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Comparing deliantra/server/server/player.C (file contents):
Revision 1.92 by root, Mon Jan 8 01:19:04 2007 UTC vs.
Revision 1.187 by root, Mon Apr 21 07:07:36 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 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 */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 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);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
194 return; 178 return;
195 179
196 terminate_all_pets (ob); 180 terminate_all_pets (ob);
197 remove_friendly_object (ob); 181 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
199 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 189 ob->map = 0;
190 party = 0;
201 191
202 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 193
205 players.erase (this); 194 players.erase (this);
206} 195}
207 196
208// connect the player with a specific client 197// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
210void 199void
211player::connect (client *ns) 200player::connect (client *ns)
212{ 201{
213 this->ns = ns; 202 this->ns = ns;
214 ns->pl = this; 203 ns->pl = this;
215 204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
216 ns->update_look = 0; 209 ns->update_look = 0;
217 ns->look_position = 0; 210 ns->look_position = 0;
218 211
219 clear_los (ob); 212 clear_los (this);
213
214 ns->reset_stats ();
220 215
221 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
222 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
223 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
224 219
225 if (!legal_range (ob, shoottype)) 220 ob->update_weight ();
226 shoottype = range_none;
227
228 ob->carrying = sum_weight (ob);
229 link_player_skills (ob); 221 link_player_skills (ob);
230 222
231 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
232 224
233 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
234
235 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
236 * from the class, and not race. I don't see any way to get the class information
237 * to then update this. I don't think this will actually break anything - anyone
238 * that can use armour should be able to use a shield. What this may 'break'
239 * are features new characters get, eg, if someone starts up with a Q, they
240 * should be able to use a shield. However, old Q's won't get that advantage.
241 */
242 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
243 SET_FLAG (ob, FLAG_USE_SHIELD);
244 226
245 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
246 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
247 { 229 {
248 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
249 231
250 shstr_cmp dragon_ability_force ("dragon_ability_force");
251 shstr_cmp dragon_skin_force ("dragon_skin_force");
252
253 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
254 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
255 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
256 abil = tmp; 235 abil = tmp;
257 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
258 skin = tmp; 237 skin = tmp;
259 238
260 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
261 } 240 }
262 241
263 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
264 243
265 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
266 245
267 ob->update_stats (); 246 ob->update_stats ();
247
268 ns->floorbox_update (); 248 ns->floorbox_update ();
269
270 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
271 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
272 251
273 activate (); 252 activate ();
274 253
281} 260}
282 261
283void 262void
284player::disconnect () 263player::disconnect ()
285{ 264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
286 if (ns) 271 if (ns)
287 { 272 {
288 if (active) 273 if (active)
289 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
290 275
291 INVOKE_PLAYER (DISCONNECT, this); 276 INVOKE_PLAYER (DISCONNECT, this);
292 277
278 ns->reset_stats ();
293 ns->pl = 0; 279 ns->pl = 0;
294 this->ns = 0; 280 ns = 0;
295 } 281 }
282
283 observe = ob;
296 284
297 deactivate (); 285 deactivate ();
298} 286}
299 287
300// the need for this function can be explained 288// the need for this function can be explained
301// by load_object not returning the object 289// by load_object not returning the object
302void 290void
303player::set_object (object *op) 291player::set_object (object *op)
304{ 292{
305 ob = op; 293 ob = observe = op;
306 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
307 295
296 ob->speed = 1.0f;
308 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
309 ob->speed = 1.0; 298
310 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
311 ob->stats.wc = 2;
312 ob->run_away = 25; /* Then we panick... */
313 300
314 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;
315} 334}
316 335
317player::player () 336player::player ()
318{ 337{
319 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
320 * we deal with that below this point. 339 * we deal with that below this point.
321 */ 340 */
322 outputs_sync = 16; /* Every 2 seconds */ 341 outputs_sync = 4;
323 outputs_count = 8; /* Keeps present behaviour */ 342 outputs_count = 4;
324 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
325 344
326 savebed_map = first_map_path; /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
327 346
328 gen_sp_armour = 10; 347 gen_sp_armour = 10;
329 last_speed = -1;
330 shoottype = range_none;
331 bowtype = bow_normal; 348 bowtype = bow_normal;
332 petmode = pet_normal; 349 petmode = pet_normal;
333 listening = 10; 350 listening = 10;
334 usekeys = containers; 351 usekeys = containers;
335 last_weapon_sp = -1;
336 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
337 do_los = 1; 353 do_los = 1;
338 354
339 /* we need to clear these to -1 and not zero - otherwise, 355 weapon_sp = 1.0f;
340 * if a player quits and starts a new character, we wont 356 weapon_sp_left = 0.5f;
341 * send new values to the client, as things like exp start
342 * at zero.
343 */
344 for (int i = 0; i < NUM_SKILLS; i++)
345 last_skill_exp[i] = -1;
346
347 for (int i = 0; i < NROFATTACKS; i++)
348 last_resist[i] = -1;
349
350 last_stats.exp = -1;
351 last_weight = (uint32) - 1;
352} 357}
353 358
354void 359void
355player::do_destroy () 360player::do_destroy ()
356{ 361{
361 if (ob) 366 if (ob)
362 { 367 {
363 ob->destroy_inv (false); 368 ob->destroy_inv (false);
364 ob->destroy (); 369 ob->destroy ();
365 } 370 }
371
372 ob = observe = 0;
366} 373}
367 374
368player::~player () 375player::~player ()
369{ 376{
370 /* Clear item stack */ 377 /* Clear item stack */
379player::create () 386player::create ()
380{ 387{
381 player *pl = new player; 388 player *pl = new player;
382 389
383 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
384 set_first_map (pl->ob); 396 set_first_map (pl->ob);
385 397
386 return pl; 398 return pl;
387} 399}
388 400
392 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
393 */ 405 */
394archetype * 406archetype *
395get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
396{ 408{
397 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
398 416
399 for (;;) 417 for (;;)
400 { 418 {
401 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
402 at = first_archetype; 420 i = archetypes.begin ();
403 else 421 else if (*i == at)
404 at = at->next; 422 cleanup ("not a single player archetype found");
405 423
406 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
407 return at; 425 return *i;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 } 426 }
415} 427}
416 428
417object * 429object *
418get_nearest_player (object *mon) 430get_nearest_player (object *mon)
422 unsigned lastdist; 434 unsigned lastdist;
423 rv_vector rv; 435 rv_vector rv;
424 436
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 438 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 440 continue;
456 441
457 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
458 { 443 {
534 x = mon->x; 519 x = mon->x;
535 y = mon->y; 520 y = mon->y;
536 m = mon->map; 521 m = mon->map;
537 dir = rv.direction; 522 dir = rv.direction;
538 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 */
539 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
540 /* 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. */
541 if (diff > max) 527 if (diff > max)
542 return 0; 528 return 0;
529
543 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
544 { 531 {
545 lastx = x; 532 lastx = x;
546 lasty = y; 533 lasty = y;
547 lastmap = m; 534 lastmap = m;
629 max--; 616 max--;
630 lastdir = dir; 617 lastdir = dir;
631 if (!firstdir) 618 if (!firstdir)
632 firstdir = dir; 619 firstdir = dir;
633 } 620 }
621
634 if (diff <= 1) 622 if (diff <= 1)
635 { 623 {
636 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
637 * headed toward player for entire distance. 625 * headed toward player for entire distance.
638 */ 626 */
639 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
640 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));
641 } 629 }
630
642 if (diff > max) 631 if (diff > max)
643 return 0; 632 return 0;
644 } 633 }
634
645 /* 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 */
646 if (!max) 636 if (!max)
647 return 0; 637 return 0;
648 638
649 return firstdir; 639 return firstdir;
650} 640}
651 641
652void 642void
653give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
654{ 644{
655 object *op, *next = NULL;
656
657 if (pl->randomitems != NULL) 645 if (pl->randomitems)
658 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
659 647
660 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
661 { 649 {
662 next = op->below; 650 next = op->below;
663 651
664 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
665 * 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
670 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
671 * by this player due to race restrictions 659 * by this player due to race restrictions
672 */ 660 */
673 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
674 { 662 {
675 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
676 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
677 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
678 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
679 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))
680 { 670 {
681 op->destroy (); 671 op->destroy ();
682 continue; 672 continue;
683 } 673 }
684 } 674 }
707 if (op->nrof > 1) 697 if (op->nrof > 1)
708 op->nrof = 1; 698 op->nrof = 1;
709 } 699 }
710 700
711 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
712 {
713 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
714 }
715 703
716 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
717 * 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
718 * merged properly. 706 * merged properly.
719 */ 707 */
720 if (need_identify (op)) 708 if (need_identify (op))
721 { 709 {
722 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
723 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
724 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
725 } 713 }
714
726 if (op->type == SPELL) 715 if (op->type == SPELL)
727 { 716 {
728 op->destroy (); 717 op->destroy ();
729 continue; 718 continue;
730 } 719 }
732 { 721 {
733 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
734 op->stats.exp = 0; 723 op->stats.exp = 0;
735 op->level = 1; 724 op->level = 1;
736 } 725 }
737 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
738 else
739 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
740 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
741 729
742 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
743 link_player_skills (pl); 731 link_player_skills (pl);
763roll_stat (void) 751roll_stat (void)
764{ 752{
765 int a[4], i, j, k; 753 int a[4], i, j, k;
766 754
767 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
768 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
769 757
770 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
771 if (a[i] < k) 759 if (a[i] < k)
772 k = a[i], j = i; 760 k = a[i], j = i;
773 761
779} 767}
780 768
781void 769void
782object::roll_stats () 770object::roll_stats ()
783{ 771{
784 int statsort [7]; 772 int statsort [NUM_STATS];
785 773
786 for (;;) 774 for (;;)
787 { 775 {
788 int sum = 0; 776 int sum = 0;
789 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
790 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
791 779
792 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
793 break; 781 break;
794 } 782 }
795 783
796 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
797 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
798 786
787 for (int i = 0; i < NUM_STATS; ++i)
799 stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
800 stats.Dex = statsort[1];
801 stats.Con = statsort[2];
802 stats.Int = statsort[3];
803 stats.Wis = statsort[4];
804 stats.Pow = statsort[5];
805 stats.Cha = statsort[6];
806 789
807 stats.exp = 0; 790 stats.exp = 0;
808 stats.ac = 0; 791 stats.ac = 0;
809 792
810 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
822} 805}
823 806
824void 807void
825object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
826{ 809{
827 int tmp = get_attr_value (&contr->orig_stats, a); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
828 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
829 set_attr_value (&contr->orig_stats, b, tmp);
830 811
812 for (int i = 0; i < NUM_STATS; ++i)
831 stats.Str = contr->orig_stats.Str; 813 stats.stat (i) = contr->orig_stats.stat (i);
832 stats.Dex = contr->orig_stats.Dex;
833 stats.Con = contr->orig_stats.Con;
834 stats.Int = contr->orig_stats.Int;
835 stats.Wis = contr->orig_stats.Wis;
836 stats.Pow = contr->orig_stats.Pow;
837 stats.Cha = contr->orig_stats.Cha;
838 814
839 //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,
840 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
841 stats.ac = 0; 817 stats.ac = 0;
842 818
861static void 837static void
862start_info (object *op) 838start_info (object *op)
863{ 839{
864 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
865 841
866 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
867 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
868 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
869 //new_draw_info (NDI_UNIQUE, 0, op, " ");
870} 844}
871 845
872/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
873 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
874 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
875 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
876 * not the class. 850 * not the class.
877 */ 851 */
878int 852void
879key_change_class (object *op, char key) 853player::chargen_race_done ()
880{ 854{
881 int tmp_loop;
882
883 if (key == 'd' || key == 'D')
884 {
885 char buf[MAX_BUF];
886
887 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
888 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr, ob->weight + ob->carrying);
889 857
890 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
891 if (tl) 859 if (tl)
892 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
893 861
894 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
895 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
896 864
897 op->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
898 866
899 if (op->msg) 867 if (ob->msg)
900 op->msg = NULL; 868 ob->msg = 0;
901 869
902 /* 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
903 * to save here. 871 * to save here.
904 */ 872 */
873 {
874 char buf[MAX_BUF];
905 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
906 make_path_to_file (buf); 876 make_path_to_file (buf);
877 }
907 878
908#ifdef AUTOSAVE
909 op->contr->last_save_tick = pticks;
910#endif
911 start_info (op); 879 start_info (ob);
912 CLEAR_FLAG (op, FLAG_WIZ); 880 CLEAR_FLAG (ob, FLAG_WIZ);
913 give_initial_items (op, op->randomitems); 881 give_initial_items (ob, ob->randomitems);
914 link_player_skills (op); 882 link_player_skills (ob);
915 esrv_send_inventory (op, op); 883 esrv_send_inventory (ob, ob);
916 op->update_stats (); 884 ob->update_stats ();
917 885
918 /* This moves the player to a different start map, if there 886 /* This moves the player to a different start map, if there
919 * is one for this race 887 * is one for this race
920 */ 888 */
921 if (*first_map_ext_path) 889 if (*first_map_ext_path)
922 { 890 {
923 object *tmp; 891 object *tmp;
924 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
925 893
926 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);
927 tmp = object::create (); 895 tmp = object::create ();
928 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
929 EXIT_X (tmp) = op->x; 897 EXIT_X (tmp) = ob->x;
930 EXIT_Y (tmp) = op->y; 898 EXIT_Y (tmp) = ob->y;
931 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;
932 * if the map isn't there, then stay on the 900 * if the map isn't there, then stay on the
933 * default initial map */ 901 * default initial map */
934 tmp->destroy (); 902 tmp->destroy ();
935 } 903 }
936 else 904 else
937 LOG (llevDebug, "first_map_ext_path not set\n"); 905 LOG (llevDebug, "first_map_ext_path not set\n");
906}
938 907
939 return 0; 908void
940 } 909player::chargen_race_next ()
941 910{
942 /* Following actually changes the race - this is the default command 911 /* Following actually changes the race - this is the default command
943 * if we don't match with one of the options above. 912 * if we don't match with one of the options above.
944 */ 913 */
945 914
946 tmp_loop = 0; 915 do
947 while (!tmp_loop)
948 { 916 {
949 shstr name = op->name; 917 shstr name = ob->name;
950 int x = op->x, y = op->y; 918 int x = ob->x, y = ob->y;
951 919
952 op->remove_statbonus (); 920 ob->remove_statbonus ();
953 op->remove (); 921 ob->remove ();
954 op->arch = get_player_archetype (op->arch); 922 ob->arch = get_player_archetype (ob->arch);
955 op->arch->clone.copy_to (op); 923 ob->arch->copy_to (ob);
956 op->instantiate (); 924 ob->instantiate ();
957 op->stats = op->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
958 op->name = op->name_pl = name; 926 ob->name = ob->name_pl = name;
959 op->x = x; 927 ob->x = x;
960 op->y = y; 928 ob->y = y;
961 SET_ANIMATION (op, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
962 insert_ob_in_map (op, op->map, op, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
963 assign (op->contr->title, op->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
964 op->add_statbonus (); 932 ob->add_statbonus ();
965 tmp_loop = allowed_class (op);
966 } 933 }
934 while (!allowed_class (ob));
967 935
968 update_object (op, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
969 esrv_update_item (UPD_FACE, op, op); 937 esrv_update_item (UPD_FACE, ob, ob);
970 op->update_stats (); 938 ob->update_stats ();
971 op->stats.hp = op->stats.maxhp; 939 ob->stats.hp = ob->stats.maxhp;
972 op->stats.sp = op->stats.maxsp; 940 ob->stats.sp = ob->stats.maxsp;
973 op->stats.grace = 0; 941 ob->stats.grace = 0;
974
975 if (op->msg)
976 new_draw_info (NDI_BLUE, 0, op, op->msg);
977
978 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
979 return 0;
980} 942}
981 943
982void 944void
983flee_player (object *op) 945flee_player (object *op)
984{ 946{
1031 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1032 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1033 op->enemy = NULL; 995 op->enemy = NULL;
1034} 996}
1035 997
1036
1037/* 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.
1038 * 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
1039 * stop. 1000 * stop.
1040 */ 1001 */
1041int 1002int
1042check_pick (object *op) 1003check_pick (object *op)
1043{ 1004{
1044 object *tmp, *next; 1005 object *tmp, *next;
1045 int stop = 0; 1006 int stop = 0;
1046 int j, k, wvratio; 1007 int wvratio;
1047 char putstring[128], tmpstr[16]; 1008 char putstring[128];
1048 1009
1049 /* if you're flying, you cna't pick up anything */ 1010 /* if you're flying, you cna't pick up anything */
1050 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1051 return 1; 1012 return 1;
1052 1013
1053 next = op->below; 1014 next = op->below;
1054 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1055 /* 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
1056 * destroyed */ 1020 * destroyed */
1057 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1058 { 1022 {
1059 tmp = next; 1023 tmp = next;
1060 next = tmp->below; 1024 next = tmp->below;
1061 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1062 if (op->destroyed ()) 1032 if (op->destroyed ())
1063 return 0; 1033 return 0;
1064 1034
1065 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1066 continue; 1036 continue;
1067 1037
1068 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1069 { 1039 {
1070 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1071 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1072 continue; 1042 continue;
1073 } 1043 }
1074 1044
1075 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1076 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1078 switch (op->contr->mode) 1048 switch (op->contr->mode)
1079 { 1049 {
1080 case 0: 1050 case 0:
1081 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1082 case 1: 1052 case 1:
1083 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1084 return 1; 1054 return 1;
1085 case 2: 1055 case 2:
1086 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1087 return 0; 1057 return 0;
1088 case 3: 1058 case 3:
1089 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1090 case 4: 1060 case 4:
1091 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1092 break; 1062 break;
1093 case 5: 1063 case 5:
1094 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1095 stop = 1; 1065 stop = 1;
1096 break; 1066 break;
1097 case 6: 1067 case 6:
1098 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1099 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1100 break; 1071 break;
1101 1072
1102 case 7: 1073 case 7:
1103 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1104 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1105 break; 1076 break;
1106 1077
1107 default: 1078 default:
1108 /* use value density */ 1079 /* use value density */
1109 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1110 && (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)
1111 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1112 } 1083 }
1113 } 1084 }
1114 else 1085 else
1115 { /* old model */ 1086 { /* old model */
1116 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1120 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1121 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1122 &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))));
1123 else 1094 else
1124 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1125 &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))));
1126 1097
1127 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1128 } 1099 }
1129 1100
1130 /* philosophy: 1101 /* philosophy:
1171 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1172 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1173 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1174 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1175 { 1146 {
1176 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1177 continue; 1148 continue;
1178 } 1149 }
1179 1150
1180 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1181 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)))
1182 { 1153 {
1183 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1184 continue; 1155 continue;
1185 } 1156 }
1186 1157
1187 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1188 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1189 { 1160 {
1190 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1191 continue; 1162 continue;
1192 } 1163 }
1193 1164
1194 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1195 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1196 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1197 { 1168 {
1198 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1199 continue; 1170 continue;
1200 } 1171 }
1201 1172
1202 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1203 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1204 { 1175 {
1205 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1206 continue; 1177 continue;
1207 } 1178 }
1208 1179
1209 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1210 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1211 { 1182 {
1212 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1213 continue; 1184 continue;
1214 } 1185 }
1215 1186
1216 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1217 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1218 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1219 { 1190 {
1220 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1221 continue; 1192 continue;
1222 } 1193 }
1223 1194
1224 /* pick up all magical items */ 1195 /* pick up all magical items */
1225 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1226 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))
1227 { 1198 {
1228 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1229 continue; 1200 continue;
1230 } 1201 }
1231 1202
1232 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1233 { 1204 {
1234 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1235 { 1206 {
1236 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1237 continue; 1208 continue;
1238 } 1209 }
1239 } 1210 }
1240 1211
1241 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1242 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1243 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1244 { 1215 {
1245 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1246 continue; 1217 continue;
1247 } 1218 }
1248 1219
1249 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1250 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1251 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1252 { 1223 {
1253 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1254 continue; 1225 continue;
1255 } 1226 }
1256 1227
1257 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1258 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1259 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1260 { 1231 {
1261 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1262 continue; 1233 continue;
1263 } 1234 }
1264 1235
1265 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1266 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1267 { 1238 {
1268 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1269 continue; 1240 continue;
1270 } 1241 }
1271 1242
1272 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1273 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1274 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1275 { 1246 {
1276 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1277 continue; 1248 continue;
1278 } 1249 }
1279 1250
1280 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1281 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1282 { 1253 {
1283 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1284 continue; 1255 continue;
1285 } 1256 }
1286 1257
1287 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1288 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1289 { 1260 {
1290 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1291 continue; 1262 continue;
1292 } 1263 }
1293 1264
1294 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1295 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1296 { 1267 {
1297 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1298 continue; 1269 continue;
1299 } 1270 }
1300 1271
1301 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1302 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1303 { 1274 {
1304 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1305 continue; 1276 continue;
1306 } 1277 }
1307 1278
1308 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1309 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1310 { 1281 {
1311 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1312 continue; 1283 continue;
1313 } 1284 }
1314 1285
1315 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1316 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1317 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1318 { 1289 {
1319 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1320 continue; 1291 continue;
1321 } 1292 }
1322 1293
1323 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1324 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1325 { 1296 {
1326 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1327 { 1298 {
1328 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 &&
1329 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1330 { 1301 {
1331 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1332 continue; 1303 continue;
1333 } 1304 }
1334 } 1305 }
1335 1306
1336 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1337 { 1308 {
1338 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)
1339 { 1310 {
1340 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1341 continue; 1312 continue;
1342 } 1313 }
1343 } 1314 }
1344 } 1315 }
1345 1316
1346 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1347 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1348 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1349 { 1320 {
1350 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1351 continue; 1322 continue;
1352 } 1323 }
1353 1324
1354 /* 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
1355 * pickups */ 1326 * pickups */
1360 /* >=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
1361 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1362 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1363 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)
1364 { 1335 {
1365 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1366#if 0 1337#if 0
1367 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1368 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1369 { 1340 {
1370 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1371 } 1342 }
1372 else 1343 else
1373 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1374 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1375 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))));
1376#endif 1347#endif
1377 continue; 1348 continue;
1378 } 1349 }
1389 * found object is returned. 1360 * found object is returned.
1390 */ 1361 */
1391object * 1362object *
1392find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1393{ 1364{
1394 object *tmp = NULL;
1395
1396 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1397 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1398 tmp = find_arrow (op, type);
1399 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);
1400 return op; 1374 return arrow;
1375 }
1376
1401 return tmp; 1377 return 0;
1402} 1378}
1403 1379
1404/* 1380/*
1405 * 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
1406 * 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
1407 * 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
1408 * 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.
1409 */ 1385 */
1410
1411object * 1386object *
1412find_better_arrow (object *op, object *target, const char *type, int *better) 1387find_better_arrow (object *op, object *target, const char *type, int *better)
1413{ 1388{
1414 object *tmp = NULL, *arrow, *ntmp; 1389 object *tmp = NULL, *arrow, *ntmp;
1415 int attacknum, attacktype, betterby = 0, i; 1390 int attacknum, attacktype, betterby = 0, i;
1448 else 1423 else
1449 { 1424 {
1450 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1451 { 1426 {
1452 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1453 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1454 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)
1455 { 1430 {
1456 tmp = arrow; 1431 tmp = arrow;
1457 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;
1458 } 1433 }
1459 } 1434 }
1460 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1461 { 1436 {
1462 tmp = arrow; 1437 tmp = arrow;
1481 * find_better_arrow to find a decent arrow to use. 1456 * find_better_arrow to find a decent arrow to use.
1482 * op = the shooter 1457 * op = the shooter
1483 * type = bow->race 1458 * type = bow->race
1484 * dir = fire direction 1459 * dir = fire direction
1485 */ 1460 */
1486
1487object * 1461object *
1488pick_arrow_target (object *op, const char *type, int dir) 1462pick_arrow_target (object *op, const char *type, int dir)
1489{ 1463{
1490 object *tmp = NULL; 1464 object *tmp = NULL;
1491 maptile *m; 1465 maptile *m;
1556 */ 1530 */
1557int 1531int
1558fire_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)
1559{ 1533{
1560 object *left, *bow; 1534 object *left, *bow;
1561 int bowspeed, mflags; 1535 int mflags;
1562 maptile *m; 1536 maptile *m;
1563 1537
1564 if (!dir) 1538 if (!dir)
1565 { 1539 {
1566 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!");
1567 return 0; 1541 return 0;
1568 } 1542 }
1569 1543
1570 if (op->type == PLAYER) 1544 if (op->contr)
1571 bow = op->contr->ranges[range_bow]; 1545 bow = op->current_weapon;
1572 else 1546 else
1573 { 1547 {
1574 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1575 /* 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
1576 * 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.
1581 if (!bow) 1555 if (!bow)
1582 { 1556 {
1583 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1584 return 0; 1558 return 0;
1585 } 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
1586 } 1568 }
1587 1569
1588 if (!bow->race || !bow->skill) 1570 if (!bow->race || !bow->skill)
1589 { 1571 {
1590 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);
1591 return 0; 1573 return 0;
1592 } 1574 }
1593
1594 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1595
1596 /* penalize ROF for bestarrow */
1597 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1598 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1599
1600 if (bowspeed < 1)
1601 bowspeed = 1;
1602 1575
1603 if (arrow == NULL) 1576 if (arrow == NULL)
1604 { 1577 {
1605 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1606 { 1579 {
1607 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1608 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);
1609 /* 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 */
1610 else 1583 else
1611 CLEAR_FLAG (op, FLAG_READY_BOW); 1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1612 return 0; 1586 return 0;
1613 } 1587 }
1614 } 1588 }
1615 1589
1616 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1629 arrow->destroy (); 1603 arrow->destroy ();
1630 return 0; 1604 return 0;
1631 } 1605 }
1632 1606
1633 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1634 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1635 if (!arrow) 1609 if (!arrow)
1636 { 1610 {
1637 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);
1638 return 0; 1612 return 0;
1639 } 1613 }
1640 1614
1641 arrow->set_owner (op); 1615 arrow->set_owner (op);
1642 arrow->skill = bow->skill; 1616 arrow->skill = bow->skill;
1643 arrow->direction = dir; 1617 arrow->direction = dir;
1644 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
1645 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1646 { 1653 {
1647 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1648 op->update_stats ();
1649 }
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1652 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1653 arrow->stats.hp = arrow->stats.dam;
1654 arrow->stats.grace = arrow->attacktype;
1655 if (arrow->slaying != NULL)
1656 arrow->spellarg = strdup (arrow->slaying);
1657
1658 /* Note that this was different for monsters - they got their level
1659 * added to the damage. I think the strength bonus is more proper.
1660 */
1661
1662 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1663
1664 /* update the speed */
1665 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1666 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1667
1668 arrow->set_speed (max (arrow->speed, 1.0));
1669 arrow->speed_left = 0;
1670
1671 if (op->type == PLAYER)
1672 {
1673 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1674 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1675 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1676
1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1654 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1655 wc -= dex_bonus[op->stats.Dex];
1656
1657 if (!arrow->slaying)
1658 arrow->slaying = op->slaying;
1659
1660 arrow->attacktype |= op->attacktype;
1678 } 1661 }
1679 else 1662 else
1680 { 1663 {
1681 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1682 arrow->level = op->level; 1664 arrow->level = op->level;
1683 } 1665 arrow->stats.wc -= bow->magic;
1684 1666
1685 if (arrow->attacktype == AT_PHYSICAL) 1667 if (!arrow->slaying)
1668 arrow->slaying = bow->slaying;
1669
1686 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1671 }
1687 1672
1688 if (bow->slaying) 1673 wc -= arrow->level;
1689 arrow->slaying = bow->slaying; 1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1690 1675
1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1691 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1693 1679
1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1695 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1696 1682
1697 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1698 move_arrow (arrow); 1684 move_arrow (arrow);
1699
1700 if (op->type == PLAYER)
1701 {
1702 if (left->destroyed ())
1703 esrv_del_item (op->contr, left->count);
1704 else
1705 esrv_send_item (op, left);
1706 }
1707 1685
1708 return 1; 1686 return 1;
1709} 1687}
1710 1688
1711/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1720{ 1698{
1721 int ret = 0, wcmod = 0; 1699 int ret = 0, wcmod = 0;
1722 1700
1723 if (op->contr->bowtype == bow_bestarrow) 1701 if (op->contr->bowtype == bow_bestarrow)
1724 { 1702 {
1725 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);
1726 } 1704 }
1727 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)
1728 { 1706 {
1729 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1730 wcmod = -1; 1708 wcmod = -1;
1740 else if (op->contr->bowtype == bow_spreadshot) 1718 else if (op->contr->bowtype == bow_spreadshot)
1741 { 1719 {
1742 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);
1743 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);
1744 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);
1745
1746 } 1723 }
1747 else 1724 else
1748 { 1725 {
1749 /* Simple case */ 1726 /* Simple case */
1750 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);
1751 } 1728 }
1729
1752 return ret; 1730 return ret;
1753} 1731}
1754
1755 1732
1756/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
1757 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
1758 */ 1735 */
1759void 1736void
1760fire_misc_object (object *op, int dir) 1737fire_misc_object (object *op, int dir)
1761{ 1738{
1762 object *item; 1739 object *item = op->contr->ranged_ob;
1763 1740
1764 if (!op->contr->ranges[range_misc]) 1741 if (!item)
1765 { 1742 {
1766 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.");
1767 return; 1744 return;
1768 } 1745 }
1769 1746
1770 item = op->contr->ranges[range_misc];
1771 if (!item->inv) 1747 if (!item->inv)
1772 { 1748 {
1773 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1774 return; 1750 return;
1775 } 1751 }
1752
1753 if (!op->change_weapon (item))
1754 return;
1755
1776 if (item->type == WAND) 1756 if (item->type == WAND)
1777 { 1757 {
1778 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
1779 { 1759 {
1780 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1781 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
1782 return; 1763 return;
1783 } 1764 }
1784 } 1765 }
1785 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1786 { 1767 {
1787 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))
1788 { 1769 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1770 op->contr->play_sound (sound_find ("wand_poof"));
1771
1790 if (item->type == ROD) 1772 if (item->type == ROD)
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1792 else 1774 else
1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1776
1794 return; 1777 return;
1795 } 1778 }
1796 } 1779 }
1797 1780
1798 if (cast_spell (op, item, dir, item->inv, NULL)) 1781 if (cast_spell (op, item, dir, item->inv, NULL))
1805 object *tmp; 1788 object *tmp;
1806 1789
1807 if (item->arch) 1790 if (item->arch)
1808 { 1791 {
1809 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1810 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
1811 item->set_speed (0); 1794 item->set_speed (0);
1812 } 1795 }
1813 1796
1814 if ((tmp = item->in_player ())) 1797 if ((tmp = item->in_player ()))
1815 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
1820 } 1803 }
1821} 1804}
1822 1805
1823/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1824 */ 1807 */
1825void 1808bool
1826fire (object *op, int dir) 1809fire (object *op, int dir)
1827{ 1810{
1828 int spellcost = 0; 1811 int spellcost = 0;
1829 1812
1830 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
1831 if (action_makes_visible (op)) 1814 if (action_makes_visible (op))
1832 make_visible (op); 1815 make_visible (op);
1833 1816
1834 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;
1835 { 1823 }
1836 case range_none:
1837 return;
1838 1824
1839 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:
1840 player_fire_bow (op, dir); 1841 player_fire_bow (op, dir);
1841 return; 1842 break;
1842 1843
1843 case range_magic: /* Casting spells */ 1844 case SPELL:
1844 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);
1845 return; 1846 break;
1846 1847
1847 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:
1848 fire_misc_object (op, dir); 1857 fire_misc_object (op, dir);
1849 return; 1858 break;
1850
1851 case range_golem: /* Control summoned monsters from scrolls */
1852 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1853 {
1854 op->contr->ranges[range_golem] = 0;
1855 op->contr->shoottype = range_none;
1856 }
1857 else
1858 control_golem (op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if (!op->chosen_skill)
1863 {
1864 if (op->type == PLAYER)
1865 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1866 return;
1867 }
1868
1869 do_skill (op, op, op->chosen_skill, dir, NULL);
1870 return;
1871 case range_builder:
1872 apply_map_builder (op, dir);
1873 return;
1874 default:
1875 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1876 return;
1877 } 1859 }
1878}
1879 1860
1880 1861 return true;
1862}
1881 1863
1882/* find_key 1864/* find_key
1883 * 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
1884 * and successfully use it, we return the key, otherwise NULL 1866 * and successfully use it, we return the key, otherwise NULL
1885 * This function merges both normal and locked door, since the logic 1867 * This function merges both normal and locked door, since the logic
1887 * pl is the player, 1869 * pl is the player,
1888 * inv is the objects inventory to searched 1870 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against. 1871 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers. 1872 * This function can be called recursively to search containers.
1891 */ 1873 */
1892
1893object * 1874object *
1894find_key (object *pl, object *container, object *door) 1875find_key (object *pl, object *container, object *door)
1895{ 1876{
1896 object *tmp, *key; 1877 object *tmp, *key;
1897 1878
1898 /* Should not happen, but sanity checking is never bad */ 1879 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) 1880 if (!container->inv)
1900 return NULL; 1881 return 0;
1901 1882
1902 /* 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 */
1903 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1884 for (tmp = container->inv; tmp; tmp = tmp->below)
1904 { 1885 {
1905 if (door->type == DOOR && tmp->type == KEY) 1886 if (door->type == DOOR && tmp->type == KEY)
1906 break; 1887 break;
1907 /* For sanity, we should really check door type, but other stuff 1888 /* For sanity, we should really check door type, but other stuff
1908 * (like containers) can be locked with special keys 1889 * (like containers) can be locked with special keys
1909 */ 1890 */
1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1911 break; 1892 break;
1912 } 1893 }
1894
1913 /* No key found - lets search inventories now */ 1895 /* No key found - lets search inventories now */
1914 /* 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.
1915 * 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
1916 * a key, return 1898 * a key, return
1917 */ 1899 */
1918 if (!tmp) 1900 if (!tmp)
1919 { 1901 {
1920 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
1921 { 1903 {
1922 /* No reason to search empty containers */ 1904 /* No reason to search empty containers */
1923 if (tmp->type == CONTAINER && tmp->inv) 1905 if (tmp->type == CONTAINER && tmp->inv)
1924 { 1906 {
1925 if ((key = find_key (pl, tmp, door)) != NULL) 1907 if ((key = find_key (pl, tmp, door)))
1926 return key; 1908 return key;
1927 } 1909 }
1928 } 1910 }
1911
1929 if (!tmp) 1912 if (!tmp)
1930 return NULL; 1913 return NULL;
1931 } 1914 }
1915
1932 /* 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,
1933 * see if we actually want to use it 1917 * see if we actually want to use it
1934 */ 1918 */
1935 if (pl != container) 1919 if (pl != container)
1936 { 1920 {
1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1941 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1958 "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));
1959 return NULL; 1943 return NULL;
1960 } 1944 }
1961 } 1945 }
1946
1962 return tmp; 1947 return tmp;
1963} 1948}
1964 1949
1965/* moved door processing out of move_player_attack. 1950/* moved door processing out of move_player_attack.
1966 * returns 1 if player has opened the door with a key 1951 * returns 1 if player has opened the door with a key
1968 * 0 otherwise 1953 * 0 otherwise
1969 */ 1954 */
1970static int 1955static int
1971player_attack_door (object *op, object *door) 1956player_attack_door (object *op, object *door)
1972{ 1957{
1973 /* 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,
1974 * 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 -
1975 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
1976 */ 1961 */
1977 object *key = find_key (op, op, door); 1962 object *key = find_key (op, op, door);
1978 1963
1979 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
1980 if (key) 1965 if (key)
1981 { 1966 {
1982 object *container = key->env; 1967 object *container = key->env;
1983 1968
1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
1986 make_visible (op); 1970 make_visible (op);
1971
1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op); 1973 spring_trap (door->inv, op);
1974
1989 if (door->type == DOOR) 1975 if (door->type == DOOR)
1990 {
1991 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 */
1992 }
1993 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
1994 { 1978 {
1995 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);
1996 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1981 }
1982
1998 /* Do this after we print the message */ 1983 /* Do this after we print the message */
1999 decrease_ob (key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
2001 if (container != op) 1986 if (container != op)
2002 esrv_update_item (UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
1988
2003 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
2004 } 1990 }
2005 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2006 { 1992 {
2007 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
2008 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...");
2009 return 1; 1995 return 1;
2010 } 1996 }
1997
2011 return 0; 1998 return 0;
2012} 1999}
2013 2000
2014/* This function is just part of a breakup from move_player. 2001/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 2002 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 2003 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 2004 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 2005 * going to try and move (not fire weapons).
2019 */ 2006 */
2020void 2007bool
2021move_player_attack (object *op, int dir) 2008move_player_attack (object *op, int dir)
2022{ 2009{
2023 object *tmp, *mon;
2024 sint16 nx, ny;
2025 int on_battleground; 2010 int on_battleground;
2026 maptile *m;
2027 2011
2028 nx = freearr_x[dir] + op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2029 ny = freearr_y[dir] + op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2030 2014
2031 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 }
2032 2025
2033 /* 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
2034 * 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
2035 * 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
2036 * player. This is a pretty nasty hack, because if we could 2029 * player. This is a pretty nasty hack, because if we could
2037 * 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
2038 * 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
2039 * 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
2040 * move_ob uses. 2033 * move_ob uses.
2041 */ 2034 */
2042 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2043 {
2044 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2045 {
2046 m = op->map->xy_find (nx, ny); 2035 maptile *m = op->map->xy_find (nx, ny);
2047 if (!m)
2048 return; /* Don't think this should happen */
2049 }
2050 else
2051 m = op->map;
2052 2036
2053 if (!(tmp = m->at (nx, ny).bot))
2054 return;
2055
2056 mon = 0;
2057 /* 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
2058 * 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.
2059 * 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
2060 * on the space 2040 * on the space
2061 */ 2041 */
2062 while (tmp) 2042 object *mon;
2063 { 2043 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2064 if (tmp == op) 2044 {
2065 { 2045 if ((mon->flag [FLAG_ALIVE]
2066 tmp = tmp->above; 2046 || mon->type == LOCKED_DOOR
2067 continue; 2047 || mon->flag [FLAG_CAN_ROLL])
2068 }
2069
2070 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2071 {
2072 mon = tmp; 2048 && mon != op)
2073 break; 2049 break;
2074 } 2050 }
2075 2051
2076 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2077 mon = tmp;
2078
2079 tmp = tmp->above;
2080 }
2081
2082 if (!mon) /* This happens anytime the player tries to move */ 2052 if (!mon) /* This happens anytime the player tries to move */
2083 return; /* into a wall */ 2053 return false; /* into a wall */
2084 2054
2085 if (mon->head)
2086 mon = mon->head; 2055 mon = mon->head_ ();
2087 2056
2088 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)
2089 if (player_attack_door (op, mon)) 2059 if (player_attack_door (op, mon))
2060 {
2061 --op->contr->weapon_sp_left;
2090 return; 2062 return true;
2063 }
2091 2064
2092 /* The following deals with possibly attacking peaceful 2065 /* The following deals with possibly attacking peaceful
2093 * or frienddly creatures. Basically, all players are considered 2066 * or friendly creatures. Basically, all players are considered
2094 * unaggressive. If the moving player has peaceful set, then the 2067 * unaggressive. If the moving player has peaceful set, then the
2095 * object should be pushed instead of attacked. It is assumed that 2068 * object should be pushed instead of attacked. It is assumed that
2096 * if you are braced, you will not attack friends accidently, 2069 * if you are braced, you will not attack friends accidently,
2097 * and thus will not push them. 2070 * and thus will not push them.
2098 */ 2071 */
2099 2072
2100 /* 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
2101 * peaceful. Our assumption is the creature is a pet if the 2074 * peaceful. Our assumption is the creature is a pet if the
2102 * player owns it and it is either friendly or unagressive. 2075 * player owns it and it is either friendly or unagressive.
2103 */ 2076 */
2104 if ((op->type == PLAYER) 2077 if (op->type == PLAYER
2105#if COZY_SERVER
2106 &&
2107 ((mon->owner && mon->owner->contr 2078 && ((mon->owner && mon->owner->contr
2108 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2079 && same_party (mon->owner->contr->party, op->contr->party))
2109#else
2110 && mon->owner == op 2080 || mon->owner == op)
2111#endif
2112 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2113 { 2082 {
2114 /* 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 */
2115 if (op->contr->braced) 2084 if (op->contr->braced)
2116 return; 2085 return false;
2117 2086
2118 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2087 if (op->speed_left > 0.f)
2088 {
2089 --op->speed_left;
2090
2091 op->play_sound (sound_find ("push_player"));
2119 (void) push_ob (mon, dir, op); 2092 push_ob (mon, dir, op);
2093
2120 if (op->contr->tmp_invis || op->hide) 2094 if (op->contr->tmp_invis || op->hide)
2121 make_visible (op); 2095 make_visible (op);
2122 2096
2123 return; 2097 return true;
2124 } 2098 }
2099 else
2100 return false;
2101 }
2125 2102
2126 /* in certain circumstances, you shouldn't attack friendly 2103 /* in certain circumstances, you shouldn't attack friendly
2127 * creatures. Note that if you are braced, you can't push 2104 * creatures. Note that if you are braced, you can't push
2128 * 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
2129 * attack them either. 2106 * attack them either.
2130 */ 2107 */
2131 if ((mon->type == PLAYER || mon->enemy != op) && 2108 if ((mon->type == PLAYER || mon->enemy != op)
2132 (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))
2133#ifdef PROHIBIT_PLAYERKILL
2134 (op->contr->peaceful 2110 && ((op->contr->peaceful
2135 || (mon->type == PLAYER 2111 || (mon->type == PLAYER && mon->contr->peaceful))
2136 && mon->contr->
2137 peaceful)) &&
2138#else
2139 op->contr->peaceful &&
2140#endif
2141 !on_battleground)) 2112 && !on_battleground))
2113 {
2114 if (op->speed_left > 0.f)
2142 { 2115 {
2116 --op->speed_left;
2117
2143 if (!op->contr->braced) 2118 if (!op->contr->braced)
2144 { 2119 {
2145 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 op->play_sound (sound_find ("push_player"));
2146 push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2147 } 2122 }
2148 else 2123 else
2149 new_draw_info (0, 0, op, "You withhold your attack"); 2124 op->statusmsg ("You withhold your attack");
2150 2125
2151 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2152 make_visible (op); 2127 make_visible (op);
2153 }
2154 2128
2129 return true;
2130 }
2131 }
2155 /* If the object is a boulder or other rollable object, then 2132 /* If the object is a boulder or other rollable object, then
2156 * 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.
2157 */ 2134 */
2158 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)
2159 { 2138 {
2139 --op->speed_left;
2140
2160 recursive_roll (mon, dir, op); 2141 recursive_roll (mon, dir, op);
2161 if (action_makes_visible (op)) 2142 if (action_makes_visible (op))
2162 make_visible (op); 2143 make_visible (op);
2163 }
2164 2144
2145 return true;
2146 }
2147 }
2165 /* Any generic living creature. Including things like doors. 2148 /* Any generic living creature. Including things like doors.
2166 * 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
2167 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2168 * 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
2169 * 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.
2170 */ 2153 */
2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2172 ((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)))
2173 { 2156 {
2174 2157 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2175 /* If the player hasn't hit something this tick, and does
2176 * so, give them speed boost based on weapon speed. Doing
2177 * it here is better than process_players2, which basically
2178 * incurred a 1 tick offset.
2179 */
2180 if (!op->contr->has_hit)
2181 { 2158 {
2182 op->speed_left += op->speed / op->contr->weapon_sp; 2159 --op->contr->weapon_sp_left;
2183
2184 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2185 }
2186 2160
2187 skill_attack (mon, op, 0, 0, 0); 2161 skill_attack (mon, op, 0, 0, 0);
2188
2189 /* If attacking another player, that player gets automatic
2190 * hitback, and doesn't loose luck either.
2191 * Disable hitback on the battleground or if the target is
2192 * the wiz.
2193 */
2194 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2195 {
2196 short luck = mon->stats.luck;
2197
2198 mon->contr->has_hit = 1;
2199 skill_attack (op, mon, 0, 0, 0);
2200 mon->stats.luck = luck;
2201 }
2202 2162
2203 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2204 make_visible (op); 2164 make_visible (op);
2205 }
2206 } /* if player should attack something */
2207}
2208 2165
2209int 2166 return true;
2167 }
2168 }
2169
2170 return false;
2171}
2172
2173bool
2210move_player (object *op, int dir) 2174move_player (object *op, int dir)
2211{ 2175{
2212 int pick; 2176 int pick;
2213 2177
2214 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2215 return 0; 2179 return 0;
2216 2180
2217 /* Sanity check: make sure dir is valid */ 2181 /* Sanity check: make sure dir is valid */
2218 if ((dir < 0) || (dir >= 9)) 2182 if ((dir < 0) || (dir >= 9))
2219 { 2183 {
2221 return 0; 2185 return 0;
2222 } 2186 }
2223 2187
2224 /* peterm: added following line */ 2188 /* peterm: added following line */
2225 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2189 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2226 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2190 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2227 2191
2228 op->facing = dir; 2192 op->facing = dir;
2229 2193
2230 if (op->hide) 2194 if (op->hide)
2231 do_hidden_move (op); 2195 do_hidden_move (op);
2232 2196
2197 bool retval;
2198
2233 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2234 /*nop */ ; 2200 retval = RESULT_INT (0);
2235 else if (op->contr->fire_on) 2201 else if (op->contr->fire_on)
2236 fire (op, dir); 2202 retval = fire (op, dir);
2237 else 2203 else
2238 { 2204 {
2239 move_player_attack (op, dir); 2205 retval = move_player_attack (op, dir);
2240 pick = check_pick (op); 2206 pick = check_pick (op);
2241 } 2207 }
2242 2208
2243 /* 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
2244 * server can handle repeat firing. 2210 * server can handle repeat firing.
2251 /* Update how the player looks. Use the facing, so direction may 2217 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities 2218 * get reset to zero. This allows for full animation capabilities
2253 * for players. 2219 * for players.
2254 */ 2220 */
2255 animate_object (op, op->facing); 2221 animate_object (op, op->facing);
2256 return 0; 2222
2223 return retval;
2257} 2224}
2258 2225
2259/* 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
2260 * new client/server stuff. 2227 * new client/server stuff.
2261 * 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
2262 * the new speed values for commands. 2229 * the new speed values for commands.
2263 * 2230 *
2264 * 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.
2265 */ 2234 */
2266int 2235bool
2267handle_newcs_player (object *op) 2236handle_newcs_player (object *op)
2268{ 2237{
2269 if (op->contr->hidden)
2270 {
2271 op->invisible = 1000;
2272 /* the socket code flashes the player visible/invisible
2273 * depending on the value of invisible, so we need to
2274 * alternate it here for it to work correctly.
2275 */
2276 if (pticks & 2)
2277 op->invisible--;
2278 }
2279 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2280 {
2281 op->invisible--;
2282 if (!op->invisible)
2283 {
2284 make_visible (op);
2285 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2286 }
2287 }
2288
2289 if (QUERY_FLAG (op, FLAG_SCARED)) 2238 if (QUERY_FLAG (op, FLAG_SCARED))
2290 { 2239 {
2291 flee_player (op); 2240 if (op->speed_left > 0.f)
2292 /* If player is still scared, that is his action for this tick */
2293 if (QUERY_FLAG (op, FLAG_SCARED))
2294 { 2241 {
2295 op->speed_left--; 2242 --op->speed_left;
2243 flee_player (op);
2244
2296 return 0; 2245 return true;
2297 } 2246 }
2247 else
2248 return false;
2298 } 2249 }
2299
2300 /* I've been seeing crashes where the golem has been destroyed, but
2301 * the player object still points to the defunct golem. The code that
2302 * destroys the golem looks correct, and it doesn't always happen, so
2303 * put this in a a workaround to clean up the golem pointer.
2304 */
2305 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2306 op->contr->ranges[range_golem] = 0;
2307 2250
2308 /* 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
2309 * the players time has been increased when doericserver has been 2252 * the players time has been increased when doericserver has been
2310 * called, so we recheck it here. 2253 * called, so we recheck it here.
2311 */ 2254 */
2312 if (op->contr->ns->handle_command ()) 2255 if (op->contr->ns->handle_command ())
2313 return 1; 2256 return true;
2314 2257
2315 if (op->speed_left > 0)
2316 {
2317 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2258 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2318 {
2319 /* All move commands take 1 tick, at least for now */
2320 op->speed_left--;
2321
2322 /* Instead of all the stuff below, let move_player take care
2323 * of it. Also, some of the skill stuff is only put in
2324 * there, as well as the confusion stuff.
2325 */
2326 move_player (op, op->direction); 2259 return move_player (op, op->direction);
2327 2260
2328 return op->speed_left > 0;
2329 }
2330 }
2331
2332 return 0; 2261 return false;
2333} 2262}
2334 2263
2335int 2264int
2336save_life (object *op) 2265save_life (object *op)
2337{ 2266{
2339 return 0; 2268 return 0;
2340 2269
2341 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2342 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2343 { 2272 {
2344 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2273 op->play_sound (sound_find ("ob_evaporate"));
2345 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));
2346 2275
2347 if (op->contr) 2276 if (op->contr)
2348 esrv_del_item (op->contr, tmp->count); 2277 esrv_del_item (op->contr, tmp->count);
2349 2278
2369/* 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
2370 * 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
2371 * 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
2372 * from. 2301 * from.
2373 */ 2302 */
2374void 2303static void
2375remove_unpaid_objects (object *op, object *env) 2304drop_unpaid_items (object *op, object *env)
2376{ 2305{
2377 object *next;
2378
2379 while (op) 2306 while (op)
2380 { 2307 {
2381 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' */
2382 2309
2383 if (QUERY_FLAG (op, FLAG_UNPAID)) 2310 if (QUERY_FLAG (op, FLAG_UNPAID))
2386 esrv_del_item (env->contr, op->count); 2313 esrv_del_item (env->contr, op->count);
2387 2314
2388 op->insert_at (env); 2315 op->insert_at (env);
2389 } 2316 }
2390 else if (op->inv) 2317 else if (op->inv)
2391 remove_unpaid_objects (op->inv, env); 2318 drop_unpaid_items (op->inv, env);
2392 2319
2393 op = next; 2320 op = next;
2394 } 2321 }
2322}
2323
2324void
2325object::drop_unpaid_items ()
2326{
2327 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this);
2395} 2329}
2396 2330
2397/* 2331/*
2398 * Returns pointer a static string containing gravestone text 2332 * Returns pointer a static string containing gravestone text
2399 * Moved from apply.c to player.c - player.c is what 2333 * Moved from apply.c to player.c - player.c is what
2449 int rate_grace = 2000; 2383 int rate_grace = 2000;
2450 const int max_hp = 1; 2384 const int max_hp = 1;
2451 const int max_sp = 1; 2385 const int max_sp = 1;
2452 const int max_grace = 1; 2386 const int max_grace = 1;
2453 2387
2454 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--;
2455 { 2397 }
2456 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2398 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2457 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2399 {
2458 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 }
2459 } 2405 }
2460 2406
2461 if (op->contr->ns->state == ST_PLAYING) 2407 if (op->contr->ns->state == ST_PLAYING)
2462 { 2408 {
2463 /* these next three if clauses make it possible to SLOW DOWN 2409 /* these next three if clauses make it possible to SLOW DOWN
2482 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2428 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2483 else 2429 else
2484 { 2430 {
2485 gen_grace = op->stats.maxgrace; 2431 gen_grace = op->stats.maxgrace;
2486 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2432 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2487 }
2488
2489 /* Regenerate Spell Points */
2490 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2491 {
2492 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2493 if (op->stats.sp < op->stats.maxsp)
2494 {
2495 op->stats.sp++;
2496 /* dms do not consume food */
2497 if (!QUERY_FLAG (op, FLAG_WIZ))
2498 {
2499 op->stats.food--;
2500 if (op->contr->digestion < 0)
2501 op->stats.food += op->contr->digestion;
2502 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2503 op->stats.food = last_food;
2504 }
2505 }
2506
2507 if (max_sp > 1)
2508 {
2509 over_sp = (gen_sp + 10) / rate_sp;
2510 if (over_sp > 0)
2511 {
2512 if (op->stats.sp < op->stats.maxsp)
2513 {
2514 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2515
2516 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2517 op->stats.sp--;
2518
2519 if (op->stats.sp > op->stats.maxsp)
2520 op->stats.sp = op->stats.maxsp;
2521 }
2522 op->last_sp = 0;
2523 }
2524 else
2525 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2526 }
2527 else
2528 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2529 } 2433 }
2530 2434
2531 /* Regenerate Grace */ 2435 /* Regenerate Grace */
2532 /* 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. */
2533 if (--op->last_grace < 0) 2437 if (--op->last_grace < 0)
2554 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);
2555 } 2459 }
2556 /* wearing stuff doesn't detract from grace generation. */ 2460 /* wearing stuff doesn't detract from grace generation. */
2557 } 2461 }
2558 2462
2463 if (op->stats.food > 0)
2464 {
2559 /* Regenerate Hit Points */ 2465 /* Regenerate Spell Points */
2560 if (--op->last_heal < 0) 2466 if (!op->contr->golem && --op->last_sp < 0)
2561 {
2562 if (op->stats.hp < op->stats.maxhp)
2563 { 2467 {
2564 op->stats.hp++; 2468 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2565 /* dms do not consume food */ 2469
2566 if (!QUERY_FLAG (op, FLAG_WIZ)) 2470 if (op->stats.sp < op->stats.maxsp)
2567 { 2471 {
2472 op->stats.sp++;
2473
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ))
2476 {
2568 op->stats.food--; 2477 op->stats.food--;
2478
2569 if (op->contr->digestion < 0) 2479 if (op->contr->digestion < 0)
2570 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2571 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))
2572 op->stats.food = last_food; 2482 op->stats.food = last_food;
2483 }
2573 } 2484 }
2574 }
2575 2485
2576 if (max_hp > 1) 2486 if (max_sp > 1)
2577 {
2578 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2579 if (over_hp > 0)
2580 { 2487 {
2581 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
2582 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);
2583 } 2506 }
2584 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)
2585 { 2515 {
2586 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 }
2587 } 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);
2588 } 2541 }
2589 else 2542 else
2590 {
2591 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);
2592 } 2544 }
2593 } 2545 }
2594 2546
2595 /* Digestion */ 2547 /* Digestion */
2596 if (--op->last_eat < 0) 2548 if (--op->last_eat < 0)
2597 { 2549 {
2598#ifdef COZY_SERVER 2550 int bonus = max (0, op->contr->digestion),
2599 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2551 penalty = max (0, -op->contr->digestion);
2600 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2601#else
2602 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2603#endif
2604 2552
2605 if (op->contr->gen_hp > 0)
2606 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);
2607 else
2608 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2609 2554
2610 /* dms do not consume food */ 2555 /* dms do not consume food */
2611 if (!QUERY_FLAG (op, FLAG_WIZ)) 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2612 op->stats.food--; 2557 op->stats.food--;
2613 } 2558 }
2640 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.");
2641 manual_apply (op, flesh, 0); 2586 manual_apply (op, flesh, 0);
2642 } 2587 }
2643 } 2588 }
2644 2589
2645 while (op->stats.food < 0 && op->stats.hp >= 0) 2590 if (op->stats.food < 0)
2646 op->stats.food++, op->stats.hp--; 2591 {
2592 op->stats.hp += op->stats.food;
2593 op->stats.food = 0;
2594 }
2647 2595
2648 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2649 kill_player (op); 2597 kill_player (op);
2650 } 2598 }
2651} 2599}
2656 * file. 2604 * file.
2657 */ 2605 */
2658void 2606void
2659kill_player (object *op) 2607kill_player (object *op)
2660{ 2608{
2609 int x, y;
2661 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2662 int x, y;
2663
2664 //int i;
2665 maptile *map; /* this is for resurrection */ 2611 maptile *map; /* this is for resurrection */
2666
2667 /* int z;
2668 int num_stats_lose;
2669 int lost_a_stat;
2670 int lose_this_stat;
2671 int this_stat; */
2672 int will_kill_again; 2612 int will_kill_again;
2673 archetype *at; 2613 archetype *at;
2674 object *tmp; 2614 object *tmp;
2675 2615
2676 if (save_life (op)) 2616 if (save_life (op))
2677 return; 2617 return;
2678
2679 2618
2680 /* 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
2681 * 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.
2682 * Look at op_on_battleground() for more info --AndreasV 2621 * Look at op_on_battleground() for more info --AndreasV
2683 */ 2622 */
2699 { 2638 {
2700 tmp->destroy (); 2639 tmp->destroy ();
2701 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2702 } 2641 }
2703 2642
2704 cure_disease (op, 0); /* remove any disease */ 2643 cure_disease (op, 0, 0); /* remove any disease */
2705 op->stats.hp = op->stats.maxhp; 2644 op->stats.hp = op->stats.maxhp;
2706 if (op->stats.food <= 0) 2645 if (op->stats.food <= 0)
2707 op->stats.food = 999; 2646 op->stats.food = 999;
2708 2647
2709 /* create a bodypart-trophy to make the winner happy */ 2648 /* create a bodypart-trophy to make the winner happy */
2710 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2649 if (object *tmp = arch_to_object (archetype::find ("finger")))
2711 { 2650 {
2712 sprintf (buf, "%s's finger", &op->name); 2651 tmp->name = format ("%s's finger" , &op->name);
2713 tmp->name = buf; 2652 tmp->name_pl = format ("%s's fingers", &op->name);
2714 sprintf (buf, " This finger has been cut off %s\n" 2653 tmp->msg = format (
2715 " 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",
2716 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2717 tmp->msg = buf; 2656 );
2718 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2657 tmp->value = 0, tmp->type = 0;
2719 tmp->materialname = NULL; 2658 tmp->materialname = "organics";
2720 tmp->insert_at (op, tmp); 2659 tmp->insert_at (op, tmp);
2721 } 2660 }
2722 2661
2723 /* teleport defeated player to new destination */ 2662 /* teleport defeated player to new destination */
2724 transfer_ob (op, x, y, 0, NULL); 2663 transfer_ob (op, x, y, 0, NULL);
2729 INVOKE_PLAYER (DEATH, op->contr); 2668 INVOKE_PLAYER (DEATH, op->contr);
2730 2669
2731 command_kill_pets (op, 0); 2670 command_kill_pets (op, 0);
2732 2671
2733 if (op->stats.food < 0) 2672 if (op->stats.food < 0)
2734 {
2735 sprintf (buf, "%s starved to death.", &op->name);
2736 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2737 }
2738 else
2739 sprintf (buf, "%s died.", &op->name);
2740 2674
2741 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2675 op->contr->play_sound (sound_find ("player_dies"));
2742 2676
2743 /* save the map location for corpse, gravestone */ 2677 /* save the map location for corpse, gravestone */
2744 x = op->x; 2678 x = op->x;
2745 y = op->y; 2679 y = op->y;
2746 map = op->map; 2680 map = op->map;
2909 { 2843 {
2910 tmp->destroy (); 2844 tmp->destroy ();
2911 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2912 } 2846 }
2913 2847
2914 cure_disease (op, 0); /* remove any disease */ 2848 cure_disease (op, 0, 0); /* remove any disease */
2915 2849
2916 /*add_exp(op, (op->stats.exp * -0.20)); */ 2850 /*add_exp(op, (op->stats.exp * -0.20)); */
2917 apply_death_exp_penalty (op); 2851 apply_death_exp_penalty (op);
2918 if (op->stats.food < 100) 2852 if (op->stats.food < 100)
2919 op->stats.food = 900; 2853 op->stats.food = 900;
2920 op->stats.hp = op->stats.maxhp; 2854 op->stats.hp = op->stats.maxhp;
2921 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2855 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2922 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2856 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2923 2857
2924 /* 2858 /*
2925 * Check to see if the player is in a shop. IF so, then check to see if
2926 * 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
2927 * in the map. 2860 * and put them back in the map.
2928 */ 2861 */
2929 2862 op->drop_unpaid_items ();
2930 if (is_in_shop (op))
2931 remove_unpaid_objects (op->inv, op);
2932 2863
2933 /****************************************/ 2864 /****************************************/
2934 /* */ 2865 /* */
2935 /* Move player to his current respawn- */ 2866 /* Move player to his current respawn- */
2936 /* position (usually last savebed) */ 2867 /* position (usually last savebed) */
2956 object *force; 2887 object *force;
2957 int at; 2888 int at;
2958 2889
2959 force = get_archetype (FORCE_NAME); 2890 force = get_archetype (FORCE_NAME);
2960 /* 50 ticks should be enough time for the spell to abate */ 2891 /* 50 ticks should be enough time for the spell to abate */
2961 force->speed = 0.1; 2892 force->speed = 0.1f;
2962 force->speed_left = -5.0; 2893 force->speed_left = -5.f;
2963 SET_FLAG (force, FLAG_APPLIED); 2894 SET_FLAG (force, FLAG_APPLIED);
2964 for (at = 0; at < NROFATTACKS; at++) 2895 for (at = 0; at < NROFATTACKS; at++)
2965 if (will_kill_again & (1 << at)) 2896 if (will_kill_again & (1 << at))
2966 force->resist[at] = 100; 2897 force->resist[at] = 100;
2967 2898
2976void 2907void
2977loot_object (object *op) 2908loot_object (object *op)
2978{ /* Grab and destroy some treasure */ 2909{ /* Grab and destroy some treasure */
2979 object *tmp, *tmp2, *next; 2910 object *tmp, *tmp2, *next;
2980 2911
2981 if (op->container) 2912 op->close_container (); /* close open sack first */
2982 esrv_apply_container (op, op->container); /* close open sack first */
2983 2913
2984 for (tmp = op->inv; tmp; tmp = next) 2914 for (tmp = op->inv; tmp; tmp = next)
2985 { 2915 {
2986 next = tmp->below; 2916 next = tmp->below;
2987 2917
2988 if (tmp->invisible) 2918 if (tmp->invisible)
2989 continue; 2919 continue;
2990 2920
2991 tmp->remove (); 2921 tmp->remove ();
2992 tmp->x = op->x, tmp->y = op->y; 2922 tmp->x = op->x, tmp->y = op->y;
2923
2993 if (tmp->type == CONTAINER) 2924 if (tmp->type == CONTAINER)
2994 { /* empty container to ground */ 2925 loot_object (tmp); /* empty container to ground */
2995 loot_object (tmp); 2926
2996 }
2997 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))))
2998 { 2928 {
2999 if (tmp->nrof > 1) 2929 if (tmp->nrof > 1)
3000 { 2930 {
3001 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2931 tmp->decrease (rndm (1, tmp->nrof - 1));
3002 tmp2->destroy ();
3003 insert_ob_in_map (tmp, op->map, NULL, 0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
3004 } 2933 }
3005 else 2934 else
3006 tmp->destroy (); 2935 tmp->destroy ();
3007 } 2936 }
3013/* 2942/*
3014 * fix_weight(): Check recursively the weight of all players, and fix 2943 * fix_weight(): Check recursively the weight of all players, and fix
3015 * 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
3016 * was changed. 2945 * was changed.
3017 */ 2946 */
3018
3019void 2947void
3020fix_weight (void) 2948fix_weight (void)
3021{ 2949{
3022 for_all_players (pl) 2950 for_all_players (pl)
3023 { 2951 {
3024 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2952 sint32 old = pl->ob->carrying;
3025 2953
3026 if (old == sum) 2954 pl->ob->update_weight ();
3027 continue; 2955
2956 if (old != pl->ob->carrying)
2957 {
3028 pl->ob->update_stats (); 2958 pl->ob->update_stats ();
3029 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 }
3030 } 2961 }
3031} 2962}
3032 2963
3033void 2964void
3034fix_luck (void) 2965fix_luck (void)
3078void 3009void
3079make_visible (object *op) 3010make_visible (object *op)
3080{ 3011{
3081 op->hide = 0; 3012 op->hide = 0;
3082 op->invisible = 0; 3013 op->invisible = 0;
3014
3083 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3084 { 3016 {
3085 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3086 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3087 } 3019 }
3020
3088 update_object (op, UP_OBJ_FACE); 3021 update_object (op, UP_OBJ_CHANGE);
3089} 3022}
3090 3023
3091int 3024int
3092is_true_undead (object *op) 3025is_true_undead (object *op)
3093{ 3026{
3094 object *tmp = NULL;
3095
3096 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3097 return 1; 3028 return 1;
3098 3029
3099 return 0; 3030 return 0;
3100} 3031}
3101 3032
3102/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3103 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3104 * indicate greater hideability. 3035 * indicate greater hideability.
3105 */ 3036 */
3106
3107int 3037int
3108hideability (object *ob) 3038hideability (object *ob)
3109{ 3039{
3110 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3111 sint16 x, y; 3041 sint16 x, y;
3121 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3122 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3123 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3124 3054
3125 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3126 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])
3127 { 3059 {
3128 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3129 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3130 {
3131 continue; 3062 continue;
3132 } 3063
3133 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3134 level += 2; 3065 level += 2;
3135 else /* open terrain! */ 3066 else /* open terrain! */
3136 level -= 1; 3067 level -= 1;
3137 } 3068 }
3145/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3146 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3147 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3148 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3149 */ 3080 */
3150
3151void 3081void
3152do_hidden_move (object *op) 3082do_hidden_move (object *op)
3153{ 3083{
3154 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3155 object *skop; 3085 object *skop;
3237 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3238 * 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
3239 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3240 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3241 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3242 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3243 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3244 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3245 * 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.
3246 * -b.t. 3176 * -b.t.
3247 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3248 */ 3178 */
3249
3250int 3179int
3251player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3252{ 3181{
3253 rv_vector rv; 3182 rv_vector rv;
3254 int dx, dy; 3183 int dx, dy;
3266 3195
3267 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3268 3197
3269 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3270 * through the object and find if it has any 3199 * through the object and find if it has any
3271 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3272 * a blocked los square. 3201 * a blocked los square.
3273 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3274 */ 3203 */
3275 while (op) 3204 while (op)
3276 { 3205 {
3277 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3278 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3279 3208
3280 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3281 * 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
3282 * for any meaningful values. 3211 * for any meaningful values.
3283 */ 3212 */
3284 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3285 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3286 !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)])
3287 return 1; 3216 return 1;
3217
3288 op = op->more; 3218 op = op->more;
3289 } 3219 }
3220
3290 return 0; 3221 return 0;
3291} 3222}
3292 3223
3293/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3294 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3297 * return 0. 3228 * return 0.
3298 */ 3229 */
3299int 3230int
3300action_makes_visible (object *op) 3231action_makes_visible (object *op)
3301{ 3232{
3302
3303 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3304 { 3234 {
3305 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3306 return 0; 3236 return 0;
3307 3237
3313 { 3243 {
3314 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");
3315 return 1; 3245 return 1;
3316 } 3246 }
3317 } 3247 }
3248
3318 return 0; 3249 return 0;
3319} 3250}
3320 3251
3321/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3322 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3327 * 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
3328 */ 3259 */
3329int 3260int
3330op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3331{ 3262{
3332 object *tmp;
3333
3334 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3335 * 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),
3336 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3337 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3338 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3339 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3340 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3341 { 3270 {
3342 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3343 { 3272 {
3344 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3345 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))
3346 { 3277 {
3347 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3348 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))
3349 { 3280 {
3350 object *invtmp;
3351
3352 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3353 { 3282 {
3354 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3355 { 3284 {
3356 if (x != NULL && y != NULL) 3285 if (x && y)
3357 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3358 return 1; 3288 return 1;
3359 } 3289 }
3360 } 3290 }
3361 } 3291 }
3292
3362 if (x != NULL && y != NULL) 3293 if (x && y)
3363 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3364 return 1; 3296 return 1;
3365 } 3297 }
3366 } 3298 }
3367 } 3299 }
3300
3368 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3369 return 0; 3302 return 0;
3370} 3303}
3371 3304
3372/* 3305/*
3388 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3389 int i = 0, j = 0; 3322 int i = 0, j = 0;
3390 3323
3391 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3392 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3393 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3394 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3395 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3396 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3397 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3398 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3399 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3400 3333
3401 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3402 return; 3335 return;
3403 3336
3404 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++);
3408 /* 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]); */
3409 return; 3342 return;
3410 } 3343 }
3411 3344
3412 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3413 item = &(tr->item->clone); 3346 item = tr->item;
3414 3347
3415 if (item->type == SPELL) 3348 if (item->type == SPELL)
3416 { 3349 {
3417 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3418 return; 3351 return;
3477 { 3410 {
3478 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3479 object *skin; 3412 object *skin;
3480 3413
3481 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3482 shstr_cmp dragon_skin_force ("dragon_skin_force");
3483 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)
3484 ; 3416 ;
3485 3417
3486 if (!skin) 3418 if (!skin)
3487 return; 3419 return;
3488 3420
3536 * not readied. 3468 * not readied.
3537 */ 3469 */
3538void 3470void
3539player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3540{ 3472{
3541 rangetype i; 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3542 3475
3543 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3476 if (pl->combat_ob == ob)
3544 { 3477 pl->combat_ob = 0;
3478
3545 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3546 { 3480 pl->ranged_ob = 0;
3547 pl->ranges[i] = NULL;
3548 if (pl->shoottype == i)
3549 {
3550 pl->shoottype = range_none;
3551 }
3552 }
3553 }
3554} 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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