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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 1.181 by root, Tue Apr 15 14:21:04 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
194 return; 178 return;
195 179
196 terminate_all_pets (ob); 180 terminate_all_pets (ob);
197 remove_friendly_object (ob); 181 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
199 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 189 ob->map = 0;
190 party = 0;
201 191
202 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 193
205 players.erase (this); 194 players.erase (this);
206} 195}
207 196
208// connect the player with a specific client 197// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
210void 199void
211player::connect (client *ns) 200player::connect (client *ns)
212{ 201{
213 this->ns = ns; 202 this->ns = ns;
214 ns->pl = this; 203 ns->pl = this;
215 204
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 ob->deactivate (); // change_Weapon activates, fix this better
327}
328
329void
330player::set_observe (object *op)
331{
332 observe = op ? op : ob;
333 do_los = 1;
320} 334}
321 335
322player::player () 336player::player ()
323{ 337{
324 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point. 339 * we deal with that below this point.
326 */ 340 */
327 outputs_sync = 16; /* Every 2 seconds */ 341 outputs_sync = 4;
328 outputs_count = 8; /* Keeps present behaviour */ 342 outputs_count = 4;
329 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
330 344
331 savebed_map = first_map_path; /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
332 346
333 gen_sp_armour = 10; 347 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal; 348 bowtype = bow_normal;
336 petmode = pet_normal; 349 petmode = pet_normal;
337 listening = 10; 350 listening = 10;
338 usekeys = containers; 351 usekeys = containers;
339 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
340 do_los = 1; 353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
341} 357}
342 358
343void 359void
344player::do_destroy () 360player::do_destroy ()
345{ 361{
350 if (ob) 366 if (ob)
351 { 367 {
352 ob->destroy_inv (false); 368 ob->destroy_inv (false);
353 ob->destroy (); 369 ob->destroy ();
354 } 370 }
371
372 ob = observe = 0;
355} 373}
356 374
357player::~player () 375player::~player ()
358{ 376{
359 /* Clear item stack */ 377 /* Clear item stack */
368player::create () 386player::create ()
369{ 387{
370 player *pl = new player; 388 player *pl = new player;
371 389
372 pl->set_object (arch_to_object (get_player_archetype (0))); 390 pl->set_object (arch_to_object (get_player_archetype (0)));
391
392 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */
395
373 set_first_map (pl->ob); 396 set_first_map (pl->ob);
374 397
375 return pl; 398 return pl;
376} 399}
377 400
381 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
382 */ 405 */
383archetype * 406archetype *
384get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
385{ 408{
386 archetype *start = at; 409 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
387 410
388 for (;;) 411 for (;;)
389 { 412 {
390 if (at == NULL || at->next == NULL) 413 if (++i == archetypes.end ())
391 at = first_archetype; 414 i = archetypes.begin ();
392 else 415 else if (*i == at)
393 at = at->next; 416 cleanup ("not a single player archetype found");
394 417
395 if (at->clone.type == PLAYER) 418 if ((*i)->type == PLAYER)
396 return at; 419 return *i;
397
398 if (at == start)
399 {
400 LOG (llevError, "No Player archetypes\n");
401 exit (-1);
402 }
403 } 420 }
404} 421}
405 422
406object * 423object *
407get_nearest_player (object *mon) 424get_nearest_player (object *mon)
411 unsigned lastdist; 428 unsigned lastdist;
412 rv_vector rv; 429 rv_vector rv;
413 430
414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
415 { 432 {
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)) 433 if (!can_detect_enemy (mon, ol->ob, &rv))
444 continue; 434 continue;
445 435
446 if (lastdist > rv.distance) 436 if (lastdist > rv.distance)
447 { 437 {
523 x = mon->x; 513 x = mon->x;
524 y = mon->y; 514 y = mon->y;
525 m = mon->map; 515 m = mon->map;
526 dir = rv.direction; 516 dir = rv.direction;
527 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 517 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); 518 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
519
529 /* If we can't solve it within the search distance, return now. */ 520 /* If we can't solve it within the search distance, return now. */
530 if (diff > max) 521 if (diff > max)
531 return 0; 522 return 0;
523
532 while (diff > 1 && max > 0) 524 while (diff > 1 && max > 0)
533 { 525 {
534 lastx = x; 526 lastx = x;
535 lasty = y; 527 lasty = y;
536 lastmap = m; 528 lastmap = m;
618 max--; 610 max--;
619 lastdir = dir; 611 lastdir = dir;
620 if (!firstdir) 612 if (!firstdir)
621 firstdir = dir; 613 firstdir = dir;
622 } 614 }
615
623 if (diff <= 1) 616 if (diff <= 1)
624 { 617 {
625 /* Recalculate diff (distance) because we may not have actually 618 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance. 619 * headed toward player for entire distance.
627 */ 620 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 621 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); 622 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
630 } 623 }
624
631 if (diff > max) 625 if (diff > max)
632 return 0; 626 return 0;
633 } 627 }
628
634 /* If we reached the max, didn't find a direction in time */ 629 /* If we reached the max, didn't find a direction in time */
635 if (!max) 630 if (!max)
636 return 0; 631 return 0;
637 632
638 return firstdir; 633 return firstdir;
639} 634}
640 635
641void 636void
642give_initial_items (object *pl, treasurelist * items) 637give_initial_items (object *pl, treasurelist * items)
643{ 638{
644 object *op, *next = NULL;
645
646 if (pl->randomitems != NULL) 639 if (pl->randomitems)
647 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
648 641
649 for (op = pl->inv; op; op = next) 642 for (object *next, *op = pl->inv; op; op = next)
650 { 643 {
651 next = op->below; 644 next = op->below;
652 645
653 /* Forces get applied per default, unless they have the 646 /* Forces get applied per default, unless they have the
654 * flag "neutral" set. Sorry but I can't think of a better way 647 * flag "neutral" set. Sorry but I can't think of a better way
696 if (op->nrof > 1) 689 if (op->nrof > 1)
697 op->nrof = 1; 690 op->nrof = 1;
698 } 691 }
699 692
700 if (op->type == SPELLBOOK && op->inv) 693 if (op->type == SPELLBOOK && op->inv)
701 {
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 694 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703 }
704 695
705 /* Give starting characters identified, uncursed, and undamned 696 /* Give starting characters identified, uncursed, and undamned
706 * items. Just don't identify gold or silver, or it won't be 697 * items. Just don't identify gold or silver, or it won't be
707 * merged properly. 698 * merged properly.
708 */ 699 */
752roll_stat (void) 743roll_stat (void)
753{ 744{
754 int a[4], i, j, k; 745 int a[4], i, j, k;
755 746
756 for (i = 0; i < 4; i++) 747 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1; 748 a[i] = (int) rndm (6) + 1;
758 749
759 for (i = 0, j = 0, k = 7; i < 4; i++) 750 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k) 751 if (a[i] < k)
761 k = a[i], j = i; 752 k = a[i], j = i;
762 753
768} 759}
769 760
770void 761void
771object::roll_stats () 762object::roll_stats ()
772{ 763{
773 int statsort [7]; 764 int statsort [NUM_STATS];
774 765
775 for (;;) 766 for (;;)
776 { 767 {
777 int sum = 0; 768 int sum = 0;
778 for (int i = 7; i--; ) 769 for (int i = NUM_STATS; i--; )
779 sum += statsort [i] = roll_stat (); 770 sum += statsort [i] = roll_stat ();
780 771
781 if (sum >= 82 && sum <= 116) 772 if (sum >= 82 && sum <= 116)
782 break; 773 break;
783 } 774 }
784 775
785 // Sort the stats so that rerolling is easier... 776 // Sort the stats so that rerolling is easier...
786 std::sort (statsort, statsort + 7, std::greater<int>()); 777 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
787 778
779 for (int i = 0; i < NUM_STATS; ++i)
788 stats.Str = statsort[0]; 780 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];
795 781
796 stats.exp = 0; 782 stats.exp = 0;
797 stats.ac = 0; 783 stats.ac = 0;
798 784
799 stats.hp = stats.maxhp; 785 stats.hp = stats.maxhp;
811} 797}
812 798
813void 799void
814object::swap_stats (int a, int b) 800object::swap_stats (int a, int b)
815{ 801{
816 int tmp = get_attr_value (&contr->orig_stats, a); 802 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);
819 803
804 for (int i = 0; i < NUM_STATS; ++i)
820 stats.Str = contr->orig_stats.Str; 805 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;
827 806
828 //TODO: the following code looks so borked and should, at the very least, 807 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats 808 // be merged with the similar code in roll_stats
830 stats.ac = 0; 809 stats.ac = 0;
831 810
850static void 829static void
851start_info (object *op) 830start_info (object *op)
852{ 831{
853 char buf[MAX_BUF]; 832 char buf[MAX_BUF];
854 833
855 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 834 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
856 new_draw_info (NDI_UNIQUE, 0, op, buf); 835 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} 836}
860 837
861/* This function takes the key that is passed, and does the 838/* This function takes the key that is passed, and does the
862 * appropriate action with it (change race, or other things). 839 * appropriate action with it (change race, or other things).
863 * The function name is for historical reasons - now we have 840 * The function name is for historical reasons - now we have
864 * separate race and class; this actually changes the RACE, 841 * separate race and class; this actually changes the RACE,
865 * not the class. 842 * not the class.
866 */ 843 */
867int 844void
868key_change_class (object *op, char key) 845player::chargen_race_done ()
869{ 846{
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 */ 847 /* this must before then initial items are given */
877 esrv_new_player (op->contr, op->weight + op->carrying); 848 esrv_new_player (ob->contr, ob->weight + ob->carrying);
878 849
879 treasurelist *tl = find_treasurelist ("starting_wealth"); 850 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 851 if (tl)
881 create_treasure (tl, op, 0, 0, 0); 852 create_treasure (tl, ob, 0, 0, 0);
882 853
883 INVOKE_PLAYER (BIRTH, op->contr); 854 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, op->contr); 855 INVOKE_PLAYER (LOGIN, ob->contr);
885 856
886 op->contr->ns->state = ST_PLAYING; 857 ob->contr->ns->state = ST_PLAYING;
887 858
888 if (op->msg) 859 if (ob->msg)
889 op->msg = NULL; 860 ob->msg = 0;
890 861
891 /* We create this now because some of the unique maps will need it 862 /* We create this now because some of the unique maps will need it
892 * to save here. 863 * to save here.
893 */ 864 */
865 {
866 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 867 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf); 868 make_path_to_file (buf);
869 }
896 870
897 start_info (op); 871 start_info (ob);
898 CLEAR_FLAG (op, FLAG_WIZ); 872 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (op, op->randomitems); 873 give_initial_items (ob, ob->randomitems);
900 link_player_skills (op); 874 link_player_skills (ob);
901 esrv_send_inventory (op, op); 875 esrv_send_inventory (ob, ob);
902 op->update_stats (); 876 ob->update_stats ();
903 877
904 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
905 * is one for this race 879 * is one for this race
906 */ 880 */
907 if (*first_map_ext_path) 881 if (*first_map_ext_path)
908 { 882 {
909 object *tmp; 883 object *tmp;
910 char mapname[MAX_BUF]; 884 char mapname[MAX_BUF];
911 885
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 886 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
913 tmp = object::create (); 887 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname; 888 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = op->x; 889 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = op->y; 890 EXIT_Y (tmp) = ob->y;
917 op->enter_exit (tmp); /* we don't really care if it succeeded; 891 ob->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the 892 * if the map isn't there, then stay on the
919 * default initial map */ 893 * default initial map */
920 tmp->destroy (); 894 tmp->destroy ();
921 } 895 }
922 else 896 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 897 LOG (llevDebug, "first_map_ext_path not set\n");
898}
924 899
925 return 0; 900void
926 } 901player::chargen_race_next ()
927 902{
928 /* Following actually changes the race - this is the default command 903 /* Following actually changes the race - this is the default command
929 * if we don't match with one of the options above. 904 * if we don't match with one of the options above.
930 */ 905 */
931 906
932 tmp_loop = 0; 907 do
933 while (!tmp_loop)
934 { 908 {
935 shstr name = op->name; 909 shstr name = ob->name;
936 int x = op->x, y = op->y; 910 int x = ob->x, y = ob->y;
937 911
938 op->remove_statbonus (); 912 ob->remove_statbonus ();
939 op->remove (); 913 ob->remove ();
940 op->arch = get_player_archetype (op->arch); 914 ob->arch = get_player_archetype (ob->arch);
941 op->arch->clone.copy_to (op); 915 ob->arch->copy_to (ob);
942 op->instantiate (); 916 ob->instantiate ();
943 op->stats = op->contr->orig_stats; 917 ob->stats = ob->contr->orig_stats;
944 op->name = op->name_pl = name; 918 ob->name = ob->name_pl = name;
945 op->x = x; 919 ob->x = x;
946 op->y = y; 920 ob->y = y;
947 SET_ANIMATION (op, 2); /* So player faces south */ 921 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (op, op->map, op, 0); 922 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (op->contr->title, op->arch->clone.name); 923 assign (ob->contr->title, ob->arch->object::name);
950 op->add_statbonus (); 924 ob->add_statbonus ();
951 tmp_loop = allowed_class (op);
952 } 925 }
926 while (!allowed_class (ob));
953 927
954 update_object (op, UP_OBJ_FACE); 928 update_object (ob, UP_OBJ_FACE);
955 esrv_update_item (UPD_FACE, op, op); 929 esrv_update_item (UPD_FACE, ob, ob);
956 op->update_stats (); 930 ob->update_stats ();
957 op->stats.hp = op->stats.maxhp; 931 ob->stats.hp = ob->stats.maxhp;
958 op->stats.sp = op->stats.maxsp; 932 ob->stats.sp = ob->stats.maxsp;
959 op->stats.grace = 0; 933 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} 934}
967 935
968void 936void
969flee_player (object *op) 937flee_player (object *op)
970{ 938{
1017 /* Cornered, get rid of scared */ 985 /* Cornered, get rid of scared */
1018 CLEAR_FLAG (op, FLAG_SCARED); 986 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL; 987 op->enemy = NULL;
1020} 988}
1021 989
1022
1023/* check_pick sees if there is stuff to be picked up/picks up stuff. 990/* 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 991 * It returns 1 if the player should keep on moving, 0 if he should
1025 * stop. 992 * stop.
1026 */ 993 */
1027int 994int
1028check_pick (object *op) 995check_pick (object *op)
1029{ 996{
1030 object *tmp, *next; 997 object *tmp, *next;
1031 int stop = 0; 998 int stop = 0;
1032 int j, k, wvratio; 999 int wvratio;
1033 char putstring[128], tmpstr[16]; 1000 char putstring[128];
1034 1001
1035 /* if you're flying, you cna't pick up anything */ 1002 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 1003 if (op->move_type & MOVE_FLYING)
1037 return 1; 1004 return 1;
1038 1005
1039 next = op->below; 1006 next = op->below;
1040 1007
1008 int cnt = MAX_ITEM_PER_DROP;
1009#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1010
1041 /* loop while there are items on the floor that are not marked as 1011 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 1012 * destroyed */
1043 while (next && !next->destroyed ()) 1013 while (next && !next->destroyed ())
1044 { 1014 {
1045 tmp = next; 1015 tmp = next;
1046 next = tmp->below; 1016 next = tmp->below;
1047 1017
1018 if (cnt <= 0)
1019 {
1020 op->failmsg ("Couldn't pickup all items at once.");
1021 return 0;
1022 }
1023
1048 if (op->destroyed ()) 1024 if (op->destroyed ())
1049 return 0; 1025 return 0;
1050 1026
1051 if (!can_pick (op, tmp)) 1027 if (!can_pick (op, tmp))
1052 continue; 1028 continue;
1053 1029
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1030 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 1031 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 1032 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 1033 CHK_PICK_PICKUP;
1058 continue; 1034 continue;
1059 } 1035 }
1060 1036
1061 /* high not bit set? We're using the old autopickup model */ 1037 /* high not bit set? We're using the old autopickup model */
1062 if (!(op->contr->mode & PU_NEWMODE)) 1038 if (!(op->contr->mode & PU_NEWMODE))
1064 switch (op->contr->mode) 1040 switch (op->contr->mode)
1065 { 1041 {
1066 case 0: 1042 case 0:
1067 return 1; /* don't pick up */ 1043 return 1; /* don't pick up */
1068 case 1: 1044 case 1:
1069 pick_up (op, tmp); 1045 CHK_PICK_PICKUP;
1070 return 1; 1046 return 1;
1071 case 2: 1047 case 2:
1072 pick_up (op, tmp); 1048 CHK_PICK_PICKUP;
1073 return 0; 1049 return 0;
1074 case 3: 1050 case 3:
1075 return 0; /* stop before pickup */ 1051 return 0; /* stop before pickup */
1076 case 4: 1052 case 4:
1077 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1078 break; 1054 break;
1079 case 5: 1055 case 5:
1080 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1081 stop = 1; 1057 stop = 1;
1082 break; 1058 break;
1083 case 6: 1059 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1060 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1085 pick_up (op, tmp); 1061 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1062 CHK_PICK_PICKUP;
1086 break; 1063 break;
1087 1064
1088 case 7: 1065 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM) 1066 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp); 1067 CHK_PICK_PICKUP;
1091 break; 1068 break;
1092 1069
1093 default: 1070 default:
1094 /* use value density */ 1071 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1072 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1073 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp); 1074 CHK_PICK_PICKUP;
1098 } 1075 }
1099 } 1076 }
1100 else 1077 else
1101 { /* old model */ 1078 { /* old model */
1102 /* NEW pickup handling */ 1079 /* NEW pickup handling */
1106 if (tmp->name != NULL) 1083 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1084 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)))); 1085 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else 1086 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1087 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)))); 1088 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 1089
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1090 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 } 1091 }
1115 1092
1116 /* philosophy: 1093 /* philosophy:
1157 /* all food and drink if desired */ 1134 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */ 1135 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD) 1136 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD) 1137 if (tmp->type == FOOD)
1161 { 1138 {
1162 pick_up (op, tmp); 1139 CHK_PICK_PICKUP;
1163 continue; 1140 continue;
1164 } 1141 }
1165 1142
1166 if (op->contr->mode & PU_DRINK) 1143 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1144 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 { 1145 {
1169 pick_up (op, tmp); 1146 CHK_PICK_PICKUP;
1170 continue; 1147 continue;
1171 } 1148 }
1172 1149
1173 if (op->contr->mode & PU_POTION) 1150 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION) 1151 if (tmp->type == POTION)
1175 { 1152 {
1176 pick_up (op, tmp); 1153 CHK_PICK_PICKUP;
1177 continue; 1154 continue;
1178 } 1155 }
1179 1156
1180 /* spellbooks, skillscrolls and normal books/scrolls */ 1157 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK) 1158 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK) 1159 if (tmp->type == SPELLBOOK)
1183 { 1160 {
1184 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1185 continue; 1162 continue;
1186 } 1163 }
1187 1164
1188 if (op->contr->mode & PU_SKILLSCROLL) 1165 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL) 1166 if (tmp->type == SKILLSCROLL)
1190 { 1167 {
1191 pick_up (op, tmp); 1168 CHK_PICK_PICKUP;
1192 continue; 1169 continue;
1193 } 1170 }
1194 1171
1195 if (op->contr->mode & PU_READABLES) 1172 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL) 1173 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1197 { 1174 {
1198 pick_up (op, tmp); 1175 CHK_PICK_PICKUP;
1199 continue; 1176 continue;
1200 } 1177 }
1201 1178
1202 /* wands/staves/rods/horns */ 1179 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE) 1180 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1181 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 { 1182 {
1206 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1207 continue; 1184 continue;
1208 } 1185 }
1209 1186
1210 /* pick up all magical items */ 1187 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1188 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1189 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 { 1190 {
1214 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1215 continue; 1192 continue;
1216 } 1193 }
1217 1194
1218 if (op->contr->mode & PU_VALUABLES) 1195 if (op->contr->mode & PU_VALUABLES)
1219 { 1196 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1197 if (tmp->type == MONEY || tmp->type == GEM)
1221 { 1198 {
1222 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1223 continue; 1200 continue;
1224 } 1201 }
1225 } 1202 }
1226 1203
1227 /* rings & amulets - talismans seems to be typed AMULET */ 1204 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS) 1205 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET) 1206 if (tmp->type == RING || tmp->type == AMULET)
1230 { 1207 {
1231 pick_up (op, tmp); 1208 CHK_PICK_PICKUP;
1232 continue; 1209 continue;
1233 } 1210 }
1234 1211
1235 /* we don't forget dragon food */ 1212 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH) 1213 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH) 1214 if (tmp->type == FLESH)
1238 { 1215 {
1239 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1240 continue; 1217 continue;
1241 } 1218 }
1242 1219
1243 /* bows and arrows. Bows are good for selling! */ 1220 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW) 1221 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW) 1222 if (tmp->type == BOW)
1246 { 1223 {
1247 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1248 continue; 1225 continue;
1249 } 1226 }
1250 1227
1251 if (op->contr->mode & PU_ARROW) 1228 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW) 1229 if (tmp->type == ARROW)
1253 { 1230 {
1254 pick_up (op, tmp); 1231 CHK_PICK_PICKUP;
1255 continue; 1232 continue;
1256 } 1233 }
1257 1234
1258 /* all kinds of armor etc. */ 1235 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR) 1236 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR) 1237 if (tmp->type == ARMOUR)
1261 { 1238 {
1262 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1263 continue; 1240 continue;
1264 } 1241 }
1265 1242
1266 if (op->contr->mode & PU_HELMET) 1243 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET) 1244 if (tmp->type == HELMET)
1268 { 1245 {
1269 pick_up (op, tmp); 1246 CHK_PICK_PICKUP;
1270 continue; 1247 continue;
1271 } 1248 }
1272 1249
1273 if (op->contr->mode & PU_SHIELD) 1250 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD) 1251 if (tmp->type == SHIELD)
1275 { 1252 {
1276 pick_up (op, tmp); 1253 CHK_PICK_PICKUP;
1277 continue; 1254 continue;
1278 } 1255 }
1279 1256
1280 if (op->contr->mode & PU_BOOTS) 1257 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS) 1258 if (tmp->type == BOOTS)
1282 { 1259 {
1283 pick_up (op, tmp); 1260 CHK_PICK_PICKUP;
1284 continue; 1261 continue;
1285 } 1262 }
1286 1263
1287 if (op->contr->mode & PU_GLOVES) 1264 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES) 1265 if (tmp->type == GLOVES)
1289 { 1266 {
1290 pick_up (op, tmp); 1267 CHK_PICK_PICKUP;
1291 continue; 1268 continue;
1292 } 1269 }
1293 1270
1294 if (op->contr->mode & PU_CLOAK) 1271 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK) 1272 if (tmp->type == CLOAK)
1296 { 1273 {
1297 pick_up (op, tmp); 1274 CHK_PICK_PICKUP;
1298 continue; 1275 continue;
1299 } 1276 }
1300 1277
1301 /* hoping to catch throwing daggers here */ 1278 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON) 1279 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1280 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 { 1281 {
1305 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1306 continue; 1283 continue;
1307 } 1284 }
1308 1285
1309 /* careful: chairs and tables are weapons! */ 1286 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1287 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1288 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1289 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1290 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1291 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1292 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1293 {
1317 pick_up (op, tmp); 1294 CHK_PICK_PICKUP;
1318 continue; 1295 continue;
1319 } 1296 }
1320 } 1297 }
1321 1298
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1299 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1300 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1301 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1302 {
1326 pick_up (op, tmp); 1303 CHK_PICK_PICKUP;
1327 continue; 1304 continue;
1328 } 1305 }
1329 } 1306 }
1330 } 1307 }
1331 1308
1332 /* misc stuff that's useful */ 1309 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY) 1310 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1311 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 { 1312 {
1336 pick_up (op, tmp); 1313 CHK_PICK_PICKUP;
1337 continue; 1314 continue;
1338 } 1315 }
1339 1316
1340 /* any of the last 4 bits set means we use the ratio for value 1317 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */ 1318 * pickups */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits 1323 /* >=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 */ 1324 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5; 1325 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) 1326 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 { 1327 {
1351 pick_up (op, tmp); 1328 CHK_PICK_PICKUP;
1352#if 0 1329#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1330 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL) 1331 if (tmp->name != NULL)
1355 { 1332 {
1356 fprintf (stderr, "%s", tmp->name); 1333 fprintf (stderr, "%s", tmp->name);
1357 } 1334 }
1358 else 1335 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1336 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1337 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1338 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1339#endif
1363 continue; 1340 continue;
1364 } 1341 }
1375 * found object is returned. 1352 * found object is returned.
1376 */ 1353 */
1377object * 1354object *
1378find_arrow (object *op, const char *type) 1355find_arrow (object *op, const char *type)
1379{ 1356{
1380 object *tmp = NULL;
1381
1382 for (op = op->inv; op; op = op->below) 1357 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1358 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1359 return splay (tmp);
1360
1361 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1362 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1363 if (object *arrow = find_arrow (tmp, type))
1364 {
1365 splay (tmp);
1386 return op; 1366 return arrow;
1367 }
1368
1387 return tmp; 1369 return 0;
1388} 1370}
1389 1371
1390/* 1372/*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1373 * 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 1374 * 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 1375 * 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. 1376 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */ 1377 */
1396
1397object * 1378object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1379find_better_arrow (object *op, object *target, const char *type, int *better)
1399{ 1380{
1400 object *tmp = NULL, *arrow, *ntmp; 1381 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1382 int attacknum, attacktype, betterby = 0, i;
1434 else 1415 else
1435 { 1416 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1417 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1418 {
1438 attacktype = 1 << attacknum; 1419 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1420 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1421 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1422 {
1442 tmp = arrow; 1423 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1424 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1425 }
1445 } 1426 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1427 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1428 {
1448 tmp = arrow; 1429 tmp = arrow;
1467 * find_better_arrow to find a decent arrow to use. 1448 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1449 * op = the shooter
1469 * type = bow->race 1450 * type = bow->race
1470 * dir = fire direction 1451 * dir = fire direction
1471 */ 1452 */
1472
1473object * 1453object *
1474pick_arrow_target (object *op, const char *type, int dir) 1454pick_arrow_target (object *op, const char *type, int dir)
1475{ 1455{
1476 object *tmp = NULL; 1456 object *tmp = NULL;
1477 maptile *m; 1457 maptile *m;
1542 */ 1522 */
1543int 1523int
1544fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1524fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1545{ 1525{
1546 object *left, *bow; 1526 object *left, *bow;
1547 int bowspeed, mflags; 1527 int mflags;
1548 maptile *m; 1528 maptile *m;
1549 1529
1550 if (!dir) 1530 if (!dir)
1551 { 1531 {
1552 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1532 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1553 return 0; 1533 return 0;
1554 } 1534 }
1555 1535
1556 if (op->type == PLAYER) 1536 if (op->contr)
1557 bow = op->contr->ranges[range_bow]; 1537 bow = op->current_weapon;
1558 else 1538 else
1559 { 1539 {
1560 for (bow = op->inv; bow; bow = bow->below) 1540 for (bow = op->inv; bow; bow = bow->below)
1561 /* Don't check for applied - monsters don't apply bows - in that way, they 1541 /* 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. 1542 * don't need to switch back and forth between bows and weapons.
1567 if (!bow) 1547 if (!bow)
1568 { 1548 {
1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1549 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1570 return 0; 1550 return 0;
1571 } 1551 }
1552
1553 // optimisation: move object to top so we will find it quickly again
1554 if (bow->below)
1555 {
1556 bow->remove ();
1557 op->insert (bow);
1558 }
1559
1572 } 1560 }
1573 1561
1574 if (!bow->race || !bow->skill) 1562 if (!bow->race || !bow->skill)
1575 { 1563 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 return 0; 1565 return 0;
1578 } 1566 }
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 1567
1589 if (arrow == NULL) 1568 if (arrow == NULL)
1590 { 1569 {
1591 if ((arrow = find_arrow (op, bow->race)) == NULL) 1570 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 { 1571 {
1593 if (op->type == PLAYER) 1572 if (op->type == PLAYER)
1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1573 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 */ 1574 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1596 else 1575 else
1597 CLEAR_FLAG (op, FLAG_READY_BOW); 1576 CLEAR_FLAG (op, FLAG_READY_BOW);
1577
1598 return 0; 1578 return 0;
1599 } 1579 }
1600 } 1580 }
1601 1581
1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1582 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1626 1606
1627 arrow->set_owner (op); 1607 arrow->set_owner (op);
1628 arrow->skill = bow->skill; 1608 arrow->skill = bow->skill;
1629 arrow->direction = dir; 1609 arrow->direction = dir;
1630 1610
1611 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1612 arrow->stats.hp = arrow->stats.dam;
1613 arrow->stats.grace = arrow->attacktype;
1614
1615 if (arrow->slaying)
1616 arrow->spellarg = strdup (arrow->slaying);
1617
1618#if 0
1619 if (player *pl = op->contr)
1620 {
1621 float speed = pl->weapon_sp;
1622
1623 /* penalize ROF for bestarrow */
1624 if (pl->bowtype == bow_bestarrow)
1625 speed *= .9f;
1626 else
1627 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1628
1629 op->speed_left += speed - op->speed;
1630 }
1631#endif
1632
1633 SET_ANIMATION (arrow, arrow->direction);
1634
1635 /* update the speed */
1636 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1637 + bow->stats.dam / 7.f;
1638
1639 arrow->set_speed (max (arrow->speed, 2.f));
1640 arrow->speed_left = 0;
1641
1642 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1643
1631 if (op->type == PLAYER) 1644 if (op->type == PLAYER)
1632 { 1645 {
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; 1646 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1647 wc -= dex_bonus[op->stats.Dex];
1648
1649 if (!arrow->slaying)
1650 arrow->slaying = op->slaying;
1651
1652 arrow->attacktype |= op->attacktype;
1664 } 1653 }
1665 else 1654 else
1666 { 1655 {
1667 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1668 arrow->level = op->level; 1656 arrow->level = op->level;
1669 } 1657 arrow->stats.wc -= bow->magic;
1670 1658
1671 if (arrow->attacktype == AT_PHYSICAL) 1659 if (!arrow->slaying)
1660 arrow->slaying = bow->slaying;
1661
1672 arrow->attacktype |= bow->attacktype; 1662 arrow->attacktype |= bow->attacktype;
1663 }
1673 1664
1674 if (bow->slaying) 1665 wc -= arrow->level;
1675 arrow->slaying = bow->slaying; 1666 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1676 1667
1668 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1677 arrow->move_type = MOVE_FLY_LOW; 1669 arrow->move_type = MOVE_FLY_LOW;
1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1670 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1679 1671
1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1672 op->play_sound (sound_find ("fire_arrow"));
1681 m->insert (arrow, sx, sy, op); 1673 m->insert (arrow, sx, sy, op);
1682 1674
1683 if (!arrow->destroyed ()) 1675 if (!arrow->destroyed ())
1684 move_arrow (arrow); 1676 move_arrow (arrow);
1685 1677
1706{ 1698{
1707 int ret = 0, wcmod = 0; 1699 int ret = 0, wcmod = 0;
1708 1700
1709 if (op->contr->bowtype == bow_bestarrow) 1701 if (op->contr->bowtype == bow_bestarrow)
1710 { 1702 {
1711 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1703 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1712 } 1704 }
1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1705 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1714 { 1706 {
1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1716 wcmod = -1; 1708 wcmod = -1;
1726 else if (op->contr->bowtype == bow_spreadshot) 1718 else if (op->contr->bowtype == bow_spreadshot)
1727 { 1719 {
1728 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1720 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1721 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1730 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1722 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1731
1732 } 1723 }
1733 else 1724 else
1734 { 1725 {
1735 /* Simple case */ 1726 /* Simple case */
1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 } 1728 }
1729
1738 return ret; 1730 return ret;
1739} 1731}
1740
1741 1732
1742/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
1743 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
1744 */ 1735 */
1745void 1736void
1746fire_misc_object (object *op, int dir) 1737fire_misc_object (object *op, int dir)
1747{ 1738{
1748 object *item; 1739 object *item = op->contr->ranged_ob;
1749 1740
1750 if (!op->contr->ranges[range_misc]) 1741 if (!item)
1751 { 1742 {
1752 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1743 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1753 return; 1744 return;
1754 } 1745 }
1755 1746
1756 item = op->contr->ranges[range_misc];
1757 if (!item->inv) 1747 if (!item->inv)
1758 { 1748 {
1759 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1760 return; 1750 return;
1761 } 1751 }
1752
1753 if (!op->change_weapon (item))
1754 return;
1755
1762 if (item->type == WAND) 1756 if (item->type == WAND)
1763 { 1757 {
1764 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
1765 { 1759 {
1766 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 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)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1762
1768 return; 1763 return;
1769 } 1764 }
1770 } 1765 }
1771 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1772 { 1767 {
1773 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1774 { 1769 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1770 op->contr->play_sound (sound_find ("wand_poof"));
1771
1776 if (item->type == ROD) 1772 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)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1778 else 1774 else
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1776
1780 return; 1777 return;
1781 } 1778 }
1782 } 1779 }
1783 1780
1784 if (cast_spell (op, item, dir, item->inv, NULL)) 1781 if (cast_spell (op, item, dir, item->inv, NULL))
1791 object *tmp; 1788 object *tmp;
1792 1789
1793 if (item->arch) 1790 if (item->arch)
1794 { 1791 {
1795 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1796 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
1797 item->set_speed (0); 1794 item->set_speed (0);
1798 } 1795 }
1799 1796
1800 if ((tmp = item->in_player ())) 1797 if ((tmp = item->in_player ()))
1801 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
1806 } 1803 }
1807} 1804}
1808 1805
1809/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1810 */ 1807 */
1811void 1808bool
1812fire (object *op, int dir) 1809fire (object *op, int dir)
1813{ 1810{
1814 int spellcost = 0; 1811 int spellcost = 0;
1815 1812
1816 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
1817 if (action_makes_visible (op)) 1814 if (action_makes_visible (op))
1818 make_visible (op); 1815 make_visible (op);
1819 1816
1820 switch (op->contr->shoottype) 1817 player *pl = op->contr;
1818
1819 if (pl->golem)
1820 {
1821 control_golem (op->contr->golem, dir);
1822 return false;
1821 { 1823 }
1822 case range_none:
1823 return;
1824 1824
1825 case range_bow: 1825 object *ob = pl->ranged_ob;
1826
1827 if (!ob)
1828 return false;
1829
1830 if (!op->change_weapon (ob))
1831 return false;
1832
1833 if (op->speed_left > 0.f)
1834 --op->speed_left;
1835 else
1836 return false;
1837
1838 switch (ob->type)
1839 {
1840 case BOW:
1826 player_fire_bow (op, dir); 1841 player_fire_bow (op, dir);
1827 return; 1842 break;
1828 1843
1829 case range_magic: /* Casting spells */ 1844 case SPELL:
1830 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1845 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1831 return; 1846 break;
1832 1847
1833 case range_misc: 1848 case BUILDER:
1849 apply_map_builder (op, dir);
1850 break;
1851
1852 case SKILL:
1853 do_skill (op, op, ob, dir, 0);
1854 break;
1855
1856 default:
1834 fire_misc_object (op, dir); 1857 fire_misc_object (op, dir);
1835 return; 1858 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 } 1859 }
1864}
1865 1860
1866 1861 return true;
1862}
1867 1863
1868/* find_key 1864/* find_key
1869 * We try to find a key for the door as passed. If we find a key 1865 * We try to find a key for the door as passed. If we find a key
1870 * and successfully use it, we return the key, otherwise NULL 1866 * and successfully use it, we return the key, otherwise NULL
1871 * This function merges both normal and locked door, since the logic 1867 * This function merges both normal and locked door, since the logic
1873 * pl is the player, 1869 * pl is the player,
1874 * inv is the objects inventory to searched 1870 * inv is the objects inventory to searched
1875 * door is the door we are trying to match against. 1871 * door is the door we are trying to match against.
1876 * This function can be called recursively to search containers. 1872 * This function can be called recursively to search containers.
1877 */ 1873 */
1878
1879object * 1874object *
1880find_key (object *pl, object *container, object *door) 1875find_key (object *pl, object *container, object *door)
1881{ 1876{
1882 object *tmp, *key; 1877 object *tmp, *key;
1883 1878
1884 /* Should not happen, but sanity checking is never bad */ 1879 /* Should not happen, but sanity checking is never bad */
1885 if (container->inv == NULL) 1880 if (!container->inv)
1886 return NULL; 1881 return 0;
1887 1882
1888 /* First, lets try to find a key in the top level inventory */ 1883 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1884 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1885 {
1891 if (door->type == DOOR && tmp->type == KEY) 1886 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1887 break;
1893 /* For sanity, we should really check door type, but other stuff 1888 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1889 * (like containers) can be locked with special keys
1895 */ 1890 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1892 break;
1898 } 1893 }
1894
1899 /* No key found - lets search inventories now */ 1895 /* No key found - lets search inventories now */
1900 /* If we find and use a key in an inventory, return at that time. 1896 /* If we find and use a key in an inventory, return at that time.
1901 * otherwise, if we search all the inventories and still don't find 1897 * otherwise, if we search all the inventories and still don't find
1902 * a key, return 1898 * a key, return
1903 */ 1899 */
1904 if (!tmp) 1900 if (!tmp)
1905 { 1901 {
1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 { 1903 {
1908 /* No reason to search empty containers */ 1904 /* No reason to search empty containers */
1909 if (tmp->type == CONTAINER && tmp->inv) 1905 if (tmp->type == CONTAINER && tmp->inv)
1910 { 1906 {
1911 if ((key = find_key (pl, tmp, door)) != NULL) 1907 if ((key = find_key (pl, tmp, door)))
1912 return key; 1908 return key;
1913 } 1909 }
1914 } 1910 }
1911
1915 if (!tmp) 1912 if (!tmp)
1916 return NULL; 1913 return NULL;
1917 } 1914 }
1915
1918 /* We get down here if we have found a key. Now if its in a container, 1916 /* We get down here if we have found a key. Now if its in a container,
1919 * see if we actually want to use it 1917 * see if we actually want to use it
1920 */ 1918 */
1921 if (pl != container) 1919 if (pl != container)
1922 { 1920 {
1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1941 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)); 1942 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1945 return NULL; 1943 return NULL;
1946 } 1944 }
1947 } 1945 }
1946
1948 return tmp; 1947 return tmp;
1949} 1948}
1950 1949
1951/* moved door processing out of move_player_attack. 1950/* moved door processing out of move_player_attack.
1952 * returns 1 if player has opened the door with a key 1951 * returns 1 if player has opened the door with a key
1954 * 0 otherwise 1953 * 0 otherwise
1955 */ 1954 */
1956static int 1955static int
1957player_attack_door (object *op, object *door) 1956player_attack_door (object *op, object *door)
1958{ 1957{
1959 /* If its a door, try to find a use a key. If we do destroy the door, 1958 /* If its a door, try to find a key. If we do destroy the door,
1960 * might as well return immediately as there is nothing more to do - 1959 * might as well return immediately as there is nothing more to do -
1961 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
1962 */ 1961 */
1963 object *key = find_key (op, op, door); 1962 object *key = find_key (op, op, door);
1964 1963
1965 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
1966 if (key) 1965 if (key)
1967 { 1966 {
1968 object *container = key->env; 1967 object *container = key->env;
1969 1968
1970 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1971 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
1972 make_visible (op); 1970 make_visible (op);
1971
1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974 spring_trap (door->inv, op); 1973 spring_trap (door->inv, op);
1974
1975 if (door->type == DOOR) 1975 if (door->type == DOOR)
1976 {
1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1976 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1978 }
1979 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
1980 { 1978 {
1981 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1979 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1982 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
1983 } 1981 }
1982
1984 /* Do this after we print the message */ 1983 /* Do this after we print the message */
1985 decrease_ob (key); /* Use up one of the keys */ 1984 decrease_ob (key); /* Use up one of the keys */
1986 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
1987 if (container != op) 1986 if (container != op)
1988 esrv_update_item (UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
1988
1989 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
1990 } 1990 }
1991 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
1992 { 1992 {
1993 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1994 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1995 return 1; 1995 return 1;
1996 } 1996 }
1997
1997 return 0; 1998 return 0;
1998} 1999}
1999 2000
2000/* This function is just part of a breakup from move_player. 2001/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2002 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 2003 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 2004 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 2005 * going to try and move (not fire weapons).
2005 */ 2006 */
2006void 2007bool
2007move_player_attack (object *op, int dir) 2008move_player_attack (object *op, int dir)
2008{ 2009{
2009 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground; 2010 int on_battleground;
2012 maptile *m;
2013 2011
2014 nx = freearr_x[dir] + op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2015 ny = freearr_y[dir] + op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2016 2014
2017 on_battleground = op_on_battleground (op, 0, 0); 2015 on_battleground = op_on_battleground (op, 0, 0);
2016
2017 if (out_of_map (op->map, nx, ny))
2018 return false;
2019
2020 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2021 {
2022 --op->speed_left;
2023 return true;
2024 }
2018 2025
2019 /* If braced, or can't move to the square, and it is not out of the 2026 /* If braced, or can't move to the square, and it is not out of the
2020 * map, attack it. Note order of if statement is important - don't 2027 * map, attack it. Note order of if statement is important - don't
2021 * want to be calling move_ob if braced, because move_ob will move the 2028 * want to be calling move_ob if braced, because move_ob will move the
2022 * player. This is a pretty nasty hack, because if we could 2029 * 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 2030 * 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 2031 * 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 2032 * quite a bit of processing. However, it probably is less than what
2026 * move_ob uses. 2033 * move_ob uses.
2027 */ 2034 */
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); 2035 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 2036
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 2037 /* 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. 2038 * 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 2039 * if its a door or barrel (can roll) see if there may be monsters
2046 * on the space 2040 * on the space
2047 */ 2041 */
2048 while (tmp) 2042 object *mon;
2049 { 2043 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2050 if (tmp == op) 2044 {
2051 { 2045 if ((mon->flag [FLAG_ALIVE]
2052 tmp = tmp->above; 2046 || mon->type == LOCKED_DOOR
2053 continue; 2047 || mon->flag [FLAG_CAN_ROLL])
2054 }
2055
2056 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2057 {
2058 mon = tmp; 2048 && mon != op)
2059 break; 2049 break;
2060 } 2050 }
2061 2051
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 */ 2052 if (!mon) /* This happens anytime the player tries to move */
2069 return; /* into a wall */ 2053 return false; /* into a wall */
2070 2054
2071 if (mon->head)
2072 mon = mon->head; 2055 mon = mon->head_ ();
2073 2056
2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2057 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2058 if (op->contr->weapon_sp_left > 0.f)
2075 if (player_attack_door (op, mon)) 2059 if (player_attack_door (op, mon))
2060 {
2061 --op->contr->weapon_sp_left;
2076 return; 2062 return true;
2063 }
2077 2064
2078 /* The following deals with possibly attacking peaceful 2065 /* The following deals with possibly attacking peaceful
2079 * or frienddly creatures. Basically, all players are considered 2066 * or friendly creatures. Basically, all players are considered
2080 * unaggressive. If the moving player has peaceful set, then the 2067 * unaggressive. If the moving player has peaceful set, then the
2081 * object should be pushed instead of attacked. It is assumed that 2068 * object should be pushed instead of attacked. It is assumed that
2082 * if you are braced, you will not attack friends accidently, 2069 * if you are braced, you will not attack friends accidently,
2083 * and thus will not push them. 2070 * and thus will not push them.
2084 */ 2071 */
2085 2072
2086 /* If the creature is a pet, push it even if the player is not 2073 /* If the creature is a pet, push it even if the player is not
2087 * peaceful. Our assumption is the creature is a pet if the 2074 * peaceful. Our assumption is the creature is a pet if the
2088 * player owns it and it is either friendly or unagressive. 2075 * player owns it and it is either friendly or unagressive.
2089 */ 2076 */
2090 if ((op->type == PLAYER) 2077 if (op->type == PLAYER
2091#if COZY_SERVER
2092 &&
2093 ((mon->owner && mon->owner->contr 2078 && ((mon->owner && mon->owner->contr
2094 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2079 && same_party (mon->owner->contr->party, op->contr->party))
2095#else
2096 && mon->owner == op 2080 || mon->owner == op)
2097#endif
2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2099 { 2082 {
2100 /* If we're braced, we don't want to switch places with it */ 2083 /* If we're braced, we don't want to switch places with it */
2101 if (op->contr->braced) 2084 if (op->contr->braced)
2102 return; 2085 return false;
2103 2086
2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2087 if (op->speed_left > 0.f)
2088 {
2089 --op->speed_left;
2090
2091 op->play_sound (sound_find ("push_player"));
2105 (void) push_ob (mon, dir, op); 2092 push_ob (mon, dir, op);
2093
2106 if (op->contr->tmp_invis || op->hide) 2094 if (op->contr->tmp_invis || op->hide)
2107 make_visible (op); 2095 make_visible (op);
2108 2096
2109 return; 2097 return true;
2110 } 2098 }
2099 else
2100 return false;
2101 }
2111 2102
2112 /* in certain circumstances, you shouldn't attack friendly 2103 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push 2104 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't 2105 * someone, but put it inside this loop so that you won't
2115 * attack them either. 2106 * attack them either.
2116 */ 2107 */
2117 if ((mon->type == PLAYER || mon->enemy != op) && 2108 if ((mon->type == PLAYER || mon->enemy != op)
2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2109 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2119#ifdef PROHIBIT_PLAYERKILL
2120 (op->contr->peaceful 2110 && ((op->contr->peaceful
2121 || (mon->type == PLAYER 2111 || (mon->type == PLAYER && mon->contr->peaceful))
2122 && mon->contr->
2123 peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground)) 2112 && !on_battleground))
2113 {
2114 if (op->speed_left > 0.f)
2128 { 2115 {
2116 --op->speed_left;
2117
2129 if (!op->contr->braced) 2118 if (!op->contr->braced)
2130 { 2119 {
2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 op->play_sound (sound_find ("push_player"));
2132 push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2133 } 2122 }
2134 else 2123 else
2135 new_draw_info (0, 0, op, "You withhold your attack"); 2124 op->statusmsg ("You withhold your attack");
2136 2125
2137 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2138 make_visible (op); 2127 make_visible (op);
2139 }
2140 2128
2129 return true;
2130 }
2131 }
2141 /* If the object is a boulder or other rollable object, then 2132 /* 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. 2133 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2134 */
2144 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2135 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2136 {
2137 if (op->speed_left > 0.f)
2145 { 2138 {
2139 --op->speed_left;
2140
2146 recursive_roll (mon, dir, op); 2141 recursive_roll (mon, dir, op);
2147 if (action_makes_visible (op)) 2142 if (action_makes_visible (op))
2148 make_visible (op); 2143 make_visible (op);
2149 }
2150 2144
2145 return true;
2146 }
2147 }
2151 /* Any generic living creature. Including things like doors. 2148 /* Any generic living creature. Including things like doors.
2152 * Way it works is like this: First, it must have some hit points 2149 * Way it works is like this: First, it must have some hit points
2153 * and be living. Then, it must be one of the following: 2150 * 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 2151 * 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. 2152 * that party_number -1 is no party, so attacks can still happen.
2156 */ 2153 */
2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 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))) 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 { 2156 {
2160 2157 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 { 2158 {
2168 op->speed_left += op->speed / op->contr->weapon_sp; 2159 --op->contr->weapon_sp_left;
2169
2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2171 }
2172 2160
2173 skill_attack (mon, op, 0, 0, 0); 2161 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 2162
2189 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2190 make_visible (op); 2164 make_visible (op);
2191 }
2192 } /* if player should attack something */
2193}
2194 2165
2195int 2166 return true;
2167 }
2168 }
2169
2170 return false;
2171}
2172
2173bool
2196move_player (object *op, int dir) 2174move_player (object *op, int dir)
2197{ 2175{
2198 int pick; 2176 int pick;
2199 2177
2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2201 return 0; 2179 return 0;
2202 2180
2203 /* Sanity check: make sure dir is valid */ 2181 /* Sanity check: make sure dir is valid */
2204 if ((dir < 0) || (dir >= 9)) 2182 if ((dir < 0) || (dir >= 9))
2205 { 2183 {
2207 return 0; 2185 return 0;
2208 } 2186 }
2209 2187
2210 /* peterm: added following line */ 2188 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2189 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2190 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2213 2191
2214 op->facing = dir; 2192 op->facing = dir;
2215 2193
2216 if (op->hide) 2194 if (op->hide)
2217 do_hidden_move (op); 2195 do_hidden_move (op);
2218 2196
2197 bool retval;
2198
2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2220 /*nop */ ; 2200 retval = RESULT_INT (0);
2221 else if (op->contr->fire_on) 2201 else if (op->contr->fire_on)
2222 fire (op, dir); 2202 retval = fire (op, dir);
2223 else 2203 else
2224 { 2204 {
2225 move_player_attack (op, dir); 2205 retval = move_player_attack (op, dir);
2226 pick = check_pick (op); 2206 pick = check_pick (op);
2227 } 2207 }
2228 2208
2229 /* Add special check for newcs players and fire on - this way, the 2209 /* Add special check for newcs players and fire on - this way, the
2230 * server can handle repeat firing. 2210 * server can handle repeat firing.
2237 /* Update how the player looks. Use the facing, so direction may 2217 /* Update how the player looks. Use the facing, so direction may
2238 * get reset to zero. This allows for full animation capabilities 2218 * get reset to zero. This allows for full animation capabilities
2239 * for players. 2219 * for players.
2240 */ 2220 */
2241 animate_object (op, op->facing); 2221 animate_object (op, op->facing);
2242 return 0; 2222
2223 return retval;
2243} 2224}
2244 2225
2245/* This is similar to handle_player, below, but is only used by the 2226/* This is similar to handle_player, below, but is only used by the
2246 * new client/server stuff. 2227 * new client/server stuff.
2247 * This is sort of special, in that the new client/server actually uses 2228 * This is sort of special, in that the new client/server actually uses
2248 * the new speed values for commands. 2229 * the new speed values for commands.
2249 * 2230 *
2250 * Returns true if there are more actions we can do. 2231 * Returns true if there are more actions we can do. Should not do
2232 * many actions in a row, as that would be too unfair to other
2233 * players.
2251 */ 2234 */
2252int 2235bool
2253handle_newcs_player (object *op) 2236handle_newcs_player (object *op)
2254{ 2237{
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)) 2238 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2239 {
2277 flee_player (op); 2240 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 { 2241 {
2281 op->speed_left--; 2242 --op->speed_left;
2243 flee_player (op);
2244
2282 return 0; 2245 return true;
2283 } 2246 }
2247 else
2248 return false;
2284 } 2249 }
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 2250
2294 /* call this here - we also will call this in do_ericserver, but 2251 /* call this here - we also will call this in do_ericserver, but
2295 * the players time has been increased when doericserver has been 2252 * the players time has been increased when doericserver has been
2296 * called, so we recheck it here. 2253 * called, so we recheck it here.
2297 */ 2254 */
2298 if (op->contr->ns->handle_command ()) 2255 if (op->contr->ns->handle_command ())
2299 return 1; 2256 return true;
2300 2257
2301 if (op->speed_left > 0)
2302 {
2303 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2258 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); 2259 return move_player (op, op->direction);
2313 2260
2314 return op->speed_left > 0;
2315 }
2316 }
2317
2318 return 0; 2261 return false;
2319} 2262}
2320 2263
2321int 2264int
2322save_life (object *op) 2265save_life (object *op)
2323{ 2266{
2325 return 0; 2268 return 0;
2326 2269
2327 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2328 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2329 { 2272 {
2330 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2273 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)); 2274 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2332 2275
2333 if (op->contr) 2276 if (op->contr)
2334 esrv_del_item (op->contr, tmp->count); 2277 esrv_del_item (op->contr, tmp->count);
2335 2278
2355/* This goes throws the inventory and removes unpaid objects, and puts them 2298/* This goes throws the inventory and removes unpaid objects, and puts them
2356 * back in the map (location and map determined by values of env). This 2299 * back in the map (location and map determined by values of env). This
2357 * function will descend into containers. op is the object to start the search 2300 * function will descend into containers. op is the object to start the search
2358 * from. 2301 * from.
2359 */ 2302 */
2360void 2303static void
2361remove_unpaid_objects (object *op, object *env) 2304drop_unpaid_items (object *op, object *env)
2362{ 2305{
2363 object *next;
2364
2365 while (op) 2306 while (op)
2366 { 2307 {
2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2308 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 2309
2369 if (QUERY_FLAG (op, FLAG_UNPAID)) 2310 if (QUERY_FLAG (op, FLAG_UNPAID))
2372 esrv_del_item (env->contr, op->count); 2313 esrv_del_item (env->contr, op->count);
2373 2314
2374 op->insert_at (env); 2315 op->insert_at (env);
2375 } 2316 }
2376 else if (op->inv) 2317 else if (op->inv)
2377 remove_unpaid_objects (op->inv, env); 2318 drop_unpaid_items (op->inv, env);
2378 2319
2379 op = next; 2320 op = next;
2380 } 2321 }
2322}
2323
2324void
2325object::drop_unpaid_items ()
2326{
2327 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this);
2381} 2329}
2382 2330
2383/* 2331/*
2384 * Returns pointer a static string containing gravestone text 2332 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2333 * Moved from apply.c to player.c - player.c is what
2435 int rate_grace = 2000; 2383 int rate_grace = 2000;
2436 const int max_hp = 1; 2384 const int max_hp = 1;
2437 const int max_sp = 1; 2385 const int max_sp = 1;
2438 const int max_grace = 1; 2386 const int max_grace = 1;
2439 2387
2440 if (op->contr->outputs_sync) 2388 if (op->contr->hidden)
2389 {
2390 op->invisible = 1000;
2391 /* the socket code flashes the player visible/invisible
2392 * depending on the value of invisible, so we need to
2393 * alternate it here for it to work correctly.
2394 */
2395 if (pticks & 2)
2396 op->invisible--;
2441 { 2397 }
2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2398 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) 2399 {
2444 flush_output_element (op, &op->contr->outputs[i]); 2400 if (!op->invisible--)
2401 {
2402 make_visible (op);
2403 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2404 }
2445 } 2405 }
2446 2406
2447 if (op->contr->ns->state == ST_PLAYING) 2407 if (op->contr->ns->state == ST_PLAYING)
2448 { 2408 {
2449 /* these next three if clauses make it possible to SLOW DOWN 2409 /* these next three if clauses make it possible to SLOW DOWN
2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2428 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2469 else 2429 else
2470 { 2430 {
2471 gen_grace = op->stats.maxgrace; 2431 gen_grace = op->stats.maxgrace;
2472 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2432 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 } 2433 }
2516 2434
2517 /* Regenerate Grace */ 2435 /* Regenerate Grace */
2518 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2436 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2519 if (--op->last_grace < 0) 2437 if (--op->last_grace < 0)
2540 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2458 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2541 } 2459 }
2542 /* wearing stuff doesn't detract from grace generation. */ 2460 /* wearing stuff doesn't detract from grace generation. */
2543 } 2461 }
2544 2462
2463 if (op->stats.food > 0)
2464 {
2545 /* Regenerate Hit Points */ 2465 /* Regenerate Spell Points */
2546 if (--op->last_heal < 0) 2466 if (!op->contr->golem && --op->last_sp < 0)
2547 {
2548 if (op->stats.hp < op->stats.maxhp)
2549 { 2467 {
2550 op->stats.hp++; 2468 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2551 /* dms do not consume food */ 2469
2552 if (!QUERY_FLAG (op, FLAG_WIZ)) 2470 if (op->stats.sp < op->stats.maxsp)
2553 { 2471 {
2472 op->stats.sp++;
2473
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ))
2476 {
2554 op->stats.food--; 2477 op->stats.food--;
2478
2555 if (op->contr->digestion < 0) 2479 if (op->contr->digestion < 0)
2556 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2557 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2558 op->stats.food = last_food; 2482 op->stats.food = last_food;
2483 }
2559 } 2484 }
2560 }
2561 2485
2562 if (max_hp > 1) 2486 if (max_sp > 1)
2563 {
2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2565 if (over_hp > 0)
2566 { 2487 {
2567 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501
2568 op->last_heal = 0; 2502 op->last_sp = 0;
2503 }
2504 else
2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2569 } 2506 }
2570 else 2507 else
2508 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2509 }
2510
2511 /* Regenerate Hit Points */
2512 if (--op->last_heal < 0)
2513 {
2514 if (op->stats.hp < op->stats.maxhp)
2571 { 2515 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2516 op->stats.hp++;
2517
2518 /* dms do not consume food */
2519 if (!QUERY_FLAG (op, FLAG_WIZ))
2520 {
2521 op->stats.food--;
2522
2523 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food;
2527 }
2573 } 2528 }
2529
2530 if (max_hp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533
2534 if (over_hp > 0)
2535 {
2536 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2537 op->last_heal = 0;
2538 }
2539 else
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2574 } 2541 }
2575 else 2542 else
2576 {
2577 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2543 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 } 2544 }
2579 } 2545 }
2580 2546
2581 /* Digestion */ 2547 /* Digestion */
2582 if (--op->last_eat < 0) 2548 if (--op->last_eat < 0)
2583 { 2549 {
2584#ifdef COZY_SERVER 2550 int bonus = max (0, op->contr->digestion),
2585 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2551 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 2552
2591 if (op->contr->gen_hp > 0)
2592 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2553 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2593 else
2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595 2554
2596 /* dms do not consume food */ 2555 /* dms do not consume food */
2597 if (!QUERY_FLAG (op, FLAG_WIZ)) 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2598 op->stats.food--; 2557 op->stats.food--;
2599 } 2558 }
2626 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2585 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2627 manual_apply (op, flesh, 0); 2586 manual_apply (op, flesh, 0);
2628 } 2587 }
2629 } 2588 }
2630 2589
2631 while (op->stats.food < 0 && op->stats.hp >= 0) 2590 if (op->stats.food < 0)
2632 op->stats.food++, op->stats.hp--; 2591 {
2592 op->stats.hp += op->stats.food;
2593 op->stats.food = 0;
2594 }
2633 2595
2634 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2635 kill_player (op); 2597 kill_player (op);
2636 } 2598 }
2637} 2599}
2642 * file. 2604 * file.
2643 */ 2605 */
2644void 2606void
2645kill_player (object *op) 2607kill_player (object *op)
2646{ 2608{
2609 int x, y;
2647 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2648 int x, y;
2649
2650 //int i;
2651 maptile *map; /* this is for resurrection */ 2611 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; 2612 int will_kill_again;
2659 archetype *at; 2613 archetype *at;
2660 object *tmp; 2614 object *tmp;
2661 2615
2662 if (save_life (op)) 2616 if (save_life (op))
2663 return; 2617 return;
2664
2665 2618
2666 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2619 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2667 * in cities ONLY!!! It is very important that this doesn't get abused. 2620 * in cities ONLY!!! It is very important that this doesn't get abused.
2668 * Look at op_on_battleground() for more info --AndreasV 2621 * Look at op_on_battleground() for more info --AndreasV
2669 */ 2622 */
2685 { 2638 {
2686 tmp->destroy (); 2639 tmp->destroy ();
2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2688 } 2641 }
2689 2642
2690 cure_disease (op, 0); /* remove any disease */ 2643 cure_disease (op, 0, 0); /* remove any disease */
2691 op->stats.hp = op->stats.maxhp; 2644 op->stats.hp = op->stats.maxhp;
2692 if (op->stats.food <= 0) 2645 if (op->stats.food <= 0)
2693 op->stats.food = 999; 2646 op->stats.food = 999;
2694 2647
2695 /* create a bodypart-trophy to make the winner happy */ 2648 /* create a bodypart-trophy to make the winner happy */
2696 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2649 if (object *tmp = arch_to_object (archetype::find ("finger")))
2697 { 2650 {
2698 sprintf (buf, "%s's finger", &op->name); 2651 tmp->name = format ("%s's finger" , &op->name);
2699 tmp->name = buf; 2652 tmp->name_pl = format ("%s's fingers", &op->name);
2700 sprintf (buf, " This finger has been cut off %s\n" 2653 tmp->msg = format (
2701 " the %s, when he was defeated at\n level %d by %s.\n", 2654 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2703 tmp->msg = buf; 2656 );
2704 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2657 tmp->value = 0, tmp->type = 0;
2705 tmp->materialname = NULL; 2658 tmp->materialname = "organics";
2706 tmp->insert_at (op, tmp); 2659 tmp->insert_at (op, tmp);
2707 } 2660 }
2708 2661
2709 /* teleport defeated player to new destination */ 2662 /* teleport defeated player to new destination */
2710 transfer_ob (op, x, y, 0, NULL); 2663 transfer_ob (op, x, y, 0, NULL);
2715 INVOKE_PLAYER (DEATH, op->contr); 2668 INVOKE_PLAYER (DEATH, op->contr);
2716 2669
2717 command_kill_pets (op, 0); 2670 command_kill_pets (op, 0);
2718 2671
2719 if (op->stats.food < 0) 2672 if (op->stats.food < 0)
2720 {
2721 sprintf (buf, "%s starved to death.", &op->name);
2722 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2723 }
2724 else
2725 sprintf (buf, "%s died.", &op->name);
2726 2674
2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2675 op->contr->play_sound (sound_find ("player_dies"));
2728 2676
2729 /* save the map location for corpse, gravestone */ 2677 /* save the map location for corpse, gravestone */
2730 x = op->x; 2678 x = op->x;
2731 y = op->y; 2679 y = op->y;
2732 map = op->map; 2680 map = op->map;
2895 { 2843 {
2896 tmp->destroy (); 2844 tmp->destroy ();
2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2898 } 2846 }
2899 2847
2900 cure_disease (op, 0); /* remove any disease */ 2848 cure_disease (op, 0, 0); /* remove any disease */
2901 2849
2902 /*add_exp(op, (op->stats.exp * -0.20)); */ 2850 /*add_exp(op, (op->stats.exp * -0.20)); */
2903 apply_death_exp_penalty (op); 2851 apply_death_exp_penalty (op);
2904 if (op->stats.food < 100) 2852 if (op->stats.food < 100)
2905 op->stats.food = 900; 2853 op->stats.food = 900;
2906 op->stats.hp = op->stats.maxhp; 2854 op->stats.hp = op->stats.maxhp;
2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2855 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2856 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2909 2857
2910 /* 2858 /*
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 2859 * Check to see if the player has any unpaid items. If so, remove them
2913 * in the map. 2860 * and put them back in the map.
2914 */ 2861 */
2915 2862 op->drop_unpaid_items ();
2916 if (is_in_shop (op))
2917 remove_unpaid_objects (op->inv, op);
2918 2863
2919 /****************************************/ 2864 /****************************************/
2920 /* */ 2865 /* */
2921 /* Move player to his current respawn- */ 2866 /* Move player to his current respawn- */
2922 /* position (usually last savebed) */ 2867 /* position (usually last savebed) */
2942 object *force; 2887 object *force;
2943 int at; 2888 int at;
2944 2889
2945 force = get_archetype (FORCE_NAME); 2890 force = get_archetype (FORCE_NAME);
2946 /* 50 ticks should be enough time for the spell to abate */ 2891 /* 50 ticks should be enough time for the spell to abate */
2947 force->speed = 0.1; 2892 force->speed = 0.1f;
2948 force->speed_left = -5.0; 2893 force->speed_left = -5.f;
2949 SET_FLAG (force, FLAG_APPLIED); 2894 SET_FLAG (force, FLAG_APPLIED);
2950 for (at = 0; at < NROFATTACKS; at++) 2895 for (at = 0; at < NROFATTACKS; at++)
2951 if (will_kill_again & (1 << at)) 2896 if (will_kill_again & (1 << at))
2952 force->resist[at] = 100; 2897 force->resist[at] = 100;
2953 2898
2962void 2907void
2963loot_object (object *op) 2908loot_object (object *op)
2964{ /* Grab and destroy some treasure */ 2909{ /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next; 2910 object *tmp, *tmp2, *next;
2966 2911
2967 if (op->container) 2912 op->close_container (); /* close open sack first */
2968 esrv_apply_container (op, op->container); /* close open sack first */
2969 2913
2970 for (tmp = op->inv; tmp; tmp = next) 2914 for (tmp = op->inv; tmp; tmp = next)
2971 { 2915 {
2972 next = tmp->below; 2916 next = tmp->below;
2973 2917
2974 if (tmp->invisible) 2918 if (tmp->invisible)
2975 continue; 2919 continue;
2976 2920
2977 tmp->remove (); 2921 tmp->remove ();
2978 tmp->x = op->x, tmp->y = op->y; 2922 tmp->x = op->x, tmp->y = op->y;
2923
2979 if (tmp->type == CONTAINER) 2924 if (tmp->type == CONTAINER)
2980 { /* empty container to ground */ 2925 loot_object (tmp); /* empty container to ground */
2981 loot_object (tmp); 2926
2982 }
2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2927 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2984 { 2928 {
2985 if (tmp->nrof > 1) 2929 if (tmp->nrof > 1)
2986 { 2930 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2931 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2988 tmp2->destroy (); 2932 tmp2->destroy ();
2999/* 2943/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2944 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2945 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2946 * was changed.
3003 */ 2947 */
3004
3005void 2948void
3006fix_weight (void) 2949fix_weight (void)
3007{ 2950{
3008 for_all_players (pl) 2951 for_all_players (pl)
3009 { 2952 {
3064void 3007void
3065make_visible (object *op) 3008make_visible (object *op)
3066{ 3009{
3067 op->hide = 0; 3010 op->hide = 0;
3068 op->invisible = 0; 3011 op->invisible = 0;
3012
3069 if (op->type == PLAYER) 3013 if (op->type == PLAYER)
3070 { 3014 {
3071 op->contr->tmp_invis = 0; 3015 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 3016 op->contr->invis_race = 0;
3073 } 3017 }
3018
3074 update_object (op, UP_OBJ_FACE); 3019 update_object (op, UP_OBJ_CHANGE);
3075} 3020}
3076 3021
3077int 3022int
3078is_true_undead (object *op) 3023is_true_undead (object *op)
3079{ 3024{
3080 object *tmp = NULL;
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3025 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3083 return 1; 3026 return 1;
3084 3027
3085 return 0; 3028 return 0;
3086} 3029}
3087 3030
3088/* look at the surrounding terrain to determine 3031/* look at the surrounding terrain to determine
3089 * the hideability of this object. Positive levels 3032 * the hideability of this object. Positive levels
3090 * indicate greater hideability. 3033 * indicate greater hideability.
3091 */ 3034 */
3092
3093int 3035int
3094hideability (object *ob) 3036hideability (object *ob)
3095{ 3037{
3096 int i, level = 0, mflag; 3038 int i, level = 0, mflag;
3097 sint16 x, y; 3039 sint16 x, y;
3131/* For Hidden creatures - a chance of becoming 'unhidden' 3073/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 3074 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 3075 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 3076 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 3077 */
3136
3137void 3078void
3138do_hidden_move (object *op) 3079do_hidden_move (object *op)
3139{ 3080{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3081 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3141 object *skop; 3082 object *skop;
3223 * object op. This function works fine for monsters, 3164 * object op. This function works fine for monsters,
3224 * but we dont worry if the object isnt the top one in 3165 * but we dont worry if the object isnt the top one in
3225 * a pile (say a coin under a table would return "viewable" 3166 * a pile (say a coin under a table would return "viewable"
3226 * by this routine). Another question, should we be 3167 * by this routine). Another question, should we be
3227 * concerned with the direction the player is looking 3168 * concerned with the direction the player is looking
3228 * in? Realistically, most of use cant see stuff behind 3169 * in? Realistically, most of us can't see stuff behind
3229 * our backs...on the other hand, does the "facing" direction 3170 * our backs...on the other hand, does the "facing" direction
3230 * imply the way your head, or body is facing? Its possible 3171 * 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. 3172 * for them to differ. Sigh, this fctn could get a bit more complex.
3232 * -b.t. 3173 * -b.t.
3233 * This function is now map tiling safe. 3174 * This function is now map tiling safe.
3234 */ 3175 */
3235
3236int 3176int
3237player_can_view (object *pl, object *op) 3177player_can_view (object *pl, object *op)
3238{ 3178{
3239 rv_vector rv; 3179 rv_vector rv;
3240 int dx, dy; 3180 int dx, dy;
3252 3192
3253 get_rangevector (pl, op, &rv, 0x1); 3193 get_rangevector (pl, op, &rv, 0x1);
3254 3194
3255 /* starting with the 'head' part, lets loop 3195 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any 3196 * through the object and find if it has any
3257 * part that is in the los array but isnt on 3197 * part that is in the los array but isn't on
3258 * a blocked los square. 3198 * a blocked los square.
3259 * we use the archetype to figure out offsets. 3199 * we use the archetype to figure out offsets.
3260 */ 3200 */
3261 while (op) 3201 while (op)
3262 { 3202 {
3263 dx = rv.distance_x + op->arch->clone.x; 3203 dx = rv.distance_x + op->arch->x;
3264 dy = rv.distance_y + op->arch->clone.y; 3204 dy = rv.distance_y + op->arch->y;
3265 3205
3266 /* only the viewable area the player sees is updated by LOS 3206 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values 3207 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values. 3208 * for any meaningful values.
3269 */ 3209 */
3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3210 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3271 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3211 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3212 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3273 return 1; 3213 return 1;
3214
3274 op = op->more; 3215 op = op->more;
3275 } 3216 }
3217
3276 return 0; 3218 return 0;
3277} 3219}
3278 3220
3279/* routine for both players and monsters. We call this when 3221/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3222 * there is a possibility for our action distrubing our hiding
3283 * return 0. 3225 * return 0.
3284 */ 3226 */
3285int 3227int
3286action_makes_visible (object *op) 3228action_makes_visible (object *op)
3287{ 3229{
3288
3289 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3230 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290 { 3231 {
3291 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3232 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3292 return 0; 3233 return 0;
3293 3234
3299 { 3240 {
3300 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3241 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3301 return 1; 3242 return 1;
3302 } 3243 }
3303 } 3244 }
3245
3304 return 0; 3246 return 0;
3305} 3247}
3306 3248
3307/* op_on_battleground - checks if the given object op (usually 3249/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3250 * 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 3255 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3256 */
3315int 3257int
3316op_on_battleground (object *op, int *x, int *y) 3258op_on_battleground (object *op, int *x, int *y)
3317{ 3259{
3318 object *tmp;
3319
3320 /* A battleground-tile needs the following attributes to be valid: 3260 /* 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), 3261 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3262 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3323 * and the exit-coordinates sp/hp must both be > 0. 3263 * and the exit-coordinates sp/hp must both be > 0.
3324 * => The intention here is to prevent abuse of the battleground- 3264 * => The intention here is to prevent abuse of the battleground-
3325 * feature (like pickable or hidden battleground tiles). */ 3265 * feature (like pickable or hidden battleground tiles). */
3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3266 for (object *tmp = op->below; tmp; tmp = tmp->below)
3327 { 3267 {
3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3268 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3329 { 3269 {
3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3270 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3331 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3271 && tmp->type == BATTLEGROUND
3272 && tmp->name == shstr_battleground
3273 && EXIT_X (tmp) && EXIT_Y (tmp))
3332 { 3274 {
3333 /*before we assign the exit, check if this is a teambattle */ 3275 /* before we assign the exit, check if this is a teambattle */
3334 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3276 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3335 { 3277 {
3336 object *invtmp;
3337
3338 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3278 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3339 { 3279 {
3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3280 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3341 { 3281 {
3342 if (x != NULL && y != NULL) 3282 if (x && y)
3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3283 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3284
3344 return 1; 3285 return 1;
3345 } 3286 }
3346 } 3287 }
3347 } 3288 }
3289
3348 if (x != NULL && y != NULL) 3290 if (x && y)
3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3291 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292
3350 return 1; 3293 return 1;
3351 } 3294 }
3352 } 3295 }
3353 } 3296 }
3297
3354 /* If we got here, did not find a battleground */ 3298 /* If we got here, did not find a battleground */
3355 return 0; 3299 return 0;
3356} 3300}
3357 3301
3358/* 3302/*
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3318 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3319 int i = 0, j = 0;
3376 3320
3377 /* get the appropriate treasurelist */ 3321 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3322 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3323 trlist = treasurelist::find (shstr_dragon_ability_fire);
3380 else if (atnr == ATNR_COLD) 3324 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3325 trlist = treasurelist::find (shstr_dragon_ability_cold);
3382 else if (atnr == ATNR_ELECTRICITY) 3326 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3327 trlist = treasurelist::find (shstr_dragon_ability_elec);
3384 else if (atnr == ATNR_POISON) 3328 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3329 trlist = treasurelist::find (shstr_dragon_ability_poison);
3386 3330
3387 if (trlist == NULL || who->type != PLAYER) 3331 if (trlist == NULL || who->type != PLAYER)
3388 return; 3332 return;
3389 3333
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3334 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]); */ 3338 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3395 return; 3339 return;
3396 } 3340 }
3397 3341
3398 /* everything seems okay - now bring on the gift: */ 3342 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone); 3343 item = tr->item;
3400 3344
3401 if (item->type == SPELL) 3345 if (item->type == SPELL)
3402 { 3346 {
3403 if (check_spell_known (who, item->name)) 3347 if (check_spell_known (who, item->name))
3404 return; 3348 return;
3463 { 3407 {
3464 /* forces in the treasurelist can alter the player's stats */ 3408 /* forces in the treasurelist can alter the player's stats */
3465 object *skin; 3409 object *skin;
3466 3410
3467 /* first get the dragon skin force */ 3411 /* 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) 3412 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3470 ; 3413 ;
3471 3414
3472 if (!skin) 3415 if (!skin)
3473 return; 3416 return;
3474 3417
3522 * not readied. 3465 * not readied.
3523 */ 3466 */
3524void 3467void
3525player_unready_range_ob (player *pl, object *ob) 3468player_unready_range_ob (player *pl, object *ob)
3526{ 3469{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3470 if (pl->ob->current_weapon == ob)
3471 pl->ob->current_weapon = 0;
3472
3473 if (pl->combat_ob == ob)
3474 pl->combat_ob = 0;
3475
3528 if (pl->ranges[i] == ob) 3476 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3477 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3478}
3479
3480sint8
3481player::visibility_at (maptile *map, int x, int y) const
3482{
3483 if (!ns)
3484 return 0;
3485
3486 int dx, dy;
3487 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3488 return 0;
3489
3490 x += dx - ns->current_x + ns->mapx / 2;
3491 y += dy - ns->current_y + ns->mapy / 2;
3492
3493 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3494 return 0;
3495
3496 return 100 - blocked_los [x][y];
3497}
3498
3499void
3500player::infobox (const char *title, const char *msg, int color)
3501{
3502 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3503}
3504
3505void
3506player::statusmsg (const char *msg, int color)
3507{
3508 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3509}
3510
3511void
3512player::failmsg (const char *msg, int color)
3513{
3514 play_sound (sound_find ("generic_failure"));
3515 statusmsg (msg, color);
3516}
3517

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