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Comparing deliantra/server/server/player.C (file contents):
Revision 1.101 by root, Mon Jan 29 16:11:48 2007 UTC vs.
Revision 1.198 by root, Sat May 17 00:17:02 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 (©) 2005,2006,2007,2008 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)
199 maplevel = ob->map->path; 185 maplevel = ob->map->path;
186
200 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
201 ob->map = 0; 189 ob->map = 0;
190 party = 0;
202 191
203 // 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
204 ranges [range_skill] = 0;
205 193
206 players.erase (this); 194 players.erase (this);
207} 195}
208 196
209// connect the player with a specific client 197// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
211void 199void
212player::connect (client *ns) 200player::connect (client *ns)
213{ 201{
214 this->ns = ns; 202 this->ns = ns;
215 ns->pl = this; 203 ns->pl = this;
216 204
217 run_on = 0; 205 run_on = 0;
218 fire_on = 0; 206 fire_on = 0;
219 ob->container = 0; //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
220 208
221 ns->update_look = 0; 209 ns->update_look = 0;
222 ns->look_position = 0; 210 ns->look_position = 0;
223 211
224 clear_los (ob); 212 clear_los (this);
225 213
226 ns->reset_stats (); 214 ns->reset_stats ();
227 215
228 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
231 219
232 if (!legal_range (ob, shoottype)) 220 ob->update_weight ();
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 221 link_player_skills (ob);
237 222
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 224
240 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251 226
252 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
254 { 229 {
255 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
256 231
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
263 abil = tmp; 235 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
265 skin = tmp; 237 skin = tmp;
266 238
267 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
268 } 240 }
269 241
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271 243
272 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this);
273 245
274 ob->update_stats (); 246 ob->update_stats ();
247
275 ns->floorbox_update (); 248 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
279 251
280 activate (); 252 activate ();
281 253
288} 260}
289 261
290void 262void
291player::disconnect () 263player::disconnect ()
292{ 264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
293 if (ns) 271 if (ns)
294 { 272 {
295 if (active) 273 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 275
298 INVOKE_PLAYER (DISCONNECT, this); 276 INVOKE_PLAYER (DISCONNECT, this);
299 277
300 ns->reset_stats (); 278 ns->reset_stats ();
301 ns->pl = 0; 279 ns->pl = 0;
302 this->ns = 0; 280 ns = 0;
303 } 281 }
304 282
305 ob->container = 0; //TODO: client-specific 283 observe = ob;
284
306 deactivate (); 285 deactivate ();
307} 286}
308 287
309// the need for this function can be explained 288// the need for this function can be explained
310// by load_object not returning the object 289// by load_object not returning the object
311void 290void
312player::set_object (object *op) 291player::set_object (object *op)
313{ 292{
314 ob = op; 293 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
316 295
296 ob->speed = 1.0f;
317 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
318 ob->speed = 1.0; 298
319 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322 300
323 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;
324} 334}
325 335
326player::player () 336player::player ()
327{ 337{
328 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 339 * we deal with that below this point.
330 */ 340 */
331 outputs_sync = 16; /* Every 2 seconds */ 341 outputs_sync = 4;
332 outputs_count = 8; /* Keeps present behaviour */ 342 outputs_count = 4;
333 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
334 344
335 savebed_map = first_map_path; /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
336 346
337 gen_sp_armour = 10; 347 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal; 348 bowtype = bow_normal;
340 petmode = pet_normal; 349 petmode = pet_normal;
341 listening = 10; 350 listening = 10;
342 usekeys = containers; 351 usekeys = containers;
343 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
344 do_los = 1; 353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
345} 357}
346 358
347void 359void
348player::do_destroy () 360player::do_destroy ()
349{ 361{
354 if (ob) 366 if (ob)
355 { 367 {
356 ob->destroy_inv (false); 368 ob->destroy_inv (false);
357 ob->destroy (); 369 ob->destroy ();
358 } 370 }
371
372 ob = observe = 0;
359} 373}
360 374
361player::~player () 375player::~player ()
362{ 376{
363 /* Clear item stack */ 377 /* Clear item stack */
372player::create () 386player::create ()
373{ 387{
374 player *pl = new player; 388 player *pl = new player;
375 389
376 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
377 set_first_map (pl->ob); 396 set_first_map (pl->ob);
378 397
379 return pl; 398 return pl;
380} 399}
381 400
385 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
386 */ 405 */
387archetype * 406archetype *
388get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
389{ 408{
390 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);
391 416
392 for (;;) 417 for (;;)
393 { 418 {
394 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
395 at = first_archetype; 420 i = archetypes.begin ();
396 else 421 else if (*i == at)
397 at = at->next; 422 cleanup ("not a single player archetype found");
398 423
399 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
400 return at; 425 return *i;
401
402 if (at == start)
403 {
404 LOG (llevError, "No Player archetypes\n");
405 exit (-1);
406 }
407 } 426 }
408} 427}
409 428
410object * 429object *
411get_nearest_player (object *mon) 430get_nearest_player (object *mon)
415 unsigned lastdist; 434 unsigned lastdist;
416 rv_vector rv; 435 rv_vector rv;
417 436
418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 { 438 {
420 /* We should not find free objects on this friendly list, but it
421 * does periodically happen. Given that, lets deal with it.
422 * While unlikely, it is possible the next object on the friendly
423 * list is also free, so encapsulate this in a while loop.
424 */
425 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426 {
427 object *tmp = ol->ob;
428
429 /* Can't do much more other than log the fact, because the object
430 * itself will have been cleared.
431 */
432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
434 ol = ol->next;
435 remove_friendly_object (tmp);
436 if (!ol)
437 return op;
438 }
439
440 /* Remove special check for player from this. First, it looks to cause
441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
442 * complicated method of state checking would be needed in any case -
443 * as it was, a clever player could type quit, and the function would
444 * skip them over while waiting for confirmation. Remove
445 * on_same_map check, as can_detect_enemy also does this
446 */
447 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
448 continue; 440 continue;
449 441
450 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
451 { 443 {
646 638
647 return firstdir; 639 return firstdir;
648} 640}
649 641
650void 642void
651give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
652{ 644{
653 object *op, *next = NULL;
654
655 if (pl->randomitems != NULL) 645 if (pl->randomitems)
656 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
657 647
658 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
659 { 649 {
660 next = op->below; 650 next = op->below;
661 651
662 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
663 * 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
668 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
669 * by this player due to race restrictions 659 * by this player due to race restrictions
670 */ 660 */
671 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
672 { 662 {
673 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
674 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
675 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
676 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
677 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))
678 { 670 {
679 op->destroy (); 671 op->destroy ();
680 continue; 672 continue;
681 } 673 }
682 } 674 }
705 if (op->nrof > 1) 697 if (op->nrof > 1)
706 op->nrof = 1; 698 op->nrof = 1;
707 } 699 }
708 700
709 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
710 {
711 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
712 }
713 703
714 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
715 * 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
716 * merged properly. 706 * merged properly.
717 */ 707 */
718 if (need_identify (op)) 708 if (need_identify (op))
719 { 709 {
720 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
721 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
722 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
723 } 713 }
714
724 if (op->type == SPELL) 715 if (op->type == SPELL)
725 { 716 {
726 op->destroy (); 717 op->destroy ();
727 continue; 718 continue;
728 } 719 }
730 { 721 {
731 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
732 op->stats.exp = 0; 723 op->stats.exp = 0;
733 op->level = 1; 724 op->level = 1;
734 } 725 }
735 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
736 else
737 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
738 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
739 729
740 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
741 link_player_skills (pl); 731 link_player_skills (pl);
777} 767}
778 768
779void 769void
780object::roll_stats () 770object::roll_stats ()
781{ 771{
782 int statsort [7]; 772 int statsort [NUM_STATS];
783 773
784 for (;;) 774 for (;;)
785 { 775 {
786 int sum = 0; 776 int sum = 0;
787 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
788 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
789 779
790 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
791 break; 781 break;
792 } 782 }
793 783
794 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
795 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
796 786
787 for (int i = 0; i < NUM_STATS; ++i)
797 stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
798 stats.Dex = statsort[1];
799 stats.Con = statsort[2];
800 stats.Int = statsort[3];
801 stats.Wis = statsort[4];
802 stats.Pow = statsort[5];
803 stats.Cha = statsort[6];
804 789
805 stats.exp = 0; 790 stats.exp = 0;
806 stats.ac = 0; 791 stats.ac = 0;
807 792
808 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
820} 805}
821 806
822void 807void
823object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
824{ 809{
825 int tmp = get_attr_value (&contr->orig_stats, a); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
827 set_attr_value (&contr->orig_stats, b, tmp);
828 811
812 for (int i = 0; i < NUM_STATS; ++i)
829 stats.Str = contr->orig_stats.Str; 813 stats.stat (i) = contr->orig_stats.stat (i);
830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836 814
837 //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,
838 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
839 stats.ac = 0; 817 stats.ac = 0;
840 818
859static void 837static void
860start_info (object *op) 838start_info (object *op)
861{ 839{
862 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
863 841
864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
865 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
868} 844}
869 845
870/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
871 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
873 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
874 * not the class. 850 * not the class.
875 */ 851 */
876int 852void
877key_change_class (object *op, char key) 853player::chargen_race_done ()
878{ 854{
879 int tmp_loop;
880
881 if (key == 'd' || key == 'D')
882 {
883 char buf[MAX_BUF];
884
885 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
886 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr);
887 857
888 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
889 if (tl) 859 if (tl)
890 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
891 861
892 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
893 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
894 864
895 op->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
896 866
897 if (op->msg) 867 if (ob->msg)
898 op->msg = NULL; 868 ob->msg = 0;
899 869
900 /* We create this now because some of the unique maps will need it
901 * to save here.
902 */
903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
904 make_path_to_file (buf);
905
906 start_info (op); 870 start_info (ob);
907 CLEAR_FLAG (op, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
908 give_initial_items (op, op->randomitems); 872 give_initial_items (ob, ob->randomitems);
909 link_player_skills (op); 873 link_player_skills (ob);
910 esrv_send_inventory (op, op); 874 esrv_send_inventory (ob, ob);
911 op->update_stats (); 875 ob->update_stats ();
912 876
913 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
914 * is one for this race 878 * is one for this race
915 */ 879 */
916 if (*first_map_ext_path) 880 if (*first_map_ext_path)
917 { 881 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
918 object *tmp;
919 char mapname[MAX_BUF];
920
921 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
922 tmp = object::create ();
923 EXIT_PATH (tmp) = mapname;
924 EXIT_X (tmp) = op->x;
925 EXIT_Y (tmp) = op->y;
926 op->enter_exit (tmp); /* we don't really care if it succeeded;
927 * if the map isn't there, then stay on the
928 * default initial map */
929 tmp->destroy ();
930 }
931 else 882 else
932 LOG (llevDebug, "first_map_ext_path not set\n"); 883 LOG (llevDebug, "first_map_ext_path not set\n");
884}
933 885
934 return 0; 886void
935 } 887player::chargen_race_next ()
936 888{
937 /* Following actually changes the race - this is the default command 889 /* Following actually changes the race - this is the default command
938 * if we don't match with one of the options above. 890 * if we don't match with one of the options above.
939 */ 891 */
940 892
941 tmp_loop = 0; 893 do
942 while (!tmp_loop)
943 { 894 {
944 shstr name = op->name; 895 shstr name = ob->name;
945 int x = op->x, y = op->y; 896 int x = ob->x, y = ob->y;
946 897
947 op->remove_statbonus (); 898 ob->remove_statbonus ();
948 op->remove (); 899 ob->remove ();
949 op->arch = get_player_archetype (op->arch); 900 ob->arch = get_player_archetype (ob->arch);
950 op->arch->clone.copy_to (op); 901 ob->arch->copy_to (ob);
951 op->instantiate (); 902 ob->instantiate ();
952 op->stats = op->contr->orig_stats; 903 ob->stats = ob->contr->orig_stats;
953 op->name = op->name_pl = name; 904 ob->name = ob->name_pl = name;
954 op->x = x; 905 ob->x = x;
955 op->y = y; 906 ob->y = y;
956 SET_ANIMATION (op, 2); /* So player faces south */ 907 SET_ANIMATION (ob, 2); /* So player faces south */
957 insert_ob_in_map (op, op->map, op, 0); 908 insert_ob_in_map (ob, ob->map, ob, 0);
958 assign (op->contr->title, op->arch->clone.name); 909 assign (ob->contr->title, ob->arch->object::name);
959 op->add_statbonus (); 910 ob->add_statbonus ();
960 tmp_loop = allowed_class (op);
961 } 911 }
912 while (!allowed_class (ob));
962 913
963 update_object (op, UP_OBJ_FACE); 914 update_object (ob, UP_OBJ_FACE);
964 esrv_update_item (UPD_FACE, op, op); 915 esrv_update_item (UPD_FACE, ob, ob);
965 op->update_stats (); 916 ob->update_stats ();
966 op->stats.hp = op->stats.maxhp; 917 ob->stats.hp = ob->stats.maxhp;
967 op->stats.sp = op->stats.maxsp; 918 ob->stats.sp = ob->stats.maxsp;
968 op->stats.grace = 0; 919 ob->stats.grace = 0;
969
970 if (op->msg)
971 new_draw_info (NDI_BLUE, 0, op, op->msg);
972
973 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
974 return 0;
975} 920}
976 921
977void 922void
978flee_player (object *op) 923flee_player (object *op)
979{ 924{
1026 /* Cornered, get rid of scared */ 971 /* Cornered, get rid of scared */
1027 CLEAR_FLAG (op, FLAG_SCARED); 972 CLEAR_FLAG (op, FLAG_SCARED);
1028 op->enemy = NULL; 973 op->enemy = NULL;
1029} 974}
1030 975
1031
1032/* check_pick sees if there is stuff to be picked up/picks up stuff. 976/* check_pick sees if there is stuff to be picked up/picks up stuff.
1033 * IT returns 1 if the player should keep on moving, 0 if he should 977 * It returns 1 if the player should keep on moving, 0 if he should
1034 * stop. 978 * stop.
1035 */ 979 */
1036int 980int
1037check_pick (object *op) 981check_pick (object *op)
1038{ 982{
1039 object *tmp, *next; 983 object *tmp, *next;
1040 int stop = 0; 984 int stop = 0;
1041 int j, k, wvratio; 985 int wvratio;
1042 char putstring[128], tmpstr[16]; 986 char putstring[128];
1043 987
1044 /* if you're flying, you cna't pick up anything */ 988 /* if you're flying, you cna't pick up anything */
1045 if (op->move_type & MOVE_FLYING) 989 if (op->move_type & MOVE_FLYING)
1046 return 1; 990 return 1;
1047 991
1048 next = op->below; 992 next = op->below;
1049 993
994 int cnt = MAX_ITEM_PER_DROP;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996
1050 /* loop while there are items on the floor that are not marked as 997 /* loop while there are items on the floor that are not marked as
1051 * destroyed */ 998 * destroyed */
1052 while (next && !next->destroyed ()) 999 while (next && !next->destroyed ())
1053 { 1000 {
1054 tmp = next; 1001 tmp = next;
1055 next = tmp->below; 1002 next = tmp->below;
1056 1003
1004 if (cnt <= 0)
1005 {
1006 op->failmsg ("Couldn't pickup all items at once.");
1007 return 0;
1008 }
1009
1057 if (op->destroyed ()) 1010 if (op->destroyed ())
1058 return 0; 1011 return 0;
1059 1012
1060 if (!can_pick (op, tmp)) 1013 if (!can_pick (op, tmp))
1061 continue; 1014 continue;
1062 1015
1063 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1064 { 1017 {
1065 if (item_matched_string (op, tmp, op->contr->search_str)) 1018 if (item_matched_string (op, tmp, op->contr->search_str))
1066 pick_up (op, tmp); 1019 CHK_PICK_PICKUP;
1067 continue; 1020 continue;
1068 } 1021 }
1069 1022
1070 /* high not bit set? We're using the old autopickup model */ 1023 /* high not bit set? We're using the old autopickup model */
1071 if (!(op->contr->mode & PU_NEWMODE)) 1024 if (!(op->contr->mode & PU_NEWMODE))
1073 switch (op->contr->mode) 1026 switch (op->contr->mode)
1074 { 1027 {
1075 case 0: 1028 case 0:
1076 return 1; /* don't pick up */ 1029 return 1; /* don't pick up */
1077 case 1: 1030 case 1:
1078 pick_up (op, tmp); 1031 CHK_PICK_PICKUP;
1079 return 1; 1032 return 1;
1080 case 2: 1033 case 2:
1081 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1082 return 0; 1035 return 0;
1083 case 3: 1036 case 3:
1084 return 0; /* stop before pickup */ 1037 return 0; /* stop before pickup */
1085 case 4: 1038 case 4:
1086 pick_up (op, tmp); 1039 CHK_PICK_PICKUP;
1087 break; 1040 break;
1088 case 5: 1041 case 5:
1089 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1090 stop = 1; 1043 stop = 1;
1091 break; 1044 break;
1092 case 6: 1045 case 6:
1093 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1094 pick_up (op, tmp); 1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1048 CHK_PICK_PICKUP;
1095 break; 1049 break;
1096 1050
1097 case 7: 1051 case 7:
1098 if (tmp->type == MONEY || tmp->type == GEM) 1052 if (tmp->type == MONEY || tmp->type == GEM)
1099 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1100 break; 1054 break;
1101 1055
1102 default: 1056 default:
1103 /* use value density */ 1057 /* use value density */
1104 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1105 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1059 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1106 pick_up (op, tmp); 1060 CHK_PICK_PICKUP;
1107 } 1061 }
1108 } 1062 }
1109 else 1063 else
1110 { /* old model */ 1064 { /* old model */
1111 /* NEW pickup handling */ 1065 /* NEW pickup handling */
1115 if (tmp->name != NULL) 1069 if (tmp->name != NULL)
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1071 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118 else 1072 else
1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1074 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121 1075
1122 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1123 } 1077 }
1124 1078
1125 /* philosophy: 1079 /* philosophy:
1166 /* all food and drink if desired */ 1120 /* all food and drink if desired */
1167 /* question: don't pick up known-poisonous stuff? */ 1121 /* question: don't pick up known-poisonous stuff? */
1168 if (op->contr->mode & PU_FOOD) 1122 if (op->contr->mode & PU_FOOD)
1169 if (tmp->type == FOOD) 1123 if (tmp->type == FOOD)
1170 { 1124 {
1171 pick_up (op, tmp); 1125 CHK_PICK_PICKUP;
1172 continue; 1126 continue;
1173 } 1127 }
1174 1128
1175 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_DRINK)
1176 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1130 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1177 { 1131 {
1178 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1179 continue; 1133 continue;
1180 } 1134 }
1181 1135
1182 if (op->contr->mode & PU_POTION) 1136 if (op->contr->mode & PU_POTION)
1183 if (tmp->type == POTION) 1137 if (tmp->type == POTION)
1184 { 1138 {
1185 pick_up (op, tmp); 1139 CHK_PICK_PICKUP;
1186 continue; 1140 continue;
1187 } 1141 }
1188 1142
1189 /* spellbooks, skillscrolls and normal books/scrolls */ 1143 /* spellbooks, skillscrolls and normal books/scrolls */
1190 if (op->contr->mode & PU_SPELLBOOK) 1144 if (op->contr->mode & PU_SPELLBOOK)
1191 if (tmp->type == SPELLBOOK) 1145 if (tmp->type == SPELLBOOK)
1192 { 1146 {
1193 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1194 continue; 1148 continue;
1195 } 1149 }
1196 1150
1197 if (op->contr->mode & PU_SKILLSCROLL) 1151 if (op->contr->mode & PU_SKILLSCROLL)
1198 if (tmp->type == SKILLSCROLL) 1152 if (tmp->type == SKILLSCROLL)
1199 { 1153 {
1200 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1201 continue; 1155 continue;
1202 } 1156 }
1203 1157
1204 if (op->contr->mode & PU_READABLES) 1158 if (op->contr->mode & PU_READABLES)
1205 if (tmp->type == BOOK || tmp->type == SCROLL) 1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1206 { 1160 {
1207 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1208 continue; 1162 continue;
1209 } 1163 }
1210 1164
1211 /* wands/staves/rods/horns */ 1165 /* wands/staves/rods/horns */
1212 if (op->contr->mode & PU_MAGIC_DEVICE) 1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1213 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1214 { 1168 {
1215 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1216 continue; 1170 continue;
1217 } 1171 }
1218 1172
1219 /* pick up all magical items */ 1173 /* pick up all magical items */
1220 if (op->contr->mode & PU_MAGICAL) 1174 if (op->contr->mode & PU_MAGICAL)
1221 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1222 { 1176 {
1223 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1224 continue; 1178 continue;
1225 } 1179 }
1226 1180
1227 if (op->contr->mode & PU_VALUABLES) 1181 if (op->contr->mode & PU_VALUABLES)
1228 { 1182 {
1229 if (tmp->type == MONEY || tmp->type == GEM) 1183 if (tmp->type == MONEY || tmp->type == GEM)
1230 { 1184 {
1231 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1232 continue; 1186 continue;
1233 } 1187 }
1234 } 1188 }
1235 1189
1236 /* rings & amulets - talismans seems to be typed AMULET */ 1190 /* rings & amulets - talismans seems to be typed AMULET */
1237 if (op->contr->mode & PU_JEWELS) 1191 if (op->contr->mode & PU_JEWELS)
1238 if (tmp->type == RING || tmp->type == AMULET) 1192 if (tmp->type == RING || tmp->type == AMULET)
1239 { 1193 {
1240 pick_up (op, tmp); 1194 CHK_PICK_PICKUP;
1241 continue; 1195 continue;
1242 } 1196 }
1243 1197
1244 /* we don't forget dragon food */ 1198 /* we don't forget dragon food */
1245 if (op->contr->mode & PU_FLESH) 1199 if (op->contr->mode & PU_FLESH)
1246 if (tmp->type == FLESH) 1200 if (tmp->type == FLESH)
1247 { 1201 {
1248 pick_up (op, tmp); 1202 CHK_PICK_PICKUP;
1249 continue; 1203 continue;
1250 } 1204 }
1251 1205
1252 /* bows and arrows. Bows are good for selling! */ 1206 /* bows and arrows. Bows are good for selling! */
1253 if (op->contr->mode & PU_BOW) 1207 if (op->contr->mode & PU_BOW)
1254 if (tmp->type == BOW) 1208 if (tmp->type == BOW)
1255 { 1209 {
1256 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1257 continue; 1211 continue;
1258 } 1212 }
1259 1213
1260 if (op->contr->mode & PU_ARROW) 1214 if (op->contr->mode & PU_ARROW)
1261 if (tmp->type == ARROW) 1215 if (tmp->type == ARROW)
1262 { 1216 {
1263 pick_up (op, tmp); 1217 CHK_PICK_PICKUP;
1264 continue; 1218 continue;
1265 } 1219 }
1266 1220
1267 /* all kinds of armor etc. */ 1221 /* all kinds of armor etc. */
1268 if (op->contr->mode & PU_ARMOUR) 1222 if (op->contr->mode & PU_ARMOUR)
1269 if (tmp->type == ARMOUR) 1223 if (tmp->type == ARMOUR)
1270 { 1224 {
1271 pick_up (op, tmp); 1225 CHK_PICK_PICKUP;
1272 continue; 1226 continue;
1273 } 1227 }
1274 1228
1275 if (op->contr->mode & PU_HELMET) 1229 if (op->contr->mode & PU_HELMET)
1276 if (tmp->type == HELMET) 1230 if (tmp->type == HELMET)
1277 { 1231 {
1278 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1279 continue; 1233 continue;
1280 } 1234 }
1281 1235
1282 if (op->contr->mode & PU_SHIELD) 1236 if (op->contr->mode & PU_SHIELD)
1283 if (tmp->type == SHIELD) 1237 if (tmp->type == SHIELD)
1284 { 1238 {
1285 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1286 continue; 1240 continue;
1287 } 1241 }
1288 1242
1289 if (op->contr->mode & PU_BOOTS) 1243 if (op->contr->mode & PU_BOOTS)
1290 if (tmp->type == BOOTS) 1244 if (tmp->type == BOOTS)
1291 { 1245 {
1292 pick_up (op, tmp); 1246 CHK_PICK_PICKUP;
1293 continue; 1247 continue;
1294 } 1248 }
1295 1249
1296 if (op->contr->mode & PU_GLOVES) 1250 if (op->contr->mode & PU_GLOVES)
1297 if (tmp->type == GLOVES) 1251 if (tmp->type == GLOVES)
1298 { 1252 {
1299 pick_up (op, tmp); 1253 CHK_PICK_PICKUP;
1300 continue; 1254 continue;
1301 } 1255 }
1302 1256
1303 if (op->contr->mode & PU_CLOAK) 1257 if (op->contr->mode & PU_CLOAK)
1304 if (tmp->type == CLOAK) 1258 if (tmp->type == CLOAK)
1305 { 1259 {
1306 pick_up (op, tmp); 1260 CHK_PICK_PICKUP;
1307 continue; 1261 continue;
1308 } 1262 }
1309 1263
1310 /* hoping to catch throwing daggers here */ 1264 /* hoping to catch throwing daggers here */
1311 if (op->contr->mode & PU_MISSILEWEAPON) 1265 if (op->contr->mode & PU_MISSILEWEAPON)
1312 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1313 { 1267 {
1314 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1315 continue; 1269 continue;
1316 } 1270 }
1317 1271
1318 /* careful: chairs and tables are weapons! */ 1272 /* careful: chairs and tables are weapons! */
1319 if (op->contr->mode & PU_ALLWEAPON) 1273 if (op->contr->mode & PU_ALLWEAPON)
1320 { 1274 {
1321 if (tmp->type == WEAPON && tmp->name != NULL) 1275 if (tmp->type == WEAPON && tmp->name != NULL)
1322 { 1276 {
1323 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1277 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1324 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1279 {
1326 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1327 continue; 1281 continue;
1328 } 1282 }
1329 } 1283 }
1330 1284
1331 if (tmp->type == WEAPON && tmp->name == NULL) 1285 if (tmp->type == WEAPON && tmp->name == NULL)
1332 { 1286 {
1333 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1287 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1334 { 1288 {
1335 pick_up (op, tmp); 1289 CHK_PICK_PICKUP;
1336 continue; 1290 continue;
1337 } 1291 }
1338 } 1292 }
1339 } 1293 }
1340 1294
1341 /* misc stuff that's useful */ 1295 /* misc stuff that's useful */
1342 if (op->contr->mode & PU_KEY) 1296 if (op->contr->mode & PU_KEY)
1343 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1344 { 1298 {
1345 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1346 continue; 1300 continue;
1347 } 1301 }
1348 1302
1349 /* any of the last 4 bits set means we use the ratio for value 1303 /* any of the last 4 bits set means we use the ratio for value
1350 * pickups */ 1304 * pickups */
1355 /* >=7 is the old standard setting. Now we take the last 4 bits 1309 /* >=7 is the old standard setting. Now we take the last 4 bits
1356 * and multiply them by 5, giving 0..15*5== 5..75 */ 1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1357 wvratio = (op->contr->mode & PU_RATIO) * 5; 1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1358 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1312 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1359 { 1313 {
1360 pick_up (op, tmp); 1314 CHK_PICK_PICKUP;
1361#if 0 1315#if 0
1362 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1363 if (tmp->name != NULL) 1317 if (tmp->name != NULL)
1364 { 1318 {
1365 fprintf (stderr, "%s", tmp->name); 1319 fprintf (stderr, "%s", tmp->name);
1366 } 1320 }
1367 else 1321 else
1368 fprintf (stderr, "%s", tmp->arch->name); 1322 fprintf (stderr, "%s", tmp->arch->archname);
1369 fprintf (stderr, ",%d] = ", tmp->type); 1323 fprintf (stderr, ",%d] = ", tmp->type);
1370 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1324 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1371#endif 1325#endif
1372 continue; 1326 continue;
1373 } 1327 }
1384 * found object is returned. 1338 * found object is returned.
1385 */ 1339 */
1386object * 1340object *
1387find_arrow (object *op, const char *type) 1341find_arrow (object *op, const char *type)
1388{ 1342{
1389 object *tmp = NULL;
1390
1391 for (op = op->inv; op; op = op->below) 1343 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1393 tmp = find_arrow (op, type);
1394 else if (op->type == ARROW && op->race == type) 1344 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1345 return splay (tmp);
1346
1347 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1348 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1349 if (object *arrow = find_arrow (tmp, type))
1350 {
1351 splay (tmp);
1395 return op; 1352 return arrow;
1353 }
1354
1396 return tmp; 1355 return 0;
1397} 1356}
1398 1357
1399/* 1358/*
1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1359 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1401 * against the target. A full test is not performed, simply a basic test 1360 * against the target. A full test is not performed, simply a basic test
1402 * of resistances. The archer is making a quick guess at what he sees down 1361 * of resistances. The archer is making a quick guess at what he sees down
1403 * the hall. Failing that it does it's best to pick the highest plus arrow. 1362 * the hall. Failing that it does it's best to pick the highest plus arrow.
1404 */ 1363 */
1405
1406object * 1364object *
1407find_better_arrow (object *op, object *target, const char *type, int *better) 1365find_better_arrow (object *op, object *target, const char *type, int *better)
1408{ 1366{
1409 object *tmp = NULL, *arrow, *ntmp; 1367 object *tmp = NULL, *arrow, *ntmp;
1410 int attacknum, attacktype, betterby = 0, i; 1368 int attacknum, attacktype, betterby = 0, i;
1425 } 1383 }
1426 } 1384 }
1427 else if (arrow->type == ARROW && arrow->race == type) 1385 else if (arrow->type == ARROW && arrow->race == type)
1428 { 1386 {
1429 /* allways prefer assasination/slaying */ 1387 /* allways prefer assasination/slaying */
1430 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1431 { 1389 {
1432 if (arrow->attacktype & AT_DEATH) 1390 if (arrow->attacktype & AT_DEATH)
1433 { 1391 {
1434 *better = 100; 1392 *better = 100;
1435 return arrow; 1393 return arrow;
1443 else 1401 else
1444 { 1402 {
1445 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1403 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1446 { 1404 {
1447 attacktype = 1 << attacknum; 1405 attacktype = 1 << attacknum;
1448 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1406 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1449 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1407 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1450 { 1408 {
1451 tmp = arrow; 1409 tmp = arrow;
1452 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1410 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1453 } 1411 }
1454 } 1412 }
1455 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1456 { 1414 {
1457 tmp = arrow; 1415 tmp = arrow;
1463 betterby = 1 + arrow->magic + arrow->stats.dam; 1421 betterby = 1 + arrow->magic + arrow->stats.dam;
1464 } 1422 }
1465 } 1423 }
1466 } 1424 }
1467 } 1425 }
1426
1468 if (tmp == NULL && arrow == NULL) 1427 if (tmp == NULL && arrow == NULL)
1469 return find_arrow (op, type); 1428 return find_arrow (op, type);
1470 1429
1471 *better = betterby; 1430 *better = betterby;
1472 return tmp; 1431 return tmp;
1476 * find_better_arrow to find a decent arrow to use. 1435 * find_better_arrow to find a decent arrow to use.
1477 * op = the shooter 1436 * op = the shooter
1478 * type = bow->race 1437 * type = bow->race
1479 * dir = fire direction 1438 * dir = fire direction
1480 */ 1439 */
1481
1482object * 1440object *
1483pick_arrow_target (object *op, const char *type, int dir) 1441pick_arrow_target (object *op, const char *type, int dir)
1484{ 1442{
1485 object *tmp = NULL; 1443 object *tmp = NULL;
1486 maptile *m; 1444 maptile *m;
1551 */ 1509 */
1552int 1510int
1553fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1511fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1554{ 1512{
1555 object *left, *bow; 1513 object *left, *bow;
1556 int bowspeed, mflags; 1514 int mflags;
1557 maptile *m; 1515 maptile *m;
1558 1516
1559 if (!dir) 1517 if (!dir)
1560 { 1518 {
1561 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1519 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1562 return 0; 1520 return 0;
1563 } 1521 }
1564 1522
1565 if (op->type == PLAYER) 1523 if (op->contr)
1566 bow = op->contr->ranges[range_bow]; 1524 bow = op->current_weapon;
1567 else 1525 else
1568 { 1526 {
1569 for (bow = op->inv; bow; bow = bow->below) 1527 for (bow = op->inv; bow; bow = bow->below)
1570 /* Don't check for applied - monsters don't apply bows - in that way, they 1528 /* Don't check for applied - monsters don't apply bows - in that way, they
1571 * don't need to switch back and forth between bows and weapons. 1529 * don't need to switch back and forth between bows and weapons.
1576 if (!bow) 1534 if (!bow)
1577 { 1535 {
1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1579 return 0; 1537 return 0;
1580 } 1538 }
1539
1540 // optimisation: move object to top so we will find it quickly again
1541 if (bow->below)
1542 {
1543 bow->remove ();
1544 op->insert (bow);
1545 }
1546
1581 } 1547 }
1582 1548
1583 if (!bow->race || !bow->skill) 1549 if (!bow->race || !bow->skill)
1584 { 1550 {
1585 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1551 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1586 return 0; 1552 return 0;
1587 } 1553 }
1588
1589 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1590
1591 /* penalize ROF for bestarrow */
1592 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1593 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1594
1595 if (bowspeed < 1)
1596 bowspeed = 1;
1597 1554
1598 if (arrow == NULL) 1555 if (arrow == NULL)
1599 { 1556 {
1600 if ((arrow = find_arrow (op, bow->race)) == NULL) 1557 if ((arrow = find_arrow (op, bow->race)) == NULL)
1601 { 1558 {
1602 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1603 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1560 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1604 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1561 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1605 else 1562 else
1606 CLEAR_FLAG (op, FLAG_READY_BOW); 1563 CLEAR_FLAG (op, FLAG_READY_BOW);
1564
1607 return 0; 1565 return 0;
1608 } 1566 }
1609 } 1567 }
1610 1568
1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1569 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1624 arrow->destroy (); 1582 arrow->destroy ();
1625 return 0; 1583 return 0;
1626 } 1584 }
1627 1585
1628 left = arrow; /* these are arrows left to the player */ 1586 left = arrow; /* these are arrows left to the player */
1629 arrow = get_split_ob (arrow, 1); 1587 arrow = arrow->split ();
1630 if (!arrow) 1588 if (!arrow)
1631 { 1589 {
1632 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1633 return 0; 1591 return 0;
1634 } 1592 }
1635 1593
1636 arrow->set_owner (op); 1594 arrow->set_owner (op);
1637 arrow->skill = bow->skill; 1595 arrow->skill = bow->skill;
1638 arrow->direction = dir; 1596 arrow->direction = dir;
1639 1597
1598 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1599 arrow->stats.hp = arrow->stats.dam;
1600 arrow->stats.grace = arrow->attacktype;
1601
1602 if (arrow->slaying)
1603 arrow->spellarg = strdup (arrow->slaying);
1604
1605#if 0
1606 if (player *pl = op->contr)
1607 {
1608 float speed = pl->weapon_sp;
1609
1610 /* penalize ROF for bestarrow */
1611 if (pl->bowtype == bow_bestarrow)
1612 speed *= .9f;
1613 else
1614 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1615
1616 op->speed_left += speed - op->speed;
1617 }
1618#endif
1619
1620 SET_ANIMATION (arrow, arrow->direction);
1621
1622 /* update the speed */
1623 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1624 + bow->stats.dam / 7.f;
1625
1626 arrow->set_speed (max (arrow->speed, 2.f));
1627 arrow->speed_left = 0;
1628
1629 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1630
1640 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1641 { 1632 {
1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1643 op->update_stats ();
1644 }
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1648 arrow->stats.hp = arrow->stats.dam;
1649 arrow->stats.grace = arrow->attacktype;
1650 if (arrow->slaying != NULL)
1651 arrow->spellarg = strdup (arrow->slaying);
1652
1653 /* Note that this was different for monsters - they got their level
1654 * added to the damage. I think the strength bonus is more proper.
1655 */
1656
1657 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1658
1659 /* update the speed */
1660 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1661 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 1.0));
1664 arrow->speed_left = 0;
1665
1666 if (op->type == PLAYER)
1667 {
1668 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1669 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1670 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1671
1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1633 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1634 wc -= dex_bonus[op->stats.Dex];
1635
1636 if (!arrow->slaying)
1637 arrow->slaying = op->slaying;
1638
1639 arrow->attacktype |= op->attacktype;
1673 } 1640 }
1674 else 1641 else
1675 { 1642 {
1676 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1677 arrow->level = op->level; 1643 arrow->level = op->level;
1678 } 1644 arrow->stats.wc -= bow->magic;
1679 1645
1680 if (arrow->attacktype == AT_PHYSICAL) 1646 if (!arrow->slaying)
1647 arrow->slaying = bow->slaying;
1648
1681 arrow->attacktype |= bow->attacktype; 1649 arrow->attacktype |= bow->attacktype;
1650 }
1682 1651
1683 if (bow->slaying) 1652 wc -= arrow->level;
1684 arrow->slaying = bow->slaying; 1653 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1685 1654
1655 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1686 arrow->move_type = MOVE_FLY_LOW; 1656 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1657 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688 1658
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1659 op->play_sound (sound_find ("fire_arrow"));
1690 m->insert (arrow, sx, sy, op); 1660 m->insert (arrow, sx, sy, op);
1691 1661
1692 if (!arrow->destroyed ()) 1662 if (!arrow->destroyed ())
1693 move_arrow (arrow); 1663 move_arrow (arrow);
1694
1695 if (op->type == PLAYER)
1696 {
1697 if (left->destroyed ())
1698 esrv_del_item (op->contr, left->count);
1699 else
1700 esrv_send_item (op, left);
1701 }
1702 1664
1703 return 1; 1665 return 1;
1704} 1666}
1705 1667
1706/* Special fire code for players - this takes into 1668/* Special fire code for players - this takes into
1715{ 1677{
1716 int ret = 0, wcmod = 0; 1678 int ret = 0, wcmod = 0;
1717 1679
1718 if (op->contr->bowtype == bow_bestarrow) 1680 if (op->contr->bowtype == bow_bestarrow)
1719 { 1681 {
1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1682 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1721 } 1683 }
1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1684 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1723 { 1685 {
1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1725 wcmod = -1; 1687 wcmod = -1;
1735 else if (op->contr->bowtype == bow_spreadshot) 1697 else if (op->contr->bowtype == bow_spreadshot)
1736 { 1698 {
1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1699 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1700 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1701 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1740
1741 } 1702 }
1742 else 1703 else
1743 { 1704 {
1744 /* Simple case */ 1705 /* Simple case */
1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1706 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1746 } 1707 }
1708
1747 return ret; 1709 return ret;
1748} 1710}
1749
1750 1711
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1712/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1713 * Broken apart from 'fire' to keep it more readable.
1753 */ 1714 */
1754void 1715void
1755fire_misc_object (object *op, int dir) 1716fire_misc_object (object *op, int dir)
1756{ 1717{
1757 object *item; 1718 object *item = op->contr->ranged_ob;
1758 1719
1759 if (!op->contr->ranges[range_misc]) 1720 if (!item)
1760 { 1721 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1722 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1762 return; 1723 return;
1763 } 1724 }
1764 1725
1765 item = op->contr->ranges[range_misc];
1766 if (!item->inv) 1726 if (!item->inv)
1767 { 1727 {
1768 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1728 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1769 return; 1729 return;
1770 } 1730 }
1731
1732 if (!op->change_weapon (item))
1733 return;
1734
1771 if (item->type == WAND) 1735 if (item->type == WAND)
1772 { 1736 {
1773 if (item->stats.food <= 0) 1737 if (item->stats.food <= 0)
1774 { 1738 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1739 op->contr->play_sound (sound_find ("wand_poof"));
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1740 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1741
1777 return; 1742 return;
1778 } 1743 }
1779 } 1744 }
1780 else if (item->type == ROD || item->type == HORN) 1745 else if (item->type == ROD || item->type == HORN)
1781 { 1746 {
1782 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1747 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1748
1749 // using the maximum of the rods charge allows at least one spell cast
1750 // for a rod or horn, this fixes some broken rods.
1751 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1783 { 1752 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1753 op->contr->play_sound (sound_find ("wand_poof"));
1754
1785 if (item->type == ROD) 1755 if (item->type == ROD)
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1756 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else 1757 else
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1759
1789 return; 1760 return;
1790 } 1761 }
1791 } 1762 }
1792 1763
1793 if (cast_spell (op, item, dir, item->inv, NULL)) 1764 if (cast_spell (op, item, dir, item->inv, NULL))
1800 object *tmp; 1771 object *tmp;
1801 1772
1802 if (item->arch) 1773 if (item->arch)
1803 { 1774 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1775 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1776 item->face = item->arch->face;
1806 item->set_speed (0); 1777 item->set_speed (0);
1807 } 1778 }
1808 1779
1809 if ((tmp = item->in_player ())) 1780 if (object *pl = item->visible_to ())
1810 esrv_update_item (UPD_ANIM, tmp, item); 1781 esrv_update_item (UPD_ANIM, pl, item);
1811 } 1782 }
1812 } 1783 }
1813 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
1814 drain_rod_charge (item); 1785 drain_rod_charge (item);
1815 } 1786 }
1816} 1787}
1817 1788
1818/* Received a fire command for the player - go and do it. 1789/* Received a fire command for the player - go and do it.
1819 */ 1790 */
1820void 1791bool
1821fire (object *op, int dir) 1792fire (object *op, int dir)
1822{ 1793{
1823 int spellcost = 0; 1794 int spellcost = 0;
1824 1795
1825 /* check for loss of invisiblity/hide */ 1796 /* check for loss of invisiblity/hide */
1826 if (action_makes_visible (op)) 1797 if (action_makes_visible (op))
1827 make_visible (op); 1798 make_visible (op);
1828 1799
1829 switch (op->contr->shoottype) 1800 player *pl = op->contr;
1801
1802 if (pl->golem)
1803 {
1804 control_golem (op->contr->golem, dir);
1805 return false;
1830 { 1806 }
1831 case range_none:
1832 return;
1833 1807
1834 case range_bow: 1808 object *ob = pl->ranged_ob;
1809
1810 if (!ob)
1811 return false;
1812
1813 if (!op->change_weapon (ob))
1814 return false;
1815
1816 if (op->speed_left > 0.f)
1817 --op->speed_left;
1818 else
1819 return false;
1820
1821 switch (ob->type)
1822 {
1823 case BOW:
1835 player_fire_bow (op, dir); 1824 player_fire_bow (op, dir);
1836 return; 1825 break;
1837 1826
1838 case range_magic: /* Casting spells */ 1827 case SPELL:
1839 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1828 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1840 return; 1829 break;
1841 1830
1842 case range_misc: 1831 case BUILDER:
1832 apply_map_builder (op, dir);
1833 break;
1834
1835 case SKILL:
1836 do_skill (op, op, ob, dir, 0);
1837 break;
1838
1839 default:
1843 fire_misc_object (op, dir); 1840 fire_misc_object (op, dir);
1844 return; 1841 break;
1845
1846 case range_golem: /* Control summoned monsters from scrolls */
1847 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1848 {
1849 op->contr->ranges[range_golem] = 0;
1850 op->contr->shoottype = range_none;
1851 }
1852 else
1853 control_golem (op->contr->ranges[range_golem], dir);
1854 return;
1855
1856 case range_skill:
1857 if (!op->chosen_skill)
1858 {
1859 if (op->type == PLAYER)
1860 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1861 return;
1862 }
1863
1864 do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return;
1866 case range_builder:
1867 apply_map_builder (op, dir);
1868 return;
1869 default:
1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1871 return;
1872 } 1842 }
1873}
1874 1843
1875 1844 return true;
1845}
1876 1846
1877/* find_key 1847/* find_key
1878 * We try to find a key for the door as passed. If we find a key 1848 * We try to find a key for the door as passed. If we find a key
1879 * and successfully use it, we return the key, otherwise NULL 1849 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic 1850 * This function merges both normal and locked door, since the logic
1882 * pl is the player, 1852 * pl is the player,
1883 * inv is the objects inventory to searched 1853 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against. 1854 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers. 1855 * This function can be called recursively to search containers.
1886 */ 1856 */
1887
1888object * 1857object *
1889find_key (object *pl, object *container, object *door) 1858find_key (object *pl, object *container, object *door)
1890{ 1859{
1891 object *tmp, *key; 1860 object *tmp, *key;
1892 1861
1893 /* Should not happen, but sanity checking is never bad */ 1862 /* Should not happen, but sanity checking is never bad */
1894 if (container->inv == NULL) 1863 if (!container->inv)
1895 return NULL; 1864 return 0;
1896 1865
1897 /* First, lets try to find a key in the top level inventory */ 1866 /* First, lets try to find a key in the top level inventory */
1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1867 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 { 1868 {
1900 if (door->type == DOOR && tmp->type == KEY) 1869 if (door->type == DOOR && tmp->type == KEY)
1901 break; 1870 break;
1902 /* For sanity, we should really check door type, but other stuff 1871 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys 1872 * (like containers) can be locked with special keys
1904 */ 1873 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break; 1875 break;
1907 } 1876 }
1877
1908 /* No key found - lets search inventories now */ 1878 /* No key found - lets search inventories now */
1909 /* If we find and use a key in an inventory, return at that time. 1879 /* If we find and use a key in an inventory, return at that time.
1910 * otherwise, if we search all the inventories and still don't find 1880 * otherwise, if we search all the inventories and still don't find
1911 * a key, return 1881 * a key, return
1912 */ 1882 */
1913 if (!tmp) 1883 if (!tmp)
1914 { 1884 {
1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1885 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 { 1886 {
1917 /* No reason to search empty containers */ 1887 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1888 if (tmp->type == CONTAINER && tmp->inv)
1919 { 1889 {
1920 if ((key = find_key (pl, tmp, door)) != NULL) 1890 if ((key = find_key (pl, tmp, door)))
1921 return key; 1891 return key;
1922 } 1892 }
1923 } 1893 }
1894
1924 if (!tmp) 1895 if (!tmp)
1925 return NULL; 1896 return NULL;
1926 } 1897 }
1898
1927 /* We get down here if we have found a key. Now if its in a container, 1899 /* We get down here if we have found a key. Now if its in a container,
1928 * see if we actually want to use it 1900 * see if we actually want to use it
1929 */ 1901 */
1930 if (pl != container) 1902 if (pl != container)
1931 { 1903 {
1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1925 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1954 return NULL; 1926 return NULL;
1955 } 1927 }
1956 } 1928 }
1929
1957 return tmp; 1930 return tmp;
1958} 1931}
1959 1932
1960/* moved door processing out of move_player_attack. 1933/* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key 1934 * returns 1 if player has opened the door with a key
1963 * 0 otherwise 1936 * 0 otherwise
1964 */ 1937 */
1965static int 1938static int
1966player_attack_door (object *op, object *door) 1939player_attack_door (object *op, object *door)
1967{ 1940{
1968 /* If its a door, try to find a use a key. If we do destroy the door, 1941 /* If its a door, try to find a key. If we do destroy the door,
1969 * might as well return immediately as there is nothing more to do - 1942 * might as well return immediately as there is nothing more to do -
1970 * otherwise, we fall through to the rest of the code. 1943 * otherwise, we fall through to the rest of the code.
1971 */ 1944 */
1972 object *key = find_key (op, op, door); 1945 object *key = find_key (op, op, door);
1973 1946
1974 /* IF we found a key, do some extra work */ 1947 /* If we found a key, do some extra work */
1975 if (key) 1948 if (key)
1976 { 1949 {
1977 object *container = key->env; 1950 object *container = key->env;
1978 1951
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 if (action_makes_visible (op)) 1952 if (action_makes_visible (op))
1981 make_visible (op); 1953 make_visible (op);
1954
1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1955 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op); 1956 spring_trap (door->inv, op);
1957
1984 if (door->type == DOOR) 1958 if (door->type == DOOR)
1985 {
1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1959 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1987 }
1988 else if (door->type == LOCKED_DOOR) 1960 else if (door->type == LOCKED_DOOR)
1989 { 1961 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1962 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1991 remove_door2 (door); /* remove door without violence ;-) */ 1963 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1964 }
1965
1993 /* Do this after we print the message */ 1966 /* Do this after we print the message */
1994 decrease_ob (key); /* Use up one of the keys */ 1967 key->decrease (); /* Use up one of the keys */
1995 /* Need to update the weight the container the key was in */ 1968
1996 if (container != op)
1997 esrv_update_item (UPD_WEIGHT, op, container);
1998 return 1; /* Nothing more to do below */ 1969 return 1; /* Nothing more to do below */
1999 } 1970 }
2000 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2001 { 1972 {
2002 /* Might as well return now - no other way to open this */ 1973 /* Might as well return now - no other way to open this */
2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1974 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2004 return 1; 1975 return 1;
2005 } 1976 }
1977
2006 return 0; 1978 return 0;
2007} 1979}
2008 1980
2009/* This function is just part of a breakup from move_player. 1981/* This function is just part of a breakup from move_player.
2010 * It should keep the code cleaner. 1982 * It should keep the code cleaner.
2011 * When this is called, the players direction has been updated 1983 * When this is called, the players direction has been updated
2012 * (taking into account confusion.) The player is also actually 1984 * (taking into account confusion.) The player is also actually
2013 * going to try and move (not fire weapons). 1985 * going to try and move (not fire weapons).
2014 */ 1986 */
2015void 1987bool
2016move_player_attack (object *op, int dir) 1988move_player_attack (object *op, int dir)
2017{ 1989{
2018 object *tmp, *mon;
2019 sint16 nx, ny;
2020 int on_battleground; 1990 int on_battleground;
2021 maptile *m;
2022 1991
2023 nx = freearr_x[dir] + op->x; 1992 sint16 nx = freearr_x[dir] + op->x;
2024 ny = freearr_y[dir] + op->y; 1993 sint16 ny = freearr_y[dir] + op->y;
2025 1994
2026 on_battleground = op_on_battleground (op, 0, 0); 1995 on_battleground = op_on_battleground (op, 0, 0);
1996
1997 if (out_of_map (op->map, nx, ny))
1998 return false;
1999
2000 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2001 {
2002 --op->speed_left;
2003 return true;
2004 }
2027 2005
2028 /* If braced, or can't move to the square, and it is not out of the 2006 /* If braced, or can't move to the square, and it is not out of the
2029 * map, attack it. Note order of if statement is important - don't 2007 * map, attack it. Note order of if statement is important - don't
2030 * want to be calling move_ob if braced, because move_ob will move the 2008 * want to be calling move_ob if braced, because move_ob will move the
2031 * player. This is a pretty nasty hack, because if we could 2009 * player. This is a pretty nasty hack, because if we could
2032 * move to some space, it then means that if we are braced, we should 2010 * move to some space, it then means that if we are braced, we should
2033 * do nothing at all. As it is, if we are braced, we go through 2011 * do nothing at all. As it is, if we are braced, we go through
2034 * quite a bit of processing. However, it probably is less than what 2012 * quite a bit of processing. However, it probably is less than what
2035 * move_ob uses. 2013 * move_ob uses.
2036 */ 2014 */
2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2038 {
2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2040 {
2041 m = op->map->xy_find (nx, ny); 2015 maptile *m = op->map->xy_find (nx, ny);
2042 if (!m)
2043 return; /* Don't think this should happen */
2044 }
2045 else
2046 m = op->map;
2047 2016
2048 if (!(tmp = m->at (nx, ny).bot))
2049 return;
2050
2051 mon = 0;
2052 /* Go through all the objects, and find ones of interest. Only stop if 2017 /* Go through all the objects, and find ones of interest. Only stop if
2053 * we find a monster - that is something we know we want to attack. 2018 * we find a monster - that is something we know we want to attack.
2054 * if its a door or barrel (can roll) see if there may be monsters 2019 * if its a door or barrel (can roll) see if there may be monsters
2055 * on the space 2020 * on the space
2056 */ 2021 */
2057 while (tmp) 2022 object *mon;
2058 { 2023 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2059 if (tmp == op) 2024 {
2060 { 2025 if ((mon->flag [FLAG_ALIVE]
2061 tmp = tmp->above; 2026 || mon->type == LOCKED_DOOR
2062 continue; 2027 || mon->flag [FLAG_CAN_ROLL])
2063 }
2064
2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 {
2067 mon = tmp; 2028 && mon != op)
2068 break; 2029 break;
2069 } 2030 }
2070 2031
2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp;
2073
2074 tmp = tmp->above;
2075 }
2076
2077 if (!mon) /* This happens anytime the player tries to move */ 2032 if (!mon) /* This happens anytime the player tries to move */
2078 return; /* into a wall */ 2033 return false; /* into a wall */
2079 2034
2080 if (mon->head)
2081 mon = mon->head; 2035 mon = mon->head_ ();
2082 2036
2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2037 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2038 if (op->contr->weapon_sp_left > 0.f)
2084 if (player_attack_door (op, mon)) 2039 if (player_attack_door (op, mon))
2040 {
2041 --op->contr->weapon_sp_left;
2085 return; 2042 return true;
2043 }
2086 2044
2087 /* The following deals with possibly attacking peaceful 2045 /* The following deals with possibly attacking peaceful
2088 * or frienddly creatures. Basically, all players are considered 2046 * or friendly creatures. Basically, all players are considered
2089 * unaggressive. If the moving player has peaceful set, then the 2047 * unaggressive. If the moving player has peaceful set, then the
2090 * object should be pushed instead of attacked. It is assumed that 2048 * object should be pushed instead of attacked. It is assumed that
2091 * if you are braced, you will not attack friends accidently, 2049 * if you are braced, you will not attack friends accidently,
2092 * and thus will not push them. 2050 * and thus will not push them.
2093 */ 2051 */
2094 2052
2095 /* If the creature is a pet, push it even if the player is not 2053 /* If the creature is a pet, push it even if the player is not
2096 * peaceful. Our assumption is the creature is a pet if the 2054 * peaceful. Our assumption is the creature is a pet if the
2097 * player owns it and it is either friendly or unagressive. 2055 * player owns it and it is either friendly or unagressive.
2098 */ 2056 */
2099 if ((op->type == PLAYER) 2057 if (op->type == PLAYER
2100#if COZY_SERVER
2101 &&
2102 ((mon->owner && mon->owner->contr 2058 && ((mon->owner && mon->owner->contr
2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2059 && same_party (mon->owner->contr->party, op->contr->party))
2104#else
2105 && mon->owner == op 2060 || mon->owner == op)
2106#endif
2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2061 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2062 {
2109 /* If we're braced, we don't want to switch places with it */ 2063 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) 2064 if (op->contr->braced)
2111 return; 2065 return false;
2112 2066
2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2067 if (op->speed_left > 0.f)
2068 {
2069 --op->speed_left;
2070
2071 op->play_sound (sound_find ("push_player"));
2114 (void) push_ob (mon, dir, op); 2072 push_ob (mon, dir, op);
2073
2115 if (op->contr->tmp_invis || op->hide) 2074 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op); 2075 make_visible (op);
2117 2076
2118 return; 2077 return true;
2119 } 2078 }
2079 else
2080 return false;
2081 }
2120 2082
2121 /* in certain circumstances, you shouldn't attack friendly 2083 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push 2084 * creatures. Note that if you are braced, you can't push
2123 * someone, but put it inside this loop so that you won't 2085 * someone, but put it inside this loop so that you won't
2124 * attack them either. 2086 * attack them either.
2125 */ 2087 */
2126 if ((mon->type == PLAYER || mon->enemy != op) && 2088 if ((mon->type == PLAYER || mon->enemy != op)
2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2089 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2128#ifdef PROHIBIT_PLAYERKILL
2129 (op->contr->peaceful 2090 && ((op->contr->peaceful
2130 || (mon->type == PLAYER 2091 || (mon->type == PLAYER && mon->contr->peaceful))
2131 && mon->contr->
2132 peaceful)) &&
2133#else
2134 op->contr->peaceful &&
2135#endif
2136 !on_battleground)) 2092 && !on_battleground))
2093 {
2094 if (op->speed_left > 0.f)
2137 { 2095 {
2096 --op->speed_left;
2097
2138 if (!op->contr->braced) 2098 if (!op->contr->braced)
2139 { 2099 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2100 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 2101 push_ob (mon, dir, op);
2142 } 2102 }
2143 else 2103 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 2104 op->statusmsg ("You withhold your attack");
2145 2105
2146 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op); 2107 make_visible (op);
2148 }
2149 2108
2109 return true;
2110 }
2111 }
2150 /* If the object is a boulder or other rollable object, then 2112 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced. 2113 * roll it if not braced. You can't roll it if you are braced.
2152 */ 2114 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2115 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2116 {
2117 if (op->speed_left > 0.f)
2154 { 2118 {
2119 --op->speed_left;
2120
2155 recursive_roll (mon, dir, op); 2121 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 2122 if (action_makes_visible (op))
2157 make_visible (op); 2123 make_visible (op);
2158 }
2159 2124
2125 return true;
2126 }
2127 }
2160 /* Any generic living creature. Including things like doors. 2128 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 2129 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following: 2130 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note 2131 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen. 2132 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2133 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2134 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2135 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2136 {
2169 2137 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 /* If the player hasn't hit something this tick, and does
2171 * so, give them speed boost based on weapon speed. Doing
2172 * it here is better than process_players2, which basically
2173 * incurred a 1 tick offset.
2174 */
2175 if (!op->contr->has_hit)
2176 { 2138 {
2177 op->speed_left += op->speed / op->contr->weapon_sp; 2139 --op->contr->weapon_sp_left;
2178
2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 }
2181 2140
2182 skill_attack (mon, op, 0, 0, 0); 2141 skill_attack (mon, op, 0, 0, 0);
2183
2184 /* If attacking another player, that player gets automatic
2185 * hitback, and doesn't loose luck either.
2186 * Disable hitback on the battleground or if the target is
2187 * the wiz.
2188 */
2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2190 {
2191 short luck = mon->stats.luck;
2192
2193 mon->contr->has_hit = 1;
2194 skill_attack (op, mon, 0, 0, 0);
2195 mon->stats.luck = luck;
2196 }
2197 2142
2198 if (action_makes_visible (op)) 2143 if (action_makes_visible (op))
2199 make_visible (op); 2144 make_visible (op);
2200 }
2201 } /* if player should attack something */
2202}
2203 2145
2204int 2146 return true;
2147 }
2148 }
2149
2150 return false;
2151}
2152
2153bool
2205move_player (object *op, int dir) 2154move_player (object *op, int dir)
2206{ 2155{
2207 int pick; 2156 int pick;
2208 2157
2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2158 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2210 return 0; 2159 return 0;
2211 2160
2212 /* Sanity check: make sure dir is valid */ 2161 /* Sanity check: make sure dir is valid */
2213 if ((dir < 0) || (dir >= 9)) 2162 if ((dir < 0) || (dir >= 9))
2214 { 2163 {
2223 op->facing = dir; 2172 op->facing = dir;
2224 2173
2225 if (op->hide) 2174 if (op->hide)
2226 do_hidden_move (op); 2175 do_hidden_move (op);
2227 2176
2177 bool retval;
2178
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2179 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ; 2180 retval = RESULT_INT (0);
2230 else if (op->contr->fire_on) 2181 else if (op->contr->fire_on)
2231 fire (op, dir); 2182 retval = fire (op, dir);
2232 else 2183 else
2233 { 2184 {
2234 move_player_attack (op, dir); 2185 retval = move_player_attack (op, dir);
2235 pick = check_pick (op); 2186 pick = check_pick (op);
2236 } 2187 }
2237 2188
2238 /* Add special check for newcs players and fire on - this way, the 2189 /* Add special check for newcs players and fire on - this way, the
2239 * server can handle repeat firing. 2190 * server can handle repeat firing.
2246 /* Update how the player looks. Use the facing, so direction may 2197 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities 2198 * get reset to zero. This allows for full animation capabilities
2248 * for players. 2199 * for players.
2249 */ 2200 */
2250 animate_object (op, op->facing); 2201 animate_object (op, op->facing);
2251 return 0; 2202
2203 return retval;
2252} 2204}
2253 2205
2254/* This is similar to handle_player, below, but is only used by the 2206/* This is similar to handle_player, below, but is only used by the
2255 * new client/server stuff. 2207 * new client/server stuff.
2256 * This is sort of special, in that the new client/server actually uses 2208 * This is sort of special, in that the new client/server actually uses
2257 * the new speed values for commands. 2209 * the new speed values for commands.
2258 * 2210 *
2259 * Returns true if there are more actions we can do. 2211 * Returns true if there are more actions we can do. Should not do
2212 * many actions in a row, as that would be too unfair to other
2213 * players.
2260 */ 2214 */
2261int 2215bool
2262handle_newcs_player (object *op) 2216handle_newcs_player (object *op)
2263{ 2217{
2264 if (op->contr->hidden)
2265 {
2266 op->invisible = 1000;
2267 /* the socket code flashes the player visible/invisible
2268 * depending on the value of invisible, so we need to
2269 * alternate it here for it to work correctly.
2270 */
2271 if (pticks & 2)
2272 op->invisible--;
2273 }
2274 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2275 {
2276 op->invisible--;
2277 if (!op->invisible)
2278 {
2279 make_visible (op);
2280 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG (op, FLAG_SCARED)) 2218 if (QUERY_FLAG (op, FLAG_SCARED))
2285 { 2219 {
2286 flee_player (op); 2220 if (op->speed_left > 0.f)
2287 /* If player is still scared, that is his action for this tick */
2288 if (QUERY_FLAG (op, FLAG_SCARED))
2289 { 2221 {
2290 op->speed_left--; 2222 --op->speed_left;
2223 flee_player (op);
2224
2291 return 0; 2225 return true;
2292 } 2226 }
2227 else
2228 return false;
2293 } 2229 }
2294
2295 /* I've been seeing crashes where the golem has been destroyed, but
2296 * the player object still points to the defunct golem. The code that
2297 * destroys the golem looks correct, and it doesn't always happen, so
2298 * put this in a a workaround to clean up the golem pointer.
2299 */
2300 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2301 op->contr->ranges[range_golem] = 0;
2302 2230
2303 /* call this here - we also will call this in do_ericserver, but 2231 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been 2232 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2233 * called, so we recheck it here.
2306 */ 2234 */
2307 if (op->contr->ns->handle_command ()) 2235 if (op->contr->ns->handle_command ())
2308 return 1; 2236 return true;
2309 2237
2310 if (op->speed_left > 0)
2311 {
2312 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2238 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 {
2314 /* All move commands take 1 tick, at least for now */
2315 op->speed_left--;
2316
2317 /* Instead of all the stuff below, let move_player take care
2318 * of it. Also, some of the skill stuff is only put in
2319 * there, as well as the confusion stuff.
2320 */
2321 move_player (op, op->direction); 2239 return move_player (op, op->direction);
2322 2240
2323 return op->speed_left > 0;
2324 }
2325 }
2326
2327 return 0; 2241 return false;
2328} 2242}
2329 2243
2330int 2244int
2331save_life (object *op) 2245save_life (object *op)
2332{ 2246{
2334 return 0; 2248 return 0;
2335 2249
2336 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2250 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2338 { 2252 {
2339 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2253 op->play_sound (sound_find ("ob_evaporate"));
2340 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2254 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2341
2342 if (op->contr)
2343 esrv_del_item (op->contr, tmp->count);
2344 2255
2345 tmp->destroy (); 2256 tmp->destroy ();
2346 CLEAR_FLAG (op, FLAG_LIFESAVE); 2257 CLEAR_FLAG (op, FLAG_LIFESAVE);
2347 2258
2348 if (op->stats.hp < 0) 2259 if (op->stats.hp < 0)
2361 return 0; 2272 return 0;
2362} 2273}
2363 2274
2364/* This goes throws the inventory and removes unpaid objects, and puts them 2275/* This goes throws the inventory and removes unpaid objects, and puts them
2365 * back in the map (location and map determined by values of env). This 2276 * back in the map (location and map determined by values of env). This
2366 * function will descend into containers. op is the object to start the search 2277 * function will descend into containers. op is the object to start the search
2367 * from. 2278 * from.
2368 */ 2279 */
2280static void
2281drop_unpaid_items (object *op, object *env)
2282{
2283 while (op)
2284 {
2285 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2286
2287 if (QUERY_FLAG (op, FLAG_UNPAID))
2288 op->insert_at (env);
2289 else if (op->inv)
2290 drop_unpaid_items (op->inv, env);
2291
2292 op = next;
2293 }
2294}
2295
2369void 2296void
2370remove_unpaid_objects (object *op, object *env) 2297object::drop_unpaid_items ()
2371{ 2298{
2372 object *next; 2299 if (!flag [FLAG_REMOVED])
2373 2300 ::drop_unpaid_items (inv, this);
2374 while (op)
2375 {
2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2377
2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2379 {
2380 if (env->type == PLAYER)
2381 esrv_del_item (env->contr, op->count);
2382
2383 op->insert_at (env);
2384 }
2385 else if (op->inv)
2386 remove_unpaid_objects (op->inv, env);
2387
2388 op = next;
2389 }
2390} 2301}
2391 2302
2392/* 2303/*
2393 * Returns pointer a static string containing gravestone text 2304 * Returns pointer a static string containing gravestone text
2394 * Moved from apply.c to player.c - player.c is what 2305 * Moved from apply.c to player.c - player.c is what
2395 * actually uses this function. player.c may not be quite the 2306 * actually uses this function. player.c may not be quite the
2396 * best, a misc file for object actions is probably better, 2307 * best, a misc file for object actions is probably better,
2397 * but there isn't one in the server directory. 2308 * but there isn't one in the server directory.
2398 */ 2309 */
2399char * 2310const char *
2400gravestone_text (object *op) 2311gravestone_text (object *op)
2401{ 2312{
2402 static char buf2[MAX_BUF]; 2313 static dynbuf_text buf;
2403 char buf[MAX_BUF];
2404 time_t now = time (NULL);
2405 2314
2406 strcpy (buf2, " R.I.P.\n\n"); 2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2407 if (op->type == PLAYER) 2318 if (op->type == PLAYER)
2408 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2319 buf << " the " << op->contr->title;
2409 else
2410 sprintf (buf, "%s\n", &op->name);
2411 2320
2412 strncat (buf2, " ", 20 - strlen (buf) / 2); 2321 buf << "\n\n";
2413 strcat (buf2, buf); 2322
2323 buf << "who was level ";
2324 buf << (sint32)op->level << "\n\n" // OO breakdown
2325 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2326
2414 if (op->type == PLAYER) 2327 if (op->type == PLAYER)
2415 sprintf (buf, "who was in level %d when killed\n", op->level); 2328 buf << "by " << op->contr->killer_name () << ".\n\n";
2416 else
2417 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2418 2329
2419 strncat (buf2, " ", 20 - strlen (buf) / 2);
2420 strcat (buf2, buf);
2421 if (op->type == PLAYER)
2422 { 2330 {
2423 sprintf (buf, "by %s.\n\n", op->contr->killer); 2331 static char buf2[128];
2424 strncat (buf2, " ", 21 - strlen (buf) / 2); 2332 time_t now = time (NULL);
2425 strcat (buf2, buf);
2426 }
2427
2428 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2429 strncat (buf2, " ", 20 - strlen (buf) / 2); 2334 buf << buf2;
2430 strcat (buf2, buf); 2335 }
2431 2336
2432 return buf2; 2337 return buf;
2433} 2338}
2434 2339
2435void 2340void
2436do_some_living (object *op) 2341do_some_living (object *op)
2437{ 2342{
2444 int rate_grace = 2000; 2349 int rate_grace = 2000;
2445 const int max_hp = 1; 2350 const int max_hp = 1;
2446 const int max_sp = 1; 2351 const int max_sp = 1;
2447 const int max_grace = 1; 2352 const int max_grace = 1;
2448 2353
2449 if (op->contr->outputs_sync) 2354 if (op->contr->hidden)
2355 {
2356 op->invisible = 1000;
2357 /* the socket code flashes the player visible/invisible
2358 * depending on the value of invisible, so we need to
2359 * alternate it here for it to work correctly.
2360 */
2361 if (pticks & 2)
2362 op->invisible--;
2450 { 2363 }
2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2364 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2365 {
2453 flush_output_element (op, &op->contr->outputs[i]); 2366 if (!op->invisible--)
2367 {
2368 make_visible (op);
2369 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2370 }
2454 } 2371 }
2455 2372
2456 if (op->contr->ns->state == ST_PLAYING) 2373 if (op->contr->ns->state == ST_PLAYING)
2457 { 2374 {
2458 /* these next three if clauses make it possible to SLOW DOWN 2375 /* these next three if clauses make it possible to SLOW DOWN
2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2394 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2478 else 2395 else
2479 { 2396 {
2480 gen_grace = op->stats.maxgrace; 2397 gen_grace = op->stats.maxgrace;
2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2398 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2482 }
2483
2484 /* Regenerate Spell Points */
2485 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2486 {
2487 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2488 if (op->stats.sp < op->stats.maxsp)
2489 {
2490 op->stats.sp++;
2491 /* dms do not consume food */
2492 if (!QUERY_FLAG (op, FLAG_WIZ))
2493 {
2494 op->stats.food--;
2495 if (op->contr->digestion < 0)
2496 op->stats.food += op->contr->digestion;
2497 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2498 op->stats.food = last_food;
2499 }
2500 }
2501
2502 if (max_sp > 1)
2503 {
2504 over_sp = (gen_sp + 10) / rate_sp;
2505 if (over_sp > 0)
2506 {
2507 if (op->stats.sp < op->stats.maxsp)
2508 {
2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2511 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2512 op->stats.sp--;
2513
2514 if (op->stats.sp > op->stats.maxsp)
2515 op->stats.sp = op->stats.maxsp;
2516 }
2517 op->last_sp = 0;
2518 }
2519 else
2520 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2521 }
2522 else
2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2524 } 2399 }
2525 2400
2526 /* Regenerate Grace */ 2401 /* Regenerate Grace */
2527 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2402 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2528 if (--op->last_grace < 0) 2403 if (--op->last_grace < 0)
2549 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2424 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2550 } 2425 }
2551 /* wearing stuff doesn't detract from grace generation. */ 2426 /* wearing stuff doesn't detract from grace generation. */
2552 } 2427 }
2553 2428
2429 if (op->stats.food > 0)
2430 {
2554 /* Regenerate Hit Points */ 2431 /* Regenerate Spell Points */
2555 if (--op->last_heal < 0) 2432 if (!op->contr->golem && --op->last_sp < 0)
2556 {
2557 if (op->stats.hp < op->stats.maxhp)
2558 { 2433 {
2559 op->stats.hp++; 2434 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2560 /* dms do not consume food */ 2435
2561 if (!QUERY_FLAG (op, FLAG_WIZ)) 2436 if (op->stats.sp < op->stats.maxsp)
2562 { 2437 {
2438 op->stats.sp++;
2439
2440 /* dms do not consume food */
2441 if (!QUERY_FLAG (op, FLAG_WIZ))
2442 {
2563 op->stats.food--; 2443 op->stats.food--;
2444
2564 if (op->contr->digestion < 0) 2445 if (op->contr->digestion < 0)
2565 op->stats.food += op->contr->digestion; 2446 op->stats.food += op->contr->digestion;
2566 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2447 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2567 op->stats.food = last_food; 2448 op->stats.food = last_food;
2449 }
2568 } 2450 }
2569 }
2570 2451
2571 if (max_hp > 1) 2452 if (max_sp > 1)
2572 {
2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2574 if (over_hp > 0)
2575 { 2453 {
2576 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2454 over_sp = (gen_sp + 10) / rate_sp;
2455 if (over_sp > 0)
2456 {
2457 if (op->stats.sp < op->stats.maxsp)
2458 {
2459 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2460
2461 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2462 op->stats.sp--;
2463
2464 if (op->stats.sp > op->stats.maxsp)
2465 op->stats.sp = op->stats.maxsp;
2466 }
2467
2577 op->last_heal = 0; 2468 op->last_sp = 0;
2469 }
2470 else
2471 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2578 } 2472 }
2579 else 2473 else
2474 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2475 }
2476
2477 /* Regenerate Hit Points */
2478 if (--op->last_heal < 0)
2479 {
2480 if (op->stats.hp < op->stats.maxhp)
2580 { 2481 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2482 op->stats.hp++;
2483
2484 /* dms do not consume food */
2485 if (!QUERY_FLAG (op, FLAG_WIZ))
2486 {
2487 op->stats.food--;
2488
2489 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2493 }
2582 } 2494 }
2495
2496 if (max_hp > 1)
2497 {
2498 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2499
2500 if (over_hp > 0)
2501 {
2502 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2503 op->last_heal = 0;
2504 }
2505 else
2506 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2583 } 2507 }
2584 else 2508 else
2585 {
2586 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2587 } 2510 }
2588 } 2511 }
2589 2512
2590 /* Digestion */ 2513 /* Digestion */
2591 if (--op->last_eat < 0) 2514 if (--op->last_eat < 0)
2592 { 2515 {
2593#ifdef COZY_SERVER 2516 int bonus = max (0, op->contr->digestion),
2594 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2517 penalty = max (0, -op->contr->digestion);
2595 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2596#else
2597 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2598#endif
2599 2518
2600 if (op->contr->gen_hp > 0)
2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2519 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2602 else
2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604 2520
2605 /* dms do not consume food */ 2521 /* dms do not consume food */
2606 if (!QUERY_FLAG (op, FLAG_WIZ)) 2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2607 op->stats.food--; 2523 op->stats.food--;
2608 } 2524 }
2609 2525
2610 if (op->stats.food < 0 && op->stats.hp >= 0) 2526 if (op->stats.food < 0 && op->stats.hp >= 0)
2611 { 2527 {
2612 object *tmp, *flesh = 0; 2528 object *flesh = 0;
2613 2529
2614 for (tmp = op->inv; tmp; tmp = tmp->below) 2530 for_inv_removable (op, tmp)
2615 { 2531 {
2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2532 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2533 continue;
2534
2535 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2617 { 2536 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2537 op->statusmsg ("You blindly grab for a bite of food. "
2619 { 2538 "H<To prevent you from starving, you ate some random item from your backpack.>");
2620 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2621 manual_apply (op, tmp, 0); 2539 manual_apply (op, tmp, 0);
2540
2622 if (op->stats.food >= 0 || op->stats.hp < 0) 2541 if (op->stats.food >= 0 || op->stats.hp < 0)
2623 break; 2542 break;
2624 } 2543 }
2625 else if (tmp->type == FLESH) 2544 else if (tmp->type == FLESH)
2626 flesh = tmp; 2545 flesh = tmp;
2627 } /* End if paid for object */ 2546 }
2628 } /* end of for loop */
2629 2547
2630 /* If player is still starving, it means they don't have any food, so 2548 /* If player is still starving, it means they don't have any food, so
2631 * eat flesh instead. 2549 * eat flesh instead.
2632 */ 2550 */
2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2634 { 2552 {
2635 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2553 op->statusmsg ("You blindly grab for a bite of food. "
2554 "H<To prevent you from starving, you ate some random item from your backpack.>");
2636 manual_apply (op, flesh, 0); 2555 manual_apply (op, flesh, 0);
2637 } 2556 }
2557
2558 // If player is still starving, alert him!
2559 if (op->stats.food < 0)
2560 op->failmsg ("You are starving! "
2561 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2562 }
2563
2564 if (op->stats.food < 0)
2638 } 2565 {
2639 2566 op->stats.hp += op->stats.food;
2640 while (op->stats.food < 0 && op->stats.hp >= 0) 2567 op->stats.food = 0;
2641 op->stats.food++, op->stats.hp--; 2568 }
2642 2569
2643 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2644 kill_player (op); 2571 kill_player (op);
2645 } 2572 }
2646} 2573}
2651 * file. 2578 * file.
2652 */ 2579 */
2653void 2580void
2654kill_player (object *op) 2581kill_player (object *op)
2655{ 2582{
2583 int x, y;
2656 char buf[MAX_BUF]; 2584 char buf[MAX_BUF];
2657 int x, y;
2658
2659 //int i;
2660 maptile *map; /* this is for resurrection */ 2585 maptile *map; /* this is for resurrection */
2661
2662 /* int z;
2663 int num_stats_lose;
2664 int lost_a_stat;
2665 int lose_this_stat;
2666 int this_stat; */
2667 int will_kill_again; 2586 int will_kill_again;
2668 archetype *at; 2587 archetype *at;
2669 object *tmp; 2588 object *tmp;
2670 2589
2671 if (save_life (op)) 2590 if (save_life (op))
2672 return; 2591 return;
2673
2674 2592
2675 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2593 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2676 * in cities ONLY!!! It is very important that this doesn't get abused. 2594 * in cities ONLY!!! It is very important that this doesn't get abused.
2677 * Look at op_on_battleground() for more info --AndreasV 2595 * Look at op_on_battleground() for more info --AndreasV
2678 */ 2596 */
2694 { 2612 {
2695 tmp->destroy (); 2613 tmp->destroy ();
2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2697 } 2615 }
2698 2616
2699 cure_disease (op, 0); /* remove any disease */ 2617 cure_disease (op, 0, 0); /* remove any disease */
2700 op->stats.hp = op->stats.maxhp; 2618 op->stats.hp = op->stats.maxhp;
2701 if (op->stats.food <= 0) 2619 if (op->stats.food <= 0)
2702 op->stats.food = 999; 2620 op->stats.food = 999;
2703 2621
2704 /* create a bodypart-trophy to make the winner happy */ 2622 /* create a bodypart-trophy to make the winner happy */
2705 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2623 if (object *tmp = arch_to_object (archetype::find ("finger")))
2706 { 2624 {
2707 sprintf (buf, "%s's finger", &op->name); 2625 tmp->name = format ("%s's finger" , &op->name);
2708 tmp->name = buf; 2626 tmp->name_pl = format ("%s's fingers", &op->name);
2709 sprintf (buf, " This finger has been cut off %s\n"
2710 " the %s, when he was defeated at\n level %d by %s.\n",
2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2712 tmp->msg = buf; 2627 tmp->msg = format (
2628 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2629 &op->name, op->contr->title,
2630 (int)op->level,
2631 op->contr->killer_name ()
2632 );
2713 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2633 tmp->value = 0, tmp->type = 0;
2714 tmp->materialname = NULL; 2634 tmp->materialname = "organics";
2715 tmp->insert_at (op, tmp); 2635 tmp->insert_at (op, tmp);
2716 } 2636 }
2717 2637
2718 /* teleport defeated player to new destination */ 2638 /* teleport defeated player to new destination */
2719 transfer_ob (op, x, y, 0, NULL); 2639 transfer_ob (op, x, y, 0, NULL);
2725 2645
2726 command_kill_pets (op, 0); 2646 command_kill_pets (op, 0);
2727 2647
2728 if (op->stats.food < 0) 2648 if (op->stats.food < 0)
2729 { 2649 {
2730 sprintf (buf, "%s starved to death.", &op->name); 2650 op->contr->killer = archetype::get ("killer_starvation");
2731 strcpy (op->contr->killer, "starvation"); 2651 op->contr->killer->destroy ();
2732 } 2652 }
2733 else
2734 sprintf (buf, "%s died.", &op->name);
2735 2653
2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2654 op->contr->play_sound (sound_find ("player_dies"));
2737 2655
2738 /* save the map location for corpse, gravestone */ 2656 /* save the map location for corpse, gravestone */
2739 x = op->x; 2657 x = op->x;
2740 y = op->y; 2658 y = op->y;
2741 map = op->map; 2659 map = op->map;
2848 lost_a_stat = 1; 2766 lost_a_stat = 1;
2849 } 2767 }
2850 } 2768 }
2851 } 2769 }
2852 } 2770 }
2771
2853 /* If no stat lost, tell the player. */ 2772 /* If no stat lost, tell the player. */
2854 if (!lost_a_stat) 2773 if (!lost_a_stat)
2855 { 2774 {
2856 /* determine_god() seems to not work sometimes... why is this? 2775 /* determine_god() seems to not work sometimes... why is this?
2857 Should I be using something else? GD */ 2776 Should I be using something else? GD */
2861 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2780 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2862 else 2781 else
2863 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2782 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2864 } 2783 }
2865#else 2784#else
2866 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2867#endif 2786#endif
2868 2787
2869 /* Put a gravestone up where the character 'almost' died. List the 2788 /* Put a gravestone up where the character 'almost' died. List the
2870 * exp loss on the stone. 2789 * exp loss on the stone.
2871 */ 2790 */
2872 tmp = arch_to_object (archetype::find ("gravestone")); 2791 tmp = arch_to_object (archetype::find ("gravestone"));
2873 sprintf (buf, "%s's gravestone", &op->name); 2792 tmp->name = format ("%s's gravestone", &op->name);
2874 tmp->name = buf; 2793 tmp->name_pl = format ("%s's gravestones", &op->name);
2875 sprintf (buf, "%s's gravestones", &op->name);
2876 tmp->name_pl = buf;
2877 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2794 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2878 tmp->msg = buf;
2879 tmp->x = op->x, tmp->y = op->y; 2795 tmp->x = op->x, tmp->y = op->y;
2880 insert_ob_in_map (tmp, op->map, NULL, 0); 2796 insert_ob_in_map (tmp, op->map, NULL, 0);
2881 2797
2882 /**************************************/ 2798 /**************************************/
2883 /* */ 2799 /* */
2904 { 2820 {
2905 tmp->destroy (); 2821 tmp->destroy ();
2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2907 } 2823 }
2908 2824
2909 cure_disease (op, 0); /* remove any disease */ 2825 cure_disease (op, 0, 0); /* remove any disease */
2826
2827 // remove all spell effects that are active
2828 // to avoid long-term effects such as word-of-recall
2829 for (object *item = op->inv; item; )
2830 {
2831 object *next = item->below;
2832
2833 if (item->type == SPELL_EFFECT && item->active)
2834 item->destroy ();
2835
2836 item = next;
2837 }
2910 2838
2911 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
2912 apply_death_exp_penalty (op); 2840 apply_death_exp_penalty (op);
2841
2913 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2914 op->stats.food = 900; 2843 op->stats.food = 900;
2844
2915 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2918 2848
2919 /* 2849 /*
2920 * Check to see if the player is in a shop. IF so, then check to see if
2921 * the player has any unpaid items. If so, remove them and put them back 2850 * Check to see if the player has any unpaid items. If so, remove them
2922 * in the map. 2851 * and put them back in the map.
2923 */ 2852 */
2924 2853 op->drop_unpaid_items ();
2925 if (is_in_shop (op))
2926 remove_unpaid_objects (op->inv, op);
2927 2854
2928 /****************************************/ 2855 /****************************************/
2929 /* */ 2856 /* */
2930 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2931 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2951 object *force; 2878 object *force;
2952 int at; 2879 int at;
2953 2880
2954 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
2955 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
2956 force->speed = 0.1; 2883 force->speed = 0.1f;
2957 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
2958 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
2959 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
2960 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
2961 force->resist[at] = 100; 2888 force->resist[at] = 100;
2962 2889
2971void 2898void
2972loot_object (object *op) 2899loot_object (object *op)
2973{ /* Grab and destroy some treasure */ 2900{ /* Grab and destroy some treasure */
2974 object *tmp, *tmp2, *next; 2901 object *tmp, *tmp2, *next;
2975 2902
2976 if (op->container) 2903 op->close_container (); /* close open sack first */
2977 esrv_apply_container (op, op->container); /* close open sack first */
2978 2904
2979 for (tmp = op->inv; tmp; tmp = next) 2905 for (tmp = op->inv; tmp; tmp = next)
2980 { 2906 {
2981 next = tmp->below; 2907 next = tmp->below;
2982 2908
2983 if (tmp->invisible) 2909 if (tmp->invisible)
2984 continue; 2910 continue;
2985 2911
2986 tmp->remove (); 2912 tmp->remove ();
2987 tmp->x = op->x, tmp->y = op->y; 2913 tmp->x = op->x, tmp->y = op->y;
2914
2988 if (tmp->type == CONTAINER) 2915 if (tmp->type == CONTAINER)
2989 { /* empty container to ground */ 2916 loot_object (tmp); /* empty container to ground */
2990 loot_object (tmp); 2917
2991 }
2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 { 2919 {
2994 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
2995 { 2921 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp->decrease (rndm (1, tmp->nrof - 1));
2997 tmp2->destroy ();
2998 insert_ob_in_map (tmp, op->map, NULL, 0); 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2924 }
3000 else 2925 else
3001 tmp->destroy (); 2926 tmp->destroy ();
3002 } 2927 }
3008/* 2933/*
3009 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3010 * what needs to be fixed. Refresh windows and fix speed if anything 2935 * what needs to be fixed. Refresh windows and fix speed if anything
3011 * was changed. 2936 * was changed.
3012 */ 2937 */
3013
3014void 2938void
3015fix_weight (void) 2939fix_weight (void)
3016{ 2940{
3017 for_all_players (pl) 2941 for_all_players (pl)
3018 { 2942 {
3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2943 sint32 old = pl->ob->carrying;
3020 2944
3021 if (old == sum) 2945 pl->ob->update_weight ();
3022 continue; 2946
2947 if (old != pl->ob->carrying)
2948 {
3023 pl->ob->update_stats (); 2949 pl->ob->update_stats ();
3024 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2950 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2951 }
3025 } 2952 }
3026} 2953}
3027 2954
3028void 2955void
3029fix_luck (void) 2956fix_luck (void)
3073void 3000void
3074make_visible (object *op) 3001make_visible (object *op)
3075{ 3002{
3076 op->hide = 0; 3003 op->hide = 0;
3077 op->invisible = 0; 3004 op->invisible = 0;
3005
3078 if (op->type == PLAYER) 3006 if (op->type == PLAYER)
3079 { 3007 {
3080 op->contr->tmp_invis = 0; 3008 op->contr->tmp_invis = 0;
3081 op->contr->invis_race = 0; 3009 op->contr->invis_race = 0;
3082 } 3010 }
3011
3083 update_object (op, UP_OBJ_FACE); 3012 update_object (op, UP_OBJ_CHANGE);
3084} 3013}
3085 3014
3086int 3015int
3087is_true_undead (object *op) 3016is_true_undead (object *op)
3088{ 3017{
3089 object *tmp = NULL;
3090
3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3092 return 1; 3019 return 1;
3093 3020
3094 return 0; 3021 return 0;
3095} 3022}
3096 3023
3097/* look at the surrounding terrain to determine 3024/* look at the surrounding terrain to determine
3098 * the hideability of this object. Positive levels 3025 * the hideability of this object. Positive levels
3099 * indicate greater hideability. 3026 * indicate greater hideability.
3100 */ 3027 */
3101
3102int 3028int
3103hideability (object *ob) 3029hideability (object *ob)
3104{ 3030{
3105 int i, level = 0, mflag; 3031 int i, level = 0, mflag;
3106 sint16 x, y; 3032 sint16 x, y;
3116 * as bad as carrying a light on a pitch dark map */ 3042 * as bad as carrying a light on a pitch dark map */
3117 if (has_carried_lights (ob)) 3043 if (has_carried_lights (ob))
3118 level = -(10 + (2 * ob->map->darkness)); 3044 level = -(10 + (2 * ob->map->darkness));
3119 3045
3120 /* scan through all nearby squares for terrain to hide in */ 3046 /* scan through all nearby squares for terrain to hide in */
3121 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3047 for (i = 0, x = ob->x, y = ob->y;
3048 i <= SIZEOFFREE1;
3049 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3122 { 3050 {
3123 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3124 if (mflag & P_OUT_OF_MAP) 3052 if (mflag & P_OUT_OF_MAP)
3125 {
3126 continue; 3053 continue;
3127 } 3054
3128 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3055 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3129 level += 2; 3056 level += 2;
3130 else /* open terrain! */ 3057 else /* open terrain! */
3131 level -= 1; 3058 level -= 1;
3132 } 3059 }
3140/* For Hidden creatures - a chance of becoming 'unhidden' 3067/* For Hidden creatures - a chance of becoming 'unhidden'
3141 * every time they move - as we subtract off 'invisibility' 3068 * every time they move - as we subtract off 'invisibility'
3142 * AND, for players, if they move into a ridiculously unhideable 3069 * AND, for players, if they move into a ridiculously unhideable
3143 * spot (surrounded by clear terrain in broad daylight). -b.t. 3070 * spot (surrounded by clear terrain in broad daylight). -b.t.
3144 */ 3071 */
3145
3146void 3072void
3147do_hidden_move (object *op) 3073do_hidden_move (object *op)
3148{ 3074{
3149 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3075 int hide = 0;
3150 object *skop;
3151 3076
3152 if (!op || !op->map) 3077 if (!op || !op->map)
3153 return; 3078 return;
3154 3079
3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3080 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3081 int num = random_roll (0, 19, op, PREFER_LOW);
3156 3082
3157 /* its *extremely* hard to run and sneak/hide at the same time! */ 3083 /* its *extremely* hard to run and sneak/hide at the same time! */
3158 if (op->type == PLAYER && op->contr->run_on) 3084 if (op->type == PLAYER && op->contr->run_on)
3159 if (!skop || num >= skop->level) 3085 if (!skop || num >= skop->level)
3160 { 3086 {
3170 num -= hide; 3096 num -= hide;
3171 3097
3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3098 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3173 { 3099 {
3174 make_visible (op); 3100 make_visible (op);
3101
3175 if (op->type == PLAYER) 3102 if (op->type == PLAYER)
3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3103 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3177 } 3104 }
3178 else if (op->type == PLAYER && skop) 3105 else if (op->type == PLAYER && skop)
3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3106 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3232 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3233 * but we dont worry if the object isnt the top one in 3160 * but we dont worry if the object isnt the top one in
3234 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3235 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3236 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3237 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3238 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3239 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3240 * for them to differ. Sigh, this fctn could get a bit more complex. 3167 * for them to differ. Sigh, this fctn could get a bit more complex.
3241 * -b.t. 3168 * -b.t.
3242 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3243 */ 3170 */
3244
3245int 3171int
3246player_can_view (object *pl, object *op) 3172player_can_view (object *pl, object *op)
3247{ 3173{
3248 rv_vector rv; 3174 rv_vector rv;
3249 int dx, dy; 3175 int dx, dy;
3261 3187
3262 get_rangevector (pl, op, &rv, 0x1); 3188 get_rangevector (pl, op, &rv, 0x1);
3263 3189
3264 /* starting with the 'head' part, lets loop 3190 /* starting with the 'head' part, lets loop
3265 * through the object and find if it has any 3191 * through the object and find if it has any
3266 * part that is in the los array but isnt on 3192 * part that is in the los array but isn't on
3267 * a blocked los square. 3193 * a blocked los square.
3268 * we use the archetype to figure out offsets. 3194 * we use the archetype to figure out offsets.
3269 */ 3195 */
3270 while (op) 3196 while (op)
3271 { 3197 {
3272 dx = rv.distance_x + op->arch->clone.x; 3198 dx = rv.distance_x + op->arch->x;
3273 dy = rv.distance_y + op->arch->clone.y; 3199 dy = rv.distance_y + op->arch->y;
3274 3200
3275 /* only the viewable area the player sees is updated by LOS 3201 /* only the viewable area the player sees is updated by LOS
3276 * code, so we need to restrict ourselves to that range of values 3202 * code, so we need to restrict ourselves to that range of values
3277 * for any meaningful values. 3203 * for any meaningful values.
3278 */ 3204 */
3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3280 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3281 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3282 return 1; 3208 return 1;
3209
3283 op = op->more; 3210 op = op->more;
3284 } 3211 }
3212
3285 return 0; 3213 return 0;
3286} 3214}
3287 3215
3288/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3289 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3292 * return 0. 3220 * return 0.
3293 */ 3221 */
3294int 3222int
3295action_makes_visible (object *op) 3223action_makes_visible (object *op)
3296{ 3224{
3297
3298 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3299 { 3226 {
3300 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3301 return 0; 3228 return 0;
3302 3229
3308 { 3235 {
3309 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3310 return 1; 3237 return 1;
3311 } 3238 }
3312 } 3239 }
3240
3313 return 0; 3241 return 0;
3314} 3242}
3315 3243
3316/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3317 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3322 * Default is to do the same as before, so only people wanting to have different points need worry about this 3250 * Default is to do the same as before, so only people wanting to have different points need worry about this
3323 */ 3251 */
3324int 3252int
3325op_on_battleground (object *op, int *x, int *y) 3253op_on_battleground (object *op, int *x, int *y)
3326{ 3254{
3327 object *tmp;
3328
3329 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3330 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3256 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3331 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3332 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3333 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3334 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3335 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3336 { 3262 {
3337 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3338 { 3264 {
3339 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3340 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3266 && tmp->type == BATTLEGROUND
3267 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp))
3341 { 3269 {
3342 /*before we assign the exit, check if this is a teambattle */ 3270 /* before we assign the exit, check if this is a teambattle */
3343 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3344 { 3272 {
3345 object *invtmp;
3346
3347 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3348 { 3274 {
3349 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3350 { 3276 {
3351 if (x != NULL && y != NULL) 3277 if (x && y)
3352 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3353 return 1; 3280 return 1;
3354 } 3281 }
3355 } 3282 }
3356 } 3283 }
3284
3357 if (x != NULL && y != NULL) 3285 if (x && y)
3358 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3359 return 1; 3288 return 1;
3360 } 3289 }
3361 } 3290 }
3362 } 3291 }
3292
3363 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3364 return 0; 3294 return 0;
3365} 3295}
3366 3296
3367/* 3297/*
3383 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3384 int i = 0, j = 0; 3314 int i = 0, j = 0;
3385 3315
3386 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3387 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3388 trlist = find_treasurelist ("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3389 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3390 trlist = find_treasurelist ("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3391 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3392 trlist = find_treasurelist ("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3393 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3394 trlist = find_treasurelist ("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3395 3325
3396 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3397 return; 3327 return;
3398 3328
3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3329 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3403 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3404 return; 3334 return;
3405 } 3335 }
3406 3336
3407 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3408 item = &(tr->item->clone); 3338 item = tr->item;
3409 3339
3410 if (item->type == SPELL) 3340 if (item->type == SPELL)
3411 { 3341 {
3412 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3413 return; 3343 return;
3472 { 3402 {
3473 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3474 object *skin; 3404 object *skin;
3475 3405
3476 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3478 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3407 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3479 ; 3408 ;
3480 3409
3481 if (!skin) 3410 if (!skin)
3482 return; 3411 return;
3483 3412
3518 else 3447 else
3519 { 3448 {
3520 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3521 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3522 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3451 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3523 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3524 if (who->type == PLAYER)
3525 esrv_send_item (who, tmp);
3526 } 3453 }
3527} 3454}
3528 3455
3529/** 3456/**
3530 * Unready an object for a player. This function does nothing if the object was 3457 * Unready an object for a player. This function does nothing if the object was
3531 * not readied. 3458 * not readied.
3532 */ 3459 */
3533void 3460void
3534player_unready_range_ob (player *pl, object *ob) 3461player_unready_range_ob (player *pl, object *ob)
3535{ 3462{
3536 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3465
3466 if (pl->combat_ob == ob)
3467 pl->combat_ob = 0;
3468
3537 if (pl->ranges[i] == ob) 3469 if (pl->ranged_ob == ob)
3538 {
3539 pl->ranges[i] = 0; 3470 pl->ranged_ob = 0;
3540 if (pl->shoottype == i)
3541 pl->shoottype = range_none;
3542 }
3543} 3471}
3544 3472
3545sint8 3473sint8
3546player::visibility_at (maptile *map, int x, int y) const 3474player::visibility_at (maptile *map, int x, int y) const
3547{ 3475{
3558 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3486 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3559 return 0; 3487 return 0;
3560 3488
3561 return 100 - blocked_los [x][y]; 3489 return 100 - blocked_los [x][y];
3562} 3490}
3491
3492void
3493player::infobox (const char *title, const char *msg, int color)
3494{
3495 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3496}
3497
3498void
3499player::statusmsg (const char *msg, int color)
3500{
3501 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3502}
3503
3504void
3505player::failmsg (const char *msg, int color)
3506{
3507 play_sound (sound_find ("generic_failure"));
3508 statusmsg (msg, color);
3509}
3510

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