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Comparing deliantra/server/server/player.C (file contents):
Revision 1.104 by root, Fri Feb 16 19:43:41 2007 UTC vs.
Revision 1.187 by root, Mon Apr 21 07:07:36 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>
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
194 return; 178 return;
195 179
196 terminate_all_pets (ob); 180 terminate_all_pets (ob);
197 remove_friendly_object (ob); 181 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
199 maplevel = ob->map->path; 185 maplevel = ob->map->path;
186
200 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
201 ob->map = 0; 189 ob->map = 0;
202 party = 0; 190 party = 0;
203 191
204 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
205 ranges [range_skill] = 0;
206 193
207 players.erase (this); 194 players.erase (this);
208} 195}
209 196
210// connect the player with a specific client 197// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
212void 199void
213player::connect (client *ns) 200player::connect (client *ns)
214{ 201{
215 this->ns = ns; 202 this->ns = ns;
216 ns->pl = this; 203 ns->pl = this;
220 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
221 208
222 ns->update_look = 0; 209 ns->update_look = 0;
223 ns->look_position = 0; 210 ns->look_position = 0;
224 211
225 clear_los (ob); 212 clear_los (this);
226 213
227 ns->reset_stats (); 214 ns->reset_stats ();
228 215
229 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
232 219
233 if (!legal_range (ob, shoottype)) 220 ob->update_weight ();
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob); 221 link_player_skills (ob);
238 222
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240 224
241 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
242 226
243 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
245 { 229 {
246 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
247 231
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250
251 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
254 abil = tmp; 235 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
256 skin = tmp; 237 skin = tmp;
257 238
258 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
259 } 240 }
260 241
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262 243
263 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
264 245
265 ob->update_stats (); 246 ob->update_stats ();
247
266 ns->floorbox_update (); 248 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
270 251
271 activate (); 252 activate ();
272 253
279} 260}
280 261
281void 262void
282player::disconnect () 263player::disconnect ()
283{ 264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
284 if (ns) 271 if (ns)
285 { 272 {
286 if (active) 273 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288 275
289 INVOKE_PLAYER (DISCONNECT, this); 276 INVOKE_PLAYER (DISCONNECT, this);
290 277
291 ns->reset_stats (); 278 ns->reset_stats ();
292 ns->pl = 0; 279 ns->pl = 0;
293 this->ns = 0; 280 ns = 0;
294 } 281 }
295 282
296 ob->close_container (); //TODO: client-specific 283 observe = ob;
284
297 deactivate (); 285 deactivate ();
298} 286}
299 287
300// the need for this function can be explained 288// the need for this function can be explained
301// by load_object not returning the object 289// by load_object not returning the object
302void 290void
303player::set_object (object *op) 291player::set_object (object *op)
304{ 292{
305 ob = op; 293 ob = observe = op;
306 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
307 295
308 ob->speed_left = 0.5;
309 ob->speed = 1.0; 296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
310 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better
327}
328
329void
330player::set_observe (object *op)
331{
332 observe = op ? op : ob;
333 do_los = 1;
311} 334}
312 335
313player::player () 336player::player ()
314{ 337{
315 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
316 * we deal with that below this point. 339 * we deal with that below this point.
317 */ 340 */
318 outputs_sync = 16; /* Every 2 seconds */ 341 outputs_sync = 4;
319 outputs_count = 8; /* Keeps present behaviour */ 342 outputs_count = 4;
320 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
321 344
322 savebed_map = first_map_path; /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
323 346
324 gen_sp_armour = 10; 347 gen_sp_armour = 10;
325 shoottype = range_none;
326 bowtype = bow_normal; 348 bowtype = bow_normal;
327 petmode = pet_normal; 349 petmode = pet_normal;
328 listening = 10; 350 listening = 10;
329 usekeys = containers; 351 usekeys = containers;
330 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
331 do_los = 1; 353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
332} 357}
333 358
334void 359void
335player::do_destroy () 360player::do_destroy ()
336{ 361{
341 if (ob) 366 if (ob)
342 { 367 {
343 ob->destroy_inv (false); 368 ob->destroy_inv (false);
344 ob->destroy (); 369 ob->destroy ();
345 } 370 }
371
372 ob = observe = 0;
346} 373}
347 374
348player::~player () 375player::~player ()
349{ 376{
350 /* Clear item stack */ 377 /* Clear item stack */
377 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
378 */ 405 */
379archetype * 406archetype *
380get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
381{ 408{
382 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
383 416
384 for (;;) 417 for (;;)
385 { 418 {
386 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
387 at = first_archetype; 420 i = archetypes.begin ();
388 else 421 else if (*i == at)
389 at = at->next; 422 cleanup ("not a single player archetype found");
390 423
391 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
392 return at; 425 return *i;
393
394 if (at == start)
395 {
396 LOG (llevError, "No Player archetypes\n");
397 exit (-1);
398 }
399 } 426 }
400} 427}
401 428
402object * 429object *
403get_nearest_player (object *mon) 430get_nearest_player (object *mon)
407 unsigned lastdist; 434 unsigned lastdist;
408 rv_vector rv; 435 rv_vector rv;
409 436
410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
411 { 438 {
412 /* We should not find free objects on this friendly list, but it
413 * does periodically happen. Given that, lets deal with it.
414 * While unlikely, it is possible the next object on the friendly
415 * list is also free, so encapsulate this in a while loop.
416 */
417 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
418 {
419 object *tmp = ol->ob;
420
421 /* Can't do much more other than log the fact, because the object
422 * itself will have been cleared.
423 */
424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
426 ol = ol->next;
427 remove_friendly_object (tmp);
428 if (!ol)
429 return op;
430 }
431
432 /* Remove special check for player from this. First, it looks to cause
433 * some crashes (ol->ob->contr not set properly?), but secondly, a more
434 * complicated method of state checking would be needed in any case -
435 * as it was, a clever player could type quit, and the function would
436 * skip them over while waiting for confirmation. Remove
437 * on_same_map check, as can_detect_enemy also does this
438 */
439 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
440 continue; 440 continue;
441 441
442 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
443 { 443 {
638 638
639 return firstdir; 639 return firstdir;
640} 640}
641 641
642void 642void
643give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
644{ 644{
645 object *op, *next = NULL;
646
647 if (pl->randomitems != NULL) 645 if (pl->randomitems)
648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649 647
650 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
651 { 649 {
652 next = op->below; 650 next = op->below;
653 651
654 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
655 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
660 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions 659 * by this player due to race restrictions
662 */ 660 */
663 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
664 { 662 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
666 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
667 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
668 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
669 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
670 { 670 {
671 op->destroy (); 671 op->destroy ();
672 continue; 672 continue;
673 } 673 }
674 } 674 }
697 if (op->nrof > 1) 697 if (op->nrof > 1)
698 op->nrof = 1; 698 op->nrof = 1;
699 } 699 }
700 700
701 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
702 {
703 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
704 }
705 703
706 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
708 * merged properly. 706 * merged properly.
709 */ 707 */
710 if (need_identify (op)) 708 if (need_identify (op))
711 { 709 {
712 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
715 } 713 }
714
716 if (op->type == SPELL) 715 if (op->type == SPELL)
717 { 716 {
718 op->destroy (); 717 op->destroy ();
719 continue; 718 continue;
720 } 719 }
722 { 721 {
723 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
724 op->stats.exp = 0; 723 op->stats.exp = 0;
725 op->level = 1; 724 op->level = 1;
726 } 725 }
727 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
728 else
729 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
731 729
732 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
733 link_player_skills (pl); 731 link_player_skills (pl);
769} 767}
770 768
771void 769void
772object::roll_stats () 770object::roll_stats ()
773{ 771{
774 int statsort [7]; 772 int statsort [NUM_STATS];
775 773
776 for (;;) 774 for (;;)
777 { 775 {
778 int sum = 0; 776 int sum = 0;
779 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
781 779
782 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
783 break; 781 break;
784 } 782 }
785 783
786 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 786
787 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796 789
797 stats.exp = 0; 790 stats.exp = 0;
798 stats.ac = 0; 791 stats.ac = 0;
799 792
800 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
812} 805}
813 806
814void 807void
815object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
816{ 809{
817 int tmp = get_attr_value (&contr->orig_stats, a); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820 811
812 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 813 stats.stat (i) = contr->orig_stats.stat (i);
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828 814
829 //TODO: the following code looks so borked and should, at the very least, 815 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
831 stats.ac = 0; 817 stats.ac = 0;
832 818
851static void 837static void
852start_info (object *op) 838start_info (object *op)
853{ 839{
854 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
855 841
856 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
857 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 //new_draw_info (NDI_UNIQUE, 0, op, " ");
860} 844}
861 845
862/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
863 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
864 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
865 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
866 * not the class. 850 * not the class.
867 */ 851 */
868int 852void
869key_change_class (object *op, char key) 853player::chargen_race_done ()
870{ 854{
871 int tmp_loop;
872
873 if (key == 'd' || key == 'D')
874 {
875 char buf[MAX_BUF];
876
877 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
878 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr, ob->weight + ob->carrying);
879 857
880 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl) 859 if (tl)
882 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
883 861
884 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
885 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
886 864
887 op->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
888 866
889 if (op->msg) 867 if (ob->msg)
890 op->msg = NULL; 868 ob->msg = 0;
891 869
892 /* We create this now because some of the unique maps will need it 870 /* We create this now because some of the unique maps will need it
893 * to save here. 871 * to save here.
894 */ 872 */
873 {
874 char buf[MAX_BUF];
895 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
896 make_path_to_file (buf); 876 make_path_to_file (buf);
877 }
897 878
898 start_info (op); 879 start_info (ob);
899 CLEAR_FLAG (op, FLAG_WIZ); 880 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (op, op->randomitems); 881 give_initial_items (ob, ob->randomitems);
901 link_player_skills (op); 882 link_player_skills (ob);
902 esrv_send_inventory (op, op); 883 esrv_send_inventory (ob, ob);
903 op->update_stats (); 884 ob->update_stats ();
904 885
905 /* This moves the player to a different start map, if there 886 /* This moves the player to a different start map, if there
906 * is one for this race 887 * is one for this race
907 */ 888 */
908 if (*first_map_ext_path) 889 if (*first_map_ext_path)
909 { 890 {
910 object *tmp; 891 object *tmp;
911 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
912 893
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
914 tmp = object::create (); 895 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = op->x; 897 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = op->y; 898 EXIT_Y (tmp) = ob->y;
918 op->enter_exit (tmp); /* we don't really care if it succeeded; 899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the 900 * if the map isn't there, then stay on the
920 * default initial map */ 901 * default initial map */
921 tmp->destroy (); 902 tmp->destroy ();
922 } 903 }
923 else 904 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 905 LOG (llevDebug, "first_map_ext_path not set\n");
906}
925 907
926 return 0; 908void
927 } 909player::chargen_race_next ()
928 910{
929 /* Following actually changes the race - this is the default command 911 /* Following actually changes the race - this is the default command
930 * if we don't match with one of the options above. 912 * if we don't match with one of the options above.
931 */ 913 */
932 914
933 tmp_loop = 0; 915 do
934 while (!tmp_loop)
935 { 916 {
936 shstr name = op->name; 917 shstr name = ob->name;
937 int x = op->x, y = op->y; 918 int x = ob->x, y = ob->y;
938 919
939 op->remove_statbonus (); 920 ob->remove_statbonus ();
940 op->remove (); 921 ob->remove ();
941 op->arch = get_player_archetype (op->arch); 922 ob->arch = get_player_archetype (ob->arch);
942 op->arch->clone.copy_to (op); 923 ob->arch->copy_to (ob);
943 op->instantiate (); 924 ob->instantiate ();
944 op->stats = op->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
945 op->name = op->name_pl = name; 926 ob->name = ob->name_pl = name;
946 op->x = x; 927 ob->x = x;
947 op->y = y; 928 ob->y = y;
948 SET_ANIMATION (op, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (op, op->map, op, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (op->contr->title, op->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
951 op->add_statbonus (); 932 ob->add_statbonus ();
952 tmp_loop = allowed_class (op);
953 } 933 }
934 while (!allowed_class (ob));
954 935
955 update_object (op, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
956 esrv_update_item (UPD_FACE, op, op); 937 esrv_update_item (UPD_FACE, ob, ob);
957 op->update_stats (); 938 ob->update_stats ();
958 op->stats.hp = op->stats.maxhp; 939 ob->stats.hp = ob->stats.maxhp;
959 op->stats.sp = op->stats.maxsp; 940 ob->stats.sp = ob->stats.maxsp;
960 op->stats.grace = 0; 941 ob->stats.grace = 0;
961
962 if (op->msg)
963 new_draw_info (NDI_BLUE, 0, op, op->msg);
964
965 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
966 return 0;
967} 942}
968 943
969void 944void
970flee_player (object *op) 945flee_player (object *op)
971{ 946{
1018 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1019 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1020 op->enemy = NULL; 995 op->enemy = NULL;
1021} 996}
1022 997
1023
1024/* check_pick sees if there is stuff to be picked up/picks up stuff. 998/* check_pick sees if there is stuff to be picked up/picks up stuff.
1025 * IT returns 1 if the player should keep on moving, 0 if he should 999 * It returns 1 if the player should keep on moving, 0 if he should
1026 * stop. 1000 * stop.
1027 */ 1001 */
1028int 1002int
1029check_pick (object *op) 1003check_pick (object *op)
1030{ 1004{
1031 object *tmp, *next; 1005 object *tmp, *next;
1032 int stop = 0; 1006 int stop = 0;
1033 int j, k, wvratio; 1007 int wvratio;
1034 char putstring[128], tmpstr[16]; 1008 char putstring[128];
1035 1009
1036 /* if you're flying, you cna't pick up anything */ 1010 /* if you're flying, you cna't pick up anything */
1037 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1038 return 1; 1012 return 1;
1039 1013
1040 next = op->below; 1014 next = op->below;
1041 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1042 /* loop while there are items on the floor that are not marked as 1019 /* loop while there are items on the floor that are not marked as
1043 * destroyed */ 1020 * destroyed */
1044 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1045 { 1022 {
1046 tmp = next; 1023 tmp = next;
1047 next = tmp->below; 1024 next = tmp->below;
1048 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1049 if (op->destroyed ()) 1032 if (op->destroyed ())
1050 return 0; 1033 return 0;
1051 1034
1052 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1053 continue; 1036 continue;
1054 1037
1055 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1056 { 1039 {
1057 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1058 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1059 continue; 1042 continue;
1060 } 1043 }
1061 1044
1062 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1063 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1065 switch (op->contr->mode) 1048 switch (op->contr->mode)
1066 { 1049 {
1067 case 0: 1050 case 0:
1068 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1069 case 1: 1052 case 1:
1070 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1071 return 1; 1054 return 1;
1072 case 2: 1055 case 2:
1073 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1074 return 0; 1057 return 0;
1075 case 3: 1058 case 3:
1076 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1077 case 4: 1060 case 4:
1078 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1079 break; 1062 break;
1080 case 5: 1063 case 5:
1081 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1082 stop = 1; 1065 stop = 1;
1083 break; 1066 break;
1084 case 6: 1067 case 6:
1085 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1086 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1087 break; 1071 break;
1088 1072
1089 case 7: 1073 case 7:
1090 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1091 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1092 break; 1076 break;
1093 1077
1094 default: 1078 default:
1095 /* use value density */ 1079 /* use value density */
1096 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1097 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1098 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1099 } 1083 }
1100 } 1084 }
1101 else 1085 else
1102 { /* old model */ 1086 { /* old model */
1103 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1107 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1108 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1109 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1110 else 1094 else
1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1112 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1113 1097
1114 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1115 } 1099 }
1116 1100
1117 /* philosophy: 1101 /* philosophy:
1158 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1159 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1160 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1161 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1162 { 1146 {
1163 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1164 continue; 1148 continue;
1165 } 1149 }
1166 1150
1167 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1168 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1169 { 1153 {
1170 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1171 continue; 1155 continue;
1172 } 1156 }
1173 1157
1174 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1175 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1176 { 1160 {
1177 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1178 continue; 1162 continue;
1179 } 1163 }
1180 1164
1181 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1182 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1183 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1184 { 1168 {
1185 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1186 continue; 1170 continue;
1187 } 1171 }
1188 1172
1189 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1190 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1191 { 1175 {
1192 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1193 continue; 1177 continue;
1194 } 1178 }
1195 1179
1196 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1197 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1198 { 1182 {
1199 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1200 continue; 1184 continue;
1201 } 1185 }
1202 1186
1203 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1204 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1205 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1206 { 1190 {
1207 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1208 continue; 1192 continue;
1209 } 1193 }
1210 1194
1211 /* pick up all magical items */ 1195 /* pick up all magical items */
1212 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1213 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1214 { 1198 {
1215 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1216 continue; 1200 continue;
1217 } 1201 }
1218 1202
1219 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1220 { 1204 {
1221 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1222 { 1206 {
1223 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1224 continue; 1208 continue;
1225 } 1209 }
1226 } 1210 }
1227 1211
1228 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1229 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1230 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1231 { 1215 {
1232 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1233 continue; 1217 continue;
1234 } 1218 }
1235 1219
1236 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1237 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1238 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1239 { 1223 {
1240 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1241 continue; 1225 continue;
1242 } 1226 }
1243 1227
1244 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1245 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1246 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1247 { 1231 {
1248 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1249 continue; 1233 continue;
1250 } 1234 }
1251 1235
1252 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1253 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1254 { 1238 {
1255 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1256 continue; 1240 continue;
1257 } 1241 }
1258 1242
1259 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1260 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1261 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1262 { 1246 {
1263 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1264 continue; 1248 continue;
1265 } 1249 }
1266 1250
1267 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1268 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1269 { 1253 {
1270 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1271 continue; 1255 continue;
1272 } 1256 }
1273 1257
1274 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1275 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1276 { 1260 {
1277 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1278 continue; 1262 continue;
1279 } 1263 }
1280 1264
1281 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1282 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1283 { 1267 {
1284 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1285 continue; 1269 continue;
1286 } 1270 }
1287 1271
1288 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1289 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1290 { 1274 {
1291 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1292 continue; 1276 continue;
1293 } 1277 }
1294 1278
1295 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1296 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1297 { 1281 {
1298 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1299 continue; 1283 continue;
1300 } 1284 }
1301 1285
1302 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1303 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1304 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1305 { 1289 {
1306 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1307 continue; 1291 continue;
1308 } 1292 }
1309 1293
1310 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1311 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1312 { 1296 {
1313 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1314 { 1298 {
1315 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1316 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1317 { 1301 {
1318 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1319 continue; 1303 continue;
1320 } 1304 }
1321 } 1305 }
1322 1306
1323 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1324 { 1308 {
1325 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1326 { 1310 {
1327 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1328 continue; 1312 continue;
1329 } 1313 }
1330 } 1314 }
1331 } 1315 }
1332 1316
1333 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1334 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1335 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1336 { 1320 {
1337 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1338 continue; 1322 continue;
1339 } 1323 }
1340 1324
1341 /* any of the last 4 bits set means we use the ratio for value 1325 /* any of the last 4 bits set means we use the ratio for value
1342 * pickups */ 1326 * pickups */
1347 /* >=7 is the old standard setting. Now we take the last 4 bits 1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1348 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1349 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1350 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1351 { 1335 {
1352 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1353#if 0 1337#if 0
1354 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1355 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1356 { 1340 {
1357 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1358 } 1342 }
1359 else 1343 else
1360 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1361 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1362 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1363#endif 1347#endif
1364 continue; 1348 continue;
1365 } 1349 }
1376 * found object is returned. 1360 * found object is returned.
1377 */ 1361 */
1378object * 1362object *
1379find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1380{ 1364{
1381 object *tmp = 0;
1382
1383 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1384 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1385 tmp = find_arrow (op, type);
1386 else if (op->type == ARROW && op->race == type) 1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp);
1368
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type))
1372 {
1373 splay (tmp);
1387 return op; 1374 return arrow;
1375 }
1388 1376
1389 return tmp; 1377 return 0;
1390} 1378}
1391 1379
1392/* 1380/*
1393 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1394 * against the target. A full test is not performed, simply a basic test 1382 * against the target. A full test is not performed, simply a basic test
1435 else 1423 else
1436 { 1424 {
1437 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1438 { 1426 {
1439 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1440 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1441 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1429 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1442 { 1430 {
1443 tmp = arrow; 1431 tmp = arrow;
1444 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1445 } 1433 }
1446 } 1434 }
1447 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1448 { 1436 {
1449 tmp = arrow; 1437 tmp = arrow;
1468 * find_better_arrow to find a decent arrow to use. 1456 * find_better_arrow to find a decent arrow to use.
1469 * op = the shooter 1457 * op = the shooter
1470 * type = bow->race 1458 * type = bow->race
1471 * dir = fire direction 1459 * dir = fire direction
1472 */ 1460 */
1473
1474object * 1461object *
1475pick_arrow_target (object *op, const char *type, int dir) 1462pick_arrow_target (object *op, const char *type, int dir)
1476{ 1463{
1477 object *tmp = NULL; 1464 object *tmp = NULL;
1478 maptile *m; 1465 maptile *m;
1543 */ 1530 */
1544int 1531int
1545fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1532fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1546{ 1533{
1547 object *left, *bow; 1534 object *left, *bow;
1548 int bowspeed, mflags; 1535 int mflags;
1549 maptile *m; 1536 maptile *m;
1550 1537
1551 if (!dir) 1538 if (!dir)
1552 { 1539 {
1553 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1540 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1554 return 0; 1541 return 0;
1555 } 1542 }
1556 1543
1557 if (op->type == PLAYER) 1544 if (op->contr)
1558 bow = op->contr->ranges[range_bow]; 1545 bow = op->current_weapon;
1559 else 1546 else
1560 { 1547 {
1561 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1562 /* Don't check for applied - monsters don't apply bows - in that way, they 1549 /* Don't check for applied - monsters don't apply bows - in that way, they
1563 * don't need to switch back and forth between bows and weapons. 1550 * don't need to switch back and forth between bows and weapons.
1568 if (!bow) 1555 if (!bow)
1569 { 1556 {
1570 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1571 return 0; 1558 return 0;
1572 } 1559 }
1560
1561 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below)
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1573 } 1568 }
1574 1569
1575 if (!bow->race || !bow->skill) 1570 if (!bow->race || !bow->skill)
1576 { 1571 {
1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1578 return 0; 1573 return 0;
1579 } 1574 }
1580
1581 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1582
1583 /* penalize ROF for bestarrow */
1584 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1585 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1586
1587 if (bowspeed < 1)
1588 bowspeed = 1;
1589 1575
1590 if (arrow == NULL) 1576 if (arrow == NULL)
1591 { 1577 {
1592 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1593 { 1579 {
1594 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1595 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1596 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1582 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1597 else 1583 else
1598 CLEAR_FLAG (op, FLAG_READY_BOW); 1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1599 return 0; 1586 return 0;
1600 } 1587 }
1601 } 1588 }
1602 1589
1603 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1616 arrow->destroy (); 1603 arrow->destroy ();
1617 return 0; 1604 return 0;
1618 } 1605 }
1619 1606
1620 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1621 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1622 if (!arrow) 1609 if (!arrow)
1623 { 1610 {
1624 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1625 return 0; 1612 return 0;
1626 } 1613 }
1627 1614
1628 arrow->set_owner (op); 1615 arrow->set_owner (op);
1629 arrow->skill = bow->skill; 1616 arrow->skill = bow->skill;
1630 arrow->direction = dir; 1617 arrow->direction = dir;
1631 1618
1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1620 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype;
1622
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625
1626#if 0
1627 if (player *pl = op->contr)
1628 {
1629 float speed = pl->weapon_sp;
1630
1631 /* penalize ROF for bestarrow */
1632 if (pl->bowtype == bow_bestarrow)
1633 speed *= .9f;
1634 else
1635 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1636
1637 op->speed_left += speed - op->speed;
1638 }
1639#endif
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642
1643 /* update the speed */
1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1645 + bow->stats.dam / 7.f;
1646
1647 arrow->set_speed (max (arrow->speed, 2.f));
1648 arrow->speed_left = 0;
1649
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1651
1632 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1633 { 1653 {
1634 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1635 op->update_stats ();
1636 }
1637
1638 SET_ANIMATION (arrow, arrow->direction);
1639 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1640 arrow->stats.hp = arrow->stats.dam;
1641 arrow->stats.grace = arrow->attacktype;
1642 if (arrow->slaying != NULL)
1643 arrow->spellarg = strdup (arrow->slaying);
1644
1645 /* Note that this was different for monsters - they got their level
1646 * added to the damage. I think the strength bonus is more proper.
1647 */
1648
1649 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1650
1651 /* update the speed */
1652 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1653 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1654
1655 arrow->set_speed (max (arrow->speed, 1.0));
1656 arrow->speed_left = 0;
1657
1658 if (op->type == PLAYER)
1659 {
1660 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1661 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1662 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1663
1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1654 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1655 wc -= dex_bonus[op->stats.Dex];
1656
1657 if (!arrow->slaying)
1658 arrow->slaying = op->slaying;
1659
1660 arrow->attacktype |= op->attacktype;
1665 } 1661 }
1666 else 1662 else
1667 { 1663 {
1668 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1669 arrow->level = op->level; 1664 arrow->level = op->level;
1670 } 1665 arrow->stats.wc -= bow->magic;
1671 1666
1672 if (arrow->attacktype == AT_PHYSICAL) 1667 if (!arrow->slaying)
1668 arrow->slaying = bow->slaying;
1669
1673 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1671 }
1674 1672
1675 if (bow->slaying) 1673 wc -= arrow->level;
1676 arrow->slaying = bow->slaying; 1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1677 1675
1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1678 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1680 1679
1681 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1682 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1683 1682
1684 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1685 move_arrow (arrow); 1684 move_arrow (arrow);
1686
1687 if (op->type == PLAYER)
1688 {
1689 if (left->destroyed ())
1690 esrv_del_item (op->contr, left->count);
1691 else
1692 esrv_send_item (op, left);
1693 }
1694 1685
1695 return 1; 1686 return 1;
1696} 1687}
1697 1688
1698/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1707{ 1698{
1708 int ret = 0, wcmod = 0; 1699 int ret = 0, wcmod = 0;
1709 1700
1710 if (op->contr->bowtype == bow_bestarrow) 1701 if (op->contr->bowtype == bow_bestarrow)
1711 { 1702 {
1712 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1703 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1713 } 1704 }
1714 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1705 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1715 { 1706 {
1716 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1717 wcmod = -1; 1708 wcmod = -1;
1727 else if (op->contr->bowtype == bow_spreadshot) 1718 else if (op->contr->bowtype == bow_spreadshot)
1728 { 1719 {
1729 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1720 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1730 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);
1731 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1722 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1732
1733 } 1723 }
1734 else 1724 else
1735 { 1725 {
1736 /* Simple case */ 1726 /* Simple case */
1737 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 } 1728 }
1729
1739 return ret; 1730 return ret;
1740} 1731}
1741
1742 1732
1743/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
1744 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
1745 */ 1735 */
1746void 1736void
1747fire_misc_object (object *op, int dir) 1737fire_misc_object (object *op, int dir)
1748{ 1738{
1749 object *item; 1739 object *item = op->contr->ranged_ob;
1750 1740
1751 if (!op->contr->ranges[range_misc]) 1741 if (!item)
1752 { 1742 {
1753 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1743 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1754 return; 1744 return;
1755 } 1745 }
1756 1746
1757 item = op->contr->ranges[range_misc];
1758 if (!item->inv) 1747 if (!item->inv)
1759 { 1748 {
1760 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1761 return; 1750 return;
1762 } 1751 }
1752
1753 if (!op->change_weapon (item))
1754 return;
1755
1763 if (item->type == WAND) 1756 if (item->type == WAND)
1764 { 1757 {
1765 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
1766 { 1759 {
1767 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1768 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1762
1769 return; 1763 return;
1770 } 1764 }
1771 } 1765 }
1772 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1773 { 1767 {
1774 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1775 { 1769 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1770 op->contr->play_sound (sound_find ("wand_poof"));
1771
1777 if (item->type == ROD) 1772 if (item->type == ROD)
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1779 else 1774 else
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1776
1781 return; 1777 return;
1782 } 1778 }
1783 } 1779 }
1784 1780
1785 if (cast_spell (op, item, dir, item->inv, NULL)) 1781 if (cast_spell (op, item, dir, item->inv, NULL))
1792 object *tmp; 1788 object *tmp;
1793 1789
1794 if (item->arch) 1790 if (item->arch)
1795 { 1791 {
1796 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1797 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
1798 item->set_speed (0); 1794 item->set_speed (0);
1799 } 1795 }
1800 1796
1801 if ((tmp = item->in_player ())) 1797 if ((tmp = item->in_player ()))
1802 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
1807 } 1803 }
1808} 1804}
1809 1805
1810/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1811 */ 1807 */
1812void 1808bool
1813fire (object *op, int dir) 1809fire (object *op, int dir)
1814{ 1810{
1815 int spellcost = 0; 1811 int spellcost = 0;
1816 1812
1817 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
1818 if (action_makes_visible (op)) 1814 if (action_makes_visible (op))
1819 make_visible (op); 1815 make_visible (op);
1820 1816
1821 switch (op->contr->shoottype) 1817 player *pl = op->contr;
1818
1819 if (pl->golem)
1820 {
1821 control_golem (op->contr->golem, dir);
1822 return false;
1822 { 1823 }
1823 case range_none:
1824 return;
1825 1824
1826 case range_bow: 1825 object *ob = pl->ranged_ob;
1826
1827 if (!ob)
1828 return false;
1829
1830 if (!op->change_weapon (ob))
1831 return false;
1832
1833 if (op->speed_left > 0.f)
1834 --op->speed_left;
1835 else
1836 return false;
1837
1838 switch (ob->type)
1839 {
1840 case BOW:
1827 player_fire_bow (op, dir); 1841 player_fire_bow (op, dir);
1828 return; 1842 break;
1829 1843
1830 case range_magic: /* Casting spells */ 1844 case SPELL:
1831 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1845 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1832 return; 1846 break;
1833 1847
1834 case range_misc: 1848 case BUILDER:
1849 apply_map_builder (op, dir);
1850 break;
1851
1852 case SKILL:
1853 do_skill (op, op, ob, dir, 0);
1854 break;
1855
1856 default:
1835 fire_misc_object (op, dir); 1857 fire_misc_object (op, dir);
1836 return; 1858 break;
1837
1838 case range_golem: /* Control summoned monsters from scrolls */
1839 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1840 {
1841 op->contr->ranges[range_golem] = 0;
1842 op->contr->shoottype = range_none;
1843 }
1844 else
1845 control_golem (op->contr->ranges[range_golem], dir);
1846 return;
1847
1848 case range_skill:
1849 if (!op->chosen_skill)
1850 {
1851 if (op->type == PLAYER)
1852 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1853 return;
1854 }
1855
1856 do_skill (op, op, op->chosen_skill, dir, NULL);
1857 return;
1858 case range_builder:
1859 apply_map_builder (op, dir);
1860 return;
1861 default:
1862 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1863 return;
1864 } 1859 }
1860
1861 return true;
1865} 1862}
1866 1863
1867/* find_key 1864/* find_key
1868 * We try to find a key for the door as passed. If we find a key 1865 * We try to find a key for the door as passed. If we find a key
1869 * and successfully use it, we return the key, otherwise NULL 1866 * and successfully use it, we return the key, otherwise NULL
1956 * 0 otherwise 1953 * 0 otherwise
1957 */ 1954 */
1958static int 1955static int
1959player_attack_door (object *op, object *door) 1956player_attack_door (object *op, object *door)
1960{ 1957{
1961 /* If its a door, try to find a use a key. If we do destroy the door, 1958 /* If its a door, try to find a key. If we do destroy the door,
1962 * might as well return immediately as there is nothing more to do - 1959 * might as well return immediately as there is nothing more to do -
1963 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
1964 */ 1961 */
1965 object *key = find_key (op, op, door); 1962 object *key = find_key (op, op, door);
1966 1963
1967 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
1968 if (key) 1965 if (key)
1969 { 1966 {
1970 object *container = key->env; 1967 object *container = key->env;
1971 1968
1972 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
1974 make_visible (op); 1970 make_visible (op);
1971
1975 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1976 spring_trap (door->inv, op); 1973 spring_trap (door->inv, op);
1977 1974
1978 if (door->type == DOOR) 1975 if (door->type == DOOR)
1979 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1976 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1980 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
1981 { 1978 {
1982 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1979 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1983 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
1984 } 1981 }
1985 1982
1986 /* Do this after we print the message */ 1983 /* Do this after we print the message */
1987 decrease_ob (key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
1989 if (container != op) 1986 if (container != op)
1990 esrv_update_item (UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
1991 1988
1992 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
1993 } 1990 }
1994 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
1995 { 1992 {
1996 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1994 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1998 return 1; 1995 return 1;
1999 } 1996 }
2000 1997
2001 return 0; 1998 return 0;
2002} 1999}
2005 * It should keep the code cleaner. 2002 * It should keep the code cleaner.
2006 * When this is called, the players direction has been updated 2003 * When this is called, the players direction has been updated
2007 * (taking into account confusion.) The player is also actually 2004 * (taking into account confusion.) The player is also actually
2008 * going to try and move (not fire weapons). 2005 * going to try and move (not fire weapons).
2009 */ 2006 */
2010void 2007bool
2011move_player_attack (object *op, int dir) 2008move_player_attack (object *op, int dir)
2012{ 2009{
2013 object *tmp, *mon;
2014 sint16 nx, ny;
2015 int on_battleground; 2010 int on_battleground;
2016 maptile *m;
2017 2011
2018 nx = freearr_x[dir] + op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2019 ny = freearr_y[dir] + op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2020 2014
2021 on_battleground = op_on_battleground (op, 0, 0); 2015 on_battleground = op_on_battleground (op, 0, 0);
2016
2017 if (out_of_map (op->map, nx, ny))
2018 return false;
2019
2020 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2021 {
2022 --op->speed_left;
2023 return true;
2024 }
2022 2025
2023 /* If braced, or can't move to the square, and it is not out of the 2026 /* If braced, or can't move to the square, and it is not out of the
2024 * map, attack it. Note order of if statement is important - don't 2027 * map, attack it. Note order of if statement is important - don't
2025 * want to be calling move_ob if braced, because move_ob will move the 2028 * want to be calling move_ob if braced, because move_ob will move the
2026 * player. This is a pretty nasty hack, because if we could 2029 * player. This is a pretty nasty hack, because if we could
2027 * move to some space, it then means that if we are braced, we should 2030 * move to some space, it then means that if we are braced, we should
2028 * do nothing at all. As it is, if we are braced, we go through 2031 * do nothing at all. As it is, if we are braced, we go through
2029 * quite a bit of processing. However, it probably is less than what 2032 * quite a bit of processing. However, it probably is less than what
2030 * move_ob uses. 2033 * move_ob uses.
2031 */ 2034 */
2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2033 {
2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2035 {
2036 m = op->map->xy_find (nx, ny); 2035 maptile *m = op->map->xy_find (nx, ny);
2037 if (!m)
2038 return; /* Don't think this should happen */
2039 }
2040 else
2041 m = op->map;
2042 2036
2043 if (!(tmp = m->at (nx, ny).bot))
2044 return;
2045
2046 mon = 0;
2047 /* Go through all the objects, and find ones of interest. Only stop if 2037 /* Go through all the objects, and find ones of interest. Only stop if
2048 * we find a monster - that is something we know we want to attack. 2038 * we find a monster - that is something we know we want to attack.
2049 * if its a door or barrel (can roll) see if there may be monsters 2039 * if its a door or barrel (can roll) see if there may be monsters
2050 * on the space 2040 * on the space
2051 */ 2041 */
2052 while (tmp) 2042 object *mon;
2053 { 2043 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2054 if (tmp == op) 2044 {
2055 { 2045 if ((mon->flag [FLAG_ALIVE]
2056 tmp = tmp->above; 2046 || mon->type == LOCKED_DOOR
2057 continue; 2047 || mon->flag [FLAG_CAN_ROLL])
2058 }
2059
2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2061 {
2062 mon = tmp; 2048 && mon != op)
2063 break; 2049 break;
2064 } 2050 }
2065 2051
2066 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2067 mon = tmp;
2068
2069 tmp = tmp->above;
2070 }
2071
2072 if (!mon) /* This happens anytime the player tries to move */ 2052 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2053 return false; /* into a wall */
2074 2054
2075 if (mon->head)
2076 mon = mon->head; 2055 mon = mon->head_ ();
2077 2056
2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2057 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2058 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door (op, mon)) 2059 if (player_attack_door (op, mon))
2060 {
2061 --op->contr->weapon_sp_left;
2080 return; 2062 return true;
2063 }
2081 2064
2082 /* The following deals with possibly attacking peaceful 2065 /* The following deals with possibly attacking peaceful
2083 * or frienddly creatures. Basically, all players are considered 2066 * or friendly creatures. Basically, all players are considered
2084 * unaggressive. If the moving player has peaceful set, then the 2067 * unaggressive. If the moving player has peaceful set, then the
2085 * object should be pushed instead of attacked. It is assumed that 2068 * object should be pushed instead of attacked. It is assumed that
2086 * if you are braced, you will not attack friends accidently, 2069 * if you are braced, you will not attack friends accidently,
2087 * and thus will not push them. 2070 * and thus will not push them.
2088 */ 2071 */
2089 2072
2090 /* If the creature is a pet, push it even if the player is not 2073 /* If the creature is a pet, push it even if the player is not
2091 * peaceful. Our assumption is the creature is a pet if the 2074 * peaceful. Our assumption is the creature is a pet if the
2092 * player owns it and it is either friendly or unagressive. 2075 * player owns it and it is either friendly or unagressive.
2093 */ 2076 */
2094 if ((op->type == PLAYER) 2077 if (op->type == PLAYER
2095#if COZY_SERVER
2096 &&
2097 ((mon->owner && mon->owner->contr 2078 && ((mon->owner && mon->owner->contr
2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2079 && same_party (mon->owner->contr->party, op->contr->party))
2099#else
2100 && mon->owner == op 2080 || mon->owner == op)
2101#endif
2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2103 { 2082 {
2104 /* If we're braced, we don't want to switch places with it */ 2083 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced) 2084 if (op->contr->braced)
2106 return; 2085 return false;
2107 2086
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2087 if (op->speed_left > 0.f)
2088 {
2089 --op->speed_left;
2090
2091 op->play_sound (sound_find ("push_player"));
2109 (void) push_ob (mon, dir, op); 2092 push_ob (mon, dir, op);
2093
2110 if (op->contr->tmp_invis || op->hide) 2094 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op); 2095 make_visible (op);
2112 2096
2113 return; 2097 return true;
2114 } 2098 }
2099 else
2100 return false;
2101 }
2115 2102
2116 /* in certain circumstances, you shouldn't attack friendly 2103 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2104 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 2105 * someone, but put it inside this loop so that you won't
2119 * attack them either. 2106 * attack them either.
2120 */ 2107 */
2121 if ((mon->type == PLAYER || mon->enemy != op) && 2108 if ((mon->type == PLAYER || mon->enemy != op)
2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2109 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2123#ifdef PROHIBIT_PLAYERKILL
2124 (op->contr->peaceful 2110 && ((op->contr->peaceful
2125 || (mon->type == PLAYER 2111 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && mon->contr->
2127 peaceful)) &&
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground)) 2112 && !on_battleground))
2113 {
2114 if (op->speed_left > 0.f)
2132 { 2115 {
2116 --op->speed_left;
2117
2133 if (!op->contr->braced) 2118 if (!op->contr->braced)
2134 { 2119 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2137 } 2122 }
2138 else 2123 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 2124 op->statusmsg ("You withhold your attack");
2140 2125
2141 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op); 2127 make_visible (op);
2143 }
2144 2128
2129 return true;
2130 }
2131 }
2145 /* If the object is a boulder or other rollable object, then 2132 /* If the object is a boulder or other rollable object, then
2146 * roll it if not braced. You can't roll it if you are braced. 2133 * roll it if not braced. You can't roll it if you are braced.
2147 */ 2134 */
2148 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2135 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2136 {
2137 if (op->speed_left > 0.f)
2149 { 2138 {
2139 --op->speed_left;
2140
2150 recursive_roll (mon, dir, op); 2141 recursive_roll (mon, dir, op);
2151 if (action_makes_visible (op)) 2142 if (action_makes_visible (op))
2152 make_visible (op); 2143 make_visible (op);
2153 }
2154 2144
2145 return true;
2146 }
2147 }
2155 /* Any generic living creature. Including things like doors. 2148 /* Any generic living creature. Including things like doors.
2156 * Way it works is like this: First, it must have some hit points 2149 * Way it works is like this: First, it must have some hit points
2157 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2158 * 1) Not a player, 2) A player, but of a different party. Note 2151 * 1) Not a player, 2) A player, but of a different party. Note
2159 * that party_number -1 is no party, so attacks can still happen. 2152 * that party_number -1 is no party, so attacks can still happen.
2160 */ 2153 */
2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2163 { 2156 {
2164 2157 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2165 /* If the player hasn't hit something this tick, and does
2166 * so, give them speed boost based on weapon speed. Doing
2167 * it here is better than process_players2, which basically
2168 * incurred a 1 tick offset.
2169 */
2170 if (!op->contr->has_hit)
2171 { 2158 {
2172 op->speed_left += op->speed / op->contr->weapon_sp; 2159 --op->contr->weapon_sp_left;
2173
2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2175 }
2176 2160
2177 skill_attack (mon, op, 0, 0, 0); 2161 skill_attack (mon, op, 0, 0, 0);
2178
2179 /* If attacking another player, that player gets automatic
2180 * hitback, and doesn't loose luck either.
2181 * Disable hitback on the battleground or if the target is
2182 * the wiz.
2183 */
2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2185 {
2186 short luck = mon->stats.luck;
2187
2188 mon->contr->has_hit = 1;
2189 skill_attack (op, mon, 0, 0, 0);
2190 mon->stats.luck = luck;
2191 }
2192 2162
2193 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2194 make_visible (op); 2164 make_visible (op);
2195 }
2196 } /* if player should attack something */
2197}
2198 2165
2199int 2166 return true;
2167 }
2168 }
2169
2170 return false;
2171}
2172
2173bool
2200move_player (object *op, int dir) 2174move_player (object *op, int dir)
2201{ 2175{
2202 int pick; 2176 int pick;
2203 2177
2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2205 return 0; 2179 return 0;
2206 2180
2207 /* Sanity check: make sure dir is valid */ 2181 /* Sanity check: make sure dir is valid */
2208 if ((dir < 0) || (dir >= 9)) 2182 if ((dir < 0) || (dir >= 9))
2209 { 2183 {
2218 op->facing = dir; 2192 op->facing = dir;
2219 2193
2220 if (op->hide) 2194 if (op->hide)
2221 do_hidden_move (op); 2195 do_hidden_move (op);
2222 2196
2197 bool retval;
2198
2223 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2224 /*nop */ ; 2200 retval = RESULT_INT (0);
2225 else if (op->contr->fire_on) 2201 else if (op->contr->fire_on)
2226 fire (op, dir); 2202 retval = fire (op, dir);
2227 else 2203 else
2228 { 2204 {
2229 move_player_attack (op, dir); 2205 retval = move_player_attack (op, dir);
2230 pick = check_pick (op); 2206 pick = check_pick (op);
2231 } 2207 }
2232 2208
2233 /* Add special check for newcs players and fire on - this way, the 2209 /* Add special check for newcs players and fire on - this way, the
2234 * server can handle repeat firing. 2210 * server can handle repeat firing.
2241 /* Update how the player looks. Use the facing, so direction may 2217 /* Update how the player looks. Use the facing, so direction may
2242 * get reset to zero. This allows for full animation capabilities 2218 * get reset to zero. This allows for full animation capabilities
2243 * for players. 2219 * for players.
2244 */ 2220 */
2245 animate_object (op, op->facing); 2221 animate_object (op, op->facing);
2246 return 0; 2222
2223 return retval;
2247} 2224}
2248 2225
2249/* This is similar to handle_player, below, but is only used by the 2226/* This is similar to handle_player, below, but is only used by the
2250 * new client/server stuff. 2227 * new client/server stuff.
2251 * This is sort of special, in that the new client/server actually uses 2228 * This is sort of special, in that the new client/server actually uses
2252 * the new speed values for commands. 2229 * the new speed values for commands.
2253 * 2230 *
2254 * Returns true if there are more actions we can do. 2231 * Returns true if there are more actions we can do. Should not do
2232 * many actions in a row, as that would be too unfair to other
2233 * players.
2255 */ 2234 */
2256int 2235bool
2257handle_newcs_player (object *op) 2236handle_newcs_player (object *op)
2258{ 2237{
2259 if (op->contr->hidden)
2260 {
2261 op->invisible = 1000;
2262 /* the socket code flashes the player visible/invisible
2263 * depending on the value of invisible, so we need to
2264 * alternate it here for it to work correctly.
2265 */
2266 if (pticks & 2)
2267 op->invisible--;
2268 }
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2271 op->invisible--;
2272 if (!op->invisible)
2273 {
2274 make_visible (op);
2275 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2276 }
2277 }
2278
2279 if (QUERY_FLAG (op, FLAG_SCARED)) 2238 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2239 {
2281 flee_player (op); 2240 if (op->speed_left > 0.f)
2282 /* If player is still scared, that is his action for this tick */
2283 if (QUERY_FLAG (op, FLAG_SCARED))
2284 { 2241 {
2285 op->speed_left--; 2242 --op->speed_left;
2243 flee_player (op);
2244
2286 return 0; 2245 return true;
2287 } 2246 }
2247 else
2248 return false;
2288 } 2249 }
2289
2290 /* I've been seeing crashes where the golem has been destroyed, but
2291 * the player object still points to the defunct golem. The code that
2292 * destroys the golem looks correct, and it doesn't always happen, so
2293 * put this in a a workaround to clean up the golem pointer.
2294 */
2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2296 op->contr->ranges[range_golem] = 0;
2297 2250
2298 /* call this here - we also will call this in do_ericserver, but 2251 /* call this here - we also will call this in do_ericserver, but
2299 * the players time has been increased when doericserver has been 2252 * the players time has been increased when doericserver has been
2300 * called, so we recheck it here. 2253 * called, so we recheck it here.
2301 */ 2254 */
2302 if (op->contr->ns->handle_command ()) 2255 if (op->contr->ns->handle_command ())
2303 return 1; 2256 return true;
2304 2257
2305 if (op->speed_left > 0)
2306 {
2307 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2258 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 {
2309 /* All move commands take 1 tick, at least for now */
2310 op->speed_left--;
2311
2312 /* Instead of all the stuff below, let move_player take care
2313 * of it. Also, some of the skill stuff is only put in
2314 * there, as well as the confusion stuff.
2315 */
2316 move_player (op, op->direction); 2259 return move_player (op, op->direction);
2317 2260
2318 return op->speed_left > 0;
2319 }
2320 }
2321
2322 return 0; 2261 return false;
2323} 2262}
2324 2263
2325int 2264int
2326save_life (object *op) 2265save_life (object *op)
2327{ 2266{
2329 return 0; 2268 return 0;
2330 2269
2331 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 { 2272 {
2334 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2273 op->play_sound (sound_find ("ob_evaporate"));
2335 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2274 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 2275
2337 if (op->contr) 2276 if (op->contr)
2338 esrv_del_item (op->contr, tmp->count); 2277 esrv_del_item (op->contr, tmp->count);
2339 2278
2359/* This goes throws the inventory and removes unpaid objects, and puts them 2298/* This goes throws the inventory and removes unpaid objects, and puts them
2360 * back in the map (location and map determined by values of env). This 2299 * back in the map (location and map determined by values of env). This
2361 * function will descend into containers. op is the object to start the search 2300 * function will descend into containers. op is the object to start the search
2362 * from. 2301 * from.
2363 */ 2302 */
2364void 2303static void
2365remove_unpaid_objects (object *op, object *env) 2304drop_unpaid_items (object *op, object *env)
2366{ 2305{
2367 while (op) 2306 while (op)
2368 { 2307 {
2369 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2308 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2370 2309
2374 esrv_del_item (env->contr, op->count); 2313 esrv_del_item (env->contr, op->count);
2375 2314
2376 op->insert_at (env); 2315 op->insert_at (env);
2377 } 2316 }
2378 else if (op->inv) 2317 else if (op->inv)
2379 remove_unpaid_objects (op->inv, env); 2318 drop_unpaid_items (op->inv, env);
2380 2319
2381 op = next; 2320 op = next;
2382 } 2321 }
2322}
2323
2324void
2325object::drop_unpaid_items ()
2326{
2327 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this);
2383} 2329}
2384 2330
2385/* 2331/*
2386 * Returns pointer a static string containing gravestone text 2332 * Returns pointer a static string containing gravestone text
2387 * Moved from apply.c to player.c - player.c is what 2333 * Moved from apply.c to player.c - player.c is what
2437 int rate_grace = 2000; 2383 int rate_grace = 2000;
2438 const int max_hp = 1; 2384 const int max_hp = 1;
2439 const int max_sp = 1; 2385 const int max_sp = 1;
2440 const int max_grace = 1; 2386 const int max_grace = 1;
2441 2387
2442 if (op->contr->outputs_sync) 2388 if (op->contr->hidden)
2389 {
2390 op->invisible = 1000;
2391 /* the socket code flashes the player visible/invisible
2392 * depending on the value of invisible, so we need to
2393 * alternate it here for it to work correctly.
2394 */
2395 if (pticks & 2)
2396 op->invisible--;
2443 { 2397 }
2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2398 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2445 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2399 {
2446 flush_output_element (op, &op->contr->outputs[i]); 2400 if (!op->invisible--)
2401 {
2402 make_visible (op);
2403 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2404 }
2447 } 2405 }
2448 2406
2449 if (op->contr->ns->state == ST_PLAYING) 2407 if (op->contr->ns->state == ST_PLAYING)
2450 { 2408 {
2451 /* these next three if clauses make it possible to SLOW DOWN 2409 /* these next three if clauses make it possible to SLOW DOWN
2470 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2428 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2471 else 2429 else
2472 { 2430 {
2473 gen_grace = op->stats.maxgrace; 2431 gen_grace = op->stats.maxgrace;
2474 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2432 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2475 }
2476
2477 /* Regenerate Spell Points */
2478 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2479 {
2480 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp++;
2484 /* dms do not consume food */
2485 if (!QUERY_FLAG (op, FLAG_WIZ))
2486 {
2487 op->stats.food--;
2488 if (op->contr->digestion < 0)
2489 op->stats.food += op->contr->digestion;
2490 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 op->stats.food = last_food;
2492 }
2493 }
2494
2495 if (max_sp > 1)
2496 {
2497 over_sp = (gen_sp + 10) / rate_sp;
2498 if (over_sp > 0)
2499 {
2500 if (op->stats.sp < op->stats.maxsp)
2501 {
2502 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2503
2504 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2505 op->stats.sp--;
2506
2507 if (op->stats.sp > op->stats.maxsp)
2508 op->stats.sp = op->stats.maxsp;
2509 }
2510 op->last_sp = 0;
2511 }
2512 else
2513 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2514 }
2515 else
2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2517 } 2433 }
2518 2434
2519 /* Regenerate Grace */ 2435 /* Regenerate Grace */
2520 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2436 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2521 if (--op->last_grace < 0) 2437 if (--op->last_grace < 0)
2542 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2458 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2543 } 2459 }
2544 /* wearing stuff doesn't detract from grace generation. */ 2460 /* wearing stuff doesn't detract from grace generation. */
2545 } 2461 }
2546 2462
2463 if (op->stats.food > 0)
2464 {
2547 /* Regenerate Hit Points */ 2465 /* Regenerate Spell Points */
2548 if (--op->last_heal < 0) 2466 if (!op->contr->golem && --op->last_sp < 0)
2549 {
2550 if (op->stats.hp < op->stats.maxhp)
2551 { 2467 {
2552 op->stats.hp++; 2468 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2553 /* dms do not consume food */ 2469
2554 if (!QUERY_FLAG (op, FLAG_WIZ)) 2470 if (op->stats.sp < op->stats.maxsp)
2555 { 2471 {
2472 op->stats.sp++;
2473
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ))
2476 {
2556 op->stats.food--; 2477 op->stats.food--;
2478
2557 if (op->contr->digestion < 0) 2479 if (op->contr->digestion < 0)
2558 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2559 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2560 op->stats.food = last_food; 2482 op->stats.food = last_food;
2483 }
2561 } 2484 }
2562 }
2563 2485
2564 if (max_hp > 1) 2486 if (max_sp > 1)
2565 {
2566 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2567 if (over_hp > 0)
2568 { 2487 {
2569 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501
2570 op->last_heal = 0; 2502 op->last_sp = 0;
2503 }
2504 else
2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2571 } 2506 }
2572 else 2507 else
2508 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2509 }
2510
2511 /* Regenerate Hit Points */
2512 if (--op->last_heal < 0)
2513 {
2514 if (op->stats.hp < op->stats.maxhp)
2573 { 2515 {
2574 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2516 op->stats.hp++;
2517
2518 /* dms do not consume food */
2519 if (!QUERY_FLAG (op, FLAG_WIZ))
2520 {
2521 op->stats.food--;
2522
2523 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food;
2527 }
2575 } 2528 }
2529
2530 if (max_hp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533
2534 if (over_hp > 0)
2535 {
2536 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2537 op->last_heal = 0;
2538 }
2539 else
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2576 } 2541 }
2577 else 2542 else
2578 {
2579 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2543 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2580 } 2544 }
2581 } 2545 }
2582 2546
2583 /* Digestion */ 2547 /* Digestion */
2584 if (--op->last_eat < 0) 2548 if (--op->last_eat < 0)
2585 { 2549 {
2586#ifdef COZY_SERVER 2550 int bonus = max (0, op->contr->digestion),
2587 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2551 penalty = max (0, -op->contr->digestion);
2588 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2589#else
2590 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2591#endif
2592 2552
2593 if (op->contr->gen_hp > 0)
2594 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2553 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2595 else
2596 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2597 2554
2598 /* dms do not consume food */ 2555 /* dms do not consume food */
2599 if (!QUERY_FLAG (op, FLAG_WIZ)) 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2600 op->stats.food--; 2557 op->stats.food--;
2601 } 2558 }
2628 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2585 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2629 manual_apply (op, flesh, 0); 2586 manual_apply (op, flesh, 0);
2630 } 2587 }
2631 } 2588 }
2632 2589
2633 while (op->stats.food < 0 && op->stats.hp >= 0) 2590 if (op->stats.food < 0)
2634 op->stats.food++, op->stats.hp--; 2591 {
2592 op->stats.hp += op->stats.food;
2593 op->stats.food = 0;
2594 }
2635 2595
2636 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2637 kill_player (op); 2597 kill_player (op);
2638 } 2598 }
2639} 2599}
2644 * file. 2604 * file.
2645 */ 2605 */
2646void 2606void
2647kill_player (object *op) 2607kill_player (object *op)
2648{ 2608{
2609 int x, y;
2649 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2650 int x, y;
2651
2652 //int i;
2653 maptile *map; /* this is for resurrection */ 2611 maptile *map; /* this is for resurrection */
2654
2655 /* int z;
2656 int num_stats_lose;
2657 int lost_a_stat;
2658 int lose_this_stat;
2659 int this_stat; */
2660 int will_kill_again; 2612 int will_kill_again;
2661 archetype *at; 2613 archetype *at;
2662 object *tmp; 2614 object *tmp;
2663 2615
2664 if (save_life (op)) 2616 if (save_life (op))
2665 return; 2617 return;
2666
2667 2618
2668 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2619 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2669 * in cities ONLY!!! It is very important that this doesn't get abused. 2620 * in cities ONLY!!! It is very important that this doesn't get abused.
2670 * Look at op_on_battleground() for more info --AndreasV 2621 * Look at op_on_battleground() for more info --AndreasV
2671 */ 2622 */
2687 { 2638 {
2688 tmp->destroy (); 2639 tmp->destroy ();
2689 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2690 } 2641 }
2691 2642
2692 cure_disease (op, 0); /* remove any disease */ 2643 cure_disease (op, 0, 0); /* remove any disease */
2693 op->stats.hp = op->stats.maxhp; 2644 op->stats.hp = op->stats.maxhp;
2694 if (op->stats.food <= 0) 2645 if (op->stats.food <= 0)
2695 op->stats.food = 999; 2646 op->stats.food = 999;
2696 2647
2697 /* create a bodypart-trophy to make the winner happy */ 2648 /* create a bodypart-trophy to make the winner happy */
2698 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2649 if (object *tmp = arch_to_object (archetype::find ("finger")))
2699 { 2650 {
2700 sprintf (buf, "%s's finger", &op->name); 2651 tmp->name = format ("%s's finger" , &op->name);
2701 tmp->name = buf; 2652 tmp->name_pl = format ("%s's fingers", &op->name);
2702 sprintf (buf, " This finger has been cut off %s\n" 2653 tmp->msg = format (
2703 " the %s, when he was defeated at\n level %d by %s.\n", 2654 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2704 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2705 tmp->msg = buf; 2656 );
2706 tmp->value = 0, tmp->type = 0; 2657 tmp->value = 0, tmp->type = 0;
2707 tmp->materialname = "organics"; 2658 tmp->materialname = "organics";
2708 tmp->insert_at (op, tmp); 2659 tmp->insert_at (op, tmp);
2709 } 2660 }
2710 2661
2717 INVOKE_PLAYER (DEATH, op->contr); 2668 INVOKE_PLAYER (DEATH, op->contr);
2718 2669
2719 command_kill_pets (op, 0); 2670 command_kill_pets (op, 0);
2720 2671
2721 if (op->stats.food < 0) 2672 if (op->stats.food < 0)
2722 {
2723 sprintf (buf, "%s starved to death.", &op->name);
2724 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2725 }
2726 else
2727 sprintf (buf, "%s died.", &op->name);
2728 2674
2729 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2675 op->contr->play_sound (sound_find ("player_dies"));
2730 2676
2731 /* save the map location for corpse, gravestone */ 2677 /* save the map location for corpse, gravestone */
2732 x = op->x; 2678 x = op->x;
2733 y = op->y; 2679 y = op->y;
2734 map = op->map; 2680 map = op->map;
2897 { 2843 {
2898 tmp->destroy (); 2844 tmp->destroy ();
2899 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2900 } 2846 }
2901 2847
2902 cure_disease (op, 0); /* remove any disease */ 2848 cure_disease (op, 0, 0); /* remove any disease */
2903 2849
2904 /*add_exp(op, (op->stats.exp * -0.20)); */ 2850 /*add_exp(op, (op->stats.exp * -0.20)); */
2905 apply_death_exp_penalty (op); 2851 apply_death_exp_penalty (op);
2906 if (op->stats.food < 100) 2852 if (op->stats.food < 100)
2907 op->stats.food = 900; 2853 op->stats.food = 900;
2908 op->stats.hp = op->stats.maxhp; 2854 op->stats.hp = op->stats.maxhp;
2909 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2855 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2910 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2856 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2911 2857
2912 /* 2858 /*
2913 * Check to see if the player is in a shop. IF so, then check to see if
2914 * the player has any unpaid items. If so, remove them and put them back 2859 * Check to see if the player has any unpaid items. If so, remove them
2915 * in the map. 2860 * and put them back in the map.
2916 */ 2861 */
2917 2862 op->drop_unpaid_items ();
2918 if (is_in_shop (op))
2919 remove_unpaid_objects (op->inv, op);
2920 2863
2921 /****************************************/ 2864 /****************************************/
2922 /* */ 2865 /* */
2923 /* Move player to his current respawn- */ 2866 /* Move player to his current respawn- */
2924 /* position (usually last savebed) */ 2867 /* position (usually last savebed) */
2944 object *force; 2887 object *force;
2945 int at; 2888 int at;
2946 2889
2947 force = get_archetype (FORCE_NAME); 2890 force = get_archetype (FORCE_NAME);
2948 /* 50 ticks should be enough time for the spell to abate */ 2891 /* 50 ticks should be enough time for the spell to abate */
2949 force->speed = 0.1; 2892 force->speed = 0.1f;
2950 force->speed_left = -5.0; 2893 force->speed_left = -5.f;
2951 SET_FLAG (force, FLAG_APPLIED); 2894 SET_FLAG (force, FLAG_APPLIED);
2952 for (at = 0; at < NROFATTACKS; at++) 2895 for (at = 0; at < NROFATTACKS; at++)
2953 if (will_kill_again & (1 << at)) 2896 if (will_kill_again & (1 << at))
2954 force->resist[at] = 100; 2897 force->resist[at] = 100;
2955 2898
2983 2926
2984 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2927 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2985 { 2928 {
2986 if (tmp->nrof > 1) 2929 if (tmp->nrof > 1)
2987 { 2930 {
2988 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2931 tmp->decrease (rndm (1, tmp->nrof - 1));
2989 tmp2->destroy ();
2990 insert_ob_in_map (tmp, op->map, NULL, 0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
2991 } 2933 }
2992 else 2934 else
2993 tmp->destroy (); 2935 tmp->destroy ();
2994 } 2936 }
3005void 2947void
3006fix_weight (void) 2948fix_weight (void)
3007{ 2949{
3008 for_all_players (pl) 2950 for_all_players (pl)
3009 { 2951 {
3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2952 sint32 old = pl->ob->carrying;
3011 2953
3012 if (old == sum) 2954 pl->ob->update_weight ();
3013 continue; 2955
2956 if (old != pl->ob->carrying)
2957 {
3014 pl->ob->update_stats (); 2958 pl->ob->update_stats ();
3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2959 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2960 }
3016 } 2961 }
3017} 2962}
3018 2963
3019void 2964void
3020fix_luck (void) 2965fix_luck (void)
3064void 3009void
3065make_visible (object *op) 3010make_visible (object *op)
3066{ 3011{
3067 op->hide = 0; 3012 op->hide = 0;
3068 op->invisible = 0; 3013 op->invisible = 0;
3014
3069 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3070 { 3016 {
3071 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3073 } 3019 }
3020
3074 update_object (op, UP_OBJ_FACE); 3021 update_object (op, UP_OBJ_CHANGE);
3075} 3022}
3076 3023
3077int 3024int
3078is_true_undead (object *op) 3025is_true_undead (object *op)
3079{ 3026{
3080 object *tmp = NULL;
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3083 return 1; 3028 return 1;
3084 3029
3085 return 0; 3030 return 0;
3086} 3031}
3087 3032
3088/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3089 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3090 * indicate greater hideability. 3035 * indicate greater hideability.
3091 */ 3036 */
3092
3093int 3037int
3094hideability (object *ob) 3038hideability (object *ob)
3095{ 3039{
3096 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3097 sint16 x, y; 3041 sint16 x, y;
3107 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3108 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3109 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3110 3054
3111 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3112 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3056 for (i = 0, x = ob->x, y = ob->y;
3057 i <= SIZEOFFREE1;
3058 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3113 { 3059 {
3114 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3115 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3116 {
3117 continue; 3062 continue;
3118 } 3063
3119 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3120 level += 2; 3065 level += 2;
3121 else /* open terrain! */ 3066 else /* open terrain! */
3122 level -= 1; 3067 level -= 1;
3123 } 3068 }
3131/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 3080 */
3136
3137void 3081void
3138do_hidden_move (object *op) 3082do_hidden_move (object *op)
3139{ 3083{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3141 object *skop; 3085 object *skop;
3223 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3224 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3225 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3226 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3227 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3228 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3229 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3230 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3231 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3232 * -b.t. 3176 * -b.t.
3233 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3234 */ 3178 */
3235
3236int 3179int
3237player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3238{ 3181{
3239 rv_vector rv; 3182 rv_vector rv;
3240 int dx, dy; 3183 int dx, dy;
3252 3195
3253 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3254 3197
3255 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any 3199 * through the object and find if it has any
3257 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3258 * a blocked los square. 3201 * a blocked los square.
3259 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3260 */ 3203 */
3261 while (op) 3204 while (op)
3262 { 3205 {
3263 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3264 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3265 3208
3266 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values. 3211 * for any meaningful values.
3269 */ 3212 */
3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3271 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3273 return 1; 3216 return 1;
3217
3274 op = op->more; 3218 op = op->more;
3275 } 3219 }
3220
3276 return 0; 3221 return 0;
3277} 3222}
3278 3223
3279/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3283 * return 0. 3228 * return 0.
3284 */ 3229 */
3285int 3230int
3286action_makes_visible (object *op) 3231action_makes_visible (object *op)
3287{ 3232{
3288
3289 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290 { 3234 {
3291 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3292 return 0; 3236 return 0;
3293 3237
3299 { 3243 {
3300 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3301 return 1; 3245 return 1;
3302 } 3246 }
3303 } 3247 }
3248
3304 return 0; 3249 return 0;
3305} 3250}
3306 3251
3307/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3313 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3259 */
3315int 3260int
3316op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3317{ 3262{
3318 object *tmp;
3319
3320 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3321 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3323 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3324 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3325 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3327 { 3270 {
3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3329 { 3272 {
3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3331 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3332 { 3277 {
3333 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3334 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3335 { 3280 {
3336 object *invtmp;
3337
3338 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3339 { 3282 {
3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3341 { 3284 {
3342 if (x != NULL && y != NULL) 3285 if (x && y)
3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3344 return 1; 3288 return 1;
3345 } 3289 }
3346 } 3290 }
3347 } 3291 }
3292
3348 if (x != NULL && y != NULL) 3293 if (x && y)
3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3350 return 1; 3296 return 1;
3351 } 3297 }
3352 } 3298 }
3353 } 3299 }
3300
3354 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3355 return 0; 3302 return 0;
3356} 3303}
3357 3304
3358/* 3305/*
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3322 int i = 0, j = 0;
3376 3323
3377 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3380 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3382 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3384 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3386 3333
3387 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3388 return; 3335 return;
3389 3336
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3395 return; 3342 return;
3396 } 3343 }
3397 3344
3398 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone); 3346 item = tr->item;
3400 3347
3401 if (item->type == SPELL) 3348 if (item->type == SPELL)
3402 { 3349 {
3403 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3404 return; 3351 return;
3463 { 3410 {
3464 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3465 object *skin; 3412 object *skin;
3466 3413
3467 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3470 ; 3416 ;
3471 3417
3472 if (!skin) 3418 if (!skin)
3473 return; 3419 return;
3474 3420
3522 * not readied. 3468 * not readied.
3523 */ 3469 */
3524void 3470void
3525player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3526{ 3472{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3475
3476 if (pl->combat_ob == ob)
3477 pl->combat_ob = 0;
3478
3528 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3480 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3481}
3535 3482
3536sint8 3483sint8
3537player::visibility_at (maptile *map, int x, int y) const 3484player::visibility_at (maptile *map, int x, int y) const
3538{ 3485{
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0; 3497 return 0;
3551 3498
3552 return 100 - blocked_los [x][y]; 3499 return 100 - blocked_los [x][y];
3553} 3500}
3501
3502void
3503player::infobox (const char *title, const char *msg, int color)
3504{
3505 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3506}
3507
3508void
3509player::statusmsg (const char *msg, int color)
3510{
3511 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3512}
3513
3514void
3515player::failmsg (const char *msg, int color)
3516{
3517 play_sound (sound_find ("generic_failure"));
3518 statusmsg (msg, color);
3519}
3520

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