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Comparing deliantra/server/server/player.C (file contents):
Revision 1.109 by root, Sun Mar 18 03:05:40 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>
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160} 158}
161 159
162void 160void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate () 161player::activate ()
177{ 162{
178 if (active) 163 if (active)
179 return; 164 return;
180 165
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
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 if (ob) 283 observe = ob;
297 ob->close_container (); //TODO: client-specific
298 284
299 deactivate (); 285 deactivate ();
300} 286}
301 287
302// the need for this function can be explained 288// the need for this function can be explained
303// by load_object not returning the object 289// by load_object not returning the object
304void 290void
305player::set_object (object *op) 291player::set_object (object *op)
306{ 292{
307 ob = op; 293 ob = observe = op;
308 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
309 295
310 ob->speed_left = 0.5;
311 ob->speed = 1.0; 296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
312 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;
313} 334}
314 335
315player::player () 336player::player ()
316{ 337{
317 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point. 339 * we deal with that below this point.
319 */ 340 */
320 outputs_sync = 6; /* Every 2 seconds */ 341 outputs_sync = 4;
321 outputs_count = 10; /* Keeps present behaviour */ 342 outputs_count = 4;
322 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
323 344
324 savebed_map = first_map_path; /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
325 346
326 gen_sp_armour = 10; 347 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal; 348 bowtype = bow_normal;
329 petmode = pet_normal; 349 petmode = pet_normal;
330 listening = 10; 350 listening = 10;
331 usekeys = containers; 351 usekeys = containers;
332 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
333 do_los = 1; 353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
334} 357}
335 358
336void 359void
337player::do_destroy () 360player::do_destroy ()
338{ 361{
343 if (ob) 366 if (ob)
344 { 367 {
345 ob->destroy_inv (false); 368 ob->destroy_inv (false);
346 ob->destroy (); 369 ob->destroy ();
347 } 370 }
371
372 ob = observe = 0;
348} 373}
349 374
350player::~player () 375player::~player ()
351{ 376{
352 /* Clear item stack */ 377 /* Clear item stack */
379 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
380 */ 405 */
381archetype * 406archetype *
382get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
383{ 408{
384 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);
385 416
386 for (;;) 417 for (;;)
387 { 418 {
388 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
389 at = first_archetype; 420 i = archetypes.begin ();
390 else 421 else if (*i == at)
391 at = at->next; 422 cleanup ("not a single player archetype found");
392 423
393 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
394 return at; 425 return *i;
395
396 if (at == start)
397 {
398 LOG (llevError, "No Player archetypes\n");
399 exit (-1);
400 }
401 } 426 }
402} 427}
403 428
404object * 429object *
405get_nearest_player (object *mon) 430get_nearest_player (object *mon)
409 unsigned lastdist; 434 unsigned lastdist;
410 rv_vector rv; 435 rv_vector rv;
411 436
412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
413 { 438 {
414 /* We should not find free objects on this friendly list, but it
415 * does periodically happen. Given that, lets deal with it.
416 * While unlikely, it is possible the next object on the friendly
417 * list is also free, so encapsulate this in a while loop.
418 */
419 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
420 {
421 object *tmp = ol->ob;
422
423 /* Can't do much more other than log the fact, because the object
424 * itself will have been cleared.
425 */
426 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427 tmp->debug_desc ());
428 ol = ol->next;
429 remove_friendly_object (tmp);
430 if (!ol)
431 return op;
432 }
433
434 /* Remove special check for player from this. First, it looks to cause
435 * some crashes (ol->ob->contr not set properly?), but secondly, a more
436 * complicated method of state checking would be needed in any case -
437 * as it was, a clever player could type quit, and the function would
438 * skip them over while waiting for confirmation. Remove
439 * on_same_map check, as can_detect_enemy also does this
440 */
441 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
442 continue; 440 continue;
443 441
444 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
445 { 443 {
640 638
641 return firstdir; 639 return firstdir;
642} 640}
643 641
644void 642void
645give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
646{ 644{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL) 645 if (pl->randomitems)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651 647
652 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
653 { 649 {
654 next = op->below; 650 next = op->below;
655 651
656 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
657 * 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
662 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions 659 * by this player due to race restrictions
664 */ 660 */
665 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
666 { 662 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
668 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
669 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
670 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
671 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))
672 { 670 {
673 op->destroy (); 671 op->destroy ();
674 continue; 672 continue;
675 } 673 }
676 } 674 }
699 if (op->nrof > 1) 697 if (op->nrof > 1)
700 op->nrof = 1; 698 op->nrof = 1;
701 } 699 }
702 700
703 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
704 {
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707 703
708 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
709 * 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
710 * merged properly. 706 * merged properly.
711 */ 707 */
712 if (need_identify (op)) 708 if (need_identify (op))
713 { 709 {
714 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
717 } 713 }
714
718 if (op->type == SPELL) 715 if (op->type == SPELL)
719 { 716 {
720 op->destroy (); 717 op->destroy ();
721 continue; 718 continue;
722 } 719 }
724 { 721 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0; 723 op->stats.exp = 0;
727 op->level = 1; 724 op->level = 1;
728 } 725 }
729 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
730 else
731 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
733 729
734 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
735 link_player_skills (pl); 731 link_player_skills (pl);
771} 767}
772 768
773void 769void
774object::roll_stats () 770object::roll_stats ()
775{ 771{
776 int statsort [7]; 772 int statsort [NUM_STATS];
777 773
778 for (;;) 774 for (;;)
779 { 775 {
780 int sum = 0; 776 int sum = 0;
781 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
783 779
784 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
785 break; 781 break;
786 } 782 }
787 783
788 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 786
787 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 789
799 stats.exp = 0; 790 stats.exp = 0;
800 stats.ac = 0; 791 stats.ac = 0;
801 792
802 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
814} 805}
815 806
816void 807void
817object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
818{ 809{
819 int tmp = get_attr_value (&contr->orig_stats, a); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 811
812 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 813 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 814
831 //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,
832 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
833 stats.ac = 0; 817 stats.ac = 0;
834 818
853static void 837static void
854start_info (object *op) 838start_info (object *op)
855{ 839{
856 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
857 841
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 844}
863 845
864/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
868 * not the class. 850 * not the class.
869 */ 851 */
870int 852void
871key_change_class (object *op, char key) 853player::chargen_race_done ()
872{ 854{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 857
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 859 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
885 861
886 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
888 864
889 op->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
890 866
891 if (op->msg) 867 if (ob->msg)
892 op->msg = NULL; 868 ob->msg = 0;
893 869
894 /* 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
895 * to save here. 871 * to save here.
896 */ 872 */
873 {
874 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 876 make_path_to_file (buf);
877 }
899 878
900 start_info (op); 879 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 880 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 881 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 882 link_player_skills (ob);
904 esrv_send_inventory (op, op); 883 esrv_send_inventory (ob, ob);
905 op->update_stats (); 884 ob->update_stats ();
906 885
907 /* This moves the player to a different start map, if there 886 /* This moves the player to a different start map, if there
908 * is one for this race 887 * is one for this race
909 */ 888 */
910 if (*first_map_ext_path) 889 if (*first_map_ext_path)
911 { 890 {
912 object *tmp; 891 object *tmp;
913 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
914 893
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create (); 895 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 897 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 898 EXIT_Y (tmp) = ob->y;
920 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;
921 * if the map isn't there, then stay on the 900 * if the map isn't there, then stay on the
922 * default initial map */ 901 * default initial map */
923 tmp->destroy (); 902 tmp->destroy ();
924 } 903 }
925 else 904 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 905 LOG (llevDebug, "first_map_ext_path not set\n");
906}
927 907
928 return 0; 908void
929 } 909player::chargen_race_next ()
930 910{
931 /* Following actually changes the race - this is the default command 911 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 912 * if we don't match with one of the options above.
933 */ 913 */
934 914
935 tmp_loop = 0; 915 do
936 while (!tmp_loop)
937 { 916 {
938 shstr name = op->name; 917 shstr name = ob->name;
939 int x = op->x, y = op->y; 918 int x = ob->x, y = ob->y;
940 919
941 op->remove_statbonus (); 920 ob->remove_statbonus ();
942 op->remove (); 921 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 922 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 923 ob->arch->copy_to (ob);
945 op->instantiate (); 924 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 926 ob->name = ob->name_pl = name;
948 op->x = x; 927 ob->x = x;
949 op->y = y; 928 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 932 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 933 }
934 while (!allowed_class (ob));
956 935
957 update_object (op, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 937 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 938 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 939 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 940 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 941 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 942}
970 943
971void 944void
972flee_player (object *op) 945flee_player (object *op)
973{ 946{
1020 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 995 op->enemy = NULL;
1023} 996}
1024 997
1025
1026/* 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.
1027 * 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
1028 * stop. 1000 * stop.
1029 */ 1001 */
1030int 1002int
1031check_pick (object *op) 1003check_pick (object *op)
1032{ 1004{
1039 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1040 return 1; 1012 return 1;
1041 1013
1042 next = op->below; 1014 next = op->below;
1043 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1044 /* 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
1045 * destroyed */ 1020 * destroyed */
1046 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1047 { 1022 {
1048 tmp = next; 1023 tmp = next;
1049 next = tmp->below; 1024 next = tmp->below;
1050 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1051 if (op->destroyed ()) 1032 if (op->destroyed ())
1052 return 0; 1033 return 0;
1053 1034
1054 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1055 continue; 1036 continue;
1056 1037
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 1039 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1061 continue; 1042 continue;
1062 } 1043 }
1063 1044
1064 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1065 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1067 switch (op->contr->mode) 1048 switch (op->contr->mode)
1068 { 1049 {
1069 case 0: 1050 case 0:
1070 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1071 case 1: 1052 case 1:
1072 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1073 return 1; 1054 return 1;
1074 case 2: 1055 case 2:
1075 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1076 return 0; 1057 return 0;
1077 case 3: 1058 case 3:
1078 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1079 case 4: 1060 case 4:
1080 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1081 break; 1062 break;
1082 case 5: 1063 case 5:
1083 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1084 stop = 1; 1065 stop = 1;
1085 break; 1066 break;
1086 case 6: 1067 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1088 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1089 break; 1071 break;
1090 1072
1091 case 7: 1073 case 7:
1092 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1093 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1094 break; 1076 break;
1095 1077
1096 default: 1078 default:
1097 /* use value density */ 1079 /* use value density */
1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099 && (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)
1100 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1101 } 1083 }
1102 } 1084 }
1103 else 1085 else
1104 { /* old model */ 1086 { /* old model */
1105 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1109 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &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))));
1112 else 1094 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &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))));
1115 1097
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 } 1099 }
1118 1100
1119 /* philosophy: 1101 /* philosophy:
1160 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1161 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1162 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1163 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1164 { 1146 {
1165 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1166 continue; 1148 continue;
1167 } 1149 }
1168 1150
1169 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1170 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)))
1171 { 1153 {
1172 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1173 continue; 1155 continue;
1174 } 1156 }
1175 1157
1176 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1177 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1178 { 1160 {
1179 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1180 continue; 1162 continue;
1181 } 1163 }
1182 1164
1183 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1186 { 1168 {
1187 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1188 continue; 1170 continue;
1189 } 1171 }
1190 1172
1191 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1193 { 1175 {
1194 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1195 continue; 1177 continue;
1196 } 1178 }
1197 1179
1198 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1200 { 1182 {
1201 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1202 continue; 1184 continue;
1203 } 1185 }
1204 1186
1205 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 { 1190 {
1209 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1210 continue; 1192 continue;
1211 } 1193 }
1212 1194
1213 /* pick up all magical items */ 1195 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1215 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))
1216 { 1198 {
1217 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1218 continue; 1200 continue;
1219 } 1201 }
1220 1202
1221 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1222 { 1204 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1224 { 1206 {
1225 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1226 continue; 1208 continue;
1227 } 1209 }
1228 } 1210 }
1229 1211
1230 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1233 { 1215 {
1234 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1235 continue; 1217 continue;
1236 } 1218 }
1237 1219
1238 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1241 { 1223 {
1242 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1243 continue; 1225 continue;
1244 } 1226 }
1245 1227
1246 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1249 { 1231 {
1250 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1251 continue; 1233 continue;
1252 } 1234 }
1253 1235
1254 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1256 { 1238 {
1257 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1258 continue; 1240 continue;
1259 } 1241 }
1260 1242
1261 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1264 { 1246 {
1265 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1266 continue; 1248 continue;
1267 } 1249 }
1268 1250
1269 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1271 { 1253 {
1272 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1273 continue; 1255 continue;
1274 } 1256 }
1275 1257
1276 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1278 { 1260 {
1279 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1280 continue; 1262 continue;
1281 } 1263 }
1282 1264
1283 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1285 { 1267 {
1286 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1287 continue; 1269 continue;
1288 } 1270 }
1289 1271
1290 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1292 { 1274 {
1293 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1294 continue; 1276 continue;
1295 } 1277 }
1296 1278
1297 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1299 { 1281 {
1300 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1301 continue; 1283 continue;
1302 } 1284 }
1303 1285
1304 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 { 1289 {
1308 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1309 continue; 1291 continue;
1310 } 1292 }
1311 1293
1312 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1314 { 1296 {
1315 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1316 { 1298 {
1317 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 &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1301 {
1320 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1321 continue; 1303 continue;
1322 } 1304 }
1323 } 1305 }
1324 1306
1325 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1326 { 1308 {
1327 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)
1328 { 1310 {
1329 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1330 continue; 1312 continue;
1331 } 1313 }
1332 } 1314 }
1333 } 1315 }
1334 1316
1335 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 { 1320 {
1339 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1340 continue; 1322 continue;
1341 } 1323 }
1342 1324
1343 /* 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
1344 * pickups */ 1326 * pickups */
1349 /* >=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
1350 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 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)
1353 { 1335 {
1354 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1355#if 0 1337#if 0
1356 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1358 { 1340 {
1359 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1360 } 1342 }
1361 else 1343 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1364 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))));
1365#endif 1347#endif
1366 continue; 1348 continue;
1367 } 1349 }
1378 * found object is returned. 1360 * found object is returned.
1379 */ 1361 */
1380object * 1362object *
1381find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1382{ 1364{
1383 object *tmp = 0;
1384
1385 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type);
1388 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);
1389 return op; 1374 return arrow;
1375 }
1390 1376
1391 return tmp; 1377 return 0;
1392} 1378}
1393 1379
1394/* 1380/*
1395 * 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
1396 * 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
1437 else 1423 else
1438 { 1424 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1426 {
1441 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 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)
1444 { 1430 {
1445 tmp = arrow; 1431 tmp = arrow;
1446 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;
1447 } 1433 }
1448 } 1434 }
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1436 {
1451 tmp = arrow; 1437 tmp = arrow;
1470 * find_better_arrow to find a decent arrow to use. 1456 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1457 * op = the shooter
1472 * type = bow->race 1458 * type = bow->race
1473 * dir = fire direction 1459 * dir = fire direction
1474 */ 1460 */
1475
1476object * 1461object *
1477pick_arrow_target (object *op, const char *type, int dir) 1462pick_arrow_target (object *op, const char *type, int dir)
1478{ 1463{
1479 object *tmp = NULL; 1464 object *tmp = NULL;
1480 maptile *m; 1465 maptile *m;
1545 */ 1530 */
1546int 1531int
1547fire_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)
1548{ 1533{
1549 object *left, *bow; 1534 object *left, *bow;
1550 int bowspeed, mflags; 1535 int mflags;
1551 maptile *m; 1536 maptile *m;
1552 1537
1553 if (!dir) 1538 if (!dir)
1554 { 1539 {
1555 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!");
1556 return 0; 1541 return 0;
1557 } 1542 }
1558 1543
1559 if (op->type == PLAYER) 1544 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1545 bow = op->current_weapon;
1561 else 1546 else
1562 { 1547 {
1563 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1564 /* 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
1565 * 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.
1570 if (!bow) 1555 if (!bow)
1571 { 1556 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1558 return 0;
1574 } 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
1575 } 1568 }
1576 1569
1577 if (!bow->race || !bow->skill) 1570 if (!bow->race || !bow->skill)
1578 { 1571 {
1579 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);
1580 return 0; 1573 return 0;
1581 } 1574 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591 1575
1592 if (arrow == NULL) 1576 if (arrow == NULL)
1593 { 1577 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1579 {
1596 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1597 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);
1598 /* 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 */
1599 else 1583 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1601 return 0; 1586 return 0;
1602 } 1587 }
1603 } 1588 }
1604 1589
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1618 arrow->destroy (); 1603 arrow->destroy ();
1619 return 0; 1604 return 0;
1620 } 1605 }
1621 1606
1622 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1623 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1624 if (!arrow) 1609 if (!arrow)
1625 { 1610 {
1626 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);
1627 return 0; 1612 return 0;
1628 } 1613 }
1629 1614
1630 arrow->set_owner (op); 1615 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1616 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1617 arrow->direction = dir;
1633 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
1634 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1635 { 1653 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646
1647 /* Note that this was different for monsters - they got their level
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1653 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 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;
1667 } 1661 }
1668 else 1662 else
1669 { 1663 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1664 arrow->level = op->level;
1672 } 1665 arrow->stats.wc -= bow->magic;
1673 1666
1674 if (arrow->attacktype == AT_PHYSICAL) 1667 if (!arrow->slaying)
1668 arrow->slaying = bow->slaying;
1669
1675 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1671 }
1676 1672
1677 if (bow->slaying) 1673 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1675
1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1679
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1685 1682
1686 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1684 move_arrow (arrow);
1688
1689 if (op->type == PLAYER)
1690 {
1691 if (left->destroyed ())
1692 esrv_del_item (op->contr, left->count);
1693 else
1694 esrv_send_item (op, left);
1695 }
1696 1685
1697 return 1; 1686 return 1;
1698} 1687}
1699 1688
1700/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1709{ 1698{
1710 int ret = 0, wcmod = 0; 1699 int ret = 0, wcmod = 0;
1711 1700
1712 if (op->contr->bowtype == bow_bestarrow) 1701 if (op->contr->bowtype == bow_bestarrow)
1713 { 1702 {
1714 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);
1715 } 1704 }
1716 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)
1717 { 1706 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1708 wcmod = -1;
1729 else if (op->contr->bowtype == bow_spreadshot) 1718 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1719 {
1731 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);
1732 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);
1733 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);
1734
1735 } 1723 }
1736 else 1724 else
1737 { 1725 {
1738 /* Simple case */ 1726 /* Simple case */
1739 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);
1740 } 1728 }
1729
1741 return ret; 1730 return ret;
1742} 1731}
1743
1744 1732
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
1747 */ 1735 */
1748void 1736void
1749fire_misc_object (object *op, int dir) 1737fire_misc_object (object *op, int dir)
1750{ 1738{
1751 object *item; 1739 object *item = op->contr->ranged_ob;
1752 1740
1753 if (!op->contr->ranges[range_misc]) 1741 if (!item)
1754 { 1742 {
1755 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.");
1756 return; 1744 return;
1757 } 1745 }
1758 1746
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1747 if (!item->inv)
1761 { 1748 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1750 return;
1764 } 1751 }
1752
1753 if (!op->change_weapon (item))
1754 return;
1755
1765 if (item->type == WAND) 1756 if (item->type == WAND)
1766 { 1757 {
1767 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
1768 { 1759 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1770 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
1771 return; 1763 return;
1772 } 1764 }
1773 } 1765 }
1774 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1775 { 1767 {
1776 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))
1777 { 1769 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1770 op->contr->play_sound (sound_find ("wand_poof"));
1771
1779 if (item->type == ROD) 1772 if (item->type == ROD)
1780 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));
1781 else 1774 else
1782 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
1783 return; 1777 return;
1784 } 1778 }
1785 } 1779 }
1786 1780
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1781 if (cast_spell (op, item, dir, item->inv, NULL))
1794 object *tmp; 1788 object *tmp;
1795 1789
1796 if (item->arch) 1790 if (item->arch)
1797 { 1791 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
1800 item->set_speed (0); 1794 item->set_speed (0);
1801 } 1795 }
1802 1796
1803 if ((tmp = item->in_player ())) 1797 if ((tmp = item->in_player ()))
1804 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
1809 } 1803 }
1810} 1804}
1811 1805
1812/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1813 */ 1807 */
1814void 1808bool
1815fire (object *op, int dir) 1809fire (object *op, int dir)
1816{ 1810{
1817 int spellcost = 0; 1811 int spellcost = 0;
1818 1812
1819 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1814 if (action_makes_visible (op))
1821 make_visible (op); 1815 make_visible (op);
1822 1816
1823 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;
1824 { 1823 }
1825 case range_none:
1826 return;
1827 1824
1828 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:
1829 player_fire_bow (op, dir); 1841 player_fire_bow (op, dir);
1830 return; 1842 break;
1831 1843
1832 case range_magic: /* Casting spells */ 1844 case SPELL:
1833 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);
1834 return; 1846 break;
1835 1847
1836 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:
1837 fire_misc_object (op, dir); 1857 fire_misc_object (op, dir);
1838 return; 1858 break;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return;
1866 } 1859 }
1860
1861 return true;
1867} 1862}
1868 1863
1869/* find_key 1864/* find_key
1870 * 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
1871 * and successfully use it, we return the key, otherwise NULL 1866 * and successfully use it, we return the key, otherwise NULL
1958 * 0 otherwise 1953 * 0 otherwise
1959 */ 1954 */
1960static int 1955static int
1961player_attack_door (object *op, object *door) 1956player_attack_door (object *op, object *door)
1962{ 1957{
1963 /* 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,
1964 * 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 -
1965 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
1966 */ 1961 */
1967 object *key = find_key (op, op, door); 1962 object *key = find_key (op, op, door);
1968 1963
1969 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
1970 if (key) 1965 if (key)
1971 { 1966 {
1972 object *container = key->env; 1967 object *container = key->env;
1973 1968
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
1976 make_visible (op); 1970 make_visible (op);
1971
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1973 spring_trap (door->inv, op);
1979 1974
1980 if (door->type == DOOR) 1975 if (door->type == DOOR)
1981 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 */
1982 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
1983 { 1978 {
1984 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);
1985 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1981 }
1987 1982
1988 /* Do this after we print the message */ 1983 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
1991 if (container != op) 1986 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
1993 1988
1994 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
1995 } 1990 }
1996 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
1997 { 1992 {
1998 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
1999 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...");
2000 return 1; 1995 return 1;
2001 } 1996 }
2002 1997
2003 return 0; 1998 return 0;
2004} 1999}
2007 * It should keep the code cleaner. 2002 * It should keep the code cleaner.
2008 * When this is called, the players direction has been updated 2003 * When this is called, the players direction has been updated
2009 * (taking into account confusion.) The player is also actually 2004 * (taking into account confusion.) The player is also actually
2010 * going to try and move (not fire weapons). 2005 * going to try and move (not fire weapons).
2011 */ 2006 */
2012void 2007bool
2013move_player_attack (object *op, int dir) 2008move_player_attack (object *op, int dir)
2014{ 2009{
2015 object *tmp, *mon;
2016 sint16 nx, ny;
2017 int on_battleground; 2010 int on_battleground;
2018 maptile *m;
2019 2011
2020 nx = freearr_x[dir] + op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2021 ny = freearr_y[dir] + op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2022 2014
2023 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 }
2024 2025
2025 /* 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
2026 * 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
2027 * 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
2028 * player. This is a pretty nasty hack, because if we could 2029 * player. This is a pretty nasty hack, because if we could
2029 * 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
2030 * 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
2031 * 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
2032 * move_ob uses. 2033 * move_ob uses.
2033 */ 2034 */
2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2035 {
2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2037 {
2038 m = op->map->xy_find (nx, ny); 2035 maptile *m = op->map->xy_find (nx, ny);
2039 if (!m)
2040 return; /* Don't think this should happen */
2041 }
2042 else
2043 m = op->map;
2044 2036
2045 if (!(tmp = m->at (nx, ny).bot))
2046 return;
2047
2048 mon = 0;
2049 /* 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
2050 * 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.
2051 * 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
2052 * on the space 2040 * on the space
2053 */ 2041 */
2054 while (tmp) 2042 object *mon;
2055 { 2043 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2056 if (tmp == op) 2044 {
2057 { 2045 if ((mon->flag [FLAG_ALIVE]
2058 tmp = tmp->above; 2046 || mon->type == LOCKED_DOOR
2059 continue; 2047 || mon->flag [FLAG_CAN_ROLL])
2060 }
2061
2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2063 {
2064 mon = tmp; 2048 && mon != op)
2065 break; 2049 break;
2066 } 2050 }
2067 2051
2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2069 mon = tmp;
2070
2071 tmp = tmp->above;
2072 }
2073
2074 if (!mon) /* This happens anytime the player tries to move */ 2052 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2053 return false; /* into a wall */
2076 2054
2077 if (mon->head)
2078 mon = mon->head; 2055 mon = mon->head_ ();
2079 2056
2080 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)
2081 if (player_attack_door (op, mon)) 2059 if (player_attack_door (op, mon))
2060 {
2061 --op->contr->weapon_sp_left;
2082 return; 2062 return true;
2063 }
2083 2064
2084 /* The following deals with possibly attacking peaceful 2065 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2066 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2067 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2068 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2069 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2070 * and thus will not push them.
2090 */ 2071 */
2091 2072
2092 /* 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
2093 * peaceful. Our assumption is the creature is a pet if the 2074 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2075 * player owns it and it is either friendly or unagressive.
2095 */ 2076 */
2096 if ((op->type == PLAYER) 2077 if (op->type == PLAYER
2097#if COZY_SERVER
2098 &&
2099 ((mon->owner && mon->owner->contr 2078 && ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2079 && same_party (mon->owner->contr->party, op->contr->party))
2101#else
2102 && mon->owner == op 2080 || mon->owner == op)
2103#endif
2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2082 {
2106 /* 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 */
2107 if (op->contr->braced) 2084 if (op->contr->braced)
2108 return; 2085 return false;
2109 2086
2110 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"));
2111 (void) push_ob (mon, dir, op); 2092 push_ob (mon, dir, op);
2093
2112 if (op->contr->tmp_invis || op->hide) 2094 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op); 2095 make_visible (op);
2114 2096
2115 return; 2097 return true;
2116 } 2098 }
2099 else
2100 return false;
2101 }
2117 2102
2118 /* in certain circumstances, you shouldn't attack friendly 2103 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2104 * creatures. Note that if you are braced, you can't push
2120 * 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
2121 * attack them either. 2106 * attack them either.
2122 */ 2107 */
2123 if ((mon->type == PLAYER || mon->enemy != op) && 2108 if ((mon->type == PLAYER || mon->enemy != op)
2124 (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))
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful 2110 && ((op->contr->peaceful
2127 || (mon->type == PLAYER 2111 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && mon->contr->
2129 peaceful)) &&
2130#else
2131 op->contr->peaceful &&
2132#endif
2133 !on_battleground)) 2112 && !on_battleground))
2113 {
2114 if (op->speed_left > 0.f)
2134 { 2115 {
2116 --op->speed_left;
2117
2135 if (!op->contr->braced) 2118 if (!op->contr->braced)
2136 { 2119 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2139 } 2122 }
2140 else 2123 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 2124 op->statusmsg ("You withhold your attack");
2142 2125
2143 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op); 2127 make_visible (op);
2145 }
2146 2128
2129 return true;
2130 }
2131 }
2147 /* If the object is a boulder or other rollable object, then 2132 /* If the object is a boulder or other rollable object, then
2148 * 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.
2149 */ 2134 */
2150 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)
2151 { 2138 {
2139 --op->speed_left;
2140
2152 recursive_roll (mon, dir, op); 2141 recursive_roll (mon, dir, op);
2153 if (action_makes_visible (op)) 2142 if (action_makes_visible (op))
2154 make_visible (op); 2143 make_visible (op);
2155 }
2156 2144
2145 return true;
2146 }
2147 }
2157 /* Any generic living creature. Including things like doors. 2148 /* Any generic living creature. Including things like doors.
2158 * 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
2159 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2160 * 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
2161 * 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.
2162 */ 2153 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2164 ((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)))
2165 { 2156 {
2166 2157 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2167 /* If the player hasn't hit something this tick, and does
2168 * so, give them speed boost based on weapon speed. Doing
2169 * it here is better than process_players2, which basically
2170 * incurred a 1 tick offset.
2171 */
2172 if (!op->contr->has_hit)
2173 { 2158 {
2174 op->speed_left += op->speed / op->contr->weapon_sp; 2159 --op->contr->weapon_sp_left;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 }
2178 2160
2179 skill_attack (mon, op, 0, 0, 0); 2161 skill_attack (mon, op, 0, 0, 0);
2180
2181 /* If attacking another player, that player gets automatic
2182 * hitback, and doesn't loose luck either.
2183 * Disable hitback on the battleground or if the target is
2184 * the wiz.
2185 */
2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2187 {
2188 short luck = mon->stats.luck;
2189
2190 mon->contr->has_hit = 1;
2191 skill_attack (op, mon, 0, 0, 0);
2192 mon->stats.luck = luck;
2193 }
2194 2162
2195 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2196 make_visible (op); 2164 make_visible (op);
2197 }
2198 } /* if player should attack something */
2199}
2200 2165
2201int 2166 return true;
2167 }
2168 }
2169
2170 return false;
2171}
2172
2173bool
2202move_player (object *op, int dir) 2174move_player (object *op, int dir)
2203{ 2175{
2204 int pick; 2176 int pick;
2205 2177
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2207 return 0; 2179 return 0;
2208 2180
2209 /* Sanity check: make sure dir is valid */ 2181 /* Sanity check: make sure dir is valid */
2210 if ((dir < 0) || (dir >= 9)) 2182 if ((dir < 0) || (dir >= 9))
2211 { 2183 {
2220 op->facing = dir; 2192 op->facing = dir;
2221 2193
2222 if (op->hide) 2194 if (op->hide)
2223 do_hidden_move (op); 2195 do_hidden_move (op);
2224 2196
2197 bool retval;
2198
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ; 2200 retval = RESULT_INT (0);
2227 else if (op->contr->fire_on) 2201 else if (op->contr->fire_on)
2228 fire (op, dir); 2202 retval = fire (op, dir);
2229 else 2203 else
2230 { 2204 {
2231 move_player_attack (op, dir); 2205 retval = move_player_attack (op, dir);
2232 pick = check_pick (op); 2206 pick = check_pick (op);
2233 } 2207 }
2234 2208
2235 /* 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
2236 * server can handle repeat firing. 2210 * server can handle repeat firing.
2243 /* Update how the player looks. Use the facing, so direction may 2217 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities 2218 * get reset to zero. This allows for full animation capabilities
2245 * for players. 2219 * for players.
2246 */ 2220 */
2247 animate_object (op, op->facing); 2221 animate_object (op, op->facing);
2248 return 0; 2222
2223 return retval;
2249} 2224}
2250 2225
2251/* 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
2252 * new client/server stuff. 2227 * new client/server stuff.
2253 * 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
2254 * the new speed values for commands. 2229 * the new speed values for commands.
2255 * 2230 *
2256 * 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.
2257 */ 2234 */
2258int 2235bool
2259handle_newcs_player (object *op) 2236handle_newcs_player (object *op)
2260{ 2237{
2261 if (QUERY_FLAG (op, FLAG_SCARED)) 2238 if (QUERY_FLAG (op, FLAG_SCARED))
2262 { 2239 {
2263 flee_player (op); 2240 if (op->speed_left > 0.f)
2264 /* If player is still scared, that is his action for this tick */
2265 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2241 {
2267 op->speed_left--; 2242 --op->speed_left;
2243 flee_player (op);
2244
2268 return 0; 2245 return true;
2269 } 2246 }
2247 else
2248 return false;
2270 } 2249 }
2271
2272 /* I've been seeing crashes where the golem has been destroyed, but
2273 * the player object still points to the defunct golem. The code that
2274 * destroys the golem looks correct, and it doesn't always happen, so
2275 * put this in a a workaround to clean up the golem pointer.
2276 */
2277 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2278 op->contr->ranges[range_golem] = 0;
2279 2250
2280 /* 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
2281 * the players time has been increased when doericserver has been 2252 * the players time has been increased when doericserver has been
2282 * called, so we recheck it here. 2253 * called, so we recheck it here.
2283 */ 2254 */
2284 if (op->contr->ns->handle_command ()) 2255 if (op->contr->ns->handle_command ())
2285 return 1; 2256 return true;
2286 2257
2287 if (op->speed_left > 0)
2288 {
2289 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2258 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2290 {
2291 /* All move commands take 1 tick, at least for now */
2292 op->speed_left--;
2293
2294 /* Instead of all the stuff below, let move_player take care
2295 * of it. Also, some of the skill stuff is only put in
2296 * there, as well as the confusion stuff.
2297 */
2298 move_player (op, op->direction); 2259 return move_player (op, op->direction);
2299 2260
2300 return op->speed_left > 0;
2301 }
2302 }
2303
2304 return 0; 2261 return false;
2305} 2262}
2306 2263
2307int 2264int
2308save_life (object *op) 2265save_life (object *op)
2309{ 2266{
2311 return 0; 2268 return 0;
2312 2269
2313 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2314 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2315 { 2272 {
2316 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2273 op->play_sound (sound_find ("ob_evaporate"));
2317 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));
2318 2275
2319 if (op->contr) 2276 if (op->contr)
2320 esrv_del_item (op->contr, tmp->count); 2277 esrv_del_item (op->contr, tmp->count);
2321 2278
2341/* 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
2342 * 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
2343 * 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
2344 * from. 2301 * from.
2345 */ 2302 */
2346void 2303static void
2347remove_unpaid_objects (object *op, object *env) 2304drop_unpaid_items (object *op, object *env)
2348{ 2305{
2349 while (op) 2306 while (op)
2350 { 2307 {
2351 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' */
2352 2309
2356 esrv_del_item (env->contr, op->count); 2313 esrv_del_item (env->contr, op->count);
2357 2314
2358 op->insert_at (env); 2315 op->insert_at (env);
2359 } 2316 }
2360 else if (op->inv) 2317 else if (op->inv)
2361 remove_unpaid_objects (op->inv, env); 2318 drop_unpaid_items (op->inv, env);
2362 2319
2363 op = next; 2320 op = next;
2364 } 2321 }
2322}
2323
2324void
2325object::drop_unpaid_items ()
2326{
2327 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this);
2365} 2329}
2366 2330
2367/* 2331/*
2368 * Returns pointer a static string containing gravestone text 2332 * Returns pointer a static string containing gravestone text
2369 * Moved from apply.c to player.c - player.c is what 2333 * Moved from apply.c to player.c - player.c is what
2438 make_visible (op); 2402 make_visible (op);
2439 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2403 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2440 } 2404 }
2441 } 2405 }
2442 2406
2443 if (op->contr->outputs_sync)
2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2445 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2446 flush_output_element (op, &op->contr->outputs[i]);
2447
2448 if (op->contr->ns->state == ST_PLAYING) 2407 if (op->contr->ns->state == ST_PLAYING)
2449 { 2408 {
2450 /* these next three if clauses make it possible to SLOW DOWN 2409 /* these next three if clauses make it possible to SLOW DOWN
2451 hp/grace/spellpoint regeneration. */ 2410 hp/grace/spellpoint regeneration. */
2452 if (op->contr->gen_hp >= 0) 2411 if (op->contr->gen_hp >= 0)
2469 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2428 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2470 else 2429 else
2471 { 2430 {
2472 gen_grace = op->stats.maxgrace; 2431 gen_grace = op->stats.maxgrace;
2473 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2432 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2474 }
2475
2476 /* Regenerate Spell Points */
2477 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2478 {
2479 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp++;
2483 /* dms do not consume food */
2484 if (!QUERY_FLAG (op, FLAG_WIZ))
2485 {
2486 op->stats.food--;
2487 if (op->contr->digestion < 0)
2488 op->stats.food += op->contr->digestion;
2489 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2490 op->stats.food = last_food;
2491 }
2492 }
2493
2494 if (max_sp > 1)
2495 {
2496 over_sp = (gen_sp + 10) / rate_sp;
2497 if (over_sp > 0)
2498 {
2499 if (op->stats.sp < op->stats.maxsp)
2500 {
2501 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2502
2503 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2504 op->stats.sp--;
2505
2506 if (op->stats.sp > op->stats.maxsp)
2507 op->stats.sp = op->stats.maxsp;
2508 }
2509 op->last_sp = 0;
2510 }
2511 else
2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 } 2433 }
2517 2434
2518 /* Regenerate Grace */ 2435 /* Regenerate Grace */
2519 /* 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. */
2520 if (--op->last_grace < 0) 2437 if (--op->last_grace < 0)
2541 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);
2542 } 2459 }
2543 /* wearing stuff doesn't detract from grace generation. */ 2460 /* wearing stuff doesn't detract from grace generation. */
2544 } 2461 }
2545 2462
2463 if (op->stats.food > 0)
2464 {
2546 /* Regenerate Hit Points */ 2465 /* Regenerate Spell Points */
2547 if (--op->last_heal < 0) 2466 if (!op->contr->golem && --op->last_sp < 0)
2548 {
2549 if (op->stats.hp < op->stats.maxhp)
2550 { 2467 {
2551 op->stats.hp++; 2468 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2552 /* dms do not consume food */ 2469
2553 if (!QUERY_FLAG (op, FLAG_WIZ)) 2470 if (op->stats.sp < op->stats.maxsp)
2554 { 2471 {
2472 op->stats.sp++;
2473
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ))
2476 {
2555 op->stats.food--; 2477 op->stats.food--;
2478
2556 if (op->contr->digestion < 0) 2479 if (op->contr->digestion < 0)
2557 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2558 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))
2559 op->stats.food = last_food; 2482 op->stats.food = last_food;
2483 }
2560 } 2484 }
2561 }
2562 2485
2563 if (max_hp > 1) 2486 if (max_sp > 1)
2564 {
2565 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2566 if (over_hp > 0)
2567 { 2487 {
2568 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
2569 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);
2570 } 2506 }
2571 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)
2572 { 2515 {
2573 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 }
2574 } 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);
2575 } 2541 }
2576 else 2542 else
2577 {
2578 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);
2579 } 2544 }
2580 } 2545 }
2581 2546
2582 /* Digestion */ 2547 /* Digestion */
2583 if (--op->last_eat < 0) 2548 if (--op->last_eat < 0)
2584 { 2549 {
2585#ifdef COZY_SERVER 2550 int bonus = max (0, op->contr->digestion),
2586 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2551 penalty = max (0, -op->contr->digestion);
2587 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2588#else
2589 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2590#endif
2591 2552
2592 if (op->contr->gen_hp > 0)
2593 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);
2594 else
2595 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2596 2554
2597 /* dms do not consume food */ 2555 /* dms do not consume food */
2598 if (!QUERY_FLAG (op, FLAG_WIZ)) 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2599 op->stats.food--; 2557 op->stats.food--;
2600 } 2558 }
2627 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.");
2628 manual_apply (op, flesh, 0); 2586 manual_apply (op, flesh, 0);
2629 } 2587 }
2630 } 2588 }
2631 2589
2632 while (op->stats.food < 0 && op->stats.hp >= 0) 2590 if (op->stats.food < 0)
2633 op->stats.food++, op->stats.hp--; 2591 {
2592 op->stats.hp += op->stats.food;
2593 op->stats.food = 0;
2594 }
2634 2595
2635 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2636 kill_player (op); 2597 kill_player (op);
2637 } 2598 }
2638} 2599}
2643 * file. 2604 * file.
2644 */ 2605 */
2645void 2606void
2646kill_player (object *op) 2607kill_player (object *op)
2647{ 2608{
2609 int x, y;
2648 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2649 int x, y;
2650
2651 //int i;
2652 maptile *map; /* this is for resurrection */ 2611 maptile *map; /* this is for resurrection */
2653
2654 /* int z;
2655 int num_stats_lose;
2656 int lost_a_stat;
2657 int lose_this_stat;
2658 int this_stat; */
2659 int will_kill_again; 2612 int will_kill_again;
2660 archetype *at; 2613 archetype *at;
2661 object *tmp; 2614 object *tmp;
2662 2615
2663 if (save_life (op)) 2616 if (save_life (op))
2664 return; 2617 return;
2665
2666 2618
2667 /* 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
2668 * 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.
2669 * Look at op_on_battleground() for more info --AndreasV 2621 * Look at op_on_battleground() for more info --AndreasV
2670 */ 2622 */
2686 { 2638 {
2687 tmp->destroy (); 2639 tmp->destroy ();
2688 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2689 } 2641 }
2690 2642
2691 cure_disease (op, 0); /* remove any disease */ 2643 cure_disease (op, 0, 0); /* remove any disease */
2692 op->stats.hp = op->stats.maxhp; 2644 op->stats.hp = op->stats.maxhp;
2693 if (op->stats.food <= 0) 2645 if (op->stats.food <= 0)
2694 op->stats.food = 999; 2646 op->stats.food = 999;
2695 2647
2696 /* create a bodypart-trophy to make the winner happy */ 2648 /* create a bodypart-trophy to make the winner happy */
2697 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2649 if (object *tmp = arch_to_object (archetype::find ("finger")))
2698 { 2650 {
2699 sprintf (buf, "%s's finger", &op->name); 2651 tmp->name = format ("%s's finger" , &op->name);
2700 tmp->name = buf; 2652 tmp->name_pl = format ("%s's fingers", &op->name);
2701 sprintf (buf, " This finger has been cut off %s\n" 2653 tmp->msg = format (
2702 " 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",
2703 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2704 tmp->msg = buf; 2656 );
2705 tmp->value = 0, tmp->type = 0; 2657 tmp->value = 0, tmp->type = 0;
2706 tmp->materialname = "organics"; 2658 tmp->materialname = "organics";
2707 tmp->insert_at (op, tmp); 2659 tmp->insert_at (op, tmp);
2708 } 2660 }
2709 2661
2716 INVOKE_PLAYER (DEATH, op->contr); 2668 INVOKE_PLAYER (DEATH, op->contr);
2717 2669
2718 command_kill_pets (op, 0); 2670 command_kill_pets (op, 0);
2719 2671
2720 if (op->stats.food < 0) 2672 if (op->stats.food < 0)
2721 {
2722 sprintf (buf, "%s starved to death.", &op->name);
2723 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2724 }
2725 else
2726 sprintf (buf, "%s died.", &op->name);
2727 2674
2728 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2675 op->contr->play_sound (sound_find ("player_dies"));
2729 2676
2730 /* save the map location for corpse, gravestone */ 2677 /* save the map location for corpse, gravestone */
2731 x = op->x; 2678 x = op->x;
2732 y = op->y; 2679 y = op->y;
2733 map = op->map; 2680 map = op->map;
2896 { 2843 {
2897 tmp->destroy (); 2844 tmp->destroy ();
2898 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2899 } 2846 }
2900 2847
2901 cure_disease (op, 0); /* remove any disease */ 2848 cure_disease (op, 0, 0); /* remove any disease */
2902 2849
2903 /*add_exp(op, (op->stats.exp * -0.20)); */ 2850 /*add_exp(op, (op->stats.exp * -0.20)); */
2904 apply_death_exp_penalty (op); 2851 apply_death_exp_penalty (op);
2905 if (op->stats.food < 100) 2852 if (op->stats.food < 100)
2906 op->stats.food = 900; 2853 op->stats.food = 900;
2910 2857
2911 /* 2858 /*
2912 * Check to see if the player has any unpaid items. If so, remove them 2859 * Check to see if the player has any unpaid items. If so, remove them
2913 * and put them back in the map. 2860 * and put them back in the map.
2914 */ 2861 */
2915 remove_unpaid_objects (op->inv, op); 2862 op->drop_unpaid_items ();
2916 2863
2917 /****************************************/ 2864 /****************************************/
2918 /* */ 2865 /* */
2919 /* Move player to his current respawn- */ 2866 /* Move player to his current respawn- */
2920 /* position (usually last savebed) */ 2867 /* position (usually last savebed) */
2940 object *force; 2887 object *force;
2941 int at; 2888 int at;
2942 2889
2943 force = get_archetype (FORCE_NAME); 2890 force = get_archetype (FORCE_NAME);
2944 /* 50 ticks should be enough time for the spell to abate */ 2891 /* 50 ticks should be enough time for the spell to abate */
2945 force->speed = 0.1; 2892 force->speed = 0.1f;
2946 force->speed_left = -5.0; 2893 force->speed_left = -5.f;
2947 SET_FLAG (force, FLAG_APPLIED); 2894 SET_FLAG (force, FLAG_APPLIED);
2948 for (at = 0; at < NROFATTACKS; at++) 2895 for (at = 0; at < NROFATTACKS; at++)
2949 if (will_kill_again & (1 << at)) 2896 if (will_kill_again & (1 << at))
2950 force->resist[at] = 100; 2897 force->resist[at] = 100;
2951 2898
2979 2926
2980 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))))
2981 { 2928 {
2982 if (tmp->nrof > 1) 2929 if (tmp->nrof > 1)
2983 { 2930 {
2984 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2931 tmp->decrease (rndm (1, tmp->nrof - 1));
2985 tmp2->destroy ();
2986 insert_ob_in_map (tmp, op->map, NULL, 0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
2987 } 2933 }
2988 else 2934 else
2989 tmp->destroy (); 2935 tmp->destroy ();
2990 } 2936 }
3001void 2947void
3002fix_weight (void) 2948fix_weight (void)
3003{ 2949{
3004 for_all_players (pl) 2950 for_all_players (pl)
3005 { 2951 {
3006 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2952 sint32 old = pl->ob->carrying;
3007 2953
3008 if (old == sum) 2954 pl->ob->update_weight ();
3009 continue; 2955
2956 if (old != pl->ob->carrying)
2957 {
3010 pl->ob->update_stats (); 2958 pl->ob->update_stats ();
3011 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 }
3012 } 2961 }
3013} 2962}
3014 2963
3015void 2964void
3016fix_luck (void) 2965fix_luck (void)
3060void 3009void
3061make_visible (object *op) 3010make_visible (object *op)
3062{ 3011{
3063 op->hide = 0; 3012 op->hide = 0;
3064 op->invisible = 0; 3013 op->invisible = 0;
3014
3065 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3066 { 3016 {
3067 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3068 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3069 } 3019 }
3072} 3022}
3073 3023
3074int 3024int
3075is_true_undead (object *op) 3025is_true_undead (object *op)
3076{ 3026{
3077 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3078 return 1; 3028 return 1;
3079 3029
3080 return 0; 3030 return 0;
3081} 3031}
3082 3032
3083/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3084 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3085 * indicate greater hideability. 3035 * indicate greater hideability.
3086 */ 3036 */
3087
3088int 3037int
3089hideability (object *ob) 3038hideability (object *ob)
3090{ 3039{
3091 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3092 sint16 x, y; 3041 sint16 x, y;
3102 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3103 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3104 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3105 3054
3106 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3107 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])
3108 { 3059 {
3109 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3110 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3111 {
3112 continue; 3062 continue;
3113 } 3063
3114 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3115 level += 2; 3065 level += 2;
3116 else /* open terrain! */ 3066 else /* open terrain! */
3117 level -= 1; 3067 level -= 1;
3118 } 3068 }
3126/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3127 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3128 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3129 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3130 */ 3080 */
3131
3132void 3081void
3133do_hidden_move (object *op) 3082do_hidden_move (object *op)
3134{ 3083{
3135 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3136 object *skop; 3085 object *skop;
3218 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3219 * 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
3220 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3221 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3222 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3223 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3224 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3225 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3226 * 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.
3227 * -b.t. 3176 * -b.t.
3228 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3229 */ 3178 */
3230
3231int 3179int
3232player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3233{ 3181{
3234 rv_vector rv; 3182 rv_vector rv;
3235 int dx, dy; 3183 int dx, dy;
3247 3195
3248 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3249 3197
3250 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3251 * through the object and find if it has any 3199 * through the object and find if it has any
3252 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3253 * a blocked los square. 3201 * a blocked los square.
3254 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3255 */ 3203 */
3256 while (op) 3204 while (op)
3257 { 3205 {
3258 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3259 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3260 3208
3261 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3262 * 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
3263 * for any meaningful values. 3211 * for any meaningful values.
3264 */ 3212 */
3265 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3266 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3267 !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)])
3268 return 1; 3216 return 1;
3217
3269 op = op->more; 3218 op = op->more;
3270 } 3219 }
3220
3271 return 0; 3221 return 0;
3272} 3222}
3273 3223
3274/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3275 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3278 * return 0. 3228 * return 0.
3279 */ 3229 */
3280int 3230int
3281action_makes_visible (object *op) 3231action_makes_visible (object *op)
3282{ 3232{
3283
3284 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3285 { 3234 {
3286 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3287 return 0; 3236 return 0;
3288 3237
3294 { 3243 {
3295 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");
3296 return 1; 3245 return 1;
3297 } 3246 }
3298 } 3247 }
3248
3299 return 0; 3249 return 0;
3300} 3250}
3301 3251
3302/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3308 * 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
3309 */ 3259 */
3310int 3260int
3311op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3312{ 3262{
3313 object *tmp;
3314
3315 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3316 * 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),
3317 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3318 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3319 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3320 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3321 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3322 { 3270 {
3323 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3324 { 3272 {
3325 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3326 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))
3327 { 3277 {
3328 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3329 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))
3330 { 3280 {
3331 object *invtmp;
3332
3333 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3334 { 3282 {
3335 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3336 { 3284 {
3337 if (x != NULL && y != NULL) 3285 if (x && y)
3338 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3339 return 1; 3288 return 1;
3340 } 3289 }
3341 } 3290 }
3342 } 3291 }
3292
3343 if (x != NULL && y != NULL) 3293 if (x && y)
3344 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3345 return 1; 3296 return 1;
3346 } 3297 }
3347 } 3298 }
3348 } 3299 }
3300
3349 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3350 return 0; 3302 return 0;
3351} 3303}
3352 3304
3353/* 3305/*
3369 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3370 int i = 0, j = 0; 3322 int i = 0, j = 0;
3371 3323
3372 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3373 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3374 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3375 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3376 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3377 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3378 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3379 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3380 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3381 3333
3382 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3383 return; 3335 return;
3384 3336
3385 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++);
3389 /* 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]); */
3390 return; 3342 return;
3391 } 3343 }
3392 3344
3393 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3394 item = &(tr->item->clone); 3346 item = tr->item;
3395 3347
3396 if (item->type == SPELL) 3348 if (item->type == SPELL)
3397 { 3349 {
3398 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3399 return; 3351 return;
3458 { 3410 {
3459 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3460 object *skin; 3412 object *skin;
3461 3413
3462 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3463 shstr_cmp dragon_skin_force ("dragon_skin_force");
3464 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)
3465 ; 3416 ;
3466 3417
3467 if (!skin) 3418 if (!skin)
3468 return; 3419 return;
3469 3420
3517 * not readied. 3468 * not readied.
3518 */ 3469 */
3519void 3470void
3520player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3521{ 3472{
3522 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
3523 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3524 {
3525 pl->ranges[i] = 0; 3480 pl->ranged_ob = 0;
3526 if (pl->shoottype == i)
3527 pl->shoottype = range_none;
3528 }
3529} 3481}
3530 3482
3531sint8 3483sint8
3532player::visibility_at (maptile *map, int x, int y) const 3484player::visibility_at (maptile *map, int x, int y) const
3533{ 3485{
3544 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))
3545 return 0; 3497 return 0;
3546 3498
3547 return 100 - blocked_los [x][y]; 3499 return 100 - blocked_los [x][y];
3548} 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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