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Comparing deliantra/server/server/player.C (file contents):
Revision 1.83 by root, Wed Jan 3 20:08:04 2007 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
164 op->x = -1; 156 op->x = -1;
165 op->y = -1; 157 op->y = -1;
166} 158}
167 159
168void 160void
169player::enter_map () 161player::activate ()
170{ 162{
171 object *tmp = object::create (); 163 if (active)
164 return;
172 165
173 EXIT_PATH (tmp) = maplevel; 166 players.insert (this);
174 EXIT_X (tmp) = ob->x; 167 ob->remove ();
175 EXIT_Y (tmp) = ob->y; 168 ob->map = 0;
176 ob->enter_exit (tmp); 169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
177 173
178 tmp->destroy (); 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);
179} 195}
180 196
181// connect the player with a specific client 197// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
183void 199void
184player::connect (client *ns) 200player::connect (client *ns)
185{ 201{
186 this->ns = ns; 202 this->ns = ns;
187 ns->pl = this; 203 ns->pl = this;
188 204
189 next = first_player; 205 run_on = 0;
190 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
191 208
192 ns->update_look = 0; 209 ns->update_look = 0;
193 ns->look_position = 0; 210 ns->look_position = 0;
194 211
195 clear_los (ob); 212 clear_los (this);
213
214 ns->reset_stats ();
196 215
197 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
200 219
201 if (!legal_range (ob, shoottype)) 220 ob->update_weight ();
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob); 221 link_player_skills (ob);
206 222
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208 224
209 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220 226
221 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
223 { 229 {
224 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
225 231
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
232 abil = tmp; 235 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
234 skin = tmp; 237 skin = tmp;
235 238
236 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
237 } 240 }
238 241
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 243
246 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
247 245
248 ob->update_stats (); 246 ob->update_stats ();
247
249 ns->floorbox_update (); 248 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
253 251
254 ob->activate_recursive (); 252 activate ();
255 enter_map ();
256 253
257 send_rules (ob); 254 send_rules (ob);
258 send_news (ob); 255 send_news (ob);
259 display_motd (ob); 256 display_motd (ob);
260 257
264 261
265void 262void
266player::disconnect () 263player::disconnect ()
267{ 264{
268 if (ob) 265 if (ob)
269 ob->deactivate_recursive (); 266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270 270
271 //TODO: don't be so harsh and destroy :)
272 if (ns) 271 if (ns)
273 { 272 {
274 if (enable_save) 273 if (active)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279 275
280 INVOKE_PLAYER (DISCONNECT, this); 276 INVOKE_PLAYER (DISCONNECT, this);
281 277
282 client *ns = this->ns; 278 ns->reset_stats ();
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0; 279 ns->pl = 0;
286 this->ns = 0; 280 ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 } 281 }
282
283 observe = ob;
284
285 deactivate ();
291} 286}
292 287
293// the need for this function can be explained 288// the need for this function can be explained
294// by load_object not returning the object 289// by load_object not returning the object
295void 290void
296player::set_object (object *op) 291player::set_object (object *op)
297{ 292{
298 ob = op; 293 ob = observe = op;
299 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
300 295
296 ob->speed = 1.0f;
301 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
302 ob->speed = 1.0; 298
303 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306 300
307 ob->roll_stats (); 301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better
327}
328
329void
330player::set_observe (object *op)
331{
332 observe = op ? op : ob;
333 do_los = 1;
308} 334}
309 335
310player::player () 336player::player ()
311{ 337{
312 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
313 * we deal with that below this point. 339 * we deal with that below this point.
314 */ 340 */
315 outputs_sync = 16; /* Every 2 seconds */ 341 outputs_sync = 4;
316 outputs_count = 8; /* Keeps present behaviour */ 342 outputs_count = 4;
317 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
318 344
319 savebed_map = first_map_path; /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
320 346
321 gen_sp_armour = 10; 347 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none;
324 bowtype = bow_normal; 348 bowtype = bow_normal;
325 petmode = pet_normal; 349 petmode = pet_normal;
326 listening = 10; 350 listening = 10;
327 usekeys = containers; 351 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
330 do_los = 1; 353 do_los = 1;
331 354
332 /* we need to clear these to -1 and not zero - otherwise, 355 weapon_sp = 1.0f;
333 * if a player quits and starts a new character, we wont 356 weapon_sp_left = 0.5f;
334 * send new values to the client, as things like exp start
335 * at zero.
336 */
337 for (int i = 0; i < NUM_SKILLS; i++)
338 last_skill_exp[i] = -1;
339
340 for (int i = 0; i < NROFATTACKS; i++)
341 last_resist[i] = -1;
342
343 last_stats.exp = -1;
344 last_weight = (uint32) - 1;
345} 357}
346 358
347void 359void
348player::do_destroy () 360player::do_destroy ()
349{ 361{
350 disconnect (); 362 disconnect ();
351 363
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy (); 364 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376 365
377 if (ob) 366 if (ob)
378 { 367 {
379 ob->destroy_inv (false); 368 ob->destroy_inv (false);
380 ob->destroy (); 369 ob->destroy ();
381 } 370 }
371
372 ob = observe = 0;
382} 373}
383 374
384player::~player () 375player::~player ()
385{ 376{
386 /* Clear item stack */ 377 /* Clear item stack */
395player::create () 386player::create ()
396{ 387{
397 player *pl = new player; 388 player *pl = new player;
398 389
399 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
400 set_first_map (pl->ob); 396 set_first_map (pl->ob);
401 397
402 return pl; 398 return pl;
403} 399}
404 400
408 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
409 */ 405 */
410archetype * 406archetype *
411get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
412{ 408{
413 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);
414 416
415 for (;;) 417 for (;;)
416 { 418 {
417 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
418 at = first_archetype; 420 i = archetypes.begin ();
419 else 421 else if (*i == at)
420 at = at->next; 422 cleanup ("not a single player archetype found");
421 423
422 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
423 return at; 425 return *i;
424
425 if (at == start)
426 {
427 LOG (llevError, "No Player archetypes\n");
428 exit (-1);
429 }
430 } 426 }
431} 427}
432 428
433object * 429object *
434get_nearest_player (object *mon) 430get_nearest_player (object *mon)
436 object *op = NULL; 432 object *op = NULL;
437 objectlink *ol; 433 objectlink *ol;
438 unsigned lastdist; 434 unsigned lastdist;
439 rv_vector rv; 435 rv_vector rv;
440 436
441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
442 { 438 {
443 /* We should not find free objects on this friendly list, but it
444 * does periodically happen. Given that, lets deal with it.
445 * While unlikely, it is possible the next object on the friendly
446 * list is also free, so encapsulate this in a while loop.
447 */
448 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
449 {
450 object *tmp = ol->ob;
451
452 /* Can't do much more other than log the fact, because the object
453 * itself will have been cleared.
454 */
455 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
456 ol = ol->next;
457 remove_friendly_object (tmp);
458 if (!ol)
459 return op;
460 }
461
462 /* Remove special check for player from this. First, it looks to cause
463 * some crashes (ol->ob->contr not set properly?), but secondly, a more
464 * complicated method of state checking would be needed in any case -
465 * as it was, a clever player could type quit, and the function would
466 * skip them over while waiting for confirmation. Remove
467 * on_same_map check, as can_detect_enemy also does this
468 */
469 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
470 continue; 440 continue;
471 441
472 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
473 { 443 {
549 x = mon->x; 519 x = mon->x;
550 y = mon->y; 520 y = mon->y;
551 m = mon->map; 521 m = mon->map;
552 dir = rv.direction; 522 dir = rv.direction;
553 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 */
554 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
555 /* 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. */
556 if (diff > max) 527 if (diff > max)
557 return 0; 528 return 0;
529
558 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
559 { 531 {
560 lastx = x; 532 lastx = x;
561 lasty = y; 533 lasty = y;
562 lastmap = m; 534 lastmap = m;
644 max--; 616 max--;
645 lastdir = dir; 617 lastdir = dir;
646 if (!firstdir) 618 if (!firstdir)
647 firstdir = dir; 619 firstdir = dir;
648 } 620 }
621
649 if (diff <= 1) 622 if (diff <= 1)
650 { 623 {
651 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
652 * headed toward player for entire distance. 625 * headed toward player for entire distance.
653 */ 626 */
654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
655 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));
656 } 629 }
630
657 if (diff > max) 631 if (diff > max)
658 return 0; 632 return 0;
659 } 633 }
634
660 /* 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 */
661 if (!max) 636 if (!max)
662 return 0; 637 return 0;
663 638
664 return firstdir; 639 return firstdir;
665} 640}
666 641
667void 642void
668give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
669{ 644{
670 object *op, *next = NULL;
671
672 if (pl->randomitems != NULL) 645 if (pl->randomitems)
673 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
674 647
675 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
676 { 649 {
677 next = op->below; 650 next = op->below;
678 651
679 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
680 * 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
685 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
686 * by this player due to race restrictions 659 * by this player due to race restrictions
687 */ 660 */
688 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
689 { 662 {
690 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
691 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
692 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
693 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
694 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))
695 { 670 {
696 op->destroy (); 671 op->destroy ();
697 continue; 672 continue;
698 } 673 }
699 } 674 }
722 if (op->nrof > 1) 697 if (op->nrof > 1)
723 op->nrof = 1; 698 op->nrof = 1;
724 } 699 }
725 700
726 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
727 {
728 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
729 }
730 703
731 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
732 * 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
733 * merged properly. 706 * merged properly.
734 */ 707 */
735 if (need_identify (op)) 708 if (need_identify (op))
736 { 709 {
737 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
738 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
739 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
740 } 713 }
714
741 if (op->type == SPELL) 715 if (op->type == SPELL)
742 { 716 {
743 op->destroy (); 717 op->destroy ();
744 continue; 718 continue;
745 } 719 }
747 { 721 {
748 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
749 op->stats.exp = 0; 723 op->stats.exp = 0;
750 op->level = 1; 724 op->level = 1;
751 } 725 }
752 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
753 else
754 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
755 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
756 729
757 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
758 link_player_skills (pl); 731 link_player_skills (pl);
778roll_stat (void) 751roll_stat (void)
779{ 752{
780 int a[4], i, j, k; 753 int a[4], i, j, k;
781 754
782 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
783 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
784 757
785 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
786 if (a[i] < k) 759 if (a[i] < k)
787 k = a[i], j = i; 760 k = a[i], j = i;
788 761
794} 767}
795 768
796void 769void
797object::roll_stats () 770object::roll_stats ()
798{ 771{
799 int statsort [7]; 772 int statsort [NUM_STATS];
800 773
801 for (;;) 774 for (;;)
802 { 775 {
803 int sum = 0; 776 int sum = 0;
804 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
805 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
806 779
807 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
808 break; 781 break;
809 } 782 }
810 783
811 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
812 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
813 786
787 for (int i = 0; i < NUM_STATS; ++i)
814 stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
815 stats.Dex = statsort[1];
816 stats.Con = statsort[2];
817 stats.Int = statsort[3];
818 stats.Wis = statsort[4];
819 stats.Pow = statsort[5];
820 stats.Cha = statsort[6];
821 789
822 stats.exp = 0; 790 stats.exp = 0;
823 stats.ac = 0; 791 stats.ac = 0;
824 792
825 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
837} 805}
838 806
839void 807void
840object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
841{ 809{
842 int tmp = get_attr_value (&contr->orig_stats, a); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
844 set_attr_value (&contr->orig_stats, b, tmp);
845 811
812 for (int i = 0; i < NUM_STATS; ++i)
846 stats.Str = contr->orig_stats.Str; 813 stats.stat (i) = contr->orig_stats.stat (i);
847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853 814
854 //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,
855 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
856 stats.ac = 0; 817 stats.ac = 0;
857 818
876static void 837static void
877start_info (object *op) 838start_info (object *op)
878{ 839{
879 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
880 841
881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
882 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
885} 844}
886 845
887/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
888 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
889 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
890 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
891 * not the class. 850 * not the class.
892 */ 851 */
893int 852void
894key_change_class (object *op, char key) 853player::chargen_race_done ()
895{ 854{
896 int tmp_loop;
897
898 if (key == 'd' || key == 'D')
899 {
900 char buf[MAX_BUF];
901
902 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
903 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr, ob->weight + ob->carrying);
904 857
905 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
906 if (tl) 859 if (tl)
907 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
908 861
909 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
910 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
911 864
912 op->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
913 866
914 if (op->msg) 867 if (ob->msg)
915 op->msg = NULL; 868 ob->msg = 0;
916 869
917 /* 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
918 * to save here. 871 * to save here.
919 */ 872 */
873 {
874 char buf[MAX_BUF];
920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
921 make_path_to_file (buf); 876 make_path_to_file (buf);
877 }
922 878
923#ifdef AUTOSAVE
924 op->contr->last_save_tick = pticks;
925#endif
926 start_info (op); 879 start_info (ob);
927 CLEAR_FLAG (op, FLAG_WIZ); 880 CLEAR_FLAG (ob, FLAG_WIZ);
928 give_initial_items (op, op->randomitems); 881 give_initial_items (ob, ob->randomitems);
929 link_player_skills (op); 882 link_player_skills (ob);
930 esrv_send_inventory (op, op); 883 esrv_send_inventory (ob, ob);
931 op->update_stats (); 884 ob->update_stats ();
932 885
933 /* This moves the player to a different start map, if there 886 /* This moves the player to a different start map, if there
934 * is one for this race 887 * is one for this race
935 */ 888 */
936 if (*first_map_ext_path) 889 if (*first_map_ext_path)
937 { 890 {
938 object *tmp; 891 object *tmp;
939 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
940 893
941 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);
942 tmp = object::create (); 895 tmp = object::create ();
943 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
944 EXIT_X (tmp) = op->x; 897 EXIT_X (tmp) = ob->x;
945 EXIT_Y (tmp) = op->y; 898 EXIT_Y (tmp) = ob->y;
946 op->enter_exit (tmp); /* we don't really care if it succeeded; 899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
947 * if the map isn't there, then stay on the 900 * if the map isn't there, then stay on the
948 * default initial map */ 901 * default initial map */
949 tmp->destroy (); 902 tmp->destroy ();
950 } 903 }
951 else 904 else
952 LOG (llevDebug, "first_map_ext_path not set\n"); 905 LOG (llevDebug, "first_map_ext_path not set\n");
906}
953 907
954 return 0; 908void
955 } 909player::chargen_race_next ()
956 910{
957 /* Following actually changes the race - this is the default command 911 /* Following actually changes the race - this is the default command
958 * if we don't match with one of the options above. 912 * if we don't match with one of the options above.
959 */ 913 */
960 914
961 tmp_loop = 0; 915 do
962 while (!tmp_loop)
963 { 916 {
964 shstr name = op->name; 917 shstr name = ob->name;
965 int x = op->x, y = op->y; 918 int x = ob->x, y = ob->y;
966 919
967 op->remove_statbonus (); 920 ob->remove_statbonus ();
968 op->remove (); 921 ob->remove ();
969 op->arch = get_player_archetype (op->arch); 922 ob->arch = get_player_archetype (ob->arch);
970 op->arch->clone.copy_to (op); 923 ob->arch->copy_to (ob);
971 op->instantiate (); 924 ob->instantiate ();
972 op->stats = op->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
973 op->name = op->name_pl = name; 926 ob->name = ob->name_pl = name;
974 op->x = x; 927 ob->x = x;
975 op->y = y; 928 ob->y = y;
976 SET_ANIMATION (op, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
977 insert_ob_in_map (op, op->map, op, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
978 assign (op->contr->title, op->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
979 op->add_statbonus (); 932 ob->add_statbonus ();
980 tmp_loop = allowed_class (op);
981 } 933 }
934 while (!allowed_class (ob));
982 935
983 update_object (op, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
984 esrv_update_item (UPD_FACE, op, op); 937 esrv_update_item (UPD_FACE, ob, ob);
985 op->update_stats (); 938 ob->update_stats ();
986 op->stats.hp = op->stats.maxhp; 939 ob->stats.hp = ob->stats.maxhp;
987 op->stats.sp = op->stats.maxsp; 940 ob->stats.sp = ob->stats.maxsp;
988 op->stats.grace = 0; 941 ob->stats.grace = 0;
989
990 if (op->msg)
991 new_draw_info (NDI_BLUE, 0, op, op->msg);
992
993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
994 return 0;
995}
996
997int
998key_confirm_quit (object *op, char key)
999{
1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001 {
1002 op->contr->ns->state = ST_PLAYING;
1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1004 return 1;
1005 }
1006
1007 INVOKE_PLAYER (LOGOUT, op->contr);
1008 INVOKE_PLAYER (QUIT, op->contr);
1009
1010 op->contr->enable_save = false;
1011
1012 terminate_all_pets (op);
1013 op->remove ();
1014 op->direction = 0;
1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1016
1017 strcpy (op->contr->killer, "quit");
1018 check_score (op);
1019 op->contr->party = 0;
1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1022
1023 return 1;
1024} 942}
1025 943
1026void 944void
1027flee_player (object *op) 945flee_player (object *op)
1028{ 946{
1075 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1076 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1077 op->enemy = NULL; 995 op->enemy = NULL;
1078} 996}
1079 997
1080
1081/* 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.
1082 * 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
1083 * stop. 1000 * stop.
1084 */ 1001 */
1085int 1002int
1086check_pick (object *op) 1003check_pick (object *op)
1087{ 1004{
1088 object *tmp, *next; 1005 object *tmp, *next;
1089 int stop = 0; 1006 int stop = 0;
1090 int j, k, wvratio; 1007 int wvratio;
1091 char putstring[128], tmpstr[16]; 1008 char putstring[128];
1092 1009
1093 /* if you're flying, you cna't pick up anything */ 1010 /* if you're flying, you cna't pick up anything */
1094 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1095 return 1; 1012 return 1;
1096 1013
1097 next = op->below; 1014 next = op->below;
1098 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1099 /* 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
1100 * destroyed */ 1020 * destroyed */
1101 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1102 { 1022 {
1103 tmp = next; 1023 tmp = next;
1104 next = tmp->below; 1024 next = tmp->below;
1105 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1106 if (op->destroyed ()) 1032 if (op->destroyed ())
1107 return 0; 1033 return 0;
1108 1034
1109 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1110 continue; 1036 continue;
1111 1037
1112 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1113 { 1039 {
1114 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1115 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1116 continue; 1042 continue;
1117 } 1043 }
1118 1044
1119 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1120 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1122 switch (op->contr->mode) 1048 switch (op->contr->mode)
1123 { 1049 {
1124 case 0: 1050 case 0:
1125 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1126 case 1: 1052 case 1:
1127 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1128 return 1; 1054 return 1;
1129 case 2: 1055 case 2:
1130 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1131 return 0; 1057 return 0;
1132 case 3: 1058 case 3:
1133 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1134 case 4: 1060 case 4:
1135 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1136 break; 1062 break;
1137 case 5: 1063 case 5:
1138 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1139 stop = 1; 1065 stop = 1;
1140 break; 1066 break;
1141 case 6: 1067 case 6:
1142 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1143 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1144 break; 1071 break;
1145 1072
1146 case 7: 1073 case 7:
1147 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1148 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1149 break; 1076 break;
1150 1077
1151 default: 1078 default:
1152 /* use value density */ 1079 /* use value density */
1153 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1154 && (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)
1155 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1156 } 1083 }
1157 } 1084 }
1158 else 1085 else
1159 { /* old model */ 1086 { /* old model */
1160 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1164 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1165 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1166 &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))));
1167 else 1094 else
1168 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1169 &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))));
1170 1097
1171 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1172 } 1099 }
1173 1100
1174 /* philosophy: 1101 /* philosophy:
1215 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1216 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1217 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1218 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1219 { 1146 {
1220 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1221 continue; 1148 continue;
1222 } 1149 }
1223 1150
1224 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1225 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)))
1226 { 1153 {
1227 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1228 continue; 1155 continue;
1229 } 1156 }
1230 1157
1231 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1232 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1233 { 1160 {
1234 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1235 continue; 1162 continue;
1236 } 1163 }
1237 1164
1238 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1239 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1240 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1241 { 1168 {
1242 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1243 continue; 1170 continue;
1244 } 1171 }
1245 1172
1246 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1247 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1248 { 1175 {
1249 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1250 continue; 1177 continue;
1251 } 1178 }
1252 1179
1253 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1254 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1255 { 1182 {
1256 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1257 continue; 1184 continue;
1258 } 1185 }
1259 1186
1260 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1261 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1262 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1263 { 1190 {
1264 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1265 continue; 1192 continue;
1266 } 1193 }
1267 1194
1268 /* pick up all magical items */ 1195 /* pick up all magical items */
1269 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1270 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))
1271 { 1198 {
1272 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1273 continue; 1200 continue;
1274 } 1201 }
1275 1202
1276 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1277 { 1204 {
1278 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1279 { 1206 {
1280 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1281 continue; 1208 continue;
1282 } 1209 }
1283 } 1210 }
1284 1211
1285 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1286 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1287 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1288 { 1215 {
1289 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1290 continue; 1217 continue;
1291 } 1218 }
1292 1219
1293 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1294 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1295 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1296 { 1223 {
1297 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1298 continue; 1225 continue;
1299 } 1226 }
1300 1227
1301 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1302 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1303 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1304 { 1231 {
1305 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1306 continue; 1233 continue;
1307 } 1234 }
1308 1235
1309 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1310 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1311 { 1238 {
1312 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1313 continue; 1240 continue;
1314 } 1241 }
1315 1242
1316 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1317 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1318 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1319 { 1246 {
1320 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1321 continue; 1248 continue;
1322 } 1249 }
1323 1250
1324 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1325 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1326 { 1253 {
1327 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1328 continue; 1255 continue;
1329 } 1256 }
1330 1257
1331 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1332 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1333 { 1260 {
1334 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1335 continue; 1262 continue;
1336 } 1263 }
1337 1264
1338 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1339 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1340 { 1267 {
1341 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1342 continue; 1269 continue;
1343 } 1270 }
1344 1271
1345 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1346 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1347 { 1274 {
1348 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1349 continue; 1276 continue;
1350 } 1277 }
1351 1278
1352 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1353 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1354 { 1281 {
1355 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1356 continue; 1283 continue;
1357 } 1284 }
1358 1285
1359 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1360 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1361 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1362 { 1289 {
1363 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1364 continue; 1291 continue;
1365 } 1292 }
1366 1293
1367 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1368 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1369 { 1296 {
1370 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1371 { 1298 {
1372 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 &&
1373 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1374 { 1301 {
1375 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1376 continue; 1303 continue;
1377 } 1304 }
1378 } 1305 }
1379 1306
1380 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1381 { 1308 {
1382 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)
1383 { 1310 {
1384 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1385 continue; 1312 continue;
1386 } 1313 }
1387 } 1314 }
1388 } 1315 }
1389 1316
1390 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1391 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1392 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1393 { 1320 {
1394 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1395 continue; 1322 continue;
1396 } 1323 }
1397 1324
1398 /* 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
1399 * pickups */ 1326 * pickups */
1404 /* >=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
1405 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1406 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1407 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)
1408 { 1335 {
1409 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1410#if 0 1337#if 0
1411 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1412 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1413 { 1340 {
1414 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1415 } 1342 }
1416 else 1343 else
1417 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1418 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1419 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))));
1420#endif 1347#endif
1421 continue; 1348 continue;
1422 } 1349 }
1433 * found object is returned. 1360 * found object is returned.
1434 */ 1361 */
1435object * 1362object *
1436find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1437{ 1364{
1438 object *tmp = NULL;
1439
1440 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1441 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1442 tmp = find_arrow (op, type);
1443 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);
1444 return op; 1374 return arrow;
1375 }
1376
1445 return tmp; 1377 return 0;
1446} 1378}
1447 1379
1448/* 1380/*
1449 * 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
1450 * 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
1451 * 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
1452 * 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.
1453 */ 1385 */
1454
1455object * 1386object *
1456find_better_arrow (object *op, object *target, const char *type, int *better) 1387find_better_arrow (object *op, object *target, const char *type, int *better)
1457{ 1388{
1458 object *tmp = NULL, *arrow, *ntmp; 1389 object *tmp = NULL, *arrow, *ntmp;
1459 int attacknum, attacktype, betterby = 0, i; 1390 int attacknum, attacktype, betterby = 0, i;
1492 else 1423 else
1493 { 1424 {
1494 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1495 { 1426 {
1496 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1497 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1498 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)
1499 { 1430 {
1500 tmp = arrow; 1431 tmp = arrow;
1501 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;
1502 } 1433 }
1503 } 1434 }
1504 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1505 { 1436 {
1506 tmp = arrow; 1437 tmp = arrow;
1525 * find_better_arrow to find a decent arrow to use. 1456 * find_better_arrow to find a decent arrow to use.
1526 * op = the shooter 1457 * op = the shooter
1527 * type = bow->race 1458 * type = bow->race
1528 * dir = fire direction 1459 * dir = fire direction
1529 */ 1460 */
1530
1531object * 1461object *
1532pick_arrow_target (object *op, const char *type, int dir) 1462pick_arrow_target (object *op, const char *type, int dir)
1533{ 1463{
1534 object *tmp = NULL; 1464 object *tmp = NULL;
1535 maptile *m; 1465 maptile *m;
1600 */ 1530 */
1601int 1531int
1602fire_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)
1603{ 1533{
1604 object *left, *bow; 1534 object *left, *bow;
1605 int bowspeed, mflags; 1535 int mflags;
1606 maptile *m; 1536 maptile *m;
1607 1537
1608 if (!dir) 1538 if (!dir)
1609 { 1539 {
1610 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!");
1611 return 0; 1541 return 0;
1612 } 1542 }
1613 1543
1614 if (op->type == PLAYER) 1544 if (op->contr)
1615 bow = op->contr->ranges[range_bow]; 1545 bow = op->current_weapon;
1616 else 1546 else
1617 { 1547 {
1618 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1619 /* 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
1620 * 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.
1625 if (!bow) 1555 if (!bow)
1626 { 1556 {
1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1628 return 0; 1558 return 0;
1629 } 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
1630 } 1568 }
1631 1569
1632 if (!bow->race || !bow->skill) 1570 if (!bow->race || !bow->skill)
1633 { 1571 {
1634 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);
1635 return 0; 1573 return 0;
1636 } 1574 }
1637
1638 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1639
1640 /* penalize ROF for bestarrow */
1641 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1642 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643
1644 if (bowspeed < 1)
1645 bowspeed = 1;
1646 1575
1647 if (arrow == NULL) 1576 if (arrow == NULL)
1648 { 1577 {
1649 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1650 { 1579 {
1651 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1652 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);
1653 /* 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 */
1654 else 1583 else
1655 CLEAR_FLAG (op, FLAG_READY_BOW); 1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1656 return 0; 1586 return 0;
1657 } 1587 }
1658 } 1588 }
1659 1589
1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1673 arrow->destroy (); 1603 arrow->destroy ();
1674 return 0; 1604 return 0;
1675 } 1605 }
1676 1606
1677 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1678 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1679 if (!arrow) 1609 if (!arrow)
1680 { 1610 {
1681 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);
1682 return 0; 1612 return 0;
1683 } 1613 }
1684 1614
1685 arrow->set_owner (op); 1615 arrow->set_owner (op);
1686 arrow->skill = bow->skill; 1616 arrow->skill = bow->skill;
1687 arrow->direction = dir; 1617 arrow->direction = dir;
1688 1618
1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1620 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype;
1622
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625
1626#if 0
1627 if (player *pl = op->contr)
1628 {
1629 float speed = pl->weapon_sp;
1630
1631 /* penalize ROF for bestarrow */
1632 if (pl->bowtype == bow_bestarrow)
1633 speed *= .9f;
1634 else
1635 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1636
1637 op->speed_left += speed - op->speed;
1638 }
1639#endif
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642
1643 /* update the speed */
1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1645 + bow->stats.dam / 7.f;
1646
1647 arrow->set_speed (max (arrow->speed, 2.f));
1648 arrow->speed_left = 0;
1649
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1651
1689 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1690 { 1653 {
1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1692 op->update_stats ();
1693 }
1694
1695 SET_ANIMATION (arrow, arrow->direction);
1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1697 arrow->stats.hp = arrow->stats.dam;
1698 arrow->stats.grace = arrow->attacktype;
1699 if (arrow->slaying != NULL)
1700 arrow->spellarg = strdup (arrow->slaying);
1701
1702 /* Note that this was different for monsters - they got their level
1703 * added to the damage. I think the strength bonus is more proper.
1704 */
1705
1706 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1707
1708 /* update the speed */
1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1710 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1711
1712 arrow->set_speed (max (arrow->speed, 1.0));
1713 arrow->speed_left = 0;
1714
1715 if (op->type == PLAYER)
1716 {
1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1718 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1719 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1720
1721 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;
1722 } 1661 }
1723 else 1662 else
1724 { 1663 {
1725 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1726 arrow->level = op->level; 1664 arrow->level = op->level;
1727 } 1665 arrow->stats.wc -= bow->magic;
1728 1666
1729 if (arrow->attacktype == AT_PHYSICAL) 1667 if (!arrow->slaying)
1668 arrow->slaying = bow->slaying;
1669
1730 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1671 }
1731 1672
1732 if (bow->slaying) 1673 wc -= arrow->level;
1733 arrow->slaying = bow->slaying; 1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1734 1675
1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1735 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1737 1679
1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1739 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1740 1682
1741 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1742 move_arrow (arrow); 1684 move_arrow (arrow);
1743
1744 if (op->type == PLAYER)
1745 {
1746 if (left->destroyed ())
1747 esrv_del_item (op->contr, left->count);
1748 else
1749 esrv_send_item (op, left);
1750 }
1751 1685
1752 return 1; 1686 return 1;
1753} 1687}
1754 1688
1755/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1764{ 1698{
1765 int ret = 0, wcmod = 0; 1699 int ret = 0, wcmod = 0;
1766 1700
1767 if (op->contr->bowtype == bow_bestarrow) 1701 if (op->contr->bowtype == bow_bestarrow)
1768 { 1702 {
1769 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);
1770 } 1704 }
1771 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)
1772 { 1706 {
1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1774 wcmod = -1; 1708 wcmod = -1;
1784 else if (op->contr->bowtype == bow_spreadshot) 1718 else if (op->contr->bowtype == bow_spreadshot)
1785 { 1719 {
1786 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);
1787 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);
1788 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);
1789
1790 } 1723 }
1791 else 1724 else
1792 { 1725 {
1793 /* Simple case */ 1726 /* Simple case */
1794 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);
1795 } 1728 }
1729
1796 return ret; 1730 return ret;
1797} 1731}
1798
1799 1732
1800/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
1801 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
1802 */ 1735 */
1803void 1736void
1804fire_misc_object (object *op, int dir) 1737fire_misc_object (object *op, int dir)
1805{ 1738{
1806 object *item; 1739 object *item = op->contr->ranged_ob;
1807 1740
1808 if (!op->contr->ranges[range_misc]) 1741 if (!item)
1809 { 1742 {
1810 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.");
1811 return; 1744 return;
1812 } 1745 }
1813 1746
1814 item = op->contr->ranges[range_misc];
1815 if (!item->inv) 1747 if (!item->inv)
1816 { 1748 {
1817 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1818 return; 1750 return;
1819 } 1751 }
1752
1753 if (!op->change_weapon (item))
1754 return;
1755
1820 if (item->type == WAND) 1756 if (item->type == WAND)
1821 { 1757 {
1822 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
1823 { 1759 {
1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1825 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
1826 return; 1763 return;
1827 } 1764 }
1828 } 1765 }
1829 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1830 { 1767 {
1831 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))
1832 { 1769 {
1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1770 op->contr->play_sound (sound_find ("wand_poof"));
1771
1834 if (item->type == ROD) 1772 if (item->type == ROD)
1835 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));
1836 else 1774 else
1837 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
1838 return; 1777 return;
1839 } 1778 }
1840 } 1779 }
1841 1780
1842 if (cast_spell (op, item, dir, item->inv, NULL)) 1781 if (cast_spell (op, item, dir, item->inv, NULL))
1849 object *tmp; 1788 object *tmp;
1850 1789
1851 if (item->arch) 1790 if (item->arch)
1852 { 1791 {
1853 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1854 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
1855 item->set_speed (0); 1794 item->set_speed (0);
1856 } 1795 }
1857 1796
1858 if ((tmp = item->in_player ())) 1797 if ((tmp = item->in_player ()))
1859 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
1864 } 1803 }
1865} 1804}
1866 1805
1867/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1868 */ 1807 */
1869void 1808bool
1870fire (object *op, int dir) 1809fire (object *op, int dir)
1871{ 1810{
1872 int spellcost = 0; 1811 int spellcost = 0;
1873 1812
1874 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
1875 if (action_makes_visible (op)) 1814 if (action_makes_visible (op))
1876 make_visible (op); 1815 make_visible (op);
1877 1816
1878 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;
1879 { 1823 }
1880 case range_none:
1881 return;
1882 1824
1883 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:
1884 player_fire_bow (op, dir); 1841 player_fire_bow (op, dir);
1885 return; 1842 break;
1886 1843
1887 case range_magic: /* Casting spells */ 1844 case SPELL:
1888 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);
1889 return; 1846 break;
1890 1847
1891 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:
1892 fire_misc_object (op, dir); 1857 fire_misc_object (op, dir);
1893 return; 1858 break;
1894
1895 case range_golem: /* Control summoned monsters from scrolls */
1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 {
1898 op->contr->ranges[range_golem] = 0;
1899 op->contr->shoottype = range_none;
1900 }
1901 else
1902 control_golem (op->contr->ranges[range_golem], dir);
1903 return;
1904
1905 case range_skill:
1906 if (!op->chosen_skill)
1907 {
1908 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910 return;
1911 }
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return;
1914 case range_builder:
1915 apply_map_builder (op, dir);
1916 return;
1917 default:
1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1919 return;
1920 } 1859 }
1921}
1922 1860
1923 1861 return true;
1862}
1924 1863
1925/* find_key 1864/* find_key
1926 * 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
1927 * and successfully use it, we return the key, otherwise NULL 1866 * and successfully use it, we return the key, otherwise NULL
1928 * This function merges both normal and locked door, since the logic 1867 * This function merges both normal and locked door, since the logic
1930 * pl is the player, 1869 * pl is the player,
1931 * inv is the objects inventory to searched 1870 * inv is the objects inventory to searched
1932 * door is the door we are trying to match against. 1871 * door is the door we are trying to match against.
1933 * This function can be called recursively to search containers. 1872 * This function can be called recursively to search containers.
1934 */ 1873 */
1935
1936object * 1874object *
1937find_key (object *pl, object *container, object *door) 1875find_key (object *pl, object *container, object *door)
1938{ 1876{
1939 object *tmp, *key; 1877 object *tmp, *key;
1940 1878
1941 /* Should not happen, but sanity checking is never bad */ 1879 /* Should not happen, but sanity checking is never bad */
1942 if (container->inv == NULL) 1880 if (!container->inv)
1943 return NULL; 1881 return 0;
1944 1882
1945 /* 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 */
1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1884 for (tmp = container->inv; tmp; tmp = tmp->below)
1947 { 1885 {
1948 if (door->type == DOOR && tmp->type == KEY) 1886 if (door->type == DOOR && tmp->type == KEY)
1949 break; 1887 break;
1950 /* For sanity, we should really check door type, but other stuff 1888 /* For sanity, we should really check door type, but other stuff
1951 * (like containers) can be locked with special keys 1889 * (like containers) can be locked with special keys
1952 */ 1890 */
1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1954 break; 1892 break;
1955 } 1893 }
1894
1956 /* No key found - lets search inventories now */ 1895 /* No key found - lets search inventories now */
1957 /* 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.
1958 * 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
1959 * a key, return 1898 * a key, return
1960 */ 1899 */
1961 if (!tmp) 1900 if (!tmp)
1962 { 1901 {
1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
1964 { 1903 {
1965 /* No reason to search empty containers */ 1904 /* No reason to search empty containers */
1966 if (tmp->type == CONTAINER && tmp->inv) 1905 if (tmp->type == CONTAINER && tmp->inv)
1967 { 1906 {
1968 if ((key = find_key (pl, tmp, door)) != NULL) 1907 if ((key = find_key (pl, tmp, door)))
1969 return key; 1908 return key;
1970 } 1909 }
1971 } 1910 }
1911
1972 if (!tmp) 1912 if (!tmp)
1973 return NULL; 1913 return NULL;
1974 } 1914 }
1915
1975 /* 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,
1976 * see if we actually want to use it 1917 * see if we actually want to use it
1977 */ 1918 */
1978 if (pl != container) 1919 if (pl != container)
1979 { 1920 {
2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1941 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2001 "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));
2002 return NULL; 1943 return NULL;
2003 } 1944 }
2004 } 1945 }
1946
2005 return tmp; 1947 return tmp;
2006} 1948}
2007 1949
2008/* moved door processing out of move_player_attack. 1950/* moved door processing out of move_player_attack.
2009 * returns 1 if player has opened the door with a key 1951 * returns 1 if player has opened the door with a key
2011 * 0 otherwise 1953 * 0 otherwise
2012 */ 1954 */
2013static int 1955static int
2014player_attack_door (object *op, object *door) 1956player_attack_door (object *op, object *door)
2015{ 1957{
2016 /* 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,
2017 * 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 -
2018 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
2019 */ 1961 */
2020 object *key = find_key (op, op, door); 1962 object *key = find_key (op, op, door);
2021 1963
2022 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
2023 if (key) 1965 if (key)
2024 { 1966 {
2025 object *container = key->env; 1967 object *container = key->env;
2026 1968
2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2028 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
2029 make_visible (op); 1970 make_visible (op);
1971
2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op); 1973 spring_trap (door->inv, op);
1974
2032 if (door->type == DOOR) 1975 if (door->type == DOOR)
2033 {
2034 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 */
2035 }
2036 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
2037 { 1978 {
2038 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);
2039 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
2040 } 1981 }
1982
2041 /* Do this after we print the message */ 1983 /* Do this after we print the message */
2042 decrease_ob (key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
2043 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
2044 if (container != op) 1986 if (container != op)
2045 esrv_update_item (UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
1988
2046 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
2047 } 1990 }
2048 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2049 { 1992 {
2050 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
2051 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...");
2052 return 1; 1995 return 1;
2053 } 1996 }
1997
2054 return 0; 1998 return 0;
2055} 1999}
2056 2000
2057/* This function is just part of a breakup from move_player. 2001/* This function is just part of a breakup from move_player.
2058 * It should keep the code cleaner. 2002 * It should keep the code cleaner.
2059 * When this is called, the players direction has been updated 2003 * When this is called, the players direction has been updated
2060 * (taking into account confusion.) The player is also actually 2004 * (taking into account confusion.) The player is also actually
2061 * going to try and move (not fire weapons). 2005 * going to try and move (not fire weapons).
2062 */ 2006 */
2063void 2007bool
2064move_player_attack (object *op, int dir) 2008move_player_attack (object *op, int dir)
2065{ 2009{
2066 object *tmp, *mon;
2067 sint16 nx, ny;
2068 int on_battleground; 2010 int on_battleground;
2069 maptile *m;
2070 2011
2071 nx = freearr_x[dir] + op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2072 ny = freearr_y[dir] + op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2073 2014
2074 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 }
2075 2025
2076 /* 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
2077 * 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
2078 * 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
2079 * player. This is a pretty nasty hack, because if we could 2029 * player. This is a pretty nasty hack, because if we could
2080 * 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
2081 * 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
2082 * 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
2083 * move_ob uses. 2033 * move_ob uses.
2084 */ 2034 */
2085 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);
2086 {
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 {
2089 m = get_map_from_coord (op->map, &nx, &ny);
2090 if (!m)
2091 return; /* Don't think this should happen */
2092 }
2093 else
2094 m = op->map;
2095 2036
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2097 {
2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return;
2100 }
2101
2102 mon = 0;
2103 /* 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
2104 * 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.
2105 * 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
2106 * on the space 2040 * on the space
2107 */ 2041 */
2108 while (tmp) 2042 object *mon;
2109 { 2043 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2110 if (tmp == op) 2044 {
2111 { 2045 if ((mon->flag [FLAG_ALIVE]
2112 tmp = tmp->above; 2046 || mon->type == LOCKED_DOOR
2113 continue; 2047 || mon->flag [FLAG_CAN_ROLL])
2114 }
2115
2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2117 {
2118 mon = tmp; 2048 && mon != op)
2119 break; 2049 break;
2120 } 2050 }
2121 2051
2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2123 mon = tmp;
2124
2125 tmp = tmp->above;
2126 }
2127
2128 if (!mon) /* This happens anytime the player tries to move */ 2052 if (!mon) /* This happens anytime the player tries to move */
2129 return; /* into a wall */ 2053 return false; /* into a wall */
2130 2054
2131 if (mon->head)
2132 mon = mon->head; 2055 mon = mon->head_ ();
2133 2056
2134 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)
2135 if (player_attack_door (op, mon)) 2059 if (player_attack_door (op, mon))
2060 {
2061 --op->contr->weapon_sp_left;
2136 return; 2062 return true;
2063 }
2137 2064
2138 /* The following deals with possibly attacking peaceful 2065 /* The following deals with possibly attacking peaceful
2139 * or frienddly creatures. Basically, all players are considered 2066 * or friendly creatures. Basically, all players are considered
2140 * unaggressive. If the moving player has peaceful set, then the 2067 * unaggressive. If the moving player has peaceful set, then the
2141 * object should be pushed instead of attacked. It is assumed that 2068 * object should be pushed instead of attacked. It is assumed that
2142 * if you are braced, you will not attack friends accidently, 2069 * if you are braced, you will not attack friends accidently,
2143 * and thus will not push them. 2070 * and thus will not push them.
2144 */ 2071 */
2145 2072
2146 /* 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
2147 * peaceful. Our assumption is the creature is a pet if the 2074 * peaceful. Our assumption is the creature is a pet if the
2148 * player owns it and it is either friendly or unagressive. 2075 * player owns it and it is either friendly or unagressive.
2149 */ 2076 */
2150 if ((op->type == PLAYER) 2077 if (op->type == PLAYER
2151#if COZY_SERVER
2152 &&
2153 ((mon->owner && mon->owner->contr 2078 && ((mon->owner && mon->owner->contr
2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2079 && same_party (mon->owner->contr->party, op->contr->party))
2155#else
2156 && mon->owner == op 2080 || mon->owner == op)
2157#endif
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 { 2082 {
2160 /* 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 */
2161 if (op->contr->braced) 2084 if (op->contr->braced)
2162 return; 2085 return false;
2163 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"));
2164 (void) push_ob (mon, dir, op); 2092 push_ob (mon, dir, op);
2093
2165 if (op->contr->tmp_invis || op->hide) 2094 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op); 2095 make_visible (op);
2096
2167 return; 2097 return true;
2168 } 2098 }
2099 else
2100 return false;
2101 }
2169 2102
2170 /* in certain circumstances, you shouldn't attack friendly 2103 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 2104 * creatures. Note that if you are braced, you can't push
2172 * 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
2173 * attack them either. 2106 * attack them either.
2174 */ 2107 */
2175 if ((mon->type == PLAYER || mon->enemy != op) && 2108 if ((mon->type == PLAYER || mon->enemy != op)
2176 (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))
2177#ifdef PROHIBIT_PLAYERKILL
2178 (op->contr->peaceful 2110 && ((op->contr->peaceful
2179 || (mon->type == PLAYER 2111 || (mon->type == PLAYER && mon->contr->peaceful))
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground)) 2112 && !on_battleground))
2113 {
2114 if (op->speed_left > 0.f)
2186 { 2115 {
2116 --op->speed_left;
2117
2187 if (!op->contr->braced) 2118 if (!op->contr->braced)
2188 { 2119 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 op->play_sound (sound_find ("push_player"));
2190 (void) push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2191 } 2122 }
2192 else 2123 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 2124 op->statusmsg ("You withhold your attack");
2194 2125
2195 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2196 make_visible (op); 2127 make_visible (op);
2197 }
2198 2128
2129 return true;
2130 }
2131 }
2199 /* If the object is a boulder or other rollable object, then 2132 /* If the object is a boulder or other rollable object, then
2200 * 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.
2201 */ 2134 */
2202 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)
2203 { 2138 {
2139 --op->speed_left;
2140
2204 recursive_roll (mon, dir, op); 2141 recursive_roll (mon, dir, op);
2205 if (action_makes_visible (op)) 2142 if (action_makes_visible (op))
2206 make_visible (op); 2143 make_visible (op);
2207 }
2208 2144
2145 return true;
2146 }
2147 }
2209 /* Any generic living creature. Including things like doors. 2148 /* Any generic living creature. Including things like doors.
2210 * 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
2211 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2212 * 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
2213 * 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.
2214 */ 2153 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((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)))
2218 { 2156 {
2219 2157 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2220 /* If the player hasn't hit something this tick, and does
2221 * so, give them speed boost based on weapon speed. Doing
2222 * it here is better than process_players2, which basically
2223 * incurred a 1 tick offset.
2224 */
2225 if (!op->contr->has_hit)
2226 { 2158 {
2227 op->speed_left += op->speed / op->contr->weapon_sp; 2159 --op->contr->weapon_sp_left;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2230 }
2231 2160
2232 skill_attack (mon, op, 0, 0, 0); 2161 skill_attack (mon, op, 0, 0, 0);
2233
2234 /* If attacking another player, that player gets automatic
2235 * hitback, and doesn't loose luck either.
2236 * Disable hitback on the battleground or if the target is
2237 * the wiz.
2238 */
2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2240 {
2241 short luck = mon->stats.luck;
2242
2243 mon->contr->has_hit = 1;
2244 skill_attack (op, mon, 0, 0, 0);
2245 mon->stats.luck = luck;
2246 }
2247 2162
2248 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2249 make_visible (op); 2164 make_visible (op);
2250 }
2251 } /* if player should attack something */
2252}
2253 2165
2254int 2166 return true;
2167 }
2168 }
2169
2170 return false;
2171}
2172
2173bool
2255move_player (object *op, int dir) 2174move_player (object *op, int dir)
2256{ 2175{
2257 int pick; 2176 int pick;
2258 2177
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2260 return 0; 2179 return 0;
2261 2180
2262 /* Sanity check: make sure dir is valid */ 2181 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 2182 if ((dir < 0) || (dir >= 9))
2264 { 2183 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 2184 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 2185 return 0;
2267 } 2186 }
2268 2187
2269 /* peterm: added following line */ 2188 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2189 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2190 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2191
2273 op->facing = dir; 2192 op->facing = dir;
2274 2193
2275 if (op->hide) 2194 if (op->hide)
2276 do_hidden_move (op); 2195 do_hidden_move (op);
2277 2196
2197 bool retval;
2198
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ; 2200 retval = RESULT_INT (0);
2280 else if (op->contr->fire_on) 2201 else if (op->contr->fire_on)
2281 fire (op, dir); 2202 retval = fire (op, dir);
2282 else 2203 else
2283 { 2204 {
2284 move_player_attack (op, dir); 2205 retval = move_player_attack (op, dir);
2285 pick = check_pick (op); 2206 pick = check_pick (op);
2286 } 2207 }
2287 2208
2288 /* 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
2289 * server can handle repeat firing. 2210 * server can handle repeat firing.
2296 /* Update how the player looks. Use the facing, so direction may 2217 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities 2218 * get reset to zero. This allows for full animation capabilities
2298 * for players. 2219 * for players.
2299 */ 2220 */
2300 animate_object (op, op->facing); 2221 animate_object (op, op->facing);
2301 return 0; 2222
2223 return retval;
2302} 2224}
2303 2225
2304/* 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
2305 * new client/server stuff. 2227 * new client/server stuff.
2306 * 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
2307 * the new speed values for commands. 2229 * the new speed values for commands.
2308 * 2230 *
2309 * 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.
2310 */ 2234 */
2311int 2235bool
2312handle_newcs_player (object *op) 2236handle_newcs_player (object *op)
2313{ 2237{
2314 if (op->contr->hidden)
2315 {
2316 op->invisible = 1000;
2317 /* the socket code flashes the player visible/invisible
2318 * depending on the value of invisible, so we need to
2319 * alternate it here for it to work correctly.
2320 */
2321 if (pticks & 2)
2322 op->invisible--;
2323 }
2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2326 op->invisible--;
2327 if (!op->invisible)
2328 {
2329 make_visible (op);
2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2331 }
2332 }
2333
2334 if (QUERY_FLAG (op, FLAG_SCARED)) 2238 if (QUERY_FLAG (op, FLAG_SCARED))
2335 { 2239 {
2336 flee_player (op); 2240 if (op->speed_left > 0.f)
2337 /* If player is still scared, that is his action for this tick */
2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 { 2241 {
2340 op->speed_left--; 2242 --op->speed_left;
2243 flee_player (op);
2244
2341 return 0; 2245 return true;
2342 } 2246 }
2247 else
2248 return false;
2343 } 2249 }
2344
2345 /* I've been seeing crashes where the golem has been destroyed, but
2346 * the player object still points to the defunct golem. The code that
2347 * destroys the golem looks correct, and it doesn't always happen, so
2348 * put this in a a workaround to clean up the golem pointer.
2349 */
2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2351 op->contr->ranges[range_golem] = 0;
2352 2250
2353 /* 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
2354 * the players time has been increased when doericserver has been 2252 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2253 * called, so we recheck it here.
2356 */ 2254 */
2357 if (op->contr->ns->handle_command ()) 2255 if (op->contr->ns->handle_command ())
2358 return 1; 2256 return true;
2359 2257
2360 if (op->speed_left > 0)
2361 {
2362 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2258 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2363 {
2364 /* All move commands take 1 tick, at least for now */
2365 op->speed_left--;
2366
2367 /* Instead of all the stuff below, let move_player take care
2368 * of it. Also, some of the skill stuff is only put in
2369 * there, as well as the confusion stuff.
2370 */
2371 move_player (op, op->direction); 2259 return move_player (op, op->direction);
2372 2260
2373 return op->speed_left > 0;
2374 }
2375 }
2376
2377 return 0; 2261 return false;
2378} 2262}
2379 2263
2380int 2264int
2381save_life (object *op) 2265save_life (object *op)
2382{ 2266{
2384 return 0; 2268 return 0;
2385 2269
2386 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2387 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2388 { 2272 {
2389 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2273 op->play_sound (sound_find ("ob_evaporate"));
2390 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));
2391 2275
2392 if (op->contr) 2276 if (op->contr)
2393 esrv_del_item (op->contr, tmp->count); 2277 esrv_del_item (op->contr, tmp->count);
2394 2278
2414/* 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
2415 * 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
2416 * 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
2417 * from. 2301 * from.
2418 */ 2302 */
2419void 2303static void
2420remove_unpaid_objects (object *op, object *env) 2304drop_unpaid_items (object *op, object *env)
2421{ 2305{
2422 object *next;
2423
2424 while (op) 2306 while (op)
2425 { 2307 {
2426 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2308 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2427 2309
2428 if (QUERY_FLAG (op, FLAG_UNPAID)) 2310 if (QUERY_FLAG (op, FLAG_UNPAID))
2431 esrv_del_item (env->contr, op->count); 2313 esrv_del_item (env->contr, op->count);
2432 2314
2433 op->insert_at (env); 2315 op->insert_at (env);
2434 } 2316 }
2435 else if (op->inv) 2317 else if (op->inv)
2436 remove_unpaid_objects (op->inv, env); 2318 drop_unpaid_items (op->inv, env);
2437 2319
2438 op = next; 2320 op = next;
2439 } 2321 }
2322}
2323
2324void
2325object::drop_unpaid_items ()
2326{
2327 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this);
2440} 2329}
2441 2330
2442/* 2331/*
2443 * Returns pointer a static string containing gravestone text 2332 * Returns pointer a static string containing gravestone text
2444 * Moved from apply.c to player.c - player.c is what 2333 * Moved from apply.c to player.c - player.c is what
2494 int rate_grace = 2000; 2383 int rate_grace = 2000;
2495 const int max_hp = 1; 2384 const int max_hp = 1;
2496 const int max_sp = 1; 2385 const int max_sp = 1;
2497 const int max_grace = 1; 2386 const int max_grace = 1;
2498 2387
2499 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--;
2500 { 2397 }
2501 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2398 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2502 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2399 {
2503 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 }
2504 } 2405 }
2505 2406
2506 if (op->contr->ns->state == ST_PLAYING) 2407 if (op->contr->ns->state == ST_PLAYING)
2507 { 2408 {
2508 /* these next three if clauses make it possible to SLOW DOWN 2409 /* these next three if clauses make it possible to SLOW DOWN
2527 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2428 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2528 else 2429 else
2529 { 2430 {
2530 gen_grace = op->stats.maxgrace; 2431 gen_grace = op->stats.maxgrace;
2531 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2432 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2532 }
2533
2534 /* Regenerate Spell Points */
2535 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2536 {
2537 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2538 if (op->stats.sp < op->stats.maxsp)
2539 {
2540 op->stats.sp++;
2541 /* dms do not consume food */
2542 if (!QUERY_FLAG (op, FLAG_WIZ))
2543 {
2544 op->stats.food--;
2545 if (op->contr->digestion < 0)
2546 op->stats.food += op->contr->digestion;
2547 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2548 op->stats.food = last_food;
2549 }
2550 }
2551
2552 if (max_sp > 1)
2553 {
2554 over_sp = (gen_sp + 10) / rate_sp;
2555 if (over_sp > 0)
2556 {
2557 if (op->stats.sp < op->stats.maxsp)
2558 {
2559 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2560
2561 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2562 op->stats.sp--;
2563
2564 if (op->stats.sp > op->stats.maxsp)
2565 op->stats.sp = op->stats.maxsp;
2566 }
2567 op->last_sp = 0;
2568 }
2569 else
2570 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2571 }
2572 else
2573 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2574 } 2433 }
2575 2434
2576 /* Regenerate Grace */ 2435 /* Regenerate Grace */
2577 /* 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. */
2578 if (--op->last_grace < 0) 2437 if (--op->last_grace < 0)
2599 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);
2600 } 2459 }
2601 /* wearing stuff doesn't detract from grace generation. */ 2460 /* wearing stuff doesn't detract from grace generation. */
2602 } 2461 }
2603 2462
2463 if (op->stats.food > 0)
2464 {
2604 /* Regenerate Hit Points */ 2465 /* Regenerate Spell Points */
2605 if (--op->last_heal < 0) 2466 if (!op->contr->golem && --op->last_sp < 0)
2606 {
2607 if (op->stats.hp < op->stats.maxhp)
2608 { 2467 {
2609 op->stats.hp++; 2468 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2610 /* dms do not consume food */ 2469
2611 if (!QUERY_FLAG (op, FLAG_WIZ)) 2470 if (op->stats.sp < op->stats.maxsp)
2612 { 2471 {
2472 op->stats.sp++;
2473
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ))
2476 {
2613 op->stats.food--; 2477 op->stats.food--;
2478
2614 if (op->contr->digestion < 0) 2479 if (op->contr->digestion < 0)
2615 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2616 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))
2617 op->stats.food = last_food; 2482 op->stats.food = last_food;
2483 }
2618 } 2484 }
2619 }
2620 2485
2621 if (max_hp > 1) 2486 if (max_sp > 1)
2622 {
2623 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2624 if (over_hp > 0)
2625 { 2487 {
2626 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
2627 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);
2628 } 2506 }
2629 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)
2630 { 2515 {
2631 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 }
2632 } 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);
2633 } 2541 }
2634 else 2542 else
2635 {
2636 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);
2637 } 2544 }
2638 } 2545 }
2639 2546
2640 /* Digestion */ 2547 /* Digestion */
2641 if (--op->last_eat < 0) 2548 if (--op->last_eat < 0)
2642 { 2549 {
2643#ifdef COZY_SERVER 2550 int bonus = max (0, op->contr->digestion),
2644 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2551 penalty = max (0, -op->contr->digestion);
2645 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2646#else
2647 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2648#endif
2649 2552
2650 if (op->contr->gen_hp > 0)
2651 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);
2652 else
2653 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2654 2554
2655 /* dms do not consume food */ 2555 /* dms do not consume food */
2656 if (!QUERY_FLAG (op, FLAG_WIZ)) 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2657 op->stats.food--; 2557 op->stats.food--;
2658 } 2558 }
2685 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.");
2686 manual_apply (op, flesh, 0); 2586 manual_apply (op, flesh, 0);
2687 } 2587 }
2688 } 2588 }
2689 2589
2690 while (op->stats.food < 0 && op->stats.hp >= 0) 2590 if (op->stats.food < 0)
2691 op->stats.food++, op->stats.hp--; 2591 {
2592 op->stats.hp += op->stats.food;
2593 op->stats.food = 0;
2594 }
2692 2595
2693 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2694 kill_player (op); 2597 kill_player (op);
2695 } 2598 }
2696} 2599}
2701 * file. 2604 * file.
2702 */ 2605 */
2703void 2606void
2704kill_player (object *op) 2607kill_player (object *op)
2705{ 2608{
2609 int x, y;
2706 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2707 int x, y;
2708
2709 //int i;
2710 maptile *map; /* this is for resurrection */ 2611 maptile *map; /* this is for resurrection */
2711
2712 /* int z;
2713 int num_stats_lose;
2714 int lost_a_stat;
2715 int lose_this_stat;
2716 int this_stat; */
2717 int will_kill_again; 2612 int will_kill_again;
2718 archetype *at; 2613 archetype *at;
2719 object *tmp; 2614 object *tmp;
2720 2615
2721 if (save_life (op)) 2616 if (save_life (op))
2722 return; 2617 return;
2723
2724 2618
2725 /* 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
2726 * 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.
2727 * Look at op_on_battleground() for more info --AndreasV 2621 * Look at op_on_battleground() for more info --AndreasV
2728 */ 2622 */
2744 { 2638 {
2745 tmp->destroy (); 2639 tmp->destroy ();
2746 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2747 } 2641 }
2748 2642
2749 cure_disease (op, 0); /* remove any disease */ 2643 cure_disease (op, 0, 0); /* remove any disease */
2750 op->stats.hp = op->stats.maxhp; 2644 op->stats.hp = op->stats.maxhp;
2751 if (op->stats.food <= 0) 2645 if (op->stats.food <= 0)
2752 op->stats.food = 999; 2646 op->stats.food = 999;
2753 2647
2754 /* create a bodypart-trophy to make the winner happy */ 2648 /* create a bodypart-trophy to make the winner happy */
2755 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2649 if (object *tmp = arch_to_object (archetype::find ("finger")))
2756 { 2650 {
2757 sprintf (buf, "%s's finger", &op->name); 2651 tmp->name = format ("%s's finger" , &op->name);
2758 tmp->name = buf; 2652 tmp->name_pl = format ("%s's fingers", &op->name);
2759 sprintf (buf, " This finger has been cut off %s\n" 2653 tmp->msg = format (
2760 " 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",
2761 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2762 tmp->msg = buf; 2656 );
2763 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2657 tmp->value = 0, tmp->type = 0;
2764 tmp->materialname = NULL; 2658 tmp->materialname = "organics";
2765 op->insert_at (tmp, op); 2659 tmp->insert_at (op, tmp);
2766 } 2660 }
2767 2661
2768 /* teleport defeated player to new destination */ 2662 /* teleport defeated player to new destination */
2769 transfer_ob (op, x, y, 0, NULL); 2663 transfer_ob (op, x, y, 0, NULL);
2770 op->contr->braced = 0; 2664 op->contr->braced = 0;
2774 INVOKE_PLAYER (DEATH, op->contr); 2668 INVOKE_PLAYER (DEATH, op->contr);
2775 2669
2776 command_kill_pets (op, 0); 2670 command_kill_pets (op, 0);
2777 2671
2778 if (op->stats.food < 0) 2672 if (op->stats.food < 0)
2779 {
2780 if (op->contr->explore)
2781 {
2782 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2783 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2784 op->stats.food = 999;
2785 return;
2786 }
2787 sprintf (buf, "%s starved to death.", &op->name);
2788 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2789 }
2790 else
2791 {
2792 if (op->contr->explore)
2793 {
2794 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2795 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2796 op->stats.hp = op->stats.maxhp;
2797 return;
2798 }
2799 sprintf (buf, "%s died.", &op->name);
2800 }
2801 2674
2802 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2675 op->contr->play_sound (sound_find ("player_dies"));
2803 2676
2804 /* save the map location for corpse, gravestone */ 2677 /* save the map location for corpse, gravestone */
2805 x = op->x; 2678 x = op->x;
2806 y = op->y; 2679 y = op->y;
2807 map = op->map; 2680 map = op->map;
2970 { 2843 {
2971 tmp->destroy (); 2844 tmp->destroy ();
2972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2973 } 2846 }
2974 2847
2975 cure_disease (op, 0); /* remove any disease */ 2848 cure_disease (op, 0, 0); /* remove any disease */
2976 2849
2977 /*add_exp(op, (op->stats.exp * -0.20)); */ 2850 /*add_exp(op, (op->stats.exp * -0.20)); */
2978 apply_death_exp_penalty (op); 2851 apply_death_exp_penalty (op);
2979 if (op->stats.food < 100) 2852 if (op->stats.food < 100)
2980 op->stats.food = 900; 2853 op->stats.food = 900;
2981 op->stats.hp = op->stats.maxhp; 2854 op->stats.hp = op->stats.maxhp;
2982 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2855 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2983 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2856 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2984 2857
2985 /* 2858 /*
2986 * Check to see if the player is in a shop. IF so, then check to see if
2987 * 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
2988 * in the map. 2860 * and put them back in the map.
2989 */ 2861 */
2990 2862 op->drop_unpaid_items ();
2991 if (is_in_shop (op))
2992 remove_unpaid_objects (op->inv, op);
2993 2863
2994 /****************************************/ 2864 /****************************************/
2995 /* */ 2865 /* */
2996 /* Move player to his current respawn- */ 2866 /* Move player to his current respawn- */
2997 /* position (usually last savebed) */ 2867 /* position (usually last savebed) */
2998 /* */ 2868 /* */
2999 /****************************************/ 2869 /****************************************/
3000 2870
3001 enter_player_savebed (op); 2871 enter_player_savebed (op);
3002 2872
3003 /* Save the player before inserting the force to reduce
3004 * chance of abuse.
3005 */
3006 op->contr->braced = 0; 2873 op->contr->braced = 0;
3007 op->contr->save ();
3008 2874
3009 /* it is possible that the player has blown something up 2875 /* it is possible that the player has blown something up
3010 * at his savebed location, and that can have long lasting 2876 * at his savebed location, and that can have long lasting
3011 * spell effects. So first see if there is a spell effect 2877 * spell effects. So first see if there is a spell effect
3012 * on the space that might harm the player. 2878 * on the space that might harm the player.
3021 object *force; 2887 object *force;
3022 int at; 2888 int at;
3023 2889
3024 force = get_archetype (FORCE_NAME); 2890 force = get_archetype (FORCE_NAME);
3025 /* 50 ticks should be enough time for the spell to abate */ 2891 /* 50 ticks should be enough time for the spell to abate */
3026 force->speed = 0.1; 2892 force->speed = 0.1f;
3027 force->speed_left = -5.0; 2893 force->speed_left = -5.f;
3028 SET_FLAG (force, FLAG_APPLIED); 2894 SET_FLAG (force, FLAG_APPLIED);
3029 for (at = 0; at < NROFATTACKS; at++) 2895 for (at = 0; at < NROFATTACKS; at++)
3030 if (will_kill_again & (1 << at)) 2896 if (will_kill_again & (1 << at))
3031 force->resist[at] = 100; 2897 force->resist[at] = 100;
3032 2898
3041void 2907void
3042loot_object (object *op) 2908loot_object (object *op)
3043{ /* Grab and destroy some treasure */ 2909{ /* Grab and destroy some treasure */
3044 object *tmp, *tmp2, *next; 2910 object *tmp, *tmp2, *next;
3045 2911
3046 if (op->container) 2912 op->close_container (); /* close open sack first */
3047 esrv_apply_container (op, op->container); /* close open sack first */
3048 2913
3049 for (tmp = op->inv; tmp; tmp = next) 2914 for (tmp = op->inv; tmp; tmp = next)
3050 { 2915 {
3051 next = tmp->below; 2916 next = tmp->below;
3052 2917
3053 if (tmp->invisible) 2918 if (tmp->invisible)
3054 continue; 2919 continue;
3055 2920
3056 tmp->remove (); 2921 tmp->remove ();
3057 tmp->x = op->x, tmp->y = op->y; 2922 tmp->x = op->x, tmp->y = op->y;
2923
3058 if (tmp->type == CONTAINER) 2924 if (tmp->type == CONTAINER)
3059 { /* empty container to ground */ 2925 loot_object (tmp); /* empty container to ground */
3060 loot_object (tmp); 2926
3061 }
3062 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))))
3063 { 2928 {
3064 if (tmp->nrof > 1) 2929 if (tmp->nrof > 1)
3065 { 2930 {
3066 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2931 tmp->decrease (rndm (1, tmp->nrof - 1));
3067 tmp2->destroy ();
3068 insert_ob_in_map (tmp, op->map, NULL, 0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
3069 } 2933 }
3070 else 2934 else
3071 tmp->destroy (); 2935 tmp->destroy ();
3072 } 2936 }
3078/* 2942/*
3079 * fix_weight(): Check recursively the weight of all players, and fix 2943 * fix_weight(): Check recursively the weight of all players, and fix
3080 * 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
3081 * was changed. 2945 * was changed.
3082 */ 2946 */
3083
3084void 2947void
3085fix_weight (void) 2948fix_weight (void)
3086{ 2949{
3087 for_all_players (pl) 2950 for_all_players (pl)
3088 { 2951 {
3089 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2952 sint32 old = pl->ob->carrying;
3090 2953
3091 if (old == sum) 2954 pl->ob->update_weight ();
3092 continue; 2955
2956 if (old != pl->ob->carrying)
2957 {
3093 pl->ob->update_stats (); 2958 pl->ob->update_stats ();
3094 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 }
3095 } 2961 }
3096} 2962}
3097 2963
3098void 2964void
3099fix_luck (void) 2965fix_luck (void)
3143void 3009void
3144make_visible (object *op) 3010make_visible (object *op)
3145{ 3011{
3146 op->hide = 0; 3012 op->hide = 0;
3147 op->invisible = 0; 3013 op->invisible = 0;
3014
3148 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3149 { 3016 {
3150 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3151 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3152 } 3019 }
3020
3153 update_object (op, UP_OBJ_FACE); 3021 update_object (op, UP_OBJ_CHANGE);
3154} 3022}
3155 3023
3156int 3024int
3157is_true_undead (object *op) 3025is_true_undead (object *op)
3158{ 3026{
3159 object *tmp = NULL;
3160
3161 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3162 return 1; 3028 return 1;
3163 3029
3164 return 0; 3030 return 0;
3165} 3031}
3166 3032
3167/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3168 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3169 * indicate greater hideability. 3035 * indicate greater hideability.
3170 */ 3036 */
3171
3172int 3037int
3173hideability (object *ob) 3038hideability (object *ob)
3174{ 3039{
3175 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3176 sint16 x, y; 3041 sint16 x, y;
3186 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3187 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3188 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3189 3054
3190 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3191 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])
3192 { 3059 {
3193 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3194 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3195 {
3196 continue; 3062 continue;
3197 } 3063
3198 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3199 level += 2; 3065 level += 2;
3200 else /* open terrain! */ 3066 else /* open terrain! */
3201 level -= 1; 3067 level -= 1;
3202 } 3068 }
3210/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3211 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3212 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3213 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3214 */ 3080 */
3215
3216void 3081void
3217do_hidden_move (object *op) 3082do_hidden_move (object *op)
3218{ 3083{
3219 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3220 object *skop; 3085 object *skop;
3224 3089
3225 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3226 3091
3227 /* 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! */
3228 if (op->type == PLAYER && op->contr->run_on) 3093 if (op->type == PLAYER && op->contr->run_on)
3229 {
3230 if (!skop || num >= skop->level) 3094 if (!skop || num >= skop->level)
3231 { 3095 {
3232 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!");
3233 make_visible (op); 3097 make_visible (op);
3234 return; 3098 return;
3235 } 3099 }
3236 else 3100 else
3237 num += 20; 3101 num += 20;
3238 } 3102
3239 num += op->map->difficulty; 3103 num += op->map->difficulty;
3240 hide = hideability (op); /* modify by terrain hidden level */ 3104 hide = hideability (op); /* modify by terrain hidden level */
3241 num -= hide; 3105 num -= hide;
3106
3242 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3243 { 3108 {
3244 make_visible (op); 3109 make_visible (op);
3245 if (op->type == PLAYER) 3110 if (op->type == PLAYER)
3246 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!");
3247 } 3112 }
3248 else if (op->type == PLAYER && skop) 3113 else if (op->type == PLAYER && skop)
3249 {
3250 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);
3251 }
3252} 3115}
3253 3116
3254/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3255 3118
3256int 3119int
3304 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3305 * 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
3306 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3307 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3308 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3309 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3310 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3311 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3312 * 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.
3313 * -b.t. 3176 * -b.t.
3314 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3315 */ 3178 */
3316
3317int 3179int
3318player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3319{ 3181{
3320 rv_vector rv; 3182 rv_vector rv;
3321 int dx, dy; 3183 int dx, dy;
3333 3195
3334 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3335 3197
3336 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3337 * through the object and find if it has any 3199 * through the object and find if it has any
3338 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3339 * a blocked los square. 3201 * a blocked los square.
3340 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3341 */ 3203 */
3342 while (op) 3204 while (op)
3343 { 3205 {
3344 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3345 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3346 3208
3347 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3348 * 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
3349 * for any meaningful values. 3211 * for any meaningful values.
3350 */ 3212 */
3351 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3352 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3353 !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)])
3354 return 1; 3216 return 1;
3217
3355 op = op->more; 3218 op = op->more;
3356 } 3219 }
3220
3357 return 0; 3221 return 0;
3358} 3222}
3359 3223
3360/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3361 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3364 * return 0. 3228 * return 0.
3365 */ 3229 */
3366int 3230int
3367action_makes_visible (object *op) 3231action_makes_visible (object *op)
3368{ 3232{
3369
3370 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3371 { 3234 {
3372 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3373 return 0; 3236 return 0;
3374 3237
3380 { 3243 {
3381 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");
3382 return 1; 3245 return 1;
3383 } 3246 }
3384 } 3247 }
3248
3385 return 0; 3249 return 0;
3386} 3250}
3387 3251
3388/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3389 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3394 * 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
3395 */ 3259 */
3396int 3260int
3397op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3398{ 3262{
3399 object *tmp;
3400
3401 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3402 * 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),
3403 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3404 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3405 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3406 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3407 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3408 { 3270 {
3409 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3410 { 3272 {
3411 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3412 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))
3413 { 3277 {
3414 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3415 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))
3416 { 3280 {
3417 object *invtmp;
3418
3419 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3420 { 3282 {
3421 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3422 { 3284 {
3423 if (x != NULL && y != NULL) 3285 if (x && y)
3424 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3425 return 1; 3288 return 1;
3426 } 3289 }
3427 } 3290 }
3428 } 3291 }
3292
3429 if (x != NULL && y != NULL) 3293 if (x && y)
3430 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3431 return 1; 3296 return 1;
3432 } 3297 }
3433 } 3298 }
3434 } 3299 }
3300
3435 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3436 return 0; 3302 return 0;
3437} 3303}
3438 3304
3439/* 3305/*
3455 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3456 int i = 0, j = 0; 3322 int i = 0, j = 0;
3457 3323
3458 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3459 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3460 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3461 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3462 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3463 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3464 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3465 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3466 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3467 3333
3468 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3469 return; 3335 return;
3470 3336
3471 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++);
3475 /* 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]); */
3476 return; 3342 return;
3477 } 3343 }
3478 3344
3479 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3480 item = &(tr->item->clone); 3346 item = tr->item;
3481 3347
3482 if (item->type == SPELL) 3348 if (item->type == SPELL)
3483 { 3349 {
3484 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3485 return; 3351 return;
3544 { 3410 {
3545 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3546 object *skin; 3412 object *skin;
3547 3413
3548 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3549 shstr_cmp dragon_skin_force ("dragon_skin_force");
3550 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)
3551 ; 3416 ;
3552 3417
3553 if (!skin) 3418 if (!skin)
3554 return; 3419 return;
3555 3420
3603 * not readied. 3468 * not readied.
3604 */ 3469 */
3605void 3470void
3606player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3607{ 3472{
3608 rangetype i; 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3609 3475
3610 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3476 if (pl->combat_ob == ob)
3611 { 3477 pl->combat_ob = 0;
3478
3612 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3613 { 3480 pl->ranged_ob = 0;
3614 pl->ranges[i] = NULL;
3615 if (pl->shoottype == i)
3616 {
3617 pl->shoottype = range_none;
3618 }
3619 }
3620 }
3621} 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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