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Comparing deliantra/server/server/player.C (file contents):
Revision 1.96 by root, Mon Jan 8 19:25:53 2007 UTC vs.
Revision 1.177 by root, Thu Dec 27 15:32:41 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
194 return; 178 return;
195 179
196 terminate_all_pets (ob); 180 terminate_all_pets (ob);
197 remove_friendly_object (ob); 181 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
199 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 189 ob->map = 0;
190 party = 0;
201 191
202 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 193
205 players.erase (this); 194 players.erase (this);
206} 195}
207 196
208// connect the player with a specific client 197// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
210void 199void
211player::connect (client *ns) 200player::connect (client *ns)
212{ 201{
213 this->ns = ns; 202 this->ns = ns;
214 ns->pl = this; 203 ns->pl = this;
215 204
216 run_on = 0; 205 run_on = 0;
217 fire_on = 0; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
218 208
219 ns->update_look = 0; 209 ns->update_look = 0;
220 ns->look_position = 0; 210 ns->look_position = 0;
221 211
222 clear_los (ob); 212 clear_los (this);
223 213
224 ns->reset_stats (); 214 ns->reset_stats ();
225 215
226 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
227 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
228 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
229
230 if (!legal_range (ob, shoottype))
231 shoottype = range_none;
232 219
233 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
234 link_player_skills (ob); 221 link_player_skills (ob);
235 222
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237 224
238 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
239
240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241 * from the class, and not race. I don't see any way to get the class information
242 * to then update this. I don't think this will actually break anything - anyone
243 * that can use armour should be able to use a shield. What this may 'break'
244 * are features new characters get, eg, if someone starts up with a Q, they
245 * should be able to use a shield. However, old Q's won't get that advantage.
246 */
247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
248 SET_FLAG (ob, FLAG_USE_SHIELD);
249 226
250 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
252 { 229 {
253 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
254 231
255 shstr_cmp dragon_ability_force ("dragon_ability_force");
256 shstr_cmp dragon_skin_force ("dragon_skin_force");
257
258 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
259 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
260 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
261 abil = tmp; 235 abil = tmp;
262 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
263 skin = tmp; 237 skin = tmp;
264 238
265 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
266 } 240 }
267 241
268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
269 243
270 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
271 245
272 ob->update_stats (); 246 ob->update_stats ();
247
273 ns->floorbox_update (); 248 ns->floorbox_update ();
274
275 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
276 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
277 251
278 activate (); 252 activate ();
279 253
286} 260}
287 261
288void 262void
289player::disconnect () 263player::disconnect ()
290{ 264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
291 if (ns) 271 if (ns)
292 { 272 {
293 if (active) 273 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295 275
296 INVOKE_PLAYER (DISCONNECT, this); 276 INVOKE_PLAYER (DISCONNECT, this);
297 277
278 ns->reset_stats ();
298 ns->pl = 0; 279 ns->pl = 0;
299 this->ns = 0; 280 ns = 0;
300 } 281 }
282
283 observe = ob;
301 284
302 deactivate (); 285 deactivate ();
303} 286}
304 287
305// the need for this function can be explained 288// the need for this function can be explained
306// by load_object not returning the object 289// by load_object not returning the object
307void 290void
308player::set_object (object *op) 291player::set_object (object *op)
309{ 292{
310 ob = op; 293 ob = observe = op;
311 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
312 295
296 ob->speed = 1.0f;
313 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
314 ob->speed = 1.0; 298
315 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2;
317 ob->run_away = 25; /* Then we panick... */
318 300
319 ob->roll_stats (); 301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326}
327
328void
329player::set_observe (object *op)
330{
331 observe = op ? op : ob;
332 do_los = 1;
320} 333}
321 334
322player::player () 335player::player ()
323{ 336{
324 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point. 338 * we deal with that below this point.
326 */ 339 */
327 outputs_sync = 16; /* Every 2 seconds */ 340 outputs_sync = 4;
328 outputs_count = 8; /* Keeps present behaviour */ 341 outputs_count = 4;
329 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
330 343
331 savebed_map = first_map_path; /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
332 345
333 gen_sp_armour = 10; 346 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal; 347 bowtype = bow_normal;
336 petmode = pet_normal; 348 petmode = pet_normal;
337 listening = 10; 349 listening = 10;
338 usekeys = containers; 350 usekeys = containers;
339 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
340 do_los = 1; 352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
341} 356}
342 357
343void 358void
344player::do_destroy () 359player::do_destroy ()
345{ 360{
350 if (ob) 365 if (ob)
351 { 366 {
352 ob->destroy_inv (false); 367 ob->destroy_inv (false);
353 ob->destroy (); 368 ob->destroy ();
354 } 369 }
370
371 ob = observe = 0;
355} 372}
356 373
357player::~player () 374player::~player ()
358{ 375{
359 /* Clear item stack */ 376 /* Clear item stack */
368player::create () 385player::create ()
369{ 386{
370 player *pl = new player; 387 player *pl = new player;
371 388
372 pl->set_object (arch_to_object (get_player_archetype (0))); 389 pl->set_object (arch_to_object (get_player_archetype (0)));
390
391 pl->ob->roll_stats ();
392 pl->ob->stats.wc = 2;
393 pl->ob->run_away = 25; /* Then we panick... */
394
373 set_first_map (pl->ob); 395 set_first_map (pl->ob);
374 396
375 return pl; 397 return pl;
376} 398}
377 399
381 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
382 */ 404 */
383archetype * 405archetype *
384get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
385{ 407{
386 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
387 409
388 for (;;) 410 for (;;)
389 { 411 {
390 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
391 at = first_archetype; 413 i = archetypes.begin ();
392 else 414 else if (*i == at)
393 at = at->next; 415 cleanup ("not a single player archetype found");
394 416
395 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
396 return at; 418 return *i;
397
398 if (at == start)
399 {
400 LOG (llevError, "No Player archetypes\n");
401 exit (-1);
402 }
403 } 419 }
404} 420}
405 421
406object * 422object *
407get_nearest_player (object *mon) 423get_nearest_player (object *mon)
411 unsigned lastdist; 427 unsigned lastdist;
412 rv_vector rv; 428 rv_vector rv;
413 429
414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
415 { 431 {
416 /* We should not find free objects on this friendly list, but it
417 * does periodically happen. Given that, lets deal with it.
418 * While unlikely, it is possible the next object on the friendly
419 * list is also free, so encapsulate this in a while loop.
420 */
421 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
422 {
423 object *tmp = ol->ob;
424
425 /* Can't do much more other than log the fact, because the object
426 * itself will have been cleared.
427 */
428 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
429 tmp->debug_desc ());
430 ol = ol->next;
431 remove_friendly_object (tmp);
432 if (!ol)
433 return op;
434 }
435
436 /* Remove special check for player from this. First, it looks to cause
437 * some crashes (ol->ob->contr not set properly?), but secondly, a more
438 * complicated method of state checking would be needed in any case -
439 * as it was, a clever player could type quit, and the function would
440 * skip them over while waiting for confirmation. Remove
441 * on_same_map check, as can_detect_enemy also does this
442 */
443 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
444 continue; 433 continue;
445 434
446 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
447 { 436 {
523 x = mon->x; 512 x = mon->x;
524 y = mon->y; 513 y = mon->y;
525 m = mon->map; 514 m = mon->map;
526 dir = rv.direction; 515 dir = rv.direction;
527 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 516 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
528 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 517 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
518
529 /* If we can't solve it within the search distance, return now. */ 519 /* If we can't solve it within the search distance, return now. */
530 if (diff > max) 520 if (diff > max)
531 return 0; 521 return 0;
522
532 while (diff > 1 && max > 0) 523 while (diff > 1 && max > 0)
533 { 524 {
534 lastx = x; 525 lastx = x;
535 lasty = y; 526 lasty = y;
536 lastmap = m; 527 lastmap = m;
618 max--; 609 max--;
619 lastdir = dir; 610 lastdir = dir;
620 if (!firstdir) 611 if (!firstdir)
621 firstdir = dir; 612 firstdir = dir;
622 } 613 }
614
623 if (diff <= 1) 615 if (diff <= 1)
624 { 616 {
625 /* Recalculate diff (distance) because we may not have actually 617 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance. 618 * headed toward player for entire distance.
627 */ 619 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
629 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
630 } 622 }
623
631 if (diff > max) 624 if (diff > max)
632 return 0; 625 return 0;
633 } 626 }
627
634 /* If we reached the max, didn't find a direction in time */ 628 /* If we reached the max, didn't find a direction in time */
635 if (!max) 629 if (!max)
636 return 0; 630 return 0;
637 631
638 return firstdir; 632 return firstdir;
639} 633}
640 634
641void 635void
642give_initial_items (object *pl, treasurelist * items) 636give_initial_items (object *pl, treasurelist * items)
643{ 637{
644 object *op, *next = NULL;
645
646 if (pl->randomitems != NULL) 638 if (pl->randomitems)
647 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
648 640
649 for (op = pl->inv; op; op = next) 641 for (object *next, *op = pl->inv; op; op = next)
650 { 642 {
651 next = op->below; 643 next = op->below;
652 644
653 /* Forces get applied per default, unless they have the 645 /* Forces get applied per default, unless they have the
654 * flag "neutral" set. Sorry but I can't think of a better way 646 * flag "neutral" set. Sorry but I can't think of a better way
696 if (op->nrof > 1) 688 if (op->nrof > 1)
697 op->nrof = 1; 689 op->nrof = 1;
698 } 690 }
699 691
700 if (op->type == SPELLBOOK && op->inv) 692 if (op->type == SPELLBOOK && op->inv)
701 {
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 693 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703 }
704 694
705 /* Give starting characters identified, uncursed, and undamned 695 /* Give starting characters identified, uncursed, and undamned
706 * items. Just don't identify gold or silver, or it won't be 696 * items. Just don't identify gold or silver, or it won't be
707 * merged properly. 697 * merged properly.
708 */ 698 */
752roll_stat (void) 742roll_stat (void)
753{ 743{
754 int a[4], i, j, k; 744 int a[4], i, j, k;
755 745
756 for (i = 0; i < 4; i++) 746 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1; 747 a[i] = (int) rndm (6) + 1;
758 748
759 for (i = 0, j = 0, k = 7; i < 4; i++) 749 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k) 750 if (a[i] < k)
761 k = a[i], j = i; 751 k = a[i], j = i;
762 752
768} 758}
769 759
770void 760void
771object::roll_stats () 761object::roll_stats ()
772{ 762{
773 int statsort [7]; 763 int statsort [NUM_STATS];
774 764
775 for (;;) 765 for (;;)
776 { 766 {
777 int sum = 0; 767 int sum = 0;
778 for (int i = 7; i--; ) 768 for (int i = NUM_STATS; i--; )
779 sum += statsort [i] = roll_stat (); 769 sum += statsort [i] = roll_stat ();
780 770
781 if (sum >= 82 && sum <= 116) 771 if (sum >= 82 && sum <= 116)
782 break; 772 break;
783 } 773 }
784 774
785 // Sort the stats so that rerolling is easier... 775 // Sort the stats so that rerolling is easier...
786 std::sort (statsort, statsort + 7, std::greater<int>()); 776 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
787 777
778 for (int i = 0; i < NUM_STATS; ++i)
788 stats.Str = statsort[0]; 779 stats.stat (i) = statsort [i];
789 stats.Dex = statsort[1];
790 stats.Con = statsort[2];
791 stats.Int = statsort[3];
792 stats.Wis = statsort[4];
793 stats.Pow = statsort[5];
794 stats.Cha = statsort[6];
795 780
796 stats.exp = 0; 781 stats.exp = 0;
797 stats.ac = 0; 782 stats.ac = 0;
798 783
799 stats.hp = stats.maxhp; 784 stats.hp = stats.maxhp;
811} 796}
812 797
813void 798void
814object::swap_stats (int a, int b) 799object::swap_stats (int a, int b)
815{ 800{
816 int tmp = get_attr_value (&contr->orig_stats, a); 801 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
818 set_attr_value (&contr->orig_stats, b, tmp);
819 802
803 for (int i = 0; i < NUM_STATS; ++i)
820 stats.Str = contr->orig_stats.Str; 804 stats.stat (i) = contr->orig_stats.stat (i);
821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827 805
828 //TODO: the following code looks so borked and should, at the very least, 806 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats 807 // be merged with the similar code in roll_stats
830 stats.ac = 0; 808 stats.ac = 0;
831 809
850static void 828static void
851start_info (object *op) 829start_info (object *op)
852{ 830{
853 char buf[MAX_BUF]; 831 char buf[MAX_BUF];
854 832
855 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 833 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
856 new_draw_info (NDI_UNIQUE, 0, op, buf); 834 new_draw_info (NDI_UNIQUE, 0, op, buf);
857 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
858 //new_draw_info (NDI_UNIQUE, 0, op, " ");
859} 835}
860 836
861/* This function takes the key that is passed, and does the 837/* This function takes the key that is passed, and does the
862 * appropriate action with it (change race, or other things). 838 * appropriate action with it (change race, or other things).
863 * The function name is for historical reasons - now we have 839 * The function name is for historical reasons - now we have
864 * separate race and class; this actually changes the RACE, 840 * separate race and class; this actually changes the RACE,
865 * not the class. 841 * not the class.
866 */ 842 */
867int 843void
868key_change_class (object *op, char key) 844player::chargen_race_done ()
869{ 845{
870 int tmp_loop;
871
872 if (key == 'd' || key == 'D')
873 {
874 char buf[MAX_BUF];
875
876 /* this must before then initial items are given */ 846 /* this must before then initial items are given */
877 esrv_new_player (op->contr, op->weight + op->carrying); 847 esrv_new_player (ob->contr, ob->weight + ob->carrying);
878 848
879 treasurelist *tl = find_treasurelist ("starting_wealth"); 849 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 850 if (tl)
881 create_treasure (tl, op, 0, 0, 0); 851 create_treasure (tl, ob, 0, 0, 0);
882 852
883 INVOKE_PLAYER (BIRTH, op->contr); 853 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, op->contr); 854 INVOKE_PLAYER (LOGIN, ob->contr);
885 855
886 op->contr->ns->state = ST_PLAYING; 856 ob->contr->ns->state = ST_PLAYING;
887 857
888 if (op->msg) 858 if (ob->msg)
889 op->msg = NULL; 859 ob->msg = 0;
890 860
891 /* We create this now because some of the unique maps will need it 861 /* We create this now because some of the unique maps will need it
892 * to save here. 862 * to save here.
893 */ 863 */
864 {
865 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 866 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf); 867 make_path_to_file (buf);
868 }
896 869
897 start_info (op); 870 start_info (ob);
898 CLEAR_FLAG (op, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (op, op->randomitems); 872 give_initial_items (ob, ob->randomitems);
900 link_player_skills (op); 873 link_player_skills (ob);
901 esrv_send_inventory (op, op); 874 esrv_send_inventory (ob, ob);
902 op->update_stats (); 875 ob->update_stats ();
903 876
904 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
905 * is one for this race 878 * is one for this race
906 */ 879 */
907 if (*first_map_ext_path) 880 if (*first_map_ext_path)
908 { 881 {
909 object *tmp; 882 object *tmp;
910 char mapname[MAX_BUF]; 883 char mapname[MAX_BUF];
911 884
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 885 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
913 tmp = object::create (); 886 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname; 887 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = op->x; 888 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = op->y; 889 EXIT_Y (tmp) = ob->y;
917 op->enter_exit (tmp); /* we don't really care if it succeeded; 890 ob->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the 891 * if the map isn't there, then stay on the
919 * default initial map */ 892 * default initial map */
920 tmp->destroy (); 893 tmp->destroy ();
921 } 894 }
922 else 895 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 896 LOG (llevDebug, "first_map_ext_path not set\n");
897}
924 898
925 return 0; 899void
926 } 900player::chargen_race_next ()
927 901{
928 /* Following actually changes the race - this is the default command 902 /* Following actually changes the race - this is the default command
929 * if we don't match with one of the options above. 903 * if we don't match with one of the options above.
930 */ 904 */
931 905
932 tmp_loop = 0; 906 do
933 while (!tmp_loop)
934 { 907 {
935 shstr name = op->name; 908 shstr name = ob->name;
936 int x = op->x, y = op->y; 909 int x = ob->x, y = ob->y;
937 910
938 op->remove_statbonus (); 911 ob->remove_statbonus ();
939 op->remove (); 912 ob->remove ();
940 op->arch = get_player_archetype (op->arch); 913 ob->arch = get_player_archetype (ob->arch);
941 op->arch->clone.copy_to (op); 914 ob->arch->copy_to (ob);
942 op->instantiate (); 915 ob->instantiate ();
943 op->stats = op->contr->orig_stats; 916 ob->stats = ob->contr->orig_stats;
944 op->name = op->name_pl = name; 917 ob->name = ob->name_pl = name;
945 op->x = x; 918 ob->x = x;
946 op->y = y; 919 ob->y = y;
947 SET_ANIMATION (op, 2); /* So player faces south */ 920 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (op, op->map, op, 0); 921 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (op->contr->title, op->arch->clone.name); 922 assign (ob->contr->title, ob->arch->object::name);
950 op->add_statbonus (); 923 ob->add_statbonus ();
951 tmp_loop = allowed_class (op);
952 } 924 }
925 while (!allowed_class (ob));
953 926
954 update_object (op, UP_OBJ_FACE); 927 update_object (ob, UP_OBJ_FACE);
955 esrv_update_item (UPD_FACE, op, op); 928 esrv_update_item (UPD_FACE, ob, ob);
956 op->update_stats (); 929 ob->update_stats ();
957 op->stats.hp = op->stats.maxhp; 930 ob->stats.hp = ob->stats.maxhp;
958 op->stats.sp = op->stats.maxsp; 931 ob->stats.sp = ob->stats.maxsp;
959 op->stats.grace = 0; 932 ob->stats.grace = 0;
960
961 if (op->msg)
962 new_draw_info (NDI_BLUE, 0, op, op->msg);
963
964 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
965 return 0;
966} 933}
967 934
968void 935void
969flee_player (object *op) 936flee_player (object *op)
970{ 937{
1017 /* Cornered, get rid of scared */ 984 /* Cornered, get rid of scared */
1018 CLEAR_FLAG (op, FLAG_SCARED); 985 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL; 986 op->enemy = NULL;
1020} 987}
1021 988
1022
1023/* check_pick sees if there is stuff to be picked up/picks up stuff. 989/* check_pick sees if there is stuff to be picked up/picks up stuff.
1024 * IT returns 1 if the player should keep on moving, 0 if he should 990 * It returns 1 if the player should keep on moving, 0 if he should
1025 * stop. 991 * stop.
1026 */ 992 */
1027int 993int
1028check_pick (object *op) 994check_pick (object *op)
1029{ 995{
1030 object *tmp, *next; 996 object *tmp, *next;
1031 int stop = 0; 997 int stop = 0;
1032 int j, k, wvratio; 998 int wvratio;
1033 char putstring[128], tmpstr[16]; 999 char putstring[128];
1034 1000
1035 /* if you're flying, you cna't pick up anything */ 1001 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 1002 if (op->move_type & MOVE_FLYING)
1037 return 1; 1003 return 1;
1038 1004
1039 next = op->below; 1005 next = op->below;
1040 1006
1007 int cnt = MAX_ITEM_PER_DROP;
1008#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1009
1041 /* loop while there are items on the floor that are not marked as 1010 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 1011 * destroyed */
1043 while (next && !next->destroyed ()) 1012 while (next && !next->destroyed ())
1044 { 1013 {
1045 tmp = next; 1014 tmp = next;
1046 next = tmp->below; 1015 next = tmp->below;
1047 1016
1017 if (cnt <= 0)
1018 {
1019 op->failmsg ("Couldn't pickup all items at once.");
1020 return 0;
1021 }
1022
1048 if (op->destroyed ()) 1023 if (op->destroyed ())
1049 return 0; 1024 return 0;
1050 1025
1051 if (!can_pick (op, tmp)) 1026 if (!can_pick (op, tmp))
1052 continue; 1027 continue;
1053 1028
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1029 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 1030 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 1031 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1058 continue; 1033 continue;
1059 } 1034 }
1060 1035
1061 /* high not bit set? We're using the old autopickup model */ 1036 /* high not bit set? We're using the old autopickup model */
1062 if (!(op->contr->mode & PU_NEWMODE)) 1037 if (!(op->contr->mode & PU_NEWMODE))
1064 switch (op->contr->mode) 1039 switch (op->contr->mode)
1065 { 1040 {
1066 case 0: 1041 case 0:
1067 return 1; /* don't pick up */ 1042 return 1; /* don't pick up */
1068 case 1: 1043 case 1:
1069 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1070 return 1; 1045 return 1;
1071 case 2: 1046 case 2:
1072 pick_up (op, tmp); 1047 CHK_PICK_PICKUP;
1073 return 0; 1048 return 0;
1074 case 3: 1049 case 3:
1075 return 0; /* stop before pickup */ 1050 return 0; /* stop before pickup */
1076 case 4: 1051 case 4:
1077 pick_up (op, tmp); 1052 CHK_PICK_PICKUP;
1078 break; 1053 break;
1079 case 5: 1054 case 5:
1080 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1081 stop = 1; 1056 stop = 1;
1082 break; 1057 break;
1083 case 6: 1058 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1059 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1085 pick_up (op, tmp); 1060 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1061 CHK_PICK_PICKUP;
1086 break; 1062 break;
1087 1063
1088 case 7: 1064 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM) 1065 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp); 1066 CHK_PICK_PICKUP;
1091 break; 1067 break;
1092 1068
1093 default: 1069 default:
1094 /* use value density */ 1070 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1071 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1072 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp); 1073 CHK_PICK_PICKUP;
1098 } 1074 }
1099 } 1075 }
1100 else 1076 else
1101 { /* old model */ 1077 { /* old model */
1102 /* NEW pickup handling */ 1078 /* NEW pickup handling */
1106 if (tmp->name != NULL) 1082 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1083 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1084 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else 1085 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1086 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1087 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 1088
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1089 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 } 1090 }
1115 1091
1116 /* philosophy: 1092 /* philosophy:
1157 /* all food and drink if desired */ 1133 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */ 1134 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD) 1135 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD) 1136 if (tmp->type == FOOD)
1161 { 1137 {
1162 pick_up (op, tmp); 1138 CHK_PICK_PICKUP;
1163 continue; 1139 continue;
1164 } 1140 }
1165 1141
1166 if (op->contr->mode & PU_DRINK) 1142 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1143 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 { 1144 {
1169 pick_up (op, tmp); 1145 CHK_PICK_PICKUP;
1170 continue; 1146 continue;
1171 } 1147 }
1172 1148
1173 if (op->contr->mode & PU_POTION) 1149 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION) 1150 if (tmp->type == POTION)
1175 { 1151 {
1176 pick_up (op, tmp); 1152 CHK_PICK_PICKUP;
1177 continue; 1153 continue;
1178 } 1154 }
1179 1155
1180 /* spellbooks, skillscrolls and normal books/scrolls */ 1156 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK) 1157 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK) 1158 if (tmp->type == SPELLBOOK)
1183 { 1159 {
1184 pick_up (op, tmp); 1160 CHK_PICK_PICKUP;
1185 continue; 1161 continue;
1186 } 1162 }
1187 1163
1188 if (op->contr->mode & PU_SKILLSCROLL) 1164 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL) 1165 if (tmp->type == SKILLSCROLL)
1190 { 1166 {
1191 pick_up (op, tmp); 1167 CHK_PICK_PICKUP;
1192 continue; 1168 continue;
1193 } 1169 }
1194 1170
1195 if (op->contr->mode & PU_READABLES) 1171 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL) 1172 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1197 { 1173 {
1198 pick_up (op, tmp); 1174 CHK_PICK_PICKUP;
1199 continue; 1175 continue;
1200 } 1176 }
1201 1177
1202 /* wands/staves/rods/horns */ 1178 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE) 1179 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1180 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 { 1181 {
1206 pick_up (op, tmp); 1182 CHK_PICK_PICKUP;
1207 continue; 1183 continue;
1208 } 1184 }
1209 1185
1210 /* pick up all magical items */ 1186 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1187 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1188 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 { 1189 {
1214 pick_up (op, tmp); 1190 CHK_PICK_PICKUP;
1215 continue; 1191 continue;
1216 } 1192 }
1217 1193
1218 if (op->contr->mode & PU_VALUABLES) 1194 if (op->contr->mode & PU_VALUABLES)
1219 { 1195 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1196 if (tmp->type == MONEY || tmp->type == GEM)
1221 { 1197 {
1222 pick_up (op, tmp); 1198 CHK_PICK_PICKUP;
1223 continue; 1199 continue;
1224 } 1200 }
1225 } 1201 }
1226 1202
1227 /* rings & amulets - talismans seems to be typed AMULET */ 1203 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS) 1204 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET) 1205 if (tmp->type == RING || tmp->type == AMULET)
1230 { 1206 {
1231 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1232 continue; 1208 continue;
1233 } 1209 }
1234 1210
1235 /* we don't forget dragon food */ 1211 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH) 1212 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH) 1213 if (tmp->type == FLESH)
1238 { 1214 {
1239 pick_up (op, tmp); 1215 CHK_PICK_PICKUP;
1240 continue; 1216 continue;
1241 } 1217 }
1242 1218
1243 /* bows and arrows. Bows are good for selling! */ 1219 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW) 1220 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW) 1221 if (tmp->type == BOW)
1246 { 1222 {
1247 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1248 continue; 1224 continue;
1249 } 1225 }
1250 1226
1251 if (op->contr->mode & PU_ARROW) 1227 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW) 1228 if (tmp->type == ARROW)
1253 { 1229 {
1254 pick_up (op, tmp); 1230 CHK_PICK_PICKUP;
1255 continue; 1231 continue;
1256 } 1232 }
1257 1233
1258 /* all kinds of armor etc. */ 1234 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR) 1235 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR) 1236 if (tmp->type == ARMOUR)
1261 { 1237 {
1262 pick_up (op, tmp); 1238 CHK_PICK_PICKUP;
1263 continue; 1239 continue;
1264 } 1240 }
1265 1241
1266 if (op->contr->mode & PU_HELMET) 1242 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET) 1243 if (tmp->type == HELMET)
1268 { 1244 {
1269 pick_up (op, tmp); 1245 CHK_PICK_PICKUP;
1270 continue; 1246 continue;
1271 } 1247 }
1272 1248
1273 if (op->contr->mode & PU_SHIELD) 1249 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD) 1250 if (tmp->type == SHIELD)
1275 { 1251 {
1276 pick_up (op, tmp); 1252 CHK_PICK_PICKUP;
1277 continue; 1253 continue;
1278 } 1254 }
1279 1255
1280 if (op->contr->mode & PU_BOOTS) 1256 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS) 1257 if (tmp->type == BOOTS)
1282 { 1258 {
1283 pick_up (op, tmp); 1259 CHK_PICK_PICKUP;
1284 continue; 1260 continue;
1285 } 1261 }
1286 1262
1287 if (op->contr->mode & PU_GLOVES) 1263 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES) 1264 if (tmp->type == GLOVES)
1289 { 1265 {
1290 pick_up (op, tmp); 1266 CHK_PICK_PICKUP;
1291 continue; 1267 continue;
1292 } 1268 }
1293 1269
1294 if (op->contr->mode & PU_CLOAK) 1270 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK) 1271 if (tmp->type == CLOAK)
1296 { 1272 {
1297 pick_up (op, tmp); 1273 CHK_PICK_PICKUP;
1298 continue; 1274 continue;
1299 } 1275 }
1300 1276
1301 /* hoping to catch throwing daggers here */ 1277 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON) 1278 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1279 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 { 1280 {
1305 pick_up (op, tmp); 1281 CHK_PICK_PICKUP;
1306 continue; 1282 continue;
1307 } 1283 }
1308 1284
1309 /* careful: chairs and tables are weapons! */ 1285 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1286 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1287 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1288 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1289 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1290 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1291 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1292 {
1317 pick_up (op, tmp); 1293 CHK_PICK_PICKUP;
1318 continue; 1294 continue;
1319 } 1295 }
1320 } 1296 }
1321 1297
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1298 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1299 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1300 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1301 {
1326 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1327 continue; 1303 continue;
1328 } 1304 }
1329 } 1305 }
1330 } 1306 }
1331 1307
1332 /* misc stuff that's useful */ 1308 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY) 1309 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1310 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 { 1311 {
1336 pick_up (op, tmp); 1312 CHK_PICK_PICKUP;
1337 continue; 1313 continue;
1338 } 1314 }
1339 1315
1340 /* any of the last 4 bits set means we use the ratio for value 1316 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */ 1317 * pickups */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits 1322 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */ 1323 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5; 1324 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1325 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 { 1326 {
1351 pick_up (op, tmp); 1327 CHK_PICK_PICKUP;
1352#if 0 1328#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1329 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL) 1330 if (tmp->name != NULL)
1355 { 1331 {
1356 fprintf (stderr, "%s", tmp->name); 1332 fprintf (stderr, "%s", tmp->name);
1357 } 1333 }
1358 else 1334 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1335 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1336 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1337 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1338#endif
1363 continue; 1339 continue;
1364 } 1340 }
1375 * found object is returned. 1351 * found object is returned.
1376 */ 1352 */
1377object * 1353object *
1378find_arrow (object *op, const char *type) 1354find_arrow (object *op, const char *type)
1379{ 1355{
1380 object *tmp = NULL; 1356 object *tmp = 0;
1381 1357
1382 for (op = op->inv; op; op = op->below) 1358 for (op = op->inv; op; op = op->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1359 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type); 1360 tmp = find_arrow (splay (op), type);
1385 else if (op->type == ARROW && op->race == type) 1361 else if (op->type == ARROW && op->race == type)
1386 return op; 1362 return splay (op);
1363
1387 return tmp; 1364 return tmp;
1388} 1365}
1389 1366
1390/* 1367/*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1368 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392 * against the target. A full test is not performed, simply a basic test 1369 * against the target. A full test is not performed, simply a basic test
1393 * of resistances. The archer is making a quick guess at what he sees down 1370 * of resistances. The archer is making a quick guess at what he sees down
1394 * the hall. Failing that it does it's best to pick the highest plus arrow. 1371 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */ 1372 */
1396
1397object * 1373object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1374find_better_arrow (object *op, object *target, const char *type, int *better)
1399{ 1375{
1400 object *tmp = NULL, *arrow, *ntmp; 1376 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1377 int attacknum, attacktype, betterby = 0, i;
1434 else 1410 else
1435 { 1411 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1412 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1413 {
1438 attacktype = 1 << attacknum; 1414 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1415 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1416 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1417 {
1442 tmp = arrow; 1418 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1419 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1420 }
1445 } 1421 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1422 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1423 {
1448 tmp = arrow; 1424 tmp = arrow;
1467 * find_better_arrow to find a decent arrow to use. 1443 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1444 * op = the shooter
1469 * type = bow->race 1445 * type = bow->race
1470 * dir = fire direction 1446 * dir = fire direction
1471 */ 1447 */
1472
1473object * 1448object *
1474pick_arrow_target (object *op, const char *type, int dir) 1449pick_arrow_target (object *op, const char *type, int dir)
1475{ 1450{
1476 object *tmp = NULL; 1451 object *tmp = NULL;
1477 maptile *m; 1452 maptile *m;
1542 */ 1517 */
1543int 1518int
1544fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1519fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1545{ 1520{
1546 object *left, *bow; 1521 object *left, *bow;
1547 int bowspeed, mflags; 1522 int mflags;
1548 maptile *m; 1523 maptile *m;
1549 1524
1550 if (!dir) 1525 if (!dir)
1551 { 1526 {
1552 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1527 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1553 return 0; 1528 return 0;
1554 } 1529 }
1555 1530
1556 if (op->type == PLAYER) 1531 if (op->contr)
1557 bow = op->contr->ranges[range_bow]; 1532 bow = op->current_weapon;
1558 else 1533 else
1559 { 1534 {
1560 for (bow = op->inv; bow; bow = bow->below) 1535 for (bow = op->inv; bow; bow = bow->below)
1561 /* Don't check for applied - monsters don't apply bows - in that way, they 1536 /* Don't check for applied - monsters don't apply bows - in that way, they
1562 * don't need to switch back and forth between bows and weapons. 1537 * don't need to switch back and forth between bows and weapons.
1567 if (!bow) 1542 if (!bow)
1568 { 1543 {
1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1544 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1570 return 0; 1545 return 0;
1571 } 1546 }
1547
1548 // optimisation: move object to top so we will find it quickly again
1549 if (bow->below)
1550 {
1551 bow->remove ();
1552 op->insert (bow);
1553 }
1554
1572 } 1555 }
1573 1556
1574 if (!bow->race || !bow->skill) 1557 if (!bow->race || !bow->skill)
1575 { 1558 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1559 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 return 0; 1560 return 0;
1578 } 1561 }
1579
1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1581
1582 /* penalize ROF for bestarrow */
1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1586 if (bowspeed < 1)
1587 bowspeed = 1;
1588 1562
1589 if (arrow == NULL) 1563 if (arrow == NULL)
1590 { 1564 {
1591 if ((arrow = find_arrow (op, bow->race)) == NULL) 1565 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 { 1566 {
1593 if (op->type == PLAYER) 1567 if (op->type == PLAYER)
1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1568 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1595 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1569 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1596 else 1570 else
1597 CLEAR_FLAG (op, FLAG_READY_BOW); 1571 CLEAR_FLAG (op, FLAG_READY_BOW);
1572
1598 return 0; 1573 return 0;
1599 } 1574 }
1600 } 1575 }
1601 1576
1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1577 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1626 1601
1627 arrow->set_owner (op); 1602 arrow->set_owner (op);
1628 arrow->skill = bow->skill; 1603 arrow->skill = bow->skill;
1629 arrow->direction = dir; 1604 arrow->direction = dir;
1630 1605
1606 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1607 arrow->stats.hp = arrow->stats.dam;
1608 arrow->stats.grace = arrow->attacktype;
1609
1610 if (arrow->slaying)
1611 arrow->spellarg = strdup (arrow->slaying);
1612
1613#if 0
1614 if (player *pl = op->contr)
1615 {
1616 float speed = pl->weapon_sp;
1617
1618 /* penalize ROF for bestarrow */
1619 if (pl->bowtype == bow_bestarrow)
1620 speed *= .9f;
1621 else
1622 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1623
1624 op->speed_left += speed - op->speed;
1625 }
1626#endif
1627
1628 SET_ANIMATION (arrow, arrow->direction);
1629
1630 /* update the speed */
1631 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1632 + bow->stats.dam / 7.f;
1633
1634 arrow->set_speed (max (arrow->speed, 2.f));
1635 arrow->speed_left = 0;
1636
1637 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1638
1631 if (op->type == PLAYER) 1639 if (op->type == PLAYER)
1632 { 1640 {
1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1634 op->update_stats ();
1635 }
1636
1637 SET_ANIMATION (arrow, arrow->direction);
1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641 if (arrow->slaying != NULL)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644 /* Note that this was different for monsters - they got their level
1645 * added to the damage. I think the strength bonus is more proper.
1646 */
1647
1648 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1649
1650 /* update the speed */
1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1652 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1653
1654 arrow->set_speed (max (arrow->speed, 1.0));
1655 arrow->speed_left = 0;
1656
1657 if (op->type == PLAYER)
1658 {
1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1660 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1661 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1662
1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1641 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1642 wc -= dex_bonus[op->stats.Dex];
1643
1644 if (!arrow->slaying)
1645 arrow->slaying = op->slaying;
1646
1647 arrow->attacktype |= op->attacktype;
1664 } 1648 }
1665 else 1649 else
1666 { 1650 {
1667 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1668 arrow->level = op->level; 1651 arrow->level = op->level;
1669 } 1652 arrow->stats.wc -= bow->magic;
1670 1653
1671 if (arrow->attacktype == AT_PHYSICAL) 1654 if (!arrow->slaying)
1655 arrow->slaying = bow->slaying;
1656
1672 arrow->attacktype |= bow->attacktype; 1657 arrow->attacktype |= bow->attacktype;
1658 }
1673 1659
1674 if (bow->slaying) 1660 wc -= arrow->level;
1675 arrow->slaying = bow->slaying; 1661 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1676 1662
1663 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1677 arrow->move_type = MOVE_FLY_LOW; 1664 arrow->move_type = MOVE_FLY_LOW;
1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1665 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1679 1666
1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1667 op->play_sound (sound_find ("fire_arrow"));
1681 m->insert (arrow, sx, sy, op); 1668 m->insert (arrow, sx, sy, op);
1682 1669
1683 if (!arrow->destroyed ()) 1670 if (!arrow->destroyed ())
1684 move_arrow (arrow); 1671 move_arrow (arrow);
1685 1672
1706{ 1693{
1707 int ret = 0, wcmod = 0; 1694 int ret = 0, wcmod = 0;
1708 1695
1709 if (op->contr->bowtype == bow_bestarrow) 1696 if (op->contr->bowtype == bow_bestarrow)
1710 { 1697 {
1711 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1698 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1712 } 1699 }
1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1700 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1714 { 1701 {
1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1702 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1716 wcmod = -1; 1703 wcmod = -1;
1726 else if (op->contr->bowtype == bow_spreadshot) 1713 else if (op->contr->bowtype == bow_spreadshot)
1727 { 1714 {
1728 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1715 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1716 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1730 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1717 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1731
1732 } 1718 }
1733 else 1719 else
1734 { 1720 {
1735 /* Simple case */ 1721 /* Simple case */
1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 } 1723 }
1724
1738 return ret; 1725 return ret;
1739} 1726}
1740
1741 1727
1742/* Fires a misc (wand/rod/horn) object in 'dir'. 1728/* Fires a misc (wand/rod/horn) object in 'dir'.
1743 * Broken apart from 'fire' to keep it more readable. 1729 * Broken apart from 'fire' to keep it more readable.
1744 */ 1730 */
1745void 1731void
1746fire_misc_object (object *op, int dir) 1732fire_misc_object (object *op, int dir)
1747{ 1733{
1748 object *item; 1734 object *item = op->contr->ranged_ob;
1749 1735
1750 if (!op->contr->ranges[range_misc]) 1736 if (!item)
1751 { 1737 {
1752 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1738 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1753 return; 1739 return;
1754 } 1740 }
1755 1741
1756 item = op->contr->ranges[range_misc];
1757 if (!item->inv) 1742 if (!item->inv)
1758 { 1743 {
1759 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1744 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1760 return; 1745 return;
1761 } 1746 }
1747
1748 if (!op->change_weapon (item))
1749 return;
1750
1762 if (item->type == WAND) 1751 if (item->type == WAND)
1763 { 1752 {
1764 if (item->stats.food <= 0) 1753 if (item->stats.food <= 0)
1765 { 1754 {
1766 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1767 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1756 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1757
1768 return; 1758 return;
1769 } 1759 }
1770 } 1760 }
1771 else if (item->type == ROD || item->type == HORN) 1761 else if (item->type == ROD || item->type == HORN)
1772 { 1762 {
1773 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1763 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1774 { 1764 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1765 op->contr->play_sound (sound_find ("wand_poof"));
1766
1776 if (item->type == ROD) 1767 if (item->type == ROD)
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1768 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1778 else 1769 else
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1771
1780 return; 1772 return;
1781 } 1773 }
1782 } 1774 }
1783 1775
1784 if (cast_spell (op, item, dir, item->inv, NULL)) 1776 if (cast_spell (op, item, dir, item->inv, NULL))
1791 object *tmp; 1783 object *tmp;
1792 1784
1793 if (item->arch) 1785 if (item->arch)
1794 { 1786 {
1795 CLEAR_FLAG (item, FLAG_ANIMATE); 1787 CLEAR_FLAG (item, FLAG_ANIMATE);
1796 item->face = item->arch->clone.face; 1788 item->face = item->arch->face;
1797 item->set_speed (0); 1789 item->set_speed (0);
1798 } 1790 }
1799 1791
1800 if ((tmp = item->in_player ())) 1792 if ((tmp = item->in_player ()))
1801 esrv_update_item (UPD_ANIM, tmp, item); 1793 esrv_update_item (UPD_ANIM, tmp, item);
1806 } 1798 }
1807} 1799}
1808 1800
1809/* Received a fire command for the player - go and do it. 1801/* Received a fire command for the player - go and do it.
1810 */ 1802 */
1811void 1803bool
1812fire (object *op, int dir) 1804fire (object *op, int dir)
1813{ 1805{
1814 int spellcost = 0; 1806 int spellcost = 0;
1815 1807
1816 /* check for loss of invisiblity/hide */ 1808 /* check for loss of invisiblity/hide */
1817 if (action_makes_visible (op)) 1809 if (action_makes_visible (op))
1818 make_visible (op); 1810 make_visible (op);
1819 1811
1820 switch (op->contr->shoottype) 1812 player *pl = op->contr;
1813
1814 if (pl->golem)
1815 {
1816 control_golem (op->contr->golem, dir);
1817 return false;
1821 { 1818 }
1822 case range_none:
1823 return;
1824 1819
1825 case range_bow: 1820 object *ob = pl->ranged_ob;
1821
1822 if (!ob)
1823 return false;
1824
1825 if (!op->change_weapon (ob))
1826 return false;
1827
1828 if (op->speed_left > 0.f)
1829 --op->speed_left;
1830 else
1831 return false;
1832
1833 switch (ob->type)
1834 {
1835 case BOW:
1826 player_fire_bow (op, dir); 1836 player_fire_bow (op, dir);
1827 return; 1837 break;
1828 1838
1829 case range_magic: /* Casting spells */ 1839 case SPELL:
1830 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1840 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1831 return; 1841 break;
1832 1842
1833 case range_misc: 1843 case BUILDER:
1844 apply_map_builder (op, dir);
1845 break;
1846
1847 case SKILL:
1848 do_skill (op, op, ob, dir, 0);
1849 break;
1850
1851 default:
1834 fire_misc_object (op, dir); 1852 fire_misc_object (op, dir);
1835 return; 1853 break;
1836
1837 case range_golem: /* Control summoned monsters from scrolls */
1838 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1839 {
1840 op->contr->ranges[range_golem] = 0;
1841 op->contr->shoottype = range_none;
1842 }
1843 else
1844 control_golem (op->contr->ranges[range_golem], dir);
1845 return;
1846
1847 case range_skill:
1848 if (!op->chosen_skill)
1849 {
1850 if (op->type == PLAYER)
1851 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1852 return;
1853 }
1854
1855 do_skill (op, op, op->chosen_skill, dir, NULL);
1856 return;
1857 case range_builder:
1858 apply_map_builder (op, dir);
1859 return;
1860 default:
1861 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1862 return;
1863 } 1854 }
1864}
1865 1855
1866 1856 return true;
1857}
1867 1858
1868/* find_key 1859/* find_key
1869 * We try to find a key for the door as passed. If we find a key 1860 * We try to find a key for the door as passed. If we find a key
1870 * and successfully use it, we return the key, otherwise NULL 1861 * and successfully use it, we return the key, otherwise NULL
1871 * This function merges both normal and locked door, since the logic 1862 * This function merges both normal and locked door, since the logic
1873 * pl is the player, 1864 * pl is the player,
1874 * inv is the objects inventory to searched 1865 * inv is the objects inventory to searched
1875 * door is the door we are trying to match against. 1866 * door is the door we are trying to match against.
1876 * This function can be called recursively to search containers. 1867 * This function can be called recursively to search containers.
1877 */ 1868 */
1878
1879object * 1869object *
1880find_key (object *pl, object *container, object *door) 1870find_key (object *pl, object *container, object *door)
1881{ 1871{
1882 object *tmp, *key; 1872 object *tmp, *key;
1883 1873
1884 /* Should not happen, but sanity checking is never bad */ 1874 /* Should not happen, but sanity checking is never bad */
1885 if (container->inv == NULL) 1875 if (!container->inv)
1886 return NULL; 1876 return 0;
1887 1877
1888 /* First, lets try to find a key in the top level inventory */ 1878 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1879 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1880 {
1891 if (door->type == DOOR && tmp->type == KEY) 1881 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1882 break;
1893 /* For sanity, we should really check door type, but other stuff 1883 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1884 * (like containers) can be locked with special keys
1895 */ 1885 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1886 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1887 break;
1898 } 1888 }
1889
1899 /* No key found - lets search inventories now */ 1890 /* No key found - lets search inventories now */
1900 /* If we find and use a key in an inventory, return at that time. 1891 /* If we find and use a key in an inventory, return at that time.
1901 * otherwise, if we search all the inventories and still don't find 1892 * otherwise, if we search all the inventories and still don't find
1902 * a key, return 1893 * a key, return
1903 */ 1894 */
1904 if (!tmp) 1895 if (!tmp)
1905 { 1896 {
1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 { 1898 {
1908 /* No reason to search empty containers */ 1899 /* No reason to search empty containers */
1909 if (tmp->type == CONTAINER && tmp->inv) 1900 if (tmp->type == CONTAINER && tmp->inv)
1910 { 1901 {
1911 if ((key = find_key (pl, tmp, door)) != NULL) 1902 if ((key = find_key (pl, tmp, door)))
1912 return key; 1903 return key;
1913 } 1904 }
1914 } 1905 }
1906
1915 if (!tmp) 1907 if (!tmp)
1916 return NULL; 1908 return NULL;
1917 } 1909 }
1910
1918 /* We get down here if we have found a key. Now if its in a container, 1911 /* We get down here if we have found a key. Now if its in a container,
1919 * see if we actually want to use it 1912 * see if we actually want to use it
1920 */ 1913 */
1921 if (pl != container) 1914 if (pl != container)
1922 { 1915 {
1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1936 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1944 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1937 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1945 return NULL; 1938 return NULL;
1946 } 1939 }
1947 } 1940 }
1941
1948 return tmp; 1942 return tmp;
1949} 1943}
1950 1944
1951/* moved door processing out of move_player_attack. 1945/* moved door processing out of move_player_attack.
1952 * returns 1 if player has opened the door with a key 1946 * returns 1 if player has opened the door with a key
1954 * 0 otherwise 1948 * 0 otherwise
1955 */ 1949 */
1956static int 1950static int
1957player_attack_door (object *op, object *door) 1951player_attack_door (object *op, object *door)
1958{ 1952{
1959 /* If its a door, try to find a use a key. If we do destroy the door, 1953 /* If its a door, try to find a key. If we do destroy the door,
1960 * might as well return immediately as there is nothing more to do - 1954 * might as well return immediately as there is nothing more to do -
1961 * otherwise, we fall through to the rest of the code. 1955 * otherwise, we fall through to the rest of the code.
1962 */ 1956 */
1963 object *key = find_key (op, op, door); 1957 object *key = find_key (op, op, door);
1964 1958
1965 /* IF we found a key, do some extra work */ 1959 /* If we found a key, do some extra work */
1966 if (key) 1960 if (key)
1967 { 1961 {
1968 object *container = key->env; 1962 object *container = key->env;
1969 1963
1970 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1971 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
1972 make_visible (op); 1965 make_visible (op);
1966
1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1967 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974 spring_trap (door->inv, op); 1968 spring_trap (door->inv, op);
1969
1975 if (door->type == DOOR) 1970 if (door->type == DOOR)
1976 {
1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1971 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1978 }
1979 else if (door->type == LOCKED_DOOR) 1972 else if (door->type == LOCKED_DOOR)
1980 { 1973 {
1981 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1974 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1982 remove_door2 (door); /* remove door without violence ;-) */ 1975 remove_door2 (door); /* remove door without violence ;-) */
1983 } 1976 }
1977
1984 /* Do this after we print the message */ 1978 /* Do this after we print the message */
1985 decrease_ob (key); /* Use up one of the keys */ 1979 decrease_ob (key); /* Use up one of the keys */
1986 /* Need to update the weight the container the key was in */ 1980 /* Need to update the weight the container the key was in */
1987 if (container != op) 1981 if (container != op)
1988 esrv_update_item (UPD_WEIGHT, op, container); 1982 esrv_update_item (UPD_WEIGHT, op, container);
1983
1989 return 1; /* Nothing more to do below */ 1984 return 1; /* Nothing more to do below */
1990 } 1985 }
1991 else if (door->type == LOCKED_DOOR) 1986 else if (door->type == LOCKED_DOOR)
1992 { 1987 {
1993 /* Might as well return now - no other way to open this */ 1988 /* Might as well return now - no other way to open this */
1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1989 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1995 return 1; 1990 return 1;
1996 } 1991 }
1992
1997 return 0; 1993 return 0;
1998} 1994}
1999 1995
2000/* This function is just part of a breakup from move_player. 1996/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 1997 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 1998 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 1999 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 2000 * going to try and move (not fire weapons).
2005 */ 2001 */
2006void 2002bool
2007move_player_attack (object *op, int dir) 2003move_player_attack (object *op, int dir)
2008{ 2004{
2009 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground; 2005 int on_battleground;
2012 maptile *m;
2013 2006
2014 nx = freearr_x[dir] + op->x; 2007 sint16 nx = freearr_x[dir] + op->x;
2015 ny = freearr_y[dir] + op->y; 2008 sint16 ny = freearr_y[dir] + op->y;
2016 2009
2017 on_battleground = op_on_battleground (op, 0, 0); 2010 on_battleground = op_on_battleground (op, 0, 0);
2011
2012 if (out_of_map (op->map, nx, ny))
2013 return false;
2014
2015 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2016 {
2017 --op->speed_left;
2018 return true;
2019 }
2018 2020
2019 /* If braced, or can't move to the square, and it is not out of the 2021 /* If braced, or can't move to the square, and it is not out of the
2020 * map, attack it. Note order of if statement is important - don't 2022 * map, attack it. Note order of if statement is important - don't
2021 * want to be calling move_ob if braced, because move_ob will move the 2023 * want to be calling move_ob if braced, because move_ob will move the
2022 * player. This is a pretty nasty hack, because if we could 2024 * player. This is a pretty nasty hack, because if we could
2023 * move to some space, it then means that if we are braced, we should 2025 * move to some space, it then means that if we are braced, we should
2024 * do nothing at all. As it is, if we are braced, we go through 2026 * do nothing at all. As it is, if we are braced, we go through
2025 * quite a bit of processing. However, it probably is less than what 2027 * quite a bit of processing. However, it probably is less than what
2026 * move_ob uses. 2028 * move_ob uses.
2027 */ 2029 */
2028 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2029 {
2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2031 {
2032 m = op->map->xy_find (nx, ny); 2030 maptile *m = op->map->xy_find (nx, ny);
2033 if (!m)
2034 return; /* Don't think this should happen */
2035 }
2036 else
2037 m = op->map;
2038 2031
2039 if (!(tmp = m->at (nx, ny).bot))
2040 return;
2041
2042 mon = 0;
2043 /* Go through all the objects, and find ones of interest. Only stop if 2032 /* Go through all the objects, and find ones of interest. Only stop if
2044 * we find a monster - that is something we know we want to attack. 2033 * we find a monster - that is something we know we want to attack.
2045 * if its a door or barrel (can roll) see if there may be monsters 2034 * if its a door or barrel (can roll) see if there may be monsters
2046 * on the space 2035 * on the space
2047 */ 2036 */
2048 while (tmp) 2037 object *mon;
2049 { 2038 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2050 if (tmp == op) 2039 {
2051 { 2040 if ((mon->flag [FLAG_ALIVE]
2052 tmp = tmp->above; 2041 || mon->type == LOCKED_DOOR
2053 continue; 2042 || mon->flag [FLAG_CAN_ROLL])
2054 }
2055
2056 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2057 {
2058 mon = tmp; 2043 && mon != op)
2059 break; 2044 break;
2060 } 2045 }
2061 2046
2062 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2063 mon = tmp;
2064
2065 tmp = tmp->above;
2066 }
2067
2068 if (!mon) /* This happens anytime the player tries to move */ 2047 if (!mon) /* This happens anytime the player tries to move */
2069 return; /* into a wall */ 2048 return false; /* into a wall */
2070 2049
2071 if (mon->head)
2072 mon = mon->head; 2050 mon = mon->head_ ();
2073 2051
2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2052 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2053 if (op->contr->weapon_sp_left > 0.f)
2075 if (player_attack_door (op, mon)) 2054 if (player_attack_door (op, mon))
2055 {
2056 --op->contr->weapon_sp_left;
2076 return; 2057 return true;
2058 }
2077 2059
2078 /* The following deals with possibly attacking peaceful 2060 /* The following deals with possibly attacking peaceful
2079 * or frienddly creatures. Basically, all players are considered 2061 * or friendly creatures. Basically, all players are considered
2080 * unaggressive. If the moving player has peaceful set, then the 2062 * unaggressive. If the moving player has peaceful set, then the
2081 * object should be pushed instead of attacked. It is assumed that 2063 * object should be pushed instead of attacked. It is assumed that
2082 * if you are braced, you will not attack friends accidently, 2064 * if you are braced, you will not attack friends accidently,
2083 * and thus will not push them. 2065 * and thus will not push them.
2084 */ 2066 */
2085 2067
2086 /* If the creature is a pet, push it even if the player is not 2068 /* If the creature is a pet, push it even if the player is not
2087 * peaceful. Our assumption is the creature is a pet if the 2069 * peaceful. Our assumption is the creature is a pet if the
2088 * player owns it and it is either friendly or unagressive. 2070 * player owns it and it is either friendly or unagressive.
2089 */ 2071 */
2090 if ((op->type == PLAYER) 2072 if (op->type == PLAYER
2091#if COZY_SERVER
2092 &&
2093 ((mon->owner && mon->owner->contr 2073 && ((mon->owner && mon->owner->contr
2094 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2074 && same_party (mon->owner->contr->party, op->contr->party))
2095#else
2096 && mon->owner == op 2075 || mon->owner == op)
2097#endif
2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2076 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2099 { 2077 {
2100 /* If we're braced, we don't want to switch places with it */ 2078 /* If we're braced, we don't want to switch places with it */
2101 if (op->contr->braced) 2079 if (op->contr->braced)
2102 return; 2080 return false;
2103 2081
2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2082 if (op->speed_left > 0.f)
2083 {
2084 --op->speed_left;
2085
2086 op->play_sound (sound_find ("push_player"));
2105 (void) push_ob (mon, dir, op); 2087 push_ob (mon, dir, op);
2088
2106 if (op->contr->tmp_invis || op->hide) 2089 if (op->contr->tmp_invis || op->hide)
2107 make_visible (op); 2090 make_visible (op);
2108 2091
2109 return; 2092 return true;
2110 } 2093 }
2094 else
2095 return false;
2096 }
2111 2097
2112 /* in certain circumstances, you shouldn't attack friendly 2098 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push 2099 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't 2100 * someone, but put it inside this loop so that you won't
2115 * attack them either. 2101 * attack them either.
2116 */ 2102 */
2117 if ((mon->type == PLAYER || mon->enemy != op) && 2103 if ((mon->type == PLAYER || mon->enemy != op)
2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2104 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2119#ifdef PROHIBIT_PLAYERKILL
2120 (op->contr->peaceful 2105 && ((op->contr->peaceful
2121 || (mon->type == PLAYER 2106 || (mon->type == PLAYER && mon->contr->peaceful))
2122 && mon->contr->
2123 peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground)) 2107 && !on_battleground))
2108 {
2109 if (op->speed_left > 0.f)
2128 { 2110 {
2111 --op->speed_left;
2112
2129 if (!op->contr->braced) 2113 if (!op->contr->braced)
2130 { 2114 {
2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2115 op->play_sound (sound_find ("push_player"));
2132 push_ob (mon, dir, op); 2116 push_ob (mon, dir, op);
2133 } 2117 }
2134 else 2118 else
2135 new_draw_info (0, 0, op, "You withhold your attack"); 2119 op->statusmsg ("You withhold your attack");
2136 2120
2137 if (op->contr->tmp_invis || op->hide) 2121 if (op->contr->tmp_invis || op->hide)
2138 make_visible (op); 2122 make_visible (op);
2139 }
2140 2123
2124 return true;
2125 }
2126 }
2141 /* If the object is a boulder or other rollable object, then 2127 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 2128 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2129 */
2144 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2130 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2131 {
2132 if (op->speed_left > 0.f)
2145 { 2133 {
2134 --op->speed_left;
2135
2146 recursive_roll (mon, dir, op); 2136 recursive_roll (mon, dir, op);
2147 if (action_makes_visible (op)) 2137 if (action_makes_visible (op))
2148 make_visible (op); 2138 make_visible (op);
2149 }
2150 2139
2140 return true;
2141 }
2142 }
2151 /* Any generic living creature. Including things like doors. 2143 /* Any generic living creature. Including things like doors.
2152 * Way it works is like this: First, it must have some hit points 2144 * Way it works is like this: First, it must have some hit points
2153 * and be living. Then, it must be one of the following: 2145 * and be living. Then, it must be one of the following:
2154 * 1) Not a player, 2) A player, but of a different party. Note 2146 * 1) Not a player, 2) A player, but of a different party. Note
2155 * that party_number -1 is no party, so attacks can still happen. 2147 * that party_number -1 is no party, so attacks can still happen.
2156 */ 2148 */
2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2149 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2150 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 { 2151 {
2160 2152 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2161 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit)
2167 { 2153 {
2168 op->speed_left += op->speed / op->contr->weapon_sp; 2154 --op->contr->weapon_sp_left;
2169
2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2171 }
2172 2155
2173 skill_attack (mon, op, 0, 0, 0); 2156 skill_attack (mon, op, 0, 0, 0);
2174
2175 /* If attacking another player, that player gets automatic
2176 * hitback, and doesn't loose luck either.
2177 * Disable hitback on the battleground or if the target is
2178 * the wiz.
2179 */
2180 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2181 {
2182 short luck = mon->stats.luck;
2183
2184 mon->contr->has_hit = 1;
2185 skill_attack (op, mon, 0, 0, 0);
2186 mon->stats.luck = luck;
2187 }
2188 2157
2189 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2190 make_visible (op); 2159 make_visible (op);
2191 }
2192 } /* if player should attack something */
2193}
2194 2160
2195int 2161 return true;
2162 }
2163 }
2164
2165 return false;
2166}
2167
2168bool
2196move_player (object *op, int dir) 2169move_player (object *op, int dir)
2197{ 2170{
2198 int pick; 2171 int pick;
2199 2172
2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2173 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2207 return 0; 2180 return 0;
2208 } 2181 }
2209 2182
2210 /* peterm: added following line */ 2183 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2184 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2185 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2213 2186
2214 op->facing = dir; 2187 op->facing = dir;
2215 2188
2216 if (op->hide) 2189 if (op->hide)
2217 do_hidden_move (op); 2190 do_hidden_move (op);
2218 2191
2192 bool retval;
2193
2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2194 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2220 /*nop */ ; 2195 retval = RESULT_INT (0);
2221 else if (op->contr->fire_on) 2196 else if (op->contr->fire_on)
2222 fire (op, dir); 2197 retval = fire (op, dir);
2223 else 2198 else
2224 { 2199 {
2225 move_player_attack (op, dir); 2200 retval = move_player_attack (op, dir);
2226 pick = check_pick (op); 2201 pick = check_pick (op);
2227 } 2202 }
2228 2203
2229 /* Add special check for newcs players and fire on - this way, the 2204 /* Add special check for newcs players and fire on - this way, the
2230 * server can handle repeat firing. 2205 * server can handle repeat firing.
2237 /* Update how the player looks. Use the facing, so direction may 2212 /* Update how the player looks. Use the facing, so direction may
2238 * get reset to zero. This allows for full animation capabilities 2213 * get reset to zero. This allows for full animation capabilities
2239 * for players. 2214 * for players.
2240 */ 2215 */
2241 animate_object (op, op->facing); 2216 animate_object (op, op->facing);
2242 return 0; 2217
2218 return retval;
2243} 2219}
2244 2220
2245/* This is similar to handle_player, below, but is only used by the 2221/* This is similar to handle_player, below, but is only used by the
2246 * new client/server stuff. 2222 * new client/server stuff.
2247 * This is sort of special, in that the new client/server actually uses 2223 * This is sort of special, in that the new client/server actually uses
2248 * the new speed values for commands. 2224 * the new speed values for commands.
2249 * 2225 *
2250 * Returns true if there are more actions we can do. 2226 * Returns true if there are more actions we can do. Should not do
2227 * many actions in a row, as that would be too unfair to other
2228 * players.
2251 */ 2229 */
2252int 2230bool
2253handle_newcs_player (object *op) 2231handle_newcs_player (object *op)
2254{ 2232{
2255 if (op->contr->hidden)
2256 {
2257 op->invisible = 1000;
2258 /* the socket code flashes the player visible/invisible
2259 * depending on the value of invisible, so we need to
2260 * alternate it here for it to work correctly.
2261 */
2262 if (pticks & 2)
2263 op->invisible--;
2264 }
2265 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2266 {
2267 op->invisible--;
2268 if (!op->invisible)
2269 {
2270 make_visible (op);
2271 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2272 }
2273 }
2274
2275 if (QUERY_FLAG (op, FLAG_SCARED)) 2233 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2234 {
2277 flee_player (op); 2235 if (op->speed_left > 0.f)
2278 /* If player is still scared, that is his action for this tick */
2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2236 {
2281 op->speed_left--; 2237 --op->speed_left;
2238 flee_player (op);
2239
2282 return 0; 2240 return true;
2283 } 2241 }
2242 else
2243 return false;
2284 } 2244 }
2285
2286 /* I've been seeing crashes where the golem has been destroyed, but
2287 * the player object still points to the defunct golem. The code that
2288 * destroys the golem looks correct, and it doesn't always happen, so
2289 * put this in a a workaround to clean up the golem pointer.
2290 */
2291 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2292 op->contr->ranges[range_golem] = 0;
2293 2245
2294 /* call this here - we also will call this in do_ericserver, but 2246 /* call this here - we also will call this in do_ericserver, but
2295 * the players time has been increased when doericserver has been 2247 * the players time has been increased when doericserver has been
2296 * called, so we recheck it here. 2248 * called, so we recheck it here.
2297 */ 2249 */
2298 if (op->contr->ns->handle_command ()) 2250 if (op->contr->ns->handle_command ())
2299 return 1; 2251 return true;
2300 2252
2301 if (op->speed_left > 0)
2302 {
2303 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2253 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2304 {
2305 /* All move commands take 1 tick, at least for now */
2306 op->speed_left--;
2307
2308 /* Instead of all the stuff below, let move_player take care
2309 * of it. Also, some of the skill stuff is only put in
2310 * there, as well as the confusion stuff.
2311 */
2312 move_player (op, op->direction); 2254 return move_player (op, op->direction);
2313 2255
2314 return op->speed_left > 0;
2315 }
2316 }
2317
2318 return 0; 2256 return false;
2319} 2257}
2320 2258
2321int 2259int
2322save_life (object *op) 2260save_life (object *op)
2323{ 2261{
2325 return 0; 2263 return 0;
2326 2264
2327 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2265 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2328 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2266 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2329 { 2267 {
2330 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2268 op->play_sound (sound_find ("ob_evaporate"));
2331 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2269 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2332 2270
2333 if (op->contr) 2271 if (op->contr)
2334 esrv_del_item (op->contr, tmp->count); 2272 esrv_del_item (op->contr, tmp->count);
2335 2273
2355/* This goes throws the inventory and removes unpaid objects, and puts them 2293/* This goes throws the inventory and removes unpaid objects, and puts them
2356 * back in the map (location and map determined by values of env). This 2294 * back in the map (location and map determined by values of env). This
2357 * function will descend into containers. op is the object to start the search 2295 * function will descend into containers. op is the object to start the search
2358 * from. 2296 * from.
2359 */ 2297 */
2360void 2298static void
2361remove_unpaid_objects (object *op, object *env) 2299drop_unpaid_items (object *op, object *env)
2362{ 2300{
2363 object *next;
2364
2365 while (op) 2301 while (op)
2366 { 2302 {
2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2303 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 2304
2369 if (QUERY_FLAG (op, FLAG_UNPAID)) 2305 if (QUERY_FLAG (op, FLAG_UNPAID))
2372 esrv_del_item (env->contr, op->count); 2308 esrv_del_item (env->contr, op->count);
2373 2309
2374 op->insert_at (env); 2310 op->insert_at (env);
2375 } 2311 }
2376 else if (op->inv) 2312 else if (op->inv)
2377 remove_unpaid_objects (op->inv, env); 2313 drop_unpaid_items (op->inv, env);
2378 2314
2379 op = next; 2315 op = next;
2380 } 2316 }
2317}
2318
2319void
2320object::drop_unpaid_items ()
2321{
2322 if (!flag [FLAG_REMOVED])
2323 ::drop_unpaid_items (inv, this);
2381} 2324}
2382 2325
2383/* 2326/*
2384 * Returns pointer a static string containing gravestone text 2327 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2328 * Moved from apply.c to player.c - player.c is what
2435 int rate_grace = 2000; 2378 int rate_grace = 2000;
2436 const int max_hp = 1; 2379 const int max_hp = 1;
2437 const int max_sp = 1; 2380 const int max_sp = 1;
2438 const int max_grace = 1; 2381 const int max_grace = 1;
2439 2382
2440 if (op->contr->outputs_sync) 2383 if (op->contr->hidden)
2384 {
2385 op->invisible = 1000;
2386 /* the socket code flashes the player visible/invisible
2387 * depending on the value of invisible, so we need to
2388 * alternate it here for it to work correctly.
2389 */
2390 if (pticks & 2)
2391 op->invisible--;
2441 { 2392 }
2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2393 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2394 {
2444 flush_output_element (op, &op->contr->outputs[i]); 2395 if (!op->invisible--)
2396 {
2397 make_visible (op);
2398 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2399 }
2445 } 2400 }
2446 2401
2447 if (op->contr->ns->state == ST_PLAYING) 2402 if (op->contr->ns->state == ST_PLAYING)
2448 { 2403 {
2449 /* these next three if clauses make it possible to SLOW DOWN 2404 /* these next three if clauses make it possible to SLOW DOWN
2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2423 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2469 else 2424 else
2470 { 2425 {
2471 gen_grace = op->stats.maxgrace; 2426 gen_grace = op->stats.maxgrace;
2472 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2427 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2473 }
2474
2475 /* Regenerate Spell Points */
2476 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2477 {
2478 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2479 if (op->stats.sp < op->stats.maxsp)
2480 {
2481 op->stats.sp++;
2482 /* dms do not consume food */
2483 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 {
2485 op->stats.food--;
2486 if (op->contr->digestion < 0)
2487 op->stats.food += op->contr->digestion;
2488 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food = last_food;
2490 }
2491 }
2492
2493 if (max_sp > 1)
2494 {
2495 over_sp = (gen_sp + 10) / rate_sp;
2496 if (over_sp > 0)
2497 {
2498 if (op->stats.sp < op->stats.maxsp)
2499 {
2500 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2501
2502 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2503 op->stats.sp--;
2504
2505 if (op->stats.sp > op->stats.maxsp)
2506 op->stats.sp = op->stats.maxsp;
2507 }
2508 op->last_sp = 0;
2509 }
2510 else
2511 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2512 }
2513 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 } 2428 }
2516 2429
2517 /* Regenerate Grace */ 2430 /* Regenerate Grace */
2518 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2431 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2519 if (--op->last_grace < 0) 2432 if (--op->last_grace < 0)
2540 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2453 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2541 } 2454 }
2542 /* wearing stuff doesn't detract from grace generation. */ 2455 /* wearing stuff doesn't detract from grace generation. */
2543 } 2456 }
2544 2457
2458 if (op->stats.food > 0)
2459 {
2545 /* Regenerate Hit Points */ 2460 /* Regenerate Spell Points */
2546 if (--op->last_heal < 0) 2461 if (!op->contr->golem && --op->last_sp < 0)
2547 {
2548 if (op->stats.hp < op->stats.maxhp)
2549 { 2462 {
2550 op->stats.hp++; 2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2551 /* dms do not consume food */ 2464
2552 if (!QUERY_FLAG (op, FLAG_WIZ)) 2465 if (op->stats.sp < op->stats.maxsp)
2553 { 2466 {
2467 op->stats.sp++;
2468
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 {
2554 op->stats.food--; 2472 op->stats.food--;
2473
2555 if (op->contr->digestion < 0) 2474 if (op->contr->digestion < 0)
2556 op->stats.food += op->contr->digestion; 2475 op->stats.food += op->contr->digestion;
2557 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2558 op->stats.food = last_food; 2477 op->stats.food = last_food;
2478 }
2559 } 2479 }
2560 }
2561 2480
2562 if (max_hp > 1) 2481 if (max_sp > 1)
2563 {
2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2565 if (over_hp > 0)
2566 { 2482 {
2567 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2483 over_sp = (gen_sp + 10) / rate_sp;
2484 if (over_sp > 0)
2485 {
2486 if (op->stats.sp < op->stats.maxsp)
2487 {
2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2491 op->stats.sp--;
2492
2493 if (op->stats.sp > op->stats.maxsp)
2494 op->stats.sp = op->stats.maxsp;
2495 }
2496
2568 op->last_heal = 0; 2497 op->last_sp = 0;
2498 }
2499 else
2500 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2569 } 2501 }
2570 else 2502 else
2503 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2504 }
2505
2506 /* Regenerate Hit Points */
2507 if (--op->last_heal < 0)
2508 {
2509 if (op->stats.hp < op->stats.maxhp)
2571 { 2510 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2511 op->stats.hp++;
2512
2513 /* dms do not consume food */
2514 if (!QUERY_FLAG (op, FLAG_WIZ))
2515 {
2516 op->stats.food--;
2517
2518 if (op->contr->digestion < 0)
2519 op->stats.food += op->contr->digestion;
2520 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2521 op->stats.food = last_food;
2522 }
2573 } 2523 }
2524
2525 if (max_hp > 1)
2526 {
2527 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2528
2529 if (over_hp > 0)
2530 {
2531 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2532 op->last_heal = 0;
2533 }
2534 else
2535 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2574 } 2536 }
2575 else 2537 else
2576 {
2577 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2538 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 } 2539 }
2579 } 2540 }
2580 2541
2581 /* Digestion */ 2542 /* Digestion */
2582 if (--op->last_eat < 0) 2543 if (--op->last_eat < 0)
2583 { 2544 {
2584#ifdef COZY_SERVER 2545 int bonus = max (0, op->contr->digestion),
2585 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2546 penalty = max (0, -op->contr->digestion);
2586 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2587#else
2588 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2589#endif
2590 2547
2591 if (op->contr->gen_hp > 0)
2592 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2548 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2593 else
2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595 2549
2596 /* dms do not consume food */ 2550 /* dms do not consume food */
2597 if (!QUERY_FLAG (op, FLAG_WIZ)) 2551 if (!QUERY_FLAG (op, FLAG_WIZ))
2598 op->stats.food--; 2552 op->stats.food--;
2599 } 2553 }
2626 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2627 manual_apply (op, flesh, 0); 2581 manual_apply (op, flesh, 0);
2628 } 2582 }
2629 } 2583 }
2630 2584
2631 while (op->stats.food < 0 && op->stats.hp >= 0) 2585 if (op->stats.food < 0)
2632 op->stats.food++, op->stats.hp--; 2586 {
2587 op->stats.hp += op->stats.food;
2588 op->stats.food = 0;
2589 }
2633 2590
2634 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2591 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2635 kill_player (op); 2592 kill_player (op);
2636 } 2593 }
2637} 2594}
2642 * file. 2599 * file.
2643 */ 2600 */
2644void 2601void
2645kill_player (object *op) 2602kill_player (object *op)
2646{ 2603{
2604 int x, y;
2647 char buf[MAX_BUF]; 2605 char buf[MAX_BUF];
2648 int x, y;
2649
2650 //int i;
2651 maptile *map; /* this is for resurrection */ 2606 maptile *map; /* this is for resurrection */
2652
2653 /* int z;
2654 int num_stats_lose;
2655 int lost_a_stat;
2656 int lose_this_stat;
2657 int this_stat; */
2658 int will_kill_again; 2607 int will_kill_again;
2659 archetype *at; 2608 archetype *at;
2660 object *tmp; 2609 object *tmp;
2661 2610
2662 if (save_life (op)) 2611 if (save_life (op))
2663 return; 2612 return;
2664
2665 2613
2666 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2614 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2667 * in cities ONLY!!! It is very important that this doesn't get abused. 2615 * in cities ONLY!!! It is very important that this doesn't get abused.
2668 * Look at op_on_battleground() for more info --AndreasV 2616 * Look at op_on_battleground() for more info --AndreasV
2669 */ 2617 */
2685 { 2633 {
2686 tmp->destroy (); 2634 tmp->destroy ();
2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2635 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2688 } 2636 }
2689 2637
2690 cure_disease (op, 0); /* remove any disease */ 2638 cure_disease (op, 0, 0); /* remove any disease */
2691 op->stats.hp = op->stats.maxhp; 2639 op->stats.hp = op->stats.maxhp;
2692 if (op->stats.food <= 0) 2640 if (op->stats.food <= 0)
2693 op->stats.food = 999; 2641 op->stats.food = 999;
2694 2642
2695 /* create a bodypart-trophy to make the winner happy */ 2643 /* create a bodypart-trophy to make the winner happy */
2696 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2644 if (object *tmp = arch_to_object (archetype::find ("finger")))
2697 { 2645 {
2698 sprintf (buf, "%s's finger", &op->name); 2646 tmp->name = format ("%s's finger" , &op->name);
2699 tmp->name = buf; 2647 tmp->name_pl = format ("%s's fingers", &op->name);
2700 sprintf (buf, " This finger has been cut off %s\n" 2648 tmp->msg = format (
2701 " the %s, when he was defeated at\n level %d by %s.\n", 2649 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2650 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2703 tmp->msg = buf; 2651 );
2704 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2652 tmp->value = 0, tmp->type = 0;
2705 tmp->materialname = NULL; 2653 tmp->materialname = "organics";
2706 tmp->insert_at (op, tmp); 2654 tmp->insert_at (op, tmp);
2707 } 2655 }
2708 2656
2709 /* teleport defeated player to new destination */ 2657 /* teleport defeated player to new destination */
2710 transfer_ob (op, x, y, 0, NULL); 2658 transfer_ob (op, x, y, 0, NULL);
2715 INVOKE_PLAYER (DEATH, op->contr); 2663 INVOKE_PLAYER (DEATH, op->contr);
2716 2664
2717 command_kill_pets (op, 0); 2665 command_kill_pets (op, 0);
2718 2666
2719 if (op->stats.food < 0) 2667 if (op->stats.food < 0)
2720 {
2721 sprintf (buf, "%s starved to death.", &op->name);
2722 strcpy (op->contr->killer, "starvation"); 2668 strcpy (op->contr->killer, "starvation");
2723 }
2724 else
2725 sprintf (buf, "%s died.", &op->name);
2726 2669
2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2670 op->contr->play_sound (sound_find ("player_dies"));
2728 2671
2729 /* save the map location for corpse, gravestone */ 2672 /* save the map location for corpse, gravestone */
2730 x = op->x; 2673 x = op->x;
2731 y = op->y; 2674 y = op->y;
2732 map = op->map; 2675 map = op->map;
2895 { 2838 {
2896 tmp->destroy (); 2839 tmp->destroy ();
2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2840 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2898 } 2841 }
2899 2842
2900 cure_disease (op, 0); /* remove any disease */ 2843 cure_disease (op, 0, 0); /* remove any disease */
2901 2844
2902 /*add_exp(op, (op->stats.exp * -0.20)); */ 2845 /*add_exp(op, (op->stats.exp * -0.20)); */
2903 apply_death_exp_penalty (op); 2846 apply_death_exp_penalty (op);
2904 if (op->stats.food < 100) 2847 if (op->stats.food < 100)
2905 op->stats.food = 900; 2848 op->stats.food = 900;
2906 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2909 2852
2910 /* 2853 /*
2911 * Check to see if the player is in a shop. IF so, then check to see if
2912 * the player has any unpaid items. If so, remove them and put them back 2854 * Check to see if the player has any unpaid items. If so, remove them
2913 * in the map. 2855 * and put them back in the map.
2914 */ 2856 */
2915 2857 op->drop_unpaid_items ();
2916 if (is_in_shop (op))
2917 remove_unpaid_objects (op->inv, op);
2918 2858
2919 /****************************************/ 2859 /****************************************/
2920 /* */ 2860 /* */
2921 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2922 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
2942 object *force; 2882 object *force;
2943 int at; 2883 int at;
2944 2884
2945 force = get_archetype (FORCE_NAME); 2885 force = get_archetype (FORCE_NAME);
2946 /* 50 ticks should be enough time for the spell to abate */ 2886 /* 50 ticks should be enough time for the spell to abate */
2947 force->speed = 0.1; 2887 force->speed = 0.1f;
2948 force->speed_left = -5.0; 2888 force->speed_left = -5.f;
2949 SET_FLAG (force, FLAG_APPLIED); 2889 SET_FLAG (force, FLAG_APPLIED);
2950 for (at = 0; at < NROFATTACKS; at++) 2890 for (at = 0; at < NROFATTACKS; at++)
2951 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
2952 force->resist[at] = 100; 2892 force->resist[at] = 100;
2953 2893
2962void 2902void
2963loot_object (object *op) 2903loot_object (object *op)
2964{ /* Grab and destroy some treasure */ 2904{ /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next; 2905 object *tmp, *tmp2, *next;
2966 2906
2967 if (op->container) 2907 op->close_container (); /* close open sack first */
2968 esrv_apply_container (op, op->container); /* close open sack first */
2969 2908
2970 for (tmp = op->inv; tmp; tmp = next) 2909 for (tmp = op->inv; tmp; tmp = next)
2971 { 2910 {
2972 next = tmp->below; 2911 next = tmp->below;
2973 2912
2974 if (tmp->invisible) 2913 if (tmp->invisible)
2975 continue; 2914 continue;
2976 2915
2977 tmp->remove (); 2916 tmp->remove ();
2978 tmp->x = op->x, tmp->y = op->y; 2917 tmp->x = op->x, tmp->y = op->y;
2918
2979 if (tmp->type == CONTAINER) 2919 if (tmp->type == CONTAINER)
2980 { /* empty container to ground */ 2920 loot_object (tmp); /* empty container to ground */
2981 loot_object (tmp); 2921
2982 }
2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2922 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2984 { 2923 {
2985 if (tmp->nrof > 1) 2924 if (tmp->nrof > 1)
2986 { 2925 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2926 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2988 tmp2->destroy (); 2927 tmp2->destroy ();
2999/* 2938/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2939 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2940 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2941 * was changed.
3003 */ 2942 */
3004
3005void 2943void
3006fix_weight (void) 2944fix_weight (void)
3007{ 2945{
3008 for_all_players (pl) 2946 for_all_players (pl)
3009 { 2947 {
3064void 3002void
3065make_visible (object *op) 3003make_visible (object *op)
3066{ 3004{
3067 op->hide = 0; 3005 op->hide = 0;
3068 op->invisible = 0; 3006 op->invisible = 0;
3007
3069 if (op->type == PLAYER) 3008 if (op->type == PLAYER)
3070 { 3009 {
3071 op->contr->tmp_invis = 0; 3010 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 3011 op->contr->invis_race = 0;
3073 } 3012 }
3013
3074 update_object (op, UP_OBJ_FACE); 3014 update_object (op, UP_OBJ_CHANGE);
3075} 3015}
3076 3016
3077int 3017int
3078is_true_undead (object *op) 3018is_true_undead (object *op)
3079{ 3019{
3080 object *tmp = NULL;
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3020 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3083 return 1; 3021 return 1;
3084 3022
3085 return 0; 3023 return 0;
3086} 3024}
3087 3025
3088/* look at the surrounding terrain to determine 3026/* look at the surrounding terrain to determine
3089 * the hideability of this object. Positive levels 3027 * the hideability of this object. Positive levels
3090 * indicate greater hideability. 3028 * indicate greater hideability.
3091 */ 3029 */
3092
3093int 3030int
3094hideability (object *ob) 3031hideability (object *ob)
3095{ 3032{
3096 int i, level = 0, mflag; 3033 int i, level = 0, mflag;
3097 sint16 x, y; 3034 sint16 x, y;
3131/* For Hidden creatures - a chance of becoming 'unhidden' 3068/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 3069 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 3070 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 3071 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 3072 */
3136
3137void 3073void
3138do_hidden_move (object *op) 3074do_hidden_move (object *op)
3139{ 3075{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3076 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3141 object *skop; 3077 object *skop;
3223 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3224 * but we dont worry if the object isnt the top one in 3160 * but we dont worry if the object isnt the top one in
3225 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3226 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3227 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3228 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3229 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3230 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3231 * for them to differ. Sigh, this fctn could get a bit more complex. 3167 * for them to differ. Sigh, this fctn could get a bit more complex.
3232 * -b.t. 3168 * -b.t.
3233 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3234 */ 3170 */
3235
3236int 3171int
3237player_can_view (object *pl, object *op) 3172player_can_view (object *pl, object *op)
3238{ 3173{
3239 rv_vector rv; 3174 rv_vector rv;
3240 int dx, dy; 3175 int dx, dy;
3252 3187
3253 get_rangevector (pl, op, &rv, 0x1); 3188 get_rangevector (pl, op, &rv, 0x1);
3254 3189
3255 /* starting with the 'head' part, lets loop 3190 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any 3191 * through the object and find if it has any
3257 * part that is in the los array but isnt on 3192 * part that is in the los array but isn't on
3258 * a blocked los square. 3193 * a blocked los square.
3259 * we use the archetype to figure out offsets. 3194 * we use the archetype to figure out offsets.
3260 */ 3195 */
3261 while (op) 3196 while (op)
3262 { 3197 {
3263 dx = rv.distance_x + op->arch->clone.x; 3198 dx = rv.distance_x + op->arch->x;
3264 dy = rv.distance_y + op->arch->clone.y; 3199 dy = rv.distance_y + op->arch->y;
3265 3200
3266 /* only the viewable area the player sees is updated by LOS 3201 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values 3202 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values. 3203 * for any meaningful values.
3269 */ 3204 */
3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3271 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3273 return 1; 3208 return 1;
3209
3274 op = op->more; 3210 op = op->more;
3275 } 3211 }
3212
3276 return 0; 3213 return 0;
3277} 3214}
3278 3215
3279/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3283 * return 0. 3220 * return 0.
3284 */ 3221 */
3285int 3222int
3286action_makes_visible (object *op) 3223action_makes_visible (object *op)
3287{ 3224{
3288
3289 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290 { 3226 {
3291 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3292 return 0; 3228 return 0;
3293 3229
3299 { 3235 {
3300 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3301 return 1; 3237 return 1;
3302 } 3238 }
3303 } 3239 }
3240
3304 return 0; 3241 return 0;
3305} 3242}
3306 3243
3307/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3313 * Default is to do the same as before, so only people wanting to have different points need worry about this 3250 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3251 */
3315int 3252int
3316op_on_battleground (object *op, int *x, int *y) 3253op_on_battleground (object *op, int *x, int *y)
3317{ 3254{
3318 object *tmp;
3319
3320 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3321 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3256 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3323 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3324 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3325 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3327 { 3262 {
3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3329 { 3264 {
3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3331 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3266 && tmp->type == BATTLEGROUND
3267 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp))
3332 { 3269 {
3333 /*before we assign the exit, check if this is a teambattle */ 3270 /* before we assign the exit, check if this is a teambattle */
3334 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3335 { 3272 {
3336 object *invtmp;
3337
3338 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3339 { 3274 {
3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3341 { 3276 {
3342 if (x != NULL && y != NULL) 3277 if (x && y)
3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3344 return 1; 3280 return 1;
3345 } 3281 }
3346 } 3282 }
3347 } 3283 }
3284
3348 if (x != NULL && y != NULL) 3285 if (x && y)
3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3350 return 1; 3288 return 1;
3351 } 3289 }
3352 } 3290 }
3353 } 3291 }
3292
3354 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3355 return 0; 3294 return 0;
3356} 3295}
3357 3296
3358/* 3297/*
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3314 int i = 0, j = 0;
3376 3315
3377 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3380 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3382 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3384 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3386 3325
3387 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3388 return; 3327 return;
3389 3328
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3329 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3395 return; 3334 return;
3396 } 3335 }
3397 3336
3398 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone); 3338 item = tr->item;
3400 3339
3401 if (item->type == SPELL) 3340 if (item->type == SPELL)
3402 { 3341 {
3403 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3404 return; 3343 return;
3463 { 3402 {
3464 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3465 object *skin; 3404 object *skin;
3466 3405
3467 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3407 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3470 ; 3408 ;
3471 3409
3472 if (!skin) 3410 if (!skin)
3473 return; 3411 return;
3474 3412
3522 * not readied. 3460 * not readied.
3523 */ 3461 */
3524void 3462void
3525player_unready_range_ob (player *pl, object *ob) 3463player_unready_range_ob (player *pl, object *ob)
3526{ 3464{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3465 if (pl->ob->current_weapon == ob)
3466 pl->ob->current_weapon = 0;
3467
3468 if (pl->combat_ob == ob)
3469 pl->combat_ob = 0;
3470
3528 if (pl->ranges[i] == ob) 3471 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3472 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3473}
3474
3475sint8
3476player::visibility_at (maptile *map, int x, int y) const
3477{
3478 if (!ns)
3479 return 0;
3480
3481 int dx, dy;
3482 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3483 return 0;
3484
3485 x += dx - ns->current_x + ns->mapx / 2;
3486 y += dy - ns->current_y + ns->mapy / 2;
3487
3488 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3489 return 0;
3490
3491 return 100 - blocked_los [x][y];
3492}
3493
3494void
3495player::infobox (const char *title, const char *msg, int color)
3496{
3497 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3498}
3499
3500void
3501player::statusmsg (const char *msg, int color)
3502{
3503 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3504}
3505
3506void
3507player::failmsg (const char *msg, int color)
3508{
3509 play_sound (sound_find ("generic_failure"));
3510 statusmsg (msg, color);
3511}
3512

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