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Comparing deliantra/server/server/player.C (file contents):
Revision 1.61 by root, Sat Dec 23 13:56:25 2006 UTC vs.
Revision 1.187 by root, Mon Apr 21 07:07:36 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#include <algorithm> 32#include <algorithm>
34#include <functional> 33#include <functional>
35 34
36player * 35playervec players;
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 36
46void 37void
47display_motd (const object *op) 38display_motd (const object *op)
48{ 39{
49 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
123 114
124 news[0] = '\0'; 115 news[0] = '\0';
125 subject[0] = '\0'; 116 subject[0] = '\0';
126 size = 0; 117 size = 0;
127 118
128 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
129 { 120 {
130 if (*buf == '#') 121 if (*buf == '#')
131 continue; 122 continue;
132 123
133 if (*buf == '%') 124 if (*buf == '%')
134 { /* send one news */ 125 { /* send one news */
135 if (size > 0) 126 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
137 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
138 strip_endline (subject); 130 strip_endline (subject);
139 size = 0; 131 size = 0;
140 news[0] = '\0'; 132 news[0] = '\0';
141 } 133 }
150 size += strlen (buf); 142 size += strlen (buf);
151 } 143 }
152 } 144 }
153 145
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
156 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
157} 149}
158 150
159/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
160static void 152static void
161set_first_map (object *op) 153set_first_map (object *op)
162{ 154{
163 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
164 op->x = -1; 156 op->x = -1;
165 op->y = -1; 157 op->y = -1;
166 enter_exit (op, 0); 158}
159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
167} 195}
168 196
169// connect the player with a specific client 197// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
171void 199void
172player::connect (client *ns) 200player::connect (client *ns)
173{ 201{
174 this->ns = ns; 202 this->ns = ns;
175 ns->pl = this; 203 ns->pl = this;
176 204
177 next = first_player; 205 run_on = 0;
178 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
179 208
180 ns->update_look = 0; 209 ns->update_look = 0;
181 ns->look_position = 0; 210 ns->look_position = 0;
182 211
183 clear_los (ob); 212 clear_los (this);
213
214 ns->reset_stats ();
184 215
185 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
188 219
189 if (!legal_range (ob, shoottype)) 220 ob->update_weight ();
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 221 link_player_skills (ob);
194 222
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197 224
198 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 226
210 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
212 { 229 {
213 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
214 231
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
221 abil = tmp; 235 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
223 skin = tmp; 237 skin = tmp;
224 238
225 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
226 } 240 }
227 241
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 243
236 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
237 245
238 ob->update_stats (); 246 ob->update_stats ();
247
239 ns->floorbox_update (); 248 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
243 251
244 enter_exit (ob, 0); 252 activate ();
245 253
246 send_rules (ob); 254 send_rules (ob);
247 send_news (ob); 255 send_news (ob);
248 display_motd (ob); 256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, 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 ();
250} 286}
251 287
252// the need for this function can be explained 288// the need for this function can be explained
253// by load_object not returning the object 289// by load_object not returning the object
254void 290void
255player::set_object (object *op) 291player::set_object (object *op)
256{ 292{
257 ob = op; 293 ob = observe = op;
258 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
259 295
296 ob->speed = 1.0f;
260 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
261 ob->speed = 1.0; 298
262 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265 300
266 set_first_map (ob); 301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
267 304
268 ob->roll_stats (); 305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better
327}
328
329void
330player::set_observe (object *op)
331{
332 observe = op ? op : ob;
333 do_los = 1;
269} 334}
270 335
271player::player () 336player::player ()
272{ 337{
273 /* There are some elements we want initialized to non zero value - 338 /* There are some elements we want initialised to non zero value -
274 * we deal with that below this point. 339 * we deal with that below this point.
275 */ 340 */
276 outputs_sync = 16; /* Every 2 seconds */ 341 outputs_sync = 4;
277 outputs_count = 8; /* Keeps present behaviour */ 342 outputs_count = 4;
278 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
279 344
280 assign (savebed_map, first_map_path); /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
281 346
282 gen_sp_armour = 10; 347 gen_sp_armour = 10;
283 last_speed = -1;
284 shoottype = range_none;
285 bowtype = bow_normal; 348 bowtype = bow_normal;
286 petmode = pet_normal; 349 petmode = pet_normal;
287 listening = 10; 350 listening = 10;
288 usekeys = containers; 351 usekeys = containers;
289 last_weapon_sp = -1;
290 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
291 do_los = 1; 353 do_los = 1;
292 354
293 /* we need to clear these to -1 and not zero - otherwise, 355 weapon_sp = 1.0f;
294 * if a player quits and starts a new character, we wont 356 weapon_sp_left = 0.5f;
295 * send new values to the client, as things like exp start 357}
296 * at zero.
297 */
298 for (int i = 0; i < NUM_SKILLS; i++)
299 last_skill_exp[i] = -1;
300 358
301 for (int i = 0; i < NROFATTACKS; i++) 359void
302 last_resist[i] = -1; 360player::do_destroy ()
361{
362 disconnect ();
303 363
304 last_stats.exp = -1; 364 attachable::do_destroy ();
305 last_weight = (uint32) - 1; 365
366 if (ob)
367 {
368 ob->destroy_inv (false);
369 ob->destroy ();
370 }
371
372 ob = observe = 0;
306} 373}
307 374
308player::~player () 375player::~player ()
309{ 376{
310 terminate_all_pets (ob);
311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */ 377 /* Clear item stack */
345 free (stack_items); 378 free (stack_items);
346} 379}
347 380
348/* Tries to add player on the connection passed in ns. 381/* Tries to add player on the connection passed in ns.
353player::create () 386player::create ()
354{ 387{
355 player *pl = new player; 388 player *pl = new player;
356 389
357 pl->set_object (arch_to_object (get_player_archetype (0))); 390 pl->set_object (arch_to_object (get_player_archetype (0)));
391
392 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */
395
396 set_first_map (pl->ob);
358 397
359 return pl; 398 return pl;
360} 399}
361 400
362/* 401/*
365 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
366 */ 405 */
367archetype * 406archetype *
368get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
369{ 408{
370 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);
371 416
372 for (;;) 417 for (;;)
373 { 418 {
374 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
375 at = first_archetype; 420 i = archetypes.begin ();
376 else 421 else if (*i == at)
377 at = at->next; 422 cleanup ("not a single player archetype found");
378 423
379 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
380 return at; 425 return *i;
381
382 if (at == start)
383 {
384 LOG (llevError, "No Player archetypes\n");
385 exit (-1);
386 }
387 } 426 }
388} 427}
389 428
390object * 429object *
391get_nearest_player (object *mon) 430get_nearest_player (object *mon)
393 object *op = NULL; 432 object *op = NULL;
394 objectlink *ol; 433 objectlink *ol;
395 unsigned lastdist; 434 unsigned lastdist;
396 rv_vector rv; 435 rv_vector rv;
397 436
398 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
399 { 438 {
400 /* We should not find free objects on this friendly list, but it
401 * does periodically happen. Given that, lets deal with it.
402 * While unlikely, it is possible the next object on the friendly
403 * list is also free, so encapsulate this in a while loop.
404 */
405 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
406 {
407 object *tmp = ol->ob;
408
409 /* Can't do much more other than log the fact, because the object
410 * itself will have been cleared.
411 */
412 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
413 ol = ol->next;
414 remove_friendly_object (tmp);
415 if (!ol)
416 return op;
417 }
418
419 /* Remove special check for player from this. First, it looks to cause
420 * some crashes (ol->ob->contr not set properly?), but secondly, a more
421 * complicated method of state checking would be needed in any case -
422 * as it was, a clever player could type quit, and the function would
423 * skip them over while waiting for confirmation. Remove
424 * on_same_map check, as can_detect_enemy also does this
425 */
426 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
427 continue; 440 continue;
428 441
429 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
430 { 443 {
506 x = mon->x; 519 x = mon->x;
507 y = mon->y; 520 y = mon->y;
508 m = mon->map; 521 m = mon->map;
509 dir = rv.direction; 522 dir = rv.direction;
510 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
511 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
512 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
513 if (diff > max) 527 if (diff > max)
514 return 0; 528 return 0;
529
515 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
516 { 531 {
517 lastx = x; 532 lastx = x;
518 lasty = y; 533 lasty = y;
519 lastmap = m; 534 lastmap = m;
601 max--; 616 max--;
602 lastdir = dir; 617 lastdir = dir;
603 if (!firstdir) 618 if (!firstdir)
604 firstdir = dir; 619 firstdir = dir;
605 } 620 }
621
606 if (diff <= 1) 622 if (diff <= 1)
607 { 623 {
608 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
609 * headed toward player for entire distance. 625 * headed toward player for entire distance.
610 */ 626 */
611 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
612 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
613 } 629 }
630
614 if (diff > max) 631 if (diff > max)
615 return 0; 632 return 0;
616 } 633 }
634
617 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
618 if (!max) 636 if (!max)
619 return 0; 637 return 0;
620 638
621 return firstdir; 639 return firstdir;
622} 640}
623 641
624void 642void
625give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
626{ 644{
627 object *op, *next = NULL;
628
629 if (pl->randomitems != NULL) 645 if (pl->randomitems)
630 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
631 647
632 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
633 { 649 {
634 next = op->below; 650 next = op->below;
635 651
636 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
637 * 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
642 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
643 * by this player due to race restrictions 659 * by this player due to race restrictions
644 */ 660 */
645 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
646 { 662 {
647 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
648 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
649 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
650 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
651 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))
652 { 670 {
653 op->destroy (); 671 op->destroy ();
654 continue; 672 continue;
655 } 673 }
656 } 674 }
679 if (op->nrof > 1) 697 if (op->nrof > 1)
680 op->nrof = 1; 698 op->nrof = 1;
681 } 699 }
682 700
683 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
684 {
685 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
686 }
687 703
688 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
689 * 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
690 * merged properly. 706 * merged properly.
691 */ 707 */
692 if (need_identify (op)) 708 if (need_identify (op))
693 { 709 {
694 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
695 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
696 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
697 } 713 }
714
698 if (op->type == SPELL) 715 if (op->type == SPELL)
699 { 716 {
700 op->destroy (); 717 op->destroy ();
701 continue; 718 continue;
702 } 719 }
704 { 721 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
706 op->stats.exp = 0; 723 op->stats.exp = 0;
707 op->level = 1; 724 op->level = 1;
708 } 725 }
709 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
710 else
711 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
712 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
713 729
714 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
715 link_player_skills (pl); 731 link_player_skills (pl);
735roll_stat (void) 751roll_stat (void)
736{ 752{
737 int a[4], i, j, k; 753 int a[4], i, j, k;
738 754
739 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
740 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
741 757
742 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
743 if (a[i] < k) 759 if (a[i] < k)
744 k = a[i], j = i; 760 k = a[i], j = i;
745 761
751} 767}
752 768
753void 769void
754object::roll_stats () 770object::roll_stats ()
755{ 771{
756 int statsort [7]; 772 int statsort [NUM_STATS];
757 773
758 for (;;) 774 for (;;)
759 { 775 {
760 int sum = 0; 776 int sum = 0;
761 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
762 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
763 779
764 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
765 break; 781 break;
766 } 782 }
767 783
768 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
769 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
770 786
787 for (int i = 0; i < NUM_STATS; ++i)
771 stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
772 stats.Dex = statsort[1];
773 stats.Con = statsort[2];
774 stats.Int = statsort[3];
775 stats.Wis = statsort[4];
776 stats.Pow = statsort[5];
777 stats.Cha = statsort[6];
778 789
779 stats.exp = 0; 790 stats.exp = 0;
780 stats.ac = 0; 791 stats.ac = 0;
781 792
782 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
794} 805}
795 806
796void 807void
797object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
798{ 809{
799 int tmp = get_attr_value (&contr->orig_stats, a); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
800 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
801 set_attr_value (&contr->orig_stats, b, tmp);
802 811
812 for (int i = 0; i < NUM_STATS; ++i)
803 stats.Str = contr->orig_stats.Str; 813 stats.stat (i) = contr->orig_stats.stat (i);
804 stats.Dex = contr->orig_stats.Dex;
805 stats.Con = contr->orig_stats.Con;
806 stats.Int = contr->orig_stats.Int;
807 stats.Wis = contr->orig_stats.Wis;
808 stats.Pow = contr->orig_stats.Pow;
809 stats.Cha = contr->orig_stats.Cha;
810 814
811 //TODO: the following code looks so borked and should, at the very least, 815 //TODO: the following code looks so borked and should, at the very least,
812 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
813 stats.ac = 0; 817 stats.ac = 0;
814 818
826 contr->levsp[1] = 6; 830 contr->levsp[1] = 6;
827 contr->levgrace[1] = 3; 831 contr->levgrace[1] = 3;
828 832
829 contr->orig_stats = stats; 833 contr->orig_stats = stats;
830 } 834 }
835}
836
837static void
838start_info (object *op)
839{
840 char buf[MAX_BUF];
841
842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
843 new_draw_info (NDI_UNIQUE, 0, op, buf);
831} 844}
832 845
833/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
834 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
835 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
836 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
837 * not the class. 850 * not the class.
838 */ 851 */
839int 852void
840key_change_class (object *op, char key) 853player::chargen_race_done ()
841{ 854{
842 int tmp_loop;
843
844 if (key == 'd' || key == 'D')
845 {
846 char buf[MAX_BUF];
847
848 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
849 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr, ob->weight + ob->carrying);
850 857
851 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
852 if (tl) 859 if (tl)
853 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
854 861
855 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
856 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
857 864
858 op->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
859 866
860 if (op->msg) 867 if (ob->msg)
861 op->msg = NULL; 868 ob->msg = 0;
862 869
863 /* We create this now because some of the unique maps will need it 870 /* We create this now because some of the unique maps will need it
864 * to save here. 871 * to save here.
865 */ 872 */
873 {
874 char buf[MAX_BUF];
866 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
867 make_path_to_file (buf); 876 make_path_to_file (buf);
877 }
868 878
869#ifdef AUTOSAVE
870 op->contr->last_save_tick = pticks;
871#endif
872 start_info (op); 879 start_info (ob);
873 CLEAR_FLAG (op, FLAG_WIZ); 880 CLEAR_FLAG (ob, FLAG_WIZ);
874 give_initial_items (op, op->randomitems); 881 give_initial_items (ob, ob->randomitems);
875 link_player_skills (op); 882 link_player_skills (ob);
876 esrv_send_inventory (op, op); 883 esrv_send_inventory (ob, ob);
877 op->update_stats (); 884 ob->update_stats ();
878 885
879 /* This moves the player to a different start map, if there 886 /* This moves the player to a different start map, if there
880 * is one for this race 887 * is one for this race
881 */ 888 */
882 if (*first_map_ext_path) 889 if (*first_map_ext_path)
883 { 890 {
884 object *tmp; 891 object *tmp;
885 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
886 893
887 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
888 tmp = object::create (); 895 tmp = object::create ();
889 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
890 EXIT_X (tmp) = op->x; 897 EXIT_X (tmp) = ob->x;
891 EXIT_Y (tmp) = op->y; 898 EXIT_Y (tmp) = ob->y;
892 enter_exit (op, tmp); /* we don't really care if it succeeded; 899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
893 * if the map isn't there, then stay on the 900 * if the map isn't there, then stay on the
894 * default initial map */ 901 * default initial map */
895 tmp->destroy (); 902 tmp->destroy ();
896 } 903 }
897 else 904 else
898 LOG (llevDebug, "first_map_ext_path not set\n"); 905 LOG (llevDebug, "first_map_ext_path not set\n");
906}
899 907
900 return 0; 908void
901 } 909player::chargen_race_next ()
902 910{
903 /* Following actually changes the race - this is the default command 911 /* Following actually changes the race - this is the default command
904 * if we don't match with one of the options above. 912 * if we don't match with one of the options above.
905 */ 913 */
906 914
907 tmp_loop = 0; 915 do
908 while (!tmp_loop)
909 { 916 {
910 shstr name = op->name; 917 shstr name = ob->name;
911 int x = op->x, y = op->y; 918 int x = ob->x, y = ob->y;
912 919
913 op->remove_statbonus (); 920 ob->remove_statbonus ();
914 op->remove (); 921 ob->remove ();
915 op->arch = get_player_archetype (op->arch); 922 ob->arch = get_player_archetype (ob->arch);
916 op->arch->clone.copy_to (op); 923 ob->arch->copy_to (ob);
917 op->instantiate (); 924 ob->instantiate ();
918 op->stats = op->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
919 op->name = op->name_pl = name; 926 ob->name = ob->name_pl = name;
920 op->x = x; 927 ob->x = x;
921 op->y = y; 928 ob->y = y;
922 SET_ANIMATION (op, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
923 insert_ob_in_map (op, op->map, op, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
924 assign (op->contr->title, op->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
925 op->add_statbonus (); 932 ob->add_statbonus ();
926 tmp_loop = allowed_class (op);
927 } 933 }
934 while (!allowed_class (ob));
928 935
929 update_object (op, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
930 esrv_update_item (UPD_FACE, op, op); 937 esrv_update_item (UPD_FACE, ob, ob);
931 op->update_stats (); 938 ob->update_stats ();
932 op->stats.hp = op->stats.maxhp; 939 ob->stats.hp = ob->stats.maxhp;
933 op->stats.sp = op->stats.maxsp; 940 ob->stats.sp = ob->stats.maxsp;
934 op->stats.grace = 0; 941 ob->stats.grace = 0;
935
936 if (op->msg)
937 new_draw_info (NDI_BLUE, 0, op, op->msg);
938
939 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
940 return 0;
941}
942
943int
944key_confirm_quit (object *op, char key)
945{
946 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
947 {
948 op->contr->ns->state = ST_PLAYING;
949 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
950 return 1;
951 }
952
953 INVOKE_PLAYER (LOGOUT, op->contr);
954 INVOKE_PLAYER (QUIT, op->contr);
955
956 terminate_all_pets (op);
957 leave_map (op);
958 op->direction = 0;
959 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
960
961 strcpy (op->contr->killer, "quit");
962 check_score (op);
963 op->contr->party = 0;
964 op->contr->own_title[0] = '\0';
965
966 object_ptr ob = op;
967
968 delete ob->contr;
969
970 /* We need to hunt for any per player unique maps in memory and
971 * get rid of them. The trailing slash in the path is intentional,
972 * so that players named 'Ab' won't match against players 'Abe' pathname
973 */
974 char buf[MAX_BUF];
975 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
976
977 for (maptile *next, *mp = first_map; mp; mp = next)
978 {
979 next = mp->next;
980
981 if (!strncmp (mp->path, buf, strlen (buf)))
982 delete_map (mp);
983 }
984
985 delete_character (ob->name, 1);
986
987 return 1;
988} 942}
989 943
990void 944void
991flee_player (object *op) 945flee_player (object *op)
992{ 946{
1039 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1040 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1041 op->enemy = NULL; 995 op->enemy = NULL;
1042} 996}
1043 997
1044
1045/* check_pick sees if there is stuff to be picked up/picks up stuff. 998/* check_pick sees if there is stuff to be picked up/picks up stuff.
1046 * IT returns 1 if the player should keep on moving, 0 if he should 999 * It returns 1 if the player should keep on moving, 0 if he should
1047 * stop. 1000 * stop.
1048 */ 1001 */
1049int 1002int
1050check_pick (object *op) 1003check_pick (object *op)
1051{ 1004{
1052 object *tmp, *next; 1005 object *tmp, *next;
1053 int stop = 0; 1006 int stop = 0;
1054 int j, k, wvratio; 1007 int wvratio;
1055 char putstring[128], tmpstr[16]; 1008 char putstring[128];
1056 1009
1057 /* if you're flying, you cna't pick up anything */ 1010 /* if you're flying, you cna't pick up anything */
1058 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1059 return 1; 1012 return 1;
1060 1013
1061 next = op->below; 1014 next = op->below;
1062 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1063 /* 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
1064 * destroyed */ 1020 * destroyed */
1065 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1066 { 1022 {
1067 tmp = next; 1023 tmp = next;
1068 next = tmp->below; 1024 next = tmp->below;
1069 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1070 if (op->destroyed ()) 1032 if (op->destroyed ())
1071 return 0; 1033 return 0;
1072 1034
1073 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1074 continue; 1036 continue;
1075 1037
1076 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1077 { 1039 {
1078 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1079 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1080 continue; 1042 continue;
1081 } 1043 }
1082 1044
1083 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1084 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1086 switch (op->contr->mode) 1048 switch (op->contr->mode)
1087 { 1049 {
1088 case 0: 1050 case 0:
1089 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1090 case 1: 1052 case 1:
1091 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1092 return 1; 1054 return 1;
1093 case 2: 1055 case 2:
1094 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1095 return 0; 1057 return 0;
1096 case 3: 1058 case 3:
1097 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1098 case 4: 1060 case 4:
1099 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1100 break; 1062 break;
1101 case 5: 1063 case 5:
1102 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1103 stop = 1; 1065 stop = 1;
1104 break; 1066 break;
1105 case 6: 1067 case 6:
1106 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1107 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1108 break; 1071 break;
1109 1072
1110 case 7: 1073 case 7:
1111 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1112 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1113 break; 1076 break;
1114 1077
1115 default: 1078 default:
1116 /* use value density */ 1079 /* use value density */
1117 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1118 && (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)
1119 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1120 } 1083 }
1121 } 1084 }
1122 else 1085 else
1123 { /* old model */ 1086 { /* old model */
1124 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1128 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1129 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1130 &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))));
1131 else 1094 else
1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1133 &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))));
1134 1097
1135 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1136 } 1099 }
1137 1100
1138 /* philosophy: 1101 /* philosophy:
1179 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1180 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1181 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1182 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1183 { 1146 {
1184 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1185 continue; 1148 continue;
1186 } 1149 }
1187 1150
1188 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1189 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)))
1190 { 1153 {
1191 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1192 continue; 1155 continue;
1193 } 1156 }
1194 1157
1195 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1196 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1197 { 1160 {
1198 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1199 continue; 1162 continue;
1200 } 1163 }
1201 1164
1202 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1203 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1204 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1205 { 1168 {
1206 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1207 continue; 1170 continue;
1208 } 1171 }
1209 1172
1210 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1211 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1212 { 1175 {
1213 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1214 continue; 1177 continue;
1215 } 1178 }
1216 1179
1217 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1218 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1219 { 1182 {
1220 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1221 continue; 1184 continue;
1222 } 1185 }
1223 1186
1224 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1225 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1226 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1227 { 1190 {
1228 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1229 continue; 1192 continue;
1230 } 1193 }
1231 1194
1232 /* pick up all magical items */ 1195 /* pick up all magical items */
1233 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1234 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))
1235 { 1198 {
1236 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1237 continue; 1200 continue;
1238 } 1201 }
1239 1202
1240 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1241 { 1204 {
1242 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1243 { 1206 {
1244 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1245 continue; 1208 continue;
1246 } 1209 }
1247 } 1210 }
1248 1211
1249 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1250 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1251 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1252 { 1215 {
1253 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1254 continue; 1217 continue;
1255 } 1218 }
1256 1219
1257 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1258 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1259 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1260 { 1223 {
1261 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1262 continue; 1225 continue;
1263 } 1226 }
1264 1227
1265 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1266 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1267 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1268 { 1231 {
1269 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1270 continue; 1233 continue;
1271 } 1234 }
1272 1235
1273 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1274 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1275 { 1238 {
1276 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1277 continue; 1240 continue;
1278 } 1241 }
1279 1242
1280 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1281 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1282 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1283 { 1246 {
1284 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1285 continue; 1248 continue;
1286 } 1249 }
1287 1250
1288 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1289 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1290 { 1253 {
1291 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1292 continue; 1255 continue;
1293 } 1256 }
1294 1257
1295 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1296 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1297 { 1260 {
1298 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1299 continue; 1262 continue;
1300 } 1263 }
1301 1264
1302 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1303 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1304 { 1267 {
1305 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1306 continue; 1269 continue;
1307 } 1270 }
1308 1271
1309 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1310 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1311 { 1274 {
1312 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1313 continue; 1276 continue;
1314 } 1277 }
1315 1278
1316 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1317 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1318 { 1281 {
1319 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1320 continue; 1283 continue;
1321 } 1284 }
1322 1285
1323 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1324 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1325 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1326 { 1289 {
1327 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1328 continue; 1291 continue;
1329 } 1292 }
1330 1293
1331 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1332 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1333 { 1296 {
1334 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1335 { 1298 {
1336 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 &&
1337 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1338 { 1301 {
1339 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1340 continue; 1303 continue;
1341 } 1304 }
1342 } 1305 }
1343 1306
1344 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1345 { 1308 {
1346 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)
1347 { 1310 {
1348 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1349 continue; 1312 continue;
1350 } 1313 }
1351 } 1314 }
1352 } 1315 }
1353 1316
1354 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1355 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1356 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1357 { 1320 {
1358 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1359 continue; 1322 continue;
1360 } 1323 }
1361 1324
1362 /* 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
1363 * pickups */ 1326 * pickups */
1368 /* >=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
1369 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1370 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1371 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)
1372 { 1335 {
1373 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1374#if 0 1337#if 0
1375 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1376 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1377 { 1340 {
1378 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1379 } 1342 }
1380 else 1343 else
1381 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1382 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1383 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))));
1384#endif 1347#endif
1385 continue; 1348 continue;
1386 } 1349 }
1397 * found object is returned. 1360 * found object is returned.
1398 */ 1361 */
1399object * 1362object *
1400find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1401{ 1364{
1402 object *tmp = NULL;
1403
1404 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1405 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1406 tmp = find_arrow (op, type);
1407 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);
1408 return op; 1374 return arrow;
1375 }
1376
1409 return tmp; 1377 return 0;
1410} 1378}
1411 1379
1412/* 1380/*
1413 * 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
1414 * 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
1415 * of resistances. The archer is making a quick guess at what he sees down 1383 * of resistances. The archer is making a quick guess at what he sees down
1416 * the hall. Failing that it does it's best to pick the highest plus arrow. 1384 * the hall. Failing that it does it's best to pick the highest plus arrow.
1417 */ 1385 */
1418
1419object * 1386object *
1420find_better_arrow (object *op, object *target, const char *type, int *better) 1387find_better_arrow (object *op, object *target, const char *type, int *better)
1421{ 1388{
1422 object *tmp = NULL, *arrow, *ntmp; 1389 object *tmp = NULL, *arrow, *ntmp;
1423 int attacknum, attacktype, betterby = 0, i; 1390 int attacknum, attacktype, betterby = 0, i;
1456 else 1423 else
1457 { 1424 {
1458 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1459 { 1426 {
1460 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1461 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1462 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)
1463 { 1430 {
1464 tmp = arrow; 1431 tmp = arrow;
1465 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;
1466 } 1433 }
1467 } 1434 }
1468 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1469 { 1436 {
1470 tmp = arrow; 1437 tmp = arrow;
1489 * find_better_arrow to find a decent arrow to use. 1456 * find_better_arrow to find a decent arrow to use.
1490 * op = the shooter 1457 * op = the shooter
1491 * type = bow->race 1458 * type = bow->race
1492 * dir = fire direction 1459 * dir = fire direction
1493 */ 1460 */
1494
1495object * 1461object *
1496pick_arrow_target (object *op, const char *type, int dir) 1462pick_arrow_target (object *op, const char *type, int dir)
1497{ 1463{
1498 object *tmp = NULL; 1464 object *tmp = NULL;
1499 maptile *m; 1465 maptile *m;
1564 */ 1530 */
1565int 1531int
1566fire_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)
1567{ 1533{
1568 object *left, *bow; 1534 object *left, *bow;
1569 int bowspeed, mflags; 1535 int mflags;
1570 maptile *m; 1536 maptile *m;
1571 1537
1572 if (!dir) 1538 if (!dir)
1573 { 1539 {
1574 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!");
1575 return 0; 1541 return 0;
1576 } 1542 }
1577 1543
1578 if (op->type == PLAYER) 1544 if (op->contr)
1579 bow = op->contr->ranges[range_bow]; 1545 bow = op->current_weapon;
1580 else 1546 else
1581 { 1547 {
1582 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1583 /* 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
1584 * 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.
1589 if (!bow) 1555 if (!bow)
1590 { 1556 {
1591 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1592 return 0; 1558 return 0;
1593 } 1559 }
1560
1561 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below)
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1594 } 1568 }
1595 1569
1596 if (!bow->race || !bow->skill) 1570 if (!bow->race || !bow->skill)
1597 { 1571 {
1598 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);
1599 return 0; 1573 return 0;
1600 } 1574 }
1601
1602 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1603
1604 /* penalize ROF for bestarrow */
1605 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1606 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1607
1608 if (bowspeed < 1)
1609 bowspeed = 1;
1610 1575
1611 if (arrow == NULL) 1576 if (arrow == NULL)
1612 { 1577 {
1613 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1614 { 1579 {
1615 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1617 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1582 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1618 else 1583 else
1619 CLEAR_FLAG (op, FLAG_READY_BOW); 1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1620 return 0; 1586 return 0;
1621 } 1587 }
1622 } 1588 }
1623 1589
1624 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1637 arrow->destroy (); 1603 arrow->destroy ();
1638 return 0; 1604 return 0;
1639 } 1605 }
1640 1606
1641 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1642 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1643 if (!arrow) 1609 if (!arrow)
1644 { 1610 {
1645 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);
1646 return 0; 1612 return 0;
1647 } 1613 }
1648 1614
1649 arrow->set_owner (op); 1615 arrow->set_owner (op);
1650 arrow->skill = bow->skill; 1616 arrow->skill = bow->skill;
1651
1652 arrow->direction = dir; 1617 arrow->direction = dir;
1653 arrow->x = sx; 1618
1654 arrow->y = sy; 1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1620 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype;
1622
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625
1626#if 0
1627 if (player *pl = op->contr)
1628 {
1629 float speed = pl->weapon_sp;
1630
1631 /* penalize ROF for bestarrow */
1632 if (pl->bowtype == bow_bestarrow)
1633 speed *= .9f;
1634 else
1635 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1636
1637 op->speed_left += speed - op->speed;
1638 }
1639#endif
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642
1643 /* update the speed */
1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1645 + bow->stats.dam / 7.f;
1646
1647 arrow->set_speed (max (arrow->speed, 2.f));
1648 arrow->speed_left = 0;
1649
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1655 1651
1656 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1657 { 1653 {
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats ();
1660 }
1661
1662 SET_ANIMATION (arrow, arrow->direction);
1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1664 arrow->stats.hp = arrow->stats.dam;
1665 arrow->stats.grace = arrow->attacktype;
1666 if (arrow->slaying != NULL)
1667 arrow->spellarg = strdup (arrow->slaying);
1668
1669 /* Note that this was different for monsters - they got their level
1670 * added to the damage. I think the strength bonus is more proper.
1671 */
1672
1673 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1674
1675 /* update the speed */
1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1678
1679 if (arrow->speed < 1.0)
1680 arrow->speed = 1.0;
1681 update_ob_speed (arrow);
1682 arrow->speed_left = 0;
1683
1684 if (op->type == PLAYER)
1685 {
1686 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1687 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1688 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1689
1690 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1654 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1655 wc -= dex_bonus[op->stats.Dex];
1656
1657 if (!arrow->slaying)
1658 arrow->slaying = op->slaying;
1659
1660 arrow->attacktype |= op->attacktype;
1691 } 1661 }
1692 else 1662 else
1693 { 1663 {
1694 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1695 arrow->level = op->level; 1664 arrow->level = op->level;
1696 } 1665 arrow->stats.wc -= bow->magic;
1697 1666
1698 if (arrow->attacktype == AT_PHYSICAL) 1667 if (!arrow->slaying)
1668 arrow->slaying = bow->slaying;
1669
1699 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1671 }
1700 1672
1701 if (bow->slaying) 1673 wc -= arrow->level;
1702 arrow->slaying = bow->slaying; 1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1703 1675
1704 arrow->map = m; 1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1705 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1706 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1707 1679
1708 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1709 insert_ob_in_map (arrow, m, op, 0); 1681 m->insert (arrow, sx, sy, op);
1710 1682
1711 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1712 move_arrow (arrow); 1684 move_arrow (arrow);
1713
1714 if (op->type == PLAYER)
1715 {
1716 if (left->destroyed ())
1717 esrv_del_item (op->contr, left->count);
1718 else
1719 esrv_send_item (op, left);
1720 }
1721 1685
1722 return 1; 1686 return 1;
1723} 1687}
1724 1688
1725/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1734{ 1698{
1735 int ret = 0, wcmod = 0; 1699 int ret = 0, wcmod = 0;
1736 1700
1737 if (op->contr->bowtype == bow_bestarrow) 1701 if (op->contr->bowtype == bow_bestarrow)
1738 { 1702 {
1739 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1703 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1740 } 1704 }
1741 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1705 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1742 { 1706 {
1743 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1744 wcmod = -1; 1708 wcmod = -1;
1709
1745 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1710 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1746 } 1711 }
1747 else if (op->contr->bowtype == bow_threewide) 1712 else if (op->contr->bowtype == bow_threewide)
1748 { 1713 {
1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1714 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1753 else if (op->contr->bowtype == bow_spreadshot) 1718 else if (op->contr->bowtype == bow_spreadshot)
1754 { 1719 {
1755 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1720 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1756 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1721 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1757 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1722 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1758
1759 } 1723 }
1760 else 1724 else
1761 { 1725 {
1762 /* Simple case */ 1726 /* Simple case */
1763 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764 } 1728 }
1729
1765 return ret; 1730 return ret;
1766} 1731}
1767
1768 1732
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
1771 */ 1735 */
1772void 1736void
1773fire_misc_object (object *op, int dir) 1737fire_misc_object (object *op, int dir)
1774{ 1738{
1775 object *item; 1739 object *item = op->contr->ranged_ob;
1776 1740
1777 if (!op->contr->ranges[range_misc]) 1741 if (!item)
1778 { 1742 {
1779 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1743 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1780 return; 1744 return;
1781 } 1745 }
1782 1746
1783 item = op->contr->ranges[range_misc];
1784 if (!item->inv) 1747 if (!item->inv)
1785 { 1748 {
1786 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1750 return;
1788 } 1751 }
1752
1753 if (!op->change_weapon (item))
1754 return;
1755
1789 if (item->type == WAND) 1756 if (item->type == WAND)
1790 { 1757 {
1791 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
1792 { 1759 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1762
1795 return; 1763 return;
1796 } 1764 }
1797 } 1765 }
1798 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1799 { 1767 {
1800 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))
1801 { 1769 {
1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1770 op->contr->play_sound (sound_find ("wand_poof"));
1771
1803 if (item->type == ROD) 1772 if (item->type == ROD)
1804 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));
1805 else 1774 else
1806 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1776
1807 return; 1777 return;
1808 } 1778 }
1809 } 1779 }
1810 1780
1811 if (cast_spell (op, item, dir, item->inv, NULL)) 1781 if (cast_spell (op, item, dir, item->inv, NULL))
1818 object *tmp; 1788 object *tmp;
1819 1789
1820 if (item->arch) 1790 if (item->arch)
1821 { 1791 {
1822 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1823 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
1824 item->speed = 0; 1794 item->set_speed (0);
1825 update_ob_speed (item);
1826 } 1795 }
1796
1827 if ((tmp = item->in_player ())) 1797 if ((tmp = item->in_player ()))
1828 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
1829 } 1799 }
1830 } 1800 }
1831 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
1832 {
1833 drain_rod_charge (item); 1802 drain_rod_charge (item);
1834 }
1835 } 1803 }
1836} 1804}
1837 1805
1838/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1839 */ 1807 */
1840void 1808bool
1841fire (object *op, int dir) 1809fire (object *op, int dir)
1842{ 1810{
1843 int spellcost = 0; 1811 int spellcost = 0;
1844 1812
1845 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
1846 if (action_makes_visible (op)) 1814 if (action_makes_visible (op))
1847 make_visible (op); 1815 make_visible (op);
1848 1816
1849 switch (op->contr->shoottype) 1817 player *pl = op->contr;
1818
1819 if (pl->golem)
1820 {
1821 control_golem (op->contr->golem, dir);
1822 return false;
1850 { 1823 }
1851 case range_none:
1852 return;
1853 1824
1854 case range_bow: 1825 object *ob = pl->ranged_ob;
1826
1827 if (!ob)
1828 return false;
1829
1830 if (!op->change_weapon (ob))
1831 return false;
1832
1833 if (op->speed_left > 0.f)
1834 --op->speed_left;
1835 else
1836 return false;
1837
1838 switch (ob->type)
1839 {
1840 case BOW:
1855 player_fire_bow (op, dir); 1841 player_fire_bow (op, dir);
1856 return; 1842 break;
1857 1843
1858 case range_magic: /* Casting spells */ 1844 case SPELL:
1859 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1845 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1860 return; 1846 break;
1861 1847
1862 case range_misc: 1848 case BUILDER:
1849 apply_map_builder (op, dir);
1850 break;
1851
1852 case SKILL:
1853 do_skill (op, op, ob, dir, 0);
1854 break;
1855
1856 default:
1863 fire_misc_object (op, dir); 1857 fire_misc_object (op, dir);
1864 return; 1858 break;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1868 {
1869 op->contr->ranges[range_golem] = 0;
1870 op->contr->shoottype = range_none;
1871 }
1872 else
1873 control_golem (op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if (!op->chosen_skill)
1878 {
1879 if (op->type == PLAYER)
1880 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1884 return;
1885 case range_builder:
1886 apply_map_builder (op, dir);
1887 return;
1888 default:
1889 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return;
1891 } 1859 }
1892}
1893 1860
1894 1861 return true;
1862}
1895 1863
1896/* find_key 1864/* find_key
1897 * 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
1898 * and successfully use it, we return the key, otherwise NULL 1866 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1867 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1869 * pl is the player,
1902 * inv is the objects inventory to searched 1870 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1871 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1872 * This function can be called recursively to search containers.
1905 */ 1873 */
1906
1907object * 1874object *
1908find_key (object *pl, object *container, object *door) 1875find_key (object *pl, object *container, object *door)
1909{ 1876{
1910 object *tmp, *key; 1877 object *tmp, *key;
1911 1878
1912 /* Should not happen, but sanity checking is never bad */ 1879 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) 1880 if (!container->inv)
1914 return NULL; 1881 return 0;
1915 1882
1916 /* First, lets try to find a key in the top level inventory */ 1883 /* First, lets try to find a key in the top level inventory */
1917 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1884 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 { 1885 {
1919 if (door->type == DOOR && tmp->type == KEY) 1886 if (door->type == DOOR && tmp->type == KEY)
1920 break; 1887 break;
1921 /* For sanity, we should really check door type, but other stuff 1888 /* For sanity, we should really check door type, but other stuff
1922 * (like containers) can be locked with special keys 1889 * (like containers) can be locked with special keys
1923 */ 1890 */
1924 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1925 break; 1892 break;
1926 } 1893 }
1894
1927 /* No key found - lets search inventories now */ 1895 /* No key found - lets search inventories now */
1928 /* If we find and use a key in an inventory, return at that time. 1896 /* If we find and use a key in an inventory, return at that time.
1929 * otherwise, if we search all the inventories and still don't find 1897 * otherwise, if we search all the inventories and still don't find
1930 * a key, return 1898 * a key, return
1931 */ 1899 */
1932 if (!tmp) 1900 if (!tmp)
1933 { 1901 {
1934 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
1935 { 1903 {
1936 /* No reason to search empty containers */ 1904 /* No reason to search empty containers */
1937 if (tmp->type == CONTAINER && tmp->inv) 1905 if (tmp->type == CONTAINER && tmp->inv)
1938 { 1906 {
1939 if ((key = find_key (pl, tmp, door)) != NULL) 1907 if ((key = find_key (pl, tmp, door)))
1940 return key; 1908 return key;
1941 } 1909 }
1942 } 1910 }
1911
1943 if (!tmp) 1912 if (!tmp)
1944 return NULL; 1913 return NULL;
1945 } 1914 }
1915
1946 /* We get down here if we have found a key. Now if its in a container, 1916 /* We get down here if we have found a key. Now if its in a container,
1947 * see if we actually want to use it 1917 * see if we actually want to use it
1948 */ 1918 */
1949 if (pl != container) 1919 if (pl != container)
1950 { 1920 {
1971 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1941 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1972 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1942 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1973 return NULL; 1943 return NULL;
1974 } 1944 }
1975 } 1945 }
1946
1976 return tmp; 1947 return tmp;
1977} 1948}
1978 1949
1979/* moved door processing out of move_player_attack. 1950/* moved door processing out of move_player_attack.
1980 * returns 1 if player has opened the door with a key 1951 * returns 1 if player has opened the door with a key
1982 * 0 otherwise 1953 * 0 otherwise
1983 */ 1954 */
1984static int 1955static int
1985player_attack_door (object *op, object *door) 1956player_attack_door (object *op, object *door)
1986{ 1957{
1987 /* 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,
1988 * 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 -
1989 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
1990 */ 1961 */
1991 object *key = find_key (op, op, door); 1962 object *key = find_key (op, op, door);
1992 1963
1993 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
1994 if (key) 1965 if (key)
1995 { 1966 {
1996 object *container = key->env; 1967 object *container = key->env;
1997 1968
1998 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1999 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
2000 make_visible (op); 1970 make_visible (op);
1971
2001 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2002 spring_trap (door->inv, op); 1973 spring_trap (door->inv, op);
1974
2003 if (door->type == DOOR) 1975 if (door->type == DOOR)
2004 {
2005 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 */
2006 }
2007 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
2008 { 1978 {
2009 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);
2010 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
2011 } 1981 }
1982
2012 /* Do this after we print the message */ 1983 /* Do this after we print the message */
2013 decrease_ob (key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
2014 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
2015 if (container != op) 1986 if (container != op)
2016 esrv_update_item (UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
1988
2017 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
2018 } 1990 }
2019 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2020 { 1992 {
2021 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
2022 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...");
2023 return 1; 1995 return 1;
2024 } 1996 }
1997
2025 return 0; 1998 return 0;
2026} 1999}
2027 2000
2028/* This function is just part of a breakup from move_player. 2001/* This function is just part of a breakup from move_player.
2029 * It should keep the code cleaner. 2002 * It should keep the code cleaner.
2030 * When this is called, the players direction has been updated 2003 * When this is called, the players direction has been updated
2031 * (taking into account confusion.) The player is also actually 2004 * (taking into account confusion.) The player is also actually
2032 * going to try and move (not fire weapons). 2005 * going to try and move (not fire weapons).
2033 */ 2006 */
2034void 2007bool
2035move_player_attack (object *op, int dir) 2008move_player_attack (object *op, int dir)
2036{ 2009{
2037 object *tmp, *mon;
2038 sint16 nx, ny;
2039 int on_battleground; 2010 int on_battleground;
2040 maptile *m;
2041 2011
2042 nx = freearr_x[dir] + op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2043 ny = freearr_y[dir] + op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2044 2014
2045 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 }
2046 2025
2047 /* 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
2048 * 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
2049 * 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
2050 * player. This is a pretty nasty hack, because if we could 2029 * player. This is a pretty nasty hack, because if we could
2051 * 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
2052 * 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
2053 * 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
2054 * move_ob uses. 2033 * move_ob uses.
2055 */ 2034 */
2056 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2035 maptile *m = op->map->xy_find (nx, ny);
2057 {
2058 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2059 {
2060 m = get_map_from_coord (op->map, &nx, &ny);
2061 if (!m)
2062 return; /* Don't think this should happen */
2063 }
2064 else
2065 m = op->map;
2066 2036
2067 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2068 {
2069 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2070 return;
2071 }
2072
2073 mon = 0;
2074 /* 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
2075 * 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.
2076 * 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
2077 * on the space 2040 * on the space
2078 */ 2041 */
2079 while (tmp) 2042 object *mon;
2080 { 2043 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2081 if (tmp == op) 2044 {
2082 { 2045 if ((mon->flag [FLAG_ALIVE]
2083 tmp = tmp->above; 2046 || mon->type == LOCKED_DOOR
2084 continue; 2047 || mon->flag [FLAG_CAN_ROLL])
2085 }
2086
2087 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2088 {
2089 mon = tmp; 2048 && mon != op)
2090 break; 2049 break;
2091 } 2050 }
2092 2051
2093 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2094 mon = tmp;
2095
2096 tmp = tmp->above;
2097 }
2098
2099 if (!mon) /* This happens anytime the player tries to move */ 2052 if (!mon) /* This happens anytime the player tries to move */
2100 return; /* into a wall */ 2053 return false; /* into a wall */
2101 2054
2102 if (mon->head)
2103 mon = mon->head; 2055 mon = mon->head_ ();
2104 2056
2105 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)
2106 if (player_attack_door (op, mon)) 2059 if (player_attack_door (op, mon))
2060 {
2061 --op->contr->weapon_sp_left;
2107 return; 2062 return true;
2063 }
2108 2064
2109 /* The following deals with possibly attacking peaceful 2065 /* The following deals with possibly attacking peaceful
2110 * or frienddly creatures. Basically, all players are considered 2066 * or friendly creatures. Basically, all players are considered
2111 * unaggressive. If the moving player has peaceful set, then the 2067 * unaggressive. If the moving player has peaceful set, then the
2112 * object should be pushed instead of attacked. It is assumed that 2068 * object should be pushed instead of attacked. It is assumed that
2113 * if you are braced, you will not attack friends accidently, 2069 * if you are braced, you will not attack friends accidently,
2114 * and thus will not push them. 2070 * and thus will not push them.
2115 */ 2071 */
2116 2072
2117 /* 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
2118 * peaceful. Our assumption is the creature is a pet if the 2074 * peaceful. Our assumption is the creature is a pet if the
2119 * player owns it and it is either friendly or unagressive. 2075 * player owns it and it is either friendly or unagressive.
2120 */ 2076 */
2121 if ((op->type == PLAYER) 2077 if (op->type == PLAYER
2122#if COZY_SERVER
2123 &&
2124 ((mon->owner && mon->owner->contr 2078 && ((mon->owner && mon->owner->contr
2125 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2079 && same_party (mon->owner->contr->party, op->contr->party))
2126#else
2127 && mon->owner == op 2080 || mon->owner == op)
2128#endif
2129 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2130 { 2082 {
2131 /* 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 */
2132 if (op->contr->braced) 2084 if (op->contr->braced)
2133 return; 2085 return false;
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2086
2087 if (op->speed_left > 0.f)
2088 {
2089 --op->speed_left;
2090
2091 op->play_sound (sound_find ("push_player"));
2135 (void) push_ob (mon, dir, op); 2092 push_ob (mon, dir, op);
2093
2136 if (op->contr->tmp_invis || op->hide) 2094 if (op->contr->tmp_invis || op->hide)
2137 make_visible (op); 2095 make_visible (op);
2096
2138 return; 2097 return true;
2139 } 2098 }
2099 else
2100 return false;
2101 }
2140 2102
2141 /* in certain circumstances, you shouldn't attack friendly 2103 /* in certain circumstances, you shouldn't attack friendly
2142 * creatures. Note that if you are braced, you can't push 2104 * creatures. Note that if you are braced, you can't push
2143 * 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
2144 * attack them either. 2106 * attack them either.
2145 */ 2107 */
2146 if ((mon->type == PLAYER || mon->enemy != op) && 2108 if ((mon->type == PLAYER || mon->enemy != op)
2147 (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))
2148#ifdef PROHIBIT_PLAYERKILL
2149 (op->contr->peaceful 2110 && ((op->contr->peaceful
2150 || (mon->type == PLAYER 2111 || (mon->type == PLAYER && mon->contr->peaceful))
2151 && mon->contr->
2152 peaceful)) &&
2153#else
2154 op->contr->peaceful &&
2155#endif
2156 !on_battleground)) 2112 && !on_battleground))
2113 {
2114 if (op->speed_left > 0.f)
2157 { 2115 {
2116 --op->speed_left;
2117
2158 if (!op->contr->braced) 2118 if (!op->contr->braced)
2159 { 2119 {
2160 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 op->play_sound (sound_find ("push_player"));
2161 (void) push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2162 } 2122 }
2163 else 2123 else
2164 new_draw_info (0, 0, op, "You withhold your attack"); 2124 op->statusmsg ("You withhold your attack");
2165 2125
2166 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2167 make_visible (op); 2127 make_visible (op);
2168 }
2169 2128
2129 return true;
2130 }
2131 }
2170 /* If the object is a boulder or other rollable object, then 2132 /* If the object is a boulder or other rollable object, then
2171 * 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.
2172 */ 2134 */
2173 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)
2174 { 2138 {
2139 --op->speed_left;
2140
2175 recursive_roll (mon, dir, op); 2141 recursive_roll (mon, dir, op);
2176 if (action_makes_visible (op)) 2142 if (action_makes_visible (op))
2177 make_visible (op); 2143 make_visible (op);
2178 }
2179 2144
2145 return true;
2146 }
2147 }
2180 /* Any generic living creature. Including things like doors. 2148 /* Any generic living creature. Including things like doors.
2181 * 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
2182 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2183 * 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
2184 * 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.
2185 */ 2153 */
2186
2187 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2188 ((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)))
2189 { 2156 {
2190 2157 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2191 /* If the player hasn't hit something this tick, and does
2192 * so, give them speed boost based on weapon speed. Doing
2193 * it here is better than process_players2, which basically
2194 * incurred a 1 tick offset.
2195 */
2196 if (!op->contr->has_hit)
2197 { 2158 {
2198 op->speed_left += op->speed / op->contr->weapon_sp; 2159 --op->contr->weapon_sp_left;
2199
2200 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2201 }
2202 2160
2203 skill_attack (mon, op, 0, 0, 0); 2161 skill_attack (mon, op, 0, 0, 0);
2204
2205 /* If attacking another player, that player gets automatic
2206 * hitback, and doesn't loose luck either.
2207 * Disable hitback on the battleground or if the target is
2208 * the wiz.
2209 */
2210 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2211 {
2212 short luck = mon->stats.luck;
2213
2214 mon->contr->has_hit = 1;
2215 skill_attack (op, mon, 0, 0, 0);
2216 mon->stats.luck = luck;
2217 }
2218 2162
2219 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2220 make_visible (op); 2164 make_visible (op);
2221 }
2222 } /* if player should attack something */
2223}
2224 2165
2225int 2166 return true;
2167 }
2168 }
2169
2170 return false;
2171}
2172
2173bool
2226move_player (object *op, int dir) 2174move_player (object *op, int dir)
2227{ 2175{
2228 int pick; 2176 int pick;
2229 2177
2230 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2231 return 0; 2179 return 0;
2232 2180
2233 /* Sanity check: make sure dir is valid */ 2181 /* Sanity check: make sure dir is valid */
2234 if ((dir < 0) || (dir >= 9)) 2182 if ((dir < 0) || (dir >= 9))
2235 { 2183 {
2236 LOG (llevError, "move_player: invalid direction %d\n", dir); 2184 LOG (llevError, "move_player: invalid direction %d\n", dir);
2237 return 0; 2185 return 0;
2238 } 2186 }
2239 2187
2240 /* peterm: added following line */ 2188 /* peterm: added following line */
2241 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2189 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2242 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2190 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2243 2191
2244 op->facing = dir; 2192 op->facing = dir;
2245 2193
2246 if (op->hide) 2194 if (op->hide)
2247 do_hidden_move (op); 2195 do_hidden_move (op);
2248 2196
2197 bool retval;
2198
2249 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2250 /*nop */ ; 2200 retval = RESULT_INT (0);
2251 else if (op->contr->fire_on) 2201 else if (op->contr->fire_on)
2252 fire (op, dir); 2202 retval = fire (op, dir);
2253 else 2203 else
2254 { 2204 {
2255 move_player_attack (op, dir); 2205 retval = move_player_attack (op, dir);
2256 pick = check_pick (op); 2206 pick = check_pick (op);
2257 } 2207 }
2258 2208
2259 /* 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
2260 * server can handle repeat firing. 2210 * server can handle repeat firing.
2267 /* Update how the player looks. Use the facing, so direction may 2217 /* Update how the player looks. Use the facing, so direction may
2268 * get reset to zero. This allows for full animation capabilities 2218 * get reset to zero. This allows for full animation capabilities
2269 * for players. 2219 * for players.
2270 */ 2220 */
2271 animate_object (op, op->facing); 2221 animate_object (op, op->facing);
2272 return 0; 2222
2223 return retval;
2273} 2224}
2274 2225
2275/* 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
2276 * new client/server stuff. 2227 * new client/server stuff.
2277 * 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
2278 * the new speed values for commands. 2229 * the new speed values for commands.
2279 * 2230 *
2280 * 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.
2281 */ 2234 */
2282int 2235bool
2283handle_newcs_player (object *op) 2236handle_newcs_player (object *op)
2284{ 2237{
2285 if (op->contr->hidden)
2286 {
2287 op->invisible = 1000;
2288 /* the socket code flashes the player visible/invisible
2289 * depending on the value of invisible, so we need to
2290 * alternate it here for it to work correctly.
2291 */
2292 if (pticks & 2)
2293 op->invisible--;
2294 }
2295 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2296 {
2297 op->invisible--;
2298 if (!op->invisible)
2299 {
2300 make_visible (op);
2301 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2302 }
2303 }
2304
2305 if (QUERY_FLAG (op, FLAG_SCARED)) 2238 if (QUERY_FLAG (op, FLAG_SCARED))
2306 { 2239 {
2307 flee_player (op); 2240 if (op->speed_left > 0.f)
2308 /* If player is still scared, that is his action for this tick */
2309 if (QUERY_FLAG (op, FLAG_SCARED))
2310 { 2241 {
2311 op->speed_left--; 2242 --op->speed_left;
2243 flee_player (op);
2244
2312 return 0; 2245 return true;
2313 } 2246 }
2247 else
2248 return false;
2314 } 2249 }
2315
2316 /* I've been seeing crashes where the golem has been destroyed, but
2317 * the player object still points to the defunct golem. The code that
2318 * destroys the golem looks correct, and it doesn't always happen, so
2319 * put this in a a workaround to clean up the golem pointer.
2320 */
2321 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2322 op->contr->ranges[range_golem] = 0;
2323 2250
2324 /* 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
2325 * the players time has been increased when doericserver has been 2252 * the players time has been increased when doericserver has been
2326 * called, so we recheck it here. 2253 * called, so we recheck it here.
2327 */ 2254 */
2328 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2255 if (op->contr->ns->handle_command ())
2329 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2330 ;
2331
2332 if (op->speed_left < 0)
2333 return 0; 2256 return true;
2334 2257
2335 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2258 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2336 {
2337 /* All move commands take 1 tick, at least for now */
2338 op->speed_left--;
2339
2340 /* Instead of all the stuff below, let move_player take care
2341 * of it. Also, some of the skill stuff is only put in
2342 * there, as well as the confusion stuff.
2343 */
2344 move_player (op, op->direction); 2259 return move_player (op, op->direction);
2345 if (op->speed_left > 0)
2346 return 1;
2347 else
2348 return 0;
2349 }
2350 2260
2351 return 0; 2261 return false;
2352} 2262}
2353 2263
2354int 2264int
2355save_life (object *op) 2265save_life (object *op)
2356{ 2266{
2358 return 0; 2268 return 0;
2359 2269
2360 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2361 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2362 { 2272 {
2363 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2273 op->play_sound (sound_find ("ob_evaporate"));
2364 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));
2365 2275
2366 if (op->contr) 2276 if (op->contr)
2367 esrv_del_item (op->contr, tmp->count); 2277 esrv_del_item (op->contr, tmp->count);
2368 2278
2388/* 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
2389 * 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
2390 * 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
2391 * from. 2301 * from.
2392 */ 2302 */
2393void 2303static void
2394remove_unpaid_objects (object *op, object *env) 2304drop_unpaid_items (object *op, object *env)
2395{ 2305{
2396 object *next;
2397
2398 while (op) 2306 while (op)
2399 { 2307 {
2400 next = op->below; /* Make sure we have a good value, in case 2308 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2401 * we remove object 'op' 2309
2402 */
2403 if (QUERY_FLAG (op, FLAG_UNPAID)) 2310 if (QUERY_FLAG (op, FLAG_UNPAID))
2404 { 2311 {
2405 op->remove ();
2406 op->x = env->x;
2407 op->y = env->y;
2408 if (env->type == PLAYER) 2312 if (env->type == PLAYER)
2409 esrv_del_item (env->contr, op->count); 2313 esrv_del_item (env->contr, op->count);
2410 insert_ob_in_map (op, env->map, NULL, 0); 2314
2315 op->insert_at (env);
2411 } 2316 }
2412 else if (op->inv) 2317 else if (op->inv)
2413 remove_unpaid_objects (op->inv, env); 2318 drop_unpaid_items (op->inv, env);
2414 2319
2415 op = next; 2320 op = next;
2416 } 2321 }
2322}
2323
2324void
2325object::drop_unpaid_items ()
2326{
2327 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this);
2417} 2329}
2418 2330
2419/* 2331/*
2420 * Returns pointer a static string containing gravestone text 2332 * Returns pointer a static string containing gravestone text
2421 * Moved from apply.c to player.c - player.c is what 2333 * Moved from apply.c to player.c - player.c is what
2471 int rate_grace = 2000; 2383 int rate_grace = 2000;
2472 const int max_hp = 1; 2384 const int max_hp = 1;
2473 const int max_sp = 1; 2385 const int max_sp = 1;
2474 const int max_grace = 1; 2386 const int max_grace = 1;
2475 2387
2476 if (op->contr->outputs_sync) 2388 if (op->contr->hidden)
2389 {
2390 op->invisible = 1000;
2391 /* the socket code flashes the player visible/invisible
2392 * depending on the value of invisible, so we need to
2393 * alternate it here for it to work correctly.
2394 */
2395 if (pticks & 2)
2396 op->invisible--;
2477 { 2397 }
2478 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2398 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2479 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2399 {
2480 flush_output_element (op, &op->contr->outputs[i]); 2400 if (!op->invisible--)
2401 {
2402 make_visible (op);
2403 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2404 }
2481 } 2405 }
2482 2406
2483 if (op->contr->ns->state == ST_PLAYING) 2407 if (op->contr->ns->state == ST_PLAYING)
2484 { 2408 {
2485 /* these next three if clauses make it possible to SLOW DOWN 2409 /* these next three if clauses make it possible to SLOW DOWN
2504 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2428 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2505 else 2429 else
2506 { 2430 {
2507 gen_grace = op->stats.maxgrace; 2431 gen_grace = op->stats.maxgrace;
2508 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2432 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2509 }
2510
2511 /* Regenerate Spell Points */
2512 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2513 {
2514 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2515 if (op->stats.sp < op->stats.maxsp)
2516 {
2517 op->stats.sp++;
2518 /* dms do not consume food */
2519 if (!QUERY_FLAG (op, FLAG_WIZ))
2520 {
2521 op->stats.food--;
2522 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food;
2526 }
2527 }
2528
2529 if (max_sp > 1)
2530 {
2531 over_sp = (gen_sp + 10) / rate_sp;
2532 if (over_sp > 0)
2533 {
2534 if (op->stats.sp < op->stats.maxsp)
2535 {
2536 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2537
2538 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2539 op->stats.sp--;
2540
2541 if (op->stats.sp > op->stats.maxsp)
2542 op->stats.sp = op->stats.maxsp;
2543 }
2544 op->last_sp = 0;
2545 }
2546 else
2547 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2548 }
2549 else
2550 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2551 } 2433 }
2552 2434
2553 /* Regenerate Grace */ 2435 /* Regenerate Grace */
2554 /* 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. */
2555 if (--op->last_grace < 0) 2437 if (--op->last_grace < 0)
2576 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);
2577 } 2459 }
2578 /* wearing stuff doesn't detract from grace generation. */ 2460 /* wearing stuff doesn't detract from grace generation. */
2579 } 2461 }
2580 2462
2463 if (op->stats.food > 0)
2464 {
2581 /* Regenerate Hit Points */ 2465 /* Regenerate Spell Points */
2582 if (--op->last_heal < 0) 2466 if (!op->contr->golem && --op->last_sp < 0)
2583 {
2584 if (op->stats.hp < op->stats.maxhp)
2585 { 2467 {
2586 op->stats.hp++; 2468 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2587 /* dms do not consume food */ 2469
2588 if (!QUERY_FLAG (op, FLAG_WIZ)) 2470 if (op->stats.sp < op->stats.maxsp)
2589 { 2471 {
2472 op->stats.sp++;
2473
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ))
2476 {
2590 op->stats.food--; 2477 op->stats.food--;
2478
2591 if (op->contr->digestion < 0) 2479 if (op->contr->digestion < 0)
2592 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2593 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))
2594 op->stats.food = last_food; 2482 op->stats.food = last_food;
2483 }
2595 } 2484 }
2596 }
2597 2485
2598 if (max_hp > 1) 2486 if (max_sp > 1)
2599 {
2600 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2601 if (over_hp > 0)
2602 { 2487 {
2603 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
2604 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);
2605 } 2506 }
2606 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)
2607 { 2515 {
2608 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 }
2609 } 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);
2610 } 2541 }
2611 else 2542 else
2612 {
2613 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);
2614 } 2544 }
2615 } 2545 }
2616 2546
2617 /* Digestion */ 2547 /* Digestion */
2618 if (--op->last_eat < 0) 2548 if (--op->last_eat < 0)
2619 { 2549 {
2620#ifdef COZY_SERVER 2550 int bonus = max (0, op->contr->digestion),
2621 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2551 penalty = max (0, -op->contr->digestion);
2622 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2623#else
2624 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2625#endif
2626 2552
2627 if (op->contr->gen_hp > 0)
2628 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);
2629 else
2630 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2631 2554
2632 /* dms do not consume food */ 2555 /* dms do not consume food */
2633 if (!QUERY_FLAG (op, FLAG_WIZ)) 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2634 op->stats.food--; 2557 op->stats.food--;
2635 } 2558 }
2662 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.");
2663 manual_apply (op, flesh, 0); 2586 manual_apply (op, flesh, 0);
2664 } 2587 }
2665 } 2588 }
2666 2589
2667 while (op->stats.food < 0 && op->stats.hp >= 0) 2590 if (op->stats.food < 0)
2668 op->stats.food++, op->stats.hp--; 2591 {
2592 op->stats.hp += op->stats.food;
2593 op->stats.food = 0;
2594 }
2669 2595
2670 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2671 kill_player (op); 2597 kill_player (op);
2672 } 2598 }
2673} 2599}
2678 * file. 2604 * file.
2679 */ 2605 */
2680void 2606void
2681kill_player (object *op) 2607kill_player (object *op)
2682{ 2608{
2609 int x, y;
2683 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2684 int x, y;
2685
2686 //int i;
2687 maptile *map; /* this is for resurrection */ 2611 maptile *map; /* this is for resurrection */
2688
2689 /* int z;
2690 int num_stats_lose;
2691 int lost_a_stat;
2692 int lose_this_stat;
2693 int this_stat; */
2694 int will_kill_again; 2612 int will_kill_again;
2695 archetype *at; 2613 archetype *at;
2696 object *tmp; 2614 object *tmp;
2697 2615
2698 if (save_life (op)) 2616 if (save_life (op))
2699 return; 2617 return;
2700
2701 2618
2702 /* 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
2703 * 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.
2704 * Look at op_on_battleground() for more info --AndreasV 2621 * Look at op_on_battleground() for more info --AndreasV
2705 */ 2622 */
2708 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2625 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2709 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2626 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2710 2627
2711 /* restore player */ 2628 /* restore player */
2712 at = archetype::find ("poisoning"); 2629 at = archetype::find ("poisoning");
2713 tmp = present_arch_in_ob (at, op); 2630 if (object *tmp = present_arch_in_ob (at, op))
2714 if (tmp)
2715 { 2631 {
2716 tmp->destroy (); 2632 tmp->destroy ();
2717 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2633 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2718 } 2634 }
2719 2635
2720 at = archetype::find ("confusion"); 2636 at = archetype::find ("confusion");
2721 tmp = present_arch_in_ob (at, op); 2637 if (object *tmp = present_arch_in_ob (at, op))
2722 if (tmp)
2723 { 2638 {
2724 tmp->destroy (); 2639 tmp->destroy ();
2725 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2726 } 2641 }
2727 2642
2728 cure_disease (op, 0); /* remove any disease */ 2643 cure_disease (op, 0, 0); /* remove any disease */
2729 op->stats.hp = op->stats.maxhp; 2644 op->stats.hp = op->stats.maxhp;
2730 if (op->stats.food <= 0) 2645 if (op->stats.food <= 0)
2731 op->stats.food = 999; 2646 op->stats.food = 999;
2732 2647
2733 /* create a bodypart-trophy to make the winner happy */ 2648 /* create a bodypart-trophy to make the winner happy */
2734 tmp = arch_to_object (archetype::find ("finger")); 2649 if (object *tmp = arch_to_object (archetype::find ("finger")))
2735 if (tmp != NULL)
2736 { 2650 {
2737 sprintf (buf, "%s's finger", &op->name); 2651 tmp->name = format ("%s's finger" , &op->name);
2738 tmp->name = buf; 2652 tmp->name_pl = format ("%s's fingers", &op->name);
2739 sprintf (buf, " This finger has been cut off %s\n" 2653 tmp->msg = format (
2740 " 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",
2741 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2742 tmp->msg = buf; 2656 );
2743 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2657 tmp->value = 0, tmp->type = 0;
2744 tmp->materialname = NULL; 2658 tmp->materialname = "organics";
2745 tmp->x = op->x, tmp->y = op->y; 2659 tmp->insert_at (op, tmp);
2746 insert_ob_in_map (tmp, op->map, op, 0);
2747 } 2660 }
2748 2661
2749 /* teleport defeated player to new destination */ 2662 /* teleport defeated player to new destination */
2750 transfer_ob (op, x, y, 0, NULL); 2663 transfer_ob (op, x, y, 0, NULL);
2751 op->contr->braced = 0; 2664 op->contr->braced = 0;
2755 INVOKE_PLAYER (DEATH, op->contr); 2668 INVOKE_PLAYER (DEATH, op->contr);
2756 2669
2757 command_kill_pets (op, 0); 2670 command_kill_pets (op, 0);
2758 2671
2759 if (op->stats.food < 0) 2672 if (op->stats.food < 0)
2760 {
2761 if (op->contr->explore)
2762 {
2763 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2764 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2765 op->stats.food = 999;
2766 return;
2767 }
2768 sprintf (buf, "%s starved to death.", &op->name);
2769 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2770 } 2674
2771 else 2675 op->contr->play_sound (sound_find ("player_dies"));
2772 {
2773 if (op->contr->explore)
2774 {
2775 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2776 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2777 op->stats.hp = op->stats.maxhp;
2778 return;
2779 }
2780 sprintf (buf, "%s died.", &op->name);
2781 }
2782 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2783 2676
2784 /* save the map location for corpse, gravestone */ 2677 /* save the map location for corpse, gravestone */
2785 x = op->x; 2678 x = op->x;
2786 y = op->y; 2679 y = op->y;
2787 map = op->map; 2680 map = op->map;
2788
2789 2681
2790 /* NOT_PERMADEATH code. This basically brings the character back to 2682 /* NOT_PERMADEATH code. This basically brings the character back to
2791 * life if they are dead - it takes some exp and a random stat. 2683 * life if they are dead - it takes some exp and a random stat.
2792 * See the config.h file for a little more in depth detail about this. 2684 * See the config.h file for a little more in depth detail about this.
2793 */ 2685 */
2810 num_stats_lose = 1; 2702 num_stats_lose = 1;
2811 else 2703 else
2812 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2704 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2813 } 2705 }
2814 else 2706 else
2815 {
2816 num_stats_lose = 1; 2707 num_stats_lose = 1;
2817 } 2708
2818 lost_a_stat = 0; 2709 lost_a_stat = 0;
2819 2710
2820 for (z = 0; z < num_stats_lose; z++) 2711 for (z = 0; z < num_stats_lose; z++)
2821 { 2712 {
2822 i = RANDOM () % NUM_STATS; 2713 i = RANDOM () % NUM_STATS;
2952 { 2843 {
2953 tmp->destroy (); 2844 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2955 } 2846 }
2956 2847
2957 cure_disease (op, 0); /* remove any disease */ 2848 cure_disease (op, 0, 0); /* remove any disease */
2958 2849
2959 /*add_exp(op, (op->stats.exp * -0.20)); */ 2850 /*add_exp(op, (op->stats.exp * -0.20)); */
2960 apply_death_exp_penalty (op); 2851 apply_death_exp_penalty (op);
2961 if (op->stats.food < 100) 2852 if (op->stats.food < 100)
2962 op->stats.food = 900; 2853 op->stats.food = 900;
2963 op->stats.hp = op->stats.maxhp; 2854 op->stats.hp = op->stats.maxhp;
2964 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2855 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2965 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2856 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2966 2857
2967 /* 2858 /*
2968 * Check to see if the player is in a shop. IF so, then check to see if
2969 * the player has any unpaid items. If so, remove them and put them back 2859 * Check to see if the player has any unpaid items. If so, remove them
2970 * in the map. 2860 * and put them back in the map.
2971 */ 2861 */
2972 2862 op->drop_unpaid_items ();
2973 if (is_in_shop (op))
2974 remove_unpaid_objects (op->inv, op);
2975 2863
2976 /****************************************/ 2864 /****************************************/
2977 /* */ 2865 /* */
2978 /* Move player to his current respawn- */ 2866 /* Move player to his current respawn- */
2979 /* position (usually last savebed) */ 2867 /* position (usually last savebed) */
2980 /* */ 2868 /* */
2981 /****************************************/ 2869 /****************************************/
2982 2870
2983 enter_player_savebed (op); 2871 enter_player_savebed (op);
2984 2872
2985 /* Save the player before inserting the force to reduce
2986 * chance of abuse.
2987 */
2988 op->contr->braced = 0; 2873 op->contr->braced = 0;
2989 op->contr->save ();
2990 2874
2991 /* it is possible that the player has blown something up 2875 /* it is possible that the player has blown something up
2992 * at his savebed location, and that can have long lasting 2876 * at his savebed location, and that can have long lasting
2993 * spell effects. So first see if there is a spell effect 2877 * spell effects. So first see if there is a spell effect
2994 * on the space that might harm the player. 2878 * on the space that might harm the player.
3003 object *force; 2887 object *force;
3004 int at; 2888 int at;
3005 2889
3006 force = get_archetype (FORCE_NAME); 2890 force = get_archetype (FORCE_NAME);
3007 /* 50 ticks should be enough time for the spell to abate */ 2891 /* 50 ticks should be enough time for the spell to abate */
3008 force->speed = 0.1; 2892 force->speed = 0.1f;
3009 force->speed_left = -5.0; 2893 force->speed_left = -5.f;
3010 SET_FLAG (force, FLAG_APPLIED); 2894 SET_FLAG (force, FLAG_APPLIED);
3011 for (at = 0; at < NROFATTACKS; at++) 2895 for (at = 0; at < NROFATTACKS; at++)
3012 if (will_kill_again & (1 << at)) 2896 if (will_kill_again & (1 << at))
3013 force->resist[at] = 100; 2897 force->resist[at] = 100;
3014 2898
3023void 2907void
3024loot_object (object *op) 2908loot_object (object *op)
3025{ /* Grab and destroy some treasure */ 2909{ /* Grab and destroy some treasure */
3026 object *tmp, *tmp2, *next; 2910 object *tmp, *tmp2, *next;
3027 2911
3028 if (op->container) 2912 op->close_container (); /* close open sack first */
3029 esrv_apply_container (op, op->container); /* close open sack first */
3030 2913
3031 for (tmp = op->inv; tmp; tmp = next) 2914 for (tmp = op->inv; tmp; tmp = next)
3032 { 2915 {
3033 next = tmp->below; 2916 next = tmp->below;
3034 2917
3035 if (tmp->invisible) 2918 if (tmp->invisible)
3036 continue; 2919 continue;
3037 2920
3038 tmp->remove (); 2921 tmp->remove ();
3039 tmp->x = op->x, tmp->y = op->y; 2922 tmp->x = op->x, tmp->y = op->y;
2923
3040 if (tmp->type == CONTAINER) 2924 if (tmp->type == CONTAINER)
3041 { /* empty container to ground */ 2925 loot_object (tmp); /* empty container to ground */
3042 loot_object (tmp); 2926
3043 }
3044 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2927 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3045 { 2928 {
3046 if (tmp->nrof > 1) 2929 if (tmp->nrof > 1)
3047 { 2930 {
3048 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2931 tmp->decrease (rndm (1, tmp->nrof - 1));
3049 tmp2->destroy ();
3050 insert_ob_in_map (tmp, op->map, NULL, 0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
3051 } 2933 }
3052 else 2934 else
3053 tmp->destroy (); 2935 tmp->destroy ();
3054 } 2936 }
3060/* 2942/*
3061 * fix_weight(): Check recursively the weight of all players, and fix 2943 * fix_weight(): Check recursively the weight of all players, and fix
3062 * what needs to be fixed. Refresh windows and fix speed if anything 2944 * what needs to be fixed. Refresh windows and fix speed if anything
3063 * was changed. 2945 * was changed.
3064 */ 2946 */
3065
3066void 2947void
3067fix_weight (void) 2948fix_weight (void)
3068{ 2949{
3069 for_all_players (pl) 2950 for_all_players (pl)
3070 { 2951 {
3071 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2952 sint32 old = pl->ob->carrying;
3072 2953
3073 if (old == sum) 2954 pl->ob->update_weight ();
3074 continue; 2955
2956 if (old != pl->ob->carrying)
2957 {
3075 pl->ob->update_stats (); 2958 pl->ob->update_stats ();
3076 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 }
3077 } 2961 }
3078} 2962}
3079 2963
3080void 2964void
3081fix_luck (void) 2965fix_luck (void)
3125void 3009void
3126make_visible (object *op) 3010make_visible (object *op)
3127{ 3011{
3128 op->hide = 0; 3012 op->hide = 0;
3129 op->invisible = 0; 3013 op->invisible = 0;
3014
3130 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3131 { 3016 {
3132 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3133 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3134 } 3019 }
3020
3135 update_object (op, UP_OBJ_FACE); 3021 update_object (op, UP_OBJ_CHANGE);
3136} 3022}
3137 3023
3138int 3024int
3139is_true_undead (object *op) 3025is_true_undead (object *op)
3140{ 3026{
3141 object *tmp = NULL;
3142
3143 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3144 return 1; 3028 return 1;
3145 3029
3146 return 0; 3030 return 0;
3147} 3031}
3148 3032
3149/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3150 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3151 * indicate greater hideability. 3035 * indicate greater hideability.
3152 */ 3036 */
3153
3154int 3037int
3155hideability (object *ob) 3038hideability (object *ob)
3156{ 3039{
3157 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3158 sint16 x, y; 3041 sint16 x, y;
3168 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3169 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3170 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3171 3054
3172 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3173 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])
3174 { 3059 {
3175 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3176 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3177 {
3178 continue; 3062 continue;
3179 } 3063
3180 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3181 level += 2; 3065 level += 2;
3182 else /* open terrain! */ 3066 else /* open terrain! */
3183 level -= 1; 3067 level -= 1;
3184 } 3068 }
3192/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3193 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3194 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3195 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3196 */ 3080 */
3197
3198void 3081void
3199do_hidden_move (object *op) 3082do_hidden_move (object *op)
3200{ 3083{
3201 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3202 object *skop; 3085 object *skop;
3206 3089
3207 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3208 3091
3209 /* its *extremely* hard to run and sneak/hide at the same time! */ 3092 /* its *extremely* hard to run and sneak/hide at the same time! */
3210 if (op->type == PLAYER && op->contr->run_on) 3093 if (op->type == PLAYER && op->contr->run_on)
3211 {
3212 if (!skop || num >= skop->level) 3094 if (!skop || num >= skop->level)
3213 { 3095 {
3214 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3096 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3215 make_visible (op); 3097 make_visible (op);
3216 return; 3098 return;
3217 } 3099 }
3218 else 3100 else
3219 num += 20; 3101 num += 20;
3220 } 3102
3221 num += op->map->difficulty; 3103 num += op->map->difficulty;
3222 hide = hideability (op); /* modify by terrain hidden level */ 3104 hide = hideability (op); /* modify by terrain hidden level */
3223 num -= hide; 3105 num -= hide;
3106
3224 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3225 { 3108 {
3226 make_visible (op); 3109 make_visible (op);
3227 if (op->type == PLAYER) 3110 if (op->type == PLAYER)
3228 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3229 } 3112 }
3230 else if (op->type == PLAYER && skop) 3113 else if (op->type == PLAYER && skop)
3231 {
3232 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3233 }
3234} 3115}
3235 3116
3236/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3237 3118
3238int 3119int
3286 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3287 * 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
3288 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3289 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3290 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3291 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3292 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3293 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3294 * 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.
3295 * -b.t. 3176 * -b.t.
3296 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3297 */ 3178 */
3298
3299int 3179int
3300player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3301{ 3181{
3302 rv_vector rv; 3182 rv_vector rv;
3303 int dx, dy; 3183 int dx, dy;
3305 if (pl->type != PLAYER) 3185 if (pl->type != PLAYER)
3306 { 3186 {
3307 LOG (llevError, "player_can_view() called for non-player object\n"); 3187 LOG (llevError, "player_can_view() called for non-player object\n");
3308 return -1; 3188 return -1;
3309 } 3189 }
3190
3310 if (!pl || !op) 3191 if (!pl || !op)
3311 return 0; 3192 return 0;
3312 3193
3313 if (op->head)
3314 {
3315 op = op->head; 3194 op = op->head_ ();
3316 } 3195
3317 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3318 3197
3319 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3320 * through the object and find if it has any 3199 * through the object and find if it has any
3321 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3322 * a blocked los square. 3201 * a blocked los square.
3323 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3324 */ 3203 */
3325 while (op) 3204 while (op)
3326 { 3205 {
3327 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3328 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3329 3208
3330 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3331 * 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
3332 * for any meaningful values. 3211 * for any meaningful values.
3333 */ 3212 */
3334 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3335 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3336 !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)])
3337 return 1; 3216 return 1;
3217
3338 op = op->more; 3218 op = op->more;
3339 } 3219 }
3220
3340 return 0; 3221 return 0;
3341} 3222}
3342 3223
3343/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3344 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3347 * return 0. 3228 * return 0.
3348 */ 3229 */
3349int 3230int
3350action_makes_visible (object *op) 3231action_makes_visible (object *op)
3351{ 3232{
3352
3353 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3354 { 3234 {
3355 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3356 return 0; 3236 return 0;
3357 3237
3363 { 3243 {
3364 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");
3365 return 1; 3245 return 1;
3366 } 3246 }
3367 } 3247 }
3248
3368 return 0; 3249 return 0;
3369} 3250}
3370 3251
3371/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3372 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3377 * 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
3378 */ 3259 */
3379int 3260int
3380op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3381{ 3262{
3382 object *tmp;
3383
3384 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3385 * 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),
3386 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3387 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3388 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3389 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3390 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3391 { 3270 {
3392 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3393 { 3272 {
3394 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3395 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))
3396 { 3277 {
3397 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3398 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))
3399 { 3280 {
3400 object *invtmp;
3401
3402 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3403 { 3282 {
3404 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3405 { 3284 {
3406 if (x != NULL && y != NULL) 3285 if (x && y)
3407 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3408 return 1; 3288 return 1;
3409 } 3289 }
3410 } 3290 }
3411 } 3291 }
3292
3412 if (x != NULL && y != NULL) 3293 if (x && y)
3413 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3414 return 1; 3296 return 1;
3415 } 3297 }
3416 } 3298 }
3417 } 3299 }
3300
3418 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3419 return 0; 3302 return 0;
3420} 3303}
3421 3304
3422/* 3305/*
3438 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3439 int i = 0, j = 0; 3322 int i = 0, j = 0;
3440 3323
3441 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3442 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3443 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3444 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3445 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3446 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3447 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3448 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3449 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3450 3333
3451 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3452 return; 3335 return;
3453 3336
3454 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++);
3455 3338
3456 if (tr == NULL || tr->item == NULL) 3339 if (!tr || !tr->item)
3457 { 3340 {
3458 /* 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]); */
3459 return; 3342 return;
3460 } 3343 }
3461 3344
3462 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3463 item = &(tr->item->clone); 3346 item = tr->item;
3464 3347
3465 if (item->type == SPELL) 3348 if (item->type == SPELL)
3466 { 3349 {
3467 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3468 return; 3351 return;
3527 { 3410 {
3528 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3529 object *skin; 3412 object *skin;
3530 3413
3531 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3532 shstr_cmp dragon_skin_force ("dragon_skin_force");
3533 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)
3534 ; 3416 ;
3535 3417
3536 if (!skin) 3418 if (!skin)
3537 return; 3419 return;
3538 3420
3586 * not readied. 3468 * not readied.
3587 */ 3469 */
3588void 3470void
3589player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3590{ 3472{
3591 rangetype i; 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3592 3475
3593 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3476 if (pl->combat_ob == ob)
3594 { 3477 pl->combat_ob = 0;
3478
3595 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3596 { 3480 pl->ranged_ob = 0;
3597 pl->ranges[i] = NULL;
3598 if (pl->shoottype == i)
3599 {
3600 pl->shoottype = range_none;
3601 }
3602 }
3603 }
3604} 3481}
3482
3483sint8
3484player::visibility_at (maptile *map, int x, int y) const
3485{
3486 if (!ns)
3487 return 0;
3488
3489 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0;
3492
3493 x += dx - ns->current_x + ns->mapx / 2;
3494 y += dy - ns->current_y + ns->mapy / 2;
3495
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y];
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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