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Comparing deliantra/server/server/player.C (file contents):
Revision 1.97 by root, Mon Jan 8 22:32:11 2007 UTC vs.
Revision 1.179 by root, Sun Jan 13 13:20:43 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
194 return; 178 return;
195 179
196 terminate_all_pets (ob); 180 terminate_all_pets (ob);
197 remove_friendly_object (ob); 181 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
199 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 189 ob->map = 0;
190 party = 0;
201 191
202 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 193
205 players.erase (this); 194 players.erase (this);
206} 195}
207 196
208// connect the player with a specific client 197// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
210void 199void
211player::connect (client *ns) 200player::connect (client *ns)
212{ 201{
213 this->ns = ns; 202 this->ns = ns;
214 ns->pl = this; 203 ns->pl = this;
215 204
216 run_on = 0; 205 run_on = 0;
217 fire_on = 0; 206 fire_on = 0;
218 ob->container = 0; //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
219 208
220 ns->update_look = 0; 209 ns->update_look = 0;
221 ns->look_position = 0; 210 ns->look_position = 0;
222 211
223 clear_los (ob); 212 clear_los (this);
224 213
225 ns->reset_stats (); 214 ns->reset_stats ();
226 215
227 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
228 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
229 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
230
231 if (!legal_range (ob, shoottype))
232 shoottype = range_none;
233 219
234 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 221 link_player_skills (ob);
236 222
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 224
239 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
240
241 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
242 * from the class, and not race. I don't see any way to get the class information
243 * to then update this. I don't think this will actually break anything - anyone
244 * that can use armour should be able to use a shield. What this may 'break'
245 * are features new characters get, eg, if someone starts up with a Q, they
246 * should be able to use a shield. However, old Q's won't get that advantage.
247 */
248 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
249 SET_FLAG (ob, FLAG_USE_SHIELD);
250 226
251 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
252 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
253 { 229 {
254 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
255 231
256 shstr_cmp dragon_ability_force ("dragon_ability_force");
257 shstr_cmp dragon_skin_force ("dragon_skin_force");
258
259 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
260 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
261 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
262 abil = tmp; 235 abil = tmp;
263 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
264 skin = tmp; 237 skin = tmp;
265 238
266 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
267 } 240 }
268 241
269 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
270 243
271 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
272 245
273 ob->update_stats (); 246 ob->update_stats ();
247
274 ns->floorbox_update (); 248 ns->floorbox_update ();
275
276 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
278 251
279 activate (); 252 activate ();
280 253
287} 260}
288 261
289void 262void
290player::disconnect () 263player::disconnect ()
291{ 264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
292 if (ns) 271 if (ns)
293 { 272 {
294 if (active) 273 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296 275
297 INVOKE_PLAYER (DISCONNECT, this); 276 INVOKE_PLAYER (DISCONNECT, this);
298 277
299 ns->reset_stats (); 278 ns->reset_stats ();
300 ns->pl = 0; 279 ns->pl = 0;
301 this->ns = 0; 280 ns = 0;
302 } 281 }
303 282
304 ob->container = 0; //TODO: client-specific 283 observe = ob;
284
305 deactivate (); 285 deactivate ();
306} 286}
307 287
308// the need for this function can be explained 288// the need for this function can be explained
309// by load_object not returning the object 289// by load_object not returning the object
310void 290void
311player::set_object (object *op) 291player::set_object (object *op)
312{ 292{
313 ob = op; 293 ob = observe = op;
314 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
315 295
296 ob->speed = 1.0f;
316 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
317 ob->speed = 1.0; 298
318 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
319 ob->stats.wc = 2;
320 ob->run_away = 25; /* Then we panick... */
321 300
322 ob->roll_stats (); 301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326}
327
328void
329player::set_observe (object *op)
330{
331 observe = op ? op : ob;
332 do_los = 1;
323} 333}
324 334
325player::player () 335player::player ()
326{ 336{
327 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point. 338 * we deal with that below this point.
329 */ 339 */
330 outputs_sync = 16; /* Every 2 seconds */ 340 outputs_sync = 4;
331 outputs_count = 8; /* Keeps present behaviour */ 341 outputs_count = 4;
332 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
333 343
334 savebed_map = first_map_path; /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
335 345
336 gen_sp_armour = 10; 346 gen_sp_armour = 10;
337 shoottype = range_none;
338 bowtype = bow_normal; 347 bowtype = bow_normal;
339 petmode = pet_normal; 348 petmode = pet_normal;
340 listening = 10; 349 listening = 10;
341 usekeys = containers; 350 usekeys = containers;
342 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
343 do_los = 1; 352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
344} 356}
345 357
346void 358void
347player::do_destroy () 359player::do_destroy ()
348{ 360{
353 if (ob) 365 if (ob)
354 { 366 {
355 ob->destroy_inv (false); 367 ob->destroy_inv (false);
356 ob->destroy (); 368 ob->destroy ();
357 } 369 }
370
371 ob = observe = 0;
358} 372}
359 373
360player::~player () 374player::~player ()
361{ 375{
362 /* Clear item stack */ 376 /* Clear item stack */
371player::create () 385player::create ()
372{ 386{
373 player *pl = new player; 387 player *pl = new player;
374 388
375 pl->set_object (arch_to_object (get_player_archetype (0))); 389 pl->set_object (arch_to_object (get_player_archetype (0)));
390
391 pl->ob->roll_stats ();
392 pl->ob->stats.wc = 2;
393 pl->ob->run_away = 25; /* Then we panick... */
394
376 set_first_map (pl->ob); 395 set_first_map (pl->ob);
377 396
378 return pl; 397 return pl;
379} 398}
380 399
384 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
385 */ 404 */
386archetype * 405archetype *
387get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
388{ 407{
389 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
390 409
391 for (;;) 410 for (;;)
392 { 411 {
393 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
394 at = first_archetype; 413 i = archetypes.begin ();
395 else 414 else if (*i == at)
396 at = at->next; 415 cleanup ("not a single player archetype found");
397 416
398 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
399 return at; 418 return *i;
400
401 if (at == start)
402 {
403 LOG (llevError, "No Player archetypes\n");
404 exit (-1);
405 }
406 } 419 }
407} 420}
408 421
409object * 422object *
410get_nearest_player (object *mon) 423get_nearest_player (object *mon)
414 unsigned lastdist; 427 unsigned lastdist;
415 rv_vector rv; 428 rv_vector rv;
416 429
417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
418 { 431 {
419 /* We should not find free objects on this friendly list, but it
420 * does periodically happen. Given that, lets deal with it.
421 * While unlikely, it is possible the next object on the friendly
422 * list is also free, so encapsulate this in a while loop.
423 */
424 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
425 {
426 object *tmp = ol->ob;
427
428 /* Can't do much more other than log the fact, because the object
429 * itself will have been cleared.
430 */
431 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
432 tmp->debug_desc ());
433 ol = ol->next;
434 remove_friendly_object (tmp);
435 if (!ol)
436 return op;
437 }
438
439 /* Remove special check for player from this. First, it looks to cause
440 * some crashes (ol->ob->contr not set properly?), but secondly, a more
441 * complicated method of state checking would be needed in any case -
442 * as it was, a clever player could type quit, and the function would
443 * skip them over while waiting for confirmation. Remove
444 * on_same_map check, as can_detect_enemy also does this
445 */
446 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
447 continue; 433 continue;
448 434
449 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
450 { 436 {
526 x = mon->x; 512 x = mon->x;
527 y = mon->y; 513 y = mon->y;
528 m = mon->map; 514 m = mon->map;
529 dir = rv.direction; 515 dir = rv.direction;
530 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 516 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
531 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 517 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
518
532 /* If we can't solve it within the search distance, return now. */ 519 /* If we can't solve it within the search distance, return now. */
533 if (diff > max) 520 if (diff > max)
534 return 0; 521 return 0;
522
535 while (diff > 1 && max > 0) 523 while (diff > 1 && max > 0)
536 { 524 {
537 lastx = x; 525 lastx = x;
538 lasty = y; 526 lasty = y;
539 lastmap = m; 527 lastmap = m;
621 max--; 609 max--;
622 lastdir = dir; 610 lastdir = dir;
623 if (!firstdir) 611 if (!firstdir)
624 firstdir = dir; 612 firstdir = dir;
625 } 613 }
614
626 if (diff <= 1) 615 if (diff <= 1)
627 { 616 {
628 /* Recalculate diff (distance) because we may not have actually 617 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance. 618 * headed toward player for entire distance.
630 */ 619 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
632 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
633 } 622 }
623
634 if (diff > max) 624 if (diff > max)
635 return 0; 625 return 0;
636 } 626 }
627
637 /* If we reached the max, didn't find a direction in time */ 628 /* If we reached the max, didn't find a direction in time */
638 if (!max) 629 if (!max)
639 return 0; 630 return 0;
640 631
641 return firstdir; 632 return firstdir;
642} 633}
643 634
644void 635void
645give_initial_items (object *pl, treasurelist * items) 636give_initial_items (object *pl, treasurelist * items)
646{ 637{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL) 638 if (pl->randomitems)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651 640
652 for (op = pl->inv; op; op = next) 641 for (object *next, *op = pl->inv; op; op = next)
653 { 642 {
654 next = op->below; 643 next = op->below;
655 644
656 /* Forces get applied per default, unless they have the 645 /* Forces get applied per default, unless they have the
657 * flag "neutral" set. Sorry but I can't think of a better way 646 * flag "neutral" set. Sorry but I can't think of a better way
699 if (op->nrof > 1) 688 if (op->nrof > 1)
700 op->nrof = 1; 689 op->nrof = 1;
701 } 690 }
702 691
703 if (op->type == SPELLBOOK && op->inv) 692 if (op->type == SPELLBOOK && op->inv)
704 {
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 693 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707 694
708 /* Give starting characters identified, uncursed, and undamned 695 /* Give starting characters identified, uncursed, and undamned
709 * items. Just don't identify gold or silver, or it won't be 696 * items. Just don't identify gold or silver, or it won't be
710 * merged properly. 697 * merged properly.
711 */ 698 */
755roll_stat (void) 742roll_stat (void)
756{ 743{
757 int a[4], i, j, k; 744 int a[4], i, j, k;
758 745
759 for (i = 0; i < 4; i++) 746 for (i = 0; i < 4; i++)
760 a[i] = (int) RANDOM () % 6 + 1; 747 a[i] = (int) rndm (6) + 1;
761 748
762 for (i = 0, j = 0, k = 7; i < 4; i++) 749 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 750 if (a[i] < k)
764 k = a[i], j = i; 751 k = a[i], j = i;
765 752
771} 758}
772 759
773void 760void
774object::roll_stats () 761object::roll_stats ()
775{ 762{
776 int statsort [7]; 763 int statsort [NUM_STATS];
777 764
778 for (;;) 765 for (;;)
779 { 766 {
780 int sum = 0; 767 int sum = 0;
781 for (int i = 7; i--; ) 768 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 769 sum += statsort [i] = roll_stat ();
783 770
784 if (sum >= 82 && sum <= 116) 771 if (sum >= 82 && sum <= 116)
785 break; 772 break;
786 } 773 }
787 774
788 // Sort the stats so that rerolling is easier... 775 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 776 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 777
778 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 779 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 780
799 stats.exp = 0; 781 stats.exp = 0;
800 stats.ac = 0; 782 stats.ac = 0;
801 783
802 stats.hp = stats.maxhp; 784 stats.hp = stats.maxhp;
814} 796}
815 797
816void 798void
817object::swap_stats (int a, int b) 799object::swap_stats (int a, int b)
818{ 800{
819 int tmp = get_attr_value (&contr->orig_stats, a); 801 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 802
803 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 804 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 805
831 //TODO: the following code looks so borked and should, at the very least, 806 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 807 // be merged with the similar code in roll_stats
833 stats.ac = 0; 808 stats.ac = 0;
834 809
853static void 828static void
854start_info (object *op) 829start_info (object *op)
855{ 830{
856 char buf[MAX_BUF]; 831 char buf[MAX_BUF];
857 832
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 833 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 834 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 835}
863 836
864/* This function takes the key that is passed, and does the 837/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 838 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 839 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 840 * separate race and class; this actually changes the RACE,
868 * not the class. 841 * not the class.
869 */ 842 */
870int 843void
871key_change_class (object *op, char key) 844player::chargen_race_done ()
872{ 845{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 846 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 847 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 848
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 849 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 850 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 851 create_treasure (tl, ob, 0, 0, 0);
885 852
886 INVOKE_PLAYER (BIRTH, op->contr); 853 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 854 INVOKE_PLAYER (LOGIN, ob->contr);
888 855
889 op->contr->ns->state = ST_PLAYING; 856 ob->contr->ns->state = ST_PLAYING;
890 857
891 if (op->msg) 858 if (ob->msg)
892 op->msg = NULL; 859 ob->msg = 0;
893 860
894 /* We create this now because some of the unique maps will need it 861 /* We create this now because some of the unique maps will need it
895 * to save here. 862 * to save here.
896 */ 863 */
864 {
865 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 866 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 867 make_path_to_file (buf);
868 }
899 869
900 start_info (op); 870 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 872 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 873 link_player_skills (ob);
904 esrv_send_inventory (op, op); 874 esrv_send_inventory (ob, ob);
905 op->update_stats (); 875 ob->update_stats ();
906 876
907 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
908 * is one for this race 878 * is one for this race
909 */ 879 */
910 if (*first_map_ext_path) 880 if (*first_map_ext_path)
911 { 881 {
912 object *tmp; 882 object *tmp;
913 char mapname[MAX_BUF]; 883 char mapname[MAX_BUF];
914 884
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 885 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create (); 886 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 887 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 888 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 889 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 890 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 891 * if the map isn't there, then stay on the
922 * default initial map */ 892 * default initial map */
923 tmp->destroy (); 893 tmp->destroy ();
924 } 894 }
925 else 895 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 896 LOG (llevDebug, "first_map_ext_path not set\n");
897}
927 898
928 return 0; 899void
929 } 900player::chargen_race_next ()
930 901{
931 /* Following actually changes the race - this is the default command 902 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 903 * if we don't match with one of the options above.
933 */ 904 */
934 905
935 tmp_loop = 0; 906 do
936 while (!tmp_loop)
937 { 907 {
938 shstr name = op->name; 908 shstr name = ob->name;
939 int x = op->x, y = op->y; 909 int x = ob->x, y = ob->y;
940 910
941 op->remove_statbonus (); 911 ob->remove_statbonus ();
942 op->remove (); 912 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 913 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 914 ob->arch->copy_to (ob);
945 op->instantiate (); 915 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 916 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 917 ob->name = ob->name_pl = name;
948 op->x = x; 918 ob->x = x;
949 op->y = y; 919 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 920 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 921 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 922 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 923 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 924 }
925 while (!allowed_class (ob));
956 926
957 update_object (op, UP_OBJ_FACE); 927 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 928 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 929 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 930 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 931 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 932 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 933}
970 934
971void 935void
972flee_player (object *op) 936flee_player (object *op)
973{ 937{
1020 /* Cornered, get rid of scared */ 984 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 985 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 986 op->enemy = NULL;
1023} 987}
1024 988
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 989/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should 990 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 991 * stop.
1029 */ 992 */
1030int 993int
1031check_pick (object *op) 994check_pick (object *op)
1032{ 995{
1033 object *tmp, *next; 996 object *tmp, *next;
1034 int stop = 0; 997 int stop = 0;
1035 int j, k, wvratio; 998 int wvratio;
1036 char putstring[128], tmpstr[16]; 999 char putstring[128];
1037 1000
1038 /* if you're flying, you cna't pick up anything */ 1001 /* if you're flying, you cna't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 1002 if (op->move_type & MOVE_FLYING)
1040 return 1; 1003 return 1;
1041 1004
1042 next = op->below; 1005 next = op->below;
1043 1006
1007 int cnt = MAX_ITEM_PER_DROP;
1008#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1009
1044 /* loop while there are items on the floor that are not marked as 1010 /* loop while there are items on the floor that are not marked as
1045 * destroyed */ 1011 * destroyed */
1046 while (next && !next->destroyed ()) 1012 while (next && !next->destroyed ())
1047 { 1013 {
1048 tmp = next; 1014 tmp = next;
1049 next = tmp->below; 1015 next = tmp->below;
1050 1016
1017 if (cnt <= 0)
1018 {
1019 op->failmsg ("Couldn't pickup all items at once.");
1020 return 0;
1021 }
1022
1051 if (op->destroyed ()) 1023 if (op->destroyed ())
1052 return 0; 1024 return 0;
1053 1025
1054 if (!can_pick (op, tmp)) 1026 if (!can_pick (op, tmp))
1055 continue; 1027 continue;
1056 1028
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1029 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 1030 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 1031 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1061 continue; 1033 continue;
1062 } 1034 }
1063 1035
1064 /* high not bit set? We're using the old autopickup model */ 1036 /* high not bit set? We're using the old autopickup model */
1065 if (!(op->contr->mode & PU_NEWMODE)) 1037 if (!(op->contr->mode & PU_NEWMODE))
1067 switch (op->contr->mode) 1039 switch (op->contr->mode)
1068 { 1040 {
1069 case 0: 1041 case 0:
1070 return 1; /* don't pick up */ 1042 return 1; /* don't pick up */
1071 case 1: 1043 case 1:
1072 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1073 return 1; 1045 return 1;
1074 case 2: 1046 case 2:
1075 pick_up (op, tmp); 1047 CHK_PICK_PICKUP;
1076 return 0; 1048 return 0;
1077 case 3: 1049 case 3:
1078 return 0; /* stop before pickup */ 1050 return 0; /* stop before pickup */
1079 case 4: 1051 case 4:
1080 pick_up (op, tmp); 1052 CHK_PICK_PICKUP;
1081 break; 1053 break;
1082 case 5: 1054 case 5:
1083 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1084 stop = 1; 1056 stop = 1;
1085 break; 1057 break;
1086 case 6: 1058 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1059 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1088 pick_up (op, tmp); 1060 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1061 CHK_PICK_PICKUP;
1089 break; 1062 break;
1090 1063
1091 case 7: 1064 case 7:
1092 if (tmp->type == MONEY || tmp->type == GEM) 1065 if (tmp->type == MONEY || tmp->type == GEM)
1093 pick_up (op, tmp); 1066 CHK_PICK_PICKUP;
1094 break; 1067 break;
1095 1068
1096 default: 1069 default:
1097 /* use value density */ 1070 /* use value density */
1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1071 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1072 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1100 pick_up (op, tmp); 1073 CHK_PICK_PICKUP;
1101 } 1074 }
1102 } 1075 }
1103 else 1076 else
1104 { /* old model */ 1077 { /* old model */
1105 /* NEW pickup handling */ 1078 /* NEW pickup handling */
1109 if (tmp->name != NULL) 1082 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1083 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1084 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else 1085 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1086 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1087 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115 1088
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1089 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 } 1090 }
1118 1091
1119 /* philosophy: 1092 /* philosophy:
1160 /* all food and drink if desired */ 1133 /* all food and drink if desired */
1161 /* question: don't pick up known-poisonous stuff? */ 1134 /* question: don't pick up known-poisonous stuff? */
1162 if (op->contr->mode & PU_FOOD) 1135 if (op->contr->mode & PU_FOOD)
1163 if (tmp->type == FOOD) 1136 if (tmp->type == FOOD)
1164 { 1137 {
1165 pick_up (op, tmp); 1138 CHK_PICK_PICKUP;
1166 continue; 1139 continue;
1167 } 1140 }
1168 1141
1169 if (op->contr->mode & PU_DRINK) 1142 if (op->contr->mode & PU_DRINK)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1143 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1171 { 1144 {
1172 pick_up (op, tmp); 1145 CHK_PICK_PICKUP;
1173 continue; 1146 continue;
1174 } 1147 }
1175 1148
1176 if (op->contr->mode & PU_POTION) 1149 if (op->contr->mode & PU_POTION)
1177 if (tmp->type == POTION) 1150 if (tmp->type == POTION)
1178 { 1151 {
1179 pick_up (op, tmp); 1152 CHK_PICK_PICKUP;
1180 continue; 1153 continue;
1181 } 1154 }
1182 1155
1183 /* spellbooks, skillscrolls and normal books/scrolls */ 1156 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK) 1157 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK) 1158 if (tmp->type == SPELLBOOK)
1186 { 1159 {
1187 pick_up (op, tmp); 1160 CHK_PICK_PICKUP;
1188 continue; 1161 continue;
1189 } 1162 }
1190 1163
1191 if (op->contr->mode & PU_SKILLSCROLL) 1164 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL) 1165 if (tmp->type == SKILLSCROLL)
1193 { 1166 {
1194 pick_up (op, tmp); 1167 CHK_PICK_PICKUP;
1195 continue; 1168 continue;
1196 } 1169 }
1197 1170
1198 if (op->contr->mode & PU_READABLES) 1171 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL) 1172 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1200 { 1173 {
1201 pick_up (op, tmp); 1174 CHK_PICK_PICKUP;
1202 continue; 1175 continue;
1203 } 1176 }
1204 1177
1205 /* wands/staves/rods/horns */ 1178 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE) 1179 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1180 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 { 1181 {
1209 pick_up (op, tmp); 1182 CHK_PICK_PICKUP;
1210 continue; 1183 continue;
1211 } 1184 }
1212 1185
1213 /* pick up all magical items */ 1186 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL) 1187 if (op->contr->mode & PU_MAGICAL)
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1188 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1216 { 1189 {
1217 pick_up (op, tmp); 1190 CHK_PICK_PICKUP;
1218 continue; 1191 continue;
1219 } 1192 }
1220 1193
1221 if (op->contr->mode & PU_VALUABLES) 1194 if (op->contr->mode & PU_VALUABLES)
1222 { 1195 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1196 if (tmp->type == MONEY || tmp->type == GEM)
1224 { 1197 {
1225 pick_up (op, tmp); 1198 CHK_PICK_PICKUP;
1226 continue; 1199 continue;
1227 } 1200 }
1228 } 1201 }
1229 1202
1230 /* rings & amulets - talismans seems to be typed AMULET */ 1203 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS) 1204 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET) 1205 if (tmp->type == RING || tmp->type == AMULET)
1233 { 1206 {
1234 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1235 continue; 1208 continue;
1236 } 1209 }
1237 1210
1238 /* we don't forget dragon food */ 1211 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH) 1212 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH) 1213 if (tmp->type == FLESH)
1241 { 1214 {
1242 pick_up (op, tmp); 1215 CHK_PICK_PICKUP;
1243 continue; 1216 continue;
1244 } 1217 }
1245 1218
1246 /* bows and arrows. Bows are good for selling! */ 1219 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW) 1220 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW) 1221 if (tmp->type == BOW)
1249 { 1222 {
1250 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1251 continue; 1224 continue;
1252 } 1225 }
1253 1226
1254 if (op->contr->mode & PU_ARROW) 1227 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW) 1228 if (tmp->type == ARROW)
1256 { 1229 {
1257 pick_up (op, tmp); 1230 CHK_PICK_PICKUP;
1258 continue; 1231 continue;
1259 } 1232 }
1260 1233
1261 /* all kinds of armor etc. */ 1234 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR) 1235 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR) 1236 if (tmp->type == ARMOUR)
1264 { 1237 {
1265 pick_up (op, tmp); 1238 CHK_PICK_PICKUP;
1266 continue; 1239 continue;
1267 } 1240 }
1268 1241
1269 if (op->contr->mode & PU_HELMET) 1242 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET) 1243 if (tmp->type == HELMET)
1271 { 1244 {
1272 pick_up (op, tmp); 1245 CHK_PICK_PICKUP;
1273 continue; 1246 continue;
1274 } 1247 }
1275 1248
1276 if (op->contr->mode & PU_SHIELD) 1249 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD) 1250 if (tmp->type == SHIELD)
1278 { 1251 {
1279 pick_up (op, tmp); 1252 CHK_PICK_PICKUP;
1280 continue; 1253 continue;
1281 } 1254 }
1282 1255
1283 if (op->contr->mode & PU_BOOTS) 1256 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS) 1257 if (tmp->type == BOOTS)
1285 { 1258 {
1286 pick_up (op, tmp); 1259 CHK_PICK_PICKUP;
1287 continue; 1260 continue;
1288 } 1261 }
1289 1262
1290 if (op->contr->mode & PU_GLOVES) 1263 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES) 1264 if (tmp->type == GLOVES)
1292 { 1265 {
1293 pick_up (op, tmp); 1266 CHK_PICK_PICKUP;
1294 continue; 1267 continue;
1295 } 1268 }
1296 1269
1297 if (op->contr->mode & PU_CLOAK) 1270 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK) 1271 if (tmp->type == CLOAK)
1299 { 1272 {
1300 pick_up (op, tmp); 1273 CHK_PICK_PICKUP;
1301 continue; 1274 continue;
1302 } 1275 }
1303 1276
1304 /* hoping to catch throwing daggers here */ 1277 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON) 1278 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1279 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 { 1280 {
1308 pick_up (op, tmp); 1281 CHK_PICK_PICKUP;
1309 continue; 1282 continue;
1310 } 1283 }
1311 1284
1312 /* careful: chairs and tables are weapons! */ 1285 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON) 1286 if (op->contr->mode & PU_ALLWEAPON)
1314 { 1287 {
1315 if (tmp->type == WEAPON && tmp->name != NULL) 1288 if (tmp->type == WEAPON && tmp->name != NULL)
1316 { 1289 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1290 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1291 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1292 {
1320 pick_up (op, tmp); 1293 CHK_PICK_PICKUP;
1321 continue; 1294 continue;
1322 } 1295 }
1323 } 1296 }
1324 1297
1325 if (tmp->type == WEAPON && tmp->name == NULL) 1298 if (tmp->type == WEAPON && tmp->name == NULL)
1326 { 1299 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1300 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1328 { 1301 {
1329 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1330 continue; 1303 continue;
1331 } 1304 }
1332 } 1305 }
1333 } 1306 }
1334 1307
1335 /* misc stuff that's useful */ 1308 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY) 1309 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1310 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 { 1311 {
1339 pick_up (op, tmp); 1312 CHK_PICK_PICKUP;
1340 continue; 1313 continue;
1341 } 1314 }
1342 1315
1343 /* any of the last 4 bits set means we use the ratio for value 1316 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */ 1317 * pickups */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits 1322 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */ 1323 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5; 1324 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1325 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 { 1326 {
1354 pick_up (op, tmp); 1327 CHK_PICK_PICKUP;
1355#if 0 1328#if 0
1356 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1329 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357 if (tmp->name != NULL) 1330 if (tmp->name != NULL)
1358 { 1331 {
1359 fprintf (stderr, "%s", tmp->name); 1332 fprintf (stderr, "%s", tmp->name);
1360 } 1333 }
1361 else 1334 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1335 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1336 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1337 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1365#endif 1338#endif
1366 continue; 1339 continue;
1367 } 1340 }
1378 * found object is returned. 1351 * found object is returned.
1379 */ 1352 */
1380object * 1353object *
1381find_arrow (object *op, const char *type) 1354find_arrow (object *op, const char *type)
1382{ 1355{
1383 object *tmp = NULL;
1384
1385 for (op = op->inv; op; op = op->below) 1356 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type);
1388 else if (op->type == ARROW && op->race == type) 1357 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1358 return splay (tmp);
1359
1360 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1361 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1362 if (object *arrow = find_arrow (tmp, type))
1363 {
1364 splay (tmp);
1389 return op; 1365 return arrow;
1366 }
1367
1390 return tmp; 1368 return 0;
1391} 1369}
1392 1370
1393/* 1371/*
1394 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1372 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1395 * against the target. A full test is not performed, simply a basic test 1373 * against the target. A full test is not performed, simply a basic test
1396 * of resistances. The archer is making a quick guess at what he sees down 1374 * of resistances. The archer is making a quick guess at what he sees down
1397 * the hall. Failing that it does it's best to pick the highest plus arrow. 1375 * the hall. Failing that it does it's best to pick the highest plus arrow.
1398 */ 1376 */
1399
1400object * 1377object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1378find_better_arrow (object *op, object *target, const char *type, int *better)
1402{ 1379{
1403 object *tmp = NULL, *arrow, *ntmp; 1380 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1381 int attacknum, attacktype, betterby = 0, i;
1437 else 1414 else
1438 { 1415 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1416 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1417 {
1441 attacktype = 1 << attacknum; 1418 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1419 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1420 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1421 {
1445 tmp = arrow; 1422 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1423 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1424 }
1448 } 1425 }
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1426 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1427 {
1451 tmp = arrow; 1428 tmp = arrow;
1470 * find_better_arrow to find a decent arrow to use. 1447 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1448 * op = the shooter
1472 * type = bow->race 1449 * type = bow->race
1473 * dir = fire direction 1450 * dir = fire direction
1474 */ 1451 */
1475
1476object * 1452object *
1477pick_arrow_target (object *op, const char *type, int dir) 1453pick_arrow_target (object *op, const char *type, int dir)
1478{ 1454{
1479 object *tmp = NULL; 1455 object *tmp = NULL;
1480 maptile *m; 1456 maptile *m;
1545 */ 1521 */
1546int 1522int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1523fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1524{
1549 object *left, *bow; 1525 object *left, *bow;
1550 int bowspeed, mflags; 1526 int mflags;
1551 maptile *m; 1527 maptile *m;
1552 1528
1553 if (!dir) 1529 if (!dir)
1554 { 1530 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1531 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1532 return 0;
1557 } 1533 }
1558 1534
1559 if (op->type == PLAYER) 1535 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1536 bow = op->current_weapon;
1561 else 1537 else
1562 { 1538 {
1563 for (bow = op->inv; bow; bow = bow->below) 1539 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1540 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1541 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1546 if (!bow)
1571 { 1547 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1548 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1549 return 0;
1574 } 1550 }
1551
1552 // optimisation: move object to top so we will find it quickly again
1553 if (bow->below)
1554 {
1555 bow->remove ();
1556 op->insert (bow);
1557 }
1558
1575 } 1559 }
1576 1560
1577 if (!bow->race || !bow->skill) 1561 if (!bow->race || !bow->skill)
1578 { 1562 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1564 return 0;
1581 } 1565 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591 1566
1592 if (arrow == NULL) 1567 if (arrow == NULL)
1593 { 1568 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1569 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1570 {
1596 if (op->type == PLAYER) 1571 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1573 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1574 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1575 CLEAR_FLAG (op, FLAG_READY_BOW);
1576
1601 return 0; 1577 return 0;
1602 } 1578 }
1603 } 1579 }
1604 1580
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1581 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1629 1605
1630 arrow->set_owner (op); 1606 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1607 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1608 arrow->direction = dir;
1633 1609
1610 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1611 arrow->stats.hp = arrow->stats.dam;
1612 arrow->stats.grace = arrow->attacktype;
1613
1614 if (arrow->slaying)
1615 arrow->spellarg = strdup (arrow->slaying);
1616
1617#if 0
1618 if (player *pl = op->contr)
1619 {
1620 float speed = pl->weapon_sp;
1621
1622 /* penalize ROF for bestarrow */
1623 if (pl->bowtype == bow_bestarrow)
1624 speed *= .9f;
1625 else
1626 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1627
1628 op->speed_left += speed - op->speed;
1629 }
1630#endif
1631
1632 SET_ANIMATION (arrow, arrow->direction);
1633
1634 /* update the speed */
1635 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1636 + bow->stats.dam / 7.f;
1637
1638 arrow->set_speed (max (arrow->speed, 2.f));
1639 arrow->speed_left = 0;
1640
1641 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1642
1634 if (op->type == PLAYER) 1643 if (op->type == PLAYER)
1635 { 1644 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646
1647 /* Note that this was different for monsters - they got their level
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1653 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1645 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1646 wc -= dex_bonus[op->stats.Dex];
1647
1648 if (!arrow->slaying)
1649 arrow->slaying = op->slaying;
1650
1651 arrow->attacktype |= op->attacktype;
1667 } 1652 }
1668 else 1653 else
1669 { 1654 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1655 arrow->level = op->level;
1672 } 1656 arrow->stats.wc -= bow->magic;
1673 1657
1674 if (arrow->attacktype == AT_PHYSICAL) 1658 if (!arrow->slaying)
1659 arrow->slaying = bow->slaying;
1660
1675 arrow->attacktype |= bow->attacktype; 1661 arrow->attacktype |= bow->attacktype;
1662 }
1676 1663
1677 if (bow->slaying) 1664 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1665 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1666
1667 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1668 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1669 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1670
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1671 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1672 m->insert (arrow, sx, sy, op);
1685 1673
1686 if (!arrow->destroyed ()) 1674 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1675 move_arrow (arrow);
1688 1676
1709{ 1697{
1710 int ret = 0, wcmod = 0; 1698 int ret = 0, wcmod = 0;
1711 1699
1712 if (op->contr->bowtype == bow_bestarrow) 1700 if (op->contr->bowtype == bow_bestarrow)
1713 { 1701 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1702 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1703 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1704 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1705 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1706 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1707 wcmod = -1;
1729 else if (op->contr->bowtype == bow_spreadshot) 1717 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1718 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1719 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1720 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 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);
1734
1735 } 1722 }
1736 else 1723 else
1737 { 1724 {
1738 /* Simple case */ 1725 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1727 }
1728
1741 return ret; 1729 return ret;
1742} 1730}
1743
1744 1731
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1732/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1733 * Broken apart from 'fire' to keep it more readable.
1747 */ 1734 */
1748void 1735void
1749fire_misc_object (object *op, int dir) 1736fire_misc_object (object *op, int dir)
1750{ 1737{
1751 object *item; 1738 object *item = op->contr->ranged_ob;
1752 1739
1753 if (!op->contr->ranges[range_misc]) 1740 if (!item)
1754 { 1741 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1742 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1743 return;
1757 } 1744 }
1758 1745
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1746 if (!item->inv)
1761 { 1747 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1748 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1749 return;
1764 } 1750 }
1751
1752 if (!op->change_weapon (item))
1753 return;
1754
1765 if (item->type == WAND) 1755 if (item->type == WAND)
1766 { 1756 {
1767 if (item->stats.food <= 0) 1757 if (item->stats.food <= 0)
1768 { 1758 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 op->contr->play_sound (sound_find ("wand_poof"));
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1760 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1761
1771 return; 1762 return;
1772 } 1763 }
1773 } 1764 }
1774 else if (item->type == ROD || item->type == HORN) 1765 else if (item->type == ROD || item->type == HORN)
1775 { 1766 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1767 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 { 1768 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1769 op->contr->play_sound (sound_find ("wand_poof"));
1770
1779 if (item->type == ROD) 1771 if (item->type == ROD)
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1772 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1773 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1775
1783 return; 1776 return;
1784 } 1777 }
1785 } 1778 }
1786 1779
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1780 if (cast_spell (op, item, dir, item->inv, NULL))
1794 object *tmp; 1787 object *tmp;
1795 1788
1796 if (item->arch) 1789 if (item->arch)
1797 { 1790 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1791 CLEAR_FLAG (item, FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1792 item->face = item->arch->face;
1800 item->set_speed (0); 1793 item->set_speed (0);
1801 } 1794 }
1802 1795
1803 if ((tmp = item->in_player ())) 1796 if ((tmp = item->in_player ()))
1804 esrv_update_item (UPD_ANIM, tmp, item); 1797 esrv_update_item (UPD_ANIM, tmp, item);
1809 } 1802 }
1810} 1803}
1811 1804
1812/* Received a fire command for the player - go and do it. 1805/* Received a fire command for the player - go and do it.
1813 */ 1806 */
1814void 1807bool
1815fire (object *op, int dir) 1808fire (object *op, int dir)
1816{ 1809{
1817 int spellcost = 0; 1810 int spellcost = 0;
1818 1811
1819 /* check for loss of invisiblity/hide */ 1812 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1813 if (action_makes_visible (op))
1821 make_visible (op); 1814 make_visible (op);
1822 1815
1823 switch (op->contr->shoottype) 1816 player *pl = op->contr;
1817
1818 if (pl->golem)
1819 {
1820 control_golem (op->contr->golem, dir);
1821 return false;
1824 { 1822 }
1825 case range_none:
1826 return;
1827 1823
1828 case range_bow: 1824 object *ob = pl->ranged_ob;
1825
1826 if (!ob)
1827 return false;
1828
1829 if (!op->change_weapon (ob))
1830 return false;
1831
1832 if (op->speed_left > 0.f)
1833 --op->speed_left;
1834 else
1835 return false;
1836
1837 switch (ob->type)
1838 {
1839 case BOW:
1829 player_fire_bow (op, dir); 1840 player_fire_bow (op, dir);
1830 return; 1841 break;
1831 1842
1832 case range_magic: /* Casting spells */ 1843 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1844 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1834 return; 1845 break;
1835 1846
1836 case range_misc: 1847 case BUILDER:
1848 apply_map_builder (op, dir);
1849 break;
1850
1851 case SKILL:
1852 do_skill (op, op, ob, dir, 0);
1853 break;
1854
1855 default:
1837 fire_misc_object (op, dir); 1856 fire_misc_object (op, dir);
1838 return; 1857 break;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return;
1866 } 1858 }
1867}
1868 1859
1869 1860 return true;
1861}
1870 1862
1871/* find_key 1863/* find_key
1872 * We try to find a key for the door as passed. If we find a key 1864 * We try to find a key for the door as passed. If we find a key
1873 * and successfully use it, we return the key, otherwise NULL 1865 * and successfully use it, we return the key, otherwise NULL
1874 * This function merges both normal and locked door, since the logic 1866 * This function merges both normal and locked door, since the logic
1876 * pl is the player, 1868 * pl is the player,
1877 * inv is the objects inventory to searched 1869 * inv is the objects inventory to searched
1878 * door is the door we are trying to match against. 1870 * door is the door we are trying to match against.
1879 * This function can be called recursively to search containers. 1871 * This function can be called recursively to search containers.
1880 */ 1872 */
1881
1882object * 1873object *
1883find_key (object *pl, object *container, object *door) 1874find_key (object *pl, object *container, object *door)
1884{ 1875{
1885 object *tmp, *key; 1876 object *tmp, *key;
1886 1877
1887 /* Should not happen, but sanity checking is never bad */ 1878 /* Should not happen, but sanity checking is never bad */
1888 if (container->inv == NULL) 1879 if (!container->inv)
1889 return NULL; 1880 return 0;
1890 1881
1891 /* First, lets try to find a key in the top level inventory */ 1882 /* First, lets try to find a key in the top level inventory */
1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1883 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1884 {
1894 if (door->type == DOOR && tmp->type == KEY) 1885 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1886 break;
1896 /* For sanity, we should really check door type, but other stuff 1887 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1888 * (like containers) can be locked with special keys
1898 */ 1889 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1890 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1891 break;
1901 } 1892 }
1893
1902 /* No key found - lets search inventories now */ 1894 /* No key found - lets search inventories now */
1903 /* If we find and use a key in an inventory, return at that time. 1895 /* If we find and use a key in an inventory, return at that time.
1904 * otherwise, if we search all the inventories and still don't find 1896 * otherwise, if we search all the inventories and still don't find
1905 * a key, return 1897 * a key, return
1906 */ 1898 */
1907 if (!tmp) 1899 if (!tmp)
1908 { 1900 {
1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 { 1902 {
1911 /* No reason to search empty containers */ 1903 /* No reason to search empty containers */
1912 if (tmp->type == CONTAINER && tmp->inv) 1904 if (tmp->type == CONTAINER && tmp->inv)
1913 { 1905 {
1914 if ((key = find_key (pl, tmp, door)) != NULL) 1906 if ((key = find_key (pl, tmp, door)))
1915 return key; 1907 return key;
1916 } 1908 }
1917 } 1909 }
1910
1918 if (!tmp) 1911 if (!tmp)
1919 return NULL; 1912 return NULL;
1920 } 1913 }
1914
1921 /* We get down here if we have found a key. Now if its in a container, 1915 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1916 * see if we actually want to use it
1923 */ 1917 */
1924 if (pl != container) 1918 if (pl != container)
1925 { 1919 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1940 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1941 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1942 return NULL;
1949 } 1943 }
1950 } 1944 }
1945
1951 return tmp; 1946 return tmp;
1952} 1947}
1953 1948
1954/* moved door processing out of move_player_attack. 1949/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1950 * returns 1 if player has opened the door with a key
1957 * 0 otherwise 1952 * 0 otherwise
1958 */ 1953 */
1959static int 1954static int
1960player_attack_door (object *op, object *door) 1955player_attack_door (object *op, object *door)
1961{ 1956{
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1957 /* If its a door, try to find a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1958 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1959 * otherwise, we fall through to the rest of the code.
1965 */ 1960 */
1966 object *key = find_key (op, op, door); 1961 object *key = find_key (op, op, door);
1967 1962
1968 /* IF we found a key, do some extra work */ 1963 /* If we found a key, do some extra work */
1969 if (key) 1964 if (key)
1970 { 1965 {
1971 object *container = key->env; 1966 object *container = key->env;
1972 1967
1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974 if (action_makes_visible (op)) 1968 if (action_makes_visible (op))
1975 make_visible (op); 1969 make_visible (op);
1970
1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1971 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op); 1972 spring_trap (door->inv, op);
1973
1978 if (door->type == DOOR) 1974 if (door->type == DOOR)
1979 {
1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1975 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 }
1982 else if (door->type == LOCKED_DOOR) 1976 else if (door->type == LOCKED_DOOR)
1983 { 1977 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1978 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1985 remove_door2 (door); /* remove door without violence ;-) */ 1979 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1980 }
1981
1987 /* Do this after we print the message */ 1982 /* Do this after we print the message */
1988 decrease_ob (key); /* Use up one of the keys */ 1983 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1984 /* Need to update the weight the container the key was in */
1990 if (container != op) 1985 if (container != op)
1991 esrv_update_item (UPD_WEIGHT, op, container); 1986 esrv_update_item (UPD_WEIGHT, op, container);
1987
1992 return 1; /* Nothing more to do below */ 1988 return 1; /* Nothing more to do below */
1993 } 1989 }
1994 else if (door->type == LOCKED_DOOR) 1990 else if (door->type == LOCKED_DOOR)
1995 { 1991 {
1996 /* Might as well return now - no other way to open this */ 1992 /* Might as well return now - no other way to open this */
1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1993 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1998 return 1; 1994 return 1;
1999 } 1995 }
1996
2000 return 0; 1997 return 0;
2001} 1998}
2002 1999
2003/* This function is just part of a breakup from move_player. 2000/* This function is just part of a breakup from move_player.
2004 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
2005 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2006 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2007 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2008 */ 2005 */
2009void 2006bool
2010move_player_attack (object *op, int dir) 2007move_player_attack (object *op, int dir)
2011{ 2008{
2012 object *tmp, *mon;
2013 sint16 nx, ny;
2014 int on_battleground; 2009 int on_battleground;
2015 maptile *m;
2016 2010
2017 nx = freearr_x[dir] + op->x; 2011 sint16 nx = freearr_x[dir] + op->x;
2018 ny = freearr_y[dir] + op->y; 2012 sint16 ny = freearr_y[dir] + op->y;
2019 2013
2020 on_battleground = op_on_battleground (op, 0, 0); 2014 on_battleground = op_on_battleground (op, 0, 0);
2015
2016 if (out_of_map (op->map, nx, ny))
2017 return false;
2018
2019 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2020 {
2021 --op->speed_left;
2022 return true;
2023 }
2021 2024
2022 /* If braced, or can't move to the square, and it is not out of the 2025 /* If braced, or can't move to the square, and it is not out of the
2023 * map, attack it. Note order of if statement is important - don't 2026 * map, attack it. Note order of if statement is important - don't
2024 * want to be calling move_ob if braced, because move_ob will move the 2027 * want to be calling move_ob if braced, because move_ob will move the
2025 * player. This is a pretty nasty hack, because if we could 2028 * player. This is a pretty nasty hack, because if we could
2026 * move to some space, it then means that if we are braced, we should 2029 * move to some space, it then means that if we are braced, we should
2027 * do nothing at all. As it is, if we are braced, we go through 2030 * do nothing at all. As it is, if we are braced, we go through
2028 * quite a bit of processing. However, it probably is less than what 2031 * quite a bit of processing. However, it probably is less than what
2029 * move_ob uses. 2032 * move_ob uses.
2030 */ 2033 */
2031 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2032 {
2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2034 {
2035 m = op->map->xy_find (nx, ny); 2034 maptile *m = op->map->xy_find (nx, ny);
2036 if (!m)
2037 return; /* Don't think this should happen */
2038 }
2039 else
2040 m = op->map;
2041 2035
2042 if (!(tmp = m->at (nx, ny).bot))
2043 return;
2044
2045 mon = 0;
2046 /* Go through all the objects, and find ones of interest. Only stop if 2036 /* Go through all the objects, and find ones of interest. Only stop if
2047 * we find a monster - that is something we know we want to attack. 2037 * we find a monster - that is something we know we want to attack.
2048 * if its a door or barrel (can roll) see if there may be monsters 2038 * if its a door or barrel (can roll) see if there may be monsters
2049 * on the space 2039 * on the space
2050 */ 2040 */
2051 while (tmp) 2041 object *mon;
2052 { 2042 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2053 if (tmp == op) 2043 {
2054 { 2044 if ((mon->flag [FLAG_ALIVE]
2055 tmp = tmp->above; 2045 || mon->type == LOCKED_DOOR
2056 continue; 2046 || mon->flag [FLAG_CAN_ROLL])
2057 }
2058
2059 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2060 {
2061 mon = tmp; 2047 && mon != op)
2062 break; 2048 break;
2063 } 2049 }
2064 2050
2065 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2066 mon = tmp;
2067
2068 tmp = tmp->above;
2069 }
2070
2071 if (!mon) /* This happens anytime the player tries to move */ 2051 if (!mon) /* This happens anytime the player tries to move */
2072 return; /* into a wall */ 2052 return false; /* into a wall */
2073 2053
2074 if (mon->head)
2075 mon = mon->head; 2054 mon = mon->head_ ();
2076 2055
2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2056 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2057 if (op->contr->weapon_sp_left > 0.f)
2078 if (player_attack_door (op, mon)) 2058 if (player_attack_door (op, mon))
2059 {
2060 --op->contr->weapon_sp_left;
2079 return; 2061 return true;
2062 }
2080 2063
2081 /* The following deals with possibly attacking peaceful 2064 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2065 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2066 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2067 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2068 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2069 * and thus will not push them.
2087 */ 2070 */
2088 2071
2089 /* If the creature is a pet, push it even if the player is not 2072 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 2073 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2074 * player owns it and it is either friendly or unagressive.
2092 */ 2075 */
2093 if ((op->type == PLAYER) 2076 if (op->type == PLAYER
2094#if COZY_SERVER
2095 &&
2096 ((mon->owner && mon->owner->contr 2077 && ((mon->owner && mon->owner->contr
2097 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2078 && same_party (mon->owner->contr->party, op->contr->party))
2098#else
2099 && mon->owner == op 2079 || mon->owner == op)
2100#endif
2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2080 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2102 { 2081 {
2103 /* If we're braced, we don't want to switch places with it */ 2082 /* If we're braced, we don't want to switch places with it */
2104 if (op->contr->braced) 2083 if (op->contr->braced)
2105 return; 2084 return false;
2106 2085
2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2086 if (op->speed_left > 0.f)
2087 {
2088 --op->speed_left;
2089
2090 op->play_sound (sound_find ("push_player"));
2108 (void) push_ob (mon, dir, op); 2091 push_ob (mon, dir, op);
2092
2109 if (op->contr->tmp_invis || op->hide) 2093 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op); 2094 make_visible (op);
2111 2095
2112 return; 2096 return true;
2113 } 2097 }
2098 else
2099 return false;
2100 }
2114 2101
2115 /* in certain circumstances, you shouldn't attack friendly 2102 /* in certain circumstances, you shouldn't attack friendly
2116 * creatures. Note that if you are braced, you can't push 2103 * creatures. Note that if you are braced, you can't push
2117 * someone, but put it inside this loop so that you won't 2104 * someone, but put it inside this loop so that you won't
2118 * attack them either. 2105 * attack them either.
2119 */ 2106 */
2120 if ((mon->type == PLAYER || mon->enemy != op) && 2107 if ((mon->type == PLAYER || mon->enemy != op)
2121 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2108 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful 2109 && ((op->contr->peaceful
2124 || (mon->type == PLAYER 2110 || (mon->type == PLAYER && mon->contr->peaceful))
2125 && mon->contr->
2126 peaceful)) &&
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground)) 2111 && !on_battleground))
2112 {
2113 if (op->speed_left > 0.f)
2131 { 2114 {
2115 --op->speed_left;
2116
2132 if (!op->contr->braced) 2117 if (!op->contr->braced)
2133 { 2118 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2136 } 2121 }
2137 else 2122 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 2123 op->statusmsg ("You withhold your attack");
2139 2124
2140 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2141 make_visible (op); 2126 make_visible (op);
2142 }
2143 2127
2128 return true;
2129 }
2130 }
2144 /* If the object is a boulder or other rollable object, then 2131 /* If the object is a boulder or other rollable object, then
2145 * roll it if not braced. You can't roll it if you are braced. 2132 * roll it if not braced. You can't roll it if you are braced.
2146 */ 2133 */
2147 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2134 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2135 {
2136 if (op->speed_left > 0.f)
2148 { 2137 {
2138 --op->speed_left;
2139
2149 recursive_roll (mon, dir, op); 2140 recursive_roll (mon, dir, op);
2150 if (action_makes_visible (op)) 2141 if (action_makes_visible (op))
2151 make_visible (op); 2142 make_visible (op);
2152 }
2153 2143
2144 return true;
2145 }
2146 }
2154 /* Any generic living creature. Including things like doors. 2147 /* Any generic living creature. Including things like doors.
2155 * Way it works is like this: First, it must have some hit points 2148 * Way it works is like this: First, it must have some hit points
2156 * and be living. Then, it must be one of the following: 2149 * and be living. Then, it must be one of the following:
2157 * 1) Not a player, 2) A player, but of a different party. Note 2150 * 1) Not a player, 2) A player, but of a different party. Note
2158 * that party_number -1 is no party, so attacks can still happen. 2151 * that party_number -1 is no party, so attacks can still happen.
2159 */ 2152 */
2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2153 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2161 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2154 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2162 { 2155 {
2163 2156 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2164 /* If the player hasn't hit something this tick, and does
2165 * so, give them speed boost based on weapon speed. Doing
2166 * it here is better than process_players2, which basically
2167 * incurred a 1 tick offset.
2168 */
2169 if (!op->contr->has_hit)
2170 { 2157 {
2171 op->speed_left += op->speed / op->contr->weapon_sp; 2158 --op->contr->weapon_sp_left;
2172
2173 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2174 }
2175 2159
2176 skill_attack (mon, op, 0, 0, 0); 2160 skill_attack (mon, op, 0, 0, 0);
2177
2178 /* If attacking another player, that player gets automatic
2179 * hitback, and doesn't loose luck either.
2180 * Disable hitback on the battleground or if the target is
2181 * the wiz.
2182 */
2183 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2184 {
2185 short luck = mon->stats.luck;
2186
2187 mon->contr->has_hit = 1;
2188 skill_attack (op, mon, 0, 0, 0);
2189 mon->stats.luck = luck;
2190 }
2191 2161
2192 if (action_makes_visible (op)) 2162 if (action_makes_visible (op))
2193 make_visible (op); 2163 make_visible (op);
2194 }
2195 } /* if player should attack something */
2196}
2197 2164
2198int 2165 return true;
2166 }
2167 }
2168
2169 return false;
2170}
2171
2172bool
2199move_player (object *op, int dir) 2173move_player (object *op, int dir)
2200{ 2174{
2201 int pick; 2175 int pick;
2202 2176
2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2177 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2210 return 0; 2184 return 0;
2211 } 2185 }
2212 2186
2213 /* peterm: added following line */ 2187 /* peterm: added following line */
2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2188 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2189 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2216 2190
2217 op->facing = dir; 2191 op->facing = dir;
2218 2192
2219 if (op->hide) 2193 if (op->hide)
2220 do_hidden_move (op); 2194 do_hidden_move (op);
2221 2195
2196 bool retval;
2197
2222 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2198 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2223 /*nop */ ; 2199 retval = RESULT_INT (0);
2224 else if (op->contr->fire_on) 2200 else if (op->contr->fire_on)
2225 fire (op, dir); 2201 retval = fire (op, dir);
2226 else 2202 else
2227 { 2203 {
2228 move_player_attack (op, dir); 2204 retval = move_player_attack (op, dir);
2229 pick = check_pick (op); 2205 pick = check_pick (op);
2230 } 2206 }
2231 2207
2232 /* Add special check for newcs players and fire on - this way, the 2208 /* Add special check for newcs players and fire on - this way, the
2233 * server can handle repeat firing. 2209 * server can handle repeat firing.
2240 /* Update how the player looks. Use the facing, so direction may 2216 /* Update how the player looks. Use the facing, so direction may
2241 * get reset to zero. This allows for full animation capabilities 2217 * get reset to zero. This allows for full animation capabilities
2242 * for players. 2218 * for players.
2243 */ 2219 */
2244 animate_object (op, op->facing); 2220 animate_object (op, op->facing);
2245 return 0; 2221
2222 return retval;
2246} 2223}
2247 2224
2248/* This is similar to handle_player, below, but is only used by the 2225/* This is similar to handle_player, below, but is only used by the
2249 * new client/server stuff. 2226 * new client/server stuff.
2250 * This is sort of special, in that the new client/server actually uses 2227 * This is sort of special, in that the new client/server actually uses
2251 * the new speed values for commands. 2228 * the new speed values for commands.
2252 * 2229 *
2253 * Returns true if there are more actions we can do. 2230 * Returns true if there are more actions we can do. Should not do
2231 * many actions in a row, as that would be too unfair to other
2232 * players.
2254 */ 2233 */
2255int 2234bool
2256handle_newcs_player (object *op) 2235handle_newcs_player (object *op)
2257{ 2236{
2258 if (op->contr->hidden)
2259 {
2260 op->invisible = 1000;
2261 /* the socket code flashes the player visible/invisible
2262 * depending on the value of invisible, so we need to
2263 * alternate it here for it to work correctly.
2264 */
2265 if (pticks & 2)
2266 op->invisible--;
2267 }
2268 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2269 {
2270 op->invisible--;
2271 if (!op->invisible)
2272 {
2273 make_visible (op);
2274 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2275 }
2276 }
2277
2278 if (QUERY_FLAG (op, FLAG_SCARED)) 2237 if (QUERY_FLAG (op, FLAG_SCARED))
2279 { 2238 {
2280 flee_player (op); 2239 if (op->speed_left > 0.f)
2281 /* If player is still scared, that is his action for this tick */
2282 if (QUERY_FLAG (op, FLAG_SCARED))
2283 { 2240 {
2284 op->speed_left--; 2241 --op->speed_left;
2242 flee_player (op);
2243
2285 return 0; 2244 return true;
2286 } 2245 }
2246 else
2247 return false;
2287 } 2248 }
2288
2289 /* I've been seeing crashes where the golem has been destroyed, but
2290 * the player object still points to the defunct golem. The code that
2291 * destroys the golem looks correct, and it doesn't always happen, so
2292 * put this in a a workaround to clean up the golem pointer.
2293 */
2294 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2295 op->contr->ranges[range_golem] = 0;
2296 2249
2297 /* call this here - we also will call this in do_ericserver, but 2250 /* call this here - we also will call this in do_ericserver, but
2298 * the players time has been increased when doericserver has been 2251 * the players time has been increased when doericserver has been
2299 * called, so we recheck it here. 2252 * called, so we recheck it here.
2300 */ 2253 */
2301 if (op->contr->ns->handle_command ()) 2254 if (op->contr->ns->handle_command ())
2302 return 1; 2255 return true;
2303 2256
2304 if (op->speed_left > 0)
2305 {
2306 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2257 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2307 {
2308 /* All move commands take 1 tick, at least for now */
2309 op->speed_left--;
2310
2311 /* Instead of all the stuff below, let move_player take care
2312 * of it. Also, some of the skill stuff is only put in
2313 * there, as well as the confusion stuff.
2314 */
2315 move_player (op, op->direction); 2258 return move_player (op, op->direction);
2316 2259
2317 return op->speed_left > 0;
2318 }
2319 }
2320
2321 return 0; 2260 return false;
2322} 2261}
2323 2262
2324int 2263int
2325save_life (object *op) 2264save_life (object *op)
2326{ 2265{
2328 return 0; 2267 return 0;
2329 2268
2330 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2269 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2270 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2332 { 2271 {
2333 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2272 op->play_sound (sound_find ("ob_evaporate"));
2334 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2273 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2335 2274
2336 if (op->contr) 2275 if (op->contr)
2337 esrv_del_item (op->contr, tmp->count); 2276 esrv_del_item (op->contr, tmp->count);
2338 2277
2358/* This goes throws the inventory and removes unpaid objects, and puts them 2297/* This goes throws the inventory and removes unpaid objects, and puts them
2359 * back in the map (location and map determined by values of env). This 2298 * back in the map (location and map determined by values of env). This
2360 * function will descend into containers. op is the object to start the search 2299 * function will descend into containers. op is the object to start the search
2361 * from. 2300 * from.
2362 */ 2301 */
2363void 2302static void
2364remove_unpaid_objects (object *op, object *env) 2303drop_unpaid_items (object *op, object *env)
2365{ 2304{
2366 object *next;
2367
2368 while (op) 2305 while (op)
2369 { 2306 {
2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2307 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2371 2308
2372 if (QUERY_FLAG (op, FLAG_UNPAID)) 2309 if (QUERY_FLAG (op, FLAG_UNPAID))
2375 esrv_del_item (env->contr, op->count); 2312 esrv_del_item (env->contr, op->count);
2376 2313
2377 op->insert_at (env); 2314 op->insert_at (env);
2378 } 2315 }
2379 else if (op->inv) 2316 else if (op->inv)
2380 remove_unpaid_objects (op->inv, env); 2317 drop_unpaid_items (op->inv, env);
2381 2318
2382 op = next; 2319 op = next;
2383 } 2320 }
2321}
2322
2323void
2324object::drop_unpaid_items ()
2325{
2326 if (!flag [FLAG_REMOVED])
2327 ::drop_unpaid_items (inv, this);
2384} 2328}
2385 2329
2386/* 2330/*
2387 * Returns pointer a static string containing gravestone text 2331 * Returns pointer a static string containing gravestone text
2388 * Moved from apply.c to player.c - player.c is what 2332 * Moved from apply.c to player.c - player.c is what
2438 int rate_grace = 2000; 2382 int rate_grace = 2000;
2439 const int max_hp = 1; 2383 const int max_hp = 1;
2440 const int max_sp = 1; 2384 const int max_sp = 1;
2441 const int max_grace = 1; 2385 const int max_grace = 1;
2442 2386
2443 if (op->contr->outputs_sync) 2387 if (op->contr->hidden)
2388 {
2389 op->invisible = 1000;
2390 /* the socket code flashes the player visible/invisible
2391 * depending on the value of invisible, so we need to
2392 * alternate it here for it to work correctly.
2393 */
2394 if (pticks & 2)
2395 op->invisible--;
2444 { 2396 }
2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2397 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2398 {
2447 flush_output_element (op, &op->contr->outputs[i]); 2399 if (!op->invisible--)
2400 {
2401 make_visible (op);
2402 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2403 }
2448 } 2404 }
2449 2405
2450 if (op->contr->ns->state == ST_PLAYING) 2406 if (op->contr->ns->state == ST_PLAYING)
2451 { 2407 {
2452 /* these next three if clauses make it possible to SLOW DOWN 2408 /* these next three if clauses make it possible to SLOW DOWN
2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2427 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2472 else 2428 else
2473 { 2429 {
2474 gen_grace = op->stats.maxgrace; 2430 gen_grace = op->stats.maxgrace;
2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2431 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2476 }
2477
2478 /* Regenerate Spell Points */
2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2480 {
2481 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 {
2488 op->stats.food--;
2489 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2493 }
2494 }
2495
2496 if (max_sp > 1)
2497 {
2498 over_sp = (gen_sp + 10) / rate_sp;
2499 if (over_sp > 0)
2500 {
2501 if (op->stats.sp < op->stats.maxsp)
2502 {
2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2505 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2506 op->stats.sp--;
2507
2508 if (op->stats.sp > op->stats.maxsp)
2509 op->stats.sp = op->stats.maxsp;
2510 }
2511 op->last_sp = 0;
2512 }
2513 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 }
2516 else
2517 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2518 } 2432 }
2519 2433
2520 /* Regenerate Grace */ 2434 /* Regenerate Grace */
2521 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2435 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2522 if (--op->last_grace < 0) 2436 if (--op->last_grace < 0)
2543 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2457 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2544 } 2458 }
2545 /* wearing stuff doesn't detract from grace generation. */ 2459 /* wearing stuff doesn't detract from grace generation. */
2546 } 2460 }
2547 2461
2462 if (op->stats.food > 0)
2463 {
2548 /* Regenerate Hit Points */ 2464 /* Regenerate Spell Points */
2549 if (--op->last_heal < 0) 2465 if (!op->contr->golem && --op->last_sp < 0)
2550 {
2551 if (op->stats.hp < op->stats.maxhp)
2552 { 2466 {
2553 op->stats.hp++; 2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2554 /* dms do not consume food */ 2468
2555 if (!QUERY_FLAG (op, FLAG_WIZ)) 2469 if (op->stats.sp < op->stats.maxsp)
2556 { 2470 {
2471 op->stats.sp++;
2472
2473 /* dms do not consume food */
2474 if (!QUERY_FLAG (op, FLAG_WIZ))
2475 {
2557 op->stats.food--; 2476 op->stats.food--;
2477
2558 if (op->contr->digestion < 0) 2478 if (op->contr->digestion < 0)
2559 op->stats.food += op->contr->digestion; 2479 op->stats.food += op->contr->digestion;
2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2480 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2561 op->stats.food = last_food; 2481 op->stats.food = last_food;
2482 }
2562 } 2483 }
2563 }
2564 2484
2565 if (max_hp > 1) 2485 if (max_sp > 1)
2566 {
2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2568 if (over_hp > 0)
2569 { 2486 {
2570 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2487 over_sp = (gen_sp + 10) / rate_sp;
2488 if (over_sp > 0)
2489 {
2490 if (op->stats.sp < op->stats.maxsp)
2491 {
2492 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2493
2494 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2495 op->stats.sp--;
2496
2497 if (op->stats.sp > op->stats.maxsp)
2498 op->stats.sp = op->stats.maxsp;
2499 }
2500
2571 op->last_heal = 0; 2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2572 } 2505 }
2573 else 2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 }
2509
2510 /* Regenerate Hit Points */
2511 if (--op->last_heal < 0)
2512 {
2513 if (op->stats.hp < op->stats.maxhp)
2574 { 2514 {
2575 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2515 op->stats.hp++;
2516
2517 /* dms do not consume food */
2518 if (!QUERY_FLAG (op, FLAG_WIZ))
2519 {
2520 op->stats.food--;
2521
2522 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food;
2526 }
2576 } 2527 }
2528
2529 if (max_hp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532
2533 if (over_hp > 0)
2534 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2536 op->last_heal = 0;
2537 }
2538 else
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2577 } 2540 }
2578 else 2541 else
2579 {
2580 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2581 } 2543 }
2582 } 2544 }
2583 2545
2584 /* Digestion */ 2546 /* Digestion */
2585 if (--op->last_eat < 0) 2547 if (--op->last_eat < 0)
2586 { 2548 {
2587#ifdef COZY_SERVER 2549 int bonus = max (0, op->contr->digestion),
2588 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2550 penalty = max (0, -op->contr->digestion);
2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2590#else
2591 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2592#endif
2593 2551
2594 if (op->contr->gen_hp > 0)
2595 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2552 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2596 else
2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598 2553
2599 /* dms do not consume food */ 2554 /* dms do not consume food */
2600 if (!QUERY_FLAG (op, FLAG_WIZ)) 2555 if (!QUERY_FLAG (op, FLAG_WIZ))
2601 op->stats.food--; 2556 op->stats.food--;
2602 } 2557 }
2629 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2584 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2630 manual_apply (op, flesh, 0); 2585 manual_apply (op, flesh, 0);
2631 } 2586 }
2632 } 2587 }
2633 2588
2634 while (op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0)
2635 op->stats.food++, op->stats.hp--; 2590 {
2591 op->stats.hp += op->stats.food;
2592 op->stats.food = 0;
2593 }
2636 2594
2637 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2595 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2638 kill_player (op); 2596 kill_player (op);
2639 } 2597 }
2640} 2598}
2645 * file. 2603 * file.
2646 */ 2604 */
2647void 2605void
2648kill_player (object *op) 2606kill_player (object *op)
2649{ 2607{
2608 int x, y;
2650 char buf[MAX_BUF]; 2609 char buf[MAX_BUF];
2651 int x, y;
2652
2653 //int i;
2654 maptile *map; /* this is for resurrection */ 2610 maptile *map; /* this is for resurrection */
2655
2656 /* int z;
2657 int num_stats_lose;
2658 int lost_a_stat;
2659 int lose_this_stat;
2660 int this_stat; */
2661 int will_kill_again; 2611 int will_kill_again;
2662 archetype *at; 2612 archetype *at;
2663 object *tmp; 2613 object *tmp;
2664 2614
2665 if (save_life (op)) 2615 if (save_life (op))
2666 return; 2616 return;
2667
2668 2617
2669 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2618 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2670 * in cities ONLY!!! It is very important that this doesn't get abused. 2619 * in cities ONLY!!! It is very important that this doesn't get abused.
2671 * Look at op_on_battleground() for more info --AndreasV 2620 * Look at op_on_battleground() for more info --AndreasV
2672 */ 2621 */
2688 { 2637 {
2689 tmp->destroy (); 2638 tmp->destroy ();
2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2639 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2691 } 2640 }
2692 2641
2693 cure_disease (op, 0); /* remove any disease */ 2642 cure_disease (op, 0, 0); /* remove any disease */
2694 op->stats.hp = op->stats.maxhp; 2643 op->stats.hp = op->stats.maxhp;
2695 if (op->stats.food <= 0) 2644 if (op->stats.food <= 0)
2696 op->stats.food = 999; 2645 op->stats.food = 999;
2697 2646
2698 /* create a bodypart-trophy to make the winner happy */ 2647 /* create a bodypart-trophy to make the winner happy */
2699 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2648 if (object *tmp = arch_to_object (archetype::find ("finger")))
2700 { 2649 {
2701 sprintf (buf, "%s's finger", &op->name); 2650 tmp->name = format ("%s's finger" , &op->name);
2702 tmp->name = buf; 2651 tmp->name_pl = format ("%s's fingers", &op->name);
2703 sprintf (buf, " This finger has been cut off %s\n" 2652 tmp->msg = format (
2704 " the %s, when he was defeated at\n level %d by %s.\n", 2653 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2654 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2706 tmp->msg = buf; 2655 );
2707 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2656 tmp->value = 0, tmp->type = 0;
2708 tmp->materialname = NULL; 2657 tmp->materialname = "organics";
2709 tmp->insert_at (op, tmp); 2658 tmp->insert_at (op, tmp);
2710 } 2659 }
2711 2660
2712 /* teleport defeated player to new destination */ 2661 /* teleport defeated player to new destination */
2713 transfer_ob (op, x, y, 0, NULL); 2662 transfer_ob (op, x, y, 0, NULL);
2718 INVOKE_PLAYER (DEATH, op->contr); 2667 INVOKE_PLAYER (DEATH, op->contr);
2719 2668
2720 command_kill_pets (op, 0); 2669 command_kill_pets (op, 0);
2721 2670
2722 if (op->stats.food < 0) 2671 if (op->stats.food < 0)
2723 {
2724 sprintf (buf, "%s starved to death.", &op->name);
2725 strcpy (op->contr->killer, "starvation"); 2672 strcpy (op->contr->killer, "starvation");
2726 }
2727 else
2728 sprintf (buf, "%s died.", &op->name);
2729 2673
2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2674 op->contr->play_sound (sound_find ("player_dies"));
2731 2675
2732 /* save the map location for corpse, gravestone */ 2676 /* save the map location for corpse, gravestone */
2733 x = op->x; 2677 x = op->x;
2734 y = op->y; 2678 y = op->y;
2735 map = op->map; 2679 map = op->map;
2898 { 2842 {
2899 tmp->destroy (); 2843 tmp->destroy ();
2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2844 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2901 } 2845 }
2902 2846
2903 cure_disease (op, 0); /* remove any disease */ 2847 cure_disease (op, 0, 0); /* remove any disease */
2904 2848
2905 /*add_exp(op, (op->stats.exp * -0.20)); */ 2849 /*add_exp(op, (op->stats.exp * -0.20)); */
2906 apply_death_exp_penalty (op); 2850 apply_death_exp_penalty (op);
2907 if (op->stats.food < 100) 2851 if (op->stats.food < 100)
2908 op->stats.food = 900; 2852 op->stats.food = 900;
2909 op->stats.hp = op->stats.maxhp; 2853 op->stats.hp = op->stats.maxhp;
2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2854 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2855 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2912 2856
2913 /* 2857 /*
2914 * Check to see if the player is in a shop. IF so, then check to see if
2915 * the player has any unpaid items. If so, remove them and put them back 2858 * Check to see if the player has any unpaid items. If so, remove them
2916 * in the map. 2859 * and put them back in the map.
2917 */ 2860 */
2918 2861 op->drop_unpaid_items ();
2919 if (is_in_shop (op))
2920 remove_unpaid_objects (op->inv, op);
2921 2862
2922 /****************************************/ 2863 /****************************************/
2923 /* */ 2864 /* */
2924 /* Move player to his current respawn- */ 2865 /* Move player to his current respawn- */
2925 /* position (usually last savebed) */ 2866 /* position (usually last savebed) */
2945 object *force; 2886 object *force;
2946 int at; 2887 int at;
2947 2888
2948 force = get_archetype (FORCE_NAME); 2889 force = get_archetype (FORCE_NAME);
2949 /* 50 ticks should be enough time for the spell to abate */ 2890 /* 50 ticks should be enough time for the spell to abate */
2950 force->speed = 0.1; 2891 force->speed = 0.1f;
2951 force->speed_left = -5.0; 2892 force->speed_left = -5.f;
2952 SET_FLAG (force, FLAG_APPLIED); 2893 SET_FLAG (force, FLAG_APPLIED);
2953 for (at = 0; at < NROFATTACKS; at++) 2894 for (at = 0; at < NROFATTACKS; at++)
2954 if (will_kill_again & (1 << at)) 2895 if (will_kill_again & (1 << at))
2955 force->resist[at] = 100; 2896 force->resist[at] = 100;
2956 2897
2965void 2906void
2966loot_object (object *op) 2907loot_object (object *op)
2967{ /* Grab and destroy some treasure */ 2908{ /* Grab and destroy some treasure */
2968 object *tmp, *tmp2, *next; 2909 object *tmp, *tmp2, *next;
2969 2910
2970 if (op->container) 2911 op->close_container (); /* close open sack first */
2971 esrv_apply_container (op, op->container); /* close open sack first */
2972 2912
2973 for (tmp = op->inv; tmp; tmp = next) 2913 for (tmp = op->inv; tmp; tmp = next)
2974 { 2914 {
2975 next = tmp->below; 2915 next = tmp->below;
2976 2916
2977 if (tmp->invisible) 2917 if (tmp->invisible)
2978 continue; 2918 continue;
2979 2919
2980 tmp->remove (); 2920 tmp->remove ();
2981 tmp->x = op->x, tmp->y = op->y; 2921 tmp->x = op->x, tmp->y = op->y;
2922
2982 if (tmp->type == CONTAINER) 2923 if (tmp->type == CONTAINER)
2983 { /* empty container to ground */ 2924 loot_object (tmp); /* empty container to ground */
2984 loot_object (tmp); 2925
2985 }
2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2926 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2987 { 2927 {
2988 if (tmp->nrof > 1) 2928 if (tmp->nrof > 1)
2989 { 2929 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2930 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2991 tmp2->destroy (); 2931 tmp2->destroy ();
3002/* 2942/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2943 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2944 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2945 * was changed.
3006 */ 2946 */
3007
3008void 2947void
3009fix_weight (void) 2948fix_weight (void)
3010{ 2949{
3011 for_all_players (pl) 2950 for_all_players (pl)
3012 { 2951 {
3067void 3006void
3068make_visible (object *op) 3007make_visible (object *op)
3069{ 3008{
3070 op->hide = 0; 3009 op->hide = 0;
3071 op->invisible = 0; 3010 op->invisible = 0;
3011
3072 if (op->type == PLAYER) 3012 if (op->type == PLAYER)
3073 { 3013 {
3074 op->contr->tmp_invis = 0; 3014 op->contr->tmp_invis = 0;
3075 op->contr->invis_race = 0; 3015 op->contr->invis_race = 0;
3076 } 3016 }
3017
3077 update_object (op, UP_OBJ_FACE); 3018 update_object (op, UP_OBJ_CHANGE);
3078} 3019}
3079 3020
3080int 3021int
3081is_true_undead (object *op) 3022is_true_undead (object *op)
3082{ 3023{
3083 object *tmp = NULL;
3084
3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3024 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3086 return 1; 3025 return 1;
3087 3026
3088 return 0; 3027 return 0;
3089} 3028}
3090 3029
3091/* look at the surrounding terrain to determine 3030/* look at the surrounding terrain to determine
3092 * the hideability of this object. Positive levels 3031 * the hideability of this object. Positive levels
3093 * indicate greater hideability. 3032 * indicate greater hideability.
3094 */ 3033 */
3095
3096int 3034int
3097hideability (object *ob) 3035hideability (object *ob)
3098{ 3036{
3099 int i, level = 0, mflag; 3037 int i, level = 0, mflag;
3100 sint16 x, y; 3038 sint16 x, y;
3134/* For Hidden creatures - a chance of becoming 'unhidden' 3072/* For Hidden creatures - a chance of becoming 'unhidden'
3135 * every time they move - as we subtract off 'invisibility' 3073 * every time they move - as we subtract off 'invisibility'
3136 * AND, for players, if they move into a ridiculously unhideable 3074 * AND, for players, if they move into a ridiculously unhideable
3137 * spot (surrounded by clear terrain in broad daylight). -b.t. 3075 * spot (surrounded by clear terrain in broad daylight). -b.t.
3138 */ 3076 */
3139
3140void 3077void
3141do_hidden_move (object *op) 3078do_hidden_move (object *op)
3142{ 3079{
3143 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3080 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3144 object *skop; 3081 object *skop;
3226 * object op. This function works fine for monsters, 3163 * object op. This function works fine for monsters,
3227 * but we dont worry if the object isnt the top one in 3164 * but we dont worry if the object isnt the top one in
3228 * a pile (say a coin under a table would return "viewable" 3165 * a pile (say a coin under a table would return "viewable"
3229 * by this routine). Another question, should we be 3166 * by this routine). Another question, should we be
3230 * concerned with the direction the player is looking 3167 * concerned with the direction the player is looking
3231 * in? Realistically, most of use cant see stuff behind 3168 * in? Realistically, most of us can't see stuff behind
3232 * our backs...on the other hand, does the "facing" direction 3169 * our backs...on the other hand, does the "facing" direction
3233 * imply the way your head, or body is facing? Its possible 3170 * imply the way your head, or body is facing? It's possible
3234 * for them to differ. Sigh, this fctn could get a bit more complex. 3171 * for them to differ. Sigh, this fctn could get a bit more complex.
3235 * -b.t. 3172 * -b.t.
3236 * This function is now map tiling safe. 3173 * This function is now map tiling safe.
3237 */ 3174 */
3238
3239int 3175int
3240player_can_view (object *pl, object *op) 3176player_can_view (object *pl, object *op)
3241{ 3177{
3242 rv_vector rv; 3178 rv_vector rv;
3243 int dx, dy; 3179 int dx, dy;
3255 3191
3256 get_rangevector (pl, op, &rv, 0x1); 3192 get_rangevector (pl, op, &rv, 0x1);
3257 3193
3258 /* starting with the 'head' part, lets loop 3194 /* starting with the 'head' part, lets loop
3259 * through the object and find if it has any 3195 * through the object and find if it has any
3260 * part that is in the los array but isnt on 3196 * part that is in the los array but isn't on
3261 * a blocked los square. 3197 * a blocked los square.
3262 * we use the archetype to figure out offsets. 3198 * we use the archetype to figure out offsets.
3263 */ 3199 */
3264 while (op) 3200 while (op)
3265 { 3201 {
3266 dx = rv.distance_x + op->arch->clone.x; 3202 dx = rv.distance_x + op->arch->x;
3267 dy = rv.distance_y + op->arch->clone.y; 3203 dy = rv.distance_y + op->arch->y;
3268 3204
3269 /* only the viewable area the player sees is updated by LOS 3205 /* only the viewable area the player sees is updated by LOS
3270 * code, so we need to restrict ourselves to that range of values 3206 * code, so we need to restrict ourselves to that range of values
3271 * for any meaningful values. 3207 * for any meaningful values.
3272 */ 3208 */
3273 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3274 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3275 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3276 return 1; 3212 return 1;
3213
3277 op = op->more; 3214 op = op->more;
3278 } 3215 }
3216
3279 return 0; 3217 return 0;
3280} 3218}
3281 3219
3282/* routine for both players and monsters. We call this when 3220/* routine for both players and monsters. We call this when
3283 * there is a possibility for our action distrubing our hiding 3221 * there is a possibility for our action distrubing our hiding
3286 * return 0. 3224 * return 0.
3287 */ 3225 */
3288int 3226int
3289action_makes_visible (object *op) 3227action_makes_visible (object *op)
3290{ 3228{
3291
3292 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3293 { 3230 {
3294 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3295 return 0; 3232 return 0;
3296 3233
3302 { 3239 {
3303 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3304 return 1; 3241 return 1;
3305 } 3242 }
3306 } 3243 }
3244
3307 return 0; 3245 return 0;
3308} 3246}
3309 3247
3310/* op_on_battleground - checks if the given object op (usually 3248/* op_on_battleground - checks if the given object op (usually
3311 * a player) is standing on a valid battleground-tile, 3249 * a player) is standing on a valid battleground-tile,
3316 * Default is to do the same as before, so only people wanting to have different points need worry about this 3254 * Default is to do the same as before, so only people wanting to have different points need worry about this
3317 */ 3255 */
3318int 3256int
3319op_on_battleground (object *op, int *x, int *y) 3257op_on_battleground (object *op, int *x, int *y)
3320{ 3258{
3321 object *tmp;
3322
3323 /* A battleground-tile needs the following attributes to be valid: 3259 /* A battleground-tile needs the following attributes to be valid:
3324 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3260 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3325 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3261 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3326 * and the exit-coordinates sp/hp must both be > 0. 3262 * and the exit-coordinates sp/hp must both be > 0.
3327 * => The intention here is to prevent abuse of the battleground- 3263 * => The intention here is to prevent abuse of the battleground-
3328 * feature (like pickable or hidden battleground tiles). */ 3264 * feature (like pickable or hidden battleground tiles). */
3329 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3265 for (object *tmp = op->below; tmp; tmp = tmp->below)
3330 { 3266 {
3331 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3332 { 3268 {
3333 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3269 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3334 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3270 && tmp->type == BATTLEGROUND
3271 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp))
3335 { 3273 {
3336 /*before we assign the exit, check if this is a teambattle */ 3274 /* before we assign the exit, check if this is a teambattle */
3337 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3275 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3338 { 3276 {
3339 object *invtmp;
3340
3341 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3342 { 3278 {
3343 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3344 { 3280 {
3345 if (x != NULL && y != NULL) 3281 if (x && y)
3346 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283
3347 return 1; 3284 return 1;
3348 } 3285 }
3349 } 3286 }
3350 } 3287 }
3288
3351 if (x != NULL && y != NULL) 3289 if (x && y)
3352 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291
3353 return 1; 3292 return 1;
3354 } 3293 }
3355 } 3294 }
3356 } 3295 }
3296
3357 /* If we got here, did not find a battleground */ 3297 /* If we got here, did not find a battleground */
3358 return 0; 3298 return 0;
3359} 3299}
3360 3300
3361/* 3301/*
3377 char buf[MAX_BUF]; /* tmp. string buffer */ 3317 char buf[MAX_BUF]; /* tmp. string buffer */
3378 int i = 0, j = 0; 3318 int i = 0, j = 0;
3379 3319
3380 /* get the appropriate treasurelist */ 3320 /* get the appropriate treasurelist */
3381 if (atnr == ATNR_FIRE) 3321 if (atnr == ATNR_FIRE)
3382 trlist = find_treasurelist ("dragon_ability_fire"); 3322 trlist = treasurelist::find (shstr_dragon_ability_fire);
3383 else if (atnr == ATNR_COLD) 3323 else if (atnr == ATNR_COLD)
3384 trlist = find_treasurelist ("dragon_ability_cold"); 3324 trlist = treasurelist::find (shstr_dragon_ability_cold);
3385 else if (atnr == ATNR_ELECTRICITY) 3325 else if (atnr == ATNR_ELECTRICITY)
3386 trlist = find_treasurelist ("dragon_ability_elec"); 3326 trlist = treasurelist::find (shstr_dragon_ability_elec);
3387 else if (atnr == ATNR_POISON) 3327 else if (atnr == ATNR_POISON)
3388 trlist = find_treasurelist ("dragon_ability_poison"); 3328 trlist = treasurelist::find (shstr_dragon_ability_poison);
3389 3329
3390 if (trlist == NULL || who->type != PLAYER) 3330 if (trlist == NULL || who->type != PLAYER)
3391 return; 3331 return;
3392 3332
3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3333 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3397 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3337 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3398 return; 3338 return;
3399 } 3339 }
3400 3340
3401 /* everything seems okay - now bring on the gift: */ 3341 /* everything seems okay - now bring on the gift: */
3402 item = &(tr->item->clone); 3342 item = tr->item;
3403 3343
3404 if (item->type == SPELL) 3344 if (item->type == SPELL)
3405 { 3345 {
3406 if (check_spell_known (who, item->name)) 3346 if (check_spell_known (who, item->name))
3407 return; 3347 return;
3466 { 3406 {
3467 /* forces in the treasurelist can alter the player's stats */ 3407 /* forces in the treasurelist can alter the player's stats */
3468 object *skin; 3408 object *skin;
3469 3409
3470 /* first get the dragon skin force */ 3410 /* first get the dragon skin force */
3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3472 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3411 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3473 ; 3412 ;
3474 3413
3475 if (!skin) 3414 if (!skin)
3476 return; 3415 return;
3477 3416
3525 * not readied. 3464 * not readied.
3526 */ 3465 */
3527void 3466void
3528player_unready_range_ob (player *pl, object *ob) 3467player_unready_range_ob (player *pl, object *ob)
3529{ 3468{
3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3469 if (pl->ob->current_weapon == ob)
3470 pl->ob->current_weapon = 0;
3471
3472 if (pl->combat_ob == ob)
3473 pl->combat_ob = 0;
3474
3531 if (pl->ranges[i] == ob) 3475 if (pl->ranged_ob == ob)
3532 {
3533 pl->ranges[i] = 0; 3476 pl->ranged_ob = 0;
3534 if (pl->shoottype == i)
3535 pl->shoottype = range_none;
3536 }
3537} 3477}
3478
3479sint8
3480player::visibility_at (maptile *map, int x, int y) const
3481{
3482 if (!ns)
3483 return 0;
3484
3485 int dx, dy;
3486 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3487 return 0;
3488
3489 x += dx - ns->current_x + ns->mapx / 2;
3490 y += dy - ns->current_y + ns->mapy / 2;
3491
3492 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3493 return 0;
3494
3495 return 100 - blocked_los [x][y];
3496}
3497
3498void
3499player::infobox (const char *title, const char *msg, int color)
3500{
3501 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3502}
3503
3504void
3505player::statusmsg (const char *msg, int color)
3506{
3507 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3508}
3509
3510void
3511player::failmsg (const char *msg, int color)
3512{
3513 play_sound (sound_find ("generic_failure"));
3514 statusmsg (msg, color);
3515}
3516

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