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Comparing deliantra/server/server/player.C (file contents):
Revision 1.130 by root, Sat May 12 20:21:54 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);
854static void 837static void
855start_info (object *op) 838start_info (object *op)
856{ 839{
857 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
858 841
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 844}
864 845
865/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
908 if (*first_map_ext_path) 889 if (*first_map_ext_path)
909 { 890 {
910 object *tmp; 891 object *tmp;
911 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
912 893
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
914 tmp = object::create (); 895 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x; 897 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y; 898 EXIT_Y (tmp) = ob->y;
918 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;
937 int x = ob->x, y = ob->y; 918 int x = ob->x, y = ob->y;
938 919
939 ob->remove_statbonus (); 920 ob->remove_statbonus ();
940 ob->remove (); 921 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch); 922 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob); 923 ob->arch->copy_to (ob);
943 ob->instantiate (); 924 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name; 926 ob->name = ob->name_pl = name;
946 ob->x = x; 927 ob->x = x;
947 ob->y = y; 928 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus (); 932 ob->add_statbonus ();
952 } 933 }
953 while (!allowed_class (ob)); 934 while (!allowed_class (ob));
954 935
955 update_object (ob, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
1030 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1031 return 1; 1012 return 1;
1032 1013
1033 next = op->below; 1014 next = op->below;
1034 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1035 /* 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
1036 * destroyed */ 1020 * destroyed */
1037 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1038 { 1022 {
1039 tmp = next; 1023 tmp = next;
1040 next = tmp->below; 1024 next = tmp->below;
1041 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1042 if (op->destroyed ()) 1032 if (op->destroyed ())
1043 return 0; 1033 return 0;
1044 1034
1045 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1046 continue; 1036 continue;
1047 1037
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 1039 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1052 continue; 1042 continue;
1053 } 1043 }
1054 1044
1055 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1056 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1058 switch (op->contr->mode) 1048 switch (op->contr->mode)
1059 { 1049 {
1060 case 0: 1050 case 0:
1061 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1062 case 1: 1052 case 1:
1063 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1064 return 1; 1054 return 1;
1065 case 2: 1055 case 2:
1066 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1067 return 0; 1057 return 0;
1068 case 3: 1058 case 3:
1069 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1070 case 4: 1060 case 4:
1071 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1072 break; 1062 break;
1073 case 5: 1063 case 5:
1074 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1075 stop = 1; 1065 stop = 1;
1076 break; 1066 break;
1077 case 6: 1067 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1079 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1080 break; 1071 break;
1081 1072
1082 case 7: 1073 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1085 break; 1076 break;
1086 1077
1087 default: 1078 default:
1088 /* use value density */ 1079 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (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)
1091 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1092 } 1083 }
1093 } 1084 }
1094 else 1085 else
1095 { /* old model */ 1086 { /* old model */
1096 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1100 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &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))));
1103 else 1094 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &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))));
1106 1097
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 } 1099 }
1109 1100
1110 /* philosophy: 1101 /* philosophy:
1151 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1152 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1153 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1154 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1155 { 1146 {
1156 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1157 continue; 1148 continue;
1158 } 1149 }
1159 1150
1160 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1161 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)))
1162 { 1153 {
1163 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1164 continue; 1155 continue;
1165 } 1156 }
1166 1157
1167 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1168 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1169 { 1160 {
1170 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1171 continue; 1162 continue;
1172 } 1163 }
1173 1164
1174 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1177 { 1168 {
1178 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1179 continue; 1170 continue;
1180 } 1171 }
1181 1172
1182 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1184 { 1175 {
1185 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1186 continue; 1177 continue;
1187 } 1178 }
1188 1179
1189 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1191 { 1182 {
1192 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1193 continue; 1184 continue;
1194 } 1185 }
1195 1186
1196 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 { 1190 {
1200 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1201 continue; 1192 continue;
1202 } 1193 }
1203 1194
1204 /* pick up all magical items */ 1195 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1206 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))
1207 { 1198 {
1208 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1209 continue; 1200 continue;
1210 } 1201 }
1211 1202
1212 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1213 { 1204 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1215 { 1206 {
1216 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1217 continue; 1208 continue;
1218 } 1209 }
1219 } 1210 }
1220 1211
1221 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1224 { 1215 {
1225 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1226 continue; 1217 continue;
1227 } 1218 }
1228 1219
1229 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1232 { 1223 {
1233 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1234 continue; 1225 continue;
1235 } 1226 }
1236 1227
1237 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1240 { 1231 {
1241 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1242 continue; 1233 continue;
1243 } 1234 }
1244 1235
1245 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1247 { 1238 {
1248 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1249 continue; 1240 continue;
1250 } 1241 }
1251 1242
1252 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1255 { 1246 {
1256 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1257 continue; 1248 continue;
1258 } 1249 }
1259 1250
1260 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1262 { 1253 {
1263 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1264 continue; 1255 continue;
1265 } 1256 }
1266 1257
1267 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1269 { 1260 {
1270 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1271 continue; 1262 continue;
1272 } 1263 }
1273 1264
1274 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1276 { 1267 {
1277 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1278 continue; 1269 continue;
1279 } 1270 }
1280 1271
1281 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1283 { 1274 {
1284 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1285 continue; 1276 continue;
1286 } 1277 }
1287 1278
1288 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1290 { 1281 {
1291 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1292 continue; 1283 continue;
1293 } 1284 }
1294 1285
1295 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 { 1289 {
1299 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1300 continue; 1291 continue;
1301 } 1292 }
1302 1293
1303 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1305 { 1296 {
1306 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1307 { 1298 {
1308 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 &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 { 1301 {
1311 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1312 continue; 1303 continue;
1313 } 1304 }
1314 } 1305 }
1315 1306
1316 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1317 { 1308 {
1318 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)
1319 { 1310 {
1320 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1321 continue; 1312 continue;
1322 } 1313 }
1323 } 1314 }
1324 } 1315 }
1325 1316
1326 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 { 1320 {
1330 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1331 continue; 1322 continue;
1332 } 1323 }
1333 1324
1334 /* 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
1335 * pickups */ 1326 * pickups */
1340 /* >=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
1341 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 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)
1344 { 1335 {
1345 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1346#if 0 1337#if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1349 { 1340 {
1350 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1351 } 1342 }
1352 else 1343 else
1353 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1355 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))));
1356#endif 1347#endif
1357 continue; 1348 continue;
1358 } 1349 }
1369 * found object is returned. 1360 * found object is returned.
1370 */ 1361 */
1371object * 1362object *
1372find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1373{ 1364{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378 tmp = find_arrow (op, type);
1379 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);
1380 return op; 1374 return arrow;
1375 }
1381 1376
1382 return tmp; 1377 return 0;
1383} 1378}
1384 1379
1385/* 1380/*
1386 * 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
1387 * 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
1428 else 1423 else
1429 { 1424 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 { 1426 {
1432 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 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)
1435 { 1430 {
1436 tmp = arrow; 1431 tmp = arrow;
1437 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;
1438 } 1433 }
1439 } 1434 }
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1436 {
1442 tmp = arrow; 1437 tmp = arrow;
1535 */ 1530 */
1536int 1531int
1537fire_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)
1538{ 1533{
1539 object *left, *bow; 1534 object *left, *bow;
1540 int bowspeed, mflags; 1535 int mflags;
1541 maptile *m; 1536 maptile *m;
1542 1537
1543 if (!dir) 1538 if (!dir)
1544 { 1539 {
1545 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!");
1546 return 0; 1541 return 0;
1547 } 1542 }
1548 1543
1549 if (player *pl = op->contr) 1544 if (op->contr)
1550 { 1545 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1546 else
1556 { 1547 {
1557 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1558 /* 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
1559 * 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.
1580 { 1571 {
1581 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);
1582 return 0; 1573 return 0;
1583 } 1574 }
1584 1575
1585 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1586
1587 /* penalize ROF for bestarrow */
1588 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1589 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1590
1591 if (bowspeed < 1)
1592 bowspeed = 1;
1593
1594 if (arrow == NULL) 1576 if (arrow == NULL)
1595 { 1577 {
1596 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1597 { 1579 {
1598 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1621 arrow->destroy (); 1603 arrow->destroy ();
1622 return 0; 1604 return 0;
1623 } 1605 }
1624 1606
1625 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1626 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1627 if (!arrow) 1609 if (!arrow)
1628 { 1610 {
1629 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);
1630 return 0; 1612 return 0;
1631 } 1613 }
1639 arrow->stats.grace = arrow->attacktype; 1621 arrow->stats.grace = arrow->attacktype;
1640 1622
1641 if (arrow->slaying) 1623 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1624 arrow->spellarg = strdup (arrow->slaying);
1643 1625
1644 if (op->type == PLAYER) 1626#if 0
1645 { 1627 if (player *pl = op->contr)
1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1647 op->update_stats ();
1648 } 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
1649 1640
1650 SET_ANIMATION (arrow, arrow->direction); 1641 SET_ANIMATION (arrow, arrow->direction);
1651 1642
1652 /* update the speed */ 1643 /* update the speed */
1653 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1654 + bow->stats.dam / 7.0; 1645 + bow->stats.dam / 7.f;
1655 1646
1656 arrow->set_speed (max (arrow->speed, 2.0)); 1647 arrow->set_speed (max (arrow->speed, 2.f));
1657 arrow->speed_left = 0; 1648 arrow->speed_left = 0;
1658 1649
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1660 1651
1661 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1684 1675
1685 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1686 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688 1679
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1690 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1691 1682
1692 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1693 move_arrow (arrow); 1684 move_arrow (arrow);
1694
1695 if (op->type == PLAYER)
1696 {
1697 if (left->destroyed ())
1698 esrv_del_item (op->contr, left->count);
1699 else
1700 esrv_send_item (op, left);
1701 }
1702 1685
1703 return 1; 1686 return 1;
1704} 1687}
1705 1688
1706/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1745 } 1728 }
1746 1729
1747 return ret; 1730 return ret;
1748} 1731}
1749 1732
1750
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
1753 */ 1735 */
1754void 1736void
1755fire_misc_object (object *op, int dir) 1737fire_misc_object (object *op, int dir)
1773 1755
1774 if (item->type == WAND) 1756 if (item->type == WAND)
1775 { 1757 {
1776 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
1777 { 1759 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1779 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));
1780 1762
1781 return; 1763 return;
1782 } 1764 }
1783 } 1765 }
1784 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1785 { 1767 {
1786 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))
1787 { 1769 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1770 op->contr->play_sound (sound_find ("wand_poof"));
1789 1771
1790 if (item->type == ROD) 1772 if (item->type == ROD)
1791 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));
1792 else 1774 else
1793 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));
1806 object *tmp; 1788 object *tmp;
1807 1789
1808 if (item->arch) 1790 if (item->arch)
1809 { 1791 {
1810 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1811 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
1812 item->set_speed (0); 1794 item->set_speed (0);
1813 } 1795 }
1814 1796
1815 if ((tmp = item->in_player ())) 1797 if ((tmp = item->in_player ()))
1816 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
1821 } 1803 }
1822} 1804}
1823 1805
1824/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1825 */ 1807 */
1826void 1808bool
1827fire (object *op, int dir) 1809fire (object *op, int dir)
1828{ 1810{
1829 int spellcost = 0; 1811 int spellcost = 0;
1830 1812
1831 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
1835 player *pl = op->contr; 1817 player *pl = op->contr;
1836 1818
1837 if (pl->golem) 1819 if (pl->golem)
1838 { 1820 {
1839 control_golem (op->contr->golem, dir); 1821 control_golem (op->contr->golem, dir);
1840 return; 1822 return false;
1841 } 1823 }
1842 1824
1843 object *ob = pl->ranged_ob; 1825 object *ob = pl->ranged_ob;
1844 1826
1845 if (!ob) 1827 if (!ob)
1846 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;
1847 1837
1848 switch (ob->type) 1838 switch (ob->type)
1849 { 1839 {
1850 case BOW: 1840 case BOW:
1851 player_fire_bow (op, dir); 1841 player_fire_bow (op, dir);
1858 case BUILDER: 1848 case BUILDER:
1859 apply_map_builder (op, dir); 1849 apply_map_builder (op, dir);
1860 break; 1850 break;
1861 1851
1862 case SKILL: 1852 case SKILL:
1863 case SKILL_TOOL:
1864 do_skill (op, op, ob, dir, 0); 1853 do_skill (op, op, ob, dir, 0);
1865 break; 1854 break;
1866 1855
1867 default: 1856 default:
1868 fire_misc_object (op, dir); 1857 fire_misc_object (op, dir);
1869 break; 1858 break;
1870 } 1859 }
1860
1861 return true;
1871} 1862}
1872 1863
1873/* find_key 1864/* find_key
1874 * 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
1875 * and successfully use it, we return the key, otherwise NULL 1866 * and successfully use it, we return the key, otherwise NULL
1962 * 0 otherwise 1953 * 0 otherwise
1963 */ 1954 */
1964static int 1955static int
1965player_attack_door (object *op, object *door) 1956player_attack_door (object *op, object *door)
1966{ 1957{
1967 /* 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,
1968 * 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 -
1969 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
1970 */ 1961 */
1971 object *key = find_key (op, op, door); 1962 object *key = find_key (op, op, door);
1972 1963
1973 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
1974 if (key) 1965 if (key)
1975 { 1966 {
1976 object *container = key->env; 1967 object *container = key->env;
1977
1978 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1979 1968
1980 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
1981 make_visible (op); 1970 make_visible (op);
1982 1971
1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1985 1974
1986 if (door->type == DOOR) 1975 if (door->type == DOOR)
1987 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 */
1988 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
1989 { 1978 {
1990 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);
1991 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1981 }
1993 1982
1994 /* Do this after we print the message */ 1983 /* Do this after we print the message */
1995 decrease_ob (key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
1996 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
1997 if (container != op) 1986 if (container != op)
1998 esrv_update_item (UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
1999 1988
2000 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
2001 } 1990 }
2002 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2003 { 1992 {
2004 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
2005 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...");
2006 return 1; 1995 return 1;
2007 } 1996 }
2008 1997
2009 return 0; 1998 return 0;
2010} 1999}
2013 * It should keep the code cleaner. 2002 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2003 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2004 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2005 * going to try and move (not fire weapons).
2017 */ 2006 */
2018void 2007bool
2019move_player_attack (object *op, int dir) 2008move_player_attack (object *op, int dir)
2020{ 2009{
2021 object *tmp, *mon;
2022 int on_battleground; 2010 int on_battleground;
2023 maptile *m;
2024 2011
2025 sint16 nx = freearr_x[dir] + op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2026 sint16 ny = freearr_y[dir] + op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2027 2014
2028 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 }
2029 2025
2030 /* 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
2031 * 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
2032 * 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
2033 * player. This is a pretty nasty hack, because if we could 2029 * player. This is a pretty nasty hack, because if we could
2034 * 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
2035 * 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
2036 * 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
2037 * move_ob uses. 2033 * move_ob uses.
2038 */ 2034 */
2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2040 {
2041 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2042 {
2043 m = op->map->xy_find (nx, ny); 2035 maptile *m = op->map->xy_find (nx, ny);
2044 if (!m)
2045 return; /* Don't think this should happen */
2046 }
2047 else
2048 m = op->map;
2049 2036
2050 if (!(tmp = m->at (nx, ny).bot))
2051 return;
2052
2053 mon = 0;
2054 /* 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
2055 * 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.
2056 * 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
2057 * on the space 2040 * on the space
2058 */ 2041 */
2059 while (tmp) 2042 object *mon;
2060 { 2043 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2061 if (tmp == op) 2044 {
2062 { 2045 if ((mon->flag [FLAG_ALIVE]
2063 tmp = tmp->above; 2046 || mon->type == LOCKED_DOOR
2064 continue; 2047 || mon->flag [FLAG_CAN_ROLL])
2065 }
2066
2067 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 {
2069 mon = tmp; 2048 && mon != op)
2070 break; 2049 break;
2071 } 2050 }
2072 2051
2073 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2074 mon = tmp;
2075
2076 tmp = tmp->above;
2077 }
2078
2079 if (!mon) /* This happens anytime the player tries to move */ 2052 if (!mon) /* This happens anytime the player tries to move */
2080 return; /* into a wall */ 2053 return false; /* into a wall */
2081 2054
2082 if (mon->head)
2083 mon = mon->head; 2055 mon = mon->head_ ();
2084 2056
2085 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)
2086 if (player_attack_door (op, mon)) 2059 if (player_attack_door (op, mon))
2060 {
2061 --op->contr->weapon_sp_left;
2087 return; 2062 return true;
2063 }
2088 2064
2089 /* The following deals with possibly attacking peaceful 2065 /* The following deals with possibly attacking peaceful
2090 * or frienddly creatures. Basically, all players are considered 2066 * or friendly creatures. Basically, all players are considered
2091 * unaggressive. If the moving player has peaceful set, then the 2067 * unaggressive. If the moving player has peaceful set, then the
2092 * object should be pushed instead of attacked. It is assumed that 2068 * object should be pushed instead of attacked. It is assumed that
2093 * if you are braced, you will not attack friends accidently, 2069 * if you are braced, you will not attack friends accidently,
2094 * and thus will not push them. 2070 * and thus will not push them.
2095 */ 2071 */
2096 2072
2097 /* 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
2098 * peaceful. Our assumption is the creature is a pet if the 2074 * peaceful. Our assumption is the creature is a pet if the
2099 * player owns it and it is either friendly or unagressive. 2075 * player owns it and it is either friendly or unagressive.
2100 */ 2076 */
2101 if ((op->type == PLAYER) 2077 if (op->type == PLAYER
2102#if COZY_SERVER
2103 &&
2104 ((mon->owner && mon->owner->contr 2078 && ((mon->owner && mon->owner->contr
2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2079 && same_party (mon->owner->contr->party, op->contr->party))
2106#else
2107 && mon->owner == op 2080 || mon->owner == op)
2108#endif
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2110 { 2082 {
2111 /* 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 */
2112 if (op->contr->braced) 2084 if (op->contr->braced)
2113 return; 2085 return false;
2114 2086
2115 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"));
2116 push_ob (mon, dir, op); 2092 push_ob (mon, dir, op);
2093
2117 if (op->contr->tmp_invis || op->hide) 2094 if (op->contr->tmp_invis || op->hide)
2118 make_visible (op); 2095 make_visible (op);
2119 2096
2120 return; 2097 return true;
2121 } 2098 }
2099 else
2100 return false;
2101 }
2122 2102
2123 /* in certain circumstances, you shouldn't attack friendly 2103 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push 2104 * creatures. Note that if you are braced, you can't push
2125 * 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
2126 * attack them either. 2106 * attack them either.
2127 */ 2107 */
2128 if ((mon->type == PLAYER || mon->enemy != op) && 2108 if ((mon->type == PLAYER || mon->enemy != op)
2129 (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))
2130#ifdef PROHIBIT_PLAYERKILL
2131 (op->contr->peaceful 2110 && ((op->contr->peaceful
2132 || (mon->type == PLAYER 2111 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && mon->contr->
2134 peaceful)) &&
2135#else
2136 op->contr->peaceful &&
2137#endif
2138 !on_battleground)) 2112 && !on_battleground))
2113 {
2114 if (op->speed_left > 0.f)
2139 { 2115 {
2116 --op->speed_left;
2117
2140 if (!op->contr->braced) 2118 if (!op->contr->braced)
2141 { 2119 {
2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 op->play_sound (sound_find ("push_player"));
2143 push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2144 } 2122 }
2145 else 2123 else
2146 new_draw_info (0, 0, op, "You withhold your attack"); 2124 op->statusmsg ("You withhold your attack");
2147 2125
2148 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2149 make_visible (op); 2127 make_visible (op);
2150 }
2151 2128
2129 return true;
2130 }
2131 }
2152 /* If the object is a boulder or other rollable object, then 2132 /* If the object is a boulder or other rollable object, then
2153 * 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.
2154 */ 2134 */
2155 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)
2156 { 2138 {
2139 --op->speed_left;
2140
2157 recursive_roll (mon, dir, op); 2141 recursive_roll (mon, dir, op);
2158 if (action_makes_visible (op)) 2142 if (action_makes_visible (op))
2159 make_visible (op); 2143 make_visible (op);
2160 }
2161 2144
2145 return true;
2146 }
2147 }
2162 /* Any generic living creature. Including things like doors. 2148 /* Any generic living creature. Including things like doors.
2163 * 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
2164 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2165 * 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
2166 * 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.
2167 */ 2153 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2169 ((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)))
2170 { 2156 {
2171 /* If the player hasn't hit something this tick, and does 2157 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2172 * so, give them speed boost based on weapon speed. Doing
2173 * it here is better than process_players2, which basically
2174 * incurred a 1 tick offset.
2175 */
2176 if (!op->contr->has_hit)
2177 { 2158 {
2178 op->speed_left += op->contr->weapon_sp - op->speed; 2159 --op->contr->weapon_sp_left;
2179
2180 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2181 }
2182 2160
2183 skill_attack (mon, op, 0, 0, 0); 2161 skill_attack (mon, op, 0, 0, 0);
2184
2185 /* If attacking another player, that player gets automatic
2186 * hitback, and doesn't loose luck either.
2187 * Disable hitback on the battleground or if the target is
2188 * the wiz.
2189 */
2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2191 {
2192 short luck = mon->stats.luck;
2193
2194 mon->contr->has_hit = 1;
2195 skill_attack (op, mon, 0, 0, 0);
2196 mon->stats.luck = luck;
2197 }
2198 2162
2199 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2200 make_visible (op); 2164 make_visible (op);
2201 }
2202 } /* if player should attack something */
2203}
2204 2165
2205int 2166 return true;
2167 }
2168 }
2169
2170 return false;
2171}
2172
2173bool
2206move_player (object *op, int dir) 2174move_player (object *op, int dir)
2207{ 2175{
2208 int pick; 2176 int pick;
2209 2177
2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2211 return 0; 2179 return 0;
2212 2180
2213 /* Sanity check: make sure dir is valid */ 2181 /* Sanity check: make sure dir is valid */
2214 if ((dir < 0) || (dir >= 9)) 2182 if ((dir < 0) || (dir >= 9))
2215 { 2183 {
2224 op->facing = dir; 2192 op->facing = dir;
2225 2193
2226 if (op->hide) 2194 if (op->hide)
2227 do_hidden_move (op); 2195 do_hidden_move (op);
2228 2196
2197 bool retval;
2198
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ; 2200 retval = RESULT_INT (0);
2231 else if (op->contr->fire_on) 2201 else if (op->contr->fire_on)
2232 fire (op, dir); 2202 retval = fire (op, dir);
2233 else 2203 else
2234 { 2204 {
2235 move_player_attack (op, dir); 2205 retval = move_player_attack (op, dir);
2236 pick = check_pick (op); 2206 pick = check_pick (op);
2237 } 2207 }
2238 2208
2239 /* 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
2240 * server can handle repeat firing. 2210 * server can handle repeat firing.
2247 /* Update how the player looks. Use the facing, so direction may 2217 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities 2218 * get reset to zero. This allows for full animation capabilities
2249 * for players. 2219 * for players.
2250 */ 2220 */
2251 animate_object (op, op->facing); 2221 animate_object (op, op->facing);
2252 return 0; 2222
2223 return retval;
2253} 2224}
2254 2225
2255/* 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
2256 * new client/server stuff. 2227 * new client/server stuff.
2257 * 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
2258 * the new speed values for commands. 2229 * the new speed values for commands.
2259 * 2230 *
2260 * 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.
2261 */ 2234 */
2262int 2235bool
2263handle_newcs_player (object *op) 2236handle_newcs_player (object *op)
2264{ 2237{
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2238 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2239 {
2267 flee_player (op); 2240 if (op->speed_left > 0.f)
2268 /* If player is still scared, that is his action for this tick */
2269 if (QUERY_FLAG (op, FLAG_SCARED))
2270 { 2241 {
2271 op->speed_left--; 2242 --op->speed_left;
2243 flee_player (op);
2244
2272 return 0; 2245 return true;
2273 } 2246 }
2247 else
2248 return false;
2274 } 2249 }
2275 2250
2276 /* 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
2277 * the players time has been increased when doericserver has been 2252 * the players time has been increased when doericserver has been
2278 * called, so we recheck it here. 2253 * called, so we recheck it here.
2279 */ 2254 */
2280 if (op->contr->ns->handle_command ()) 2255 if (op->contr->ns->handle_command ())
2281 return 1; 2256 return true;
2282 2257
2283 if (op->speed_left > 0)
2284 {
2285 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2258 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2286 {
2287 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--;
2289
2290 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff.
2293 */
2294 move_player (op, op->direction); 2259 return move_player (op, op->direction);
2295 2260
2296 return op->speed_left > 0;
2297 }
2298 }
2299
2300 return 0; 2261 return false;
2301} 2262}
2302 2263
2303int 2264int
2304save_life (object *op) 2265save_life (object *op)
2305{ 2266{
2307 return 0; 2268 return 0;
2308 2269
2309 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2310 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2311 { 2272 {
2312 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2273 op->play_sound (sound_find ("ob_evaporate"));
2313 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));
2314 2275
2315 if (op->contr) 2276 if (op->contr)
2316 esrv_del_item (op->contr, tmp->count); 2277 esrv_del_item (op->contr, tmp->count);
2317 2278
2337/* 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
2338 * 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
2339 * 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
2340 * from. 2301 * from.
2341 */ 2302 */
2342void 2303static void
2343remove_unpaid_objects (object *op, object *env) 2304drop_unpaid_items (object *op, object *env)
2344{ 2305{
2345 while (op) 2306 while (op)
2346 { 2307 {
2347 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' */
2348 2309
2352 esrv_del_item (env->contr, op->count); 2313 esrv_del_item (env->contr, op->count);
2353 2314
2354 op->insert_at (env); 2315 op->insert_at (env);
2355 } 2316 }
2356 else if (op->inv) 2317 else if (op->inv)
2357 remove_unpaid_objects (op->inv, env); 2318 drop_unpaid_items (op->inv, env);
2358 2319
2359 op = next; 2320 op = next;
2360 } 2321 }
2322}
2323
2324void
2325object::drop_unpaid_items ()
2326{
2327 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this);
2361} 2329}
2362 2330
2363/* 2331/*
2364 * Returns pointer a static string containing gravestone text 2332 * Returns pointer a static string containing gravestone text
2365 * Moved from apply.c to player.c - player.c is what 2333 * Moved from apply.c to player.c - player.c is what
2460 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2428 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2461 else 2429 else
2462 { 2430 {
2463 gen_grace = op->stats.maxgrace; 2431 gen_grace = op->stats.maxgrace;
2464 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2432 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2465 }
2466
2467 /* Regenerate Spell Points */
2468 if (!op->contr->golem && --op->last_sp < 0)
2469 {
2470 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2471 if (op->stats.sp < op->stats.maxsp)
2472 {
2473 op->stats.sp++;
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ))
2476 {
2477 op->stats.food--;
2478 if (op->contr->digestion < 0)
2479 op->stats.food += op->contr->digestion;
2480 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2481 op->stats.food = last_food;
2482 }
2483 }
2484
2485 if (max_sp > 1)
2486 {
2487 over_sp = (gen_sp + 10) / rate_sp;
2488 if (over_sp > 0)
2489 {
2490 if (op->stats.sp < op->stats.maxsp)
2491 {
2492 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2493
2494 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2495 op->stats.sp--;
2496
2497 if (op->stats.sp > op->stats.maxsp)
2498 op->stats.sp = op->stats.maxsp;
2499 }
2500 op->last_sp = 0;
2501 }
2502 else
2503 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2504 }
2505 else
2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2507 } 2433 }
2508 2434
2509 /* Regenerate Grace */ 2435 /* Regenerate Grace */
2510 /* 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. */
2511 if (--op->last_grace < 0) 2437 if (--op->last_grace < 0)
2532 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);
2533 } 2459 }
2534 /* wearing stuff doesn't detract from grace generation. */ 2460 /* wearing stuff doesn't detract from grace generation. */
2535 } 2461 }
2536 2462
2463 if (op->stats.food > 0)
2464 {
2537 /* Regenerate Hit Points */ 2465 /* Regenerate Spell Points */
2538 if (--op->last_heal < 0) 2466 if (!op->contr->golem && --op->last_sp < 0)
2539 {
2540 if (op->stats.hp < op->stats.maxhp)
2541 { 2467 {
2542 op->stats.hp++; 2468 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2543 /* dms do not consume food */ 2469
2544 if (!QUERY_FLAG (op, FLAG_WIZ)) 2470 if (op->stats.sp < op->stats.maxsp)
2545 { 2471 {
2472 op->stats.sp++;
2473
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ))
2476 {
2546 op->stats.food--; 2477 op->stats.food--;
2478
2547 if (op->contr->digestion < 0) 2479 if (op->contr->digestion < 0)
2548 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2549 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))
2550 op->stats.food = last_food; 2482 op->stats.food = last_food;
2483 }
2551 } 2484 }
2552 }
2553 2485
2554 if (max_hp > 1) 2486 if (max_sp > 1)
2555 {
2556 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2557 if (over_hp > 0)
2558 { 2487 {
2559 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
2560 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);
2561 } 2506 }
2562 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)
2563 { 2515 {
2564 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 }
2565 } 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);
2566 } 2541 }
2567 else 2542 else
2568 {
2569 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);
2570 } 2544 }
2571 } 2545 }
2572 2546
2573 /* Digestion */ 2547 /* Digestion */
2574 if (--op->last_eat < 0) 2548 if (--op->last_eat < 0)
2575 { 2549 {
2576#ifdef COZY_SERVER 2550 int bonus = max (0, op->contr->digestion),
2577 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2551 penalty = max (0, -op->contr->digestion);
2578 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2579#else
2580 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2581#endif
2582 2552
2583 if (op->contr->gen_hp > 0)
2584 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);
2585 else
2586 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2587 2554
2588 /* dms do not consume food */ 2555 /* dms do not consume food */
2589 if (!QUERY_FLAG (op, FLAG_WIZ)) 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2590 op->stats.food--; 2557 op->stats.food--;
2591 } 2558 }
2618 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.");
2619 manual_apply (op, flesh, 0); 2586 manual_apply (op, flesh, 0);
2620 } 2587 }
2621 } 2588 }
2622 2589
2623 while (op->stats.food < 0 && op->stats.hp >= 0) 2590 if (op->stats.food < 0)
2624 op->stats.food++, op->stats.hp--; 2591 {
2592 op->stats.hp += op->stats.food;
2593 op->stats.food = 0;
2594 }
2625 2595
2626 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2627 kill_player (op); 2597 kill_player (op);
2628 } 2598 }
2629} 2599}
2634 * file. 2604 * file.
2635 */ 2605 */
2636void 2606void
2637kill_player (object *op) 2607kill_player (object *op)
2638{ 2608{
2609 int x, y;
2639 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2640 int x, y;
2641
2642 //int i;
2643 maptile *map; /* this is for resurrection */ 2611 maptile *map; /* this is for resurrection */
2644
2645 /* int z;
2646 int num_stats_lose;
2647 int lost_a_stat;
2648 int lose_this_stat;
2649 int this_stat; */
2650 int will_kill_again; 2612 int will_kill_again;
2651 archetype *at; 2613 archetype *at;
2652 object *tmp; 2614 object *tmp;
2653 2615
2654 if (save_life (op)) 2616 if (save_life (op))
2655 return; 2617 return;
2656
2657 2618
2658 /* 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
2659 * 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.
2660 * Look at op_on_battleground() for more info --AndreasV 2621 * Look at op_on_battleground() for more info --AndreasV
2661 */ 2622 */
2677 { 2638 {
2678 tmp->destroy (); 2639 tmp->destroy ();
2679 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2680 } 2641 }
2681 2642
2682 cure_disease (op, 0); /* remove any disease */ 2643 cure_disease (op, 0, 0); /* remove any disease */
2683 op->stats.hp = op->stats.maxhp; 2644 op->stats.hp = op->stats.maxhp;
2684 if (op->stats.food <= 0) 2645 if (op->stats.food <= 0)
2685 op->stats.food = 999; 2646 op->stats.food = 999;
2686 2647
2687 /* create a bodypart-trophy to make the winner happy */ 2648 /* create a bodypart-trophy to make the winner happy */
2688 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2649 if (object *tmp = arch_to_object (archetype::find ("finger")))
2689 { 2650 {
2690 sprintf (buf, "%s's finger", &op->name); 2651 tmp->name = format ("%s's finger" , &op->name);
2691 tmp->name = buf; 2652 tmp->name_pl = format ("%s's fingers", &op->name);
2692 sprintf (buf, " This finger has been cut off %s\n" 2653 tmp->msg = format (
2693 " 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",
2694 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2695 tmp->msg = buf; 2656 );
2696 tmp->value = 0, tmp->type = 0; 2657 tmp->value = 0, tmp->type = 0;
2697 tmp->materialname = "organics"; 2658 tmp->materialname = "organics";
2698 tmp->insert_at (op, tmp); 2659 tmp->insert_at (op, tmp);
2699 } 2660 }
2700 2661
2707 INVOKE_PLAYER (DEATH, op->contr); 2668 INVOKE_PLAYER (DEATH, op->contr);
2708 2669
2709 command_kill_pets (op, 0); 2670 command_kill_pets (op, 0);
2710 2671
2711 if (op->stats.food < 0) 2672 if (op->stats.food < 0)
2712 {
2713 sprintf (buf, "%s starved to death.", &op->name);
2714 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2715 }
2716 else
2717 sprintf (buf, "%s died.", &op->name);
2718 2674
2719 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2675 op->contr->play_sound (sound_find ("player_dies"));
2720 2676
2721 /* save the map location for corpse, gravestone */ 2677 /* save the map location for corpse, gravestone */
2722 x = op->x; 2678 x = op->x;
2723 y = op->y; 2679 y = op->y;
2724 map = op->map; 2680 map = op->map;
2887 { 2843 {
2888 tmp->destroy (); 2844 tmp->destroy ();
2889 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2890 } 2846 }
2891 2847
2892 cure_disease (op, 0); /* remove any disease */ 2848 cure_disease (op, 0, 0); /* remove any disease */
2893 2849
2894 /*add_exp(op, (op->stats.exp * -0.20)); */ 2850 /*add_exp(op, (op->stats.exp * -0.20)); */
2895 apply_death_exp_penalty (op); 2851 apply_death_exp_penalty (op);
2896 if (op->stats.food < 100) 2852 if (op->stats.food < 100)
2897 op->stats.food = 900; 2853 op->stats.food = 900;
2901 2857
2902 /* 2858 /*
2903 * 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
2904 * and put them back in the map. 2860 * and put them back in the map.
2905 */ 2861 */
2906 remove_unpaid_objects (op->inv, op); 2862 op->drop_unpaid_items ();
2907 2863
2908 /****************************************/ 2864 /****************************************/
2909 /* */ 2865 /* */
2910 /* Move player to his current respawn- */ 2866 /* Move player to his current respawn- */
2911 /* position (usually last savebed) */ 2867 /* position (usually last savebed) */
2931 object *force; 2887 object *force;
2932 int at; 2888 int at;
2933 2889
2934 force = get_archetype (FORCE_NAME); 2890 force = get_archetype (FORCE_NAME);
2935 /* 50 ticks should be enough time for the spell to abate */ 2891 /* 50 ticks should be enough time for the spell to abate */
2936 force->speed = 0.1; 2892 force->speed = 0.1f;
2937 force->speed_left = -5.0; 2893 force->speed_left = -5.f;
2938 SET_FLAG (force, FLAG_APPLIED); 2894 SET_FLAG (force, FLAG_APPLIED);
2939 for (at = 0; at < NROFATTACKS; at++) 2895 for (at = 0; at < NROFATTACKS; at++)
2940 if (will_kill_again & (1 << at)) 2896 if (will_kill_again & (1 << at))
2941 force->resist[at] = 100; 2897 force->resist[at] = 100;
2942 2898
2970 2926
2971 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))))
2972 { 2928 {
2973 if (tmp->nrof > 1) 2929 if (tmp->nrof > 1)
2974 { 2930 {
2975 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2931 tmp->decrease (rndm (1, tmp->nrof - 1));
2976 tmp2->destroy ();
2977 insert_ob_in_map (tmp, op->map, NULL, 0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
2978 } 2933 }
2979 else 2934 else
2980 tmp->destroy (); 2935 tmp->destroy ();
2981 } 2936 }
2992void 2947void
2993fix_weight (void) 2948fix_weight (void)
2994{ 2949{
2995 for_all_players (pl) 2950 for_all_players (pl)
2996 { 2951 {
2997 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2952 sint32 old = pl->ob->carrying;
2998 2953
2999 if (old == sum) 2954 pl->ob->update_weight ();
3000 continue; 2955
2956 if (old != pl->ob->carrying)
2957 {
3001 pl->ob->update_stats (); 2958 pl->ob->update_stats ();
3002 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 }
3003 } 2961 }
3004} 2962}
3005 2963
3006void 2964void
3007fix_luck (void) 2965fix_luck (void)
3051void 3009void
3052make_visible (object *op) 3010make_visible (object *op)
3053{ 3011{
3054 op->hide = 0; 3012 op->hide = 0;
3055 op->invisible = 0; 3013 op->invisible = 0;
3014
3056 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3057 { 3016 {
3058 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3059 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3060 } 3019 }
3063} 3022}
3064 3023
3065int 3024int
3066is_true_undead (object *op) 3025is_true_undead (object *op)
3067{ 3026{
3068 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3069 return 1; 3028 return 1;
3070 3029
3071 return 0; 3030 return 0;
3072} 3031}
3073 3032
3074/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3075 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3076 * indicate greater hideability. 3035 * indicate greater hideability.
3077 */ 3036 */
3078
3079int 3037int
3080hideability (object *ob) 3038hideability (object *ob)
3081{ 3039{
3082 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3083 sint16 x, y; 3041 sint16 x, y;
3093 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3094 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3095 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3096 3054
3097 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3098 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])
3099 { 3059 {
3100 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3101 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3102 {
3103 continue; 3062 continue;
3104 } 3063
3105 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3106 level += 2; 3065 level += 2;
3107 else /* open terrain! */ 3066 else /* open terrain! */
3108 level -= 1; 3067 level -= 1;
3109 } 3068 }
3117/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3118 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3119 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3120 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3121 */ 3080 */
3122
3123void 3081void
3124do_hidden_move (object *op) 3082do_hidden_move (object *op)
3125{ 3083{
3126 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3127 object *skop; 3085 object *skop;
3209 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3210 * 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
3211 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3212 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3213 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3214 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3215 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3216 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3217 * 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.
3218 * -b.t. 3176 * -b.t.
3219 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3220 */ 3178 */
3221
3222int 3179int
3223player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3224{ 3181{
3225 rv_vector rv; 3182 rv_vector rv;
3226 int dx, dy; 3183 int dx, dy;
3238 3195
3239 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3240 3197
3241 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3242 * through the object and find if it has any 3199 * through the object and find if it has any
3243 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3244 * a blocked los square. 3201 * a blocked los square.
3245 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3246 */ 3203 */
3247 while (op) 3204 while (op)
3248 { 3205 {
3249 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3250 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3251 3208
3252 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3253 * 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
3254 * for any meaningful values. 3211 * for any meaningful values.
3255 */ 3212 */
3256 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3257 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3258 !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)])
3259 return 1; 3216 return 1;
3217
3260 op = op->more; 3218 op = op->more;
3261 } 3219 }
3220
3262 return 0; 3221 return 0;
3263} 3222}
3264 3223
3265/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3266 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3269 * return 0. 3228 * return 0.
3270 */ 3229 */
3271int 3230int
3272action_makes_visible (object *op) 3231action_makes_visible (object *op)
3273{ 3232{
3274
3275 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3276 { 3234 {
3277 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3278 return 0; 3236 return 0;
3279 3237
3285 { 3243 {
3286 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");
3287 return 1; 3245 return 1;
3288 } 3246 }
3289 } 3247 }
3248
3290 return 0; 3249 return 0;
3291} 3250}
3292 3251
3293/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3294 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3299 * 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
3300 */ 3259 */
3301int 3260int
3302op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3303{ 3262{
3304 object *tmp;
3305
3306 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3307 * 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),
3308 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3309 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3310 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3311 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3312 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3313 { 3270 {
3314 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3315 { 3272 {
3316 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3317 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))
3318 { 3277 {
3319 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3320 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))
3321 { 3280 {
3322 object *invtmp;
3323
3324 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3325 { 3282 {
3326 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3327 { 3284 {
3328 if (x != NULL && y != NULL) 3285 if (x && y)
3329 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3330 return 1; 3288 return 1;
3331 } 3289 }
3332 } 3290 }
3333 } 3291 }
3292
3334 if (x != NULL && y != NULL) 3293 if (x && y)
3335 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3336 return 1; 3296 return 1;
3337 } 3297 }
3338 } 3298 }
3339 } 3299 }
3300
3340 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3341 return 0; 3302 return 0;
3342} 3303}
3343 3304
3344/* 3305/*
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i = 0, j = 0; 3322 int i = 0, j = 0;
3362 3323
3363 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3365 trlist = treasurelist::find ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3367 trlist = treasurelist::find ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = treasurelist::find ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3371 trlist = treasurelist::find ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3333
3373 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3374 return; 3335 return;
3375 3336
3376 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++);
3380 /* 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]); */
3381 return; 3342 return;
3382 } 3343 }
3383 3344
3384 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3346 item = tr->item;
3386 3347
3387 if (item->type == SPELL) 3348 if (item->type == SPELL)
3388 { 3349 {
3389 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3390 return; 3351 return;
3449 { 3410 {
3450 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3451 object *skin; 3412 object *skin;
3452 3413
3453 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3454 shstr_cmp dragon_skin_force ("dragon_skin_force");
3455 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)
3456 ; 3416 ;
3457 3417
3458 if (!skin) 3418 if (!skin)
3459 return; 3419 return;
3460 3420
3536 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))
3537 return 0; 3497 return 0;
3538 3498
3539 return 100 - blocked_los [x][y]; 3499 return 100 - blocked_los [x][y];
3540} 3500}
3501
3502void
3503player::infobox (const char *title, const char *msg, int color)
3504{
3505 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3506}
3507
3508void
3509player::statusmsg (const char *msg, int color)
3510{
3511 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3512}
3513
3514void
3515player::failmsg (const char *msg, int color)
3516{
3517 play_sound (sound_find ("generic_failure"));
3518 statusmsg (msg, color);
3519}
3520

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