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Comparing deliantra/server/server/player.C (file contents):
Revision 1.119 by root, Tue May 1 05:48:20 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{
199 183
200 if (ob->map) 184 if (ob->map)
201 maplevel = ob->map->path; 185 maplevel = ob->map->path;
202 186
203 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 189 ob->map = 0;
205 party = 0; 190 party = 0;
206 191
207 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 193
209 players.erase (this); 194 players.erase (this);
210} 195}
211 196
212// connect the player with a specific client 197// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
214void 199void
215player::connect (client *ns) 200player::connect (client *ns)
216{ 201{
217 this->ns = ns; 202 this->ns = ns;
218 ns->pl = this; 203 ns->pl = this;
222 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
223 208
224 ns->update_look = 0; 209 ns->update_look = 0;
225 ns->look_position = 0; 210 ns->look_position = 0;
226 211
227 clear_los (ob); 212 clear_los (this);
228 213
229 ns->reset_stats (); 214 ns->reset_stats ();
230 215
231 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
232 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
233 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
234 219
235 ob->carrying = sum_weight (ob); 220 ob->update_weight ();
236 link_player_skills (ob); 221 link_player_skills (ob);
237 222
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 224
240 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
241 226
242 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
243 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
244 { 229 {
245 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
246 231
247 shstr_cmp dragon_ability_force ("dragon_ability_force");
248 shstr_cmp dragon_skin_force ("dragon_skin_force");
249
250 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
251 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
252 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
253 abil = tmp; 235 abil = tmp;
254 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
255 skin = tmp; 237 skin = tmp;
256 238
257 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
258 } 240 }
259 241
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 243
262 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
263 245
264 ob->update_stats (); 246 ob->update_stats ();
247
265 ns->floorbox_update (); 248 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
269 251
270 activate (); 252 activate ();
271 253
278} 260}
279 261
280void 262void
281player::disconnect () 263player::disconnect ()
282{ 264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
283 if (ns) 271 if (ns)
284 { 272 {
285 if (active) 273 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287 275
290 ns->reset_stats (); 278 ns->reset_stats ();
291 ns->pl = 0; 279 ns->pl = 0;
292 ns = 0; 280 ns = 0;
293 } 281 }
294 282
295 if (ob) 283 observe = ob;
296 ob->close_container (); //TODO: client-specific
297 284
298 deactivate (); 285 deactivate ();
299} 286}
300 287
301// the need for this function can be explained 288// the need for this function can be explained
302// by load_object not returning the object 289// by load_object not returning the object
303void 290void
304player::set_object (object *op) 291player::set_object (object *op)
305{ 292{
306 ob = op; 293 ob = observe = op;
307 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
308 295
309 ob->speed_left = 0.5;
310 ob->speed = 1.0; 296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
311 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;
312} 334}
313 335
314player::player () 336player::player ()
315{ 337{
316 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
327 petmode = pet_normal; 349 petmode = pet_normal;
328 listening = 10; 350 listening = 10;
329 usekeys = containers; 351 usekeys = containers;
330 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
331 do_los = 1; 353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
332} 357}
333 358
334void 359void
335player::do_destroy () 360player::do_destroy ()
336{ 361{
341 if (ob) 366 if (ob)
342 { 367 {
343 ob->destroy_inv (false); 368 ob->destroy_inv (false);
344 ob->destroy (); 369 ob->destroy ();
345 } 370 }
371
372 ob = observe = 0;
346} 373}
347 374
348player::~player () 375player::~player ()
349{ 376{
350 /* Clear item stack */ 377 /* Clear item stack */
377 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
378 */ 405 */
379archetype * 406archetype *
380get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
381{ 408{
382 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
383 416
384 for (;;) 417 for (;;)
385 { 418 {
386 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
387 at = first_archetype; 420 i = archetypes.begin ();
388 else 421 else if (*i == at)
389 at = at->next; 422 cleanup ("not a single player archetype found");
390 423
391 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
392 return at; 425 return *i;
393
394 if (at == start)
395 {
396 LOG (llevError, "No Player archetypes\n");
397 exit (-1);
398 }
399 } 426 }
400} 427}
401 428
402object * 429object *
403get_nearest_player (object *mon) 430get_nearest_player (object *mon)
407 unsigned lastdist; 434 unsigned lastdist;
408 rv_vector rv; 435 rv_vector rv;
409 436
410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
411 { 438 {
412 /* We should not find free objects on this friendly list, but it
413 * does periodically happen. Given that, lets deal with it.
414 * While unlikely, it is possible the next object on the friendly
415 * list is also free, so encapsulate this in a while loop.
416 */
417 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
418 {
419 object *tmp = ol->ob;
420
421 /* Can't do much more other than log the fact, because the object
422 * itself will have been cleared.
423 */
424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
426 ol = ol->next;
427 remove_friendly_object (tmp);
428 if (!ol)
429 return op;
430 }
431
432 /* Remove special check for player from this. First, it looks to cause
433 * some crashes (ol->ob->contr not set properly?), but secondly, a more
434 * complicated method of state checking would be needed in any case -
435 * as it was, a clever player could type quit, and the function would
436 * skip them over while waiting for confirmation. Remove
437 * on_same_map check, as can_detect_enemy also does this
438 */
439 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
440 continue; 440 continue;
441 441
442 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
443 { 443 {
638 638
639 return firstdir; 639 return firstdir;
640} 640}
641 641
642void 642void
643give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
644{ 644{
645 object *op, *next = NULL;
646
647 if (pl->randomitems != NULL) 645 if (pl->randomitems)
648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649 647
650 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
651 { 649 {
652 next = op->below; 650 next = op->below;
653 651
654 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
655 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
660 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions 659 * by this player due to race restrictions
662 */ 660 */
663 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
664 { 662 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
666 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
667 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
668 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
669 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
670 { 670 {
671 op->destroy (); 671 op->destroy ();
672 continue; 672 continue;
673 } 673 }
674 } 674 }
697 if (op->nrof > 1) 697 if (op->nrof > 1)
698 op->nrof = 1; 698 op->nrof = 1;
699 } 699 }
700 700
701 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
702 {
703 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
704 }
705 703
706 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
708 * merged properly. 706 * merged properly.
709 */ 707 */
710 if (need_identify (op)) 708 if (need_identify (op))
711 { 709 {
712 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
715 } 713 }
714
716 if (op->type == SPELL) 715 if (op->type == SPELL)
717 { 716 {
718 op->destroy (); 717 op->destroy ();
719 continue; 718 continue;
720 } 719 }
722 { 721 {
723 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
724 op->stats.exp = 0; 723 op->stats.exp = 0;
725 op->level = 1; 724 op->level = 1;
726 } 725 }
727 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
728 else
729 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
731 729
732 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
733 link_player_skills (pl); 731 link_player_skills (pl);
769} 767}
770 768
771void 769void
772object::roll_stats () 770object::roll_stats ()
773{ 771{
774 int statsort [7]; 772 int statsort [NUM_STATS];
775 773
776 for (;;) 774 for (;;)
777 { 775 {
778 int sum = 0; 776 int sum = 0;
779 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
781 779
782 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
783 break; 781 break;
784 } 782 }
785 783
786 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 786
787 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796 789
797 stats.exp = 0; 790 stats.exp = 0;
798 stats.ac = 0; 791 stats.ac = 0;
799 792
800 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
812} 805}
813 806
814void 807void
815object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
816{ 809{
817 int tmp = get_attr_value (&contr->orig_stats, a); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820 811
812 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 813 stats.stat (i) = contr->orig_stats.stat (i);
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828 814
829 //TODO: the following code looks so borked and should, at the very least, 815 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
831 stats.ac = 0; 817 stats.ac = 0;
832 818
851static void 837static void
852start_info (object *op) 838start_info (object *op)
853{ 839{
854 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
855 841
856 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
857 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 //new_draw_info (NDI_UNIQUE, 0, op, " ");
860} 844}
861 845
862/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
863 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
864 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
905 if (*first_map_ext_path) 889 if (*first_map_ext_path)
906 { 890 {
907 object *tmp; 891 object *tmp;
908 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
909 893
910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
911 tmp = object::create (); 895 tmp = object::create ();
912 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
913 EXIT_X (tmp) = ob->x; 897 EXIT_X (tmp) = ob->x;
914 EXIT_Y (tmp) = ob->y; 898 EXIT_Y (tmp) = ob->y;
915 ob->enter_exit (tmp); /* we don't really care if it succeeded; 899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
934 int x = ob->x, y = ob->y; 918 int x = ob->x, y = ob->y;
935 919
936 ob->remove_statbonus (); 920 ob->remove_statbonus ();
937 ob->remove (); 921 ob->remove ();
938 ob->arch = get_player_archetype (ob->arch); 922 ob->arch = get_player_archetype (ob->arch);
939 ob->arch->clone.copy_to (ob); 923 ob->arch->copy_to (ob);
940 ob->instantiate (); 924 ob->instantiate ();
941 ob->stats = ob->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
942 ob->name = ob->name_pl = name; 926 ob->name = ob->name_pl = name;
943 ob->x = x; 927 ob->x = x;
944 ob->y = y; 928 ob->y = y;
945 SET_ANIMATION (ob, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
946 insert_ob_in_map (ob, ob->map, ob, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
947 assign (ob->contr->title, ob->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
948 ob->add_statbonus (); 932 ob->add_statbonus ();
949 } 933 }
950 while (!allowed_class (ob)); 934 while (!allowed_class (ob));
951 935
952 update_object (ob, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
1009 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1010 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1011 op->enemy = NULL; 995 op->enemy = NULL;
1012} 996}
1013 997
1014
1015/* 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.
1016 * 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
1017 * stop. 1000 * stop.
1018 */ 1001 */
1019int 1002int
1020check_pick (object *op) 1003check_pick (object *op)
1021{ 1004{
1028 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1029 return 1; 1012 return 1;
1030 1013
1031 next = op->below; 1014 next = op->below;
1032 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1033 /* 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
1034 * destroyed */ 1020 * destroyed */
1035 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1036 { 1022 {
1037 tmp = next; 1023 tmp = next;
1038 next = tmp->below; 1024 next = tmp->below;
1039 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1040 if (op->destroyed ()) 1032 if (op->destroyed ())
1041 return 0; 1033 return 0;
1042 1034
1043 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1044 continue; 1036 continue;
1045 1037
1046 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1047 { 1039 {
1048 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1049 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1050 continue; 1042 continue;
1051 } 1043 }
1052 1044
1053 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1054 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1056 switch (op->contr->mode) 1048 switch (op->contr->mode)
1057 { 1049 {
1058 case 0: 1050 case 0:
1059 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1060 case 1: 1052 case 1:
1061 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1062 return 1; 1054 return 1;
1063 case 2: 1055 case 2:
1064 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1065 return 0; 1057 return 0;
1066 case 3: 1058 case 3:
1067 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1068 case 4: 1060 case 4:
1069 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1070 break; 1062 break;
1071 case 5: 1063 case 5:
1072 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1073 stop = 1; 1065 stop = 1;
1074 break; 1066 break;
1075 case 6: 1067 case 6:
1076 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1077 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1078 break; 1071 break;
1079 1072
1080 case 7: 1073 case 7:
1081 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1082 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1083 break; 1076 break;
1084 1077
1085 default: 1078 default:
1086 /* use value density */ 1079 /* use value density */
1087 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1088 && (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)
1089 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1090 } 1083 }
1091 } 1084 }
1092 else 1085 else
1093 { /* old model */ 1086 { /* old model */
1094 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1098 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1099 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1100 &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))));
1101 else 1094 else
1102 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1103 &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))));
1104 1097
1105 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1106 } 1099 }
1107 1100
1108 /* philosophy: 1101 /* philosophy:
1149 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1150 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1151 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1152 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1153 { 1146 {
1154 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1155 continue; 1148 continue;
1156 } 1149 }
1157 1150
1158 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1159 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)))
1160 { 1153 {
1161 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1162 continue; 1155 continue;
1163 } 1156 }
1164 1157
1165 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1166 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1167 { 1160 {
1168 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1169 continue; 1162 continue;
1170 } 1163 }
1171 1164
1172 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1173 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1174 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1175 { 1168 {
1176 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1177 continue; 1170 continue;
1178 } 1171 }
1179 1172
1180 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1181 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1182 { 1175 {
1183 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1184 continue; 1177 continue;
1185 } 1178 }
1186 1179
1187 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1188 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1189 { 1182 {
1190 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1191 continue; 1184 continue;
1192 } 1185 }
1193 1186
1194 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1195 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1196 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1197 { 1190 {
1198 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1199 continue; 1192 continue;
1200 } 1193 }
1201 1194
1202 /* pick up all magical items */ 1195 /* pick up all magical items */
1203 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1204 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))
1205 { 1198 {
1206 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1207 continue; 1200 continue;
1208 } 1201 }
1209 1202
1210 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1211 { 1204 {
1212 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1213 { 1206 {
1214 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1215 continue; 1208 continue;
1216 } 1209 }
1217 } 1210 }
1218 1211
1219 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1220 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1221 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1222 { 1215 {
1223 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1224 continue; 1217 continue;
1225 } 1218 }
1226 1219
1227 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1228 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1229 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1230 { 1223 {
1231 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1232 continue; 1225 continue;
1233 } 1226 }
1234 1227
1235 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1236 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1237 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1238 { 1231 {
1239 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1240 continue; 1233 continue;
1241 } 1234 }
1242 1235
1243 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1244 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1245 { 1238 {
1246 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1247 continue; 1240 continue;
1248 } 1241 }
1249 1242
1250 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1251 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1252 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1253 { 1246 {
1254 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1255 continue; 1248 continue;
1256 } 1249 }
1257 1250
1258 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1259 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1260 { 1253 {
1261 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1262 continue; 1255 continue;
1263 } 1256 }
1264 1257
1265 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1266 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1267 { 1260 {
1268 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1269 continue; 1262 continue;
1270 } 1263 }
1271 1264
1272 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1273 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1274 { 1267 {
1275 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1276 continue; 1269 continue;
1277 } 1270 }
1278 1271
1279 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1280 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1281 { 1274 {
1282 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1283 continue; 1276 continue;
1284 } 1277 }
1285 1278
1286 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1287 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1288 { 1281 {
1289 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1290 continue; 1283 continue;
1291 } 1284 }
1292 1285
1293 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1294 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1295 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1296 { 1289 {
1297 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1298 continue; 1291 continue;
1299 } 1292 }
1300 1293
1301 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1302 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1303 { 1296 {
1304 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1305 { 1298 {
1306 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 &&
1307 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1308 { 1301 {
1309 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1310 continue; 1303 continue;
1311 } 1304 }
1312 } 1305 }
1313 1306
1314 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1315 { 1308 {
1316 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)
1317 { 1310 {
1318 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1319 continue; 1312 continue;
1320 } 1313 }
1321 } 1314 }
1322 } 1315 }
1323 1316
1324 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1325 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1326 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1327 { 1320 {
1328 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1329 continue; 1322 continue;
1330 } 1323 }
1331 1324
1332 /* 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
1333 * pickups */ 1326 * pickups */
1338 /* >=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
1339 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1340 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1341 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)
1342 { 1335 {
1343 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1344#if 0 1337#if 0
1345 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1346 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1347 { 1340 {
1348 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1349 } 1342 }
1350 else 1343 else
1351 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1352 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1353 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))));
1354#endif 1347#endif
1355 continue; 1348 continue;
1356 } 1349 }
1367 * found object is returned. 1360 * found object is returned.
1368 */ 1361 */
1369object * 1362object *
1370find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1371{ 1364{
1372 object *tmp = 0;
1373
1374 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1375 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1376 tmp = find_arrow (op, type);
1377 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);
1378 return op; 1374 return arrow;
1375 }
1379 1376
1380 return tmp; 1377 return 0;
1381} 1378}
1382 1379
1383/* 1380/*
1384 * 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
1385 * 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
1426 else 1423 else
1427 { 1424 {
1428 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1429 { 1426 {
1430 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1431 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1432 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)
1433 { 1430 {
1434 tmp = arrow; 1431 tmp = arrow;
1435 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;
1436 } 1433 }
1437 } 1434 }
1438 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1439 { 1436 {
1440 tmp = arrow; 1437 tmp = arrow;
1533 */ 1530 */
1534int 1531int
1535fire_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)
1536{ 1533{
1537 object *left, *bow; 1534 object *left, *bow;
1538 int bowspeed, mflags; 1535 int mflags;
1539 maptile *m; 1536 maptile *m;
1540 1537
1541 if (!dir) 1538 if (!dir)
1542 { 1539 {
1543 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!");
1544 return 0; 1541 return 0;
1545 } 1542 }
1546 1543
1547 if (op->type == PLAYER) 1544 if (op->contr)
1548 bow = op->contr->ranged_ob; 1545 bow = op->current_weapon;
1549 else 1546 else
1550 { 1547 {
1551 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1552 /* 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
1553 * 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.
1574 { 1571 {
1575 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);
1576 return 0; 1573 return 0;
1577 } 1574 }
1578 1575
1579 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1580
1581 /* penalize ROF for bestarrow */
1582 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1583 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1584
1585 if (bowspeed < 1)
1586 bowspeed = 1;
1587
1588 if (arrow == NULL) 1576 if (arrow == NULL)
1589 { 1577 {
1590 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1591 { 1579 {
1592 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1615 arrow->destroy (); 1603 arrow->destroy ();
1616 return 0; 1604 return 0;
1617 } 1605 }
1618 1606
1619 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1620 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1621 if (!arrow) 1609 if (!arrow)
1622 { 1610 {
1623 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);
1624 return 0; 1612 return 0;
1625 } 1613 }
1626 1614
1627 arrow->set_owner (op); 1615 arrow->set_owner (op);
1628 arrow->skill = bow->skill; 1616 arrow->skill = bow->skill;
1629 arrow->direction = dir; 1617 arrow->direction = dir;
1630 1618
1631 if (op->type == PLAYER)
1632 {
1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1634 op->update_stats ();
1635 }
1636
1637 SET_ANIMATION (arrow, arrow->direction);
1638
1639 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1640 arrow->stats.hp = arrow->stats.dam; 1620 arrow->stats.hp = arrow->stats.dam;
1641 arrow->stats.grace = arrow->attacktype; 1621 arrow->stats.grace = arrow->attacktype;
1642 1622
1643 if (arrow->slaying) 1623 if (arrow->slaying)
1644 arrow->spellarg = strdup (arrow->slaying); 1624 arrow->spellarg = strdup (arrow->slaying);
1645 1625
1646 arrow->stats.dam += op->stats.dam + arrow->magic; 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);
1647 1642
1648 /* update the speed */ 1643 /* update the speed */
1649 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1650 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1645 + bow->stats.dam / 7.f;
1651 1646
1652 arrow->set_speed (max (arrow->speed, 1.0)); 1647 arrow->set_speed (max (arrow->speed, 2.f));
1653 arrow->speed_left = 0; 1648 arrow->speed_left = 0;
1654 1649
1655 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1656 1651
1657 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1658 { 1653 {
1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1654 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1660 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1655 wc -= dex_bonus[op->stats.Dex];
1661 1656
1662 if (!arrow->slaying) 1657 if (!arrow->slaying)
1663 arrow->slaying = op->slaying; 1658 arrow->slaying = op->slaying;
1659
1660 arrow->attacktype |= op->attacktype;
1664 } 1661 }
1665 else 1662 else
1666 { 1663 {
1667 arrow->level = op->level; 1664 arrow->level = op->level;
1668 arrow->stats.wc -= bow->magic; 1665 arrow->stats.wc -= bow->magic;
1669 1666
1670 if (!arrow->slaying) 1667 if (!arrow->slaying)
1671 arrow->slaying = bow->slaying; 1668 arrow->slaying = bow->slaying;
1672 }
1673 1669
1674 arrow->stats.wc -= arrow->level;
1675
1676 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1671 }
1677 1672
1673 wc -= arrow->level;
1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1675
1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1678 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1680 1679
1681 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1682 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1683 1682
1684 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1685 move_arrow (arrow); 1684 move_arrow (arrow);
1686
1687 if (op->type == PLAYER)
1688 {
1689 if (left->destroyed ())
1690 esrv_del_item (op->contr, left->count);
1691 else
1692 esrv_send_item (op, left);
1693 }
1694 1685
1695 return 1; 1686 return 1;
1696} 1687}
1697 1688
1698/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1727 else if (op->contr->bowtype == bow_spreadshot) 1718 else if (op->contr->bowtype == bow_spreadshot)
1728 { 1719 {
1729 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1720 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1730 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1721 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1731 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1722 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1732
1733 } 1723 }
1734 else 1724 else
1735 { 1725 {
1736 /* Simple case */ 1726 /* Simple case */
1737 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 } 1728 }
1729
1739 return ret; 1730 return ret;
1740} 1731}
1741
1742 1732
1743/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
1744 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
1745 */ 1735 */
1746void 1736void
1758 { 1748 {
1759 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1760 return; 1750 return;
1761 } 1751 }
1762 1752
1753 if (!op->change_weapon (item))
1754 return;
1755
1763 if (item->type == WAND) 1756 if (item->type == WAND)
1764 { 1757 {
1765 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
1766 { 1759 {
1767 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1768 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1762
1769 return; 1763 return;
1770 } 1764 }
1771 } 1765 }
1772 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1773 { 1767 {
1774 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1775 { 1769 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1770 op->contr->play_sound (sound_find ("wand_poof"));
1771
1777 if (item->type == ROD) 1772 if (item->type == ROD)
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1779 else 1774 else
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1776
1781 return; 1777 return;
1782 } 1778 }
1783 } 1779 }
1784 1780
1785 if (cast_spell (op, item, dir, item->inv, NULL)) 1781 if (cast_spell (op, item, dir, item->inv, NULL))
1792 object *tmp; 1788 object *tmp;
1793 1789
1794 if (item->arch) 1790 if (item->arch)
1795 { 1791 {
1796 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1797 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
1798 item->set_speed (0); 1794 item->set_speed (0);
1799 } 1795 }
1800 1796
1801 if ((tmp = item->in_player ())) 1797 if ((tmp = item->in_player ()))
1802 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
1807 } 1803 }
1808} 1804}
1809 1805
1810/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1811 */ 1807 */
1812void 1808bool
1813fire (object *op, int dir) 1809fire (object *op, int dir)
1814{ 1810{
1815 int spellcost = 0; 1811 int spellcost = 0;
1816 1812
1817 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
1821 player *pl = op->contr; 1817 player *pl = op->contr;
1822 1818
1823 if (pl->golem) 1819 if (pl->golem)
1824 { 1820 {
1825 control_golem (op->contr->golem, dir); 1821 control_golem (op->contr->golem, dir);
1826 return; 1822 return false;
1827 } 1823 }
1828 1824
1829 object *ob = pl->ranged_ob; 1825 object *ob = pl->ranged_ob;
1830 1826
1831 if (!ob) 1827 if (!ob)
1832 return; 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;
1833 1837
1834 switch (ob->type) 1838 switch (ob->type)
1835 { 1839 {
1836 case BOW: 1840 case BOW:
1837 player_fire_bow (op, dir); 1841 player_fire_bow (op, dir);
1844 case BUILDER: 1848 case BUILDER:
1845 apply_map_builder (op, dir); 1849 apply_map_builder (op, dir);
1846 break; 1850 break;
1847 1851
1848 case SKILL: 1852 case SKILL:
1849 case SKILL_TOOL:
1850 do_skill (op, op, ob, dir, 0); 1853 do_skill (op, op, ob, dir, 0);
1851 break; 1854 break;
1852 1855
1853 default: 1856 default:
1854 fire_misc_object (op, dir); 1857 fire_misc_object (op, dir);
1855 break; 1858 break;
1856 } 1859 }
1860
1861 return true;
1857} 1862}
1858 1863
1859/* find_key 1864/* find_key
1860 * 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
1861 * and successfully use it, we return the key, otherwise NULL 1866 * and successfully use it, we return the key, otherwise NULL
1948 * 0 otherwise 1953 * 0 otherwise
1949 */ 1954 */
1950static int 1955static int
1951player_attack_door (object *op, object *door) 1956player_attack_door (object *op, object *door)
1952{ 1957{
1953 /* 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,
1954 * 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 -
1955 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
1956 */ 1961 */
1957 object *key = find_key (op, op, door); 1962 object *key = find_key (op, op, door);
1958 1963
1959 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
1960 if (key) 1965 if (key)
1961 { 1966 {
1962 object *container = key->env; 1967 object *container = key->env;
1963
1964 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1965 1968
1966 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
1967 make_visible (op); 1970 make_visible (op);
1968 1971
1969 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1971 1974
1972 if (door->type == DOOR) 1975 if (door->type == DOOR)
1973 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 */
1974 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
1975 { 1978 {
1976 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);
1977 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
1978 } 1981 }
1979 1982
1980 /* Do this after we print the message */ 1983 /* Do this after we print the message */
1981 decrease_ob (key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
1982 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
1983 if (container != op) 1986 if (container != op)
1984 esrv_update_item (UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
1985 1988
1986 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
1987 } 1990 }
1988 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
1989 { 1992 {
1990 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
1991 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...");
1992 return 1; 1995 return 1;
1993 } 1996 }
1994 1997
1995 return 0; 1998 return 0;
1996} 1999}
1999 * It should keep the code cleaner. 2002 * It should keep the code cleaner.
2000 * When this is called, the players direction has been updated 2003 * When this is called, the players direction has been updated
2001 * (taking into account confusion.) The player is also actually 2004 * (taking into account confusion.) The player is also actually
2002 * going to try and move (not fire weapons). 2005 * going to try and move (not fire weapons).
2003 */ 2006 */
2004void 2007bool
2005move_player_attack (object *op, int dir) 2008move_player_attack (object *op, int dir)
2006{ 2009{
2007 object *tmp, *mon;
2008 int on_battleground; 2010 int on_battleground;
2009 maptile *m;
2010 2011
2011 sint16 nx = freearr_x[dir] + op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2012 sint16 ny = freearr_y[dir] + op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2013 2014
2014 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 }
2015 2025
2016 /* 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
2017 * 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
2018 * 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
2019 * player. This is a pretty nasty hack, because if we could 2029 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 2030 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 2031 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 2032 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2033 * move_ob uses.
2024 */ 2034 */
2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2026 {
2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2028 {
2029 m = op->map->xy_find (nx, ny); 2035 maptile *m = op->map->xy_find (nx, ny);
2030 if (!m)
2031 return; /* Don't think this should happen */
2032 }
2033 else
2034 m = op->map;
2035 2036
2036 if (!(tmp = m->at (nx, ny).bot))
2037 return;
2038
2039 mon = 0;
2040 /* Go through all the objects, and find ones of interest. Only stop if 2037 /* Go through all the objects, and find ones of interest. Only stop if
2041 * we find a monster - that is something we know we want to attack. 2038 * we find a monster - that is something we know we want to attack.
2042 * if its a door or barrel (can roll) see if there may be monsters 2039 * if its a door or barrel (can roll) see if there may be monsters
2043 * on the space 2040 * on the space
2044 */ 2041 */
2045 while (tmp) 2042 object *mon;
2046 { 2043 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2047 if (tmp == op) 2044 {
2048 { 2045 if ((mon->flag [FLAG_ALIVE]
2049 tmp = tmp->above; 2046 || mon->type == LOCKED_DOOR
2050 continue; 2047 || mon->flag [FLAG_CAN_ROLL])
2051 }
2052
2053 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2054 {
2055 mon = tmp; 2048 && mon != op)
2056 break; 2049 break;
2057 } 2050 }
2058 2051
2059 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2060 mon = tmp;
2061
2062 tmp = tmp->above;
2063 }
2064
2065 if (!mon) /* This happens anytime the player tries to move */ 2052 if (!mon) /* This happens anytime the player tries to move */
2066 return; /* into a wall */ 2053 return false; /* into a wall */
2067 2054
2068 if (mon->head)
2069 mon = mon->head; 2055 mon = mon->head_ ();
2070 2056
2071 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)
2072 if (player_attack_door (op, mon)) 2059 if (player_attack_door (op, mon))
2060 {
2061 --op->contr->weapon_sp_left;
2073 return; 2062 return true;
2063 }
2074 2064
2075 /* The following deals with possibly attacking peaceful 2065 /* The following deals with possibly attacking peaceful
2076 * or frienddly creatures. Basically, all players are considered 2066 * or friendly creatures. Basically, all players are considered
2077 * unaggressive. If the moving player has peaceful set, then the 2067 * unaggressive. If the moving player has peaceful set, then the
2078 * object should be pushed instead of attacked. It is assumed that 2068 * object should be pushed instead of attacked. It is assumed that
2079 * if you are braced, you will not attack friends accidently, 2069 * if you are braced, you will not attack friends accidently,
2080 * and thus will not push them. 2070 * and thus will not push them.
2081 */ 2071 */
2082 2072
2083 /* 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
2084 * peaceful. Our assumption is the creature is a pet if the 2074 * peaceful. Our assumption is the creature is a pet if the
2085 * player owns it and it is either friendly or unagressive. 2075 * player owns it and it is either friendly or unagressive.
2086 */ 2076 */
2087 if ((op->type == PLAYER) 2077 if (op->type == PLAYER
2088#if COZY_SERVER
2089 &&
2090 ((mon->owner && mon->owner->contr 2078 && ((mon->owner && mon->owner->contr
2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2079 && same_party (mon->owner->contr->party, op->contr->party))
2092#else
2093 && mon->owner == op 2080 || mon->owner == op)
2094#endif
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 { 2082 {
2097 /* 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 */
2098 if (op->contr->braced) 2084 if (op->contr->braced)
2099 return; 2085 return false;
2100 2086
2101 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"));
2102 push_ob (mon, dir, op); 2092 push_ob (mon, dir, op);
2093
2103 if (op->contr->tmp_invis || op->hide) 2094 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op); 2095 make_visible (op);
2105 2096
2106 return; 2097 return true;
2107 } 2098 }
2099 else
2100 return false;
2101 }
2108 2102
2109 /* in certain circumstances, you shouldn't attack friendly 2103 /* in certain circumstances, you shouldn't attack friendly
2110 * creatures. Note that if you are braced, you can't push 2104 * creatures. Note that if you are braced, you can't push
2111 * 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
2112 * attack them either. 2106 * attack them either.
2113 */ 2107 */
2114 if ((mon->type == PLAYER || mon->enemy != op) && 2108 if ((mon->type == PLAYER || mon->enemy != op)
2115 (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))
2116#ifdef PROHIBIT_PLAYERKILL
2117 (op->contr->peaceful 2110 && ((op->contr->peaceful
2118 || (mon->type == PLAYER 2111 || (mon->type == PLAYER && mon->contr->peaceful))
2119 && mon->contr->
2120 peaceful)) &&
2121#else
2122 op->contr->peaceful &&
2123#endif
2124 !on_battleground)) 2112 && !on_battleground))
2113 {
2114 if (op->speed_left > 0.f)
2125 { 2115 {
2116 --op->speed_left;
2117
2126 if (!op->contr->braced) 2118 if (!op->contr->braced)
2127 { 2119 {
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 op->play_sound (sound_find ("push_player"));
2129 push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2130 } 2122 }
2131 else 2123 else
2132 new_draw_info (0, 0, op, "You withhold your attack"); 2124 op->statusmsg ("You withhold your attack");
2133 2125
2134 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2135 make_visible (op); 2127 make_visible (op);
2136 }
2137 2128
2129 return true;
2130 }
2131 }
2138 /* If the object is a boulder or other rollable object, then 2132 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2133 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2134 */
2141 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)
2142 { 2138 {
2139 --op->speed_left;
2140
2143 recursive_roll (mon, dir, op); 2141 recursive_roll (mon, dir, op);
2144 if (action_makes_visible (op)) 2142 if (action_makes_visible (op))
2145 make_visible (op); 2143 make_visible (op);
2146 }
2147 2144
2145 return true;
2146 }
2147 }
2148 /* Any generic living creature. Including things like doors. 2148 /* Any generic living creature. Including things like doors.
2149 * 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
2150 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 2151 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 2152 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2153 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 { 2156 {
2157 2157 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2158 /* If the player hasn't hit something this tick, and does
2159 * so, give them speed boost based on weapon speed. Doing
2160 * it here is better than process_players2, which basically
2161 * incurred a 1 tick offset.
2162 */
2163 if (!op->contr->has_hit)
2164 { 2158 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2159 --op->contr->weapon_sp_left;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 }
2169 2160
2170 skill_attack (mon, op, 0, 0, 0); 2161 skill_attack (mon, op, 0, 0, 0);
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2178 {
2179 short luck = mon->stats.luck;
2180
2181 mon->contr->has_hit = 1;
2182 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck;
2184 }
2185 2162
2186 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2187 make_visible (op); 2164 make_visible (op);
2188 }
2189 } /* if player should attack something */
2190}
2191 2165
2192int 2166 return true;
2167 }
2168 }
2169
2170 return false;
2171}
2172
2173bool
2193move_player (object *op, int dir) 2174move_player (object *op, int dir)
2194{ 2175{
2195 int pick; 2176 int pick;
2196 2177
2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2198 return 0; 2179 return 0;
2199 2180
2200 /* Sanity check: make sure dir is valid */ 2181 /* Sanity check: make sure dir is valid */
2201 if ((dir < 0) || (dir >= 9)) 2182 if ((dir < 0) || (dir >= 9))
2202 { 2183 {
2211 op->facing = dir; 2192 op->facing = dir;
2212 2193
2213 if (op->hide) 2194 if (op->hide)
2214 do_hidden_move (op); 2195 do_hidden_move (op);
2215 2196
2197 bool retval;
2198
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 /*nop */ ; 2200 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on) 2201 else if (op->contr->fire_on)
2219 fire (op, dir); 2202 retval = fire (op, dir);
2220 else 2203 else
2221 { 2204 {
2222 move_player_attack (op, dir); 2205 retval = move_player_attack (op, dir);
2223 pick = check_pick (op); 2206 pick = check_pick (op);
2224 } 2207 }
2225 2208
2226 /* 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
2227 * server can handle repeat firing. 2210 * server can handle repeat firing.
2234 /* Update how the player looks. Use the facing, so direction may 2217 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities 2218 * get reset to zero. This allows for full animation capabilities
2236 * for players. 2219 * for players.
2237 */ 2220 */
2238 animate_object (op, op->facing); 2221 animate_object (op, op->facing);
2239 return 0; 2222
2223 return retval;
2240} 2224}
2241 2225
2242/* 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
2243 * new client/server stuff. 2227 * new client/server stuff.
2244 * 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
2245 * the new speed values for commands. 2229 * the new speed values for commands.
2246 * 2230 *
2247 * 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.
2248 */ 2234 */
2249int 2235bool
2250handle_newcs_player (object *op) 2236handle_newcs_player (object *op)
2251{ 2237{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2238 if (QUERY_FLAG (op, FLAG_SCARED))
2253 { 2239 {
2254 flee_player (op); 2240 if (op->speed_left > 0.f)
2255 /* If player is still scared, that is his action for this tick */
2256 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2241 {
2258 op->speed_left--; 2242 --op->speed_left;
2243 flee_player (op);
2244
2259 return 0; 2245 return true;
2260 } 2246 }
2247 else
2248 return false;
2261 } 2249 }
2262 2250
2263 /* 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
2264 * the players time has been increased when doericserver has been 2252 * the players time has been increased when doericserver has been
2265 * called, so we recheck it here. 2253 * called, so we recheck it here.
2266 */ 2254 */
2267 if (op->contr->ns->handle_command ()) 2255 if (op->contr->ns->handle_command ())
2268 return 1; 2256 return true;
2269 2257
2270 if (op->speed_left > 0)
2271 {
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2258 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 {
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player (op, op->direction); 2259 return move_player (op, op->direction);
2282 2260
2283 return op->speed_left > 0;
2284 }
2285 }
2286
2287 return 0; 2261 return false;
2288} 2262}
2289 2263
2290int 2264int
2291save_life (object *op) 2265save_life (object *op)
2292{ 2266{
2294 return 0; 2268 return 0;
2295 2269
2296 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2297 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2298 { 2272 {
2299 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2273 op->play_sound (sound_find ("ob_evaporate"));
2300 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2274 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2301 2275
2302 if (op->contr) 2276 if (op->contr)
2303 esrv_del_item (op->contr, tmp->count); 2277 esrv_del_item (op->contr, tmp->count);
2304 2278
2324/* 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
2325 * 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
2326 * 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
2327 * from. 2301 * from.
2328 */ 2302 */
2329void 2303static void
2330remove_unpaid_objects (object *op, object *env) 2304drop_unpaid_items (object *op, object *env)
2331{ 2305{
2332 while (op) 2306 while (op)
2333 { 2307 {
2334 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' */
2335 2309
2339 esrv_del_item (env->contr, op->count); 2313 esrv_del_item (env->contr, op->count);
2340 2314
2341 op->insert_at (env); 2315 op->insert_at (env);
2342 } 2316 }
2343 else if (op->inv) 2317 else if (op->inv)
2344 remove_unpaid_objects (op->inv, env); 2318 drop_unpaid_items (op->inv, env);
2345 2319
2346 op = next; 2320 op = next;
2347 } 2321 }
2322}
2323
2324void
2325object::drop_unpaid_items ()
2326{
2327 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this);
2348} 2329}
2349 2330
2350/* 2331/*
2351 * Returns pointer a static string containing gravestone text 2332 * Returns pointer a static string containing gravestone text
2352 * Moved from apply.c to player.c - player.c is what 2333 * Moved from apply.c to player.c - player.c is what
2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2428 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2448 else 2429 else
2449 { 2430 {
2450 gen_grace = op->stats.maxgrace; 2431 gen_grace = op->stats.maxgrace;
2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2432 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2452 }
2453
2454 /* Regenerate Spell Points */
2455 if (!op->contr->golem && --op->last_sp < 0)
2456 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2458 if (op->stats.sp < op->stats.maxsp)
2459 {
2460 op->stats.sp++;
2461 /* dms do not consume food */
2462 if (!QUERY_FLAG (op, FLAG_WIZ))
2463 {
2464 op->stats.food--;
2465 if (op->contr->digestion < 0)
2466 op->stats.food += op->contr->digestion;
2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2468 op->stats.food = last_food;
2469 }
2470 }
2471
2472 if (max_sp > 1)
2473 {
2474 over_sp = (gen_sp + 10) / rate_sp;
2475 if (over_sp > 0)
2476 {
2477 if (op->stats.sp < op->stats.maxsp)
2478 {
2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2482 op->stats.sp--;
2483
2484 if (op->stats.sp > op->stats.maxsp)
2485 op->stats.sp = op->stats.maxsp;
2486 }
2487 op->last_sp = 0;
2488 }
2489 else
2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 }
2492 else
2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2494 } 2433 }
2495 2434
2496 /* Regenerate Grace */ 2435 /* Regenerate Grace */
2497 /* 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. */
2498 if (--op->last_grace < 0) 2437 if (--op->last_grace < 0)
2519 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);
2520 } 2459 }
2521 /* wearing stuff doesn't detract from grace generation. */ 2460 /* wearing stuff doesn't detract from grace generation. */
2522 } 2461 }
2523 2462
2463 if (op->stats.food > 0)
2464 {
2524 /* Regenerate Hit Points */ 2465 /* Regenerate Spell Points */
2525 if (--op->last_heal < 0) 2466 if (!op->contr->golem && --op->last_sp < 0)
2526 {
2527 if (op->stats.hp < op->stats.maxhp)
2528 { 2467 {
2529 op->stats.hp++; 2468 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2530 /* dms do not consume food */ 2469
2531 if (!QUERY_FLAG (op, FLAG_WIZ)) 2470 if (op->stats.sp < op->stats.maxsp)
2532 { 2471 {
2472 op->stats.sp++;
2473
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ))
2476 {
2533 op->stats.food--; 2477 op->stats.food--;
2478
2534 if (op->contr->digestion < 0) 2479 if (op->contr->digestion < 0)
2535 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2536 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))
2537 op->stats.food = last_food; 2482 op->stats.food = last_food;
2483 }
2538 } 2484 }
2539 }
2540 2485
2541 if (max_hp > 1) 2486 if (max_sp > 1)
2542 {
2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2544 if (over_hp > 0)
2545 { 2487 {
2546 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
2547 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);
2548 } 2506 }
2549 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)
2550 { 2515 {
2551 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 }
2552 } 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);
2553 } 2541 }
2554 else 2542 else
2555 {
2556 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);
2557 } 2544 }
2558 } 2545 }
2559 2546
2560 /* Digestion */ 2547 /* Digestion */
2561 if (--op->last_eat < 0) 2548 if (--op->last_eat < 0)
2562 { 2549 {
2563#ifdef COZY_SERVER 2550 int bonus = max (0, op->contr->digestion),
2564 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2551 penalty = max (0, -op->contr->digestion);
2565 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2566#else
2567 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2568#endif
2569 2552
2570 if (op->contr->gen_hp > 0)
2571 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);
2572 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574 2554
2575 /* dms do not consume food */ 2555 /* dms do not consume food */
2576 if (!QUERY_FLAG (op, FLAG_WIZ)) 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2577 op->stats.food--; 2557 op->stats.food--;
2578 } 2558 }
2605 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.");
2606 manual_apply (op, flesh, 0); 2586 manual_apply (op, flesh, 0);
2607 } 2587 }
2608 } 2588 }
2609 2589
2610 while (op->stats.food < 0 && op->stats.hp >= 0) 2590 if (op->stats.food < 0)
2611 op->stats.food++, op->stats.hp--; 2591 {
2592 op->stats.hp += op->stats.food;
2593 op->stats.food = 0;
2594 }
2612 2595
2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2614 kill_player (op); 2597 kill_player (op);
2615 } 2598 }
2616} 2599}
2621 * file. 2604 * file.
2622 */ 2605 */
2623void 2606void
2624kill_player (object *op) 2607kill_player (object *op)
2625{ 2608{
2609 int x, y;
2626 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2627 int x, y;
2628
2629 //int i;
2630 maptile *map; /* this is for resurrection */ 2611 maptile *map; /* this is for resurrection */
2631
2632 /* int z;
2633 int num_stats_lose;
2634 int lost_a_stat;
2635 int lose_this_stat;
2636 int this_stat; */
2637 int will_kill_again; 2612 int will_kill_again;
2638 archetype *at; 2613 archetype *at;
2639 object *tmp; 2614 object *tmp;
2640 2615
2641 if (save_life (op)) 2616 if (save_life (op))
2642 return; 2617 return;
2643
2644 2618
2645 /* 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
2646 * 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.
2647 * Look at op_on_battleground() for more info --AndreasV 2621 * Look at op_on_battleground() for more info --AndreasV
2648 */ 2622 */
2664 { 2638 {
2665 tmp->destroy (); 2639 tmp->destroy ();
2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2667 } 2641 }
2668 2642
2669 cure_disease (op, 0); /* remove any disease */ 2643 cure_disease (op, 0, 0); /* remove any disease */
2670 op->stats.hp = op->stats.maxhp; 2644 op->stats.hp = op->stats.maxhp;
2671 if (op->stats.food <= 0) 2645 if (op->stats.food <= 0)
2672 op->stats.food = 999; 2646 op->stats.food = 999;
2673 2647
2674 /* create a bodypart-trophy to make the winner happy */ 2648 /* create a bodypart-trophy to make the winner happy */
2675 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2649 if (object *tmp = arch_to_object (archetype::find ("finger")))
2676 { 2650 {
2677 sprintf (buf, "%s's finger", &op->name); 2651 tmp->name = format ("%s's finger" , &op->name);
2678 tmp->name = buf; 2652 tmp->name_pl = format ("%s's fingers", &op->name);
2679 sprintf (buf, " This finger has been cut off %s\n" 2653 tmp->msg = format (
2680 " 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",
2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2682 tmp->msg = buf; 2656 );
2683 tmp->value = 0, tmp->type = 0; 2657 tmp->value = 0, tmp->type = 0;
2684 tmp->materialname = "organics"; 2658 tmp->materialname = "organics";
2685 tmp->insert_at (op, tmp); 2659 tmp->insert_at (op, tmp);
2686 } 2660 }
2687 2661
2694 INVOKE_PLAYER (DEATH, op->contr); 2668 INVOKE_PLAYER (DEATH, op->contr);
2695 2669
2696 command_kill_pets (op, 0); 2670 command_kill_pets (op, 0);
2697 2671
2698 if (op->stats.food < 0) 2672 if (op->stats.food < 0)
2699 {
2700 sprintf (buf, "%s starved to death.", &op->name);
2701 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2702 }
2703 else
2704 sprintf (buf, "%s died.", &op->name);
2705 2674
2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2675 op->contr->play_sound (sound_find ("player_dies"));
2707 2676
2708 /* save the map location for corpse, gravestone */ 2677 /* save the map location for corpse, gravestone */
2709 x = op->x; 2678 x = op->x;
2710 y = op->y; 2679 y = op->y;
2711 map = op->map; 2680 map = op->map;
2874 { 2843 {
2875 tmp->destroy (); 2844 tmp->destroy ();
2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2877 } 2846 }
2878 2847
2879 cure_disease (op, 0); /* remove any disease */ 2848 cure_disease (op, 0, 0); /* remove any disease */
2880 2849
2881 /*add_exp(op, (op->stats.exp * -0.20)); */ 2850 /*add_exp(op, (op->stats.exp * -0.20)); */
2882 apply_death_exp_penalty (op); 2851 apply_death_exp_penalty (op);
2883 if (op->stats.food < 100) 2852 if (op->stats.food < 100)
2884 op->stats.food = 900; 2853 op->stats.food = 900;
2888 2857
2889 /* 2858 /*
2890 * 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
2891 * and put them back in the map. 2860 * and put them back in the map.
2892 */ 2861 */
2893 remove_unpaid_objects (op->inv, op); 2862 op->drop_unpaid_items ();
2894 2863
2895 /****************************************/ 2864 /****************************************/
2896 /* */ 2865 /* */
2897 /* Move player to his current respawn- */ 2866 /* Move player to his current respawn- */
2898 /* position (usually last savebed) */ 2867 /* position (usually last savebed) */
2918 object *force; 2887 object *force;
2919 int at; 2888 int at;
2920 2889
2921 force = get_archetype (FORCE_NAME); 2890 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */ 2891 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1; 2892 force->speed = 0.1f;
2924 force->speed_left = -5.0; 2893 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED); 2894 SET_FLAG (force, FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++) 2895 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at)) 2896 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2897 force->resist[at] = 100;
2929 2898
2957 2926
2958 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))))
2959 { 2928 {
2960 if (tmp->nrof > 1) 2929 if (tmp->nrof > 1)
2961 { 2930 {
2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2931 tmp->decrease (rndm (1, tmp->nrof - 1));
2963 tmp2->destroy ();
2964 insert_ob_in_map (tmp, op->map, NULL, 0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
2965 } 2933 }
2966 else 2934 else
2967 tmp->destroy (); 2935 tmp->destroy ();
2968 } 2936 }
2979void 2947void
2980fix_weight (void) 2948fix_weight (void)
2981{ 2949{
2982 for_all_players (pl) 2950 for_all_players (pl)
2983 { 2951 {
2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2952 sint32 old = pl->ob->carrying;
2985 2953
2986 if (old == sum) 2954 pl->ob->update_weight ();
2987 continue; 2955
2956 if (old != pl->ob->carrying)
2957 {
2988 pl->ob->update_stats (); 2958 pl->ob->update_stats ();
2989 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 }
2990 } 2961 }
2991} 2962}
2992 2963
2993void 2964void
2994fix_luck (void) 2965fix_luck (void)
3038void 3009void
3039make_visible (object *op) 3010make_visible (object *op)
3040{ 3011{
3041 op->hide = 0; 3012 op->hide = 0;
3042 op->invisible = 0; 3013 op->invisible = 0;
3014
3043 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3044 { 3016 {
3045 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3046 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3047 } 3019 }
3050} 3022}
3051 3023
3052int 3024int
3053is_true_undead (object *op) 3025is_true_undead (object *op)
3054{ 3026{
3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3056 return 1; 3028 return 1;
3057 3029
3058 return 0; 3030 return 0;
3059} 3031}
3060 3032
3061/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3062 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3063 * indicate greater hideability. 3035 * indicate greater hideability.
3064 */ 3036 */
3065
3066int 3037int
3067hideability (object *ob) 3038hideability (object *ob)
3068{ 3039{
3069 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3070 sint16 x, y; 3041 sint16 x, y;
3080 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3081 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3082 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3083 3054
3084 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3085 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])
3086 { 3059 {
3087 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3088 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3089 {
3090 continue; 3062 continue;
3091 } 3063
3092 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 3065 level += 2;
3094 else /* open terrain! */ 3066 else /* open terrain! */
3095 level -= 1; 3067 level -= 1;
3096 } 3068 }
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3080 */
3109
3110void 3081void
3111do_hidden_move (object *op) 3082do_hidden_move (object *op)
3112{ 3083{
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3114 object *skop; 3085 object *skop;
3196 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3197 * 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
3198 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3199 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3200 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3201 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3202 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3203 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3204 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3205 * -b.t. 3176 * -b.t.
3206 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3207 */ 3178 */
3208
3209int 3179int
3210player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3211{ 3181{
3212 rv_vector rv; 3182 rv_vector rv;
3213 int dx, dy; 3183 int dx, dy;
3225 3195
3226 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3227 3197
3228 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3229 * through the object and find if it has any 3199 * through the object and find if it has any
3230 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3231 * a blocked los square. 3201 * a blocked los square.
3232 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3233 */ 3203 */
3234 while (op) 3204 while (op)
3235 { 3205 {
3236 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3237 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3238 3208
3239 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3240 * 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
3241 * for any meaningful values. 3211 * for any meaningful values.
3242 */ 3212 */
3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3244 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3245 !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)])
3246 return 1; 3216 return 1;
3217
3247 op = op->more; 3218 op = op->more;
3248 } 3219 }
3220
3249 return 0; 3221 return 0;
3250} 3222}
3251 3223
3252/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3256 * return 0. 3228 * return 0.
3257 */ 3229 */
3258int 3230int
3259action_makes_visible (object *op) 3231action_makes_visible (object *op)
3260{ 3232{
3261
3262 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3263 { 3234 {
3264 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3265 return 0; 3236 return 0;
3266 3237
3272 { 3243 {
3273 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");
3274 return 1; 3245 return 1;
3275 } 3246 }
3276 } 3247 }
3248
3277 return 0; 3249 return 0;
3278} 3250}
3279 3251
3280/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3281 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3286 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3287 */ 3259 */
3288int 3260int
3289op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3290{ 3262{
3291 object *tmp;
3292
3293 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3294 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3295 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3296 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3297 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3298 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3299 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3300 { 3270 {
3301 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3302 { 3272 {
3303 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3304 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))
3305 { 3277 {
3306 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3307 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))
3308 { 3280 {
3309 object *invtmp;
3310
3311 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3312 { 3282 {
3313 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3314 { 3284 {
3315 if (x != NULL && y != NULL) 3285 if (x && y)
3316 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3317 return 1; 3288 return 1;
3318 } 3289 }
3319 } 3290 }
3320 } 3291 }
3292
3321 if (x != NULL && y != NULL) 3293 if (x && y)
3322 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3323 return 1; 3296 return 1;
3324 } 3297 }
3325 } 3298 }
3326 } 3299 }
3300
3327 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3328 return 0; 3302 return 0;
3329} 3303}
3330 3304
3331/* 3305/*
3347 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3348 int i = 0, j = 0; 3322 int i = 0, j = 0;
3349 3323
3350 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3351 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3352 trlist = treasurelist::find ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3353 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3354 trlist = treasurelist::find ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3355 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3356 trlist = treasurelist::find ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3357 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3358 trlist = treasurelist::find ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3359 3333
3360 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3361 return; 3335 return;
3362 3336
3363 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++);
3367 /* 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]); */
3368 return; 3342 return;
3369 } 3343 }
3370 3344
3371 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3372 item = &(tr->item->clone); 3346 item = tr->item;
3373 3347
3374 if (item->type == SPELL) 3348 if (item->type == SPELL)
3375 { 3349 {
3376 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3377 return; 3351 return;
3436 { 3410 {
3437 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3438 object *skin; 3412 object *skin;
3439 3413
3440 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3443 ; 3416 ;
3444 3417
3445 if (!skin) 3418 if (!skin)
3446 return; 3419 return;
3447 3420
3523 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))
3524 return 0; 3497 return 0;
3525 3498
3526 return 100 - blocked_los [x][y]; 3499 return 100 - blocked_los [x][y];
3527} 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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