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Comparing deliantra/server/server/player.C (file contents):
Revision 1.94 by root, Mon Jan 8 14:29:05 2007 UTC vs.
Revision 1.175 by elmex, Mon Nov 26 12:54:32 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
194 return; 178 return;
195 179
196 terminate_all_pets (ob); 180 terminate_all_pets (ob);
197 remove_friendly_object (ob); 181 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
199 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 189 ob->map = 0;
190 party = 0;
201 191
202 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 193
205 players.erase (this); 194 players.erase (this);
206} 195}
207 196
208// connect the player with a specific client 197// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
210void 199void
211player::connect (client *ns) 200player::connect (client *ns)
212{ 201{
213 this->ns = ns; 202 this->ns = ns;
214 ns->pl = this; 203 ns->pl = this;
215 204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
216 ns->update_look = 0; 209 ns->update_look = 0;
217 ns->look_position = 0; 210 ns->look_position = 0;
218 211
219 clear_los (ob); 212 clear_los (this);
220 213
221//TODO: must move into client 214 ns->reset_stats ();
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247 215
248 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
251
252 if (!legal_range (ob, shoottype))
253 shoottype = range_none;
254 219
255 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
256 link_player_skills (ob); 221 link_player_skills (ob);
257 222
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259 224
260 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271 226
272 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
274 { 229 {
275 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
276 231
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279
280 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
283 abil = tmp; 235 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
285 skin = tmp; 237 skin = tmp;
286 238
287 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
288 } 240 }
289 241
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291 243
292 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
293 245
294 ob->update_stats (); 246 ob->update_stats ();
247
295 ns->floorbox_update (); 248 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
299 251
300 activate (); 252 activate ();
301 253
308} 260}
309 261
310void 262void
311player::disconnect () 263player::disconnect ()
312{ 264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
313 if (ns) 271 if (ns)
314 { 272 {
315 if (active) 273 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 275
318 INVOKE_PLAYER (DISCONNECT, this); 276 INVOKE_PLAYER (DISCONNECT, this);
319 277
278 ns->reset_stats ();
320 ns->pl = 0; 279 ns->pl = 0;
321 this->ns = 0; 280 ns = 0;
322 } 281 }
282
283 observe = ob;
323 284
324 deactivate (); 285 deactivate ();
325} 286}
326 287
327// the need for this function can be explained 288// the need for this function can be explained
328// by load_object not returning the object 289// by load_object not returning the object
329void 290void
330player::set_object (object *op) 291player::set_object (object *op)
331{ 292{
332 ob = op; 293 ob = observe = op;
333 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
334 295
296 ob->speed = 1.0f;
335 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
336 ob->speed = 1.0; 298
337 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340 300
341 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}
327
328void
329player::set_observe (object *op)
330{
331 observe = op ? op : ob;
332 do_los = 1;
342} 333}
343 334
344player::player () 335player::player ()
345{ 336{
346 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point. 338 * we deal with that below this point.
348 */ 339 */
349 outputs_sync = 16; /* Every 2 seconds */ 340 outputs_sync = 4;
350 outputs_count = 8; /* Keeps present behaviour */ 341 outputs_count = 4;
351 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
352 343
353 savebed_map = first_map_path; /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
354 345
355 gen_sp_armour = 10; 346 gen_sp_armour = 10;
356 shoottype = range_none;
357 bowtype = bow_normal; 347 bowtype = bow_normal;
358 petmode = pet_normal; 348 petmode = pet_normal;
359 listening = 10; 349 listening = 10;
360 usekeys = containers; 350 usekeys = containers;
361 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
362 do_los = 1; 352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
363} 356}
364 357
365void 358void
366player::do_destroy () 359player::do_destroy ()
367{ 360{
372 if (ob) 365 if (ob)
373 { 366 {
374 ob->destroy_inv (false); 367 ob->destroy_inv (false);
375 ob->destroy (); 368 ob->destroy ();
376 } 369 }
370
371 ob = observe = 0;
377} 372}
378 373
379player::~player () 374player::~player ()
380{ 375{
381 /* Clear item stack */ 376 /* Clear item stack */
390player::create () 385player::create ()
391{ 386{
392 player *pl = new player; 387 player *pl = new player;
393 388
394 pl->set_object (arch_to_object (get_player_archetype (0))); 389 pl->set_object (arch_to_object (get_player_archetype (0)));
390
391 pl->ob->roll_stats ();
392 pl->ob->stats.wc = 2;
393 pl->ob->run_away = 25; /* Then we panick... */
394
395 set_first_map (pl->ob); 395 set_first_map (pl->ob);
396 396
397 return pl; 397 return pl;
398} 398}
399 399
403 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
404 */ 404 */
405archetype * 405archetype *
406get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
407{ 407{
408 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
409 409
410 for (;;) 410 for (;;)
411 { 411 {
412 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
413 at = first_archetype; 413 i = archetypes.begin ();
414 else 414 else if (*i == at)
415 at = at->next; 415 cleanup ("not a single player archetype found");
416 416
417 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
418 return at; 418 return *i;
419
420 if (at == start)
421 {
422 LOG (llevError, "No Player archetypes\n");
423 exit (-1);
424 }
425 } 419 }
426} 420}
427 421
428object * 422object *
429get_nearest_player (object *mon) 423get_nearest_player (object *mon)
433 unsigned lastdist; 427 unsigned lastdist;
434 rv_vector rv; 428 rv_vector rv;
435 429
436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
437 { 431 {
438 /* We should not find free objects on this friendly list, but it
439 * does periodically happen. Given that, lets deal with it.
440 * While unlikely, it is possible the next object on the friendly
441 * list is also free, so encapsulate this in a while loop.
442 */
443 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
444 {
445 object *tmp = ol->ob;
446
447 /* Can't do much more other than log the fact, because the object
448 * itself will have been cleared.
449 */
450 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
451 tmp->debug_desc ());
452 ol = ol->next;
453 remove_friendly_object (tmp);
454 if (!ol)
455 return op;
456 }
457
458 /* Remove special check for player from this. First, it looks to cause
459 * some crashes (ol->ob->contr not set properly?), but secondly, a more
460 * complicated method of state checking would be needed in any case -
461 * as it was, a clever player could type quit, and the function would
462 * skip them over while waiting for confirmation. Remove
463 * on_same_map check, as can_detect_enemy also does this
464 */
465 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
466 continue; 433 continue;
467 434
468 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
469 { 436 {
545 x = mon->x; 512 x = mon->x;
546 y = mon->y; 513 y = mon->y;
547 m = mon->map; 514 m = mon->map;
548 dir = rv.direction; 515 dir = rv.direction;
549 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 516 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
550 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 517 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
518
551 /* If we can't solve it within the search distance, return now. */ 519 /* If we can't solve it within the search distance, return now. */
552 if (diff > max) 520 if (diff > max)
553 return 0; 521 return 0;
522
554 while (diff > 1 && max > 0) 523 while (diff > 1 && max > 0)
555 { 524 {
556 lastx = x; 525 lastx = x;
557 lasty = y; 526 lasty = y;
558 lastmap = m; 527 lastmap = m;
640 max--; 609 max--;
641 lastdir = dir; 610 lastdir = dir;
642 if (!firstdir) 611 if (!firstdir)
643 firstdir = dir; 612 firstdir = dir;
644 } 613 }
614
645 if (diff <= 1) 615 if (diff <= 1)
646 { 616 {
647 /* Recalculate diff (distance) because we may not have actually 617 /* Recalculate diff (distance) because we may not have actually
648 * headed toward player for entire distance. 618 * headed toward player for entire distance.
649 */ 619 */
650 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
651 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
652 } 622 }
623
653 if (diff > max) 624 if (diff > max)
654 return 0; 625 return 0;
655 } 626 }
627
656 /* If we reached the max, didn't find a direction in time */ 628 /* If we reached the max, didn't find a direction in time */
657 if (!max) 629 if (!max)
658 return 0; 630 return 0;
659 631
660 return firstdir; 632 return firstdir;
774roll_stat (void) 746roll_stat (void)
775{ 747{
776 int a[4], i, j, k; 748 int a[4], i, j, k;
777 749
778 for (i = 0; i < 4; i++) 750 for (i = 0; i < 4; i++)
779 a[i] = (int) RANDOM () % 6 + 1; 751 a[i] = (int) rndm (6) + 1;
780 752
781 for (i = 0, j = 0, k = 7; i < 4; i++) 753 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k) 754 if (a[i] < k)
783 k = a[i], j = i; 755 k = a[i], j = i;
784 756
790} 762}
791 763
792void 764void
793object::roll_stats () 765object::roll_stats ()
794{ 766{
795 int statsort [7]; 767 int statsort [NUM_STATS];
796 768
797 for (;;) 769 for (;;)
798 { 770 {
799 int sum = 0; 771 int sum = 0;
800 for (int i = 7; i--; ) 772 for (int i = NUM_STATS; i--; )
801 sum += statsort [i] = roll_stat (); 773 sum += statsort [i] = roll_stat ();
802 774
803 if (sum >= 82 && sum <= 116) 775 if (sum >= 82 && sum <= 116)
804 break; 776 break;
805 } 777 }
806 778
807 // Sort the stats so that rerolling is easier... 779 // Sort the stats so that rerolling is easier...
808 std::sort (statsort, statsort + 7, std::greater<int>()); 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
809 781
782 for (int i = 0; i < NUM_STATS; ++i)
810 stats.Str = statsort[0]; 783 stats.stat (i) = statsort [i];
811 stats.Dex = statsort[1];
812 stats.Con = statsort[2];
813 stats.Int = statsort[3];
814 stats.Wis = statsort[4];
815 stats.Pow = statsort[5];
816 stats.Cha = statsort[6];
817 784
818 stats.exp = 0; 785 stats.exp = 0;
819 stats.ac = 0; 786 stats.ac = 0;
820 787
821 stats.hp = stats.maxhp; 788 stats.hp = stats.maxhp;
833} 800}
834 801
835void 802void
836object::swap_stats (int a, int b) 803object::swap_stats (int a, int b)
837{ 804{
838 int tmp = get_attr_value (&contr->orig_stats, a); 805 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
840 set_attr_value (&contr->orig_stats, b, tmp);
841 806
807 for (int i = 0; i < NUM_STATS; ++i)
842 stats.Str = contr->orig_stats.Str; 808 stats.stat (i) = contr->orig_stats.stat (i);
843 stats.Dex = contr->orig_stats.Dex;
844 stats.Con = contr->orig_stats.Con;
845 stats.Int = contr->orig_stats.Int;
846 stats.Wis = contr->orig_stats.Wis;
847 stats.Pow = contr->orig_stats.Pow;
848 stats.Cha = contr->orig_stats.Cha;
849 809
850 //TODO: the following code looks so borked and should, at the very least, 810 //TODO: the following code looks so borked and should, at the very least,
851 // be merged with the similar code in roll_stats 811 // be merged with the similar code in roll_stats
852 stats.ac = 0; 812 stats.ac = 0;
853 813
884 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
885 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
886 * separate race and class; this actually changes the RACE, 846 * separate race and class; this actually changes the RACE,
887 * not the class. 847 * not the class.
888 */ 848 */
889int 849void
890key_change_class (object *op, char key) 850player::chargen_race_done ()
891{ 851{
892 int tmp_loop;
893
894 if (key == 'd' || key == 'D')
895 {
896 char buf[MAX_BUF];
897
898 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
899 esrv_new_player (op->contr, op->weight + op->carrying); 853 esrv_new_player (ob->contr, ob->weight + ob->carrying);
900 854
901 treasurelist *tl = find_treasurelist ("starting_wealth"); 855 treasurelist *tl = treasurelist::find ("starting_wealth");
902 if (tl) 856 if (tl)
903 create_treasure (tl, op, 0, 0, 0); 857 create_treasure (tl, ob, 0, 0, 0);
904 858
905 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, ob->contr);
906 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, ob->contr);
907 861
908 op->contr->ns->state = ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
909 863
910 if (op->msg) 864 if (ob->msg)
911 op->msg = NULL; 865 ob->msg = 0;
912 866
913 /* We create this now because some of the unique maps will need it 867 /* We create this now because some of the unique maps will need it
914 * to save here. 868 * to save here.
915 */ 869 */
870 {
871 char buf[MAX_BUF];
916 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
917 make_path_to_file (buf); 873 make_path_to_file (buf);
874 }
918 875
919#ifdef AUTOSAVE
920 op->contr->last_save_tick = pticks;
921#endif
922 start_info (op); 876 start_info (ob);
923 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (ob, FLAG_WIZ);
924 give_initial_items (op, op->randomitems); 878 give_initial_items (ob, ob->randomitems);
925 link_player_skills (op); 879 link_player_skills (ob);
926 esrv_send_inventory (op, op); 880 esrv_send_inventory (ob, ob);
927 op->update_stats (); 881 ob->update_stats ();
928 882
929 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
930 * is one for this race 884 * is one for this race
931 */ 885 */
932 if (*first_map_ext_path) 886 if (*first_map_ext_path)
933 { 887 {
934 object *tmp; 888 object *tmp;
935 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
936 890
937 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 891 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
938 tmp = object::create (); 892 tmp = object::create ();
939 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
940 EXIT_X (tmp) = op->x; 894 EXIT_X (tmp) = ob->x;
941 EXIT_Y (tmp) = op->y; 895 EXIT_Y (tmp) = ob->y;
942 op->enter_exit (tmp); /* we don't really care if it succeeded; 896 ob->enter_exit (tmp); /* we don't really care if it succeeded;
943 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
944 * default initial map */ 898 * default initial map */
945 tmp->destroy (); 899 tmp->destroy ();
946 } 900 }
947 else 901 else
948 LOG (llevDebug, "first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
903}
949 904
950 return 0; 905void
951 } 906player::chargen_race_next ()
952 907{
953 /* Following actually changes the race - this is the default command 908 /* Following actually changes the race - this is the default command
954 * if we don't match with one of the options above. 909 * if we don't match with one of the options above.
955 */ 910 */
956 911
957 tmp_loop = 0; 912 do
958 while (!tmp_loop)
959 { 913 {
960 shstr name = op->name; 914 shstr name = ob->name;
961 int x = op->x, y = op->y; 915 int x = ob->x, y = ob->y;
962 916
963 op->remove_statbonus (); 917 ob->remove_statbonus ();
964 op->remove (); 918 ob->remove ();
965 op->arch = get_player_archetype (op->arch); 919 ob->arch = get_player_archetype (ob->arch);
966 op->arch->clone.copy_to (op); 920 ob->arch->copy_to (ob);
967 op->instantiate (); 921 ob->instantiate ();
968 op->stats = op->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
969 op->name = op->name_pl = name; 923 ob->name = ob->name_pl = name;
970 op->x = x; 924 ob->x = x;
971 op->y = y; 925 ob->y = y;
972 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
973 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
974 assign (op->contr->title, op->arch->clone.name); 928 assign (ob->contr->title, ob->arch->object::name);
975 op->add_statbonus (); 929 ob->add_statbonus ();
976 tmp_loop = allowed_class (op);
977 } 930 }
931 while (!allowed_class (ob));
978 932
979 update_object (op, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
980 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, ob, ob);
981 op->update_stats (); 935 ob->update_stats ();
982 op->stats.hp = op->stats.maxhp; 936 ob->stats.hp = ob->stats.maxhp;
983 op->stats.sp = op->stats.maxsp; 937 ob->stats.sp = ob->stats.maxsp;
984 op->stats.grace = 0; 938 ob->stats.grace = 0;
985
986 if (op->msg)
987 new_draw_info (NDI_BLUE, 0, op, op->msg);
988
989 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
990 return 0;
991} 939}
992 940
993void 941void
994flee_player (object *op) 942flee_player (object *op)
995{ 943{
1042 /* Cornered, get rid of scared */ 990 /* Cornered, get rid of scared */
1043 CLEAR_FLAG (op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1044 op->enemy = NULL; 992 op->enemy = NULL;
1045} 993}
1046 994
1047
1048/* check_pick sees if there is stuff to be picked up/picks up stuff. 995/* check_pick sees if there is stuff to be picked up/picks up stuff.
1049 * IT returns 1 if the player should keep on moving, 0 if he should 996 * It returns 1 if the player should keep on moving, 0 if he should
1050 * stop. 997 * stop.
1051 */ 998 */
1052int 999int
1053check_pick (object *op) 1000check_pick (object *op)
1054{ 1001{
1055 object *tmp, *next; 1002 object *tmp, *next;
1056 int stop = 0; 1003 int stop = 0;
1057 int j, k, wvratio; 1004 int wvratio;
1058 char putstring[128], tmpstr[16]; 1005 char putstring[128];
1059 1006
1060 /* if you're flying, you cna't pick up anything */ 1007 /* if you're flying, you cna't pick up anything */
1061 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1062 return 1; 1009 return 1;
1063 1010
1064 next = op->below; 1011 next = op->below;
1065 1012
1013 int cnt = MAX_ITEM_PER_DROP;
1014#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1015
1066 /* loop while there are items on the floor that are not marked as 1016 /* loop while there are items on the floor that are not marked as
1067 * destroyed */ 1017 * destroyed */
1068 while (next && !next->destroyed ()) 1018 while (next && !next->destroyed ())
1069 { 1019 {
1070 tmp = next; 1020 tmp = next;
1071 next = tmp->below; 1021 next = tmp->below;
1072 1022
1023 if (cnt <= 0)
1024 {
1025 op->failmsg ("Couldn't pickup all items at once.");
1026 return 0;
1027 }
1028
1073 if (op->destroyed ()) 1029 if (op->destroyed ())
1074 return 0; 1030 return 0;
1075 1031
1076 if (!can_pick (op, tmp)) 1032 if (!can_pick (op, tmp))
1077 continue; 1033 continue;
1078 1034
1079 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1035 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1080 { 1036 {
1081 if (item_matched_string (op, tmp, op->contr->search_str)) 1037 if (item_matched_string (op, tmp, op->contr->search_str))
1082 pick_up (op, tmp); 1038 CHK_PICK_PICKUP;
1083 continue; 1039 continue;
1084 } 1040 }
1085 1041
1086 /* high not bit set? We're using the old autopickup model */ 1042 /* high not bit set? We're using the old autopickup model */
1087 if (!(op->contr->mode & PU_NEWMODE)) 1043 if (!(op->contr->mode & PU_NEWMODE))
1089 switch (op->contr->mode) 1045 switch (op->contr->mode)
1090 { 1046 {
1091 case 0: 1047 case 0:
1092 return 1; /* don't pick up */ 1048 return 1; /* don't pick up */
1093 case 1: 1049 case 1:
1094 pick_up (op, tmp); 1050 CHK_PICK_PICKUP;
1095 return 1; 1051 return 1;
1096 case 2: 1052 case 2:
1097 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1098 return 0; 1054 return 0;
1099 case 3: 1055 case 3:
1100 return 0; /* stop before pickup */ 1056 return 0; /* stop before pickup */
1101 case 4: 1057 case 4:
1102 pick_up (op, tmp); 1058 CHK_PICK_PICKUP;
1103 break; 1059 break;
1104 case 5: 1060 case 5:
1105 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1106 stop = 1; 1062 stop = 1;
1107 break; 1063 break;
1108 case 6: 1064 case 6:
1109 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1065 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1110 pick_up (op, tmp); 1066 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1067 CHK_PICK_PICKUP;
1111 break; 1068 break;
1112 1069
1113 case 7: 1070 case 7:
1114 if (tmp->type == MONEY || tmp->type == GEM) 1071 if (tmp->type == MONEY || tmp->type == GEM)
1115 pick_up (op, tmp); 1072 CHK_PICK_PICKUP;
1116 break; 1073 break;
1117 1074
1118 default: 1075 default:
1119 /* use value density */ 1076 /* use value density */
1120 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1077 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1121 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1078 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1122 pick_up (op, tmp); 1079 CHK_PICK_PICKUP;
1123 } 1080 }
1124 } 1081 }
1125 else 1082 else
1126 { /* old model */ 1083 { /* old model */
1127 /* NEW pickup handling */ 1084 /* NEW pickup handling */
1131 if (tmp->name != NULL) 1088 if (tmp->name != NULL)
1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1089 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1133 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1090 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1134 else 1091 else
1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1136 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1093 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137 1094
1138 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1095 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1139 } 1096 }
1140 1097
1141 /* philosophy: 1098 /* philosophy:
1182 /* all food and drink if desired */ 1139 /* all food and drink if desired */
1183 /* question: don't pick up known-poisonous stuff? */ 1140 /* question: don't pick up known-poisonous stuff? */
1184 if (op->contr->mode & PU_FOOD) 1141 if (op->contr->mode & PU_FOOD)
1185 if (tmp->type == FOOD) 1142 if (tmp->type == FOOD)
1186 { 1143 {
1187 pick_up (op, tmp); 1144 CHK_PICK_PICKUP;
1188 continue; 1145 continue;
1189 } 1146 }
1190 1147
1191 if (op->contr->mode & PU_DRINK) 1148 if (op->contr->mode & PU_DRINK)
1192 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1149 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1193 { 1150 {
1194 pick_up (op, tmp); 1151 CHK_PICK_PICKUP;
1195 continue; 1152 continue;
1196 } 1153 }
1197 1154
1198 if (op->contr->mode & PU_POTION) 1155 if (op->contr->mode & PU_POTION)
1199 if (tmp->type == POTION) 1156 if (tmp->type == POTION)
1200 { 1157 {
1201 pick_up (op, tmp); 1158 CHK_PICK_PICKUP;
1202 continue; 1159 continue;
1203 } 1160 }
1204 1161
1205 /* spellbooks, skillscrolls and normal books/scrolls */ 1162 /* spellbooks, skillscrolls and normal books/scrolls */
1206 if (op->contr->mode & PU_SPELLBOOK) 1163 if (op->contr->mode & PU_SPELLBOOK)
1207 if (tmp->type == SPELLBOOK) 1164 if (tmp->type == SPELLBOOK)
1208 { 1165 {
1209 pick_up (op, tmp); 1166 CHK_PICK_PICKUP;
1210 continue; 1167 continue;
1211 } 1168 }
1212 1169
1213 if (op->contr->mode & PU_SKILLSCROLL) 1170 if (op->contr->mode & PU_SKILLSCROLL)
1214 if (tmp->type == SKILLSCROLL) 1171 if (tmp->type == SKILLSCROLL)
1215 { 1172 {
1216 pick_up (op, tmp); 1173 CHK_PICK_PICKUP;
1217 continue; 1174 continue;
1218 } 1175 }
1219 1176
1220 if (op->contr->mode & PU_READABLES) 1177 if (op->contr->mode & PU_READABLES)
1221 if (tmp->type == BOOK || tmp->type == SCROLL) 1178 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1222 { 1179 {
1223 pick_up (op, tmp); 1180 CHK_PICK_PICKUP;
1224 continue; 1181 continue;
1225 } 1182 }
1226 1183
1227 /* wands/staves/rods/horns */ 1184 /* wands/staves/rods/horns */
1228 if (op->contr->mode & PU_MAGIC_DEVICE) 1185 if (op->contr->mode & PU_MAGIC_DEVICE)
1229 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1186 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1230 { 1187 {
1231 pick_up (op, tmp); 1188 CHK_PICK_PICKUP;
1232 continue; 1189 continue;
1233 } 1190 }
1234 1191
1235 /* pick up all magical items */ 1192 /* pick up all magical items */
1236 if (op->contr->mode & PU_MAGICAL) 1193 if (op->contr->mode & PU_MAGICAL)
1237 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1194 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1238 { 1195 {
1239 pick_up (op, tmp); 1196 CHK_PICK_PICKUP;
1240 continue; 1197 continue;
1241 } 1198 }
1242 1199
1243 if (op->contr->mode & PU_VALUABLES) 1200 if (op->contr->mode & PU_VALUABLES)
1244 { 1201 {
1245 if (tmp->type == MONEY || tmp->type == GEM) 1202 if (tmp->type == MONEY || tmp->type == GEM)
1246 { 1203 {
1247 pick_up (op, tmp); 1204 CHK_PICK_PICKUP;
1248 continue; 1205 continue;
1249 } 1206 }
1250 } 1207 }
1251 1208
1252 /* rings & amulets - talismans seems to be typed AMULET */ 1209 /* rings & amulets - talismans seems to be typed AMULET */
1253 if (op->contr->mode & PU_JEWELS) 1210 if (op->contr->mode & PU_JEWELS)
1254 if (tmp->type == RING || tmp->type == AMULET) 1211 if (tmp->type == RING || tmp->type == AMULET)
1255 { 1212 {
1256 pick_up (op, tmp); 1213 CHK_PICK_PICKUP;
1257 continue; 1214 continue;
1258 } 1215 }
1259 1216
1260 /* we don't forget dragon food */ 1217 /* we don't forget dragon food */
1261 if (op->contr->mode & PU_FLESH) 1218 if (op->contr->mode & PU_FLESH)
1262 if (tmp->type == FLESH) 1219 if (tmp->type == FLESH)
1263 { 1220 {
1264 pick_up (op, tmp); 1221 CHK_PICK_PICKUP;
1265 continue; 1222 continue;
1266 } 1223 }
1267 1224
1268 /* bows and arrows. Bows are good for selling! */ 1225 /* bows and arrows. Bows are good for selling! */
1269 if (op->contr->mode & PU_BOW) 1226 if (op->contr->mode & PU_BOW)
1270 if (tmp->type == BOW) 1227 if (tmp->type == BOW)
1271 { 1228 {
1272 pick_up (op, tmp); 1229 CHK_PICK_PICKUP;
1273 continue; 1230 continue;
1274 } 1231 }
1275 1232
1276 if (op->contr->mode & PU_ARROW) 1233 if (op->contr->mode & PU_ARROW)
1277 if (tmp->type == ARROW) 1234 if (tmp->type == ARROW)
1278 { 1235 {
1279 pick_up (op, tmp); 1236 CHK_PICK_PICKUP;
1280 continue; 1237 continue;
1281 } 1238 }
1282 1239
1283 /* all kinds of armor etc. */ 1240 /* all kinds of armor etc. */
1284 if (op->contr->mode & PU_ARMOUR) 1241 if (op->contr->mode & PU_ARMOUR)
1285 if (tmp->type == ARMOUR) 1242 if (tmp->type == ARMOUR)
1286 { 1243 {
1287 pick_up (op, tmp); 1244 CHK_PICK_PICKUP;
1288 continue; 1245 continue;
1289 } 1246 }
1290 1247
1291 if (op->contr->mode & PU_HELMET) 1248 if (op->contr->mode & PU_HELMET)
1292 if (tmp->type == HELMET) 1249 if (tmp->type == HELMET)
1293 { 1250 {
1294 pick_up (op, tmp); 1251 CHK_PICK_PICKUP;
1295 continue; 1252 continue;
1296 } 1253 }
1297 1254
1298 if (op->contr->mode & PU_SHIELD) 1255 if (op->contr->mode & PU_SHIELD)
1299 if (tmp->type == SHIELD) 1256 if (tmp->type == SHIELD)
1300 { 1257 {
1301 pick_up (op, tmp); 1258 CHK_PICK_PICKUP;
1302 continue; 1259 continue;
1303 } 1260 }
1304 1261
1305 if (op->contr->mode & PU_BOOTS) 1262 if (op->contr->mode & PU_BOOTS)
1306 if (tmp->type == BOOTS) 1263 if (tmp->type == BOOTS)
1307 { 1264 {
1308 pick_up (op, tmp); 1265 CHK_PICK_PICKUP;
1309 continue; 1266 continue;
1310 } 1267 }
1311 1268
1312 if (op->contr->mode & PU_GLOVES) 1269 if (op->contr->mode & PU_GLOVES)
1313 if (tmp->type == GLOVES) 1270 if (tmp->type == GLOVES)
1314 { 1271 {
1315 pick_up (op, tmp); 1272 CHK_PICK_PICKUP;
1316 continue; 1273 continue;
1317 } 1274 }
1318 1275
1319 if (op->contr->mode & PU_CLOAK) 1276 if (op->contr->mode & PU_CLOAK)
1320 if (tmp->type == CLOAK) 1277 if (tmp->type == CLOAK)
1321 { 1278 {
1322 pick_up (op, tmp); 1279 CHK_PICK_PICKUP;
1323 continue; 1280 continue;
1324 } 1281 }
1325 1282
1326 /* hoping to catch throwing daggers here */ 1283 /* hoping to catch throwing daggers here */
1327 if (op->contr->mode & PU_MISSILEWEAPON) 1284 if (op->contr->mode & PU_MISSILEWEAPON)
1328 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1285 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1329 { 1286 {
1330 pick_up (op, tmp); 1287 CHK_PICK_PICKUP;
1331 continue; 1288 continue;
1332 } 1289 }
1333 1290
1334 /* careful: chairs and tables are weapons! */ 1291 /* careful: chairs and tables are weapons! */
1335 if (op->contr->mode & PU_ALLWEAPON) 1292 if (op->contr->mode & PU_ALLWEAPON)
1336 { 1293 {
1337 if (tmp->type == WEAPON && tmp->name != NULL) 1294 if (tmp->type == WEAPON && tmp->name != NULL)
1338 { 1295 {
1339 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1296 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1340 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1297 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1341 { 1298 {
1342 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1343 continue; 1300 continue;
1344 } 1301 }
1345 } 1302 }
1346 1303
1347 if (tmp->type == WEAPON && tmp->name == NULL) 1304 if (tmp->type == WEAPON && tmp->name == NULL)
1348 { 1305 {
1349 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1306 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1350 { 1307 {
1351 pick_up (op, tmp); 1308 CHK_PICK_PICKUP;
1352 continue; 1309 continue;
1353 } 1310 }
1354 } 1311 }
1355 } 1312 }
1356 1313
1357 /* misc stuff that's useful */ 1314 /* misc stuff that's useful */
1358 if (op->contr->mode & PU_KEY) 1315 if (op->contr->mode & PU_KEY)
1359 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1316 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1360 { 1317 {
1361 pick_up (op, tmp); 1318 CHK_PICK_PICKUP;
1362 continue; 1319 continue;
1363 } 1320 }
1364 1321
1365 /* any of the last 4 bits set means we use the ratio for value 1322 /* any of the last 4 bits set means we use the ratio for value
1366 * pickups */ 1323 * pickups */
1371 /* >=7 is the old standard setting. Now we take the last 4 bits 1328 /* >=7 is the old standard setting. Now we take the last 4 bits
1372 * and multiply them by 5, giving 0..15*5== 5..75 */ 1329 * and multiply them by 5, giving 0..15*5== 5..75 */
1373 wvratio = (op->contr->mode & PU_RATIO) * 5; 1330 wvratio = (op->contr->mode & PU_RATIO) * 5;
1374 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1331 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1375 { 1332 {
1376 pick_up (op, tmp); 1333 CHK_PICK_PICKUP;
1377#if 0 1334#if 0
1378 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1335 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1379 if (tmp->name != NULL) 1336 if (tmp->name != NULL)
1380 { 1337 {
1381 fprintf (stderr, "%s", tmp->name); 1338 fprintf (stderr, "%s", tmp->name);
1382 } 1339 }
1383 else 1340 else
1384 fprintf (stderr, "%s", tmp->arch->name); 1341 fprintf (stderr, "%s", tmp->arch->archname);
1385 fprintf (stderr, ",%d] = ", tmp->type); 1342 fprintf (stderr, ",%d] = ", tmp->type);
1386 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1343 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1387#endif 1344#endif
1388 continue; 1345 continue;
1389 } 1346 }
1400 * found object is returned. 1357 * found object is returned.
1401 */ 1358 */
1402object * 1359object *
1403find_arrow (object *op, const char *type) 1360find_arrow (object *op, const char *type)
1404{ 1361{
1405 object *tmp = NULL; 1362 object *tmp = 0;
1406 1363
1407 for (op = op->inv; op; op = op->below) 1364 for (op = op->inv; op; op = op->below)
1408 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1365 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1409 tmp = find_arrow (op, type); 1366 tmp = find_arrow (splay (op), type);
1410 else if (op->type == ARROW && op->race == type) 1367 else if (op->type == ARROW && op->race == type)
1411 return op; 1368 return splay (op);
1369
1412 return tmp; 1370 return tmp;
1413} 1371}
1414 1372
1415/* 1373/*
1416 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1374 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1417 * against the target. A full test is not performed, simply a basic test 1375 * against the target. A full test is not performed, simply a basic test
1418 * of resistances. The archer is making a quick guess at what he sees down 1376 * of resistances. The archer is making a quick guess at what he sees down
1419 * the hall. Failing that it does it's best to pick the highest plus arrow. 1377 * the hall. Failing that it does it's best to pick the highest plus arrow.
1420 */ 1378 */
1421
1422object * 1379object *
1423find_better_arrow (object *op, object *target, const char *type, int *better) 1380find_better_arrow (object *op, object *target, const char *type, int *better)
1424{ 1381{
1425 object *tmp = NULL, *arrow, *ntmp; 1382 object *tmp = NULL, *arrow, *ntmp;
1426 int attacknum, attacktype, betterby = 0, i; 1383 int attacknum, attacktype, betterby = 0, i;
1459 else 1416 else
1460 { 1417 {
1461 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1418 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1462 { 1419 {
1463 attacktype = 1 << attacknum; 1420 attacktype = 1 << attacknum;
1464 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1421 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1465 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1422 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1466 { 1423 {
1467 tmp = arrow; 1424 tmp = arrow;
1468 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1425 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1469 } 1426 }
1470 } 1427 }
1471 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1428 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1472 { 1429 {
1473 tmp = arrow; 1430 tmp = arrow;
1492 * find_better_arrow to find a decent arrow to use. 1449 * find_better_arrow to find a decent arrow to use.
1493 * op = the shooter 1450 * op = the shooter
1494 * type = bow->race 1451 * type = bow->race
1495 * dir = fire direction 1452 * dir = fire direction
1496 */ 1453 */
1497
1498object * 1454object *
1499pick_arrow_target (object *op, const char *type, int dir) 1455pick_arrow_target (object *op, const char *type, int dir)
1500{ 1456{
1501 object *tmp = NULL; 1457 object *tmp = NULL;
1502 maptile *m; 1458 maptile *m;
1567 */ 1523 */
1568int 1524int
1569fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1525fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1570{ 1526{
1571 object *left, *bow; 1527 object *left, *bow;
1572 int bowspeed, mflags; 1528 int mflags;
1573 maptile *m; 1529 maptile *m;
1574 1530
1575 if (!dir) 1531 if (!dir)
1576 { 1532 {
1577 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1533 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1578 return 0; 1534 return 0;
1579 } 1535 }
1580 1536
1581 if (op->type == PLAYER) 1537 if (op->contr)
1582 bow = op->contr->ranges[range_bow]; 1538 bow = op->current_weapon;
1583 else 1539 else
1584 { 1540 {
1585 for (bow = op->inv; bow; bow = bow->below) 1541 for (bow = op->inv; bow; bow = bow->below)
1586 /* Don't check for applied - monsters don't apply bows - in that way, they 1542 /* Don't check for applied - monsters don't apply bows - in that way, they
1587 * don't need to switch back and forth between bows and weapons. 1543 * don't need to switch back and forth between bows and weapons.
1592 if (!bow) 1548 if (!bow)
1593 { 1549 {
1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1550 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1595 return 0; 1551 return 0;
1596 } 1552 }
1553
1554 // optimisation: move object to top so we will find it quickly again
1555 if (bow->below)
1556 {
1557 bow->remove ();
1558 op->insert (bow);
1559 }
1560
1597 } 1561 }
1598 1562
1599 if (!bow->race || !bow->skill) 1563 if (!bow->race || !bow->skill)
1600 { 1564 {
1601 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1565 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1602 return 0; 1566 return 0;
1603 } 1567 }
1604
1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1606
1607 /* penalize ROF for bestarrow */
1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1611 if (bowspeed < 1)
1612 bowspeed = 1;
1613 1568
1614 if (arrow == NULL) 1569 if (arrow == NULL)
1615 { 1570 {
1616 if ((arrow = find_arrow (op, bow->race)) == NULL) 1571 if ((arrow = find_arrow (op, bow->race)) == NULL)
1617 { 1572 {
1618 if (op->type == PLAYER) 1573 if (op->type == PLAYER)
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1574 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1575 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1621 else 1576 else
1622 CLEAR_FLAG (op, FLAG_READY_BOW); 1577 CLEAR_FLAG (op, FLAG_READY_BOW);
1578
1623 return 0; 1579 return 0;
1624 } 1580 }
1625 } 1581 }
1626 1582
1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1583 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1651 1607
1652 arrow->set_owner (op); 1608 arrow->set_owner (op);
1653 arrow->skill = bow->skill; 1609 arrow->skill = bow->skill;
1654 arrow->direction = dir; 1610 arrow->direction = dir;
1655 1611
1612 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1613 arrow->stats.hp = arrow->stats.dam;
1614 arrow->stats.grace = arrow->attacktype;
1615
1616 if (arrow->slaying)
1617 arrow->spellarg = strdup (arrow->slaying);
1618
1619#if 0
1620 if (player *pl = op->contr)
1621 {
1622 float speed = pl->weapon_sp;
1623
1624 /* penalize ROF for bestarrow */
1625 if (pl->bowtype == bow_bestarrow)
1626 speed *= .9f;
1627 else
1628 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1629
1630 op->speed_left += speed - op->speed;
1631 }
1632#endif
1633
1634 SET_ANIMATION (arrow, arrow->direction);
1635
1636 /* update the speed */
1637 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1638 + bow->stats.dam / 7.f;
1639
1640 arrow->set_speed (max (arrow->speed, 2.f));
1641 arrow->speed_left = 0;
1642
1643 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1644
1656 if (op->type == PLAYER) 1645 if (op->type == PLAYER)
1657 { 1646 {
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats ();
1660 }
1661
1662 SET_ANIMATION (arrow, arrow->direction);
1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1664 arrow->stats.hp = arrow->stats.dam;
1665 arrow->stats.grace = arrow->attacktype;
1666 if (arrow->slaying != NULL)
1667 arrow->spellarg = strdup (arrow->slaying);
1668
1669 /* Note that this was different for monsters - they got their level
1670 * added to the damage. I think the strength bonus is more proper.
1671 */
1672
1673 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1674
1675 /* update the speed */
1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1678
1679 arrow->set_speed (max (arrow->speed, 1.0));
1680 arrow->speed_left = 0;
1681
1682 if (op->type == PLAYER)
1683 {
1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1685 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1686 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1687
1688 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1647 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1648 wc -= dex_bonus[op->stats.Dex];
1649
1650 if (!arrow->slaying)
1651 arrow->slaying = op->slaying;
1652
1653 arrow->attacktype |= op->attacktype;
1689 } 1654 }
1690 else 1655 else
1691 { 1656 {
1692 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1693 arrow->level = op->level; 1657 arrow->level = op->level;
1694 } 1658 arrow->stats.wc -= bow->magic;
1695 1659
1696 if (arrow->attacktype == AT_PHYSICAL) 1660 if (!arrow->slaying)
1661 arrow->slaying = bow->slaying;
1662
1697 arrow->attacktype |= bow->attacktype; 1663 arrow->attacktype |= bow->attacktype;
1664 }
1698 1665
1699 if (bow->slaying) 1666 wc -= arrow->level;
1700 arrow->slaying = bow->slaying; 1667 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1701 1668
1669 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1702 arrow->move_type = MOVE_FLY_LOW; 1670 arrow->move_type = MOVE_FLY_LOW;
1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1671 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1704 1672
1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1673 op->play_sound (sound_find ("fire_arrow"));
1706 m->insert (arrow, sx, sy, op); 1674 m->insert (arrow, sx, sy, op);
1707 1675
1708 if (!arrow->destroyed ()) 1676 if (!arrow->destroyed ())
1709 move_arrow (arrow); 1677 move_arrow (arrow);
1710 1678
1731{ 1699{
1732 int ret = 0, wcmod = 0; 1700 int ret = 0, wcmod = 0;
1733 1701
1734 if (op->contr->bowtype == bow_bestarrow) 1702 if (op->contr->bowtype == bow_bestarrow)
1735 { 1703 {
1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1704 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1737 } 1705 }
1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1706 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1739 { 1707 {
1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1708 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1741 wcmod = -1; 1709 wcmod = -1;
1751 else if (op->contr->bowtype == bow_spreadshot) 1719 else if (op->contr->bowtype == bow_spreadshot)
1752 { 1720 {
1753 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1721 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1722 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1755 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1723 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1756
1757 } 1724 }
1758 else 1725 else
1759 { 1726 {
1760 /* Simple case */ 1727 /* Simple case */
1761 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1762 } 1729 }
1730
1763 return ret; 1731 return ret;
1764} 1732}
1765
1766 1733
1767/* Fires a misc (wand/rod/horn) object in 'dir'. 1734/* Fires a misc (wand/rod/horn) object in 'dir'.
1768 * Broken apart from 'fire' to keep it more readable. 1735 * Broken apart from 'fire' to keep it more readable.
1769 */ 1736 */
1770void 1737void
1771fire_misc_object (object *op, int dir) 1738fire_misc_object (object *op, int dir)
1772{ 1739{
1773 object *item; 1740 object *item = op->contr->ranged_ob;
1774 1741
1775 if (!op->contr->ranges[range_misc]) 1742 if (!item)
1776 { 1743 {
1777 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1744 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1745 return;
1779 } 1746 }
1780 1747
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) 1748 if (!item->inv)
1783 { 1749 {
1784 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1750 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1785 return; 1751 return;
1786 } 1752 }
1753
1754 if (!op->change_weapon (item))
1755 return;
1756
1787 if (item->type == WAND) 1757 if (item->type == WAND)
1788 { 1758 {
1789 if (item->stats.food <= 0) 1759 if (item->stats.food <= 0)
1790 { 1760 {
1791 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1763
1793 return; 1764 return;
1794 } 1765 }
1795 } 1766 }
1796 else if (item->type == ROD || item->type == HORN) 1767 else if (item->type == ROD || item->type == HORN)
1797 { 1768 {
1798 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1769 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1799 { 1770 {
1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1771 op->contr->play_sound (sound_find ("wand_poof"));
1772
1801 if (item->type == ROD) 1773 if (item->type == ROD)
1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1803 else 1775 else
1804 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1777
1805 return; 1778 return;
1806 } 1779 }
1807 } 1780 }
1808 1781
1809 if (cast_spell (op, item, dir, item->inv, NULL)) 1782 if (cast_spell (op, item, dir, item->inv, NULL))
1816 object *tmp; 1789 object *tmp;
1817 1790
1818 if (item->arch) 1791 if (item->arch)
1819 { 1792 {
1820 CLEAR_FLAG (item, FLAG_ANIMATE); 1793 CLEAR_FLAG (item, FLAG_ANIMATE);
1821 item->face = item->arch->clone.face; 1794 item->face = item->arch->face;
1822 item->set_speed (0); 1795 item->set_speed (0);
1823 } 1796 }
1824 1797
1825 if ((tmp = item->in_player ())) 1798 if ((tmp = item->in_player ()))
1826 esrv_update_item (UPD_ANIM, tmp, item); 1799 esrv_update_item (UPD_ANIM, tmp, item);
1831 } 1804 }
1832} 1805}
1833 1806
1834/* Received a fire command for the player - go and do it. 1807/* Received a fire command for the player - go and do it.
1835 */ 1808 */
1836void 1809bool
1837fire (object *op, int dir) 1810fire (object *op, int dir)
1838{ 1811{
1839 int spellcost = 0; 1812 int spellcost = 0;
1840 1813
1841 /* check for loss of invisiblity/hide */ 1814 /* check for loss of invisiblity/hide */
1842 if (action_makes_visible (op)) 1815 if (action_makes_visible (op))
1843 make_visible (op); 1816 make_visible (op);
1844 1817
1845 switch (op->contr->shoottype) 1818 player *pl = op->contr;
1819
1820 if (pl->golem)
1821 {
1822 control_golem (op->contr->golem, dir);
1823 return false;
1846 { 1824 }
1847 case range_none:
1848 return;
1849 1825
1850 case range_bow: 1826 object *ob = pl->ranged_ob;
1827
1828 if (!ob)
1829 return false;
1830
1831 if (!op->change_weapon (ob))
1832 return false;
1833
1834 if (op->speed_left > 0.f)
1835 --op->speed_left;
1836 else
1837 return false;
1838
1839 switch (ob->type)
1840 {
1841 case BOW:
1851 player_fire_bow (op, dir); 1842 player_fire_bow (op, dir);
1852 return; 1843 break;
1853 1844
1854 case range_magic: /* Casting spells */ 1845 case SPELL:
1855 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1846 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1856 return; 1847 break;
1857 1848
1858 case range_misc: 1849 case BUILDER:
1850 apply_map_builder (op, dir);
1851 break;
1852
1853 case SKILL:
1854 do_skill (op, op, ob, dir, 0);
1855 break;
1856
1857 default:
1859 fire_misc_object (op, dir); 1858 fire_misc_object (op, dir);
1860 return; 1859 break;
1861
1862 case range_golem: /* Control summoned monsters from scrolls */
1863 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1864 {
1865 op->contr->ranges[range_golem] = 0;
1866 op->contr->shoottype = range_none;
1867 }
1868 else
1869 control_golem (op->contr->ranges[range_golem], dir);
1870 return;
1871
1872 case range_skill:
1873 if (!op->chosen_skill)
1874 {
1875 if (op->type == PLAYER)
1876 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1877 return;
1878 }
1879
1880 do_skill (op, op, op->chosen_skill, dir, NULL);
1881 return;
1882 case range_builder:
1883 apply_map_builder (op, dir);
1884 return;
1885 default:
1886 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1887 return;
1888 } 1860 }
1889}
1890 1861
1891 1862 return true;
1863}
1892 1864
1893/* find_key 1865/* find_key
1894 * We try to find a key for the door as passed. If we find a key 1866 * We try to find a key for the door as passed. If we find a key
1895 * and successfully use it, we return the key, otherwise NULL 1867 * and successfully use it, we return the key, otherwise NULL
1896 * This function merges both normal and locked door, since the logic 1868 * This function merges both normal and locked door, since the logic
1898 * pl is the player, 1870 * pl is the player,
1899 * inv is the objects inventory to searched 1871 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 1872 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 1873 * This function can be called recursively to search containers.
1902 */ 1874 */
1903
1904object * 1875object *
1905find_key (object *pl, object *container, object *door) 1876find_key (object *pl, object *container, object *door)
1906{ 1877{
1907 object *tmp, *key; 1878 object *tmp, *key;
1908 1879
1909 /* Should not happen, but sanity checking is never bad */ 1880 /* Should not happen, but sanity checking is never bad */
1910 if (container->inv == NULL) 1881 if (!container->inv)
1911 return NULL; 1882 return 0;
1912 1883
1913 /* First, lets try to find a key in the top level inventory */ 1884 /* First, lets try to find a key in the top level inventory */
1914 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1885 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 { 1886 {
1916 if (door->type == DOOR && tmp->type == KEY) 1887 if (door->type == DOOR && tmp->type == KEY)
1917 break; 1888 break;
1918 /* For sanity, we should really check door type, but other stuff 1889 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1890 * (like containers) can be locked with special keys
1920 */ 1891 */
1921 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1892 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 break; 1893 break;
1923 } 1894 }
1895
1924 /* No key found - lets search inventories now */ 1896 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1897 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 1898 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1899 * a key, return
1928 */ 1900 */
1929 if (!tmp) 1901 if (!tmp)
1930 { 1902 {
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1903 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 { 1904 {
1933 /* No reason to search empty containers */ 1905 /* No reason to search empty containers */
1934 if (tmp->type == CONTAINER && tmp->inv) 1906 if (tmp->type == CONTAINER && tmp->inv)
1935 { 1907 {
1936 if ((key = find_key (pl, tmp, door)) != NULL) 1908 if ((key = find_key (pl, tmp, door)))
1937 return key; 1909 return key;
1938 } 1910 }
1939 } 1911 }
1912
1940 if (!tmp) 1913 if (!tmp)
1941 return NULL; 1914 return NULL;
1942 } 1915 }
1916
1943 /* We get down here if we have found a key. Now if its in a container, 1917 /* We get down here if we have found a key. Now if its in a container,
1944 * see if we actually want to use it 1918 * see if we actually want to use it
1945 */ 1919 */
1946 if (pl != container) 1920 if (pl != container)
1947 { 1921 {
1968 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1942 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1969 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1943 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1970 return NULL; 1944 return NULL;
1971 } 1945 }
1972 } 1946 }
1947
1973 return tmp; 1948 return tmp;
1974} 1949}
1975 1950
1976/* moved door processing out of move_player_attack. 1951/* moved door processing out of move_player_attack.
1977 * returns 1 if player has opened the door with a key 1952 * returns 1 if player has opened the door with a key
1979 * 0 otherwise 1954 * 0 otherwise
1980 */ 1955 */
1981static int 1956static int
1982player_attack_door (object *op, object *door) 1957player_attack_door (object *op, object *door)
1983{ 1958{
1984 /* If its a door, try to find a use a key. If we do destroy the door, 1959 /* If its a door, try to find a key. If we do destroy the door,
1985 * might as well return immediately as there is nothing more to do - 1960 * might as well return immediately as there is nothing more to do -
1986 * otherwise, we fall through to the rest of the code. 1961 * otherwise, we fall through to the rest of the code.
1987 */ 1962 */
1988 object *key = find_key (op, op, door); 1963 object *key = find_key (op, op, door);
1989 1964
1990 /* IF we found a key, do some extra work */ 1965 /* If we found a key, do some extra work */
1991 if (key) 1966 if (key)
1992 { 1967 {
1993 object *container = key->env; 1968 object *container = key->env;
1994 1969
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996 if (action_makes_visible (op)) 1970 if (action_makes_visible (op))
1997 make_visible (op); 1971 make_visible (op);
1972
1998 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1999 spring_trap (door->inv, op); 1974 spring_trap (door->inv, op);
1975
2000 if (door->type == DOOR) 1976 if (door->type == DOOR)
2001 {
2002 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2003 }
2004 else if (door->type == LOCKED_DOOR) 1978 else if (door->type == LOCKED_DOOR)
2005 { 1979 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1980 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2007 remove_door2 (door); /* remove door without violence ;-) */ 1981 remove_door2 (door); /* remove door without violence ;-) */
2008 } 1982 }
1983
2009 /* Do this after we print the message */ 1984 /* Do this after we print the message */
2010 decrease_ob (key); /* Use up one of the keys */ 1985 decrease_ob (key); /* Use up one of the keys */
2011 /* Need to update the weight the container the key was in */ 1986 /* Need to update the weight the container the key was in */
2012 if (container != op) 1987 if (container != op)
2013 esrv_update_item (UPD_WEIGHT, op, container); 1988 esrv_update_item (UPD_WEIGHT, op, container);
1989
2014 return 1; /* Nothing more to do below */ 1990 return 1; /* Nothing more to do below */
2015 } 1991 }
2016 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2017 { 1993 {
2018 /* Might as well return now - no other way to open this */ 1994 /* Might as well return now - no other way to open this */
2019 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1995 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2020 return 1; 1996 return 1;
2021 } 1997 }
1998
2022 return 0; 1999 return 0;
2023} 2000}
2024 2001
2025/* This function is just part of a breakup from move_player. 2002/* This function is just part of a breakup from move_player.
2026 * It should keep the code cleaner. 2003 * It should keep the code cleaner.
2027 * When this is called, the players direction has been updated 2004 * When this is called, the players direction has been updated
2028 * (taking into account confusion.) The player is also actually 2005 * (taking into account confusion.) The player is also actually
2029 * going to try and move (not fire weapons). 2006 * going to try and move (not fire weapons).
2030 */ 2007 */
2031void 2008bool
2032move_player_attack (object *op, int dir) 2009move_player_attack (object *op, int dir)
2033{ 2010{
2034 object *tmp, *mon;
2035 sint16 nx, ny;
2036 int on_battleground; 2011 int on_battleground;
2037 maptile *m;
2038 2012
2039 nx = freearr_x[dir] + op->x; 2013 sint16 nx = freearr_x[dir] + op->x;
2040 ny = freearr_y[dir] + op->y; 2014 sint16 ny = freearr_y[dir] + op->y;
2041 2015
2042 on_battleground = op_on_battleground (op, 0, 0); 2016 on_battleground = op_on_battleground (op, 0, 0);
2017
2018 if (out_of_map (op->map, nx, ny))
2019 return false;
2020
2021 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022 {
2023 --op->speed_left;
2024 return true;
2025 }
2043 2026
2044 /* If braced, or can't move to the square, and it is not out of the 2027 /* If braced, or can't move to the square, and it is not out of the
2045 * map, attack it. Note order of if statement is important - don't 2028 * map, attack it. Note order of if statement is important - don't
2046 * want to be calling move_ob if braced, because move_ob will move the 2029 * want to be calling move_ob if braced, because move_ob will move the
2047 * player. This is a pretty nasty hack, because if we could 2030 * player. This is a pretty nasty hack, because if we could
2048 * move to some space, it then means that if we are braced, we should 2031 * move to some space, it then means that if we are braced, we should
2049 * do nothing at all. As it is, if we are braced, we go through 2032 * do nothing at all. As it is, if we are braced, we go through
2050 * quite a bit of processing. However, it probably is less than what 2033 * quite a bit of processing. However, it probably is less than what
2051 * move_ob uses. 2034 * move_ob uses.
2052 */ 2035 */
2053 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2054 {
2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2056 {
2057 m = op->map->xy_find (nx, ny); 2036 maptile *m = op->map->xy_find (nx, ny);
2058 if (!m)
2059 return; /* Don't think this should happen */
2060 }
2061 else
2062 m = op->map;
2063 2037
2064 if (!(tmp = m->at (nx, ny).bot))
2065 return;
2066
2067 mon = 0;
2068 /* Go through all the objects, and find ones of interest. Only stop if 2038 /* Go through all the objects, and find ones of interest. Only stop if
2069 * we find a monster - that is something we know we want to attack. 2039 * we find a monster - that is something we know we want to attack.
2070 * if its a door or barrel (can roll) see if there may be monsters 2040 * if its a door or barrel (can roll) see if there may be monsters
2071 * on the space 2041 * on the space
2072 */ 2042 */
2073 while (tmp) 2043 object *mon;
2074 { 2044 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2075 if (tmp == op) 2045 {
2076 { 2046 if ((mon->flag [FLAG_ALIVE]
2077 tmp = tmp->above; 2047 || mon->type == LOCKED_DOOR
2078 continue; 2048 || mon->flag [FLAG_CAN_ROLL])
2079 }
2080
2081 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2082 {
2083 mon = tmp; 2049 && mon != op)
2084 break; 2050 break;
2085 } 2051 }
2086 2052
2087 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2088 mon = tmp;
2089
2090 tmp = tmp->above;
2091 }
2092
2093 if (!mon) /* This happens anytime the player tries to move */ 2053 if (!mon) /* This happens anytime the player tries to move */
2094 return; /* into a wall */ 2054 return false; /* into a wall */
2095 2055
2096 if (mon->head)
2097 mon = mon->head; 2056 mon = mon->head_ ();
2098 2057
2099 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2058 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2059 if (op->contr->weapon_sp_left > 0.f)
2100 if (player_attack_door (op, mon)) 2060 if (player_attack_door (op, mon))
2061 {
2062 --op->contr->weapon_sp_left;
2101 return; 2063 return true;
2064 }
2102 2065
2103 /* The following deals with possibly attacking peaceful 2066 /* The following deals with possibly attacking peaceful
2104 * or frienddly creatures. Basically, all players are considered 2067 * or friendly creatures. Basically, all players are considered
2105 * unaggressive. If the moving player has peaceful set, then the 2068 * unaggressive. If the moving player has peaceful set, then the
2106 * object should be pushed instead of attacked. It is assumed that 2069 * object should be pushed instead of attacked. It is assumed that
2107 * if you are braced, you will not attack friends accidently, 2070 * if you are braced, you will not attack friends accidently,
2108 * and thus will not push them. 2071 * and thus will not push them.
2109 */ 2072 */
2110 2073
2111 /* If the creature is a pet, push it even if the player is not 2074 /* If the creature is a pet, push it even if the player is not
2112 * peaceful. Our assumption is the creature is a pet if the 2075 * peaceful. Our assumption is the creature is a pet if the
2113 * player owns it and it is either friendly or unagressive. 2076 * player owns it and it is either friendly or unagressive.
2114 */ 2077 */
2115 if ((op->type == PLAYER) 2078 if (op->type == PLAYER
2116#if COZY_SERVER
2117 &&
2118 ((mon->owner && mon->owner->contr 2079 && ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2080 && same_party (mon->owner->contr->party, op->contr->party))
2120#else
2121 && mon->owner == op 2081 || mon->owner == op)
2122#endif
2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2082 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2124 { 2083 {
2125 /* If we're braced, we don't want to switch places with it */ 2084 /* If we're braced, we don't want to switch places with it */
2126 if (op->contr->braced) 2085 if (op->contr->braced)
2127 return; 2086 return false;
2128 2087
2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2088 if (op->speed_left > 0.f)
2089 {
2090 --op->speed_left;
2091
2092 op->play_sound (sound_find ("push_player"));
2130 (void) push_ob (mon, dir, op); 2093 push_ob (mon, dir, op);
2094
2131 if (op->contr->tmp_invis || op->hide) 2095 if (op->contr->tmp_invis || op->hide)
2132 make_visible (op); 2096 make_visible (op);
2133 2097
2134 return; 2098 return true;
2135 } 2099 }
2100 else
2101 return false;
2102 }
2136 2103
2137 /* in certain circumstances, you shouldn't attack friendly 2104 /* in certain circumstances, you shouldn't attack friendly
2138 * creatures. Note that if you are braced, you can't push 2105 * creatures. Note that if you are braced, you can't push
2139 * someone, but put it inside this loop so that you won't 2106 * someone, but put it inside this loop so that you won't
2140 * attack them either. 2107 * attack them either.
2141 */ 2108 */
2142 if ((mon->type == PLAYER || mon->enemy != op) && 2109 if ((mon->type == PLAYER || mon->enemy != op)
2143 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2110 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2144#ifdef PROHIBIT_PLAYERKILL
2145 (op->contr->peaceful 2111 && ((op->contr->peaceful
2146 || (mon->type == PLAYER 2112 || (mon->type == PLAYER && mon->contr->peaceful))
2147 && mon->contr->
2148 peaceful)) &&
2149#else
2150 op->contr->peaceful &&
2151#endif
2152 !on_battleground)) 2113 && !on_battleground))
2114 {
2115 if (op->speed_left > 0.f)
2153 { 2116 {
2117 --op->speed_left;
2118
2154 if (!op->contr->braced) 2119 if (!op->contr->braced)
2155 { 2120 {
2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2121 op->play_sound (sound_find ("push_player"));
2157 push_ob (mon, dir, op); 2122 push_ob (mon, dir, op);
2158 } 2123 }
2159 else 2124 else
2160 new_draw_info (0, 0, op, "You withhold your attack"); 2125 op->statusmsg ("You withhold your attack");
2161 2126
2162 if (op->contr->tmp_invis || op->hide) 2127 if (op->contr->tmp_invis || op->hide)
2163 make_visible (op); 2128 make_visible (op);
2164 }
2165 2129
2130 return true;
2131 }
2132 }
2166 /* If the object is a boulder or other rollable object, then 2133 /* If the object is a boulder or other rollable object, then
2167 * roll it if not braced. You can't roll it if you are braced. 2134 * roll it if not braced. You can't roll it if you are braced.
2168 */ 2135 */
2169 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2136 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2137 {
2138 if (op->speed_left > 0.f)
2170 { 2139 {
2140 --op->speed_left;
2141
2171 recursive_roll (mon, dir, op); 2142 recursive_roll (mon, dir, op);
2172 if (action_makes_visible (op)) 2143 if (action_makes_visible (op))
2173 make_visible (op); 2144 make_visible (op);
2174 }
2175 2145
2146 return true;
2147 }
2148 }
2176 /* Any generic living creature. Including things like doors. 2149 /* Any generic living creature. Including things like doors.
2177 * Way it works is like this: First, it must have some hit points 2150 * Way it works is like this: First, it must have some hit points
2178 * and be living. Then, it must be one of the following: 2151 * and be living. Then, it must be one of the following:
2179 * 1) Not a player, 2) A player, but of a different party. Note 2152 * 1) Not a player, 2) A player, but of a different party. Note
2180 * that party_number -1 is no party, so attacks can still happen. 2153 * that party_number -1 is no party, so attacks can still happen.
2181 */ 2154 */
2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2155 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2156 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2184 { 2157 {
2185 2158 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2186 /* If the player hasn't hit something this tick, and does
2187 * so, give them speed boost based on weapon speed. Doing
2188 * it here is better than process_players2, which basically
2189 * incurred a 1 tick offset.
2190 */
2191 if (!op->contr->has_hit)
2192 { 2159 {
2193 op->speed_left += op->speed / op->contr->weapon_sp; 2160 --op->contr->weapon_sp_left;
2194
2195 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2196 }
2197 2161
2198 skill_attack (mon, op, 0, 0, 0); 2162 skill_attack (mon, op, 0, 0, 0);
2199
2200 /* If attacking another player, that player gets automatic
2201 * hitback, and doesn't loose luck either.
2202 * Disable hitback on the battleground or if the target is
2203 * the wiz.
2204 */
2205 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2206 {
2207 short luck = mon->stats.luck;
2208
2209 mon->contr->has_hit = 1;
2210 skill_attack (op, mon, 0, 0, 0);
2211 mon->stats.luck = luck;
2212 }
2213 2163
2214 if (action_makes_visible (op)) 2164 if (action_makes_visible (op))
2215 make_visible (op); 2165 make_visible (op);
2216 }
2217 } /* if player should attack something */
2218}
2219 2166
2220int 2167 return true;
2168 }
2169 }
2170
2171 return false;
2172}
2173
2174bool
2221move_player (object *op, int dir) 2175move_player (object *op, int dir)
2222{ 2176{
2223 int pick; 2177 int pick;
2224 2178
2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2179 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2232 return 0; 2186 return 0;
2233 } 2187 }
2234 2188
2235 /* peterm: added following line */ 2189 /* peterm: added following line */
2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2190 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2191 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2238 2192
2239 op->facing = dir; 2193 op->facing = dir;
2240 2194
2241 if (op->hide) 2195 if (op->hide)
2242 do_hidden_move (op); 2196 do_hidden_move (op);
2243 2197
2198 bool retval;
2199
2244 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2200 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2245 /*nop */ ; 2201 retval = RESULT_INT (0);
2246 else if (op->contr->fire_on) 2202 else if (op->contr->fire_on)
2247 fire (op, dir); 2203 retval = fire (op, dir);
2248 else 2204 else
2249 { 2205 {
2250 move_player_attack (op, dir); 2206 retval = move_player_attack (op, dir);
2251 pick = check_pick (op); 2207 pick = check_pick (op);
2252 } 2208 }
2253 2209
2254 /* Add special check for newcs players and fire on - this way, the 2210 /* Add special check for newcs players and fire on - this way, the
2255 * server can handle repeat firing. 2211 * server can handle repeat firing.
2262 /* Update how the player looks. Use the facing, so direction may 2218 /* Update how the player looks. Use the facing, so direction may
2263 * get reset to zero. This allows for full animation capabilities 2219 * get reset to zero. This allows for full animation capabilities
2264 * for players. 2220 * for players.
2265 */ 2221 */
2266 animate_object (op, op->facing); 2222 animate_object (op, op->facing);
2267 return 0; 2223
2224 return retval;
2268} 2225}
2269 2226
2270/* This is similar to handle_player, below, but is only used by the 2227/* This is similar to handle_player, below, but is only used by the
2271 * new client/server stuff. 2228 * new client/server stuff.
2272 * This is sort of special, in that the new client/server actually uses 2229 * This is sort of special, in that the new client/server actually uses
2273 * the new speed values for commands. 2230 * the new speed values for commands.
2274 * 2231 *
2275 * Returns true if there are more actions we can do. 2232 * Returns true if there are more actions we can do. Should not do
2233 * many actions in a row, as that would be too unfair to other
2234 * players.
2276 */ 2235 */
2277int 2236bool
2278handle_newcs_player (object *op) 2237handle_newcs_player (object *op)
2279{ 2238{
2280 if (op->contr->hidden)
2281 {
2282 op->invisible = 1000;
2283 /* the socket code flashes the player visible/invisible
2284 * depending on the value of invisible, so we need to
2285 * alternate it here for it to work correctly.
2286 */
2287 if (pticks & 2)
2288 op->invisible--;
2289 }
2290 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2291 {
2292 op->invisible--;
2293 if (!op->invisible)
2294 {
2295 make_visible (op);
2296 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2297 }
2298 }
2299
2300 if (QUERY_FLAG (op, FLAG_SCARED)) 2239 if (QUERY_FLAG (op, FLAG_SCARED))
2301 { 2240 {
2302 flee_player (op); 2241 if (op->speed_left > 0.f)
2303 /* If player is still scared, that is his action for this tick */
2304 if (QUERY_FLAG (op, FLAG_SCARED))
2305 { 2242 {
2306 op->speed_left--; 2243 --op->speed_left;
2244 flee_player (op);
2245
2307 return 0; 2246 return true;
2308 } 2247 }
2248 else
2249 return false;
2309 } 2250 }
2310
2311 /* I've been seeing crashes where the golem has been destroyed, but
2312 * the player object still points to the defunct golem. The code that
2313 * destroys the golem looks correct, and it doesn't always happen, so
2314 * put this in a a workaround to clean up the golem pointer.
2315 */
2316 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2317 op->contr->ranges[range_golem] = 0;
2318 2251
2319 /* call this here - we also will call this in do_ericserver, but 2252 /* call this here - we also will call this in do_ericserver, but
2320 * the players time has been increased when doericserver has been 2253 * the players time has been increased when doericserver has been
2321 * called, so we recheck it here. 2254 * called, so we recheck it here.
2322 */ 2255 */
2323 if (op->contr->ns->handle_command ()) 2256 if (op->contr->ns->handle_command ())
2324 return 1; 2257 return true;
2325 2258
2326 if (op->speed_left > 0)
2327 {
2328 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2259 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2329 {
2330 /* All move commands take 1 tick, at least for now */
2331 op->speed_left--;
2332
2333 /* Instead of all the stuff below, let move_player take care
2334 * of it. Also, some of the skill stuff is only put in
2335 * there, as well as the confusion stuff.
2336 */
2337 move_player (op, op->direction); 2260 return move_player (op, op->direction);
2338 2261
2339 return op->speed_left > 0;
2340 }
2341 }
2342
2343 return 0; 2262 return false;
2344} 2263}
2345 2264
2346int 2265int
2347save_life (object *op) 2266save_life (object *op)
2348{ 2267{
2350 return 0; 2269 return 0;
2351 2270
2352 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2271 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2353 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2272 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2354 { 2273 {
2355 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2274 op->play_sound (sound_find ("ob_evaporate"));
2356 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2275 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2357 2276
2358 if (op->contr) 2277 if (op->contr)
2359 esrv_del_item (op->contr, tmp->count); 2278 esrv_del_item (op->contr, tmp->count);
2360 2279
2380/* This goes throws the inventory and removes unpaid objects, and puts them 2299/* This goes throws the inventory and removes unpaid objects, and puts them
2381 * back in the map (location and map determined by values of env). This 2300 * back in the map (location and map determined by values of env). This
2382 * function will descend into containers. op is the object to start the search 2301 * function will descend into containers. op is the object to start the search
2383 * from. 2302 * from.
2384 */ 2303 */
2385void 2304static void
2386remove_unpaid_objects (object *op, object *env) 2305drop_unpaid_items (object *op, object *env)
2387{ 2306{
2388 object *next;
2389
2390 while (op) 2307 while (op)
2391 { 2308 {
2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2309 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2393 2310
2394 if (QUERY_FLAG (op, FLAG_UNPAID)) 2311 if (QUERY_FLAG (op, FLAG_UNPAID))
2397 esrv_del_item (env->contr, op->count); 2314 esrv_del_item (env->contr, op->count);
2398 2315
2399 op->insert_at (env); 2316 op->insert_at (env);
2400 } 2317 }
2401 else if (op->inv) 2318 else if (op->inv)
2402 remove_unpaid_objects (op->inv, env); 2319 drop_unpaid_items (op->inv, env);
2403 2320
2404 op = next; 2321 op = next;
2405 } 2322 }
2323}
2324
2325void
2326object::drop_unpaid_items ()
2327{
2328 if (!flag [FLAG_REMOVED])
2329 ::drop_unpaid_items (inv, this);
2406} 2330}
2407 2331
2408/* 2332/*
2409 * Returns pointer a static string containing gravestone text 2333 * Returns pointer a static string containing gravestone text
2410 * Moved from apply.c to player.c - player.c is what 2334 * Moved from apply.c to player.c - player.c is what
2460 int rate_grace = 2000; 2384 int rate_grace = 2000;
2461 const int max_hp = 1; 2385 const int max_hp = 1;
2462 const int max_sp = 1; 2386 const int max_sp = 1;
2463 const int max_grace = 1; 2387 const int max_grace = 1;
2464 2388
2465 if (op->contr->outputs_sync) 2389 if (op->contr->hidden)
2390 {
2391 op->invisible = 1000;
2392 /* the socket code flashes the player visible/invisible
2393 * depending on the value of invisible, so we need to
2394 * alternate it here for it to work correctly.
2395 */
2396 if (pticks & 2)
2397 op->invisible--;
2466 { 2398 }
2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2399 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2468 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2400 {
2469 flush_output_element (op, &op->contr->outputs[i]); 2401 if (!op->invisible--)
2402 {
2403 make_visible (op);
2404 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2405 }
2470 } 2406 }
2471 2407
2472 if (op->contr->ns->state == ST_PLAYING) 2408 if (op->contr->ns->state == ST_PLAYING)
2473 { 2409 {
2474 /* these next three if clauses make it possible to SLOW DOWN 2410 /* these next three if clauses make it possible to SLOW DOWN
2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2429 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2494 else 2430 else
2495 { 2431 {
2496 gen_grace = op->stats.maxgrace; 2432 gen_grace = op->stats.maxgrace;
2497 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2433 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2498 }
2499
2500 /* Regenerate Spell Points */
2501 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2502 {
2503 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2504 if (op->stats.sp < op->stats.maxsp)
2505 {
2506 op->stats.sp++;
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511 if (op->contr->digestion < 0)
2512 op->stats.food += op->contr->digestion;
2513 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2514 op->stats.food = last_food;
2515 }
2516 }
2517
2518 if (max_sp > 1)
2519 {
2520 over_sp = (gen_sp + 10) / rate_sp;
2521 if (over_sp > 0)
2522 {
2523 if (op->stats.sp < op->stats.maxsp)
2524 {
2525 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2526
2527 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2528 op->stats.sp--;
2529
2530 if (op->stats.sp > op->stats.maxsp)
2531 op->stats.sp = op->stats.maxsp;
2532 }
2533 op->last_sp = 0;
2534 }
2535 else
2536 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2537 }
2538 else
2539 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2540 } 2434 }
2541 2435
2542 /* Regenerate Grace */ 2436 /* Regenerate Grace */
2543 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2437 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2544 if (--op->last_grace < 0) 2438 if (--op->last_grace < 0)
2565 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2459 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2566 } 2460 }
2567 /* wearing stuff doesn't detract from grace generation. */ 2461 /* wearing stuff doesn't detract from grace generation. */
2568 } 2462 }
2569 2463
2464 if (op->stats.food > 0)
2465 {
2570 /* Regenerate Hit Points */ 2466 /* Regenerate Spell Points */
2571 if (--op->last_heal < 0) 2467 if (!op->contr->golem && --op->last_sp < 0)
2572 {
2573 if (op->stats.hp < op->stats.maxhp)
2574 { 2468 {
2575 op->stats.hp++; 2469 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2576 /* dms do not consume food */ 2470
2577 if (!QUERY_FLAG (op, FLAG_WIZ)) 2471 if (op->stats.sp < op->stats.maxsp)
2578 { 2472 {
2473 op->stats.sp++;
2474
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2579 op->stats.food--; 2478 op->stats.food--;
2479
2580 if (op->contr->digestion < 0) 2480 if (op->contr->digestion < 0)
2581 op->stats.food += op->contr->digestion; 2481 op->stats.food += op->contr->digestion;
2582 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2482 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2583 op->stats.food = last_food; 2483 op->stats.food = last_food;
2484 }
2584 } 2485 }
2585 }
2586 2486
2587 if (max_hp > 1) 2487 if (max_sp > 1)
2588 {
2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2590 if (over_hp > 0)
2591 { 2488 {
2592 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2489 over_sp = (gen_sp + 10) / rate_sp;
2490 if (over_sp > 0)
2491 {
2492 if (op->stats.sp < op->stats.maxsp)
2493 {
2494 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2495
2496 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2497 op->stats.sp--;
2498
2499 if (op->stats.sp > op->stats.maxsp)
2500 op->stats.sp = op->stats.maxsp;
2501 }
2502
2593 op->last_heal = 0; 2503 op->last_sp = 0;
2504 }
2505 else
2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2594 } 2507 }
2595 else 2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 }
2511
2512 /* Regenerate Hit Points */
2513 if (--op->last_heal < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2596 { 2516 {
2597 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2517 op->stats.hp++;
2518
2519 /* dms do not consume food */
2520 if (!QUERY_FLAG (op, FLAG_WIZ))
2521 {
2522 op->stats.food--;
2523
2524 if (op->contr->digestion < 0)
2525 op->stats.food += op->contr->digestion;
2526 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2527 op->stats.food = last_food;
2528 }
2598 } 2529 }
2530
2531 if (max_hp > 1)
2532 {
2533 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2534
2535 if (over_hp > 0)
2536 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2538 op->last_heal = 0;
2539 }
2540 else
2541 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2599 } 2542 }
2600 else 2543 else
2601 {
2602 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2603 } 2545 }
2604 } 2546 }
2605 2547
2606 /* Digestion */ 2548 /* Digestion */
2607 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2608 { 2550 {
2609#ifdef COZY_SERVER 2551 int bonus = max (0, op->contr->digestion),
2610 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2552 penalty = max (0, -op->contr->digestion);
2611 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2612#else
2613 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2614#endif
2615 2553
2616 if (op->contr->gen_hp > 0)
2617 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2554 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2618 else
2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620 2555
2621 /* dms do not consume food */ 2556 /* dms do not consume food */
2622 if (!QUERY_FLAG (op, FLAG_WIZ)) 2557 if (!QUERY_FLAG (op, FLAG_WIZ))
2623 op->stats.food--; 2558 op->stats.food--;
2624 } 2559 }
2651 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2586 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2652 manual_apply (op, flesh, 0); 2587 manual_apply (op, flesh, 0);
2653 } 2588 }
2654 } 2589 }
2655 2590
2656 while (op->stats.food < 0 && op->stats.hp >= 0) 2591 if (op->stats.food < 0)
2657 op->stats.food++, op->stats.hp--; 2592 {
2593 op->stats.hp += op->stats.food;
2594 op->stats.food = 0;
2595 }
2658 2596
2659 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2660 kill_player (op); 2598 kill_player (op);
2661 } 2599 }
2662} 2600}
2667 * file. 2605 * file.
2668 */ 2606 */
2669void 2607void
2670kill_player (object *op) 2608kill_player (object *op)
2671{ 2609{
2610 int x, y;
2672 char buf[MAX_BUF]; 2611 char buf[MAX_BUF];
2673 int x, y;
2674
2675 //int i;
2676 maptile *map; /* this is for resurrection */ 2612 maptile *map; /* this is for resurrection */
2677
2678 /* int z;
2679 int num_stats_lose;
2680 int lost_a_stat;
2681 int lose_this_stat;
2682 int this_stat; */
2683 int will_kill_again; 2613 int will_kill_again;
2684 archetype *at; 2614 archetype *at;
2685 object *tmp; 2615 object *tmp;
2686 2616
2687 if (save_life (op)) 2617 if (save_life (op))
2688 return; 2618 return;
2689
2690 2619
2691 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2620 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2692 * in cities ONLY!!! It is very important that this doesn't get abused. 2621 * in cities ONLY!!! It is very important that this doesn't get abused.
2693 * Look at op_on_battleground() for more info --AndreasV 2622 * Look at op_on_battleground() for more info --AndreasV
2694 */ 2623 */
2710 { 2639 {
2711 tmp->destroy (); 2640 tmp->destroy ();
2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2641 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2713 } 2642 }
2714 2643
2715 cure_disease (op, 0); /* remove any disease */ 2644 cure_disease (op, 0, 0); /* remove any disease */
2716 op->stats.hp = op->stats.maxhp; 2645 op->stats.hp = op->stats.maxhp;
2717 if (op->stats.food <= 0) 2646 if (op->stats.food <= 0)
2718 op->stats.food = 999; 2647 op->stats.food = 999;
2719 2648
2720 /* create a bodypart-trophy to make the winner happy */ 2649 /* create a bodypart-trophy to make the winner happy */
2721 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2650 if (object *tmp = arch_to_object (archetype::find ("finger")))
2722 { 2651 {
2723 sprintf (buf, "%s's finger", &op->name); 2652 tmp->name = format ("%s's finger" , &op->name);
2724 tmp->name = buf; 2653 tmp->name_pl = format ("%s's fingers", &op->name);
2725 sprintf (buf, " This finger has been cut off %s\n" 2654 tmp->msg = format (
2726 " the %s, when he was defeated at\n level %d by %s.\n", 2655 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2656 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2728 tmp->msg = buf; 2657 );
2729 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2658 tmp->value = 0, tmp->type = 0;
2730 tmp->materialname = NULL; 2659 tmp->materialname = "organics";
2731 tmp->insert_at (op, tmp); 2660 tmp->insert_at (op, tmp);
2732 } 2661 }
2733 2662
2734 /* teleport defeated player to new destination */ 2663 /* teleport defeated player to new destination */
2735 transfer_ob (op, x, y, 0, NULL); 2664 transfer_ob (op, x, y, 0, NULL);
2740 INVOKE_PLAYER (DEATH, op->contr); 2669 INVOKE_PLAYER (DEATH, op->contr);
2741 2670
2742 command_kill_pets (op, 0); 2671 command_kill_pets (op, 0);
2743 2672
2744 if (op->stats.food < 0) 2673 if (op->stats.food < 0)
2745 {
2746 sprintf (buf, "%s starved to death.", &op->name);
2747 strcpy (op->contr->killer, "starvation"); 2674 strcpy (op->contr->killer, "starvation");
2748 }
2749 else
2750 sprintf (buf, "%s died.", &op->name);
2751 2675
2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2676 op->contr->play_sound (sound_find ("player_dies"));
2753 2677
2754 /* save the map location for corpse, gravestone */ 2678 /* save the map location for corpse, gravestone */
2755 x = op->x; 2679 x = op->x;
2756 y = op->y; 2680 y = op->y;
2757 map = op->map; 2681 map = op->map;
2920 { 2844 {
2921 tmp->destroy (); 2845 tmp->destroy ();
2922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2846 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2923 } 2847 }
2924 2848
2925 cure_disease (op, 0); /* remove any disease */ 2849 cure_disease (op, 0, 0); /* remove any disease */
2926 2850
2927 /*add_exp(op, (op->stats.exp * -0.20)); */ 2851 /*add_exp(op, (op->stats.exp * -0.20)); */
2928 apply_death_exp_penalty (op); 2852 apply_death_exp_penalty (op);
2929 if (op->stats.food < 100) 2853 if (op->stats.food < 100)
2930 op->stats.food = 900; 2854 op->stats.food = 900;
2931 op->stats.hp = op->stats.maxhp; 2855 op->stats.hp = op->stats.maxhp;
2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2856 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2857 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2934 2858
2935 /* 2859 /*
2936 * Check to see if the player is in a shop. IF so, then check to see if
2937 * the player has any unpaid items. If so, remove them and put them back 2860 * Check to see if the player has any unpaid items. If so, remove them
2938 * in the map. 2861 * and put them back in the map.
2939 */ 2862 */
2940 2863 op->drop_unpaid_items ();
2941 if (is_in_shop (op))
2942 remove_unpaid_objects (op->inv, op);
2943 2864
2944 /****************************************/ 2865 /****************************************/
2945 /* */ 2866 /* */
2946 /* Move player to his current respawn- */ 2867 /* Move player to his current respawn- */
2947 /* position (usually last savebed) */ 2868 /* position (usually last savebed) */
2967 object *force; 2888 object *force;
2968 int at; 2889 int at;
2969 2890
2970 force = get_archetype (FORCE_NAME); 2891 force = get_archetype (FORCE_NAME);
2971 /* 50 ticks should be enough time for the spell to abate */ 2892 /* 50 ticks should be enough time for the spell to abate */
2972 force->speed = 0.1; 2893 force->speed = 0.1f;
2973 force->speed_left = -5.0; 2894 force->speed_left = -5.f;
2974 SET_FLAG (force, FLAG_APPLIED); 2895 SET_FLAG (force, FLAG_APPLIED);
2975 for (at = 0; at < NROFATTACKS; at++) 2896 for (at = 0; at < NROFATTACKS; at++)
2976 if (will_kill_again & (1 << at)) 2897 if (will_kill_again & (1 << at))
2977 force->resist[at] = 100; 2898 force->resist[at] = 100;
2978 2899
2987void 2908void
2988loot_object (object *op) 2909loot_object (object *op)
2989{ /* Grab and destroy some treasure */ 2910{ /* Grab and destroy some treasure */
2990 object *tmp, *tmp2, *next; 2911 object *tmp, *tmp2, *next;
2991 2912
2992 if (op->container) 2913 op->close_container (); /* close open sack first */
2993 esrv_apply_container (op, op->container); /* close open sack first */
2994 2914
2995 for (tmp = op->inv; tmp; tmp = next) 2915 for (tmp = op->inv; tmp; tmp = next)
2996 { 2916 {
2997 next = tmp->below; 2917 next = tmp->below;
2998 2918
2999 if (tmp->invisible) 2919 if (tmp->invisible)
3000 continue; 2920 continue;
3001 2921
3002 tmp->remove (); 2922 tmp->remove ();
3003 tmp->x = op->x, tmp->y = op->y; 2923 tmp->x = op->x, tmp->y = op->y;
2924
3004 if (tmp->type == CONTAINER) 2925 if (tmp->type == CONTAINER)
3005 { /* empty container to ground */ 2926 loot_object (tmp); /* empty container to ground */
3006 loot_object (tmp); 2927
3007 }
3008 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2928 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3009 { 2929 {
3010 if (tmp->nrof > 1) 2930 if (tmp->nrof > 1)
3011 { 2931 {
3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2932 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3013 tmp2->destroy (); 2933 tmp2->destroy ();
3024/* 2944/*
3025 * fix_weight(): Check recursively the weight of all players, and fix 2945 * fix_weight(): Check recursively the weight of all players, and fix
3026 * what needs to be fixed. Refresh windows and fix speed if anything 2946 * what needs to be fixed. Refresh windows and fix speed if anything
3027 * was changed. 2947 * was changed.
3028 */ 2948 */
3029
3030void 2949void
3031fix_weight (void) 2950fix_weight (void)
3032{ 2951{
3033 for_all_players (pl) 2952 for_all_players (pl)
3034 { 2953 {
3089void 3008void
3090make_visible (object *op) 3009make_visible (object *op)
3091{ 3010{
3092 op->hide = 0; 3011 op->hide = 0;
3093 op->invisible = 0; 3012 op->invisible = 0;
3013
3094 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3095 { 3015 {
3096 op->contr->tmp_invis = 0; 3016 op->contr->tmp_invis = 0;
3097 op->contr->invis_race = 0; 3017 op->contr->invis_race = 0;
3098 } 3018 }
3019
3099 update_object (op, UP_OBJ_FACE); 3020 update_object (op, UP_OBJ_CHANGE);
3100} 3021}
3101 3022
3102int 3023int
3103is_true_undead (object *op) 3024is_true_undead (object *op)
3104{ 3025{
3105 object *tmp = NULL;
3106
3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3026 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3108 return 1; 3027 return 1;
3109 3028
3110 return 0; 3029 return 0;
3111} 3030}
3112 3031
3113/* look at the surrounding terrain to determine 3032/* look at the surrounding terrain to determine
3114 * the hideability of this object. Positive levels 3033 * the hideability of this object. Positive levels
3115 * indicate greater hideability. 3034 * indicate greater hideability.
3116 */ 3035 */
3117
3118int 3036int
3119hideability (object *ob) 3037hideability (object *ob)
3120{ 3038{
3121 int i, level = 0, mflag; 3039 int i, level = 0, mflag;
3122 sint16 x, y; 3040 sint16 x, y;
3156/* For Hidden creatures - a chance of becoming 'unhidden' 3074/* For Hidden creatures - a chance of becoming 'unhidden'
3157 * every time they move - as we subtract off 'invisibility' 3075 * every time they move - as we subtract off 'invisibility'
3158 * AND, for players, if they move into a ridiculously unhideable 3076 * AND, for players, if they move into a ridiculously unhideable
3159 * spot (surrounded by clear terrain in broad daylight). -b.t. 3077 * spot (surrounded by clear terrain in broad daylight). -b.t.
3160 */ 3078 */
3161
3162void 3079void
3163do_hidden_move (object *op) 3080do_hidden_move (object *op)
3164{ 3081{
3165 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3082 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3166 object *skop; 3083 object *skop;
3248 * object op. This function works fine for monsters, 3165 * object op. This function works fine for monsters,
3249 * but we dont worry if the object isnt the top one in 3166 * but we dont worry if the object isnt the top one in
3250 * a pile (say a coin under a table would return "viewable" 3167 * a pile (say a coin under a table would return "viewable"
3251 * by this routine). Another question, should we be 3168 * by this routine). Another question, should we be
3252 * concerned with the direction the player is looking 3169 * concerned with the direction the player is looking
3253 * in? Realistically, most of use cant see stuff behind 3170 * in? Realistically, most of us can't see stuff behind
3254 * our backs...on the other hand, does the "facing" direction 3171 * our backs...on the other hand, does the "facing" direction
3255 * imply the way your head, or body is facing? Its possible 3172 * imply the way your head, or body is facing? It's possible
3256 * for them to differ. Sigh, this fctn could get a bit more complex. 3173 * for them to differ. Sigh, this fctn could get a bit more complex.
3257 * -b.t. 3174 * -b.t.
3258 * This function is now map tiling safe. 3175 * This function is now map tiling safe.
3259 */ 3176 */
3260
3261int 3177int
3262player_can_view (object *pl, object *op) 3178player_can_view (object *pl, object *op)
3263{ 3179{
3264 rv_vector rv; 3180 rv_vector rv;
3265 int dx, dy; 3181 int dx, dy;
3277 3193
3278 get_rangevector (pl, op, &rv, 0x1); 3194 get_rangevector (pl, op, &rv, 0x1);
3279 3195
3280 /* starting with the 'head' part, lets loop 3196 /* starting with the 'head' part, lets loop
3281 * through the object and find if it has any 3197 * through the object and find if it has any
3282 * part that is in the los array but isnt on 3198 * part that is in the los array but isn't on
3283 * a blocked los square. 3199 * a blocked los square.
3284 * we use the archetype to figure out offsets. 3200 * we use the archetype to figure out offsets.
3285 */ 3201 */
3286 while (op) 3202 while (op)
3287 { 3203 {
3288 dx = rv.distance_x + op->arch->clone.x; 3204 dx = rv.distance_x + op->arch->x;
3289 dy = rv.distance_y + op->arch->clone.y; 3205 dy = rv.distance_y + op->arch->y;
3290 3206
3291 /* only the viewable area the player sees is updated by LOS 3207 /* only the viewable area the player sees is updated by LOS
3292 * code, so we need to restrict ourselves to that range of values 3208 * code, so we need to restrict ourselves to that range of values
3293 * for any meaningful values. 3209 * for any meaningful values.
3294 */ 3210 */
3295 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3211 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3296 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3212 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3297 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3213 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3298 return 1; 3214 return 1;
3215
3299 op = op->more; 3216 op = op->more;
3300 } 3217 }
3218
3301 return 0; 3219 return 0;
3302} 3220}
3303 3221
3304/* routine for both players and monsters. We call this when 3222/* routine for both players and monsters. We call this when
3305 * there is a possibility for our action distrubing our hiding 3223 * there is a possibility for our action distrubing our hiding
3308 * return 0. 3226 * return 0.
3309 */ 3227 */
3310int 3228int
3311action_makes_visible (object *op) 3229action_makes_visible (object *op)
3312{ 3230{
3313
3314 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3231 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3315 { 3232 {
3316 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3233 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3317 return 0; 3234 return 0;
3318 3235
3324 { 3241 {
3325 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3242 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3326 return 1; 3243 return 1;
3327 } 3244 }
3328 } 3245 }
3246
3329 return 0; 3247 return 0;
3330} 3248}
3331 3249
3332/* op_on_battleground - checks if the given object op (usually 3250/* op_on_battleground - checks if the given object op (usually
3333 * a player) is standing on a valid battleground-tile, 3251 * a player) is standing on a valid battleground-tile,
3338 * Default is to do the same as before, so only people wanting to have different points need worry about this 3256 * Default is to do the same as before, so only people wanting to have different points need worry about this
3339 */ 3257 */
3340int 3258int
3341op_on_battleground (object *op, int *x, int *y) 3259op_on_battleground (object *op, int *x, int *y)
3342{ 3260{
3343 object *tmp;
3344
3345 /* A battleground-tile needs the following attributes to be valid: 3261 /* A battleground-tile needs the following attributes to be valid:
3346 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3262 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3347 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3263 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3348 * and the exit-coordinates sp/hp must both be > 0. 3264 * and the exit-coordinates sp/hp must both be > 0.
3349 * => The intention here is to prevent abuse of the battleground- 3265 * => The intention here is to prevent abuse of the battleground-
3350 * feature (like pickable or hidden battleground tiles). */ 3266 * feature (like pickable or hidden battleground tiles). */
3351 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3267 for (object *tmp = op->below; tmp; tmp = tmp->below)
3352 { 3268 {
3353 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3269 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3354 { 3270 {
3355 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3356 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3272 && tmp->type == BATTLEGROUND
3273 && tmp->name == shstr_battleground
3274 && EXIT_X (tmp) && EXIT_Y (tmp))
3357 { 3275 {
3358 /*before we assign the exit, check if this is a teambattle */ 3276 /* before we assign the exit, check if this is a teambattle */
3359 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3277 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3360 { 3278 {
3361 object *invtmp;
3362
3363 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3279 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3364 { 3280 {
3365 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3281 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3366 { 3282 {
3367 if (x != NULL && y != NULL) 3283 if (x && y)
3368 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3284 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285
3369 return 1; 3286 return 1;
3370 } 3287 }
3371 } 3288 }
3372 } 3289 }
3290
3373 if (x != NULL && y != NULL) 3291 if (x && y)
3374 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3292 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3293
3375 return 1; 3294 return 1;
3376 } 3295 }
3377 } 3296 }
3378 } 3297 }
3298
3379 /* If we got here, did not find a battleground */ 3299 /* If we got here, did not find a battleground */
3380 return 0; 3300 return 0;
3381} 3301}
3382 3302
3383/* 3303/*
3399 char buf[MAX_BUF]; /* tmp. string buffer */ 3319 char buf[MAX_BUF]; /* tmp. string buffer */
3400 int i = 0, j = 0; 3320 int i = 0, j = 0;
3401 3321
3402 /* get the appropriate treasurelist */ 3322 /* get the appropriate treasurelist */
3403 if (atnr == ATNR_FIRE) 3323 if (atnr == ATNR_FIRE)
3404 trlist = find_treasurelist ("dragon_ability_fire"); 3324 trlist = treasurelist::find (shstr_dragon_ability_fire);
3405 else if (atnr == ATNR_COLD) 3325 else if (atnr == ATNR_COLD)
3406 trlist = find_treasurelist ("dragon_ability_cold"); 3326 trlist = treasurelist::find (shstr_dragon_ability_cold);
3407 else if (atnr == ATNR_ELECTRICITY) 3327 else if (atnr == ATNR_ELECTRICITY)
3408 trlist = find_treasurelist ("dragon_ability_elec"); 3328 trlist = treasurelist::find (shstr_dragon_ability_elec);
3409 else if (atnr == ATNR_POISON) 3329 else if (atnr == ATNR_POISON)
3410 trlist = find_treasurelist ("dragon_ability_poison"); 3330 trlist = treasurelist::find (shstr_dragon_ability_poison);
3411 3331
3412 if (trlist == NULL || who->type != PLAYER) 3332 if (trlist == NULL || who->type != PLAYER)
3413 return; 3333 return;
3414 3334
3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3335 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3419 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3339 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3420 return; 3340 return;
3421 } 3341 }
3422 3342
3423 /* everything seems okay - now bring on the gift: */ 3343 /* everything seems okay - now bring on the gift: */
3424 item = &(tr->item->clone); 3344 item = tr->item;
3425 3345
3426 if (item->type == SPELL) 3346 if (item->type == SPELL)
3427 { 3347 {
3428 if (check_spell_known (who, item->name)) 3348 if (check_spell_known (who, item->name))
3429 return; 3349 return;
3488 { 3408 {
3489 /* forces in the treasurelist can alter the player's stats */ 3409 /* forces in the treasurelist can alter the player's stats */
3490 object *skin; 3410 object *skin;
3491 3411
3492 /* first get the dragon skin force */ 3412 /* first get the dragon skin force */
3493 shstr_cmp dragon_skin_force ("dragon_skin_force");
3494 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3413 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3495 ; 3414 ;
3496 3415
3497 if (!skin) 3416 if (!skin)
3498 return; 3417 return;
3499 3418
3547 * not readied. 3466 * not readied.
3548 */ 3467 */
3549void 3468void
3550player_unready_range_ob (player *pl, object *ob) 3469player_unready_range_ob (player *pl, object *ob)
3551{ 3470{
3552 rangetype i; 3471 if (pl->ob->current_weapon == ob)
3472 pl->ob->current_weapon = 0;
3553 3473
3554 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3474 if (pl->combat_ob == ob)
3555 { 3475 pl->combat_ob = 0;
3476
3556 if (pl->ranges[i] == ob) 3477 if (pl->ranged_ob == ob)
3557 { 3478 pl->ranged_ob = 0;
3558 pl->ranges[i] = NULL;
3559 if (pl->shoottype == i)
3560 {
3561 pl->shoottype = range_none;
3562 }
3563 }
3564 }
3565} 3479}
3480
3481sint8
3482player::visibility_at (maptile *map, int x, int y) const
3483{
3484 if (!ns)
3485 return 0;
3486
3487 int dx, dy;
3488 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3489 return 0;
3490
3491 x += dx - ns->current_x + ns->mapx / 2;
3492 y += dy - ns->current_y + ns->mapy / 2;
3493
3494 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3495 return 0;
3496
3497 return 100 - blocked_los [x][y];
3498}
3499
3500void
3501player::infobox (const char *title, const char *msg, int color)
3502{
3503 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3504}
3505
3506void
3507player::statusmsg (const char *msg, int color)
3508{
3509 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3510}
3511
3512void
3513player::failmsg (const char *msg, int color)
3514{
3515 play_sound (sound_find ("generic_failure"));
3516 statusmsg (msg, color);
3517}
3518

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