ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.96 by root, Mon Jan 8 19:25:53 2007 UTC vs.
Revision 1.191 by elmex, Thu Apr 24 10:42:22 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
194 return; 178 return;
195 179
196 terminate_all_pets (ob); 180 terminate_all_pets (ob);
197 remove_friendly_object (ob); 181 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
199 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 189 ob->map = 0;
190 party = 0;
201 191
202 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 193
205 players.erase (this); 194 players.erase (this);
206} 195}
207 196
208// connect the player with a specific client 197// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
210void 199void
211player::connect (client *ns) 200player::connect (client *ns)
212{ 201{
213 this->ns = ns; 202 this->ns = ns;
214 ns->pl = this; 203 ns->pl = this;
215 204
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;
229 219
230 if (!legal_range (ob, shoottype)) 220 ob->update_weight ();
231 shoottype = range_none;
232
233 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);
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 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
387 416
388 for (;;) 417 for (;;)
389 { 418 {
390 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
391 at = first_archetype; 420 i = archetypes.begin ();
392 else 421 else if (*i == at)
393 at = at->next; 422 cleanup ("not a single player archetype found");
394 423
395 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
396 return at; 425 return *i;
397
398 if (at == start)
399 {
400 LOG (llevError, "No Player archetypes\n");
401 exit (-1);
402 }
403 } 426 }
404} 427}
405 428
406object * 429object *
407get_nearest_player (object *mon) 430get_nearest_player (object *mon)
411 unsigned lastdist; 434 unsigned lastdist;
412 rv_vector rv; 435 rv_vector rv;
413 436
414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
415 { 438 {
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)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
444 continue; 440 continue;
445 441
446 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
447 { 443 {
523 x = mon->x; 519 x = mon->x;
524 y = mon->y; 520 y = mon->y;
525 m = mon->map; 521 m = mon->map;
526 dir = rv.direction; 522 dir = rv.direction;
527 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
528 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
529 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
530 if (diff > max) 527 if (diff > max)
531 return 0; 528 return 0;
529
532 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
533 { 531 {
534 lastx = x; 532 lastx = x;
535 lasty = y; 533 lasty = y;
536 lastmap = m; 534 lastmap = m;
618 max--; 616 max--;
619 lastdir = dir; 617 lastdir = dir;
620 if (!firstdir) 618 if (!firstdir)
621 firstdir = dir; 619 firstdir = dir;
622 } 620 }
621
623 if (diff <= 1) 622 if (diff <= 1)
624 { 623 {
625 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance. 625 * headed toward player for entire distance.
627 */ 626 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 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); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
630 } 629 }
630
631 if (diff > max) 631 if (diff > max)
632 return 0; 632 return 0;
633 } 633 }
634
634 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
635 if (!max) 636 if (!max)
636 return 0; 637 return 0;
637 638
638 return firstdir; 639 return firstdir;
639} 640}
640 641
641void 642void
642give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
643{ 644{
644 object *op, *next = NULL;
645
646 if (pl->randomitems != NULL) 645 if (pl->randomitems)
647 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
648 647
649 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
650 { 649 {
651 next = op->below; 650 next = op->below;
652 651
653 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
654 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
659 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
660 * by this player due to race restrictions 659 * by this player due to race restrictions
661 */ 660 */
662 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
663 { 662 {
664 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
665 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
666 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
667 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
668 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
669 { 670 {
670 op->destroy (); 671 op->destroy ();
671 continue; 672 continue;
672 } 673 }
673 } 674 }
696 if (op->nrof > 1) 697 if (op->nrof > 1)
697 op->nrof = 1; 698 op->nrof = 1;
698 } 699 }
699 700
700 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
701 {
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703 }
704 703
705 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
706 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
707 * merged properly. 706 * merged properly.
708 */ 707 */
709 if (need_identify (op)) 708 if (need_identify (op))
710 { 709 {
711 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
712 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
713 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
714 } 713 }
714
715 if (op->type == SPELL) 715 if (op->type == SPELL)
716 { 716 {
717 op->destroy (); 717 op->destroy ();
718 continue; 718 continue;
719 } 719 }
721 { 721 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0; 723 op->stats.exp = 0;
724 op->level = 1; 724 op->level = 1;
725 } 725 }
726 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
727 else
728 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
729 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
730 729
731 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
732 link_player_skills (pl); 731 link_player_skills (pl);
752roll_stat (void) 751roll_stat (void)
753{ 752{
754 int a[4], i, j, k; 753 int a[4], i, j, k;
755 754
756 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
758 757
759 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k) 759 if (a[i] < k)
761 k = a[i], j = i; 760 k = a[i], j = i;
762 761
768} 767}
769 768
770void 769void
771object::roll_stats () 770object::roll_stats ()
772{ 771{
773 int statsort [7]; 772 int statsort [NUM_STATS];
774 773
775 for (;;) 774 for (;;)
776 { 775 {
777 int sum = 0; 776 int sum = 0;
778 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
779 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
780 779
781 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
782 break; 781 break;
783 } 782 }
784 783
785 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
786 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
787 786
787 for (int i = 0; i < NUM_STATS; ++i)
788 stats.Str = statsort[0]; 788 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];
795 789
796 stats.exp = 0; 790 stats.exp = 0;
797 stats.ac = 0; 791 stats.ac = 0;
798 792
799 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
811} 805}
812 806
813void 807void
814object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
815{ 809{
816 int tmp = get_attr_value (&contr->orig_stats, a); 810 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);
819 811
812 for (int i = 0; i < NUM_STATS; ++i)
820 stats.Str = contr->orig_stats.Str; 813 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;
827 814
828 //TODO: the following code looks so borked and should, at the very least, 815 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
830 stats.ac = 0; 817 stats.ac = 0;
831 818
850static void 837static void
851start_info (object *op) 838start_info (object *op)
852{ 839{
853 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
854 841
855 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
856 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 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} 844}
860 845
861/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
862 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
863 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
864 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
865 * not the class. 850 * not the class.
866 */ 851 */
867int 852void
868key_change_class (object *op, char key) 853player::chargen_race_done ()
869{ 854{
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 */ 855 /* this must before then initial items are given */
877 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr);
878 857
879 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 859 if (tl)
881 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
882 861
883 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
885 864
886 op->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
887 866
888 if (op->msg) 867 if (ob->msg)
889 op->msg = NULL; 868 ob->msg = 0;
890 869
891 /* We create this now because some of the unique maps will need it 870 /* We create this now because some of the unique maps will need it
892 * to save here. 871 * to save here.
893 */ 872 */
873 {
874 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf); 876 make_path_to_file (buf);
877 }
896 878
897 start_info (op); 879 start_info (ob);
898 CLEAR_FLAG (op, FLAG_WIZ); 880 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (op, op->randomitems); 881 give_initial_items (ob, ob->randomitems);
900 link_player_skills (op); 882 link_player_skills (ob);
901 esrv_send_inventory (op, op); 883 esrv_send_inventory (ob, ob);
902 op->update_stats (); 884 ob->update_stats ();
903 885
904 /* This moves the player to a different start map, if there 886 /* This moves the player to a different start map, if there
905 * is one for this race 887 * is one for this race
906 */ 888 */
907 if (*first_map_ext_path) 889 if (*first_map_ext_path)
908 { 890 {
909 object *tmp; 891 object *tmp;
910 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
911 893
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
913 tmp = object::create (); 895 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = op->x; 897 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = op->y; 898 EXIT_Y (tmp) = ob->y;
917 op->enter_exit (tmp); /* we don't really care if it succeeded; 899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the 900 * if the map isn't there, then stay on the
919 * default initial map */ 901 * default initial map */
920 tmp->destroy (); 902 tmp->destroy ();
921 } 903 }
922 else 904 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 905 LOG (llevDebug, "first_map_ext_path not set\n");
906}
924 907
925 return 0; 908void
926 } 909player::chargen_race_next ()
927 910{
928 /* Following actually changes the race - this is the default command 911 /* Following actually changes the race - this is the default command
929 * if we don't match with one of the options above. 912 * if we don't match with one of the options above.
930 */ 913 */
931 914
932 tmp_loop = 0; 915 do
933 while (!tmp_loop)
934 { 916 {
935 shstr name = op->name; 917 shstr name = ob->name;
936 int x = op->x, y = op->y; 918 int x = ob->x, y = ob->y;
937 919
938 op->remove_statbonus (); 920 ob->remove_statbonus ();
939 op->remove (); 921 ob->remove ();
940 op->arch = get_player_archetype (op->arch); 922 ob->arch = get_player_archetype (ob->arch);
941 op->arch->clone.copy_to (op); 923 ob->arch->copy_to (ob);
942 op->instantiate (); 924 ob->instantiate ();
943 op->stats = op->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
944 op->name = op->name_pl = name; 926 ob->name = ob->name_pl = name;
945 op->x = x; 927 ob->x = x;
946 op->y = y; 928 ob->y = y;
947 SET_ANIMATION (op, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (op, op->map, op, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (op->contr->title, op->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
950 op->add_statbonus (); 932 ob->add_statbonus ();
951 tmp_loop = allowed_class (op);
952 } 933 }
934 while (!allowed_class (ob));
953 935
954 update_object (op, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
955 esrv_update_item (UPD_FACE, op, op); 937 esrv_update_item (UPD_FACE, ob, ob);
956 op->update_stats (); 938 ob->update_stats ();
957 op->stats.hp = op->stats.maxhp; 939 ob->stats.hp = ob->stats.maxhp;
958 op->stats.sp = op->stats.maxsp; 940 ob->stats.sp = ob->stats.maxsp;
959 op->stats.grace = 0; 941 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} 942}
967 943
968void 944void
969flee_player (object *op) 945flee_player (object *op)
970{ 946{
1017 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1018 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL; 995 op->enemy = NULL;
1020} 996}
1021 997
1022
1023/* check_pick sees if there is stuff to be picked up/picks up stuff. 998/* check_pick sees if there is stuff to be picked up/picks up stuff.
1024 * IT returns 1 if the player should keep on moving, 0 if he should 999 * It returns 1 if the player should keep on moving, 0 if he should
1025 * stop. 1000 * stop.
1026 */ 1001 */
1027int 1002int
1028check_pick (object *op) 1003check_pick (object *op)
1029{ 1004{
1030 object *tmp, *next; 1005 object *tmp, *next;
1031 int stop = 0; 1006 int stop = 0;
1032 int j, k, wvratio; 1007 int wvratio;
1033 char putstring[128], tmpstr[16]; 1008 char putstring[128];
1034 1009
1035 /* if you're flying, you cna't pick up anything */ 1010 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1037 return 1; 1012 return 1;
1038 1013
1039 next = op->below; 1014 next = op->below;
1040 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1041 /* loop while there are items on the floor that are not marked as 1019 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 1020 * destroyed */
1043 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1044 { 1022 {
1045 tmp = next; 1023 tmp = next;
1046 next = tmp->below; 1024 next = tmp->below;
1047 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1048 if (op->destroyed ()) 1032 if (op->destroyed ())
1049 return 0; 1033 return 0;
1050 1034
1051 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1052 continue; 1036 continue;
1053 1037
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 1039 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1058 continue; 1042 continue;
1059 } 1043 }
1060 1044
1061 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1062 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1064 switch (op->contr->mode) 1048 switch (op->contr->mode)
1065 { 1049 {
1066 case 0: 1050 case 0:
1067 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1068 case 1: 1052 case 1:
1069 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1070 return 1; 1054 return 1;
1071 case 2: 1055 case 2:
1072 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1073 return 0; 1057 return 0;
1074 case 3: 1058 case 3:
1075 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1076 case 4: 1060 case 4:
1077 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1078 break; 1062 break;
1079 case 5: 1063 case 5:
1080 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1081 stop = 1; 1065 stop = 1;
1082 break; 1066 break;
1083 case 6: 1067 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1085 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1086 break; 1071 break;
1087 1072
1088 case 7: 1073 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1091 break; 1076 break;
1092 1077
1093 default: 1078 default:
1094 /* use value density */ 1079 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1098 } 1083 }
1099 } 1084 }
1100 else 1085 else
1101 { /* old model */ 1086 { /* old model */
1102 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1106 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 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)))); 1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else 1094 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 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)))); 1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 1097
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 } 1099 }
1115 1100
1116 /* philosophy: 1101 /* philosophy:
1157 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1161 { 1146 {
1162 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1163 continue; 1148 continue;
1164 } 1149 }
1165 1150
1166 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 { 1153 {
1169 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1170 continue; 1155 continue;
1171 } 1156 }
1172 1157
1173 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1175 { 1160 {
1176 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1177 continue; 1162 continue;
1178 } 1163 }
1179 1164
1180 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1183 { 1168 {
1184 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1185 continue; 1170 continue;
1186 } 1171 }
1187 1172
1188 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1190 { 1175 {
1191 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1192 continue; 1177 continue;
1193 } 1178 }
1194 1179
1195 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1197 { 1182 {
1198 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1199 continue; 1184 continue;
1200 } 1185 }
1201 1186
1202 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 { 1190 {
1206 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1207 continue; 1192 continue;
1208 } 1193 }
1209 1194
1210 /* pick up all magical items */ 1195 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 { 1198 {
1214 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1215 continue; 1200 continue;
1216 } 1201 }
1217 1202
1218 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1219 { 1204 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1221 { 1206 {
1222 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1223 continue; 1208 continue;
1224 } 1209 }
1225 } 1210 }
1226 1211
1227 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1230 { 1215 {
1231 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1232 continue; 1217 continue;
1233 } 1218 }
1234 1219
1235 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1238 { 1223 {
1239 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1240 continue; 1225 continue;
1241 } 1226 }
1242 1227
1243 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1246 { 1231 {
1247 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1248 continue; 1233 continue;
1249 } 1234 }
1250 1235
1251 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1253 { 1238 {
1254 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1255 continue; 1240 continue;
1256 } 1241 }
1257 1242
1258 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1261 { 1246 {
1262 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1263 continue; 1248 continue;
1264 } 1249 }
1265 1250
1266 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1268 { 1253 {
1269 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1270 continue; 1255 continue;
1271 } 1256 }
1272 1257
1273 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1275 { 1260 {
1276 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1277 continue; 1262 continue;
1278 } 1263 }
1279 1264
1280 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1282 { 1267 {
1283 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1284 continue; 1269 continue;
1285 } 1270 }
1286 1271
1287 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1289 { 1274 {
1290 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1291 continue; 1276 continue;
1292 } 1277 }
1293 1278
1294 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1296 { 1281 {
1297 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1298 continue; 1283 continue;
1299 } 1284 }
1300 1285
1301 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 { 1289 {
1305 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1306 continue; 1291 continue;
1307 } 1292 }
1308 1293
1309 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1296 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1298 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1301 {
1317 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1318 continue; 1303 continue;
1319 } 1304 }
1320 } 1305 }
1321 1306
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1308 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1310 {
1326 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1327 continue; 1312 continue;
1328 } 1313 }
1329 } 1314 }
1330 } 1315 }
1331 1316
1332 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 { 1320 {
1336 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1337 continue; 1322 continue;
1338 } 1323 }
1339 1324
1340 /* any of the last 4 bits set means we use the ratio for value 1325 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */ 1326 * pickups */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits 1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 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) 1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 { 1335 {
1351 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1352#if 0 1337#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1355 { 1340 {
1356 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1357 } 1342 }
1358 else 1343 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1347#endif
1363 continue; 1348 continue;
1364 } 1349 }
1375 * found object is returned. 1360 * found object is returned.
1376 */ 1361 */
1377object * 1362object *
1378find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1379{ 1364{
1380 object *tmp = NULL;
1381
1382 for (op = op->inv; op; op = op->below) 1365 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) 1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp);
1368
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type))
1372 {
1373 splay (tmp);
1386 return op; 1374 return arrow;
1375 }
1376
1387 return tmp; 1377 return 0;
1388} 1378}
1389 1379
1390/* 1380/*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392 * against the target. A full test is not performed, simply a basic test 1382 * against the target. A full test is not performed, simply a basic test
1393 * of resistances. The archer is making a quick guess at what he sees down 1383 * of resistances. The archer is making a quick guess at what he sees down
1394 * the hall. Failing that it does it's best to pick the highest plus arrow. 1384 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */ 1385 */
1396
1397object * 1386object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1387find_better_arrow (object *op, object *target, const char *type, int *better)
1399{ 1388{
1400 object *tmp = NULL, *arrow, *ntmp; 1389 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1390 int attacknum, attacktype, betterby = 0, i;
1434 else 1423 else
1435 { 1424 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1426 {
1438 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1429 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1430 {
1442 tmp = arrow; 1431 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1433 }
1445 } 1434 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1436 {
1448 tmp = arrow; 1437 tmp = arrow;
1467 * find_better_arrow to find a decent arrow to use. 1456 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1457 * op = the shooter
1469 * type = bow->race 1458 * type = bow->race
1470 * dir = fire direction 1459 * dir = fire direction
1471 */ 1460 */
1472
1473object * 1461object *
1474pick_arrow_target (object *op, const char *type, int dir) 1462pick_arrow_target (object *op, const char *type, int dir)
1475{ 1463{
1476 object *tmp = NULL; 1464 object *tmp = NULL;
1477 maptile *m; 1465 maptile *m;
1542 */ 1530 */
1543int 1531int
1544fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1532fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1545{ 1533{
1546 object *left, *bow; 1534 object *left, *bow;
1547 int bowspeed, mflags; 1535 int mflags;
1548 maptile *m; 1536 maptile *m;
1549 1537
1550 if (!dir) 1538 if (!dir)
1551 { 1539 {
1552 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1540 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1553 return 0; 1541 return 0;
1554 } 1542 }
1555 1543
1556 if (op->type == PLAYER) 1544 if (op->contr)
1557 bow = op->contr->ranges[range_bow]; 1545 bow = op->current_weapon;
1558 else 1546 else
1559 { 1547 {
1560 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1561 /* Don't check for applied - monsters don't apply bows - in that way, they 1549 /* Don't check for applied - monsters don't apply bows - in that way, they
1562 * don't need to switch back and forth between bows and weapons. 1550 * don't need to switch back and forth between bows and weapons.
1567 if (!bow) 1555 if (!bow)
1568 { 1556 {
1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1570 return 0; 1558 return 0;
1571 } 1559 }
1560
1561 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below)
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1572 } 1568 }
1573 1569
1574 if (!bow->race || !bow->skill) 1570 if (!bow->race || !bow->skill)
1575 { 1571 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 return 0; 1573 return 0;
1578 } 1574 }
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 1575
1589 if (arrow == NULL) 1576 if (arrow == NULL)
1590 { 1577 {
1591 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 { 1579 {
1593 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1595 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1582 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1596 else 1583 else
1597 CLEAR_FLAG (op, FLAG_READY_BOW); 1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1598 return 0; 1586 return 0;
1599 } 1587 }
1600 } 1588 }
1601 1589
1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1615 arrow->destroy (); 1603 arrow->destroy ();
1616 return 0; 1604 return 0;
1617 } 1605 }
1618 1606
1619 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1620 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1621 if (!arrow) 1609 if (!arrow)
1622 { 1610 {
1623 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1624 return 0; 1612 return 0;
1625 } 1613 }
1626 1614
1627 arrow->set_owner (op); 1615 arrow->set_owner (op);
1628 arrow->skill = bow->skill; 1616 arrow->skill = bow->skill;
1629 arrow->direction = dir; 1617 arrow->direction = dir;
1630 1618
1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1620 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype;
1622
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625
1626#if 0
1627 if (player *pl = op->contr)
1628 {
1629 float speed = pl->weapon_sp;
1630
1631 /* penalize ROF for bestarrow */
1632 if (pl->bowtype == bow_bestarrow)
1633 speed *= .9f;
1634 else
1635 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1636
1637 op->speed_left += speed - op->speed;
1638 }
1639#endif
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642
1643 /* update the speed */
1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1645 + bow->stats.dam / 7.f;
1646
1647 arrow->set_speed (max (arrow->speed, 2.f));
1648 arrow->speed_left = 0;
1649
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1651
1631 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1632 { 1653 {
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; 1654 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1655 wc -= dex_bonus[op->stats.Dex];
1656
1657 if (!arrow->slaying)
1658 arrow->slaying = op->slaying;
1659
1660 arrow->attacktype |= op->attacktype;
1664 } 1661 }
1665 else 1662 else
1666 { 1663 {
1667 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1668 arrow->level = op->level; 1664 arrow->level = op->level;
1669 } 1665 arrow->stats.wc -= bow->magic;
1670 1666
1671 if (arrow->attacktype == AT_PHYSICAL) 1667 if (!arrow->slaying)
1668 arrow->slaying = bow->slaying;
1669
1672 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1671 }
1673 1672
1674 if (bow->slaying) 1673 wc -= arrow->level;
1675 arrow->slaying = bow->slaying; 1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1676 1675
1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1677 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1679 1679
1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1681 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1682 1682
1683 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1684 move_arrow (arrow); 1684 move_arrow (arrow);
1685
1686 if (op->type == PLAYER)
1687 {
1688 if (left->destroyed ())
1689 esrv_del_item (op->contr, left->count);
1690 else
1691 esrv_send_item (op, left);
1692 }
1693 1685
1694 return 1; 1686 return 1;
1695} 1687}
1696 1688
1697/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
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 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1769
1770 // using the maximum of the rods charge allows at least one spell cast
1771 // for a rod or horn, this fixes some broken rods.
1772 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1774 { 1773 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1774 op->contr->play_sound (sound_find ("wand_poof"));
1775
1776 if (item->type == ROD) 1776 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)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1778 else 1778 else
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1780
1780 return; 1781 return;
1781 } 1782 }
1782 } 1783 }
1783 1784
1784 if (cast_spell (op, item, dir, item->inv, NULL)) 1785 if (cast_spell (op, item, dir, item->inv, NULL))
1791 object *tmp; 1792 object *tmp;
1792 1793
1793 if (item->arch) 1794 if (item->arch)
1794 { 1795 {
1795 CLEAR_FLAG (item, FLAG_ANIMATE); 1796 CLEAR_FLAG (item, FLAG_ANIMATE);
1796 item->face = item->arch->clone.face; 1797 item->face = item->arch->face;
1797 item->set_speed (0); 1798 item->set_speed (0);
1798 } 1799 }
1799 1800
1800 if ((tmp = item->in_player ())) 1801 if (object *pl = item->visible_to ())
1801 esrv_update_item (UPD_ANIM, tmp, item); 1802 esrv_update_item (UPD_ANIM, pl, item);
1802 } 1803 }
1803 } 1804 }
1804 else if (item->type == ROD || item->type == HORN) 1805 else if (item->type == ROD || item->type == HORN)
1805 drain_rod_charge (item); 1806 drain_rod_charge (item);
1806 } 1807 }
1807} 1808}
1808 1809
1809/* Received a fire command for the player - go and do it. 1810/* Received a fire command for the player - go and do it.
1810 */ 1811 */
1811void 1812bool
1812fire (object *op, int dir) 1813fire (object *op, int dir)
1813{ 1814{
1814 int spellcost = 0; 1815 int spellcost = 0;
1815 1816
1816 /* check for loss of invisiblity/hide */ 1817 /* check for loss of invisiblity/hide */
1817 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
1818 make_visible (op); 1819 make_visible (op);
1819 1820
1820 switch (op->contr->shoottype) 1821 player *pl = op->contr;
1822
1823 if (pl->golem)
1824 {
1825 control_golem (op->contr->golem, dir);
1826 return false;
1821 { 1827 }
1822 case range_none:
1823 return;
1824 1828
1825 case range_bow: 1829 object *ob = pl->ranged_ob;
1830
1831 if (!ob)
1832 return false;
1833
1834 if (!op->change_weapon (ob))
1835 return false;
1836
1837 if (op->speed_left > 0.f)
1838 --op->speed_left;
1839 else
1840 return false;
1841
1842 switch (ob->type)
1843 {
1844 case BOW:
1826 player_fire_bow (op, dir); 1845 player_fire_bow (op, dir);
1827 return; 1846 break;
1828 1847
1829 case range_magic: /* Casting spells */ 1848 case SPELL:
1830 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1849 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1831 return; 1850 break;
1832 1851
1833 case range_misc: 1852 case BUILDER:
1853 apply_map_builder (op, dir);
1854 break;
1855
1856 case SKILL:
1857 do_skill (op, op, ob, dir, 0);
1858 break;
1859
1860 default:
1834 fire_misc_object (op, dir); 1861 fire_misc_object (op, dir);
1835 return; 1862 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 } 1863 }
1864}
1865 1864
1866 1865 return true;
1866}
1867 1867
1868/* find_key 1868/* find_key
1869 * We try to find a key for the door as passed. If we find a key 1869 * 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 1870 * and successfully use it, we return the key, otherwise NULL
1871 * This function merges both normal and locked door, since the logic 1871 * This function merges both normal and locked door, since the logic
1873 * pl is the player, 1873 * pl is the player,
1874 * inv is the objects inventory to searched 1874 * inv is the objects inventory to searched
1875 * door is the door we are trying to match against. 1875 * door is the door we are trying to match against.
1876 * This function can be called recursively to search containers. 1876 * This function can be called recursively to search containers.
1877 */ 1877 */
1878
1879object * 1878object *
1880find_key (object *pl, object *container, object *door) 1879find_key (object *pl, object *container, object *door)
1881{ 1880{
1882 object *tmp, *key; 1881 object *tmp, *key;
1883 1882
1884 /* Should not happen, but sanity checking is never bad */ 1883 /* Should not happen, but sanity checking is never bad */
1885 if (container->inv == NULL) 1884 if (!container->inv)
1886 return NULL; 1885 return 0;
1887 1886
1888 /* First, lets try to find a key in the top level inventory */ 1887 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1888 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1889 {
1891 if (door->type == DOOR && tmp->type == KEY) 1890 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1891 break;
1893 /* For sanity, we should really check door type, but other stuff 1892 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1893 * (like containers) can be locked with special keys
1895 */ 1894 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1895 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1896 break;
1898 } 1897 }
1898
1899 /* No key found - lets search inventories now */ 1899 /* No key found - lets search inventories now */
1900 /* If we find and use a key in an inventory, return at that time. 1900 /* 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 1901 * otherwise, if we search all the inventories and still don't find
1902 * a key, return 1902 * a key, return
1903 */ 1903 */
1904 if (!tmp) 1904 if (!tmp)
1905 { 1905 {
1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1906 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 { 1907 {
1908 /* No reason to search empty containers */ 1908 /* No reason to search empty containers */
1909 if (tmp->type == CONTAINER && tmp->inv) 1909 if (tmp->type == CONTAINER && tmp->inv)
1910 { 1910 {
1911 if ((key = find_key (pl, tmp, door)) != NULL) 1911 if ((key = find_key (pl, tmp, door)))
1912 return key; 1912 return key;
1913 } 1913 }
1914 } 1914 }
1915
1915 if (!tmp) 1916 if (!tmp)
1916 return NULL; 1917 return NULL;
1917 } 1918 }
1919
1918 /* We get down here if we have found a key. Now if its in a container, 1920 /* 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 1921 * see if we actually want to use it
1920 */ 1922 */
1921 if (pl != container) 1923 if (pl != container)
1922 { 1924 {
1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1945 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)); 1946 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1945 return NULL; 1947 return NULL;
1946 } 1948 }
1947 } 1949 }
1950
1948 return tmp; 1951 return tmp;
1949} 1952}
1950 1953
1951/* moved door processing out of move_player_attack. 1954/* moved door processing out of move_player_attack.
1952 * returns 1 if player has opened the door with a key 1955 * returns 1 if player has opened the door with a key
1954 * 0 otherwise 1957 * 0 otherwise
1955 */ 1958 */
1956static int 1959static int
1957player_attack_door (object *op, object *door) 1960player_attack_door (object *op, object *door)
1958{ 1961{
1959 /* If its a door, try to find a use a key. If we do destroy the door, 1962 /* 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 - 1963 * might as well return immediately as there is nothing more to do -
1961 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
1962 */ 1965 */
1963 object *key = find_key (op, op, door); 1966 object *key = find_key (op, op, door);
1964 1967
1965 /* IF we found a key, do some extra work */ 1968 /* If we found a key, do some extra work */
1966 if (key) 1969 if (key)
1967 { 1970 {
1968 object *container = key->env; 1971 object *container = key->env;
1969 1972
1970 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1971 if (action_makes_visible (op)) 1973 if (action_makes_visible (op))
1972 make_visible (op); 1974 make_visible (op);
1975
1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974 spring_trap (door->inv, op); 1977 spring_trap (door->inv, op);
1978
1975 if (door->type == DOOR) 1979 if (door->type == DOOR)
1976 {
1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1978 }
1979 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
1980 { 1982 {
1981 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1983 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1982 remove_door2 (door); /* remove door without violence ;-) */ 1984 remove_door2 (door); /* remove door without violence ;-) */
1983 } 1985 }
1986
1984 /* Do this after we print the message */ 1987 /* Do this after we print the message */
1985 decrease_ob (key); /* Use up one of the keys */ 1988 key->decrease (); /* Use up one of the keys */
1986 /* Need to update the weight the container the key was in */ 1989
1987 if (container != op)
1988 esrv_update_item (UPD_WEIGHT, op, container);
1989 return 1; /* Nothing more to do below */ 1990 return 1; /* Nothing more to do below */
1990 } 1991 }
1991 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
1992 { 1993 {
1993 /* Might as well return now - no other way to open this */ 1994 /* Might as well return now - no other way to open this */
1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1995 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1995 return 1; 1996 return 1;
1996 } 1997 }
1998
1997 return 0; 1999 return 0;
1998} 2000}
1999 2001
2000/* This function is just part of a breakup from move_player. 2002/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2003 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 2004 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 2005 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 2006 * going to try and move (not fire weapons).
2005 */ 2007 */
2006void 2008bool
2007move_player_attack (object *op, int dir) 2009move_player_attack (object *op, int dir)
2008{ 2010{
2009 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground; 2011 int on_battleground;
2012 maptile *m;
2013 2012
2014 nx = freearr_x[dir] + op->x; 2013 sint16 nx = freearr_x[dir] + op->x;
2015 ny = freearr_y[dir] + op->y; 2014 sint16 ny = freearr_y[dir] + op->y;
2016 2015
2017 on_battleground = op_on_battleground (op, 0, 0); 2016 on_battleground = op_on_battleground (op, 0, 0);
2017
2018 if (out_of_map (op->map, nx, ny))
2019 return false;
2020
2021 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022 {
2023 --op->speed_left;
2024 return true;
2025 }
2018 2026
2019 /* If braced, or can't move to the square, and it is not out of the 2027 /* If braced, or can't move to the square, and it is not out of the
2020 * map, attack it. Note order of if statement is important - don't 2028 * map, attack it. Note order of if statement is important - don't
2021 * want to be calling move_ob if braced, because move_ob will move the 2029 * want to be calling move_ob if braced, because move_ob will move the
2022 * player. This is a pretty nasty hack, because if we could 2030 * 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 2031 * 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 2032 * 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 2033 * quite a bit of processing. However, it probably is less than what
2026 * move_ob uses. 2034 * move_ob uses.
2027 */ 2035 */
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); 2036 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 2037
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 2038 /* 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. 2039 * 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 2040 * if its a door or barrel (can roll) see if there may be monsters
2046 * on the space 2041 * on the space
2047 */ 2042 */
2048 while (tmp) 2043 object *mon;
2049 { 2044 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2050 if (tmp == op) 2045 {
2051 { 2046 if ((mon->flag [FLAG_ALIVE]
2052 tmp = tmp->above; 2047 || mon->type == LOCKED_DOOR
2053 continue; 2048 || mon->flag [FLAG_CAN_ROLL])
2054 }
2055
2056 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2057 {
2058 mon = tmp; 2049 && mon != op)
2059 break; 2050 break;
2060 } 2051 }
2061 2052
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 */ 2053 if (!mon) /* This happens anytime the player tries to move */
2069 return; /* into a wall */ 2054 return false; /* into a wall */
2070 2055
2071 if (mon->head)
2072 mon = mon->head; 2056 mon = mon->head_ ();
2073 2057
2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2058 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2059 if (op->contr->weapon_sp_left > 0.f)
2075 if (player_attack_door (op, mon)) 2060 if (player_attack_door (op, mon))
2061 {
2062 --op->contr->weapon_sp_left;
2076 return; 2063 return true;
2064 }
2077 2065
2078 /* The following deals with possibly attacking peaceful 2066 /* The following deals with possibly attacking peaceful
2079 * or frienddly creatures. Basically, all players are considered 2067 * or friendly creatures. Basically, all players are considered
2080 * unaggressive. If the moving player has peaceful set, then the 2068 * unaggressive. If the moving player has peaceful set, then the
2081 * object should be pushed instead of attacked. It is assumed that 2069 * object should be pushed instead of attacked. It is assumed that
2082 * if you are braced, you will not attack friends accidently, 2070 * if you are braced, you will not attack friends accidently,
2083 * and thus will not push them. 2071 * and thus will not push them.
2084 */ 2072 */
2085 2073
2086 /* If the creature is a pet, push it even if the player is not 2074 /* If the creature is a pet, push it even if the player is not
2087 * peaceful. Our assumption is the creature is a pet if the 2075 * peaceful. Our assumption is the creature is a pet if the
2088 * player owns it and it is either friendly or unagressive. 2076 * player owns it and it is either friendly or unagressive.
2089 */ 2077 */
2090 if ((op->type == PLAYER) 2078 if (op->type == PLAYER
2091#if COZY_SERVER
2092 &&
2093 ((mon->owner && mon->owner->contr 2079 && ((mon->owner && mon->owner->contr
2094 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2080 && same_party (mon->owner->contr->party, op->contr->party))
2095#else
2096 && mon->owner == op 2081 || mon->owner == op)
2097#endif
2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2082 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2099 { 2083 {
2100 /* If we're braced, we don't want to switch places with it */ 2084 /* If we're braced, we don't want to switch places with it */
2101 if (op->contr->braced) 2085 if (op->contr->braced)
2102 return; 2086 return false;
2103 2087
2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2088 if (op->speed_left > 0.f)
2089 {
2090 --op->speed_left;
2091
2092 op->play_sound (sound_find ("push_player"));
2105 (void) push_ob (mon, dir, op); 2093 push_ob (mon, dir, op);
2094
2106 if (op->contr->tmp_invis || op->hide) 2095 if (op->contr->tmp_invis || op->hide)
2107 make_visible (op); 2096 make_visible (op);
2108 2097
2109 return; 2098 return true;
2110 } 2099 }
2100 else
2101 return false;
2102 }
2111 2103
2112 /* in certain circumstances, you shouldn't attack friendly 2104 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push 2105 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't 2106 * someone, but put it inside this loop so that you won't
2115 * attack them either. 2107 * attack them either.
2116 */ 2108 */
2117 if ((mon->type == PLAYER || mon->enemy != op) && 2109 if ((mon->type == PLAYER || mon->enemy != op)
2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2110 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2119#ifdef PROHIBIT_PLAYERKILL
2120 (op->contr->peaceful 2111 && ((op->contr->peaceful
2121 || (mon->type == PLAYER 2112 || (mon->type == PLAYER && mon->contr->peaceful))
2122 && mon->contr->
2123 peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground)) 2113 && !on_battleground))
2114 {
2115 if (op->speed_left > 0.f)
2128 { 2116 {
2117 --op->speed_left;
2118
2129 if (!op->contr->braced) 2119 if (!op->contr->braced)
2130 { 2120 {
2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2121 op->play_sound (sound_find ("push_player"));
2132 push_ob (mon, dir, op); 2122 push_ob (mon, dir, op);
2133 } 2123 }
2134 else 2124 else
2135 new_draw_info (0, 0, op, "You withhold your attack"); 2125 op->statusmsg ("You withhold your attack");
2136 2126
2137 if (op->contr->tmp_invis || op->hide) 2127 if (op->contr->tmp_invis || op->hide)
2138 make_visible (op); 2128 make_visible (op);
2139 }
2140 2129
2130 return true;
2131 }
2132 }
2141 /* If the object is a boulder or other rollable object, then 2133 /* 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. 2134 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2135 */
2144 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2136 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2137 {
2138 if (op->speed_left > 0.f)
2145 { 2139 {
2140 --op->speed_left;
2141
2146 recursive_roll (mon, dir, op); 2142 recursive_roll (mon, dir, op);
2147 if (action_makes_visible (op)) 2143 if (action_makes_visible (op))
2148 make_visible (op); 2144 make_visible (op);
2149 }
2150 2145
2146 return true;
2147 }
2148 }
2151 /* Any generic living creature. Including things like doors. 2149 /* Any generic living creature. Including things like doors.
2152 * Way it works is like this: First, it must have some hit points 2150 * Way it works is like this: First, it must have some hit points
2153 * and be living. Then, it must be one of the following: 2151 * 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 2152 * 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. 2153 * that party_number -1 is no party, so attacks can still happen.
2156 */ 2154 */
2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2155 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))) 2156 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 { 2157 {
2160 2158 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 { 2159 {
2168 op->speed_left += op->speed / op->contr->weapon_sp; 2160 --op->contr->weapon_sp_left;
2169
2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2171 }
2172 2161
2173 skill_attack (mon, op, 0, 0, 0); 2162 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 2163
2189 if (action_makes_visible (op)) 2164 if (action_makes_visible (op))
2190 make_visible (op); 2165 make_visible (op);
2191 }
2192 } /* if player should attack something */
2193}
2194 2166
2195int 2167 return true;
2168 }
2169 }
2170
2171 return false;
2172}
2173
2174bool
2196move_player (object *op, int dir) 2175move_player (object *op, int dir)
2197{ 2176{
2198 int pick; 2177 int pick;
2199 2178
2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2179 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2201 return 0; 2180 return 0;
2202 2181
2203 /* Sanity check: make sure dir is valid */ 2182 /* Sanity check: make sure dir is valid */
2204 if ((dir < 0) || (dir >= 9)) 2183 if ((dir < 0) || (dir >= 9))
2205 { 2184 {
2207 return 0; 2186 return 0;
2208 } 2187 }
2209 2188
2210 /* peterm: added following line */ 2189 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2190 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2191 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2213 2192
2214 op->facing = dir; 2193 op->facing = dir;
2215 2194
2216 if (op->hide) 2195 if (op->hide)
2217 do_hidden_move (op); 2196 do_hidden_move (op);
2218 2197
2198 bool retval;
2199
2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2200 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2220 /*nop */ ; 2201 retval = RESULT_INT (0);
2221 else if (op->contr->fire_on) 2202 else if (op->contr->fire_on)
2222 fire (op, dir); 2203 retval = fire (op, dir);
2223 else 2204 else
2224 { 2205 {
2225 move_player_attack (op, dir); 2206 retval = move_player_attack (op, dir);
2226 pick = check_pick (op); 2207 pick = check_pick (op);
2227 } 2208 }
2228 2209
2229 /* Add special check for newcs players and fire on - this way, the 2210 /* Add special check for newcs players and fire on - this way, the
2230 * server can handle repeat firing. 2211 * server can handle repeat firing.
2237 /* Update how the player looks. Use the facing, so direction may 2218 /* Update how the player looks. Use the facing, so direction may
2238 * get reset to zero. This allows for full animation capabilities 2219 * get reset to zero. This allows for full animation capabilities
2239 * for players. 2220 * for players.
2240 */ 2221 */
2241 animate_object (op, op->facing); 2222 animate_object (op, op->facing);
2242 return 0; 2223
2224 return retval;
2243} 2225}
2244 2226
2245/* This is similar to handle_player, below, but is only used by the 2227/* This is similar to handle_player, below, but is only used by the
2246 * new client/server stuff. 2228 * new client/server stuff.
2247 * This is sort of special, in that the new client/server actually uses 2229 * This is sort of special, in that the new client/server actually uses
2248 * the new speed values for commands. 2230 * the new speed values for commands.
2249 * 2231 *
2250 * Returns true if there are more actions we can do. 2232 * Returns true if there are more actions we can do. Should not do
2233 * many actions in a row, as that would be too unfair to other
2234 * players.
2251 */ 2235 */
2252int 2236bool
2253handle_newcs_player (object *op) 2237handle_newcs_player (object *op)
2254{ 2238{
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)) 2239 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2240 {
2277 flee_player (op); 2241 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 { 2242 {
2281 op->speed_left--; 2243 --op->speed_left;
2244 flee_player (op);
2245
2282 return 0; 2246 return true;
2283 } 2247 }
2248 else
2249 return false;
2284 } 2250 }
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 2251
2294 /* call this here - we also will call this in do_ericserver, but 2252 /* call this here - we also will call this in do_ericserver, but
2295 * the players time has been increased when doericserver has been 2253 * the players time has been increased when doericserver has been
2296 * called, so we recheck it here. 2254 * called, so we recheck it here.
2297 */ 2255 */
2298 if (op->contr->ns->handle_command ()) 2256 if (op->contr->ns->handle_command ())
2299 return 1; 2257 return true;
2300 2258
2301 if (op->speed_left > 0)
2302 {
2303 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2259 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); 2260 return move_player (op, op->direction);
2313 2261
2314 return op->speed_left > 0;
2315 }
2316 }
2317
2318 return 0; 2262 return false;
2319} 2263}
2320 2264
2321int 2265int
2322save_life (object *op) 2266save_life (object *op)
2323{ 2267{
2325 return 0; 2269 return 0;
2326 2270
2327 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2271 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2328 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2272 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2329 { 2273 {
2330 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2274 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)); 2275 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2332
2333 if (op->contr)
2334 esrv_del_item (op->contr, tmp->count);
2335 2276
2336 tmp->destroy (); 2277 tmp->destroy ();
2337 CLEAR_FLAG (op, FLAG_LIFESAVE); 2278 CLEAR_FLAG (op, FLAG_LIFESAVE);
2338 2279
2339 if (op->stats.hp < 0) 2280 if (op->stats.hp < 0)
2352 return 0; 2293 return 0;
2353} 2294}
2354 2295
2355/* This goes throws the inventory and removes unpaid objects, and puts them 2296/* 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 2297 * 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 2298 * function will descend into containers. op is the object to start the search
2358 * from. 2299 * from.
2359 */ 2300 */
2301static void
2302drop_unpaid_items (object *op, object *env)
2303{
2304 while (op)
2305 {
2306 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2307
2308 if (QUERY_FLAG (op, FLAG_UNPAID))
2309 op->insert_at (env);
2310 else if (op->inv)
2311 drop_unpaid_items (op->inv, env);
2312
2313 op = next;
2314 }
2315}
2316
2360void 2317void
2361remove_unpaid_objects (object *op, object *env) 2318object::drop_unpaid_items ()
2362{ 2319{
2363 object *next; 2320 if (!flag [FLAG_REMOVED])
2364 2321 ::drop_unpaid_items (inv, this);
2365 while (op)
2366 {
2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368
2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 {
2371 if (env->type == PLAYER)
2372 esrv_del_item (env->contr, op->count);
2373
2374 op->insert_at (env);
2375 }
2376 else if (op->inv)
2377 remove_unpaid_objects (op->inv, env);
2378
2379 op = next;
2380 }
2381} 2322}
2382 2323
2383/* 2324/*
2384 * Returns pointer a static string containing gravestone text 2325 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2326 * Moved from apply.c to player.c - player.c is what
2435 int rate_grace = 2000; 2376 int rate_grace = 2000;
2436 const int max_hp = 1; 2377 const int max_hp = 1;
2437 const int max_sp = 1; 2378 const int max_sp = 1;
2438 const int max_grace = 1; 2379 const int max_grace = 1;
2439 2380
2440 if (op->contr->outputs_sync) 2381 if (op->contr->hidden)
2382 {
2383 op->invisible = 1000;
2384 /* the socket code flashes the player visible/invisible
2385 * depending on the value of invisible, so we need to
2386 * alternate it here for it to work correctly.
2387 */
2388 if (pticks & 2)
2389 op->invisible--;
2441 { 2390 }
2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2391 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) 2392 {
2444 flush_output_element (op, &op->contr->outputs[i]); 2393 if (!op->invisible--)
2394 {
2395 make_visible (op);
2396 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2397 }
2445 } 2398 }
2446 2399
2447 if (op->contr->ns->state == ST_PLAYING) 2400 if (op->contr->ns->state == ST_PLAYING)
2448 { 2401 {
2449 /* these next three if clauses make it possible to SLOW DOWN 2402 /* these next three if clauses make it possible to SLOW DOWN
2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2421 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2469 else 2422 else
2470 { 2423 {
2471 gen_grace = op->stats.maxgrace; 2424 gen_grace = op->stats.maxgrace;
2472 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2425 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 } 2426 }
2516 2427
2517 /* Regenerate Grace */ 2428 /* Regenerate Grace */
2518 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2429 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2519 if (--op->last_grace < 0) 2430 if (--op->last_grace < 0)
2540 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2451 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2541 } 2452 }
2542 /* wearing stuff doesn't detract from grace generation. */ 2453 /* wearing stuff doesn't detract from grace generation. */
2543 } 2454 }
2544 2455
2456 if (op->stats.food > 0)
2457 {
2545 /* Regenerate Hit Points */ 2458 /* Regenerate Spell Points */
2546 if (--op->last_heal < 0) 2459 if (!op->contr->golem && --op->last_sp < 0)
2547 {
2548 if (op->stats.hp < op->stats.maxhp)
2549 { 2460 {
2550 op->stats.hp++; 2461 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2551 /* dms do not consume food */ 2462
2552 if (!QUERY_FLAG (op, FLAG_WIZ)) 2463 if (op->stats.sp < op->stats.maxsp)
2553 { 2464 {
2465 op->stats.sp++;
2466
2467 /* dms do not consume food */
2468 if (!QUERY_FLAG (op, FLAG_WIZ))
2469 {
2554 op->stats.food--; 2470 op->stats.food--;
2471
2555 if (op->contr->digestion < 0) 2472 if (op->contr->digestion < 0)
2556 op->stats.food += op->contr->digestion; 2473 op->stats.food += op->contr->digestion;
2557 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2474 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2558 op->stats.food = last_food; 2475 op->stats.food = last_food;
2476 }
2559 } 2477 }
2560 }
2561 2478
2562 if (max_hp > 1) 2479 if (max_sp > 1)
2563 {
2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2565 if (over_hp > 0)
2566 { 2480 {
2567 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2481 over_sp = (gen_sp + 10) / rate_sp;
2482 if (over_sp > 0)
2483 {
2484 if (op->stats.sp < op->stats.maxsp)
2485 {
2486 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2487
2488 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2489 op->stats.sp--;
2490
2491 if (op->stats.sp > op->stats.maxsp)
2492 op->stats.sp = op->stats.maxsp;
2493 }
2494
2568 op->last_heal = 0; 2495 op->last_sp = 0;
2496 }
2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2569 } 2499 }
2570 else 2500 else
2501 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2502 }
2503
2504 /* Regenerate Hit Points */
2505 if (--op->last_heal < 0)
2506 {
2507 if (op->stats.hp < op->stats.maxhp)
2571 { 2508 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2509 op->stats.hp++;
2510
2511 /* dms do not consume food */
2512 if (!QUERY_FLAG (op, FLAG_WIZ))
2513 {
2514 op->stats.food--;
2515
2516 if (op->contr->digestion < 0)
2517 op->stats.food += op->contr->digestion;
2518 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2519 op->stats.food = last_food;
2520 }
2573 } 2521 }
2522
2523 if (max_hp > 1)
2524 {
2525 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2526
2527 if (over_hp > 0)
2528 {
2529 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2530 op->last_heal = 0;
2531 }
2532 else
2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2574 } 2534 }
2575 else 2535 else
2576 {
2577 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2536 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 } 2537 }
2579 } 2538 }
2580 2539
2581 /* Digestion */ 2540 /* Digestion */
2582 if (--op->last_eat < 0) 2541 if (--op->last_eat < 0)
2583 { 2542 {
2584#ifdef COZY_SERVER 2543 int bonus = max (0, op->contr->digestion),
2585 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2544 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 2545
2591 if (op->contr->gen_hp > 0)
2592 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2546 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 2547
2596 /* dms do not consume food */ 2548 /* dms do not consume food */
2597 if (!QUERY_FLAG (op, FLAG_WIZ)) 2549 if (!QUERY_FLAG (op, FLAG_WIZ))
2598 op->stats.food--; 2550 op->stats.food--;
2599 } 2551 }
2626 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2578 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2627 manual_apply (op, flesh, 0); 2579 manual_apply (op, flesh, 0);
2628 } 2580 }
2629 } 2581 }
2630 2582
2631 while (op->stats.food < 0 && op->stats.hp >= 0) 2583 if (op->stats.food < 0)
2632 op->stats.food++, op->stats.hp--; 2584 {
2585 op->stats.hp += op->stats.food;
2586 op->stats.food = 0;
2587 }
2633 2588
2634 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2589 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2635 kill_player (op); 2590 kill_player (op);
2636 } 2591 }
2637} 2592}
2642 * file. 2597 * file.
2643 */ 2598 */
2644void 2599void
2645kill_player (object *op) 2600kill_player (object *op)
2646{ 2601{
2602 int x, y;
2647 char buf[MAX_BUF]; 2603 char buf[MAX_BUF];
2648 int x, y;
2649
2650 //int i;
2651 maptile *map; /* this is for resurrection */ 2604 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; 2605 int will_kill_again;
2659 archetype *at; 2606 archetype *at;
2660 object *tmp; 2607 object *tmp;
2661 2608
2662 if (save_life (op)) 2609 if (save_life (op))
2663 return; 2610 return;
2664
2665 2611
2666 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2612 /* 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. 2613 * in cities ONLY!!! It is very important that this doesn't get abused.
2668 * Look at op_on_battleground() for more info --AndreasV 2614 * Look at op_on_battleground() for more info --AndreasV
2669 */ 2615 */
2685 { 2631 {
2686 tmp->destroy (); 2632 tmp->destroy ();
2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2633 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2688 } 2634 }
2689 2635
2690 cure_disease (op, 0); /* remove any disease */ 2636 cure_disease (op, 0, 0); /* remove any disease */
2691 op->stats.hp = op->stats.maxhp; 2637 op->stats.hp = op->stats.maxhp;
2692 if (op->stats.food <= 0) 2638 if (op->stats.food <= 0)
2693 op->stats.food = 999; 2639 op->stats.food = 999;
2694 2640
2695 /* create a bodypart-trophy to make the winner happy */ 2641 /* create a bodypart-trophy to make the winner happy */
2696 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2642 if (object *tmp = arch_to_object (archetype::find ("finger")))
2697 { 2643 {
2698 sprintf (buf, "%s's finger", &op->name); 2644 tmp->name = format ("%s's finger" , &op->name);
2699 tmp->name = buf; 2645 tmp->name_pl = format ("%s's fingers", &op->name);
2700 sprintf (buf, " This finger has been cut off %s\n" 2646 tmp->msg = format (
2701 " the %s, when he was defeated at\n level %d by %s.\n", 2647 "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); 2648 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2703 tmp->msg = buf; 2649 );
2704 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2650 tmp->value = 0, tmp->type = 0;
2705 tmp->materialname = NULL; 2651 tmp->materialname = "organics";
2706 tmp->insert_at (op, tmp); 2652 tmp->insert_at (op, tmp);
2707 } 2653 }
2708 2654
2709 /* teleport defeated player to new destination */ 2655 /* teleport defeated player to new destination */
2710 transfer_ob (op, x, y, 0, NULL); 2656 transfer_ob (op, x, y, 0, NULL);
2715 INVOKE_PLAYER (DEATH, op->contr); 2661 INVOKE_PLAYER (DEATH, op->contr);
2716 2662
2717 command_kill_pets (op, 0); 2663 command_kill_pets (op, 0);
2718 2664
2719 if (op->stats.food < 0) 2665 if (op->stats.food < 0)
2720 {
2721 sprintf (buf, "%s starved to death.", &op->name);
2722 strcpy (op->contr->killer, "starvation"); 2666 strcpy (op->contr->killer, "starvation");
2723 }
2724 else
2725 sprintf (buf, "%s died.", &op->name);
2726 2667
2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2668 op->contr->play_sound (sound_find ("player_dies"));
2728 2669
2729 /* save the map location for corpse, gravestone */ 2670 /* save the map location for corpse, gravestone */
2730 x = op->x; 2671 x = op->x;
2731 y = op->y; 2672 y = op->y;
2732 map = op->map; 2673 map = op->map;
2895 { 2836 {
2896 tmp->destroy (); 2837 tmp->destroy ();
2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2838 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2898 } 2839 }
2899 2840
2900 cure_disease (op, 0); /* remove any disease */ 2841 cure_disease (op, 0, 0); /* remove any disease */
2901 2842
2902 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2903 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2904 if (op->stats.food < 100) 2845 if (op->stats.food < 100)
2905 op->stats.food = 900; 2846 op->stats.food = 900;
2906 op->stats.hp = op->stats.maxhp; 2847 op->stats.hp = op->stats.maxhp;
2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2848 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2849 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2909 2850
2910 /* 2851 /*
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 2852 * Check to see if the player has any unpaid items. If so, remove them
2913 * in the map. 2853 * and put them back in the map.
2914 */ 2854 */
2915 2855 op->drop_unpaid_items ();
2916 if (is_in_shop (op))
2917 remove_unpaid_objects (op->inv, op);
2918 2856
2919 /****************************************/ 2857 /****************************************/
2920 /* */ 2858 /* */
2921 /* Move player to his current respawn- */ 2859 /* Move player to his current respawn- */
2922 /* position (usually last savebed) */ 2860 /* position (usually last savebed) */
2942 object *force; 2880 object *force;
2943 int at; 2881 int at;
2944 2882
2945 force = get_archetype (FORCE_NAME); 2883 force = get_archetype (FORCE_NAME);
2946 /* 50 ticks should be enough time for the spell to abate */ 2884 /* 50 ticks should be enough time for the spell to abate */
2947 force->speed = 0.1; 2885 force->speed = 0.1f;
2948 force->speed_left = -5.0; 2886 force->speed_left = -5.f;
2949 SET_FLAG (force, FLAG_APPLIED); 2887 SET_FLAG (force, FLAG_APPLIED);
2950 for (at = 0; at < NROFATTACKS; at++) 2888 for (at = 0; at < NROFATTACKS; at++)
2951 if (will_kill_again & (1 << at)) 2889 if (will_kill_again & (1 << at))
2952 force->resist[at] = 100; 2890 force->resist[at] = 100;
2953 2891
2962void 2900void
2963loot_object (object *op) 2901loot_object (object *op)
2964{ /* Grab and destroy some treasure */ 2902{ /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next; 2903 object *tmp, *tmp2, *next;
2966 2904
2967 if (op->container) 2905 op->close_container (); /* close open sack first */
2968 esrv_apply_container (op, op->container); /* close open sack first */
2969 2906
2970 for (tmp = op->inv; tmp; tmp = next) 2907 for (tmp = op->inv; tmp; tmp = next)
2971 { 2908 {
2972 next = tmp->below; 2909 next = tmp->below;
2973 2910
2974 if (tmp->invisible) 2911 if (tmp->invisible)
2975 continue; 2912 continue;
2976 2913
2977 tmp->remove (); 2914 tmp->remove ();
2978 tmp->x = op->x, tmp->y = op->y; 2915 tmp->x = op->x, tmp->y = op->y;
2916
2979 if (tmp->type == CONTAINER) 2917 if (tmp->type == CONTAINER)
2980 { /* empty container to ground */ 2918 loot_object (tmp); /* empty container to ground */
2981 loot_object (tmp); 2919
2982 }
2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2920 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2984 { 2921 {
2985 if (tmp->nrof > 1) 2922 if (tmp->nrof > 1)
2986 { 2923 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2924 tmp->decrease (rndm (1, tmp->nrof - 1));
2988 tmp2->destroy ();
2989 insert_ob_in_map (tmp, op->map, NULL, 0); 2925 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 } 2926 }
2991 else 2927 else
2992 tmp->destroy (); 2928 tmp->destroy ();
2993 } 2929 }
2999/* 2935/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2936 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2937 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2938 * was changed.
3003 */ 2939 */
3004
3005void 2940void
3006fix_weight (void) 2941fix_weight (void)
3007{ 2942{
3008 for_all_players (pl) 2943 for_all_players (pl)
3009 { 2944 {
3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2945 sint32 old = pl->ob->carrying;
3011 2946
3012 if (old == sum) 2947 pl->ob->update_weight ();
3013 continue; 2948
2949 if (old != pl->ob->carrying)
2950 {
3014 pl->ob->update_stats (); 2951 pl->ob->update_stats ();
3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2952 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2953 }
3016 } 2954 }
3017} 2955}
3018 2956
3019void 2957void
3020fix_luck (void) 2958fix_luck (void)
3064void 3002void
3065make_visible (object *op) 3003make_visible (object *op)
3066{ 3004{
3067 op->hide = 0; 3005 op->hide = 0;
3068 op->invisible = 0; 3006 op->invisible = 0;
3007
3069 if (op->type == PLAYER) 3008 if (op->type == PLAYER)
3070 { 3009 {
3071 op->contr->tmp_invis = 0; 3010 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 3011 op->contr->invis_race = 0;
3073 } 3012 }
3013
3074 update_object (op, UP_OBJ_FACE); 3014 update_object (op, UP_OBJ_CHANGE);
3075} 3015}
3076 3016
3077int 3017int
3078is_true_undead (object *op) 3018is_true_undead (object *op)
3079{ 3019{
3080 object *tmp = NULL;
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3020 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3083 return 1; 3021 return 1;
3084 3022
3085 return 0; 3023 return 0;
3086} 3024}
3087 3025
3088/* look at the surrounding terrain to determine 3026/* look at the surrounding terrain to determine
3089 * the hideability of this object. Positive levels 3027 * the hideability of this object. Positive levels
3090 * indicate greater hideability. 3028 * indicate greater hideability.
3091 */ 3029 */
3092
3093int 3030int
3094hideability (object *ob) 3031hideability (object *ob)
3095{ 3032{
3096 int i, level = 0, mflag; 3033 int i, level = 0, mflag;
3097 sint16 x, y; 3034 sint16 x, y;
3107 * as bad as carrying a light on a pitch dark map */ 3044 * as bad as carrying a light on a pitch dark map */
3108 if (has_carried_lights (ob)) 3045 if (has_carried_lights (ob))
3109 level = -(10 + (2 * ob->map->darkness)); 3046 level = -(10 + (2 * ob->map->darkness));
3110 3047
3111 /* scan through all nearby squares for terrain to hide in */ 3048 /* scan through all nearby squares for terrain to hide in */
3112 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3049 for (i = 0, x = ob->x, y = ob->y;
3050 i <= SIZEOFFREE1;
3051 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3113 { 3052 {
3114 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3053 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3115 if (mflag & P_OUT_OF_MAP) 3054 if (mflag & P_OUT_OF_MAP)
3116 {
3117 continue; 3055 continue;
3118 } 3056
3119 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3057 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3120 level += 2; 3058 level += 2;
3121 else /* open terrain! */ 3059 else /* open terrain! */
3122 level -= 1; 3060 level -= 1;
3123 } 3061 }
3131/* For Hidden creatures - a chance of becoming 'unhidden' 3069/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 3070 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 3071 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 3072 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 3073 */
3136
3137void 3074void
3138do_hidden_move (object *op) 3075do_hidden_move (object *op)
3139{ 3076{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3077 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3141 object *skop; 3078 object *skop;
3223 * object op. This function works fine for monsters, 3160 * object op. This function works fine for monsters,
3224 * but we dont worry if the object isnt the top one in 3161 * but we dont worry if the object isnt the top one in
3225 * a pile (say a coin under a table would return "viewable" 3162 * a pile (say a coin under a table would return "viewable"
3226 * by this routine). Another question, should we be 3163 * by this routine). Another question, should we be
3227 * concerned with the direction the player is looking 3164 * concerned with the direction the player is looking
3228 * in? Realistically, most of use cant see stuff behind 3165 * in? Realistically, most of us can't see stuff behind
3229 * our backs...on the other hand, does the "facing" direction 3166 * our backs...on the other hand, does the "facing" direction
3230 * imply the way your head, or body is facing? Its possible 3167 * 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. 3168 * for them to differ. Sigh, this fctn could get a bit more complex.
3232 * -b.t. 3169 * -b.t.
3233 * This function is now map tiling safe. 3170 * This function is now map tiling safe.
3234 */ 3171 */
3235
3236int 3172int
3237player_can_view (object *pl, object *op) 3173player_can_view (object *pl, object *op)
3238{ 3174{
3239 rv_vector rv; 3175 rv_vector rv;
3240 int dx, dy; 3176 int dx, dy;
3252 3188
3253 get_rangevector (pl, op, &rv, 0x1); 3189 get_rangevector (pl, op, &rv, 0x1);
3254 3190
3255 /* starting with the 'head' part, lets loop 3191 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any 3192 * through the object and find if it has any
3257 * part that is in the los array but isnt on 3193 * part that is in the los array but isn't on
3258 * a blocked los square. 3194 * a blocked los square.
3259 * we use the archetype to figure out offsets. 3195 * we use the archetype to figure out offsets.
3260 */ 3196 */
3261 while (op) 3197 while (op)
3262 { 3198 {
3263 dx = rv.distance_x + op->arch->clone.x; 3199 dx = rv.distance_x + op->arch->x;
3264 dy = rv.distance_y + op->arch->clone.y; 3200 dy = rv.distance_y + op->arch->y;
3265 3201
3266 /* only the viewable area the player sees is updated by LOS 3202 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values 3203 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values. 3204 * for any meaningful values.
3269 */ 3205 */
3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3206 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3271 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3207 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3208 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3273 return 1; 3209 return 1;
3210
3274 op = op->more; 3211 op = op->more;
3275 } 3212 }
3213
3276 return 0; 3214 return 0;
3277} 3215}
3278 3216
3279/* routine for both players and monsters. We call this when 3217/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3218 * there is a possibility for our action distrubing our hiding
3283 * return 0. 3221 * return 0.
3284 */ 3222 */
3285int 3223int
3286action_makes_visible (object *op) 3224action_makes_visible (object *op)
3287{ 3225{
3288
3289 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3226 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290 { 3227 {
3291 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3228 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3292 return 0; 3229 return 0;
3293 3230
3299 { 3236 {
3300 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3237 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3301 return 1; 3238 return 1;
3302 } 3239 }
3303 } 3240 }
3241
3304 return 0; 3242 return 0;
3305} 3243}
3306 3244
3307/* op_on_battleground - checks if the given object op (usually 3245/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3246 * 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 3251 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3252 */
3315int 3253int
3316op_on_battleground (object *op, int *x, int *y) 3254op_on_battleground (object *op, int *x, int *y)
3317{ 3255{
3318 object *tmp;
3319
3320 /* A battleground-tile needs the following attributes to be valid: 3256 /* 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), 3257 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3258 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3323 * and the exit-coordinates sp/hp must both be > 0. 3259 * and the exit-coordinates sp/hp must both be > 0.
3324 * => The intention here is to prevent abuse of the battleground- 3260 * => The intention here is to prevent abuse of the battleground-
3325 * feature (like pickable or hidden battleground tiles). */ 3261 * feature (like pickable or hidden battleground tiles). */
3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3262 for (object *tmp = op->below; tmp; tmp = tmp->below)
3327 { 3263 {
3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3264 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3329 { 3265 {
3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3266 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3331 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3267 && tmp->type == BATTLEGROUND
3268 && tmp->name == shstr_battleground
3269 && EXIT_X (tmp) && EXIT_Y (tmp))
3332 { 3270 {
3333 /*before we assign the exit, check if this is a teambattle */ 3271 /* before we assign the exit, check if this is a teambattle */
3334 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3272 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3335 { 3273 {
3336 object *invtmp;
3337
3338 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3274 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3339 { 3275 {
3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3276 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3341 { 3277 {
3342 if (x != NULL && y != NULL) 3278 if (x && y)
3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3279 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3280
3344 return 1; 3281 return 1;
3345 } 3282 }
3346 } 3283 }
3347 } 3284 }
3285
3348 if (x != NULL && y != NULL) 3286 if (x && y)
3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3287 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3288
3350 return 1; 3289 return 1;
3351 } 3290 }
3352 } 3291 }
3353 } 3292 }
3293
3354 /* If we got here, did not find a battleground */ 3294 /* If we got here, did not find a battleground */
3355 return 0; 3295 return 0;
3356} 3296}
3357 3297
3358/* 3298/*
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3314 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3315 int i = 0, j = 0;
3376 3316
3377 /* get the appropriate treasurelist */ 3317 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3318 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3319 trlist = treasurelist::find (shstr_dragon_ability_fire);
3380 else if (atnr == ATNR_COLD) 3320 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3321 trlist = treasurelist::find (shstr_dragon_ability_cold);
3382 else if (atnr == ATNR_ELECTRICITY) 3322 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3323 trlist = treasurelist::find (shstr_dragon_ability_elec);
3384 else if (atnr == ATNR_POISON) 3324 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3325 trlist = treasurelist::find (shstr_dragon_ability_poison);
3386 3326
3387 if (trlist == NULL || who->type != PLAYER) 3327 if (trlist == NULL || who->type != PLAYER)
3388 return; 3328 return;
3389 3329
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3330 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]); */ 3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3395 return; 3335 return;
3396 } 3336 }
3397 3337
3398 /* everything seems okay - now bring on the gift: */ 3338 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone); 3339 item = tr->item;
3400 3340
3401 if (item->type == SPELL) 3341 if (item->type == SPELL)
3402 { 3342 {
3403 if (check_spell_known (who, item->name)) 3343 if (check_spell_known (who, item->name))
3404 return; 3344 return;
3463 { 3403 {
3464 /* forces in the treasurelist can alter the player's stats */ 3404 /* forces in the treasurelist can alter the player's stats */
3465 object *skin; 3405 object *skin;
3466 3406
3467 /* first get the dragon skin force */ 3407 /* 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) 3408 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3470 ; 3409 ;
3471 3410
3472 if (!skin) 3411 if (!skin)
3473 return; 3412 return;
3474 3413
3509 else 3448 else
3510 { 3449 {
3511 /* generate misc. treasure */ 3450 /* generate misc. treasure */
3512 tmp = arch_to_object (tr->item); 3451 tmp = arch_to_object (tr->item);
3513 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3452 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3514 tmp = insert_ob_in_ob (tmp, who); 3453 who->insert (tmp);
3515 if (who->type == PLAYER)
3516 esrv_send_item (who, tmp);
3517 } 3454 }
3518} 3455}
3519 3456
3520/** 3457/**
3521 * Unready an object for a player. This function does nothing if the object was 3458 * Unready an object for a player. This function does nothing if the object was
3522 * not readied. 3459 * not readied.
3523 */ 3460 */
3524void 3461void
3525player_unready_range_ob (player *pl, object *ob) 3462player_unready_range_ob (player *pl, object *ob)
3526{ 3463{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3464 if (pl->ob->current_weapon == ob)
3465 pl->ob->current_weapon = 0;
3466
3467 if (pl->combat_ob == ob)
3468 pl->combat_ob = 0;
3469
3528 if (pl->ranges[i] == ob) 3470 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3471 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3472}
3473
3474sint8
3475player::visibility_at (maptile *map, int x, int y) const
3476{
3477 if (!ns)
3478 return 0;
3479
3480 int dx, dy;
3481 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3482 return 0;
3483
3484 x += dx - ns->current_x + ns->mapx / 2;
3485 y += dy - ns->current_y + ns->mapy / 2;
3486
3487 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3488 return 0;
3489
3490 return 100 - blocked_los [x][y];
3491}
3492
3493void
3494player::infobox (const char *title, const char *msg, int color)
3495{
3496 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3497}
3498
3499void
3500player::statusmsg (const char *msg, int color)
3501{
3502 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3503}
3504
3505void
3506player::failmsg (const char *msg, int color)
3507{
3508 play_sound (sound_find ("generic_failure"));
3509 statusmsg (msg, color);
3510}
3511

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines