ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.126 by root, Sat May 12 16:06:42 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 <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
157 op->x = -1; 156 op->x = -1;
158 op->y = -1; 157 op->y = -1;
159} 158}
160 159
161void 160void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate () 161player::activate ()
176{ 162{
177 if (active) 163 if (active)
178 return; 164 return;
179 165
181 ob->remove (); 167 ob->remove ();
182 ob->map = 0; 168 ob->map = 0;
183 ob->activate_recursive (); 169 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 171 add_friendly_object (ob);
186 enter_map ();
187} 172}
188 173
189void 174void
190player::deactivate () 175player::deactivate ()
191{ 176{
198 183
199 if (ob->map) 184 if (ob->map)
200 maplevel = ob->map->path; 185 maplevel = ob->map->path;
201 186
202 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 189 ob->map = 0;
204 party = 0; 190 party = 0;
205 191
206 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
207 193
221 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
222 208
223 ns->update_look = 0; 209 ns->update_look = 0;
224 ns->look_position = 0; 210 ns->look_position = 0;
225 211
226 clear_los (ob); 212 clear_los (this);
227 213
228 ns->reset_stats (); 214 ns->reset_stats ();
229 215
230 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
233 219
234 ob->carrying = sum_weight (ob); 220 ob->update_weight ();
235 link_player_skills (ob); 221 link_player_skills (ob);
236 222
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 224
239 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
240 226
241 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
243 { 229 {
244 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
245 231
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 235 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 237 skin = tmp;
255 238
256 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
257 } 240 }
258 241
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 243
261 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
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;
262 304
263 for (object *op = ob->inv; op; op = op->below) 305 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 306 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 307 switch (op->type)
266 { 308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
267 case WAND: 313 case WAND:
268 case ROD: 314 case ROD:
269 case HORN: 315 case HORN:
270 case BOW: 316 case BOW:
271 case SKILL: 317 ranged_ob = op;
272 case SKILL_TOOL: 318 break;
319
273 case WEAPON: 320 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 321 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 322 break;
277 } 323 }
278 324
279 ob->update_stats (); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
280 ns->floorbox_update (); 326 ob->deactivate (); // change_Weapon activates, fix this better
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293} 327}
294 328
295void 329void
296player::disconnect ()
297{
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op) 330player::set_observe (object *op)
320{ 331{
321 ob = op; 332 observe = op ? op : ob;
322 ob->contr = this; /* this aren't yet in archetype */ 333 do_los = 1;
323
324 ob->speed_left = 0.5;
325 ob->speed = 1.0;
326 ob->direction = 5; /* So player faces south */
327} 334}
328 335
329player::player () 336player::player ()
330{ 337{
331 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
342 petmode = pet_normal; 349 petmode = pet_normal;
343 listening = 10; 350 listening = 10;
344 usekeys = containers; 351 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
346 do_los = 1; 353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
347} 357}
348 358
349void 359void
350player::do_destroy () 360player::do_destroy ()
351{ 361{
356 if (ob) 366 if (ob)
357 { 367 {
358 ob->destroy_inv (false); 368 ob->destroy_inv (false);
359 ob->destroy (); 369 ob->destroy ();
360 } 370 }
371
372 ob = observe = 0;
361} 373}
362 374
363player::~player () 375player::~player ()
364{ 376{
365 /* Clear item stack */ 377 /* Clear item stack */
392 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
393 */ 405 */
394archetype * 406archetype *
395get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
396{ 408{
397 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);
398 416
399 for (;;) 417 for (;;)
400 { 418 {
401 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
402 at = first_archetype; 420 i = archetypes.begin ();
403 else 421 else if (*i == at)
404 at = at->next; 422 cleanup ("not a single player archetype found");
405 423
406 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
407 return at; 425 return *i;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 } 426 }
415} 427}
416 428
417object * 429object *
418get_nearest_player (object *mon) 430get_nearest_player (object *mon)
422 unsigned lastdist; 434 unsigned lastdist;
423 rv_vector rv; 435 rv_vector rv;
424 436
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 438 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 440 continue;
456 441
457 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
458 { 443 {
653 638
654 return firstdir; 639 return firstdir;
655} 640}
656 641
657void 642void
658give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
659{ 644{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 645 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 647
665 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
666 { 649 {
667 next = op->below; 650 next = op->below;
668 651
669 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
670 * 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
675 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 659 * by this player due to race restrictions
677 */ 660 */
678 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
679 { 662 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
681 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
684 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))
685 { 670 {
686 op->destroy (); 671 op->destroy ();
687 continue; 672 continue;
688 } 673 }
689 } 674 }
712 if (op->nrof > 1) 697 if (op->nrof > 1)
713 op->nrof = 1; 698 op->nrof = 1;
714 } 699 }
715 700
716 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 703
721 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
722 * 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
723 * merged properly. 706 * merged properly.
724 */ 707 */
725 if (need_identify (op)) 708 if (need_identify (op))
726 { 709 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 713 }
714
731 if (op->type == SPELL) 715 if (op->type == SPELL)
732 { 716 {
733 op->destroy (); 717 op->destroy ();
734 continue; 718 continue;
735 } 719 }
737 { 721 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 723 op->stats.exp = 0;
740 op->level = 1; 724 op->level = 1;
741 } 725 }
742 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
746 729
747 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
748 link_player_skills (pl); 731 link_player_skills (pl);
784} 767}
785 768
786void 769void
787object::roll_stats () 770object::roll_stats ()
788{ 771{
789 int statsort [7]; 772 int statsort [NUM_STATS];
790 773
791 for (;;) 774 for (;;)
792 { 775 {
793 int sum = 0; 776 int sum = 0;
794 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
795 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
796 779
797 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
798 break; 781 break;
799 } 782 }
800 783
801 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
802 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
803 786
787 for (int i = 0; i < NUM_STATS; ++i)
804 stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
805 stats.Dex = statsort[1];
806 stats.Con = statsort[2];
807 stats.Int = statsort[3];
808 stats.Wis = statsort[4];
809 stats.Pow = statsort[5];
810 stats.Cha = statsort[6];
811 789
812 stats.exp = 0; 790 stats.exp = 0;
813 stats.ac = 0; 791 stats.ac = 0;
814 792
815 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
827} 805}
828 806
829void 807void
830object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
831{ 809{
832 int tmp = get_attr_value (&contr->orig_stats, a); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
833 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
834 set_attr_value (&contr->orig_stats, b, tmp);
835 811
812 for (int i = 0; i < NUM_STATS; ++i)
836 stats.Str = contr->orig_stats.Str; 813 stats.stat (i) = contr->orig_stats.stat (i);
837 stats.Dex = contr->orig_stats.Dex;
838 stats.Con = contr->orig_stats.Con;
839 stats.Int = contr->orig_stats.Int;
840 stats.Wis = contr->orig_stats.Wis;
841 stats.Pow = contr->orig_stats.Pow;
842 stats.Cha = contr->orig_stats.Cha;
843 814
844 //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,
845 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
846 stats.ac = 0; 817 stats.ac = 0;
847 818
866static void 837static void
867start_info (object *op) 838start_info (object *op)
868{ 839{
869 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
870 841
871 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
872 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
873 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
874 //new_draw_info (NDI_UNIQUE, 0, op, " ");
875} 844}
876 845
877/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
878 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
879 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
920 if (*first_map_ext_path) 889 if (*first_map_ext_path)
921 { 890 {
922 object *tmp; 891 object *tmp;
923 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
924 893
925 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);
926 tmp = object::create (); 895 tmp = object::create ();
927 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
928 EXIT_X (tmp) = ob->x; 897 EXIT_X (tmp) = ob->x;
929 EXIT_Y (tmp) = ob->y; 898 EXIT_Y (tmp) = ob->y;
930 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;
949 int x = ob->x, y = ob->y; 918 int x = ob->x, y = ob->y;
950 919
951 ob->remove_statbonus (); 920 ob->remove_statbonus ();
952 ob->remove (); 921 ob->remove ();
953 ob->arch = get_player_archetype (ob->arch); 922 ob->arch = get_player_archetype (ob->arch);
954 ob->arch->clone.copy_to (ob); 923 ob->arch->copy_to (ob);
955 ob->instantiate (); 924 ob->instantiate ();
956 ob->stats = ob->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
957 ob->name = ob->name_pl = name; 926 ob->name = ob->name_pl = name;
958 ob->x = x; 927 ob->x = x;
959 ob->y = y; 928 ob->y = y;
960 SET_ANIMATION (ob, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
961 insert_ob_in_map (ob, ob->map, ob, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
962 assign (ob->contr->title, ob->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
963 ob->add_statbonus (); 932 ob->add_statbonus ();
964 } 933 }
965 while (!allowed_class (ob)); 934 while (!allowed_class (ob));
966 935
967 update_object (ob, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
1042 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1043 return 1; 1012 return 1;
1044 1013
1045 next = op->below; 1014 next = op->below;
1046 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1047 /* 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
1048 * destroyed */ 1020 * destroyed */
1049 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1050 { 1022 {
1051 tmp = next; 1023 tmp = next;
1052 next = tmp->below; 1024 next = tmp->below;
1053 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1054 if (op->destroyed ()) 1032 if (op->destroyed ())
1055 return 0; 1033 return 0;
1056 1034
1057 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1058 continue; 1036 continue;
1059 1037
1060 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1061 { 1039 {
1062 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1063 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1064 continue; 1042 continue;
1065 } 1043 }
1066 1044
1067 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1068 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1070 switch (op->contr->mode) 1048 switch (op->contr->mode)
1071 { 1049 {
1072 case 0: 1050 case 0:
1073 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1074 case 1: 1052 case 1:
1075 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1076 return 1; 1054 return 1;
1077 case 2: 1055 case 2:
1078 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1079 return 0; 1057 return 0;
1080 case 3: 1058 case 3:
1081 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1082 case 4: 1060 case 4:
1083 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1084 break; 1062 break;
1085 case 5: 1063 case 5:
1086 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1087 stop = 1; 1065 stop = 1;
1088 break; 1066 break;
1089 case 6: 1067 case 6:
1090 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1091 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1092 break; 1071 break;
1093 1072
1094 case 7: 1073 case 7:
1095 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1096 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1097 break; 1076 break;
1098 1077
1099 default: 1078 default:
1100 /* use value density */ 1079 /* use value density */
1101 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1102 && (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)
1103 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1104 } 1083 }
1105 } 1084 }
1106 else 1085 else
1107 { /* old model */ 1086 { /* old model */
1108 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1112 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &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))));
1115 else 1094 else
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &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))));
1118 1097
1119 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1120 } 1099 }
1121 1100
1122 /* philosophy: 1101 /* philosophy:
1163 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1164 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1165 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1166 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1167 { 1146 {
1168 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1169 continue; 1148 continue;
1170 } 1149 }
1171 1150
1172 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1173 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)))
1174 { 1153 {
1175 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1176 continue; 1155 continue;
1177 } 1156 }
1178 1157
1179 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1180 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1181 { 1160 {
1182 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1183 continue; 1162 continue;
1184 } 1163 }
1185 1164
1186 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1187 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1188 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1189 { 1168 {
1190 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1191 continue; 1170 continue;
1192 } 1171 }
1193 1172
1194 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1195 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1196 { 1175 {
1197 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1198 continue; 1177 continue;
1199 } 1178 }
1200 1179
1201 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1202 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1203 { 1182 {
1204 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1205 continue; 1184 continue;
1206 } 1185 }
1207 1186
1208 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1209 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1210 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1211 { 1190 {
1212 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1213 continue; 1192 continue;
1214 } 1193 }
1215 1194
1216 /* pick up all magical items */ 1195 /* pick up all magical items */
1217 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1218 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))
1219 { 1198 {
1220 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1221 continue; 1200 continue;
1222 } 1201 }
1223 1202
1224 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1225 { 1204 {
1226 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1227 { 1206 {
1228 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1229 continue; 1208 continue;
1230 } 1209 }
1231 } 1210 }
1232 1211
1233 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1234 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1235 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1236 { 1215 {
1237 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1238 continue; 1217 continue;
1239 } 1218 }
1240 1219
1241 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1242 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1243 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1244 { 1223 {
1245 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1246 continue; 1225 continue;
1247 } 1226 }
1248 1227
1249 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1250 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1251 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1252 { 1231 {
1253 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1254 continue; 1233 continue;
1255 } 1234 }
1256 1235
1257 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1258 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1259 { 1238 {
1260 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1261 continue; 1240 continue;
1262 } 1241 }
1263 1242
1264 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1265 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1266 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1267 { 1246 {
1268 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1269 continue; 1248 continue;
1270 } 1249 }
1271 1250
1272 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1273 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1274 { 1253 {
1275 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1276 continue; 1255 continue;
1277 } 1256 }
1278 1257
1279 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1280 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1281 { 1260 {
1282 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1283 continue; 1262 continue;
1284 } 1263 }
1285 1264
1286 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1287 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1288 { 1267 {
1289 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1290 continue; 1269 continue;
1291 } 1270 }
1292 1271
1293 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1294 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1295 { 1274 {
1296 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1297 continue; 1276 continue;
1298 } 1277 }
1299 1278
1300 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1301 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1302 { 1281 {
1303 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1304 continue; 1283 continue;
1305 } 1284 }
1306 1285
1307 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1308 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1309 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1310 { 1289 {
1311 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1312 continue; 1291 continue;
1313 } 1292 }
1314 1293
1315 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1316 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1317 { 1296 {
1318 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1319 { 1298 {
1320 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 &&
1321 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1322 { 1301 {
1323 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1324 continue; 1303 continue;
1325 } 1304 }
1326 } 1305 }
1327 1306
1328 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1329 { 1308 {
1330 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)
1331 { 1310 {
1332 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1333 continue; 1312 continue;
1334 } 1313 }
1335 } 1314 }
1336 } 1315 }
1337 1316
1338 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1339 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1340 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1341 { 1320 {
1342 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1343 continue; 1322 continue;
1344 } 1323 }
1345 1324
1346 /* 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
1347 * pickups */ 1326 * pickups */
1352 /* >=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
1353 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1354 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1355 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)
1356 { 1335 {
1357 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1358#if 0 1337#if 0
1359 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1360 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1361 { 1340 {
1362 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1363 } 1342 }
1364 else 1343 else
1365 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1366 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1367 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))));
1368#endif 1347#endif
1369 continue; 1348 continue;
1370 } 1349 }
1381 * found object is returned. 1360 * found object is returned.
1382 */ 1361 */
1383object * 1362object *
1384find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1385{ 1364{
1386 object *tmp = 0;
1387
1388 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1389 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1390 tmp = find_arrow (op, type);
1391 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);
1392 return op; 1374 return arrow;
1375 }
1393 1376
1394 return tmp; 1377 return 0;
1395} 1378}
1396 1379
1397/* 1380/*
1398 * 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
1399 * 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
1440 else 1423 else
1441 { 1424 {
1442 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1443 { 1426 {
1444 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1445 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1446 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)
1447 { 1430 {
1448 tmp = arrow; 1431 tmp = arrow;
1449 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;
1450 } 1433 }
1451 } 1434 }
1452 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1453 { 1436 {
1454 tmp = arrow; 1437 tmp = arrow;
1547 */ 1530 */
1548int 1531int
1549fire_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)
1550{ 1533{
1551 object *left, *bow; 1534 object *left, *bow;
1552 int bowspeed, mflags; 1535 int mflags;
1553 maptile *m; 1536 maptile *m;
1554 1537
1555 if (!dir) 1538 if (!dir)
1556 { 1539 {
1557 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!");
1558 return 0; 1541 return 0;
1559 } 1542 }
1560 1543
1561 if (player *pl = op->contr) 1544 if (op->contr)
1562 { 1545 bow = op->current_weapon;
1563 bow = pl->ranged_ob;
1564 if (!op->change_weapon (bow))
1565 return 0;
1566 }
1567 else 1546 else
1568 { 1547 {
1569 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1570 /* 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
1571 * 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.
1592 { 1571 {
1593 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);
1594 return 0; 1573 return 0;
1595 } 1574 }
1596 1575
1597 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1598
1599 /* penalize ROF for bestarrow */
1600 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1601 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1602
1603 if (bowspeed < 1)
1604 bowspeed = 1;
1605
1606 if (arrow == NULL) 1576 if (arrow == NULL)
1607 { 1577 {
1608 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1609 { 1579 {
1610 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1633 arrow->destroy (); 1603 arrow->destroy ();
1634 return 0; 1604 return 0;
1635 } 1605 }
1636 1606
1637 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1638 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1639 if (!arrow) 1609 if (!arrow)
1640 { 1610 {
1641 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);
1642 return 0; 1612 return 0;
1643 } 1613 }
1651 arrow->stats.grace = arrow->attacktype; 1621 arrow->stats.grace = arrow->attacktype;
1652 1622
1653 if (arrow->slaying) 1623 if (arrow->slaying)
1654 arrow->spellarg = strdup (arrow->slaying); 1624 arrow->spellarg = strdup (arrow->slaying);
1655 1625
1626#if 0
1627 if (player *pl = op->contr)
1628 {
1629 float speed = pl->weapon_sp;
1630
1631 /* penalize ROF for bestarrow */
1632 if (pl->bowtype == bow_bestarrow)
1633 speed *= .9f;
1634 else
1635 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1636
1637 op->speed_left += speed - op->speed;
1638 }
1639#endif
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642
1643 /* update the speed */
1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1645 + bow->stats.dam / 7.f;
1646
1647 arrow->set_speed (max (arrow->speed, 2.f));
1648 arrow->speed_left = 0;
1649
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1651
1656 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1657 { 1653 {
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats ();
1660 }
1661
1662 SET_ANIMATION (arrow, arrow->direction);
1663
1664 arrow->stats.dam += op->stats.dam + arrow->magic;
1665
1666 /* update the speed */
1667 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1668 + bow->stats.dam / 7.0;
1669
1670 arrow->set_speed (max (arrow->speed, 2.0));
1671 arrow->speed_left = 0;
1672
1673 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1674
1675 if (op->type == PLAYER)
1676 {
1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1654 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1678 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1655 wc -= dex_bonus[op->stats.Dex];
1679 1656
1680 if (!arrow->slaying) 1657 if (!arrow->slaying)
1681 arrow->slaying = op->slaying; 1658 arrow->slaying = op->slaying;
1682 1659
1683 arrow->attacktype |= op->attacktype; 1660 arrow->attacktype |= op->attacktype;
1691 arrow->slaying = bow->slaying; 1668 arrow->slaying = bow->slaying;
1692 1669
1693 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1694 } 1671 }
1695 1672
1696 arrow->stats.wc -= arrow->level; 1673 wc -= arrow->level;
1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1697 1675
1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1698 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1699 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1700 1679
1701 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1702 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1703 1682
1704 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1705 move_arrow (arrow); 1684 move_arrow (arrow);
1706
1707 if (op->type == PLAYER)
1708 {
1709 if (left->destroyed ())
1710 esrv_del_item (op->contr, left->count);
1711 else
1712 esrv_send_item (op, left);
1713 }
1714 1685
1715 return 1; 1686 return 1;
1716} 1687}
1717 1688
1718/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1757 } 1728 }
1758 1729
1759 return ret; 1730 return ret;
1760} 1731}
1761 1732
1762
1763/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
1764 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
1765 */ 1735 */
1766void 1736void
1767fire_misc_object (object *op, int dir) 1737fire_misc_object (object *op, int dir)
1785 1755
1786 if (item->type == WAND) 1756 if (item->type == WAND)
1787 { 1757 {
1788 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
1789 { 1759 {
1790 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1791 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));
1792 1762
1793 return; 1763 return;
1794 } 1764 }
1795 } 1765 }
1796 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1797 { 1767 {
1798 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))
1799 { 1769 {
1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1770 op->contr->play_sound (sound_find ("wand_poof"));
1801 1771
1802 if (item->type == ROD) 1772 if (item->type == ROD)
1803 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));
1804 else 1774 else
1805 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));
1818 object *tmp; 1788 object *tmp;
1819 1789
1820 if (item->arch) 1790 if (item->arch)
1821 { 1791 {
1822 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1823 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
1824 item->set_speed (0); 1794 item->set_speed (0);
1825 } 1795 }
1826 1796
1827 if ((tmp = item->in_player ())) 1797 if ((tmp = item->in_player ()))
1828 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1803 }
1834} 1804}
1835 1805
1836/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1837 */ 1807 */
1838void 1808bool
1839fire (object *op, int dir) 1809fire (object *op, int dir)
1840{ 1810{
1841 int spellcost = 0; 1811 int spellcost = 0;
1842 1812
1843 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
1847 player *pl = op->contr; 1817 player *pl = op->contr;
1848 1818
1849 if (pl->golem) 1819 if (pl->golem)
1850 { 1820 {
1851 control_golem (op->contr->golem, dir); 1821 control_golem (op->contr->golem, dir);
1852 return; 1822 return false;
1853 } 1823 }
1854 1824
1855 object *ob = pl->ranged_ob; 1825 object *ob = pl->ranged_ob;
1856 1826
1857 if (!ob) 1827 if (!ob)
1858 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;
1859 1837
1860 switch (ob->type) 1838 switch (ob->type)
1861 { 1839 {
1862 case BOW: 1840 case BOW:
1863 player_fire_bow (op, dir); 1841 player_fire_bow (op, dir);
1870 case BUILDER: 1848 case BUILDER:
1871 apply_map_builder (op, dir); 1849 apply_map_builder (op, dir);
1872 break; 1850 break;
1873 1851
1874 case SKILL: 1852 case SKILL:
1875 case SKILL_TOOL:
1876 do_skill (op, op, ob, dir, 0); 1853 do_skill (op, op, ob, dir, 0);
1877 break; 1854 break;
1878 1855
1879 default: 1856 default:
1880 fire_misc_object (op, dir); 1857 fire_misc_object (op, dir);
1881 break; 1858 break;
1882 } 1859 }
1860
1861 return true;
1883} 1862}
1884 1863
1885/* find_key 1864/* find_key
1886 * 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
1887 * and successfully use it, we return the key, otherwise NULL 1866 * and successfully use it, we return the key, otherwise NULL
1974 * 0 otherwise 1953 * 0 otherwise
1975 */ 1954 */
1976static int 1955static int
1977player_attack_door (object *op, object *door) 1956player_attack_door (object *op, object *door)
1978{ 1957{
1979 /* 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,
1980 * 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 -
1981 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
1982 */ 1961 */
1983 object *key = find_key (op, op, door); 1962 object *key = find_key (op, op, door);
1984 1963
1985 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
1986 if (key) 1965 if (key)
1987 { 1966 {
1988 object *container = key->env; 1967 object *container = key->env;
1989
1990 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1991 1968
1992 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
1993 make_visible (op); 1970 make_visible (op);
1994 1971
1995 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1997 1974
1998 if (door->type == DOOR) 1975 if (door->type == DOOR)
1999 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 */
2000 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
2001 { 1978 {
2002 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);
2003 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
2004 } 1981 }
2005 1982
2006 /* Do this after we print the message */ 1983 /* Do this after we print the message */
2007 decrease_ob (key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
2008 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
2009 if (container != op) 1986 if (container != op)
2010 esrv_update_item (UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
2011 1988
2012 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
2013 } 1990 }
2014 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2015 { 1992 {
2016 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
2017 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...");
2018 return 1; 1995 return 1;
2019 } 1996 }
2020 1997
2021 return 0; 1998 return 0;
2022} 1999}
2025 * It should keep the code cleaner. 2002 * It should keep the code cleaner.
2026 * When this is called, the players direction has been updated 2003 * When this is called, the players direction has been updated
2027 * (taking into account confusion.) The player is also actually 2004 * (taking into account confusion.) The player is also actually
2028 * going to try and move (not fire weapons). 2005 * going to try and move (not fire weapons).
2029 */ 2006 */
2030void 2007bool
2031move_player_attack (object *op, int dir) 2008move_player_attack (object *op, int dir)
2032{ 2009{
2033 object *tmp, *mon;
2034 int on_battleground; 2010 int on_battleground;
2035 maptile *m;
2036 2011
2037 sint16 nx = freearr_x[dir] + op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2038 sint16 ny = freearr_y[dir] + op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2039 2014
2040 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 }
2041 2025
2042 /* 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
2043 * 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
2044 * 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
2045 * player. This is a pretty nasty hack, because if we could 2029 * player. This is a pretty nasty hack, because if we could
2046 * 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
2047 * 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
2048 * 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
2049 * move_ob uses. 2033 * move_ob uses.
2050 */ 2034 */
2051 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2052 {
2053 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2054 {
2055 m = op->map->xy_find (nx, ny); 2035 maptile *m = op->map->xy_find (nx, ny);
2056 if (!m)
2057 return; /* Don't think this should happen */
2058 }
2059 else
2060 m = op->map;
2061 2036
2062 if (!(tmp = m->at (nx, ny).bot))
2063 return;
2064
2065 mon = 0;
2066 /* 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
2067 * 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.
2068 * 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
2069 * on the space 2040 * on the space
2070 */ 2041 */
2071 while (tmp) 2042 object *mon;
2072 { 2043 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2073 if (tmp == op) 2044 {
2074 { 2045 if ((mon->flag [FLAG_ALIVE]
2075 tmp = tmp->above; 2046 || mon->type == LOCKED_DOOR
2076 continue; 2047 || mon->flag [FLAG_CAN_ROLL])
2077 }
2078
2079 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2080 {
2081 mon = tmp; 2048 && mon != op)
2082 break; 2049 break;
2083 } 2050 }
2084 2051
2085 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2086 mon = tmp;
2087
2088 tmp = tmp->above;
2089 }
2090
2091 if (!mon) /* This happens anytime the player tries to move */ 2052 if (!mon) /* This happens anytime the player tries to move */
2092 return; /* into a wall */ 2053 return false; /* into a wall */
2093 2054
2094 if (mon->head)
2095 mon = mon->head; 2055 mon = mon->head_ ();
2096 2056
2097 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)
2098 if (player_attack_door (op, mon)) 2059 if (player_attack_door (op, mon))
2060 {
2061 --op->contr->weapon_sp_left;
2099 return; 2062 return true;
2063 }
2100 2064
2101 /* The following deals with possibly attacking peaceful 2065 /* The following deals with possibly attacking peaceful
2102 * or frienddly creatures. Basically, all players are considered 2066 * or friendly creatures. Basically, all players are considered
2103 * unaggressive. If the moving player has peaceful set, then the 2067 * unaggressive. If the moving player has peaceful set, then the
2104 * object should be pushed instead of attacked. It is assumed that 2068 * object should be pushed instead of attacked. It is assumed that
2105 * if you are braced, you will not attack friends accidently, 2069 * if you are braced, you will not attack friends accidently,
2106 * and thus will not push them. 2070 * and thus will not push them.
2107 */ 2071 */
2108 2072
2109 /* 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
2110 * peaceful. Our assumption is the creature is a pet if the 2074 * peaceful. Our assumption is the creature is a pet if the
2111 * player owns it and it is either friendly or unagressive. 2075 * player owns it and it is either friendly or unagressive.
2112 */ 2076 */
2113 if ((op->type == PLAYER) 2077 if (op->type == PLAYER
2114#if COZY_SERVER
2115 &&
2116 ((mon->owner && mon->owner->contr 2078 && ((mon->owner && mon->owner->contr
2117 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2079 && same_party (mon->owner->contr->party, op->contr->party))
2118#else
2119 && mon->owner == op 2080 || mon->owner == op)
2120#endif
2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2122 { 2082 {
2123 /* 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 */
2124 if (op->contr->braced) 2084 if (op->contr->braced)
2125 return; 2085 return false;
2126 2086
2127 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"));
2128 push_ob (mon, dir, op); 2092 push_ob (mon, dir, op);
2093
2129 if (op->contr->tmp_invis || op->hide) 2094 if (op->contr->tmp_invis || op->hide)
2130 make_visible (op); 2095 make_visible (op);
2131 2096
2132 return; 2097 return true;
2133 } 2098 }
2099 else
2100 return false;
2101 }
2134 2102
2135 /* in certain circumstances, you shouldn't attack friendly 2103 /* in certain circumstances, you shouldn't attack friendly
2136 * creatures. Note that if you are braced, you can't push 2104 * creatures. Note that if you are braced, you can't push
2137 * 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
2138 * attack them either. 2106 * attack them either.
2139 */ 2107 */
2140 if ((mon->type == PLAYER || mon->enemy != op) && 2108 if ((mon->type == PLAYER || mon->enemy != op)
2141 (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))
2142#ifdef PROHIBIT_PLAYERKILL
2143 (op->contr->peaceful 2110 && ((op->contr->peaceful
2144 || (mon->type == PLAYER 2111 || (mon->type == PLAYER && mon->contr->peaceful))
2145 && mon->contr->
2146 peaceful)) &&
2147#else
2148 op->contr->peaceful &&
2149#endif
2150 !on_battleground)) 2112 && !on_battleground))
2113 {
2114 if (op->speed_left > 0.f)
2151 { 2115 {
2116 --op->speed_left;
2117
2152 if (!op->contr->braced) 2118 if (!op->contr->braced)
2153 { 2119 {
2154 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 op->play_sound (sound_find ("push_player"));
2155 push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2156 } 2122 }
2157 else 2123 else
2158 new_draw_info (0, 0, op, "You withhold your attack"); 2124 op->statusmsg ("You withhold your attack");
2159 2125
2160 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2161 make_visible (op); 2127 make_visible (op);
2162 }
2163 2128
2129 return true;
2130 }
2131 }
2164 /* If the object is a boulder or other rollable object, then 2132 /* If the object is a boulder or other rollable object, then
2165 * 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.
2166 */ 2134 */
2167 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)
2168 { 2138 {
2139 --op->speed_left;
2140
2169 recursive_roll (mon, dir, op); 2141 recursive_roll (mon, dir, op);
2170 if (action_makes_visible (op)) 2142 if (action_makes_visible (op))
2171 make_visible (op); 2143 make_visible (op);
2172 }
2173 2144
2145 return true;
2146 }
2147 }
2174 /* Any generic living creature. Including things like doors. 2148 /* Any generic living creature. Including things like doors.
2175 * 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
2176 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2177 * 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
2178 * 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.
2179 */ 2153 */
2180 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2181 ((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)))
2182 { 2156 {
2183 2157 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2184 /* If the player hasn't hit something this tick, and does
2185 * so, give them speed boost based on weapon speed. Doing
2186 * it here is better than process_players2, which basically
2187 * incurred a 1 tick offset.
2188 */
2189 if (!op->contr->has_hit)
2190 { 2158 {
2191 op->speed_left += op->speed / op->contr->weapon_sp; 2159 --op->contr->weapon_sp_left;
2192
2193 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2194 }
2195 2160
2196 skill_attack (mon, op, 0, 0, 0); 2161 skill_attack (mon, op, 0, 0, 0);
2197
2198 /* If attacking another player, that player gets automatic
2199 * hitback, and doesn't loose luck either.
2200 * Disable hitback on the battleground or if the target is
2201 * the wiz.
2202 */
2203 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2204 {
2205 short luck = mon->stats.luck;
2206
2207 mon->contr->has_hit = 1;
2208 skill_attack (op, mon, 0, 0, 0);
2209 mon->stats.luck = luck;
2210 }
2211 2162
2212 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2213 make_visible (op); 2164 make_visible (op);
2214 }
2215 } /* if player should attack something */
2216}
2217 2165
2218int 2166 return true;
2167 }
2168 }
2169
2170 return false;
2171}
2172
2173bool
2219move_player (object *op, int dir) 2174move_player (object *op, int dir)
2220{ 2175{
2221 int pick; 2176 int pick;
2222 2177
2223 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2224 return 0; 2179 return 0;
2225 2180
2226 /* Sanity check: make sure dir is valid */ 2181 /* Sanity check: make sure dir is valid */
2227 if ((dir < 0) || (dir >= 9)) 2182 if ((dir < 0) || (dir >= 9))
2228 { 2183 {
2237 op->facing = dir; 2192 op->facing = dir;
2238 2193
2239 if (op->hide) 2194 if (op->hide)
2240 do_hidden_move (op); 2195 do_hidden_move (op);
2241 2196
2197 bool retval;
2198
2242 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2243 /*nop */ ; 2200 retval = RESULT_INT (0);
2244 else if (op->contr->fire_on) 2201 else if (op->contr->fire_on)
2245 fire (op, dir); 2202 retval = fire (op, dir);
2246 else 2203 else
2247 { 2204 {
2248 move_player_attack (op, dir); 2205 retval = move_player_attack (op, dir);
2249 pick = check_pick (op); 2206 pick = check_pick (op);
2250 } 2207 }
2251 2208
2252 /* 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
2253 * server can handle repeat firing. 2210 * server can handle repeat firing.
2260 /* Update how the player looks. Use the facing, so direction may 2217 /* Update how the player looks. Use the facing, so direction may
2261 * get reset to zero. This allows for full animation capabilities 2218 * get reset to zero. This allows for full animation capabilities
2262 * for players. 2219 * for players.
2263 */ 2220 */
2264 animate_object (op, op->facing); 2221 animate_object (op, op->facing);
2265 return 0; 2222
2223 return retval;
2266} 2224}
2267 2225
2268/* 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
2269 * new client/server stuff. 2227 * new client/server stuff.
2270 * 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
2271 * the new speed values for commands. 2229 * the new speed values for commands.
2272 * 2230 *
2273 * 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.
2274 */ 2234 */
2275int 2235bool
2276handle_newcs_player (object *op) 2236handle_newcs_player (object *op)
2277{ 2237{
2278 if (QUERY_FLAG (op, FLAG_SCARED)) 2238 if (QUERY_FLAG (op, FLAG_SCARED))
2279 { 2239 {
2280 flee_player (op); 2240 if (op->speed_left > 0.f)
2281 /* If player is still scared, that is his action for this tick */
2282 if (QUERY_FLAG (op, FLAG_SCARED))
2283 { 2241 {
2284 op->speed_left--; 2242 --op->speed_left;
2243 flee_player (op);
2244
2285 return 0; 2245 return true;
2286 } 2246 }
2247 else
2248 return false;
2287 } 2249 }
2288 2250
2289 /* 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
2290 * the players time has been increased when doericserver has been 2252 * the players time has been increased when doericserver has been
2291 * called, so we recheck it here. 2253 * called, so we recheck it here.
2292 */ 2254 */
2293 if (op->contr->ns->handle_command ()) 2255 if (op->contr->ns->handle_command ())
2294 return 1; 2256 return true;
2295 2257
2296 if (op->speed_left > 0)
2297 {
2298 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2258 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2299 {
2300 /* All move commands take 1 tick, at least for now */
2301 op->speed_left--;
2302
2303 /* Instead of all the stuff below, let move_player take care
2304 * of it. Also, some of the skill stuff is only put in
2305 * there, as well as the confusion stuff.
2306 */
2307 move_player (op, op->direction); 2259 return move_player (op, op->direction);
2308 2260
2309 return op->speed_left > 0;
2310 }
2311 }
2312
2313 return 0; 2261 return false;
2314} 2262}
2315 2263
2316int 2264int
2317save_life (object *op) 2265save_life (object *op)
2318{ 2266{
2320 return 0; 2268 return 0;
2321 2269
2322 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2323 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2324 { 2272 {
2325 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2273 op->play_sound (sound_find ("ob_evaporate"));
2326 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));
2327 2275
2328 if (op->contr) 2276 if (op->contr)
2329 esrv_del_item (op->contr, tmp->count); 2277 esrv_del_item (op->contr, tmp->count);
2330 2278
2350/* 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
2351 * 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
2352 * 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
2353 * from. 2301 * from.
2354 */ 2302 */
2355void 2303static void
2356remove_unpaid_objects (object *op, object *env) 2304drop_unpaid_items (object *op, object *env)
2357{ 2305{
2358 while (op) 2306 while (op)
2359 { 2307 {
2360 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' */
2361 2309
2365 esrv_del_item (env->contr, op->count); 2313 esrv_del_item (env->contr, op->count);
2366 2314
2367 op->insert_at (env); 2315 op->insert_at (env);
2368 } 2316 }
2369 else if (op->inv) 2317 else if (op->inv)
2370 remove_unpaid_objects (op->inv, env); 2318 drop_unpaid_items (op->inv, env);
2371 2319
2372 op = next; 2320 op = next;
2373 } 2321 }
2322}
2323
2324void
2325object::drop_unpaid_items ()
2326{
2327 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this);
2374} 2329}
2375 2330
2376/* 2331/*
2377 * Returns pointer a static string containing gravestone text 2332 * Returns pointer a static string containing gravestone text
2378 * Moved from apply.c to player.c - player.c is what 2333 * Moved from apply.c to player.c - player.c is what
2473 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2428 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2474 else 2429 else
2475 { 2430 {
2476 gen_grace = op->stats.maxgrace; 2431 gen_grace = op->stats.maxgrace;
2477 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2432 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2478 }
2479
2480 /* Regenerate Spell Points */
2481 if (!op->contr->golem && --op->last_sp < 0)
2482 {
2483 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2484 if (op->stats.sp < op->stats.maxsp)
2485 {
2486 op->stats.sp++;
2487 /* dms do not consume food */
2488 if (!QUERY_FLAG (op, FLAG_WIZ))
2489 {
2490 op->stats.food--;
2491 if (op->contr->digestion < 0)
2492 op->stats.food += op->contr->digestion;
2493 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494 op->stats.food = last_food;
2495 }
2496 }
2497
2498 if (max_sp > 1)
2499 {
2500 over_sp = (gen_sp + 10) / rate_sp;
2501 if (over_sp > 0)
2502 {
2503 if (op->stats.sp < op->stats.maxsp)
2504 {
2505 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2506
2507 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2508 op->stats.sp--;
2509
2510 if (op->stats.sp > op->stats.maxsp)
2511 op->stats.sp = op->stats.maxsp;
2512 }
2513 op->last_sp = 0;
2514 }
2515 else
2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2517 }
2518 else
2519 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2520 } 2433 }
2521 2434
2522 /* Regenerate Grace */ 2435 /* Regenerate Grace */
2523 /* 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. */
2524 if (--op->last_grace < 0) 2437 if (--op->last_grace < 0)
2545 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);
2546 } 2459 }
2547 /* wearing stuff doesn't detract from grace generation. */ 2460 /* wearing stuff doesn't detract from grace generation. */
2548 } 2461 }
2549 2462
2463 if (op->stats.food > 0)
2464 {
2550 /* Regenerate Hit Points */ 2465 /* Regenerate Spell Points */
2551 if (--op->last_heal < 0) 2466 if (!op->contr->golem && --op->last_sp < 0)
2552 {
2553 if (op->stats.hp < op->stats.maxhp)
2554 { 2467 {
2555 op->stats.hp++; 2468 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2556 /* dms do not consume food */ 2469
2557 if (!QUERY_FLAG (op, FLAG_WIZ)) 2470 if (op->stats.sp < op->stats.maxsp)
2558 { 2471 {
2472 op->stats.sp++;
2473
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ))
2476 {
2559 op->stats.food--; 2477 op->stats.food--;
2478
2560 if (op->contr->digestion < 0) 2479 if (op->contr->digestion < 0)
2561 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2562 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))
2563 op->stats.food = last_food; 2482 op->stats.food = last_food;
2483 }
2564 } 2484 }
2565 }
2566 2485
2567 if (max_hp > 1) 2486 if (max_sp > 1)
2568 {
2569 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2570 if (over_hp > 0)
2571 { 2487 {
2572 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
2573 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);
2574 } 2506 }
2575 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)
2576 { 2515 {
2577 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 }
2578 } 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);
2579 } 2541 }
2580 else 2542 else
2581 {
2582 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);
2583 } 2544 }
2584 } 2545 }
2585 2546
2586 /* Digestion */ 2547 /* Digestion */
2587 if (--op->last_eat < 0) 2548 if (--op->last_eat < 0)
2588 { 2549 {
2589#ifdef COZY_SERVER 2550 int bonus = max (0, op->contr->digestion),
2590 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2551 penalty = max (0, -op->contr->digestion);
2591 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2592#else
2593 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2594#endif
2595 2552
2596 if (op->contr->gen_hp > 0)
2597 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);
2598 else
2599 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2600 2554
2601 /* dms do not consume food */ 2555 /* dms do not consume food */
2602 if (!QUERY_FLAG (op, FLAG_WIZ)) 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2603 op->stats.food--; 2557 op->stats.food--;
2604 } 2558 }
2631 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.");
2632 manual_apply (op, flesh, 0); 2586 manual_apply (op, flesh, 0);
2633 } 2587 }
2634 } 2588 }
2635 2589
2636 while (op->stats.food < 0 && op->stats.hp >= 0) 2590 if (op->stats.food < 0)
2637 op->stats.food++, op->stats.hp--; 2591 {
2592 op->stats.hp += op->stats.food;
2593 op->stats.food = 0;
2594 }
2638 2595
2639 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2640 kill_player (op); 2597 kill_player (op);
2641 } 2598 }
2642} 2599}
2647 * file. 2604 * file.
2648 */ 2605 */
2649void 2606void
2650kill_player (object *op) 2607kill_player (object *op)
2651{ 2608{
2609 int x, y;
2652 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2653 int x, y;
2654
2655 //int i;
2656 maptile *map; /* this is for resurrection */ 2611 maptile *map; /* this is for resurrection */
2657
2658 /* int z;
2659 int num_stats_lose;
2660 int lost_a_stat;
2661 int lose_this_stat;
2662 int this_stat; */
2663 int will_kill_again; 2612 int will_kill_again;
2664 archetype *at; 2613 archetype *at;
2665 object *tmp; 2614 object *tmp;
2666 2615
2667 if (save_life (op)) 2616 if (save_life (op))
2668 return; 2617 return;
2669
2670 2618
2671 /* 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
2672 * 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.
2673 * Look at op_on_battleground() for more info --AndreasV 2621 * Look at op_on_battleground() for more info --AndreasV
2674 */ 2622 */
2690 { 2638 {
2691 tmp->destroy (); 2639 tmp->destroy ();
2692 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2693 } 2641 }
2694 2642
2695 cure_disease (op, 0); /* remove any disease */ 2643 cure_disease (op, 0, 0); /* remove any disease */
2696 op->stats.hp = op->stats.maxhp; 2644 op->stats.hp = op->stats.maxhp;
2697 if (op->stats.food <= 0) 2645 if (op->stats.food <= 0)
2698 op->stats.food = 999; 2646 op->stats.food = 999;
2699 2647
2700 /* create a bodypart-trophy to make the winner happy */ 2648 /* create a bodypart-trophy to make the winner happy */
2701 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2649 if (object *tmp = arch_to_object (archetype::find ("finger")))
2702 { 2650 {
2703 sprintf (buf, "%s's finger", &op->name); 2651 tmp->name = format ("%s's finger" , &op->name);
2704 tmp->name = buf; 2652 tmp->name_pl = format ("%s's fingers", &op->name);
2705 sprintf (buf, " This finger has been cut off %s\n" 2653 tmp->msg = format (
2706 " 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",
2707 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2708 tmp->msg = buf; 2656 );
2709 tmp->value = 0, tmp->type = 0; 2657 tmp->value = 0, tmp->type = 0;
2710 tmp->materialname = "organics"; 2658 tmp->materialname = "organics";
2711 tmp->insert_at (op, tmp); 2659 tmp->insert_at (op, tmp);
2712 } 2660 }
2713 2661
2720 INVOKE_PLAYER (DEATH, op->contr); 2668 INVOKE_PLAYER (DEATH, op->contr);
2721 2669
2722 command_kill_pets (op, 0); 2670 command_kill_pets (op, 0);
2723 2671
2724 if (op->stats.food < 0) 2672 if (op->stats.food < 0)
2725 {
2726 sprintf (buf, "%s starved to death.", &op->name);
2727 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2728 }
2729 else
2730 sprintf (buf, "%s died.", &op->name);
2731 2674
2732 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2675 op->contr->play_sound (sound_find ("player_dies"));
2733 2676
2734 /* save the map location for corpse, gravestone */ 2677 /* save the map location for corpse, gravestone */
2735 x = op->x; 2678 x = op->x;
2736 y = op->y; 2679 y = op->y;
2737 map = op->map; 2680 map = op->map;
2900 { 2843 {
2901 tmp->destroy (); 2844 tmp->destroy ();
2902 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2903 } 2846 }
2904 2847
2905 cure_disease (op, 0); /* remove any disease */ 2848 cure_disease (op, 0, 0); /* remove any disease */
2906 2849
2907 /*add_exp(op, (op->stats.exp * -0.20)); */ 2850 /*add_exp(op, (op->stats.exp * -0.20)); */
2908 apply_death_exp_penalty (op); 2851 apply_death_exp_penalty (op);
2909 if (op->stats.food < 100) 2852 if (op->stats.food < 100)
2910 op->stats.food = 900; 2853 op->stats.food = 900;
2914 2857
2915 /* 2858 /*
2916 * 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
2917 * and put them back in the map. 2860 * and put them back in the map.
2918 */ 2861 */
2919 remove_unpaid_objects (op->inv, op); 2862 op->drop_unpaid_items ();
2920 2863
2921 /****************************************/ 2864 /****************************************/
2922 /* */ 2865 /* */
2923 /* Move player to his current respawn- */ 2866 /* Move player to his current respawn- */
2924 /* position (usually last savebed) */ 2867 /* position (usually last savebed) */
2944 object *force; 2887 object *force;
2945 int at; 2888 int at;
2946 2889
2947 force = get_archetype (FORCE_NAME); 2890 force = get_archetype (FORCE_NAME);
2948 /* 50 ticks should be enough time for the spell to abate */ 2891 /* 50 ticks should be enough time for the spell to abate */
2949 force->speed = 0.1; 2892 force->speed = 0.1f;
2950 force->speed_left = -5.0; 2893 force->speed_left = -5.f;
2951 SET_FLAG (force, FLAG_APPLIED); 2894 SET_FLAG (force, FLAG_APPLIED);
2952 for (at = 0; at < NROFATTACKS; at++) 2895 for (at = 0; at < NROFATTACKS; at++)
2953 if (will_kill_again & (1 << at)) 2896 if (will_kill_again & (1 << at))
2954 force->resist[at] = 100; 2897 force->resist[at] = 100;
2955 2898
2983 2926
2984 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2927 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2985 { 2928 {
2986 if (tmp->nrof > 1) 2929 if (tmp->nrof > 1)
2987 { 2930 {
2988 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2931 tmp->decrease (rndm (1, tmp->nrof - 1));
2989 tmp2->destroy ();
2990 insert_ob_in_map (tmp, op->map, NULL, 0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
2991 } 2933 }
2992 else 2934 else
2993 tmp->destroy (); 2935 tmp->destroy ();
2994 } 2936 }
3005void 2947void
3006fix_weight (void) 2948fix_weight (void)
3007{ 2949{
3008 for_all_players (pl) 2950 for_all_players (pl)
3009 { 2951 {
3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2952 sint32 old = pl->ob->carrying;
3011 2953
3012 if (old == sum) 2954 pl->ob->update_weight ();
3013 continue; 2955
2956 if (old != pl->ob->carrying)
2957 {
3014 pl->ob->update_stats (); 2958 pl->ob->update_stats ();
3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2959 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2960 }
3016 } 2961 }
3017} 2962}
3018 2963
3019void 2964void
3020fix_luck (void) 2965fix_luck (void)
3064void 3009void
3065make_visible (object *op) 3010make_visible (object *op)
3066{ 3011{
3067 op->hide = 0; 3012 op->hide = 0;
3068 op->invisible = 0; 3013 op->invisible = 0;
3014
3069 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3070 { 3016 {
3071 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3073 } 3019 }
3076} 3022}
3077 3023
3078int 3024int
3079is_true_undead (object *op) 3025is_true_undead (object *op)
3080{ 3026{
3081 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3082 return 1; 3028 return 1;
3083 3029
3084 return 0; 3030 return 0;
3085} 3031}
3086 3032
3087/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3088 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3089 * indicate greater hideability. 3035 * indicate greater hideability.
3090 */ 3036 */
3091
3092int 3037int
3093hideability (object *ob) 3038hideability (object *ob)
3094{ 3039{
3095 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3096 sint16 x, y; 3041 sint16 x, y;
3106 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3107 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3108 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3109 3054
3110 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3111 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])
3112 { 3059 {
3113 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3115 {
3116 continue; 3062 continue;
3117 } 3063
3118 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3119 level += 2; 3065 level += 2;
3120 else /* open terrain! */ 3066 else /* open terrain! */
3121 level -= 1; 3067 level -= 1;
3122 } 3068 }
3130/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3131 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3132 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3133 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3134 */ 3080 */
3135
3136void 3081void
3137do_hidden_move (object *op) 3082do_hidden_move (object *op)
3138{ 3083{
3139 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3140 object *skop; 3085 object *skop;
3222 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3223 * 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
3224 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3225 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3226 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3227 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3228 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3229 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3230 * 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.
3231 * -b.t. 3176 * -b.t.
3232 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3233 */ 3178 */
3234
3235int 3179int
3236player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3237{ 3181{
3238 rv_vector rv; 3182 rv_vector rv;
3239 int dx, dy; 3183 int dx, dy;
3251 3195
3252 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3253 3197
3254 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3255 * through the object and find if it has any 3199 * through the object and find if it has any
3256 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3257 * a blocked los square. 3201 * a blocked los square.
3258 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3259 */ 3203 */
3260 while (op) 3204 while (op)
3261 { 3205 {
3262 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3263 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3264 3208
3265 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3266 * 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
3267 * for any meaningful values. 3211 * for any meaningful values.
3268 */ 3212 */
3269 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3270 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3271 !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)])
3272 return 1; 3216 return 1;
3217
3273 op = op->more; 3218 op = op->more;
3274 } 3219 }
3220
3275 return 0; 3221 return 0;
3276} 3222}
3277 3223
3278/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3279 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3282 * return 0. 3228 * return 0.
3283 */ 3229 */
3284int 3230int
3285action_makes_visible (object *op) 3231action_makes_visible (object *op)
3286{ 3232{
3287
3288 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3289 { 3234 {
3290 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3291 return 0; 3236 return 0;
3292 3237
3298 { 3243 {
3299 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");
3300 return 1; 3245 return 1;
3301 } 3246 }
3302 } 3247 }
3248
3303 return 0; 3249 return 0;
3304} 3250}
3305 3251
3306/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3307 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3312 * 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
3313 */ 3259 */
3314int 3260int
3315op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3316{ 3262{
3317 object *tmp;
3318
3319 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3320 * 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),
3321 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3322 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3323 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3324 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3325 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3326 { 3270 {
3327 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3328 { 3272 {
3329 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3330 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))
3331 { 3277 {
3332 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3333 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))
3334 { 3280 {
3335 object *invtmp;
3336
3337 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3338 { 3282 {
3339 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3340 { 3284 {
3341 if (x != NULL && y != NULL) 3285 if (x && y)
3342 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3343 return 1; 3288 return 1;
3344 } 3289 }
3345 } 3290 }
3346 } 3291 }
3292
3347 if (x != NULL && y != NULL) 3293 if (x && y)
3348 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3349 return 1; 3296 return 1;
3350 } 3297 }
3351 } 3298 }
3352 } 3299 }
3300
3353 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3354 return 0; 3302 return 0;
3355} 3303}
3356 3304
3357/* 3305/*
3373 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3374 int i = 0, j = 0; 3322 int i = 0, j = 0;
3375 3323
3376 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3377 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3378 trlist = treasurelist::find ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3379 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3380 trlist = treasurelist::find ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3381 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3382 trlist = treasurelist::find ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3383 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3384 trlist = treasurelist::find ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3385 3333
3386 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3387 return; 3335 return;
3388 3336
3389 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++);
3393 /* 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]); */
3394 return; 3342 return;
3395 } 3343 }
3396 3344
3397 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3398 item = &(tr->item->clone); 3346 item = tr->item;
3399 3347
3400 if (item->type == SPELL) 3348 if (item->type == SPELL)
3401 { 3349 {
3402 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3403 return; 3351 return;
3462 { 3410 {
3463 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3464 object *skin; 3412 object *skin;
3465 3413
3466 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3467 shstr_cmp dragon_skin_force ("dragon_skin_force");
3468 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)
3469 ; 3416 ;
3470 3417
3471 if (!skin) 3418 if (!skin)
3472 return; 3419 return;
3473 3420
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0; 3497 return 0;
3551 3498
3552 return 100 - blocked_los [x][y]; 3499 return 100 - blocked_los [x][y];
3553} 3500}
3501
3502void
3503player::infobox (const char *title, const char *msg, int color)
3504{
3505 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3506}
3507
3508void
3509player::statusmsg (const char *msg, int color)
3510{
3511 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3512}
3513
3514void
3515player::failmsg (const char *msg, int color)
3516{
3517 play_sound (sound_find ("generic_failure"));
3518 statusmsg (msg, color);
3519}
3520

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines