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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 1.190 by root, Tue Apr 22 23:50:24 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
194 return; 178 return;
195 179
196 terminate_all_pets (ob); 180 terminate_all_pets (ob);
197 remove_friendly_object (ob); 181 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
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;
251 219
252 if (!legal_range (ob, shoottype)) 220 ob->update_weight ();
253 shoottype = range_none;
254
255 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);
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 ob->deactivate (); // change_Weapon activates, fix this better
327}
328
329void
330player::set_observe (object *op)
331{
332 observe = op ? op : ob;
333 do_los = 1;
342} 334}
343 335
344player::player () 336player::player ()
345{ 337{
346 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point. 339 * we deal with that below this point.
348 */ 340 */
349 outputs_sync = 16; /* Every 2 seconds */ 341 outputs_sync = 4;
350 outputs_count = 8; /* Keeps present behaviour */ 342 outputs_count = 4;
351 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
352 344
353 savebed_map = first_map_path; /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
354 346
355 gen_sp_armour = 10; 347 gen_sp_armour = 10;
356 shoottype = range_none;
357 bowtype = bow_normal; 348 bowtype = bow_normal;
358 petmode = pet_normal; 349 petmode = pet_normal;
359 listening = 10; 350 listening = 10;
360 usekeys = containers; 351 usekeys = containers;
361 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
362 do_los = 1; 353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
363} 357}
364 358
365void 359void
366player::do_destroy () 360player::do_destroy ()
367{ 361{
372 if (ob) 366 if (ob)
373 { 367 {
374 ob->destroy_inv (false); 368 ob->destroy_inv (false);
375 ob->destroy (); 369 ob->destroy ();
376 } 370 }
371
372 ob = observe = 0;
377} 373}
378 374
379player::~player () 375player::~player ()
380{ 376{
381 /* Clear item stack */ 377 /* Clear item stack */
390player::create () 386player::create ()
391{ 387{
392 player *pl = new player; 388 player *pl = new player;
393 389
394 pl->set_object (arch_to_object (get_player_archetype (0))); 390 pl->set_object (arch_to_object (get_player_archetype (0)));
391
392 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */
395
395 set_first_map (pl->ob); 396 set_first_map (pl->ob);
396 397
397 return pl; 398 return pl;
398} 399}
399 400
403 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
404 */ 405 */
405archetype * 406archetype *
406get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
407{ 408{
408 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
409 416
410 for (;;) 417 for (;;)
411 { 418 {
412 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
413 at = first_archetype; 420 i = archetypes.begin ();
414 else 421 else if (*i == at)
415 at = at->next; 422 cleanup ("not a single player archetype found");
416 423
417 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
418 return at; 425 return *i;
419
420 if (at == start)
421 {
422 LOG (llevError, "No Player archetypes\n");
423 exit (-1);
424 }
425 } 426 }
426} 427}
427 428
428object * 429object *
429get_nearest_player (object *mon) 430get_nearest_player (object *mon)
433 unsigned lastdist; 434 unsigned lastdist;
434 rv_vector rv; 435 rv_vector rv;
435 436
436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
437 { 438 {
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)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
466 continue; 440 continue;
467 441
468 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
469 { 443 {
545 x = mon->x; 519 x = mon->x;
546 y = mon->y; 520 y = mon->y;
547 m = mon->map; 521 m = mon->map;
548 dir = rv.direction; 522 dir = rv.direction;
549 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
550 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
551 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
552 if (diff > max) 527 if (diff > max)
553 return 0; 528 return 0;
529
554 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
555 { 531 {
556 lastx = x; 532 lastx = x;
557 lasty = y; 533 lasty = y;
558 lastmap = m; 534 lastmap = m;
640 max--; 616 max--;
641 lastdir = dir; 617 lastdir = dir;
642 if (!firstdir) 618 if (!firstdir)
643 firstdir = dir; 619 firstdir = dir;
644 } 620 }
621
645 if (diff <= 1) 622 if (diff <= 1)
646 { 623 {
647 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
648 * headed toward player for entire distance. 625 * headed toward player for entire distance.
649 */ 626 */
650 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 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); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
652 } 629 }
630
653 if (diff > max) 631 if (diff > max)
654 return 0; 632 return 0;
655 } 633 }
634
656 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
657 if (!max) 636 if (!max)
658 return 0; 637 return 0;
659 638
660 return firstdir; 639 return firstdir;
661} 640}
662 641
663void 642void
664give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
665{ 644{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 645 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 647
671 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
672 { 649 {
673 next = op->below; 650 next = op->below;
674 651
675 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
681 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 659 * by this player due to race restrictions
683 */ 660 */
684 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
685 { 662 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
687 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 670 {
692 op->destroy (); 671 op->destroy ();
693 continue; 672 continue;
694 } 673 }
695 } 674 }
718 if (op->nrof > 1) 697 if (op->nrof > 1)
719 op->nrof = 1; 698 op->nrof = 1;
720 } 699 }
721 700
722 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 703
727 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 706 * merged properly.
730 */ 707 */
731 if (need_identify (op)) 708 if (need_identify (op))
732 { 709 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 713 }
714
737 if (op->type == SPELL) 715 if (op->type == SPELL)
738 { 716 {
739 op->destroy (); 717 op->destroy ();
740 continue; 718 continue;
741 } 719 }
743 { 721 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 723 op->stats.exp = 0;
746 op->level = 1; 724 op->level = 1;
747 } 725 }
748 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
752 729
753 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
754 link_player_skills (pl); 731 link_player_skills (pl);
774roll_stat (void) 751roll_stat (void)
775{ 752{
776 int a[4], i, j, k; 753 int a[4], i, j, k;
777 754
778 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
779 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
780 757
781 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k) 759 if (a[i] < k)
783 k = a[i], j = i; 760 k = a[i], j = i;
784 761
790} 767}
791 768
792void 769void
793object::roll_stats () 770object::roll_stats ()
794{ 771{
795 int statsort [7]; 772 int statsort [NUM_STATS];
796 773
797 for (;;) 774 for (;;)
798 { 775 {
799 int sum = 0; 776 int sum = 0;
800 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
801 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
802 779
803 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
804 break; 781 break;
805 } 782 }
806 783
807 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
808 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
809 786
787 for (int i = 0; i < NUM_STATS; ++i)
810 stats.Str = statsort[0]; 788 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];
817 789
818 stats.exp = 0; 790 stats.exp = 0;
819 stats.ac = 0; 791 stats.ac = 0;
820 792
821 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
833} 805}
834 806
835void 807void
836object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
837{ 809{
838 int tmp = get_attr_value (&contr->orig_stats, a); 810 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);
841 811
812 for (int i = 0; i < NUM_STATS; ++i)
842 stats.Str = contr->orig_stats.Str; 813 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;
849 814
850 //TODO: the following code looks so borked and should, at the very least, 815 //TODO: the following code looks so borked and should, at the very least,
851 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
852 stats.ac = 0; 817 stats.ac = 0;
853 818
872static void 837static void
873start_info (object *op) 838start_info (object *op)
874{ 839{
875 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
876 841
877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
878 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
879 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
880 //new_draw_info (NDI_UNIQUE, 0, op, " ");
881} 844}
882 845
883/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
884 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
885 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
886 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
887 * not the class. 850 * not the class.
888 */ 851 */
889int 852void
890key_change_class (object *op, char key) 853player::chargen_race_done ()
891{ 854{
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 */ 855 /* this must before then initial items are given */
899 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr);
900 857
901 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
902 if (tl) 859 if (tl)
903 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
904 861
905 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
906 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
907 864
908 op->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
909 866
910 if (op->msg) 867 if (ob->msg)
911 op->msg = NULL; 868 ob->msg = 0;
912 869
913 /* We create this now because some of the unique maps will need it 870 /* We create this now because some of the unique maps will need it
914 * to save here. 871 * to save here.
915 */ 872 */
873 {
874 char buf[MAX_BUF];
916 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
917 make_path_to_file (buf); 876 make_path_to_file (buf);
877 }
918 878
919#ifdef AUTOSAVE
920 op->contr->last_save_tick = pticks;
921#endif
922 start_info (op); 879 start_info (ob);
923 CLEAR_FLAG (op, FLAG_WIZ); 880 CLEAR_FLAG (ob, FLAG_WIZ);
924 give_initial_items (op, op->randomitems); 881 give_initial_items (ob, ob->randomitems);
925 link_player_skills (op); 882 link_player_skills (ob);
926 esrv_send_inventory (op, op); 883 esrv_send_inventory (ob, ob);
927 op->update_stats (); 884 ob->update_stats ();
928 885
929 /* This moves the player to a different start map, if there 886 /* This moves the player to a different start map, if there
930 * is one for this race 887 * is one for this race
931 */ 888 */
932 if (*first_map_ext_path) 889 if (*first_map_ext_path)
933 { 890 {
934 object *tmp; 891 object *tmp;
935 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
936 893
937 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
938 tmp = object::create (); 895 tmp = object::create ();
939 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
940 EXIT_X (tmp) = op->x; 897 EXIT_X (tmp) = ob->x;
941 EXIT_Y (tmp) = op->y; 898 EXIT_Y (tmp) = ob->y;
942 op->enter_exit (tmp); /* we don't really care if it succeeded; 899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
943 * if the map isn't there, then stay on the 900 * if the map isn't there, then stay on the
944 * default initial map */ 901 * default initial map */
945 tmp->destroy (); 902 tmp->destroy ();
946 } 903 }
947 else 904 else
948 LOG (llevDebug, "first_map_ext_path not set\n"); 905 LOG (llevDebug, "first_map_ext_path not set\n");
906}
949 907
950 return 0; 908void
951 } 909player::chargen_race_next ()
952 910{
953 /* Following actually changes the race - this is the default command 911 /* Following actually changes the race - this is the default command
954 * if we don't match with one of the options above. 912 * if we don't match with one of the options above.
955 */ 913 */
956 914
957 tmp_loop = 0; 915 do
958 while (!tmp_loop)
959 { 916 {
960 shstr name = op->name; 917 shstr name = ob->name;
961 int x = op->x, y = op->y; 918 int x = ob->x, y = ob->y;
962 919
963 op->remove_statbonus (); 920 ob->remove_statbonus ();
964 op->remove (); 921 ob->remove ();
965 op->arch = get_player_archetype (op->arch); 922 ob->arch = get_player_archetype (ob->arch);
966 op->arch->clone.copy_to (op); 923 ob->arch->copy_to (ob);
967 op->instantiate (); 924 ob->instantiate ();
968 op->stats = op->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
969 op->name = op->name_pl = name; 926 ob->name = ob->name_pl = name;
970 op->x = x; 927 ob->x = x;
971 op->y = y; 928 ob->y = y;
972 SET_ANIMATION (op, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
973 insert_ob_in_map (op, op->map, op, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
974 assign (op->contr->title, op->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
975 op->add_statbonus (); 932 ob->add_statbonus ();
976 tmp_loop = allowed_class (op);
977 } 933 }
934 while (!allowed_class (ob));
978 935
979 update_object (op, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
980 esrv_update_item (UPD_FACE, op, op); 937 esrv_update_item (UPD_FACE, ob, ob);
981 op->update_stats (); 938 ob->update_stats ();
982 op->stats.hp = op->stats.maxhp; 939 ob->stats.hp = ob->stats.maxhp;
983 op->stats.sp = op->stats.maxsp; 940 ob->stats.sp = ob->stats.maxsp;
984 op->stats.grace = 0; 941 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} 942}
992 943
993void 944void
994flee_player (object *op) 945flee_player (object *op)
995{ 946{
1042 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1043 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1044 op->enemy = NULL; 995 op->enemy = NULL;
1045} 996}
1046 997
1047
1048/* check_pick sees if there is stuff to be picked up/picks up stuff. 998/* check_pick sees if there is stuff to be picked up/picks up stuff.
1049 * IT returns 1 if the player should keep on moving, 0 if he should 999 * It returns 1 if the player should keep on moving, 0 if he should
1050 * stop. 1000 * stop.
1051 */ 1001 */
1052int 1002int
1053check_pick (object *op) 1003check_pick (object *op)
1054{ 1004{
1055 object *tmp, *next; 1005 object *tmp, *next;
1056 int stop = 0; 1006 int stop = 0;
1057 int j, k, wvratio; 1007 int wvratio;
1058 char putstring[128], tmpstr[16]; 1008 char putstring[128];
1059 1009
1060 /* if you're flying, you cna't pick up anything */ 1010 /* if you're flying, you cna't pick up anything */
1061 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1062 return 1; 1012 return 1;
1063 1013
1064 next = op->below; 1014 next = op->below;
1065 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1066 /* loop while there are items on the floor that are not marked as 1019 /* loop while there are items on the floor that are not marked as
1067 * destroyed */ 1020 * destroyed */
1068 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1069 { 1022 {
1070 tmp = next; 1023 tmp = next;
1071 next = tmp->below; 1024 next = tmp->below;
1072 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1073 if (op->destroyed ()) 1032 if (op->destroyed ())
1074 return 0; 1033 return 0;
1075 1034
1076 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1077 continue; 1036 continue;
1078 1037
1079 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1080 { 1039 {
1081 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1082 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1083 continue; 1042 continue;
1084 } 1043 }
1085 1044
1086 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1087 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1089 switch (op->contr->mode) 1048 switch (op->contr->mode)
1090 { 1049 {
1091 case 0: 1050 case 0:
1092 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1093 case 1: 1052 case 1:
1094 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1095 return 1; 1054 return 1;
1096 case 2: 1055 case 2:
1097 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1098 return 0; 1057 return 0;
1099 case 3: 1058 case 3:
1100 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1101 case 4: 1060 case 4:
1102 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1103 break; 1062 break;
1104 case 5: 1063 case 5:
1105 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1106 stop = 1; 1065 stop = 1;
1107 break; 1066 break;
1108 case 6: 1067 case 6:
1109 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1110 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1111 break; 1071 break;
1112 1072
1113 case 7: 1073 case 7:
1114 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1115 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1116 break; 1076 break;
1117 1077
1118 default: 1078 default:
1119 /* use value density */ 1079 /* use value density */
1120 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1121 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1122 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1123 } 1083 }
1124 } 1084 }
1125 else 1085 else
1126 { /* old model */ 1086 { /* old model */
1127 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1131 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 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)))); 1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1134 else 1094 else
1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 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)))); 1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137 1097
1138 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1139 } 1099 }
1140 1100
1141 /* philosophy: 1101 /* philosophy:
1182 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1183 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1184 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1185 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1186 { 1146 {
1187 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1188 continue; 1148 continue;
1189 } 1149 }
1190 1150
1191 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1192 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1193 { 1153 {
1194 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1195 continue; 1155 continue;
1196 } 1156 }
1197 1157
1198 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1199 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1200 { 1160 {
1201 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1202 continue; 1162 continue;
1203 } 1163 }
1204 1164
1205 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1206 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1207 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1208 { 1168 {
1209 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1210 continue; 1170 continue;
1211 } 1171 }
1212 1172
1213 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1214 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1215 { 1175 {
1216 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1217 continue; 1177 continue;
1218 } 1178 }
1219 1179
1220 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1221 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1222 { 1182 {
1223 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1224 continue; 1184 continue;
1225 } 1185 }
1226 1186
1227 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1228 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1229 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1230 { 1190 {
1231 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1232 continue; 1192 continue;
1233 } 1193 }
1234 1194
1235 /* pick up all magical items */ 1195 /* pick up all magical items */
1236 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1237 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1238 { 1198 {
1239 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1240 continue; 1200 continue;
1241 } 1201 }
1242 1202
1243 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1244 { 1204 {
1245 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1246 { 1206 {
1247 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1248 continue; 1208 continue;
1249 } 1209 }
1250 } 1210 }
1251 1211
1252 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1253 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1254 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1255 { 1215 {
1256 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1257 continue; 1217 continue;
1258 } 1218 }
1259 1219
1260 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1261 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1262 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1263 { 1223 {
1264 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1265 continue; 1225 continue;
1266 } 1226 }
1267 1227
1268 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1269 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1270 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1271 { 1231 {
1272 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1273 continue; 1233 continue;
1274 } 1234 }
1275 1235
1276 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1277 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1278 { 1238 {
1279 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1280 continue; 1240 continue;
1281 } 1241 }
1282 1242
1283 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1284 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1285 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1286 { 1246 {
1287 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1288 continue; 1248 continue;
1289 } 1249 }
1290 1250
1291 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1292 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1293 { 1253 {
1294 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1295 continue; 1255 continue;
1296 } 1256 }
1297 1257
1298 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1299 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1300 { 1260 {
1301 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1302 continue; 1262 continue;
1303 } 1263 }
1304 1264
1305 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1306 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1307 { 1267 {
1308 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1309 continue; 1269 continue;
1310 } 1270 }
1311 1271
1312 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1313 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1314 { 1274 {
1315 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1316 continue; 1276 continue;
1317 } 1277 }
1318 1278
1319 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1320 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1321 { 1281 {
1322 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1323 continue; 1283 continue;
1324 } 1284 }
1325 1285
1326 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1327 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1328 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1329 { 1289 {
1330 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1331 continue; 1291 continue;
1332 } 1292 }
1333 1293
1334 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1335 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1336 { 1296 {
1337 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1338 { 1298 {
1339 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1340 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1341 { 1301 {
1342 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1343 continue; 1303 continue;
1344 } 1304 }
1345 } 1305 }
1346 1306
1347 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1348 { 1308 {
1349 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1350 { 1310 {
1351 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1352 continue; 1312 continue;
1353 } 1313 }
1354 } 1314 }
1355 } 1315 }
1356 1316
1357 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1358 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1359 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1360 { 1320 {
1361 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1362 continue; 1322 continue;
1363 } 1323 }
1364 1324
1365 /* any of the last 4 bits set means we use the ratio for value 1325 /* any of the last 4 bits set means we use the ratio for value
1366 * pickups */ 1326 * pickups */
1371 /* >=7 is the old standard setting. Now we take the last 4 bits 1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1372 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1373 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 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) 1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1375 { 1335 {
1376 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1377#if 0 1337#if 0
1378 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1379 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1380 { 1340 {
1381 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1382 } 1342 }
1383 else 1343 else
1384 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1385 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1386 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1387#endif 1347#endif
1388 continue; 1348 continue;
1389 } 1349 }
1400 * found object is returned. 1360 * found object is returned.
1401 */ 1361 */
1402object * 1362object *
1403find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1404{ 1364{
1405 object *tmp = NULL;
1406
1407 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1408 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1409 tmp = find_arrow (op, type);
1410 else if (op->type == ARROW && op->race == type) 1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp);
1368
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type))
1372 {
1373 splay (tmp);
1411 return op; 1374 return arrow;
1375 }
1376
1412 return tmp; 1377 return 0;
1413} 1378}
1414 1379
1415/* 1380/*
1416 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1417 * against the target. A full test is not performed, simply a basic test 1382 * against the target. A full test is not performed, simply a basic test
1418 * of resistances. The archer is making a quick guess at what he sees down 1383 * of resistances. The archer is making a quick guess at what he sees down
1419 * the hall. Failing that it does it's best to pick the highest plus arrow. 1384 * the hall. Failing that it does it's best to pick the highest plus arrow.
1420 */ 1385 */
1421
1422object * 1386object *
1423find_better_arrow (object *op, object *target, const char *type, int *better) 1387find_better_arrow (object *op, object *target, const char *type, int *better)
1424{ 1388{
1425 object *tmp = NULL, *arrow, *ntmp; 1389 object *tmp = NULL, *arrow, *ntmp;
1426 int attacknum, attacktype, betterby = 0, i; 1390 int attacknum, attacktype, betterby = 0, i;
1459 else 1423 else
1460 { 1424 {
1461 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1462 { 1426 {
1463 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1464 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1465 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1429 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1466 { 1430 {
1467 tmp = arrow; 1431 tmp = arrow;
1468 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1469 } 1433 }
1470 } 1434 }
1471 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1472 { 1436 {
1473 tmp = arrow; 1437 tmp = arrow;
1492 * find_better_arrow to find a decent arrow to use. 1456 * find_better_arrow to find a decent arrow to use.
1493 * op = the shooter 1457 * op = the shooter
1494 * type = bow->race 1458 * type = bow->race
1495 * dir = fire direction 1459 * dir = fire direction
1496 */ 1460 */
1497
1498object * 1461object *
1499pick_arrow_target (object *op, const char *type, int dir) 1462pick_arrow_target (object *op, const char *type, int dir)
1500{ 1463{
1501 object *tmp = NULL; 1464 object *tmp = NULL;
1502 maptile *m; 1465 maptile *m;
1567 */ 1530 */
1568int 1531int
1569fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1532fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1570{ 1533{
1571 object *left, *bow; 1534 object *left, *bow;
1572 int bowspeed, mflags; 1535 int mflags;
1573 maptile *m; 1536 maptile *m;
1574 1537
1575 if (!dir) 1538 if (!dir)
1576 { 1539 {
1577 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1540 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1578 return 0; 1541 return 0;
1579 } 1542 }
1580 1543
1581 if (op->type == PLAYER) 1544 if (op->contr)
1582 bow = op->contr->ranges[range_bow]; 1545 bow = op->current_weapon;
1583 else 1546 else
1584 { 1547 {
1585 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1586 /* Don't check for applied - monsters don't apply bows - in that way, they 1549 /* Don't check for applied - monsters don't apply bows - in that way, they
1587 * don't need to switch back and forth between bows and weapons. 1550 * don't need to switch back and forth between bows and weapons.
1592 if (!bow) 1555 if (!bow)
1593 { 1556 {
1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1595 return 0; 1558 return 0;
1596 } 1559 }
1560
1561 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below)
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1597 } 1568 }
1598 1569
1599 if (!bow->race || !bow->skill) 1570 if (!bow->race || !bow->skill)
1600 { 1571 {
1601 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1602 return 0; 1573 return 0;
1603 } 1574 }
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 1575
1614 if (arrow == NULL) 1576 if (arrow == NULL)
1615 { 1577 {
1616 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1617 { 1579 {
1618 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1582 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1621 else 1583 else
1622 CLEAR_FLAG (op, FLAG_READY_BOW); 1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1623 return 0; 1586 return 0;
1624 } 1587 }
1625 } 1588 }
1626 1589
1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1640 arrow->destroy (); 1603 arrow->destroy ();
1641 return 0; 1604 return 0;
1642 } 1605 }
1643 1606
1644 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1645 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1646 if (!arrow) 1609 if (!arrow)
1647 { 1610 {
1648 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1649 return 0; 1612 return 0;
1650 } 1613 }
1651 1614
1652 arrow->set_owner (op); 1615 arrow->set_owner (op);
1653 arrow->skill = bow->skill; 1616 arrow->skill = bow->skill;
1654 arrow->direction = dir; 1617 arrow->direction = dir;
1655 1618
1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1620 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype;
1622
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625
1626#if 0
1627 if (player *pl = op->contr)
1628 {
1629 float speed = pl->weapon_sp;
1630
1631 /* penalize ROF for bestarrow */
1632 if (pl->bowtype == bow_bestarrow)
1633 speed *= .9f;
1634 else
1635 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1636
1637 op->speed_left += speed - op->speed;
1638 }
1639#endif
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642
1643 /* update the speed */
1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1645 + bow->stats.dam / 7.f;
1646
1647 arrow->set_speed (max (arrow->speed, 2.f));
1648 arrow->speed_left = 0;
1649
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1651
1656 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1657 { 1653 {
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats ();
1660 }
1661
1662 SET_ANIMATION (arrow, arrow->direction);
1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1664 arrow->stats.hp = arrow->stats.dam;
1665 arrow->stats.grace = arrow->attacktype;
1666 if (arrow->slaying != NULL)
1667 arrow->spellarg = strdup (arrow->slaying);
1668
1669 /* Note that this was different for monsters - they got their level
1670 * added to the damage. I think the strength bonus is more proper.
1671 */
1672
1673 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1674
1675 /* update the speed */
1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1678
1679 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; 1654 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1655 wc -= dex_bonus[op->stats.Dex];
1656
1657 if (!arrow->slaying)
1658 arrow->slaying = op->slaying;
1659
1660 arrow->attacktype |= op->attacktype;
1689 } 1661 }
1690 else 1662 else
1691 { 1663 {
1692 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1693 arrow->level = op->level; 1664 arrow->level = op->level;
1694 } 1665 arrow->stats.wc -= bow->magic;
1695 1666
1696 if (arrow->attacktype == AT_PHYSICAL) 1667 if (!arrow->slaying)
1668 arrow->slaying = bow->slaying;
1669
1697 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1671 }
1698 1672
1699 if (bow->slaying) 1673 wc -= arrow->level;
1700 arrow->slaying = bow->slaying; 1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1701 1675
1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1702 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1704 1679
1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1706 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1707 1682
1708 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1709 move_arrow (arrow); 1684 move_arrow (arrow);
1710
1711 if (op->type == PLAYER)
1712 {
1713 if (left->destroyed ())
1714 esrv_del_item (op->contr, left->count);
1715 else
1716 esrv_send_item (op, left);
1717 }
1718 1685
1719 return 1; 1686 return 1;
1720} 1687}
1721 1688
1722/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1731{ 1698{
1732 int ret = 0, wcmod = 0; 1699 int ret = 0, wcmod = 0;
1733 1700
1734 if (op->contr->bowtype == bow_bestarrow) 1701 if (op->contr->bowtype == bow_bestarrow)
1735 { 1702 {
1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1703 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1737 } 1704 }
1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1705 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1739 { 1706 {
1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1741 wcmod = -1; 1708 wcmod = -1;
1751 else if (op->contr->bowtype == bow_spreadshot) 1718 else if (op->contr->bowtype == bow_spreadshot)
1752 { 1719 {
1753 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1720 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1721 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1755 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);
1756
1757 } 1723 }
1758 else 1724 else
1759 { 1725 {
1760 /* Simple case */ 1726 /* Simple case */
1761 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1762 } 1728 }
1729
1763 return ret; 1730 return ret;
1764} 1731}
1765
1766 1732
1767/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
1768 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
1769 */ 1735 */
1770void 1736void
1771fire_misc_object (object *op, int dir) 1737fire_misc_object (object *op, int dir)
1772{ 1738{
1773 object *item; 1739 object *item = op->contr->ranged_ob;
1774 1740
1775 if (!op->contr->ranges[range_misc]) 1741 if (!item)
1776 { 1742 {
1777 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1743 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1744 return;
1779 } 1745 }
1780 1746
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) 1747 if (!item->inv)
1783 { 1748 {
1784 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1785 return; 1750 return;
1786 } 1751 }
1752
1753 if (!op->change_weapon (item))
1754 return;
1755
1787 if (item->type == WAND) 1756 if (item->type == WAND)
1788 { 1757 {
1789 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
1790 { 1759 {
1791 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 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)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1762
1793 return; 1763 return;
1794 } 1764 }
1795 } 1765 }
1796 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1797 { 1767 {
1798 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1799 { 1769 {
1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1770 op->contr->play_sound (sound_find ("wand_poof"));
1771
1801 if (item->type == ROD) 1772 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)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1803 else 1774 else
1804 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1776
1805 return; 1777 return;
1806 } 1778 }
1807 } 1779 }
1808 1780
1809 if (cast_spell (op, item, dir, item->inv, NULL)) 1781 if (cast_spell (op, item, dir, item->inv, NULL))
1816 object *tmp; 1788 object *tmp;
1817 1789
1818 if (item->arch) 1790 if (item->arch)
1819 { 1791 {
1820 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1821 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
1822 item->set_speed (0); 1794 item->set_speed (0);
1823 } 1795 }
1824 1796
1825 if ((tmp = item->in_player ())) 1797 if (object *pl = item->visible_to ())
1826 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, pl, item);
1827 } 1799 }
1828 } 1800 }
1829 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
1830 drain_rod_charge (item); 1802 drain_rod_charge (item);
1831 } 1803 }
1832} 1804}
1833 1805
1834/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1835 */ 1807 */
1836void 1808bool
1837fire (object *op, int dir) 1809fire (object *op, int dir)
1838{ 1810{
1839 int spellcost = 0; 1811 int spellcost = 0;
1840 1812
1841 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
1842 if (action_makes_visible (op)) 1814 if (action_makes_visible (op))
1843 make_visible (op); 1815 make_visible (op);
1844 1816
1845 switch (op->contr->shoottype) 1817 player *pl = op->contr;
1818
1819 if (pl->golem)
1820 {
1821 control_golem (op->contr->golem, dir);
1822 return false;
1846 { 1823 }
1847 case range_none:
1848 return;
1849 1824
1850 case range_bow: 1825 object *ob = pl->ranged_ob;
1826
1827 if (!ob)
1828 return false;
1829
1830 if (!op->change_weapon (ob))
1831 return false;
1832
1833 if (op->speed_left > 0.f)
1834 --op->speed_left;
1835 else
1836 return false;
1837
1838 switch (ob->type)
1839 {
1840 case BOW:
1851 player_fire_bow (op, dir); 1841 player_fire_bow (op, dir);
1852 return; 1842 break;
1853 1843
1854 case range_magic: /* Casting spells */ 1844 case SPELL:
1855 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1845 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1856 return; 1846 break;
1857 1847
1858 case range_misc: 1848 case BUILDER:
1849 apply_map_builder (op, dir);
1850 break;
1851
1852 case SKILL:
1853 do_skill (op, op, ob, dir, 0);
1854 break;
1855
1856 default:
1859 fire_misc_object (op, dir); 1857 fire_misc_object (op, dir);
1860 return; 1858 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 } 1859 }
1889}
1890 1860
1891 1861 return true;
1862}
1892 1863
1893/* find_key 1864/* find_key
1894 * We try to find a key for the door as passed. If we find a key 1865 * We try to find a key for the door as passed. If we find a key
1895 * and successfully use it, we return the key, otherwise NULL 1866 * and successfully use it, we return the key, otherwise NULL
1896 * This function merges both normal and locked door, since the logic 1867 * This function merges both normal and locked door, since the logic
1898 * pl is the player, 1869 * pl is the player,
1899 * inv is the objects inventory to searched 1870 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 1871 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 1872 * This function can be called recursively to search containers.
1902 */ 1873 */
1903
1904object * 1874object *
1905find_key (object *pl, object *container, object *door) 1875find_key (object *pl, object *container, object *door)
1906{ 1876{
1907 object *tmp, *key; 1877 object *tmp, *key;
1908 1878
1909 /* Should not happen, but sanity checking is never bad */ 1879 /* Should not happen, but sanity checking is never bad */
1910 if (container->inv == NULL) 1880 if (!container->inv)
1911 return NULL; 1881 return 0;
1912 1882
1913 /* First, lets try to find a key in the top level inventory */ 1883 /* First, lets try to find a key in the top level inventory */
1914 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1884 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 { 1885 {
1916 if (door->type == DOOR && tmp->type == KEY) 1886 if (door->type == DOOR && tmp->type == KEY)
1917 break; 1887 break;
1918 /* For sanity, we should really check door type, but other stuff 1888 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1889 * (like containers) can be locked with special keys
1920 */ 1890 */
1921 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 break; 1892 break;
1923 } 1893 }
1894
1924 /* No key found - lets search inventories now */ 1895 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1896 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 1897 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1898 * a key, return
1928 */ 1899 */
1929 if (!tmp) 1900 if (!tmp)
1930 { 1901 {
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 { 1903 {
1933 /* No reason to search empty containers */ 1904 /* No reason to search empty containers */
1934 if (tmp->type == CONTAINER && tmp->inv) 1905 if (tmp->type == CONTAINER && tmp->inv)
1935 { 1906 {
1936 if ((key = find_key (pl, tmp, door)) != NULL) 1907 if ((key = find_key (pl, tmp, door)))
1937 return key; 1908 return key;
1938 } 1909 }
1939 } 1910 }
1911
1940 if (!tmp) 1912 if (!tmp)
1941 return NULL; 1913 return NULL;
1942 } 1914 }
1915
1943 /* We get down here if we have found a key. Now if its in a container, 1916 /* We get down here if we have found a key. Now if its in a container,
1944 * see if we actually want to use it 1917 * see if we actually want to use it
1945 */ 1918 */
1946 if (pl != container) 1919 if (pl != container)
1947 { 1920 {
1968 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1941 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)); 1942 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1970 return NULL; 1943 return NULL;
1971 } 1944 }
1972 } 1945 }
1946
1973 return tmp; 1947 return tmp;
1974} 1948}
1975 1949
1976/* moved door processing out of move_player_attack. 1950/* moved door processing out of move_player_attack.
1977 * returns 1 if player has opened the door with a key 1951 * returns 1 if player has opened the door with a key
1979 * 0 otherwise 1953 * 0 otherwise
1980 */ 1954 */
1981static int 1955static int
1982player_attack_door (object *op, object *door) 1956player_attack_door (object *op, object *door)
1983{ 1957{
1984 /* If its a door, try to find a use a key. If we do destroy the door, 1958 /* If its a door, try to find a key. If we do destroy the door,
1985 * might as well return immediately as there is nothing more to do - 1959 * might as well return immediately as there is nothing more to do -
1986 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
1987 */ 1961 */
1988 object *key = find_key (op, op, door); 1962 object *key = find_key (op, op, door);
1989 1963
1990 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
1991 if (key) 1965 if (key)
1992 { 1966 {
1993 object *container = key->env; 1967 object *container = key->env;
1994 1968
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
1997 make_visible (op); 1970 make_visible (op);
1971
1998 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1999 spring_trap (door->inv, op); 1973 spring_trap (door->inv, op);
1974
2000 if (door->type == DOOR) 1975 if (door->type == DOOR)
2001 {
2002 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1976 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2003 }
2004 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
2005 { 1978 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1979 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2007 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
2008 } 1981 }
1982
2009 /* Do this after we print the message */ 1983 /* Do this after we print the message */
2010 decrease_ob (key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
2011 /* Need to update the weight the container the key was in */ 1985
2012 if (container != op)
2013 esrv_update_item (UPD_WEIGHT, op, container);
2014 return 1; /* Nothing more to do below */ 1986 return 1; /* Nothing more to do below */
2015 } 1987 }
2016 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
2017 { 1989 {
2018 /* Might as well return now - no other way to open this */ 1990 /* Might as well return now - no other way to open this */
2019 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1991 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2020 return 1; 1992 return 1;
2021 } 1993 }
1994
2022 return 0; 1995 return 0;
2023} 1996}
2024 1997
2025/* This function is just part of a breakup from move_player. 1998/* This function is just part of a breakup from move_player.
2026 * It should keep the code cleaner. 1999 * It should keep the code cleaner.
2027 * When this is called, the players direction has been updated 2000 * When this is called, the players direction has been updated
2028 * (taking into account confusion.) The player is also actually 2001 * (taking into account confusion.) The player is also actually
2029 * going to try and move (not fire weapons). 2002 * going to try and move (not fire weapons).
2030 */ 2003 */
2031void 2004bool
2032move_player_attack (object *op, int dir) 2005move_player_attack (object *op, int dir)
2033{ 2006{
2034 object *tmp, *mon;
2035 sint16 nx, ny;
2036 int on_battleground; 2007 int on_battleground;
2037 maptile *m;
2038 2008
2039 nx = freearr_x[dir] + op->x; 2009 sint16 nx = freearr_x[dir] + op->x;
2040 ny = freearr_y[dir] + op->y; 2010 sint16 ny = freearr_y[dir] + op->y;
2041 2011
2042 on_battleground = op_on_battleground (op, 0, 0); 2012 on_battleground = op_on_battleground (op, 0, 0);
2013
2014 if (out_of_map (op->map, nx, ny))
2015 return false;
2016
2017 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2018 {
2019 --op->speed_left;
2020 return true;
2021 }
2043 2022
2044 /* If braced, or can't move to the square, and it is not out of the 2023 /* 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 2024 * 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 2025 * 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 2026 * 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 2027 * 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 2028 * 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 2029 * quite a bit of processing. However, it probably is less than what
2051 * move_ob uses. 2030 * move_ob uses.
2052 */ 2031 */
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); 2032 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 2033
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 2034 /* 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. 2035 * 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 2036 * if its a door or barrel (can roll) see if there may be monsters
2071 * on the space 2037 * on the space
2072 */ 2038 */
2073 while (tmp) 2039 object *mon;
2074 { 2040 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2075 if (tmp == op) 2041 {
2076 { 2042 if ((mon->flag [FLAG_ALIVE]
2077 tmp = tmp->above; 2043 || mon->type == LOCKED_DOOR
2078 continue; 2044 || mon->flag [FLAG_CAN_ROLL])
2079 }
2080
2081 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2082 {
2083 mon = tmp; 2045 && mon != op)
2084 break; 2046 break;
2085 } 2047 }
2086 2048
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 */ 2049 if (!mon) /* This happens anytime the player tries to move */
2094 return; /* into a wall */ 2050 return false; /* into a wall */
2095 2051
2096 if (mon->head)
2097 mon = mon->head; 2052 mon = mon->head_ ();
2098 2053
2099 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2054 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2055 if (op->contr->weapon_sp_left > 0.f)
2100 if (player_attack_door (op, mon)) 2056 if (player_attack_door (op, mon))
2057 {
2058 --op->contr->weapon_sp_left;
2101 return; 2059 return true;
2060 }
2102 2061
2103 /* The following deals with possibly attacking peaceful 2062 /* The following deals with possibly attacking peaceful
2104 * or frienddly creatures. Basically, all players are considered 2063 * or friendly creatures. Basically, all players are considered
2105 * unaggressive. If the moving player has peaceful set, then the 2064 * unaggressive. If the moving player has peaceful set, then the
2106 * object should be pushed instead of attacked. It is assumed that 2065 * object should be pushed instead of attacked. It is assumed that
2107 * if you are braced, you will not attack friends accidently, 2066 * if you are braced, you will not attack friends accidently,
2108 * and thus will not push them. 2067 * and thus will not push them.
2109 */ 2068 */
2110 2069
2111 /* If the creature is a pet, push it even if the player is not 2070 /* 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 2071 * peaceful. Our assumption is the creature is a pet if the
2113 * player owns it and it is either friendly or unagressive. 2072 * player owns it and it is either friendly or unagressive.
2114 */ 2073 */
2115 if ((op->type == PLAYER) 2074 if (op->type == PLAYER
2116#if COZY_SERVER
2117 &&
2118 ((mon->owner && mon->owner->contr 2075 && ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2076 && same_party (mon->owner->contr->party, op->contr->party))
2120#else
2121 && mon->owner == op 2077 || mon->owner == op)
2122#endif
2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2078 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2124 { 2079 {
2125 /* If we're braced, we don't want to switch places with it */ 2080 /* If we're braced, we don't want to switch places with it */
2126 if (op->contr->braced) 2081 if (op->contr->braced)
2127 return; 2082 return false;
2128 2083
2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2084 if (op->speed_left > 0.f)
2085 {
2086 --op->speed_left;
2087
2088 op->play_sound (sound_find ("push_player"));
2130 (void) push_ob (mon, dir, op); 2089 push_ob (mon, dir, op);
2090
2131 if (op->contr->tmp_invis || op->hide) 2091 if (op->contr->tmp_invis || op->hide)
2132 make_visible (op); 2092 make_visible (op);
2133 2093
2134 return; 2094 return true;
2135 } 2095 }
2096 else
2097 return false;
2098 }
2136 2099
2137 /* in certain circumstances, you shouldn't attack friendly 2100 /* in certain circumstances, you shouldn't attack friendly
2138 * creatures. Note that if you are braced, you can't push 2101 * creatures. Note that if you are braced, you can't push
2139 * someone, but put it inside this loop so that you won't 2102 * someone, but put it inside this loop so that you won't
2140 * attack them either. 2103 * attack them either.
2141 */ 2104 */
2142 if ((mon->type == PLAYER || mon->enemy != op) && 2105 if ((mon->type == PLAYER || mon->enemy != op)
2143 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2106 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2144#ifdef PROHIBIT_PLAYERKILL
2145 (op->contr->peaceful 2107 && ((op->contr->peaceful
2146 || (mon->type == PLAYER 2108 || (mon->type == PLAYER && mon->contr->peaceful))
2147 && mon->contr->
2148 peaceful)) &&
2149#else
2150 op->contr->peaceful &&
2151#endif
2152 !on_battleground)) 2109 && !on_battleground))
2110 {
2111 if (op->speed_left > 0.f)
2153 { 2112 {
2113 --op->speed_left;
2114
2154 if (!op->contr->braced) 2115 if (!op->contr->braced)
2155 { 2116 {
2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2117 op->play_sound (sound_find ("push_player"));
2157 push_ob (mon, dir, op); 2118 push_ob (mon, dir, op);
2158 } 2119 }
2159 else 2120 else
2160 new_draw_info (0, 0, op, "You withhold your attack"); 2121 op->statusmsg ("You withhold your attack");
2161 2122
2162 if (op->contr->tmp_invis || op->hide) 2123 if (op->contr->tmp_invis || op->hide)
2163 make_visible (op); 2124 make_visible (op);
2164 }
2165 2125
2126 return true;
2127 }
2128 }
2166 /* If the object is a boulder or other rollable object, then 2129 /* 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. 2130 * roll it if not braced. You can't roll it if you are braced.
2168 */ 2131 */
2169 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2132 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2133 {
2134 if (op->speed_left > 0.f)
2170 { 2135 {
2136 --op->speed_left;
2137
2171 recursive_roll (mon, dir, op); 2138 recursive_roll (mon, dir, op);
2172 if (action_makes_visible (op)) 2139 if (action_makes_visible (op))
2173 make_visible (op); 2140 make_visible (op);
2174 }
2175 2141
2142 return true;
2143 }
2144 }
2176 /* Any generic living creature. Including things like doors. 2145 /* Any generic living creature. Including things like doors.
2177 * Way it works is like this: First, it must have some hit points 2146 * 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: 2147 * 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 2148 * 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. 2149 * that party_number -1 is no party, so attacks can still happen.
2181 */ 2150 */
2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2151 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))) 2152 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2184 { 2153 {
2185 2154 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 { 2155 {
2193 op->speed_left += op->speed / op->contr->weapon_sp; 2156 --op->contr->weapon_sp_left;
2194
2195 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2196 }
2197 2157
2198 skill_attack (mon, op, 0, 0, 0); 2158 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 2159
2214 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2215 make_visible (op); 2161 make_visible (op);
2216 }
2217 } /* if player should attack something */
2218}
2219 2162
2220int 2163 return true;
2164 }
2165 }
2166
2167 return false;
2168}
2169
2170bool
2221move_player (object *op, int dir) 2171move_player (object *op, int dir)
2222{ 2172{
2223 int pick; 2173 int pick;
2224 2174
2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2175 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2226 return 0; 2176 return 0;
2227 2177
2228 /* Sanity check: make sure dir is valid */ 2178 /* Sanity check: make sure dir is valid */
2229 if ((dir < 0) || (dir >= 9)) 2179 if ((dir < 0) || (dir >= 9))
2230 { 2180 {
2232 return 0; 2182 return 0;
2233 } 2183 }
2234 2184
2235 /* peterm: added following line */ 2185 /* peterm: added following line */
2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2186 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2187 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2238 2188
2239 op->facing = dir; 2189 op->facing = dir;
2240 2190
2241 if (op->hide) 2191 if (op->hide)
2242 do_hidden_move (op); 2192 do_hidden_move (op);
2243 2193
2194 bool retval;
2195
2244 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2245 /*nop */ ; 2197 retval = RESULT_INT (0);
2246 else if (op->contr->fire_on) 2198 else if (op->contr->fire_on)
2247 fire (op, dir); 2199 retval = fire (op, dir);
2248 else 2200 else
2249 { 2201 {
2250 move_player_attack (op, dir); 2202 retval = move_player_attack (op, dir);
2251 pick = check_pick (op); 2203 pick = check_pick (op);
2252 } 2204 }
2253 2205
2254 /* Add special check for newcs players and fire on - this way, the 2206 /* Add special check for newcs players and fire on - this way, the
2255 * server can handle repeat firing. 2207 * server can handle repeat firing.
2262 /* Update how the player looks. Use the facing, so direction may 2214 /* Update how the player looks. Use the facing, so direction may
2263 * get reset to zero. This allows for full animation capabilities 2215 * get reset to zero. This allows for full animation capabilities
2264 * for players. 2216 * for players.
2265 */ 2217 */
2266 animate_object (op, op->facing); 2218 animate_object (op, op->facing);
2267 return 0; 2219
2220 return retval;
2268} 2221}
2269 2222
2270/* This is similar to handle_player, below, but is only used by the 2223/* This is similar to handle_player, below, but is only used by the
2271 * new client/server stuff. 2224 * new client/server stuff.
2272 * This is sort of special, in that the new client/server actually uses 2225 * This is sort of special, in that the new client/server actually uses
2273 * the new speed values for commands. 2226 * the new speed values for commands.
2274 * 2227 *
2275 * Returns true if there are more actions we can do. 2228 * Returns true if there are more actions we can do. Should not do
2229 * many actions in a row, as that would be too unfair to other
2230 * players.
2276 */ 2231 */
2277int 2232bool
2278handle_newcs_player (object *op) 2233handle_newcs_player (object *op)
2279{ 2234{
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)) 2235 if (QUERY_FLAG (op, FLAG_SCARED))
2301 { 2236 {
2302 flee_player (op); 2237 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 { 2238 {
2306 op->speed_left--; 2239 --op->speed_left;
2240 flee_player (op);
2241
2307 return 0; 2242 return true;
2308 } 2243 }
2244 else
2245 return false;
2309 } 2246 }
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 2247
2319 /* call this here - we also will call this in do_ericserver, but 2248 /* call this here - we also will call this in do_ericserver, but
2320 * the players time has been increased when doericserver has been 2249 * the players time has been increased when doericserver has been
2321 * called, so we recheck it here. 2250 * called, so we recheck it here.
2322 */ 2251 */
2323 if (op->contr->ns->handle_command ()) 2252 if (op->contr->ns->handle_command ())
2324 return 1; 2253 return true;
2325 2254
2326 if (op->speed_left > 0)
2327 {
2328 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2255 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); 2256 return move_player (op, op->direction);
2338 2257
2339 return op->speed_left > 0;
2340 }
2341 }
2342
2343 return 0; 2258 return false;
2344} 2259}
2345 2260
2346int 2261int
2347save_life (object *op) 2262save_life (object *op)
2348{ 2263{
2350 return 0; 2265 return 0;
2351 2266
2352 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2267 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2353 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2268 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2354 { 2269 {
2355 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2270 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)); 2271 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2357
2358 if (op->contr)
2359 esrv_del_item (op->contr, tmp->count);
2360 2272
2361 tmp->destroy (); 2273 tmp->destroy ();
2362 CLEAR_FLAG (op, FLAG_LIFESAVE); 2274 CLEAR_FLAG (op, FLAG_LIFESAVE);
2363 2275
2364 if (op->stats.hp < 0) 2276 if (op->stats.hp < 0)
2377 return 0; 2289 return 0;
2378} 2290}
2379 2291
2380/* This goes throws the inventory and removes unpaid objects, and puts them 2292/* 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 2293 * 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 2294 * function will descend into containers. op is the object to start the search
2383 * from. 2295 * from.
2384 */ 2296 */
2297static void
2298drop_unpaid_items (object *op, object *env)
2299{
2300 while (op)
2301 {
2302 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2303
2304 if (QUERY_FLAG (op, FLAG_UNPAID))
2305 op->insert_at (env);
2306 else if (op->inv)
2307 drop_unpaid_items (op->inv, env);
2308
2309 op = next;
2310 }
2311}
2312
2385void 2313void
2386remove_unpaid_objects (object *op, object *env) 2314object::drop_unpaid_items ()
2387{ 2315{
2388 object *next; 2316 if (!flag [FLAG_REMOVED])
2389 2317 ::drop_unpaid_items (inv, this);
2390 while (op)
2391 {
2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2393
2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2395 {
2396 if (env->type == PLAYER)
2397 esrv_del_item (env->contr, op->count);
2398
2399 op->insert_at (env);
2400 }
2401 else if (op->inv)
2402 remove_unpaid_objects (op->inv, env);
2403
2404 op = next;
2405 }
2406} 2318}
2407 2319
2408/* 2320/*
2409 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2410 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2460 int rate_grace = 2000; 2372 int rate_grace = 2000;
2461 const int max_hp = 1; 2373 const int max_hp = 1;
2462 const int max_sp = 1; 2374 const int max_sp = 1;
2463 const int max_grace = 1; 2375 const int max_grace = 1;
2464 2376
2465 if (op->contr->outputs_sync) 2377 if (op->contr->hidden)
2378 {
2379 op->invisible = 1000;
2380 /* the socket code flashes the player visible/invisible
2381 * depending on the value of invisible, so we need to
2382 * alternate it here for it to work correctly.
2383 */
2384 if (pticks & 2)
2385 op->invisible--;
2466 { 2386 }
2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2387 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) 2388 {
2469 flush_output_element (op, &op->contr->outputs[i]); 2389 if (!op->invisible--)
2390 {
2391 make_visible (op);
2392 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2393 }
2470 } 2394 }
2471 2395
2472 if (op->contr->ns->state == ST_PLAYING) 2396 if (op->contr->ns->state == ST_PLAYING)
2473 { 2397 {
2474 /* these next three if clauses make it possible to SLOW DOWN 2398 /* these next three if clauses make it possible to SLOW DOWN
2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2494 else 2418 else
2495 { 2419 {
2496 gen_grace = op->stats.maxgrace; 2420 gen_grace = op->stats.maxgrace;
2497 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2421 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 } 2422 }
2541 2423
2542 /* Regenerate Grace */ 2424 /* Regenerate Grace */
2543 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2425 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2544 if (--op->last_grace < 0) 2426 if (--op->last_grace < 0)
2565 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2447 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2566 } 2448 }
2567 /* wearing stuff doesn't detract from grace generation. */ 2449 /* wearing stuff doesn't detract from grace generation. */
2568 } 2450 }
2569 2451
2452 if (op->stats.food > 0)
2453 {
2570 /* Regenerate Hit Points */ 2454 /* Regenerate Spell Points */
2571 if (--op->last_heal < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2572 {
2573 if (op->stats.hp < op->stats.maxhp)
2574 { 2456 {
2575 op->stats.hp++; 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2576 /* dms do not consume food */ 2458
2577 if (!QUERY_FLAG (op, FLAG_WIZ)) 2459 if (op->stats.sp < op->stats.maxsp)
2578 { 2460 {
2461 op->stats.sp++;
2462
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2579 op->stats.food--; 2466 op->stats.food--;
2467
2580 if (op->contr->digestion < 0) 2468 if (op->contr->digestion < 0)
2581 op->stats.food += op->contr->digestion; 2469 op->stats.food += op->contr->digestion;
2582 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2470 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2583 op->stats.food = last_food; 2471 op->stats.food = last_food;
2472 }
2584 } 2473 }
2585 }
2586 2474
2587 if (max_hp > 1) 2475 if (max_sp > 1)
2588 {
2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2590 if (over_hp > 0)
2591 { 2476 {
2592 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2477 over_sp = (gen_sp + 10) / rate_sp;
2478 if (over_sp > 0)
2479 {
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483
2484 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2485 op->stats.sp--;
2486
2487 if (op->stats.sp > op->stats.maxsp)
2488 op->stats.sp = op->stats.maxsp;
2489 }
2490
2593 op->last_heal = 0; 2491 op->last_sp = 0;
2492 }
2493 else
2494 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2594 } 2495 }
2595 else 2496 else
2497 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2498 }
2499
2500 /* Regenerate Hit Points */
2501 if (--op->last_heal < 0)
2502 {
2503 if (op->stats.hp < op->stats.maxhp)
2596 { 2504 {
2597 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2505 op->stats.hp++;
2506
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511
2512 if (op->contr->digestion < 0)
2513 op->stats.food += op->contr->digestion;
2514 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2515 op->stats.food = last_food;
2516 }
2598 } 2517 }
2518
2519 if (max_hp > 1)
2520 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522
2523 if (over_hp > 0)
2524 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0;
2527 }
2528 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2599 } 2530 }
2600 else 2531 else
2601 {
2602 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2532 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2603 } 2533 }
2604 } 2534 }
2605 2535
2606 /* Digestion */ 2536 /* Digestion */
2607 if (--op->last_eat < 0) 2537 if (--op->last_eat < 0)
2608 { 2538 {
2609#ifdef COZY_SERVER 2539 int bonus = max (0, op->contr->digestion),
2610 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2540 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 2541
2616 if (op->contr->gen_hp > 0)
2617 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2542 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 2543
2621 /* dms do not consume food */ 2544 /* dms do not consume food */
2622 if (!QUERY_FLAG (op, FLAG_WIZ)) 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2623 op->stats.food--; 2546 op->stats.food--;
2624 } 2547 }
2651 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2652 manual_apply (op, flesh, 0); 2575 manual_apply (op, flesh, 0);
2653 } 2576 }
2654 } 2577 }
2655 2578
2656 while (op->stats.food < 0 && op->stats.hp >= 0) 2579 if (op->stats.food < 0)
2657 op->stats.food++, op->stats.hp--; 2580 {
2581 op->stats.hp += op->stats.food;
2582 op->stats.food = 0;
2583 }
2658 2584
2659 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2660 kill_player (op); 2586 kill_player (op);
2661 } 2587 }
2662} 2588}
2667 * file. 2593 * file.
2668 */ 2594 */
2669void 2595void
2670kill_player (object *op) 2596kill_player (object *op)
2671{ 2597{
2598 int x, y;
2672 char buf[MAX_BUF]; 2599 char buf[MAX_BUF];
2673 int x, y;
2674
2675 //int i;
2676 maptile *map; /* this is for resurrection */ 2600 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; 2601 int will_kill_again;
2684 archetype *at; 2602 archetype *at;
2685 object *tmp; 2603 object *tmp;
2686 2604
2687 if (save_life (op)) 2605 if (save_life (op))
2688 return; 2606 return;
2689
2690 2607
2691 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2608 /* 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. 2609 * in cities ONLY!!! It is very important that this doesn't get abused.
2693 * Look at op_on_battleground() for more info --AndreasV 2610 * Look at op_on_battleground() for more info --AndreasV
2694 */ 2611 */
2710 { 2627 {
2711 tmp->destroy (); 2628 tmp->destroy ();
2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2629 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2713 } 2630 }
2714 2631
2715 cure_disease (op, 0); /* remove any disease */ 2632 cure_disease (op, 0, 0); /* remove any disease */
2716 op->stats.hp = op->stats.maxhp; 2633 op->stats.hp = op->stats.maxhp;
2717 if (op->stats.food <= 0) 2634 if (op->stats.food <= 0)
2718 op->stats.food = 999; 2635 op->stats.food = 999;
2719 2636
2720 /* create a bodypart-trophy to make the winner happy */ 2637 /* create a bodypart-trophy to make the winner happy */
2721 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2638 if (object *tmp = arch_to_object (archetype::find ("finger")))
2722 { 2639 {
2723 sprintf (buf, "%s's finger", &op->name); 2640 tmp->name = format ("%s's finger" , &op->name);
2724 tmp->name = buf; 2641 tmp->name_pl = format ("%s's fingers", &op->name);
2725 sprintf (buf, " This finger has been cut off %s\n" 2642 tmp->msg = format (
2726 " the %s, when he was defeated at\n level %d by %s.\n", 2643 "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); 2644 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2728 tmp->msg = buf; 2645 );
2729 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2646 tmp->value = 0, tmp->type = 0;
2730 tmp->materialname = NULL; 2647 tmp->materialname = "organics";
2731 tmp->insert_at (op, tmp); 2648 tmp->insert_at (op, tmp);
2732 } 2649 }
2733 2650
2734 /* teleport defeated player to new destination */ 2651 /* teleport defeated player to new destination */
2735 transfer_ob (op, x, y, 0, NULL); 2652 transfer_ob (op, x, y, 0, NULL);
2740 INVOKE_PLAYER (DEATH, op->contr); 2657 INVOKE_PLAYER (DEATH, op->contr);
2741 2658
2742 command_kill_pets (op, 0); 2659 command_kill_pets (op, 0);
2743 2660
2744 if (op->stats.food < 0) 2661 if (op->stats.food < 0)
2745 {
2746 sprintf (buf, "%s starved to death.", &op->name);
2747 strcpy (op->contr->killer, "starvation"); 2662 strcpy (op->contr->killer, "starvation");
2748 }
2749 else
2750 sprintf (buf, "%s died.", &op->name);
2751 2663
2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2664 op->contr->play_sound (sound_find ("player_dies"));
2753 2665
2754 /* save the map location for corpse, gravestone */ 2666 /* save the map location for corpse, gravestone */
2755 x = op->x; 2667 x = op->x;
2756 y = op->y; 2668 y = op->y;
2757 map = op->map; 2669 map = op->map;
2920 { 2832 {
2921 tmp->destroy (); 2833 tmp->destroy ();
2922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2834 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2923 } 2835 }
2924 2836
2925 cure_disease (op, 0); /* remove any disease */ 2837 cure_disease (op, 0, 0); /* remove any disease */
2926 2838
2927 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
2928 apply_death_exp_penalty (op); 2840 apply_death_exp_penalty (op);
2929 if (op->stats.food < 100) 2841 if (op->stats.food < 100)
2930 op->stats.food = 900; 2842 op->stats.food = 900;
2931 op->stats.hp = op->stats.maxhp; 2843 op->stats.hp = op->stats.maxhp;
2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2844 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2845 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2934 2846
2935 /* 2847 /*
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 2848 * Check to see if the player has any unpaid items. If so, remove them
2938 * in the map. 2849 * and put them back in the map.
2939 */ 2850 */
2940 2851 op->drop_unpaid_items ();
2941 if (is_in_shop (op))
2942 remove_unpaid_objects (op->inv, op);
2943 2852
2944 /****************************************/ 2853 /****************************************/
2945 /* */ 2854 /* */
2946 /* Move player to his current respawn- */ 2855 /* Move player to his current respawn- */
2947 /* position (usually last savebed) */ 2856 /* position (usually last savebed) */
2967 object *force; 2876 object *force;
2968 int at; 2877 int at;
2969 2878
2970 force = get_archetype (FORCE_NAME); 2879 force = get_archetype (FORCE_NAME);
2971 /* 50 ticks should be enough time for the spell to abate */ 2880 /* 50 ticks should be enough time for the spell to abate */
2972 force->speed = 0.1; 2881 force->speed = 0.1f;
2973 force->speed_left = -5.0; 2882 force->speed_left = -5.f;
2974 SET_FLAG (force, FLAG_APPLIED); 2883 SET_FLAG (force, FLAG_APPLIED);
2975 for (at = 0; at < NROFATTACKS; at++) 2884 for (at = 0; at < NROFATTACKS; at++)
2976 if (will_kill_again & (1 << at)) 2885 if (will_kill_again & (1 << at))
2977 force->resist[at] = 100; 2886 force->resist[at] = 100;
2978 2887
2987void 2896void
2988loot_object (object *op) 2897loot_object (object *op)
2989{ /* Grab and destroy some treasure */ 2898{ /* Grab and destroy some treasure */
2990 object *tmp, *tmp2, *next; 2899 object *tmp, *tmp2, *next;
2991 2900
2992 if (op->container) 2901 op->close_container (); /* close open sack first */
2993 esrv_apply_container (op, op->container); /* close open sack first */
2994 2902
2995 for (tmp = op->inv; tmp; tmp = next) 2903 for (tmp = op->inv; tmp; tmp = next)
2996 { 2904 {
2997 next = tmp->below; 2905 next = tmp->below;
2998 2906
2999 if (tmp->invisible) 2907 if (tmp->invisible)
3000 continue; 2908 continue;
3001 2909
3002 tmp->remove (); 2910 tmp->remove ();
3003 tmp->x = op->x, tmp->y = op->y; 2911 tmp->x = op->x, tmp->y = op->y;
2912
3004 if (tmp->type == CONTAINER) 2913 if (tmp->type == CONTAINER)
3005 { /* empty container to ground */ 2914 loot_object (tmp); /* empty container to ground */
3006 loot_object (tmp); 2915
3007 }
3008 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2916 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3009 { 2917 {
3010 if (tmp->nrof > 1) 2918 if (tmp->nrof > 1)
3011 { 2919 {
3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2920 tmp->decrease (rndm (1, tmp->nrof - 1));
3013 tmp2->destroy ();
3014 insert_ob_in_map (tmp, op->map, NULL, 0); 2921 insert_ob_in_map (tmp, op->map, NULL, 0);
3015 } 2922 }
3016 else 2923 else
3017 tmp->destroy (); 2924 tmp->destroy ();
3018 } 2925 }
3024/* 2931/*
3025 * fix_weight(): Check recursively the weight of all players, and fix 2932 * fix_weight(): Check recursively the weight of all players, and fix
3026 * what needs to be fixed. Refresh windows and fix speed if anything 2933 * what needs to be fixed. Refresh windows and fix speed if anything
3027 * was changed. 2934 * was changed.
3028 */ 2935 */
3029
3030void 2936void
3031fix_weight (void) 2937fix_weight (void)
3032{ 2938{
3033 for_all_players (pl) 2939 for_all_players (pl)
3034 { 2940 {
3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2941 sint32 old = pl->ob->carrying;
3036 2942
3037 if (old == sum) 2943 pl->ob->update_weight ();
3038 continue; 2944
2945 if (old != pl->ob->carrying)
2946 {
3039 pl->ob->update_stats (); 2947 pl->ob->update_stats ();
3040 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2948 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2949 }
3041 } 2950 }
3042} 2951}
3043 2952
3044void 2953void
3045fix_luck (void) 2954fix_luck (void)
3089void 2998void
3090make_visible (object *op) 2999make_visible (object *op)
3091{ 3000{
3092 op->hide = 0; 3001 op->hide = 0;
3093 op->invisible = 0; 3002 op->invisible = 0;
3003
3094 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3095 { 3005 {
3096 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3097 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3098 } 3008 }
3009
3099 update_object (op, UP_OBJ_FACE); 3010 update_object (op, UP_OBJ_CHANGE);
3100} 3011}
3101 3012
3102int 3013int
3103is_true_undead (object *op) 3014is_true_undead (object *op)
3104{ 3015{
3105 object *tmp = NULL;
3106
3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3108 return 1; 3017 return 1;
3109 3018
3110 return 0; 3019 return 0;
3111} 3020}
3112 3021
3113/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3114 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3115 * indicate greater hideability. 3024 * indicate greater hideability.
3116 */ 3025 */
3117
3118int 3026int
3119hideability (object *ob) 3027hideability (object *ob)
3120{ 3028{
3121 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3122 sint16 x, y; 3030 sint16 x, y;
3132 * as bad as carrying a light on a pitch dark map */ 3040 * as bad as carrying a light on a pitch dark map */
3133 if (has_carried_lights (ob)) 3041 if (has_carried_lights (ob))
3134 level = -(10 + (2 * ob->map->darkness)); 3042 level = -(10 + (2 * ob->map->darkness));
3135 3043
3136 /* scan through all nearby squares for terrain to hide in */ 3044 /* scan through all nearby squares for terrain to hide in */
3137 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3045 for (i = 0, x = ob->x, y = ob->y;
3046 i <= SIZEOFFREE1;
3047 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3138 { 3048 {
3139 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3049 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) 3050 if (mflag & P_OUT_OF_MAP)
3141 {
3142 continue; 3051 continue;
3143 } 3052
3144 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3053 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3145 level += 2; 3054 level += 2;
3146 else /* open terrain! */ 3055 else /* open terrain! */
3147 level -= 1; 3056 level -= 1;
3148 } 3057 }
3156/* For Hidden creatures - a chance of becoming 'unhidden' 3065/* For Hidden creatures - a chance of becoming 'unhidden'
3157 * every time they move - as we subtract off 'invisibility' 3066 * every time they move - as we subtract off 'invisibility'
3158 * AND, for players, if they move into a ridiculously unhideable 3067 * AND, for players, if they move into a ridiculously unhideable
3159 * spot (surrounded by clear terrain in broad daylight). -b.t. 3068 * spot (surrounded by clear terrain in broad daylight). -b.t.
3160 */ 3069 */
3161
3162void 3070void
3163do_hidden_move (object *op) 3071do_hidden_move (object *op)
3164{ 3072{
3165 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3073 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3166 object *skop; 3074 object *skop;
3248 * object op. This function works fine for monsters, 3156 * object op. This function works fine for monsters,
3249 * but we dont worry if the object isnt the top one in 3157 * but we dont worry if the object isnt the top one in
3250 * a pile (say a coin under a table would return "viewable" 3158 * a pile (say a coin under a table would return "viewable"
3251 * by this routine). Another question, should we be 3159 * by this routine). Another question, should we be
3252 * concerned with the direction the player is looking 3160 * concerned with the direction the player is looking
3253 * in? Realistically, most of use cant see stuff behind 3161 * in? Realistically, most of us can't see stuff behind
3254 * our backs...on the other hand, does the "facing" direction 3162 * our backs...on the other hand, does the "facing" direction
3255 * imply the way your head, or body is facing? Its possible 3163 * 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. 3164 * for them to differ. Sigh, this fctn could get a bit more complex.
3257 * -b.t. 3165 * -b.t.
3258 * This function is now map tiling safe. 3166 * This function is now map tiling safe.
3259 */ 3167 */
3260
3261int 3168int
3262player_can_view (object *pl, object *op) 3169player_can_view (object *pl, object *op)
3263{ 3170{
3264 rv_vector rv; 3171 rv_vector rv;
3265 int dx, dy; 3172 int dx, dy;
3277 3184
3278 get_rangevector (pl, op, &rv, 0x1); 3185 get_rangevector (pl, op, &rv, 0x1);
3279 3186
3280 /* starting with the 'head' part, lets loop 3187 /* starting with the 'head' part, lets loop
3281 * through the object and find if it has any 3188 * through the object and find if it has any
3282 * part that is in the los array but isnt on 3189 * part that is in the los array but isn't on
3283 * a blocked los square. 3190 * a blocked los square.
3284 * we use the archetype to figure out offsets. 3191 * we use the archetype to figure out offsets.
3285 */ 3192 */
3286 while (op) 3193 while (op)
3287 { 3194 {
3288 dx = rv.distance_x + op->arch->clone.x; 3195 dx = rv.distance_x + op->arch->x;
3289 dy = rv.distance_y + op->arch->clone.y; 3196 dy = rv.distance_y + op->arch->y;
3290 3197
3291 /* only the viewable area the player sees is updated by LOS 3198 /* only the viewable area the player sees is updated by LOS
3292 * code, so we need to restrict ourselves to that range of values 3199 * code, so we need to restrict ourselves to that range of values
3293 * for any meaningful values. 3200 * for any meaningful values.
3294 */ 3201 */
3295 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3202 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3296 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3203 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3297 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3204 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3298 return 1; 3205 return 1;
3206
3299 op = op->more; 3207 op = op->more;
3300 } 3208 }
3209
3301 return 0; 3210 return 0;
3302} 3211}
3303 3212
3304/* routine for both players and monsters. We call this when 3213/* routine for both players and monsters. We call this when
3305 * there is a possibility for our action distrubing our hiding 3214 * there is a possibility for our action distrubing our hiding
3308 * return 0. 3217 * return 0.
3309 */ 3218 */
3310int 3219int
3311action_makes_visible (object *op) 3220action_makes_visible (object *op)
3312{ 3221{
3313
3314 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3222 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3315 { 3223 {
3316 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3224 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3317 return 0; 3225 return 0;
3318 3226
3324 { 3232 {
3325 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3233 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3326 return 1; 3234 return 1;
3327 } 3235 }
3328 } 3236 }
3237
3329 return 0; 3238 return 0;
3330} 3239}
3331 3240
3332/* op_on_battleground - checks if the given object op (usually 3241/* op_on_battleground - checks if the given object op (usually
3333 * a player) is standing on a valid battleground-tile, 3242 * 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 3247 * Default is to do the same as before, so only people wanting to have different points need worry about this
3339 */ 3248 */
3340int 3249int
3341op_on_battleground (object *op, int *x, int *y) 3250op_on_battleground (object *op, int *x, int *y)
3342{ 3251{
3343 object *tmp;
3344
3345 /* A battleground-tile needs the following attributes to be valid: 3252 /* 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), 3253 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3347 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3254 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3348 * and the exit-coordinates sp/hp must both be > 0. 3255 * and the exit-coordinates sp/hp must both be > 0.
3349 * => The intention here is to prevent abuse of the battleground- 3256 * => The intention here is to prevent abuse of the battleground-
3350 * feature (like pickable or hidden battleground tiles). */ 3257 * feature (like pickable or hidden battleground tiles). */
3351 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3258 for (object *tmp = op->below; tmp; tmp = tmp->below)
3352 { 3259 {
3353 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3260 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3354 { 3261 {
3355 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3262 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3356 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3263 && tmp->type == BATTLEGROUND
3264 && tmp->name == shstr_battleground
3265 && EXIT_X (tmp) && EXIT_Y (tmp))
3357 { 3266 {
3358 /*before we assign the exit, check if this is a teambattle */ 3267 /* before we assign the exit, check if this is a teambattle */
3359 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3268 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3360 { 3269 {
3361 object *invtmp;
3362
3363 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3270 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3364 { 3271 {
3365 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3272 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3366 { 3273 {
3367 if (x != NULL && y != NULL) 3274 if (x && y)
3368 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3275 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3276
3369 return 1; 3277 return 1;
3370 } 3278 }
3371 } 3279 }
3372 } 3280 }
3281
3373 if (x != NULL && y != NULL) 3282 if (x && y)
3374 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3283 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3284
3375 return 1; 3285 return 1;
3376 } 3286 }
3377 } 3287 }
3378 } 3288 }
3289
3379 /* If we got here, did not find a battleground */ 3290 /* If we got here, did not find a battleground */
3380 return 0; 3291 return 0;
3381} 3292}
3382 3293
3383/* 3294/*
3399 char buf[MAX_BUF]; /* tmp. string buffer */ 3310 char buf[MAX_BUF]; /* tmp. string buffer */
3400 int i = 0, j = 0; 3311 int i = 0, j = 0;
3401 3312
3402 /* get the appropriate treasurelist */ 3313 /* get the appropriate treasurelist */
3403 if (atnr == ATNR_FIRE) 3314 if (atnr == ATNR_FIRE)
3404 trlist = find_treasurelist ("dragon_ability_fire"); 3315 trlist = treasurelist::find (shstr_dragon_ability_fire);
3405 else if (atnr == ATNR_COLD) 3316 else if (atnr == ATNR_COLD)
3406 trlist = find_treasurelist ("dragon_ability_cold"); 3317 trlist = treasurelist::find (shstr_dragon_ability_cold);
3407 else if (atnr == ATNR_ELECTRICITY) 3318 else if (atnr == ATNR_ELECTRICITY)
3408 trlist = find_treasurelist ("dragon_ability_elec"); 3319 trlist = treasurelist::find (shstr_dragon_ability_elec);
3409 else if (atnr == ATNR_POISON) 3320 else if (atnr == ATNR_POISON)
3410 trlist = find_treasurelist ("dragon_ability_poison"); 3321 trlist = treasurelist::find (shstr_dragon_ability_poison);
3411 3322
3412 if (trlist == NULL || who->type != PLAYER) 3323 if (trlist == NULL || who->type != PLAYER)
3413 return; 3324 return;
3414 3325
3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3326 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]); */ 3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3420 return; 3331 return;
3421 } 3332 }
3422 3333
3423 /* everything seems okay - now bring on the gift: */ 3334 /* everything seems okay - now bring on the gift: */
3424 item = &(tr->item->clone); 3335 item = tr->item;
3425 3336
3426 if (item->type == SPELL) 3337 if (item->type == SPELL)
3427 { 3338 {
3428 if (check_spell_known (who, item->name)) 3339 if (check_spell_known (who, item->name))
3429 return; 3340 return;
3488 { 3399 {
3489 /* forces in the treasurelist can alter the player's stats */ 3400 /* forces in the treasurelist can alter the player's stats */
3490 object *skin; 3401 object *skin;
3491 3402
3492 /* first get the dragon skin force */ 3403 /* 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) 3404 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3495 ; 3405 ;
3496 3406
3497 if (!skin) 3407 if (!skin)
3498 return; 3408 return;
3499 3409
3534 else 3444 else
3535 { 3445 {
3536 /* generate misc. treasure */ 3446 /* generate misc. treasure */
3537 tmp = arch_to_object (tr->item); 3447 tmp = arch_to_object (tr->item);
3538 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3448 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3539 tmp = insert_ob_in_ob (tmp, who); 3449 who->insert (tmp);
3540 if (who->type == PLAYER)
3541 esrv_send_item (who, tmp);
3542 } 3450 }
3543} 3451}
3544 3452
3545/** 3453/**
3546 * Unready an object for a player. This function does nothing if the object was 3454 * Unready an object for a player. This function does nothing if the object was
3547 * not readied. 3455 * not readied.
3548 */ 3456 */
3549void 3457void
3550player_unready_range_ob (player *pl, object *ob) 3458player_unready_range_ob (player *pl, object *ob)
3551{ 3459{
3552 rangetype i; 3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3553 3462
3554 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3463 if (pl->combat_ob == ob)
3555 { 3464 pl->combat_ob = 0;
3465
3556 if (pl->ranges[i] == ob) 3466 if (pl->ranged_ob == ob)
3557 { 3467 pl->ranged_ob = 0;
3558 pl->ranges[i] = NULL;
3559 if (pl->shoottype == i)
3560 {
3561 pl->shoottype = range_none;
3562 }
3563 }
3564 }
3565} 3468}
3469
3470sint8
3471player::visibility_at (maptile *map, int x, int y) const
3472{
3473 if (!ns)
3474 return 0;
3475
3476 int dx, dy;
3477 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3478 return 0;
3479
3480 x += dx - ns->current_x + ns->mapx / 2;
3481 y += dy - ns->current_y + ns->mapy / 2;
3482
3483 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3484 return 0;
3485
3486 return 100 - blocked_los [x][y];
3487}
3488
3489void
3490player::infobox (const char *title, const char *msg, int color)
3491{
3492 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3493}
3494
3495void
3496player::statusmsg (const char *msg, int color)
3497{
3498 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3499}
3500
3501void
3502player::failmsg (const char *msg, int color)
3503{
3504 play_sound (sound_find ("generic_failure"));
3505 statusmsg (msg, color);
3506}
3507

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