contr->bowtype == bow_spreadshot)
1726 { 1718 {
1727 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1719 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1720 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1721 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1730
1731 } 1722 }
1732 else 1723 else
1733 { 1724 {
1734 /* Simple case */ 1725 /* Simple case */
1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736 } 1727 }
1728
1737 return ret; 1729 return ret;
1738} 1730}
1739
1740 1731
1741/* Fires a misc (wand/rod/horn) object in 'dir'. 1732/* Fires a misc (wand/rod/horn) object in 'dir'.
1742 * Broken apart from 'fire' to keep it more readable. 1733 * Broken apart from 'fire' to keep it more readable.
1743 */ 1734 */
1744void 1735void
1745fire_misc_object (object *op, int dir) 1736fire_misc_object (object *op, int dir)
1746{ 1737{
1747 object *item; 1738 object *item = op->contr->ranged_ob;
1748 1739
1749 if (!op->contr->ranges[range_misc]) 1740 if (!item)
1750 { 1741 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1742 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1752 return; 1743 return;
1753 } 1744 }
1754 1745
1755 item = op->contr->ranges[range_misc];
1756 if (!item->inv) 1746 if (!item->inv)
1757 { 1747 {
1758 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1748 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1759 return; 1749 return;
1760 } 1750 }
1751
1752 if (!op->change_weapon (item))
1753 return;
1754
1761 if (item->type == WAND) 1755 if (item->type == WAND)
1762 { 1756 {
1763 if (item->stats.food <= 0) 1757 if (item->stats.food <= 0)
1764 { 1758 {
1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 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)); 1760 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1761
1767 return; 1762 return;
1768 } 1763 }
1769 } 1764 }
1770 else if (item->type == ROD || item->type == HORN) 1765 else if (item->type == ROD || item->type == HORN)
1771 { 1766 {
1772 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1767 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1773 { 1768 {
1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1769 op->contr->play_sound (sound_find ("wand_poof"));
1770
1775 if (item->type == ROD) 1771 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)); 1772 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1777 else 1773 else
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1775
1779 return; 1776 return;
1780 } 1777 }
1781 } 1778 }
1782 1779
1783 if (cast_spell (op, item, dir, item->inv, NULL)) 1780 if (cast_spell (op, item, dir, item->inv, NULL))
1790 object *tmp; 1787 object *tmp;
1791 1788
1792 if (item->arch) 1789 if (item->arch)
1793 { 1790 {
1794 CLEAR_FLAG (item, FLAG_ANIMATE); 1791 CLEAR_FLAG (item, FLAG_ANIMATE);
1795 item->face = item->arch->clone.face; 1792 item->face = item->arch->face;
1796 item->set_speed (0); 1793 item->set_speed (0);
1797 } 1794 }
1798 1795
1799 if ((tmp = item->in_player ())) 1796 if ((tmp = item->in_player ()))
1800 esrv_update_item (UPD_ANIM, tmp, item); 1797 esrv_update_item (UPD_ANIM, tmp, item);
1805 } 1802 }
1806} 1803}
1807 1804
1808/* Received a fire command for the player - go and do it. 1805/* Received a fire command for the player - go and do it.
1809 */ 1806 */
1810void 1807bool
1811fire (object *op, int dir) 1808fire (object *op, int dir)
1812{ 1809{
1813 int spellcost = 0; 1810 int spellcost = 0;
1814 1811
1815 /* check for loss of invisiblity/hide */ 1812 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op)) 1813 if (action_makes_visible (op))
1817 make_visible (op); 1814 make_visible (op);
1818 1815
1819 switch (op->contr->shoottype) 1816 player *pl = op->contr;
1817
1818 if (pl->golem)
1819 {
1820 control_golem (op->contr->golem, dir);
1821 return false;
1820 { 1822 }
1821 case range_none:
1822 return;
1823 1823
1824 case range_bow: 1824 object *ob = pl->ranged_ob;
1825
1826 if (!ob)
1827 return false;
1828
1829 if (!op->change_weapon (ob))
1830 return false;
1831
1832 if (op->speed_left > 0.f)
1833 --op->speed_left;
1834 else
1835 return false;
1836
1837 switch (ob->type)
1838 {
1839 case BOW:
1825 player_fire_bow (op, dir); 1840 player_fire_bow (op, dir);
1826 return; 1841 break;
1827 1842
1828 case range_magic: /* Casting spells */ 1843 case SPELL:
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1844 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1830 return; 1845 break;
1831 1846
1832 case range_misc: 1847 case BUILDER:
1848 apply_map_builder (op, dir);
1849 break;
1850
1851 case SKILL:
1852 do_skill (op, op, ob, dir, 0);
1853 break;
1854
1855 default:
1833 fire_misc_object (op, dir); 1856 fire_misc_object (op, dir);
1834 return; 1857 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 } 1858 }
1859
1860 return true;
1858} 1861}
1859 1862
1860/* find_key 1863/* find_key
1861 * We try to find a key for the door as passed. If we find a key 1864 * We try to find a key for the door as passed. If we find a key
1862 * and successfully use it, we return the key, otherwise NULL 1865 * and successfully use it, we return the key, otherwise NULL
1949 * 0 otherwise 1952 * 0 otherwise
1950 */ 1953 */
1951static int 1954static int
1952player_attack_door (object *op, object *door) 1955player_attack_door (object *op, object *door)
1953{ 1956{
1954 /* If its a door, try to find a use a key. If we do destroy the door, 1957 /* If its a door, try to find a key. If we do destroy the door,
1955 * might as well return immediately as there is nothing more to do - 1958 * might as well return immediately as there is nothing more to do -
1956 * otherwise, we fall through to the rest of the code. 1959 * otherwise, we fall through to the rest of the code.
1957 */ 1960 */
1958 object *key = find_key (op, op, door); 1961 object *key = find_key (op, op, door);
1959 1962
1960 /* IF we found a key, do some extra work */ 1963 /* If we found a key, do some extra work */
1961 if (key) 1964 if (key)
1962 { 1965 {
1963 object *container = key->env; 1966 object *container = key->env;
1964 1967
1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1966 if (action_makes_visible (op)) 1968 if (action_makes_visible (op))
1967 make_visible (op); 1969 make_visible (op);
1970
1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1971 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op); 1972 spring_trap (door->inv, op);
1970 1973
1971 if (door->type == DOOR) 1974 if (door->type == DOOR)
1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1975 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1973 else if (door->type == LOCKED_DOOR) 1976 else if (door->type == LOCKED_DOOR)
1974 { 1977 {
1975 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1978 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1976 remove_door2 (door); /* remove door without violence ;-) */ 1979 remove_door2 (door); /* remove door without violence ;-) */
1977 } 1980 }
1978 1981
1979 /* Do this after we print the message */ 1982 /* Do this after we print the message */
1980 decrease_ob (key); /* Use up one of the keys */ 1983 decrease_ob (key); /* Use up one of the keys */
1985 return 1; /* Nothing more to do below */ 1988 return 1; /* Nothing more to do below */
1986 } 1989 }
1987 else if (door->type == LOCKED_DOOR) 1990 else if (door->type == LOCKED_DOOR)
1988 { 1991 {
1989 /* Might as well return now - no other way to open this */ 1992 /* Might as well return now - no other way to open this */
1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1993 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1991 return 1; 1994 return 1;
1992 } 1995 }
1993 1996
1994 return 0; 1997 return 0;
1995} 1998}
1998 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2002 */ 2005 */
2003void 2006bool
2004move_player_attack (object *op, int dir) 2007move_player_attack (object *op, int dir)
2005{ 2008{
2006 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2009 int on_battleground;
2009 maptile *m;
2010 2010
2011 nx = freearr_x[dir] + op->x; 2011 sint16 nx = freearr_x[dir] + op->x;
2012 ny = freearr_y[dir] + op->y; 2012 sint16 ny = freearr_y[dir] + op->y;
2013 2013
2014 on_battleground = op_on_battleground (op, 0, 0); 2014 on_battleground = op_on_battleground (op, 0, 0);
2015
2016 if (out_of_map (op->map, nx, ny))
2017 return false;
2018
2019 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2020 {
2021 --op->speed_left;
2022 return true;
2023 }
2015 2024
2016 /* If braced, or can't move to the square, and it is not out of the 2025 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2026 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 2027 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 2028 * 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 2029 * 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 2030 * 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 2031 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2032 * move_ob uses.
2024 */ 2033 */
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); 2034 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 2035
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 2036 /* 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. 2037 * 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 2038 * if its a door or barrel (can roll) see if there may be monsters
2043 * on the space 2039 * on the space
2044 */ 2040 */
2045 while (tmp) 2041 object *mon;
2046 { 2042 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2047 if (tmp == op) 2043 {
2048 { 2044 if ((mon->flag [FLAG_ALIVE]
2049 tmp = tmp->above; 2045 || mon->type == LOCKED_DOOR
2050 continue; 2046 || mon->flag [FLAG_CAN_ROLL])
2051 }
2052
2053 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2054 {
2055 mon = tmp; 2047 && mon != op)
2056 break; 2048 break;
2057 } 2049 }
2058 2050
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 */ 2051 if (!mon) /* This happens anytime the player tries to move */
2066 return; /* into a wall */ 2052 return false; /* into a wall */
2067 2053
2068 if (mon->head)
2069 mon = mon->head; 2054 mon = mon->head_ ();
2070 2055
2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2056 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2057 if (op->contr->weapon_sp_left > 0.f)
2072 if (player_attack_door (op, mon)) 2058 if (player_attack_door (op, mon))
2059 {
2060 --op->contr->weapon_sp_left;
2073 return; 2061 return true;
2062 }
2074 2063
2075 /* The following deals with possibly attacking peaceful 2064 /* The following deals with possibly attacking peaceful
2076 * or frienddly creatures. Basically, all players are considered 2065 * or friendly creatures. Basically, all players are considered
2077 * unaggressive. If the moving player has peaceful set, then the 2066 * unaggressive. If the moving player has peaceful set, then the
2078 * object should be pushed instead of attacked. It is assumed that 2067 * object should be pushed instead of attacked. It is assumed that
2079 * if you are braced, you will not attack friends accidently, 2068 * if you are braced, you will not attack friends accidently,
2080 * and thus will not push them. 2069 * and thus will not push them.
2081 */ 2070 */
2082 2071
2083 /* If the creature is a pet, push it even if the player is not 2072 /* If the creature is a pet, push it even if the player is not
2084 * peaceful. Our assumption is the creature is a pet if the 2073 * peaceful. Our assumption is the creature is a pet if the
2085 * player owns it and it is either friendly or unagressive. 2074 * player owns it and it is either friendly or unagressive.
2086 */ 2075 */
2087 if ((op->type == PLAYER) 2076 if (op->type == PLAYER
2088#if COZY_SERVER
2089 &&
2090 ((mon->owner && mon->owner->contr 2077 && ((mon->owner && mon->owner->contr
2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2078 && same_party (mon->owner->contr->party, op->contr->party))
2092#else
2093 && mon->owner == op 2079 || mon->owner == op)
2094#endif
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2080 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 { 2081 {
2097 /* If we're braced, we don't want to switch places with it */ 2082 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced) 2083 if (op->contr->braced)
2099 return; 2084 return false;
2100 2085
2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2086 if (op->speed_left > 0.f)
2087 {
2088 --op->speed_left;
2089
2090 op->play_sound (sound_find ("push_player"));
2102 (void) push_ob (mon, dir, op); 2091 push_ob (mon, dir, op);
2092
2103 if (op->contr->tmp_invis || op->hide) 2093 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op); 2094 make_visible (op);
2105 2095
2106 return; 2096 return true;
2107 } 2097 }
2098 else
2099 return false;
2100 }
2108 2101
2109 /* in certain circumstances, you shouldn't attack friendly 2102 /* in certain circumstances, you shouldn't attack friendly
2110 * creatures. Note that if you are braced, you can't push 2103 * creatures. Note that if you are braced, you can't push
2111 * someone, but put it inside this loop so that you won't 2104 * someone, but put it inside this loop so that you won't
2112 * attack them either. 2105 * attack them either.
2113 */ 2106 */
2114 if ((mon->type == PLAYER || mon->enemy != op) && 2107 if ((mon->type == PLAYER || mon->enemy != op)
2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2108 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2116#ifdef PROHIBIT_PLAYERKILL
2117 (op->contr->peaceful 2109 && ((op->contr->peaceful
2118 || (mon->type == PLAYER 2110 || (mon->type == PLAYER && mon->contr->peaceful))
2119 && mon->contr->
2120 peaceful)) &&
2121#else
2122 op->contr->peaceful &&
2123#endif
2124 !on_battleground)) 2111 && !on_battleground))
2112 {
2113 if (op->speed_left > 0.f)
2125 { 2114 {
2115 --op->speed_left;
2116
2126 if (!op->contr->braced) 2117 if (!op->contr->braced)
2127 { 2118 {
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 op->play_sound (sound_find ("push_player"));
2129 push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2130 } 2121 }
2131 else 2122 else
2132 new_draw_info (0, 0, op, "You withhold your attack"); 2123 op->statusmsg ("You withhold your attack");
2133 2124
2134 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2135 make_visible (op); 2126 make_visible (op);
2136 }
2137 2127
2128 return true;
2129 }
2130 }
2138 /* If the object is a boulder or other rollable object, then 2131 /* 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. 2132 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2133 */
2141 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2134 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2135 {
2136 if (op->speed_left > 0.f)
2142 { 2137 {
2138 --op->speed_left;
2139
2143 recursive_roll (mon, dir, op); 2140 recursive_roll (mon, dir, op);
2144 if (action_makes_visible (op)) 2141 if (action_makes_visible (op))
2145 make_visible (op); 2142 make_visible (op);
2146 }
2147 2143
2144 return true;
2145 }
2146 }
2148 /* Any generic living creature. Including things like doors. 2147 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points 2148 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following: 2149 * 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 2150 * 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. 2151 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2152 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2153 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))) 2154 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 { 2155 {
2157 2156 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 { 2157 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2158 --op->contr->weapon_sp_left;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 }
2169 2159
2170 skill_attack (mon, op, 0, 0, 0); 2160 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 2161
2186 if (action_makes_visible (op)) 2162 if (action_makes_visible (op))
2187 make_visible (op); 2163 make_visible (op);
2188 }
2189 } /* if player should attack something */
2190}
2191 2164
2192int 2165 return true;
2166 }
2167 }
2168
2169 return false;
2170}
2171
2172bool
2193move_player (object *op, int dir) 2173move_player (object *op, int dir)
2194{ 2174{
2195 int pick; 2175 int pick;
2196 2176
2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2177 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2211 op->facing = dir; 2191 op->facing = dir;
2212 2192
2213 if (op->hide) 2193 if (op->hide)
2214 do_hidden_move (op); 2194 do_hidden_move (op);
2215 2195
2196 bool retval;
2197
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2198 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 /*nop */ ; 2199 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on) 2200 else if (op->contr->fire_on)
2219 fire (op, dir); 2201 retval = fire (op, dir);
2220 else 2202 else
2221 { 2203 {
2222 move_player_attack (op, dir); 2204 retval = move_player_attack (op, dir);
2223 pick = check_pick (op); 2205 pick = check_pick (op);
2224 } 2206 }
2225 2207
2226 /* Add special check for newcs players and fire on - this way, the 2208 /* Add special check for newcs players and fire on - this way, the
2227 * server can handle repeat firing. 2209 * server can handle repeat firing.
2234 /* Update how the player looks. Use the facing, so direction may 2216 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities 2217 * get reset to zero. This allows for full animation capabilities
2236 * for players. 2218 * for players.
2237 */ 2219 */
2238 animate_object (op, op->facing); 2220 animate_object (op, op->facing);
2239 return 0; 2221
2222 return retval;
2240} 2223}
2241 2224
2242/* This is similar to handle_player, below, but is only used by the 2225/* This is similar to handle_player, below, but is only used by the
2243 * new client/server stuff. 2226 * new client/server stuff.
2244 * This is sort of special, in that the new client/server actually uses 2227 * This is sort of special, in that the new client/server actually uses
2245 * the new speed values for commands. 2228 * the new speed values for commands.
2246 * 2229 *
2247 * Returns true if there are more actions we can do. 2230 * Returns true if there are more actions we can do. Should not do
2231 * many actions in a row, as that would be too unfair to other
2232 * players.
2248 */ 2233 */
2249int 2234bool
2250handle_newcs_player (object *op) 2235handle_newcs_player (object *op)
2251{ 2236{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2237 if (QUERY_FLAG (op, FLAG_SCARED))
2253 { 2238 {
2254 flee_player (op); 2239 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 { 2240 {
2258 op->speed_left--; 2241 --op->speed_left;
2242 flee_player (op);
2243
2259 return 0; 2244 return true;
2260 } 2245 }
2246 else
2247 return false;
2261 } 2248 }
2262 2249
2263 /* call this here - we also will call this in do_ericserver, but 2250 /* call this here - we also will call this in do_ericserver, but
2264 * the players time has been increased when doericserver has been 2251 * the players time has been increased when doericserver has been
2265 * called, so we recheck it here. 2252 * called, so we recheck it here.
2266 */ 2253 */
2267 if (op->contr->ns->handle_command ()) 2254 if (op->contr->ns->handle_command ())
2268 return 1; 2255 return true;
2269 2256
2270 if (op->speed_left > 0)
2271 {
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2257 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); 2258 return move_player (op, op->direction);
2282 2259
2283 return op->speed_left > 0;
2284 }
2285 }
2286
2287 return 0; 2260 return false;
2288} 2261}
2289 2262
2290int 2263int
2291save_life (object *op) 2264save_life (object *op)
2292{ 2265{
2294 return 0; 2267 return 0;
2295 2268
2296 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2269 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2297 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2270 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2298 { 2271 {
2299 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2272 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)); 2273 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2301 2274
2302 if (op->contr) 2275 if (op->contr)
2303 esrv_del_item (op->contr, tmp->count); 2276 esrv_del_item (op->contr, tmp->count);
2304 2277
2324/* This goes throws the inventory and removes unpaid objects, and puts them 2297/* This goes throws the inventory and removes unpaid objects, and puts them
2325 * back in the map (location and map determined by values of env). This 2298 * back in the map (location and map determined by values of env). This
2326 * function will descend into containers. op is the object to start the search 2299 * function will descend into containers. op is the object to start the search
2327 * from. 2300 * from.
2328 */ 2301 */
2329void 2302static void
2330remove_unpaid_objects (object *op, object *env) 2303drop_unpaid_items (object *op, object *env)
2331{ 2304{
2332 while (op) 2305 while (op)
2333 { 2306 {
2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2307 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2335 2308
2339 esrv_del_item (env->contr, op->count); 2312 esrv_del_item (env->contr, op->count);
2340 2313
2341 op->insert_at (env); 2314 op->insert_at (env);
2342 } 2315 }
2343 else if (op->inv) 2316 else if (op->inv)
2344 remove_unpaid_objects (op->inv, env); 2317 drop_unpaid_items (op->inv, env);
2345 2318
2346 op = next; 2319 op = next;
2347 } 2320 }
2321}
2322
2323void
2324object::drop_unpaid_items ()
2325{
2326 if (!flag [FLAG_REMOVED])
2327 ::drop_unpaid_items (inv, this);
2348} 2328}
2349 2329
2350/* 2330/*
2351 * Returns pointer a static string containing gravestone text 2331 * Returns pointer a static string containing gravestone text
2352 * Moved from apply.c to player.c - player.c is what 2332 * Moved from apply.c to player.c - player.c is what
2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2427 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2448 else 2428 else
2449 { 2429 {
2450 gen_grace = op->stats.maxgrace; 2430 gen_grace = op->stats.maxgrace;
2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2431 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 } 2432 }
2495 2433
2496 /* Regenerate Grace */ 2434 /* Regenerate Grace */
2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2435 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2498 if (--op->last_grace < 0) 2436 if (--op->last_grace < 0)
2519 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2457 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2520 } 2458 }
2521 /* wearing stuff doesn't detract from grace generation. */ 2459 /* wearing stuff doesn't detract from grace generation. */
2522 } 2460 }
2523 2461
2462 if (op->stats.food > 0)
2463 {
2524 /* Regenerate Hit Points */ 2464 /* Regenerate Spell Points */
2525 if (--op->last_heal < 0) 2465 if (!op->contr->golem && --op->last_sp < 0)
2526 {
2527 if (op->stats.hp < op->stats.maxhp)
2528 { 2466 {
2529 op->stats.hp++; 2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2530 /* dms do not consume food */ 2468
2531 if (!QUERY_FLAG (op, FLAG_WIZ)) 2469 if (op->stats.sp < op->stats.maxsp)
2532 { 2470 {
2471 op->stats.sp++;
2472
2473 /* dms do not consume food */
2474 if (!QUERY_FLAG (op, FLAG_WIZ))
2475 {
2533 op->stats.food--; 2476 op->stats.food--;
2477
2534 if (op->contr->digestion < 0) 2478 if (op->contr->digestion < 0)
2535 op->stats.food += op->contr->digestion; 2479 op->stats.food += op->contr->digestion;
2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2480 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2537 op->stats.food = last_food; 2481 op->stats.food = last_food;
2482 }
2538 } 2483 }
2539 }
2540 2484
2541 if (max_hp > 1) 2485 if (max_sp > 1)
2542 {
2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2544 if (over_hp > 0)
2545 { 2486 {
2546 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2487 over_sp = (gen_sp + 10) / rate_sp;
2488 if (over_sp > 0)
2489 {
2490 if (op->stats.sp < op->stats.maxsp)
2491 {
2492 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2493
2494 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2495 op->stats.sp--;
2496
2497 if (op->stats.sp > op->stats.maxsp)
2498 op->stats.sp = op->stats.maxsp;
2499 }
2500
2547 op->last_heal = 0; 2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2548 } 2505 }
2549 else 2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 }
2509
2510 /* Regenerate Hit Points */
2511 if (--op->last_heal < 0)
2512 {
2513 if (op->stats.hp < op->stats.maxhp)
2550 { 2514 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2515 op->stats.hp++;
2516
2517 /* dms do not consume food */
2518 if (!QUERY_FLAG (op, FLAG_WIZ))
2519 {
2520 op->stats.food--;
2521
2522 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food;
2526 }
2552 } 2527 }
2528
2529 if (max_hp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532
2533 if (over_hp > 0)
2534 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2536 op->last_heal = 0;
2537 }
2538 else
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2553 } 2540 }
2554 else 2541 else
2555 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2557 } 2543 }
2558 } 2544 }
2559 2545
2560 /* Digestion */ 2546 /* Digestion */
2561 if (--op->last_eat < 0) 2547 if (--op->last_eat < 0)
2562 { 2548 {
2563#ifdef COZY_SERVER 2549 int bonus = max (0, op->contr->digestion),
2564 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2550 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 2551
2570 if (op->contr->gen_hp > 0)
2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2552 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2572 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574 2553
2575 /* dms do not consume food */ 2554 /* dms do not consume food */
2576 if (!QUERY_FLAG (op, FLAG_WIZ)) 2555 if (!QUERY_FLAG (op, FLAG_WIZ))
2577 op->stats.food--; 2556 op->stats.food--;
2578 } 2557 }
2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2584 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2606 manual_apply (op, flesh, 0); 2585 manual_apply (op, flesh, 0);
2607 } 2586 }
2608 } 2587 }
2609 2588
2610 while (op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0)
2611 op->stats.food++, op->stats.hp--; 2590 {
2591 op->stats.hp += op->stats.food;
2592 op->stats.food = 0;
2593 }
2612 2594
2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2595 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2614 kill_player (op); 2596 kill_player (op);
2615 } 2597 }
2616} 2598}
2621 * file. 2603 * file.
2622 */ 2604 */
2623void 2605void
2624kill_player (object *op) 2606kill_player (object *op)
2625{ 2607{
2608 int x, y;
2626 char buf[MAX_BUF]; 2609 char buf[MAX_BUF];
2627 int x, y;
2628
2629 //int i;
2630 maptile *map; /* this is for resurrection */ 2610 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; 2611 int will_kill_again;
2638 archetype *at; 2612 archetype *at;
2639 object *tmp; 2613 object *tmp;
2640 2614
2641 if (save_life (op)) 2615 if (save_life (op))
2642 return; 2616 return;
2643
2644 2617
2645 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2618 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2646 * in cities ONLY!!! It is very important that this doesn't get abused. 2619 * in cities ONLY!!! It is very important that this doesn't get abused.
2647 * Look at op_on_battleground() for more info --AndreasV 2620 * Look at op_on_battleground() for more info --AndreasV
2648 */ 2621 */
2664 { 2637 {
2665 tmp->destroy (); 2638 tmp->destroy ();
2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2639 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2667 } 2640 }
2668 2641
2669 cure_disease (op, 0); /* remove any disease */ 2642 cure_disease (op, 0, 0); /* remove any disease */
2670 op->stats.hp = op->stats.maxhp; 2643 op->stats.hp = op->stats.maxhp;
2671 if (op->stats.food <= 0) 2644 if (op->stats.food <= 0)
2672 op->stats.food = 999; 2645 op->stats.food = 999;
2673 2646
2674 /* create a bodypart-trophy to make the winner happy */ 2647 /* create a bodypart-trophy to make the winner happy */
2675 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2648 if (object *tmp = arch_to_object (archetype::find ("finger")))
2676 { 2649 {
2677 sprintf (buf, "%s's finger", &op->name); 2650 tmp->name = format ("%s's finger" , &op->name);
2678 tmp->name = buf; 2651 tmp->name_pl = format ("%s's fingers", &op->name);
2679 sprintf (buf, " This finger has been cut off %s\n" 2652 tmp->msg = format (
2680 " the %s, when he was defeated at\n level %d by %s.\n", 2653 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2654 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2682 tmp->msg = buf; 2655 );
2683 tmp->value = 0, tmp->type = 0; 2656 tmp->value = 0, tmp->type = 0;
2684 tmp->materialname = "organics"; 2657 tmp->materialname = "organics";
2685 tmp->insert_at (op, tmp); 2658 tmp->insert_at (op, tmp);
2686 } 2659 }
2687 2660
2694 INVOKE_PLAYER (DEATH, op->contr); 2667 INVOKE_PLAYER (DEATH, op->contr);
2695 2668
2696 command_kill_pets (op, 0); 2669 command_kill_pets (op, 0);
2697 2670
2698 if (op->stats.food < 0) 2671 if (op->stats.food < 0)
2699 {
2700 sprintf (buf, "%s starved to death.", &op->name);
2701 strcpy (op->contr->killer, "starvation"); 2672 strcpy (op->contr->killer, "starvation");
2702 }
2703 else
2704 sprintf (buf, "%s died.", &op->name);
2705 2673
2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2674 op->contr->play_sound (sound_find ("player_dies"));
2707 2675
2708 /* save the map location for corpse, gravestone */ 2676 /* save the map location for corpse, gravestone */
2709 x = op->x; 2677 x = op->x;
2710 y = op->y; 2678 y = op->y;
2711 map = op->map; 2679 map = op->map;
2874 { 2842 {
2875 tmp->destroy (); 2843 tmp->destroy ();
2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2844 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2877 } 2845 }
2878 2846
2879 cure_disease (op, 0); /* remove any disease */ 2847 cure_disease (op, 0, 0); /* remove any disease */
2880 2848
2881 /*add_exp(op, (op->stats.exp * -0.20)); */ 2849 /*add_exp(op, (op->stats.exp * -0.20)); */
2882 apply_death_exp_penalty (op); 2850 apply_death_exp_penalty (op);
2883 if (op->stats.food < 100) 2851 if (op->stats.food < 100)
2884 op->stats.food = 900; 2852 op->stats.food = 900;
2888 2856
2889 /* 2857 /*
2890 * Check to see if the player has any unpaid items. If so, remove them 2858 * Check to see if the player has any unpaid items. If so, remove them
2891 * and put them back in the map. 2859 * and put them back in the map.
2892 */ 2860 */
2893 remove_unpaid_objects (op->inv, op); 2861 op->drop_unpaid_items ();
2894 2862
2895 /****************************************/ 2863 /****************************************/
2896 /* */ 2864 /* */
2897 /* Move player to his current respawn- */ 2865 /* Move player to his current respawn- */
2898 /* position (usually last savebed) */ 2866 /* position (usually last savebed) */
2918 object *force; 2886 object *force;
2919 int at; 2887 int at;
2920 2888
2921 force = get_archetype (FORCE_NAME); 2889 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */ 2890 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1; 2891 force->speed = 0.1f;
2924 force->speed_left = -5.0; 2892 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED); 2893 SET_FLAG (force, FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++) 2894 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at)) 2895 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2896 force->resist[at] = 100;
2929 2897
3038void 3006void
3039make_visible (object *op) 3007make_visible (object *op)
3040{ 3008{
3041 op->hide = 0; 3009 op->hide = 0;
3042 op->invisible = 0; 3010 op->invisible = 0;
3011
3043 if (op->type == PLAYER) 3012 if (op->type == PLAYER)
3044 { 3013 {
3045 op->contr->tmp_invis = 0; 3014 op->contr->tmp_invis = 0;
3046 op->contr->invis_race = 0; 3015 op->contr->invis_race = 0;
3047 } 3016 }
3050} 3019}
3051 3020
3052int 3021int
3053is_true_undead (object *op) 3022is_true_undead (object *op)
3054{ 3023{
3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3024 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3056 return 1; 3025 return 1;
3057 3026
3058 return 0; 3027 return 0;
3059} 3028}
3060 3029
3061/* look at the surrounding terrain to determine 3030/* look at the surrounding terrain to determine
3062 * the hideability of this object. Positive levels 3031 * the hideability of this object. Positive levels
3063 * indicate greater hideability. 3032 * indicate greater hideability.
3064 */ 3033 */
3065
3066int 3034int
3067hideability (object *ob) 3035hideability (object *ob)
3068{ 3036{
3069 int i, level = 0, mflag; 3037 int i, level = 0, mflag;
3070 sint16 x, y; 3038 sint16 x, y;
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3072/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3073 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3074 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3075 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3076 */
3109
3110void 3077void
3111do_hidden_move (object *op) 3078do_hidden_move (object *op)
3112{ 3079{
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3080 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3114 object *skop; 3081 object *skop;
3196 * object op. This function works fine for monsters, 3163 * object op. This function works fine for monsters,
3197 * but we dont worry if the object isnt the top one in 3164 * but we dont worry if the object isnt the top one in
3198 * a pile (say a coin under a table would return "viewable" 3165 * a pile (say a coin under a table would return "viewable"
3199 * by this routine). Another question, should we be 3166 * by this routine). Another question, should we be
3200 * concerned with the direction the player is looking 3167 * concerned with the direction the player is looking
3201 * in? Realistically, most of use cant see stuff behind 3168 * in? Realistically, most of us can't see stuff behind
3202 * our backs...on the other hand, does the "facing" direction 3169 * our backs...on the other hand, does the "facing" direction
3203 * imply the way your head, or body is facing? Its possible 3170 * 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. 3171 * for them to differ. Sigh, this fctn could get a bit more complex.
3205 * -b.t. 3172 * -b.t.
3206 * This function is now map tiling safe. 3173 * This function is now map tiling safe.
3207 */ 3174 */
3208
3209int 3175int
3210player_can_view (object *pl, object *op) 3176player_can_view (object *pl, object *op)
3211{ 3177{
3212 rv_vector rv; 3178 rv_vector rv;
3213 int dx, dy; 3179 int dx, dy;
3225 3191
3226 get_rangevector (pl, op, &rv, 0x1); 3192 get_rangevector (pl, op, &rv, 0x1);
3227 3193
3228 /* starting with the 'head' part, lets loop 3194 /* starting with the 'head' part, lets loop
3229 * through the object and find if it has any 3195 * through the object and find if it has any
3230 * part that is in the los array but isnt on 3196 * part that is in the los array but isn't on
3231 * a blocked los square. 3197 * a blocked los square.
3232 * we use the archetype to figure out offsets. 3198 * we use the archetype to figure out offsets.
3233 */ 3199 */
3234 while (op) 3200 while (op)
3235 { 3201 {
3236 dx = rv.distance_x + op->arch->clone.x; 3202 dx = rv.distance_x + op->arch->x;
3237 dy = rv.distance_y + op->arch->clone.y; 3203 dy = rv.distance_y + op->arch->y;
3238 3204
3239 /* only the viewable area the player sees is updated by LOS 3205 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values 3206 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values. 3207 * for any meaningful values.
3242 */ 3208 */
3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3244 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3246 return 1; 3212 return 1;
3213
3247 op = op->more; 3214 op = op->more;
3248 } 3215 }
3216
3249 return 0; 3217 return 0;
3250} 3218}
3251 3219
3252/* routine for both players and monsters. We call this when 3220/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3221 * there is a possibility for our action distrubing our hiding
3256 * return 0. 3224 * return 0.
3257 */ 3225 */
3258int 3226int
3259action_makes_visible (object *op) 3227action_makes_visible (object *op)
3260{ 3228{
3261
3262 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3263 { 3230 {
3264 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3265 return 0; 3232 return 0;
3266 3233
3272 { 3239 {
3273 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3274 return 1; 3241 return 1;
3275 } 3242 }
3276 } 3243 }
3244
3277 return 0; 3245 return 0;
3278} 3246}
3279 3247
3280/* op_on_battleground - checks if the given object op (usually 3248/* op_on_battleground - checks if the given object op (usually
3281 * a player) is standing on a valid battleground-tile, 3249 * 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 3254 * Default is to do the same as before, so only people wanting to have different points need worry about this
3287 */ 3255 */
3288int 3256int
3289op_on_battleground (object *op, int *x, int *y) 3257op_on_battleground (object *op, int *x, int *y)
3290{ 3258{
3291 object *tmp;
3292
3293 /* A battleground-tile needs the following attributes to be valid: 3259 /* 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), 3260 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3295 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3261 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3296 * and the exit-coordinates sp/hp must both be > 0. 3262 * and the exit-coordinates sp/hp must both be > 0.
3297 * => The intention here is to prevent abuse of the battleground- 3263 * => The intention here is to prevent abuse of the battleground-
3298 * feature (like pickable or hidden battleground tiles). */ 3264 * feature (like pickable or hidden battleground tiles). */
3299 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3265 for (object *tmp = op->below; tmp; tmp = tmp->below)
3300 { 3266 {
3301 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3302 { 3268 {
3303 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3269 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3304 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3270 && tmp->type == BATTLEGROUND
3271 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp))
3305 { 3273 {
3306 /*before we assign the exit, check if this is a teambattle */ 3274 /* before we assign the exit, check if this is a teambattle */
3307 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3275 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3308 { 3276 {
3309 object *invtmp;
3310
3311 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3312 { 3278 {
3313 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3314 { 3280 {
3315 if (x != NULL && y != NULL) 3281 if (x && y)
3316 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283
3317 return 1; 3284 return 1;
3318 } 3285 }
3319 } 3286 }
3320 } 3287 }
3288
3321 if (x != NULL && y != NULL) 3289 if (x && y)
3322 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291
3323 return 1; 3292 return 1;
3324 } 3293 }
3325 } 3294 }
3326 } 3295 }
3296
3327 /* If we got here, did not find a battleground */ 3297 /* If we got here, did not find a battleground */
3328 return 0; 3298 return 0;
3329} 3299}
3330 3300
3331/* 3301/*
3347 char buf[MAX_BUF]; /* tmp. string buffer */ 3317 char buf[MAX_BUF]; /* tmp. string buffer */
3348 int i = 0, j = 0; 3318 int i = 0, j = 0;
3349 3319
3350 /* get the appropriate treasurelist */ 3320 /* get the appropriate treasurelist */
3351 if (atnr == ATNR_FIRE) 3321 if (atnr == ATNR_FIRE)
3352 trlist = treasurelist::find ("dragon_ability_fire"); 3322 trlist = treasurelist::find (shstr_dragon_ability_fire);
3353 else if (atnr == ATNR_COLD) 3323 else if (atnr == ATNR_COLD)
3354 trlist = treasurelist::find ("dragon_ability_cold"); 3324 trlist = treasurelist::find (shstr_dragon_ability_cold);
3355 else if (atnr == ATNR_ELECTRICITY) 3325 else if (atnr == ATNR_ELECTRICITY)
3356 trlist = treasurelist::find ("dragon_ability_elec"); 3326 trlist = treasurelist::find (shstr_dragon_ability_elec);
3357 else if (atnr == ATNR_POISON) 3327 else if (atnr == ATNR_POISON)
3358 trlist = treasurelist::find ("dragon_ability_poison"); 3328 trlist = treasurelist::find (shstr_dragon_ability_poison);
3359 3329
3360 if (trlist == NULL || who->type != PLAYER) 3330 if (trlist == NULL || who->type != PLAYER)
3361 return; 3331 return;
3362 3332
3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3333 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3337 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3368 return; 3338 return;
3369 } 3339 }
3370 3340
3371 /* everything seems okay - now bring on the gift: */ 3341 /* everything seems okay - now bring on the gift: */
3372 item = &(tr->item->clone); 3342 item = tr->item;
3373 3343
3374 if (item->type == SPELL) 3344 if (item->type == SPELL)
3375 { 3345 {
3376 if (check_spell_known (who, item->name)) 3346 if (check_spell_known (who, item->name))
3377 return; 3347 return;
3436 { 3406 {
3437 /* forces in the treasurelist can alter the player's stats */ 3407 /* forces in the treasurelist can alter the player's stats */
3438 object *skin; 3408 object *skin;
3439 3409
3440 /* first get the dragon skin force */ 3410 /* 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) 3411 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3443 ; 3412 ;
3444 3413
3445 if (!skin) 3414 if (!skin)
3446 return; 3415 return;
3447 3416
3495 * not readied. 3464 * not readied.
3496 */ 3465 */
3497void 3466void
3498player_unready_range_ob (player *pl, object *ob) 3467player_unready_range_ob (player *pl, object *ob)
3499{ 3468{
3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3469 if (pl->ob->current_weapon == ob)
3470 pl->ob->current_weapon = 0;
3471
3472 if (pl->combat_ob == ob)
3473 pl->combat_ob = 0;
3474
3501 if (pl->ranges[i] == ob) 3475 if (pl->ranged_ob == ob)
3502 {
3503 pl->ranges[i] = 0; 3476 pl->ranged_ob = 0;
3504 if (pl->shoottype == i)
3505 pl->shoottype = range_none;
3506 }
3507} 3477}
3508 3478
3509sint8 3479sint8
3510player::visibility_at (maptile *map, int x, int y) const 3480player::visibility_at (maptile *map, int x, int y) const
3511{ 3481{
3522 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3492 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3523 return 0; 3493 return 0;
3524 3494
3525 return 100 - blocked_los [x][y]; 3495 return 100 - blocked_los [x][y];
3526} 3496}
3497
3498void
3499player::infobox (const char *title, const char *msg, int color)
3500{
3501 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3502}
3503
3504void
3505player::statusmsg (const char *msg, int color)
3506{
3507 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3508}
3509
3510void
3511player::failmsg (const char *msg, int color)
3512{
3513 play_sound (sound_find ("generic_failure"));
3514 statusmsg (msg, color);
3515}
3516

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