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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 1.185 by root, Mon Apr 21 06:35:26 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;
230 219
231 if (!legal_range (ob, shoottype)) 220 ob->update_weight ();
232 shoottype = range_none;
233
234 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 ob->deactivate (); // change_Weapon activates, fix this better
327}
328
329void
330player::set_observe (object *op)
331{
332 observe = op ? op : ob;
333 do_los = 1;
323} 334}
324 335
325player::player () 336player::player ()
326{ 337{
327 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point. 339 * we deal with that below this point.
329 */ 340 */
330 outputs_sync = 16; /* Every 2 seconds */ 341 outputs_sync = 4;
331 outputs_count = 8; /* Keeps present behaviour */ 342 outputs_count = 4;
332 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
333 344
334 savebed_map = first_map_path; /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
335 346
336 gen_sp_armour = 10; 347 gen_sp_armour = 10;
337 shoottype = range_none;
338 bowtype = bow_normal; 348 bowtype = bow_normal;
339 petmode = pet_normal; 349 petmode = pet_normal;
340 listening = 10; 350 listening = 10;
341 usekeys = containers; 351 usekeys = containers;
342 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
343 do_los = 1; 353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
344} 357}
345 358
346void 359void
347player::do_destroy () 360player::do_destroy ()
348{ 361{
353 if (ob) 366 if (ob)
354 { 367 {
355 ob->destroy_inv (false); 368 ob->destroy_inv (false);
356 ob->destroy (); 369 ob->destroy ();
357 } 370 }
371
372 ob = observe = 0;
358} 373}
359 374
360player::~player () 375player::~player ()
361{ 376{
362 /* Clear item stack */ 377 /* Clear item stack */
371player::create () 386player::create ()
372{ 387{
373 player *pl = new player; 388 player *pl = new player;
374 389
375 pl->set_object (arch_to_object (get_player_archetype (0))); 390 pl->set_object (arch_to_object (get_player_archetype (0)));
391
392 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */
395
376 set_first_map (pl->ob); 396 set_first_map (pl->ob);
377 397
378 return pl; 398 return pl;
379} 399}
380 400
384 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
385 */ 405 */
386archetype * 406archetype *
387get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
388{ 408{
389 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
390 416
391 for (;;) 417 for (;;)
392 { 418 {
393 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
394 at = first_archetype; 420 i = archetypes.begin ();
395 else 421 else if (*i == at)
396 at = at->next; 422 cleanup ("not a single player archetype found");
397 423
398 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
399 return at; 425 return *i;
400
401 if (at == start)
402 {
403 LOG (llevError, "No Player archetypes\n");
404 exit (-1);
405 }
406 } 426 }
407} 427}
408 428
409object * 429object *
410get_nearest_player (object *mon) 430get_nearest_player (object *mon)
414 unsigned lastdist; 434 unsigned lastdist;
415 rv_vector rv; 435 rv_vector rv;
416 436
417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
418 { 438 {
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)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
447 continue; 440 continue;
448 441
449 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
450 { 443 {
526 x = mon->x; 519 x = mon->x;
527 y = mon->y; 520 y = mon->y;
528 m = mon->map; 521 m = mon->map;
529 dir = rv.direction; 522 dir = rv.direction;
530 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
531 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
532 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
533 if (diff > max) 527 if (diff > max)
534 return 0; 528 return 0;
529
535 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
536 { 531 {
537 lastx = x; 532 lastx = x;
538 lasty = y; 533 lasty = y;
539 lastmap = m; 534 lastmap = m;
621 max--; 616 max--;
622 lastdir = dir; 617 lastdir = dir;
623 if (!firstdir) 618 if (!firstdir)
624 firstdir = dir; 619 firstdir = dir;
625 } 620 }
621
626 if (diff <= 1) 622 if (diff <= 1)
627 { 623 {
628 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance. 625 * headed toward player for entire distance.
630 */ 626 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 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); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
633 } 629 }
630
634 if (diff > max) 631 if (diff > max)
635 return 0; 632 return 0;
636 } 633 }
634
637 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
638 if (!max) 636 if (!max)
639 return 0; 637 return 0;
640 638
641 return firstdir; 639 return firstdir;
642} 640}
643 641
644void 642void
645give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
646{ 644{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL) 645 if (pl->randomitems)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651 647
652 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
653 { 649 {
654 next = op->below; 650 next = op->below;
655 651
656 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
657 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
662 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions 659 * by this player due to race restrictions
664 */ 660 */
665 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
666 { 662 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
668 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
669 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
670 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 { 670 {
673 op->destroy (); 671 op->destroy ();
674 continue; 672 continue;
675 } 673 }
676 } 674 }
699 if (op->nrof > 1) 697 if (op->nrof > 1)
700 op->nrof = 1; 698 op->nrof = 1;
701 } 699 }
702 700
703 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
704 {
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707 703
708 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
709 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
710 * merged properly. 706 * merged properly.
711 */ 707 */
712 if (need_identify (op)) 708 if (need_identify (op))
713 { 709 {
714 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
717 } 713 }
714
718 if (op->type == SPELL) 715 if (op->type == SPELL)
719 { 716 {
720 op->destroy (); 717 op->destroy ();
721 continue; 718 continue;
722 } 719 }
724 { 721 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0; 723 op->stats.exp = 0;
727 op->level = 1; 724 op->level = 1;
728 } 725 }
729 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
730 else
731 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
733 729
734 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
735 link_player_skills (pl); 731 link_player_skills (pl);
755roll_stat (void) 751roll_stat (void)
756{ 752{
757 int a[4], i, j, k; 753 int a[4], i, j, k;
758 754
759 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
760 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
761 757
762 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 759 if (a[i] < k)
764 k = a[i], j = i; 760 k = a[i], j = i;
765 761
771} 767}
772 768
773void 769void
774object::roll_stats () 770object::roll_stats ()
775{ 771{
776 int statsort [7]; 772 int statsort [NUM_STATS];
777 773
778 for (;;) 774 for (;;)
779 { 775 {
780 int sum = 0; 776 int sum = 0;
781 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
783 779
784 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
785 break; 781 break;
786 } 782 }
787 783
788 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 786
787 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 788 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];
798 789
799 stats.exp = 0; 790 stats.exp = 0;
800 stats.ac = 0; 791 stats.ac = 0;
801 792
802 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
814} 805}
815 806
816void 807void
817object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
818{ 809{
819 int tmp = get_attr_value (&contr->orig_stats, a); 810 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);
822 811
812 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 813 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;
830 814
831 //TODO: the following code looks so borked and should, at the very least, 815 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
833 stats.ac = 0; 817 stats.ac = 0;
834 818
853static void 837static void
854start_info (object *op) 838start_info (object *op)
855{ 839{
856 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
857 841
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 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} 844}
863 845
864/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
868 * not the class. 850 * not the class.
869 */ 851 */
870int 852void
871key_change_class (object *op, char key) 853player::chargen_race_done ()
872{ 854{
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 */ 855 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 857
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 859 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
885 861
886 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
888 864
889 op->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
890 866
891 if (op->msg) 867 if (ob->msg)
892 op->msg = NULL; 868 ob->msg = 0;
893 869
894 /* We create this now because some of the unique maps will need it 870 /* We create this now because some of the unique maps will need it
895 * to save here. 871 * to save here.
896 */ 872 */
873 {
874 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 876 make_path_to_file (buf);
877 }
899 878
900 start_info (op); 879 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 880 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 881 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 882 link_player_skills (ob);
904 esrv_send_inventory (op, op); 883 esrv_send_inventory (ob, ob);
905 op->update_stats (); 884 ob->update_stats ();
906 885
907 /* This moves the player to a different start map, if there 886 /* This moves the player to a different start map, if there
908 * is one for this race 887 * is one for this race
909 */ 888 */
910 if (*first_map_ext_path) 889 if (*first_map_ext_path)
911 { 890 {
912 object *tmp; 891 object *tmp;
913 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
914 893
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create (); 895 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 897 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 898 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 900 * if the map isn't there, then stay on the
922 * default initial map */ 901 * default initial map */
923 tmp->destroy (); 902 tmp->destroy ();
924 } 903 }
925 else 904 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 905 LOG (llevDebug, "first_map_ext_path not set\n");
906}
927 907
928 return 0; 908void
929 } 909player::chargen_race_next ()
930 910{
931 /* Following actually changes the race - this is the default command 911 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 912 * if we don't match with one of the options above.
933 */ 913 */
934 914
935 tmp_loop = 0; 915 do
936 while (!tmp_loop)
937 { 916 {
938 shstr name = op->name; 917 shstr name = ob->name;
939 int x = op->x, y = op->y; 918 int x = ob->x, y = ob->y;
940 919
941 op->remove_statbonus (); 920 ob->remove_statbonus ();
942 op->remove (); 921 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 922 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 923 ob->arch->copy_to (ob);
945 op->instantiate (); 924 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 926 ob->name = ob->name_pl = name;
948 op->x = x; 927 ob->x = x;
949 op->y = y; 928 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 932 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 933 }
934 while (!allowed_class (ob));
956 935
957 update_object (op, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 937 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 938 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 939 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 940 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 941 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} 942}
970 943
971void 944void
972flee_player (object *op) 945flee_player (object *op)
973{ 946{
1020 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 995 op->enemy = NULL;
1023} 996}
1024 997
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 998/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should 999 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 1000 * stop.
1029 */ 1001 */
1030int 1002int
1031check_pick (object *op) 1003check_pick (object *op)
1032{ 1004{
1033 object *tmp, *next; 1005 object *tmp, *next;
1034 int stop = 0; 1006 int stop = 0;
1035 int j, k, wvratio; 1007 int wvratio;
1036 char putstring[128], tmpstr[16]; 1008 char putstring[128];
1037 1009
1038 /* if you're flying, you cna't pick up anything */ 1010 /* if you're flying, you cna't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1040 return 1; 1012 return 1;
1041 1013
1042 next = op->below; 1014 next = op->below;
1043 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1044 /* loop while there are items on the floor that are not marked as 1019 /* loop while there are items on the floor that are not marked as
1045 * destroyed */ 1020 * destroyed */
1046 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1047 { 1022 {
1048 tmp = next; 1023 tmp = next;
1049 next = tmp->below; 1024 next = tmp->below;
1050 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1051 if (op->destroyed ()) 1032 if (op->destroyed ())
1052 return 0; 1033 return 0;
1053 1034
1054 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1055 continue; 1036 continue;
1056 1037
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 1039 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1061 continue; 1042 continue;
1062 } 1043 }
1063 1044
1064 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1065 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1067 switch (op->contr->mode) 1048 switch (op->contr->mode)
1068 { 1049 {
1069 case 0: 1050 case 0:
1070 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1071 case 1: 1052 case 1:
1072 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1073 return 1; 1054 return 1;
1074 case 2: 1055 case 2:
1075 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1076 return 0; 1057 return 0;
1077 case 3: 1058 case 3:
1078 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1079 case 4: 1060 case 4:
1080 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1081 break; 1062 break;
1082 case 5: 1063 case 5:
1083 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1084 stop = 1; 1065 stop = 1;
1085 break; 1066 break;
1086 case 6: 1067 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1088 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1089 break; 1071 break;
1090 1072
1091 case 7: 1073 case 7:
1092 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1093 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1094 break; 1076 break;
1095 1077
1096 default: 1078 default:
1097 /* use value density */ 1079 /* use value density */
1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1100 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1101 } 1083 }
1102 } 1084 }
1103 else 1085 else
1104 { /* old model */ 1086 { /* old model */
1105 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1109 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 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)))); 1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else 1094 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 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)))); 1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115 1097
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 } 1099 }
1118 1100
1119 /* philosophy: 1101 /* philosophy:
1160 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1161 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1162 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1163 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1164 { 1146 {
1165 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1166 continue; 1148 continue;
1167 } 1149 }
1168 1150
1169 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1171 { 1153 {
1172 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1173 continue; 1155 continue;
1174 } 1156 }
1175 1157
1176 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1177 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1178 { 1160 {
1179 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1180 continue; 1162 continue;
1181 } 1163 }
1182 1164
1183 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1186 { 1168 {
1187 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1188 continue; 1170 continue;
1189 } 1171 }
1190 1172
1191 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1193 { 1175 {
1194 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1195 continue; 1177 continue;
1196 } 1178 }
1197 1179
1198 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1200 { 1182 {
1201 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1202 continue; 1184 continue;
1203 } 1185 }
1204 1186
1205 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 { 1190 {
1209 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1210 continue; 1192 continue;
1211 } 1193 }
1212 1194
1213 /* pick up all magical items */ 1195 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1216 { 1198 {
1217 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1218 continue; 1200 continue;
1219 } 1201 }
1220 1202
1221 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1222 { 1204 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1224 { 1206 {
1225 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1226 continue; 1208 continue;
1227 } 1209 }
1228 } 1210 }
1229 1211
1230 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1233 { 1215 {
1234 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1235 continue; 1217 continue;
1236 } 1218 }
1237 1219
1238 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1241 { 1223 {
1242 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1243 continue; 1225 continue;
1244 } 1226 }
1245 1227
1246 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1249 { 1231 {
1250 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1251 continue; 1233 continue;
1252 } 1234 }
1253 1235
1254 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1256 { 1238 {
1257 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1258 continue; 1240 continue;
1259 } 1241 }
1260 1242
1261 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1264 { 1246 {
1265 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1266 continue; 1248 continue;
1267 } 1249 }
1268 1250
1269 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1271 { 1253 {
1272 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1273 continue; 1255 continue;
1274 } 1256 }
1275 1257
1276 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1278 { 1260 {
1279 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1280 continue; 1262 continue;
1281 } 1263 }
1282 1264
1283 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1285 { 1267 {
1286 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1287 continue; 1269 continue;
1288 } 1270 }
1289 1271
1290 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1292 { 1274 {
1293 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1294 continue; 1276 continue;
1295 } 1277 }
1296 1278
1297 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1299 { 1281 {
1300 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1301 continue; 1283 continue;
1302 } 1284 }
1303 1285
1304 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 { 1289 {
1308 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1309 continue; 1291 continue;
1310 } 1292 }
1311 1293
1312 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1314 { 1296 {
1315 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1316 { 1298 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1301 {
1320 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1321 continue; 1303 continue;
1322 } 1304 }
1323 } 1305 }
1324 1306
1325 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1326 { 1308 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1328 { 1310 {
1329 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1330 continue; 1312 continue;
1331 } 1313 }
1332 } 1314 }
1333 } 1315 }
1334 1316
1335 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 { 1320 {
1339 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1340 continue; 1322 continue;
1341 } 1323 }
1342 1324
1343 /* any of the last 4 bits set means we use the ratio for value 1325 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */ 1326 * pickups */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits 1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 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) 1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 { 1335 {
1354 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1355#if 0 1337#if 0
1356 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1358 { 1340 {
1359 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1360 } 1342 }
1361 else 1343 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1365#endif 1347#endif
1366 continue; 1348 continue;
1367 } 1349 }
1378 * found object is returned. 1360 * found object is returned.
1379 */ 1361 */
1380object * 1362object *
1381find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1382{ 1364{
1383 object *tmp = NULL;
1384
1385 for (op = op->inv; op; op = op->below) 1365 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) 1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp);
1368
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type))
1372 {
1373 splay (tmp);
1389 return op; 1374 return arrow;
1375 }
1376
1390 return tmp; 1377 return 0;
1391} 1378}
1392 1379
1393/* 1380/*
1394 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1395 * against the target. A full test is not performed, simply a basic test 1382 * against the target. A full test is not performed, simply a basic test
1396 * of resistances. The archer is making a quick guess at what he sees down 1383 * of resistances. The archer is making a quick guess at what he sees down
1397 * the hall. Failing that it does it's best to pick the highest plus arrow. 1384 * the hall. Failing that it does it's best to pick the highest plus arrow.
1398 */ 1385 */
1399
1400object * 1386object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1387find_better_arrow (object *op, object *target, const char *type, int *better)
1402{ 1388{
1403 object *tmp = NULL, *arrow, *ntmp; 1389 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1390 int attacknum, attacktype, betterby = 0, i;
1437 else 1423 else
1438 { 1424 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1426 {
1441 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1429 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1430 {
1445 tmp = arrow; 1431 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1433 }
1448 } 1434 }
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1436 {
1451 tmp = arrow; 1437 tmp = arrow;
1470 * find_better_arrow to find a decent arrow to use. 1456 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1457 * op = the shooter
1472 * type = bow->race 1458 * type = bow->race
1473 * dir = fire direction 1459 * dir = fire direction
1474 */ 1460 */
1475
1476object * 1461object *
1477pick_arrow_target (object *op, const char *type, int dir) 1462pick_arrow_target (object *op, const char *type, int dir)
1478{ 1463{
1479 object *tmp = NULL; 1464 object *tmp = NULL;
1480 maptile *m; 1465 maptile *m;
1545 */ 1530 */
1546int 1531int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1532fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1533{
1549 object *left, *bow; 1534 object *left, *bow;
1550 int bowspeed, mflags; 1535 int mflags;
1551 maptile *m; 1536 maptile *m;
1552 1537
1553 if (!dir) 1538 if (!dir)
1554 { 1539 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1540 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1541 return 0;
1557 } 1542 }
1558 1543
1559 if (op->type == PLAYER) 1544 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1545 bow = op->current_weapon;
1561 else 1546 else
1562 { 1547 {
1563 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1549 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1550 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1555 if (!bow)
1571 { 1556 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1558 return 0;
1574 } 1559 }
1560
1561 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below)
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1575 } 1568 }
1576 1569
1577 if (!bow->race || !bow->skill) 1570 if (!bow->race || !bow->skill)
1578 { 1571 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1573 return 0;
1581 } 1574 }
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 1575
1592 if (arrow == NULL) 1576 if (arrow == NULL)
1593 { 1577 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1579 {
1596 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1582 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1583 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1601 return 0; 1586 return 0;
1602 } 1587 }
1603 } 1588 }
1604 1589
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1629 1614
1630 arrow->set_owner (op); 1615 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1616 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1617 arrow->direction = dir;
1633 1618
1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1620 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype;
1622
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625
1626#if 0
1627 if (player *pl = op->contr)
1628 {
1629 float speed = pl->weapon_sp;
1630
1631 /* penalize ROF for bestarrow */
1632 if (pl->bowtype == bow_bestarrow)
1633 speed *= .9f;
1634 else
1635 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1636
1637 op->speed_left += speed - op->speed;
1638 }
1639#endif
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642
1643 /* update the speed */
1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1645 + bow->stats.dam / 7.f;
1646
1647 arrow->set_speed (max (arrow->speed, 2.f));
1648 arrow->speed_left = 0;
1649
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1651
1634 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1635 { 1653 {
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; 1654 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1655 wc -= dex_bonus[op->stats.Dex];
1656
1657 if (!arrow->slaying)
1658 arrow->slaying = op->slaying;
1659
1660 arrow->attacktype |= op->attacktype;
1667 } 1661 }
1668 else 1662 else
1669 { 1663 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1664 arrow->level = op->level;
1672 } 1665 arrow->stats.wc -= bow->magic;
1673 1666
1674 if (arrow->attacktype == AT_PHYSICAL) 1667 if (!arrow->slaying)
1668 arrow->slaying = bow->slaying;
1669
1675 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1671 }
1676 1672
1677 if (bow->slaying) 1673 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1675
1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1679
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1685 1682
1686 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1684 move_arrow (arrow);
1688 1685
1709{ 1706{
1710 int ret = 0, wcmod = 0; 1707 int ret = 0, wcmod = 0;
1711 1708
1712 if (op->contr->bowtype == bow_bestarrow) 1709 if (op->contr->bowtype == bow_bestarrow)
1713 { 1710 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1711 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1712 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1714 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1716 wcmod = -1;
1729 else if (op->contr->bowtype == bow_spreadshot) 1726 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1727 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1728 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); 1729 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); 1730 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1731 }
1736 else 1732 else
1737 { 1733 {
1738 /* Simple case */ 1734 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1736 }
1737
1741 return ret; 1738 return ret;
1742} 1739}
1743
1744 1740
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1741/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1742 * Broken apart from 'fire' to keep it more readable.
1747 */ 1743 */
1748void 1744void
1749fire_misc_object (object *op, int dir) 1745fire_misc_object (object *op, int dir)
1750{ 1746{
1751 object *item; 1747 object *item = op->contr->ranged_ob;
1752 1748
1753 if (!op->contr->ranges[range_misc]) 1749 if (!item)
1754 { 1750 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1752 return;
1757 } 1753 }
1758 1754
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1755 if (!item->inv)
1761 { 1756 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1757 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1758 return;
1764 } 1759 }
1760
1761 if (!op->change_weapon (item))
1762 return;
1763
1765 if (item->type == WAND) 1764 if (item->type == WAND)
1766 { 1765 {
1767 if (item->stats.food <= 0) 1766 if (item->stats.food <= 0)
1768 { 1767 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1768 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)); 1769 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1770
1771 return; 1771 return;
1772 } 1772 }
1773 } 1773 }
1774 else if (item->type == ROD || item->type == HORN) 1774 else if (item->type == ROD || item->type == HORN)
1775 { 1775 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 { 1777 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1778 op->contr->play_sound (sound_find ("wand_poof"));
1779
1779 if (item->type == ROD) 1780 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)); 1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1782 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1784
1783 return; 1785 return;
1784 } 1786 }
1785 } 1787 }
1786 1788
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1789 if (cast_spell (op, item, dir, item->inv, NULL))
1794 object *tmp; 1796 object *tmp;
1795 1797
1796 if (item->arch) 1798 if (item->arch)
1797 { 1799 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1800 CLEAR_FLAG (item, FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1801 item->face = item->arch->face;
1800 item->set_speed (0); 1802 item->set_speed (0);
1801 } 1803 }
1802 1804
1803 if ((tmp = item->in_player ())) 1805 if ((tmp = item->in_player ()))
1804 esrv_update_item (UPD_ANIM, tmp, item); 1806 esrv_update_item (UPD_ANIM, tmp, item);
1809 } 1811 }
1810} 1812}
1811 1813
1812/* Received a fire command for the player - go and do it. 1814/* Received a fire command for the player - go and do it.
1813 */ 1815 */
1814void 1816bool
1815fire (object *op, int dir) 1817fire (object *op, int dir)
1816{ 1818{
1817 int spellcost = 0; 1819 int spellcost = 0;
1818 1820
1819 /* check for loss of invisiblity/hide */ 1821 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1822 if (action_makes_visible (op))
1821 make_visible (op); 1823 make_visible (op);
1822 1824
1823 switch (op->contr->shoottype) 1825 player *pl = op->contr;
1826
1827 if (pl->golem)
1828 {
1829 control_golem (op->contr->golem, dir);
1830 return false;
1824 { 1831 }
1825 case range_none:
1826 return;
1827 1832
1828 case range_bow: 1833 object *ob = pl->ranged_ob;
1834
1835 if (!ob)
1836 return false;
1837
1838 if (!op->change_weapon (ob))
1839 return false;
1840
1841 if (op->speed_left > 0.f)
1842 --op->speed_left;
1843 else
1844 return false;
1845
1846 switch (ob->type)
1847 {
1848 case BOW:
1829 player_fire_bow (op, dir); 1849 player_fire_bow (op, dir);
1830 return; 1850 break;
1831 1851
1832 case range_magic: /* Casting spells */ 1852 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1853 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1834 return; 1854 break;
1835 1855
1836 case range_misc: 1856 case BUILDER:
1857 apply_map_builder (op, dir);
1858 break;
1859
1860 case SKILL:
1861 do_skill (op, op, ob, dir, 0);
1862 break;
1863
1864 default:
1837 fire_misc_object (op, dir); 1865 fire_misc_object (op, dir);
1838 return; 1866 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 } 1867 }
1867}
1868 1868
1869 1869 return true;
1870}
1870 1871
1871/* find_key 1872/* find_key
1872 * We try to find a key for the door as passed. If we find a key 1873 * 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 1874 * and successfully use it, we return the key, otherwise NULL
1874 * This function merges both normal and locked door, since the logic 1875 * This function merges both normal and locked door, since the logic
1876 * pl is the player, 1877 * pl is the player,
1877 * inv is the objects inventory to searched 1878 * inv is the objects inventory to searched
1878 * door is the door we are trying to match against. 1879 * door is the door we are trying to match against.
1879 * This function can be called recursively to search containers. 1880 * This function can be called recursively to search containers.
1880 */ 1881 */
1881
1882object * 1882object *
1883find_key (object *pl, object *container, object *door) 1883find_key (object *pl, object *container, object *door)
1884{ 1884{
1885 object *tmp, *key; 1885 object *tmp, *key;
1886 1886
1887 /* Should not happen, but sanity checking is never bad */ 1887 /* Should not happen, but sanity checking is never bad */
1888 if (container->inv == NULL) 1888 if (!container->inv)
1889 return NULL; 1889 return 0;
1890 1890
1891 /* First, lets try to find a key in the top level inventory */ 1891 /* First, lets try to find a key in the top level inventory */
1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1893 {
1894 if (door->type == DOOR && tmp->type == KEY) 1894 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1895 break;
1896 /* For sanity, we should really check door type, but other stuff 1896 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1897 * (like containers) can be locked with special keys
1898 */ 1898 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1900 break;
1901 } 1901 }
1902
1902 /* No key found - lets search inventories now */ 1903 /* No key found - lets search inventories now */
1903 /* If we find and use a key in an inventory, return at that time. 1904 /* 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 1905 * otherwise, if we search all the inventories and still don't find
1905 * a key, return 1906 * a key, return
1906 */ 1907 */
1907 if (!tmp) 1908 if (!tmp)
1908 { 1909 {
1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 { 1911 {
1911 /* No reason to search empty containers */ 1912 /* No reason to search empty containers */
1912 if (tmp->type == CONTAINER && tmp->inv) 1913 if (tmp->type == CONTAINER && tmp->inv)
1913 { 1914 {
1914 if ((key = find_key (pl, tmp, door)) != NULL) 1915 if ((key = find_key (pl, tmp, door)))
1915 return key; 1916 return key;
1916 } 1917 }
1917 } 1918 }
1919
1918 if (!tmp) 1920 if (!tmp)
1919 return NULL; 1921 return NULL;
1920 } 1922 }
1923
1921 /* We get down here if we have found a key. Now if its in a container, 1924 /* 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 1925 * see if we actually want to use it
1923 */ 1926 */
1924 if (pl != container) 1927 if (pl != container)
1925 { 1928 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1949 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)); 1950 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1951 return NULL;
1949 } 1952 }
1950 } 1953 }
1954
1951 return tmp; 1955 return tmp;
1952} 1956}
1953 1957
1954/* moved door processing out of move_player_attack. 1958/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1959 * returns 1 if player has opened the door with a key
1957 * 0 otherwise 1961 * 0 otherwise
1958 */ 1962 */
1959static int 1963static int
1960player_attack_door (object *op, object *door) 1964player_attack_door (object *op, object *door)
1961{ 1965{
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1966 /* 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 - 1967 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1968 * otherwise, we fall through to the rest of the code.
1965 */ 1969 */
1966 object *key = find_key (op, op, door); 1970 object *key = find_key (op, op, door);
1967 1971
1968 /* IF we found a key, do some extra work */ 1972 /* If we found a key, do some extra work */
1969 if (key) 1973 if (key)
1970 { 1974 {
1971 object *container = key->env; 1975 object *container = key->env;
1972 1976
1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974 if (action_makes_visible (op)) 1977 if (action_makes_visible (op))
1975 make_visible (op); 1978 make_visible (op);
1979
1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1980 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op); 1981 spring_trap (door->inv, op);
1982
1978 if (door->type == DOOR) 1983 if (door->type == DOOR)
1979 {
1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1984 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 }
1982 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
1983 { 1986 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1987 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1985 remove_door2 (door); /* remove door without violence ;-) */ 1988 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1989 }
1990
1987 /* Do this after we print the message */ 1991 /* Do this after we print the message */
1988 decrease_ob (key); /* Use up one of the keys */ 1992 key->decrease (); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1993 /* Need to update the weight the container the key was in */
1990 if (container != op) 1994 if (container != op)
1991 esrv_update_item (UPD_WEIGHT, op, container); 1995 esrv_update_item (UPD_WEIGHT, op, container);
1996
1992 return 1; /* Nothing more to do below */ 1997 return 1; /* Nothing more to do below */
1993 } 1998 }
1994 else if (door->type == LOCKED_DOOR) 1999 else if (door->type == LOCKED_DOOR)
1995 { 2000 {
1996 /* Might as well return now - no other way to open this */ 2001 /* Might as well return now - no other way to open this */
1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2002 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1998 return 1; 2003 return 1;
1999 } 2004 }
2005
2000 return 0; 2006 return 0;
2001} 2007}
2002 2008
2003/* This function is just part of a breakup from move_player. 2009/* This function is just part of a breakup from move_player.
2004 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2005 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2006 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2007 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2008 */ 2014 */
2009void 2015bool
2010move_player_attack (object *op, int dir) 2016move_player_attack (object *op, int dir)
2011{ 2017{
2012 object *tmp, *mon;
2013 sint16 nx, ny;
2014 int on_battleground; 2018 int on_battleground;
2015 maptile *m;
2016 2019
2017 nx = freearr_x[dir] + op->x; 2020 sint16 nx = freearr_x[dir] + op->x;
2018 ny = freearr_y[dir] + op->y; 2021 sint16 ny = freearr_y[dir] + op->y;
2019 2022
2020 on_battleground = op_on_battleground (op, 0, 0); 2023 on_battleground = op_on_battleground (op, 0, 0);
2024
2025 if (out_of_map (op->map, nx, ny))
2026 return false;
2027
2028 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2029 {
2030 --op->speed_left;
2031 return true;
2032 }
2021 2033
2022 /* If braced, or can't move to the square, and it is not out of the 2034 /* 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 2035 * 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 2036 * 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 2037 * 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 2038 * 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 2039 * 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 2040 * quite a bit of processing. However, it probably is less than what
2029 * move_ob uses. 2041 * move_ob uses.
2030 */ 2042 */
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); 2043 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 2044
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 2045 /* 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. 2046 * 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 2047 * if its a door or barrel (can roll) see if there may be monsters
2049 * on the space 2048 * on the space
2050 */ 2049 */
2051 while (tmp) 2050 object *mon;
2052 { 2051 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2053 if (tmp == op) 2052 {
2054 { 2053 if ((mon->flag [FLAG_ALIVE]
2055 tmp = tmp->above; 2054 || mon->type == LOCKED_DOOR
2056 continue; 2055 || mon->flag [FLAG_CAN_ROLL])
2057 }
2058
2059 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2060 {
2061 mon = tmp; 2056 && mon != op)
2062 break; 2057 break;
2063 } 2058 }
2064 2059
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 */ 2060 if (!mon) /* This happens anytime the player tries to move */
2072 return; /* into a wall */ 2061 return false; /* into a wall */
2073 2062
2074 if (mon->head)
2075 mon = mon->head; 2063 mon = mon->head_ ();
2076 2064
2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2065 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2066 if (op->contr->weapon_sp_left > 0.f)
2078 if (player_attack_door (op, mon)) 2067 if (player_attack_door (op, mon))
2068 {
2069 --op->contr->weapon_sp_left;
2079 return; 2070 return true;
2071 }
2080 2072
2081 /* The following deals with possibly attacking peaceful 2073 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2074 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2075 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2076 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2077 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2078 * and thus will not push them.
2087 */ 2079 */
2088 2080
2089 /* If the creature is a pet, push it even if the player is not 2081 /* 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 2082 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2083 * player owns it and it is either friendly or unagressive.
2092 */ 2084 */
2093 if ((op->type == PLAYER) 2085 if (op->type == PLAYER
2094#if COZY_SERVER
2095 &&
2096 ((mon->owner && mon->owner->contr 2086 && ((mon->owner && mon->owner->contr
2097 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2087 && same_party (mon->owner->contr->party, op->contr->party))
2098#else
2099 && mon->owner == op 2088 || mon->owner == op)
2100#endif
2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2089 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2102 { 2090 {
2103 /* If we're braced, we don't want to switch places with it */ 2091 /* If we're braced, we don't want to switch places with it */
2104 if (op->contr->braced) 2092 if (op->contr->braced)
2105 return; 2093 return false;
2106 2094
2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2095 if (op->speed_left > 0.f)
2096 {
2097 --op->speed_left;
2098
2099 op->play_sound (sound_find ("push_player"));
2108 (void) push_ob (mon, dir, op); 2100 push_ob (mon, dir, op);
2101
2109 if (op->contr->tmp_invis || op->hide) 2102 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op); 2103 make_visible (op);
2111 2104
2112 return; 2105 return true;
2113 } 2106 }
2107 else
2108 return false;
2109 }
2114 2110
2115 /* in certain circumstances, you shouldn't attack friendly 2111 /* in certain circumstances, you shouldn't attack friendly
2116 * creatures. Note that if you are braced, you can't push 2112 * creatures. Note that if you are braced, you can't push
2117 * someone, but put it inside this loop so that you won't 2113 * someone, but put it inside this loop so that you won't
2118 * attack them either. 2114 * attack them either.
2119 */ 2115 */
2120 if ((mon->type == PLAYER || mon->enemy != op) && 2116 if ((mon->type == PLAYER || mon->enemy != op)
2121 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2117 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful 2118 && ((op->contr->peaceful
2124 || (mon->type == PLAYER 2119 || (mon->type == PLAYER && mon->contr->peaceful))
2125 && mon->contr->
2126 peaceful)) &&
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground)) 2120 && !on_battleground))
2121 {
2122 if (op->speed_left > 0.f)
2131 { 2123 {
2124 --op->speed_left;
2125
2132 if (!op->contr->braced) 2126 if (!op->contr->braced)
2133 { 2127 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2128 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2136 } 2130 }
2137 else 2131 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 2132 op->statusmsg ("You withhold your attack");
2139 2133
2140 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2141 make_visible (op); 2135 make_visible (op);
2142 }
2143 2136
2137 return true;
2138 }
2139 }
2144 /* If the object is a boulder or other rollable object, then 2140 /* 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. 2141 * roll it if not braced. You can't roll it if you are braced.
2146 */ 2142 */
2147 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2143 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2144 {
2145 if (op->speed_left > 0.f)
2148 { 2146 {
2147 --op->speed_left;
2148
2149 recursive_roll (mon, dir, op); 2149 recursive_roll (mon, dir, op);
2150 if (action_makes_visible (op)) 2150 if (action_makes_visible (op))
2151 make_visible (op); 2151 make_visible (op);
2152 }
2153 2152
2153 return true;
2154 }
2155 }
2154 /* Any generic living creature. Including things like doors. 2156 /* Any generic living creature. Including things like doors.
2155 * Way it works is like this: First, it must have some hit points 2157 * 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: 2158 * 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 2159 * 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. 2160 * that party_number -1 is no party, so attacks can still happen.
2159 */ 2161 */
2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2162 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))) 2163 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2162 { 2164 {
2163 2165 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 { 2166 {
2171 op->speed_left += op->speed / op->contr->weapon_sp; 2167 --op->contr->weapon_sp_left;
2172
2173 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2174 }
2175 2168
2176 skill_attack (mon, op, 0, 0, 0); 2169 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 2170
2192 if (action_makes_visible (op)) 2171 if (action_makes_visible (op))
2193 make_visible (op); 2172 make_visible (op);
2194 }
2195 } /* if player should attack something */
2196}
2197 2173
2198int 2174 return true;
2175 }
2176 }
2177
2178 return false;
2179}
2180
2181bool
2199move_player (object *op, int dir) 2182move_player (object *op, int dir)
2200{ 2183{
2201 int pick; 2184 int pick;
2202 2185
2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2186 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2204 return 0; 2187 return 0;
2205 2188
2206 /* Sanity check: make sure dir is valid */ 2189 /* Sanity check: make sure dir is valid */
2207 if ((dir < 0) || (dir >= 9)) 2190 if ((dir < 0) || (dir >= 9))
2208 { 2191 {
2210 return 0; 2193 return 0;
2211 } 2194 }
2212 2195
2213 /* peterm: added following line */ 2196 /* peterm: added following line */
2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2197 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2198 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2216 2199
2217 op->facing = dir; 2200 op->facing = dir;
2218 2201
2219 if (op->hide) 2202 if (op->hide)
2220 do_hidden_move (op); 2203 do_hidden_move (op);
2221 2204
2205 bool retval;
2206
2222 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2223 /*nop */ ; 2208 retval = RESULT_INT (0);
2224 else if (op->contr->fire_on) 2209 else if (op->contr->fire_on)
2225 fire (op, dir); 2210 retval = fire (op, dir);
2226 else 2211 else
2227 { 2212 {
2228 move_player_attack (op, dir); 2213 retval = move_player_attack (op, dir);
2229 pick = check_pick (op); 2214 pick = check_pick (op);
2230 } 2215 }
2231 2216
2232 /* Add special check for newcs players and fire on - this way, the 2217 /* Add special check for newcs players and fire on - this way, the
2233 * server can handle repeat firing. 2218 * server can handle repeat firing.
2240 /* Update how the player looks. Use the facing, so direction may 2225 /* Update how the player looks. Use the facing, so direction may
2241 * get reset to zero. This allows for full animation capabilities 2226 * get reset to zero. This allows for full animation capabilities
2242 * for players. 2227 * for players.
2243 */ 2228 */
2244 animate_object (op, op->facing); 2229 animate_object (op, op->facing);
2245 return 0; 2230
2231 return retval;
2246} 2232}
2247 2233
2248/* This is similar to handle_player, below, but is only used by the 2234/* This is similar to handle_player, below, but is only used by the
2249 * new client/server stuff. 2235 * new client/server stuff.
2250 * This is sort of special, in that the new client/server actually uses 2236 * This is sort of special, in that the new client/server actually uses
2251 * the new speed values for commands. 2237 * the new speed values for commands.
2252 * 2238 *
2253 * Returns true if there are more actions we can do. 2239 * Returns true if there are more actions we can do. Should not do
2240 * many actions in a row, as that would be too unfair to other
2241 * players.
2254 */ 2242 */
2255int 2243bool
2256handle_newcs_player (object *op) 2244handle_newcs_player (object *op)
2257{ 2245{
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)) 2246 if (QUERY_FLAG (op, FLAG_SCARED))
2279 { 2247 {
2280 flee_player (op); 2248 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 { 2249 {
2284 op->speed_left--; 2250 --op->speed_left;
2251 flee_player (op);
2252
2285 return 0; 2253 return true;
2286 } 2254 }
2255 else
2256 return false;
2287 } 2257 }
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 2258
2297 /* call this here - we also will call this in do_ericserver, but 2259 /* call this here - we also will call this in do_ericserver, but
2298 * the players time has been increased when doericserver has been 2260 * the players time has been increased when doericserver has been
2299 * called, so we recheck it here. 2261 * called, so we recheck it here.
2300 */ 2262 */
2301 if (op->contr->ns->handle_command ()) 2263 if (op->contr->ns->handle_command ())
2302 return 1; 2264 return true;
2303 2265
2304 if (op->speed_left > 0)
2305 {
2306 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2266 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); 2267 return move_player (op, op->direction);
2316 2268
2317 return op->speed_left > 0;
2318 }
2319 }
2320
2321 return 0; 2269 return false;
2322} 2270}
2323 2271
2324int 2272int
2325save_life (object *op) 2273save_life (object *op)
2326{ 2274{
2328 return 0; 2276 return 0;
2329 2277
2330 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2278 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2279 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2332 { 2280 {
2333 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2281 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)); 2282 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2335 2283
2336 if (op->contr) 2284 if (op->contr)
2337 esrv_del_item (op->contr, tmp->count); 2285 esrv_del_item (op->contr, tmp->count);
2338 2286
2358/* This goes throws the inventory and removes unpaid objects, and puts them 2306/* 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 2307 * 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 2308 * function will descend into containers. op is the object to start the search
2361 * from. 2309 * from.
2362 */ 2310 */
2363void 2311static void
2364remove_unpaid_objects (object *op, object *env) 2312drop_unpaid_items (object *op, object *env)
2365{ 2313{
2366 object *next;
2367
2368 while (op) 2314 while (op)
2369 { 2315 {
2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2316 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2371 2317
2372 if (QUERY_FLAG (op, FLAG_UNPAID)) 2318 if (QUERY_FLAG (op, FLAG_UNPAID))
2375 esrv_del_item (env->contr, op->count); 2321 esrv_del_item (env->contr, op->count);
2376 2322
2377 op->insert_at (env); 2323 op->insert_at (env);
2378 } 2324 }
2379 else if (op->inv) 2325 else if (op->inv)
2380 remove_unpaid_objects (op->inv, env); 2326 drop_unpaid_items (op->inv, env);
2381 2327
2382 op = next; 2328 op = next;
2383 } 2329 }
2330}
2331
2332void
2333object::drop_unpaid_items ()
2334{
2335 if (!flag [FLAG_REMOVED])
2336 ::drop_unpaid_items (inv, this);
2384} 2337}
2385 2338
2386/* 2339/*
2387 * Returns pointer a static string containing gravestone text 2340 * Returns pointer a static string containing gravestone text
2388 * Moved from apply.c to player.c - player.c is what 2341 * Moved from apply.c to player.c - player.c is what
2438 int rate_grace = 2000; 2391 int rate_grace = 2000;
2439 const int max_hp = 1; 2392 const int max_hp = 1;
2440 const int max_sp = 1; 2393 const int max_sp = 1;
2441 const int max_grace = 1; 2394 const int max_grace = 1;
2442 2395
2443 if (op->contr->outputs_sync) 2396 if (op->contr->hidden)
2397 {
2398 op->invisible = 1000;
2399 /* the socket code flashes the player visible/invisible
2400 * depending on the value of invisible, so we need to
2401 * alternate it here for it to work correctly.
2402 */
2403 if (pticks & 2)
2404 op->invisible--;
2444 { 2405 }
2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2406 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) 2407 {
2447 flush_output_element (op, &op->contr->outputs[i]); 2408 if (!op->invisible--)
2409 {
2410 make_visible (op);
2411 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2412 }
2448 } 2413 }
2449 2414
2450 if (op->contr->ns->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2451 { 2416 {
2452 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2472 else 2437 else
2473 { 2438 {
2474 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 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 } 2441 }
2519 2442
2520 /* Regenerate Grace */ 2443 /* Regenerate Grace */
2521 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2444 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2522 if (--op->last_grace < 0) 2445 if (--op->last_grace < 0)
2543 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2466 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2544 } 2467 }
2545 /* wearing stuff doesn't detract from grace generation. */ 2468 /* wearing stuff doesn't detract from grace generation. */
2546 } 2469 }
2547 2470
2471 if (op->stats.food > 0)
2472 {
2548 /* Regenerate Hit Points */ 2473 /* Regenerate Spell Points */
2549 if (--op->last_heal < 0) 2474 if (!op->contr->golem && --op->last_sp < 0)
2550 {
2551 if (op->stats.hp < op->stats.maxhp)
2552 { 2475 {
2553 op->stats.hp++; 2476 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2554 /* dms do not consume food */ 2477
2555 if (!QUERY_FLAG (op, FLAG_WIZ)) 2478 if (op->stats.sp < op->stats.maxsp)
2556 { 2479 {
2480 op->stats.sp++;
2481
2482 /* dms do not consume food */
2483 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 {
2557 op->stats.food--; 2485 op->stats.food--;
2486
2558 if (op->contr->digestion < 0) 2487 if (op->contr->digestion < 0)
2559 op->stats.food += op->contr->digestion; 2488 op->stats.food += op->contr->digestion;
2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2489 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2561 op->stats.food = last_food; 2490 op->stats.food = last_food;
2491 }
2562 } 2492 }
2563 }
2564 2493
2565 if (max_hp > 1) 2494 if (max_sp > 1)
2566 {
2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2568 if (over_hp > 0)
2569 { 2495 {
2570 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2496 over_sp = (gen_sp + 10) / rate_sp;
2497 if (over_sp > 0)
2498 {
2499 if (op->stats.sp < op->stats.maxsp)
2500 {
2501 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2502
2503 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2504 op->stats.sp--;
2505
2506 if (op->stats.sp > op->stats.maxsp)
2507 op->stats.sp = op->stats.maxsp;
2508 }
2509
2571 op->last_heal = 0; 2510 op->last_sp = 0;
2511 }
2512 else
2513 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2572 } 2514 }
2573 else 2515 else
2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2517 }
2518
2519 /* Regenerate Hit Points */
2520 if (--op->last_heal < 0)
2521 {
2522 if (op->stats.hp < op->stats.maxhp)
2574 { 2523 {
2575 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2524 op->stats.hp++;
2525
2526 /* dms do not consume food */
2527 if (!QUERY_FLAG (op, FLAG_WIZ))
2528 {
2529 op->stats.food--;
2530
2531 if (op->contr->digestion < 0)
2532 op->stats.food += op->contr->digestion;
2533 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2534 op->stats.food = last_food;
2535 }
2576 } 2536 }
2537
2538 if (max_hp > 1)
2539 {
2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2541
2542 if (over_hp > 0)
2543 {
2544 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2545 op->last_heal = 0;
2546 }
2547 else
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2577 } 2549 }
2578 else 2550 else
2579 {
2580 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2581 } 2552 }
2582 } 2553 }
2583 2554
2584 /* Digestion */ 2555 /* Digestion */
2585 if (--op->last_eat < 0) 2556 if (--op->last_eat < 0)
2586 { 2557 {
2587#ifdef COZY_SERVER 2558 int bonus = max (0, op->contr->digestion),
2588 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2559 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 2560
2594 if (op->contr->gen_hp > 0)
2595 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2561 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 2562
2599 /* dms do not consume food */ 2563 /* dms do not consume food */
2600 if (!QUERY_FLAG (op, FLAG_WIZ)) 2564 if (!QUERY_FLAG (op, FLAG_WIZ))
2601 op->stats.food--; 2565 op->stats.food--;
2602 } 2566 }
2629 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2593 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2630 manual_apply (op, flesh, 0); 2594 manual_apply (op, flesh, 0);
2631 } 2595 }
2632 } 2596 }
2633 2597
2634 while (op->stats.food < 0 && op->stats.hp >= 0) 2598 if (op->stats.food < 0)
2635 op->stats.food++, op->stats.hp--; 2599 {
2600 op->stats.hp += op->stats.food;
2601 op->stats.food = 0;
2602 }
2636 2603
2637 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2604 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2638 kill_player (op); 2605 kill_player (op);
2639 } 2606 }
2640} 2607}
2645 * file. 2612 * file.
2646 */ 2613 */
2647void 2614void
2648kill_player (object *op) 2615kill_player (object *op)
2649{ 2616{
2617 int x, y;
2650 char buf[MAX_BUF]; 2618 char buf[MAX_BUF];
2651 int x, y;
2652
2653 //int i;
2654 maptile *map; /* this is for resurrection */ 2619 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; 2620 int will_kill_again;
2662 archetype *at; 2621 archetype *at;
2663 object *tmp; 2622 object *tmp;
2664 2623
2665 if (save_life (op)) 2624 if (save_life (op))
2666 return; 2625 return;
2667
2668 2626
2669 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2627 /* 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. 2628 * in cities ONLY!!! It is very important that this doesn't get abused.
2671 * Look at op_on_battleground() for more info --AndreasV 2629 * Look at op_on_battleground() for more info --AndreasV
2672 */ 2630 */
2688 { 2646 {
2689 tmp->destroy (); 2647 tmp->destroy ();
2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2648 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2691 } 2649 }
2692 2650
2693 cure_disease (op, 0); /* remove any disease */ 2651 cure_disease (op, 0, 0); /* remove any disease */
2694 op->stats.hp = op->stats.maxhp; 2652 op->stats.hp = op->stats.maxhp;
2695 if (op->stats.food <= 0) 2653 if (op->stats.food <= 0)
2696 op->stats.food = 999; 2654 op->stats.food = 999;
2697 2655
2698 /* create a bodypart-trophy to make the winner happy */ 2656 /* create a bodypart-trophy to make the winner happy */
2699 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2657 if (object *tmp = arch_to_object (archetype::find ("finger")))
2700 { 2658 {
2701 sprintf (buf, "%s's finger", &op->name); 2659 tmp->name = format ("%s's finger" , &op->name);
2702 tmp->name = buf; 2660 tmp->name_pl = format ("%s's fingers", &op->name);
2703 sprintf (buf, " This finger has been cut off %s\n" 2661 tmp->msg = format (
2704 " the %s, when he was defeated at\n level %d by %s.\n", 2662 "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); 2663 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2706 tmp->msg = buf; 2664 );
2707 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2665 tmp->value = 0, tmp->type = 0;
2708 tmp->materialname = NULL; 2666 tmp->materialname = "organics";
2709 tmp->insert_at (op, tmp); 2667 tmp->insert_at (op, tmp);
2710 } 2668 }
2711 2669
2712 /* teleport defeated player to new destination */ 2670 /* teleport defeated player to new destination */
2713 transfer_ob (op, x, y, 0, NULL); 2671 transfer_ob (op, x, y, 0, NULL);
2718 INVOKE_PLAYER (DEATH, op->contr); 2676 INVOKE_PLAYER (DEATH, op->contr);
2719 2677
2720 command_kill_pets (op, 0); 2678 command_kill_pets (op, 0);
2721 2679
2722 if (op->stats.food < 0) 2680 if (op->stats.food < 0)
2723 {
2724 sprintf (buf, "%s starved to death.", &op->name);
2725 strcpy (op->contr->killer, "starvation"); 2681 strcpy (op->contr->killer, "starvation");
2726 }
2727 else
2728 sprintf (buf, "%s died.", &op->name);
2729 2682
2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2683 op->contr->play_sound (sound_find ("player_dies"));
2731 2684
2732 /* save the map location for corpse, gravestone */ 2685 /* save the map location for corpse, gravestone */
2733 x = op->x; 2686 x = op->x;
2734 y = op->y; 2687 y = op->y;
2735 map = op->map; 2688 map = op->map;
2898 { 2851 {
2899 tmp->destroy (); 2852 tmp->destroy ();
2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2853 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2901 } 2854 }
2902 2855
2903 cure_disease (op, 0); /* remove any disease */ 2856 cure_disease (op, 0, 0); /* remove any disease */
2904 2857
2905 /*add_exp(op, (op->stats.exp * -0.20)); */ 2858 /*add_exp(op, (op->stats.exp * -0.20)); */
2906 apply_death_exp_penalty (op); 2859 apply_death_exp_penalty (op);
2907 if (op->stats.food < 100) 2860 if (op->stats.food < 100)
2908 op->stats.food = 900; 2861 op->stats.food = 900;
2909 op->stats.hp = op->stats.maxhp; 2862 op->stats.hp = op->stats.maxhp;
2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2863 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2864 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2912 2865
2913 /* 2866 /*
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 2867 * Check to see if the player has any unpaid items. If so, remove them
2916 * in the map. 2868 * and put them back in the map.
2917 */ 2869 */
2918 2870 op->drop_unpaid_items ();
2919 if (is_in_shop (op))
2920 remove_unpaid_objects (op->inv, op);
2921 2871
2922 /****************************************/ 2872 /****************************************/
2923 /* */ 2873 /* */
2924 /* Move player to his current respawn- */ 2874 /* Move player to his current respawn- */
2925 /* position (usually last savebed) */ 2875 /* position (usually last savebed) */
2945 object *force; 2895 object *force;
2946 int at; 2896 int at;
2947 2897
2948 force = get_archetype (FORCE_NAME); 2898 force = get_archetype (FORCE_NAME);
2949 /* 50 ticks should be enough time for the spell to abate */ 2899 /* 50 ticks should be enough time for the spell to abate */
2950 force->speed = 0.1; 2900 force->speed = 0.1f;
2951 force->speed_left = -5.0; 2901 force->speed_left = -5.f;
2952 SET_FLAG (force, FLAG_APPLIED); 2902 SET_FLAG (force, FLAG_APPLIED);
2953 for (at = 0; at < NROFATTACKS; at++) 2903 for (at = 0; at < NROFATTACKS; at++)
2954 if (will_kill_again & (1 << at)) 2904 if (will_kill_again & (1 << at))
2955 force->resist[at] = 100; 2905 force->resist[at] = 100;
2956 2906
2965void 2915void
2966loot_object (object *op) 2916loot_object (object *op)
2967{ /* Grab and destroy some treasure */ 2917{ /* Grab and destroy some treasure */
2968 object *tmp, *tmp2, *next; 2918 object *tmp, *tmp2, *next;
2969 2919
2970 if (op->container) 2920 op->close_container (); /* close open sack first */
2971 esrv_apply_container (op, op->container); /* close open sack first */
2972 2921
2973 for (tmp = op->inv; tmp; tmp = next) 2922 for (tmp = op->inv; tmp; tmp = next)
2974 { 2923 {
2975 next = tmp->below; 2924 next = tmp->below;
2976 2925
2977 if (tmp->invisible) 2926 if (tmp->invisible)
2978 continue; 2927 continue;
2979 2928
2980 tmp->remove (); 2929 tmp->remove ();
2981 tmp->x = op->x, tmp->y = op->y; 2930 tmp->x = op->x, tmp->y = op->y;
2931
2982 if (tmp->type == CONTAINER) 2932 if (tmp->type == CONTAINER)
2983 { /* empty container to ground */ 2933 loot_object (tmp); /* empty container to ground */
2984 loot_object (tmp); 2934
2985 }
2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2935 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2987 { 2936 {
2988 if (tmp->nrof > 1) 2937 if (tmp->nrof > 1)
2989 { 2938 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2939 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2991 tmp2->destroy (); 2940 tmp2->destroy ();
3002/* 2951/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2952 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2953 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2954 * was changed.
3006 */ 2955 */
3007
3008void 2956void
3009fix_weight (void) 2957fix_weight (void)
3010{ 2958{
3011 for_all_players (pl) 2959 for_all_players (pl)
3012 { 2960 {
3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2961 sint32 old = pl->ob->carrying;
3014 2962
3015 if (old == sum) 2963 pl->ob->update_weight ();
3016 continue; 2964
2965 if (old != pl->ob->carrying)
2966 {
3017 pl->ob->update_stats (); 2967 pl->ob->update_stats ();
3018 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2968 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2969 }
3019 } 2970 }
3020} 2971}
3021 2972
3022void 2973void
3023fix_luck (void) 2974fix_luck (void)
3067void 3018void
3068make_visible (object *op) 3019make_visible (object *op)
3069{ 3020{
3070 op->hide = 0; 3021 op->hide = 0;
3071 op->invisible = 0; 3022 op->invisible = 0;
3023
3072 if (op->type == PLAYER) 3024 if (op->type == PLAYER)
3073 { 3025 {
3074 op->contr->tmp_invis = 0; 3026 op->contr->tmp_invis = 0;
3075 op->contr->invis_race = 0; 3027 op->contr->invis_race = 0;
3076 } 3028 }
3029
3077 update_object (op, UP_OBJ_FACE); 3030 update_object (op, UP_OBJ_CHANGE);
3078} 3031}
3079 3032
3080int 3033int
3081is_true_undead (object *op) 3034is_true_undead (object *op)
3082{ 3035{
3083 object *tmp = NULL;
3084
3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3036 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3086 return 1; 3037 return 1;
3087 3038
3088 return 0; 3039 return 0;
3089} 3040}
3090 3041
3091/* look at the surrounding terrain to determine 3042/* look at the surrounding terrain to determine
3092 * the hideability of this object. Positive levels 3043 * the hideability of this object. Positive levels
3093 * indicate greater hideability. 3044 * indicate greater hideability.
3094 */ 3045 */
3095
3096int 3046int
3097hideability (object *ob) 3047hideability (object *ob)
3098{ 3048{
3099 int i, level = 0, mflag; 3049 int i, level = 0, mflag;
3100 sint16 x, y; 3050 sint16 x, y;
3110 * as bad as carrying a light on a pitch dark map */ 3060 * as bad as carrying a light on a pitch dark map */
3111 if (has_carried_lights (ob)) 3061 if (has_carried_lights (ob))
3112 level = -(10 + (2 * ob->map->darkness)); 3062 level = -(10 + (2 * ob->map->darkness));
3113 3063
3114 /* scan through all nearby squares for terrain to hide in */ 3064 /* scan through all nearby squares for terrain to hide in */
3115 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3065 for (i = 0, x = ob->x, y = ob->y;
3066 i <= SIZEOFFREE1;
3067 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3116 { 3068 {
3117 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3069 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3118 if (mflag & P_OUT_OF_MAP) 3070 if (mflag & P_OUT_OF_MAP)
3119 {
3120 continue; 3071 continue;
3121 } 3072
3122 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3073 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3123 level += 2; 3074 level += 2;
3124 else /* open terrain! */ 3075 else /* open terrain! */
3125 level -= 1; 3076 level -= 1;
3126 } 3077 }
3134/* For Hidden creatures - a chance of becoming 'unhidden' 3085/* For Hidden creatures - a chance of becoming 'unhidden'
3135 * every time they move - as we subtract off 'invisibility' 3086 * every time they move - as we subtract off 'invisibility'
3136 * AND, for players, if they move into a ridiculously unhideable 3087 * AND, for players, if they move into a ridiculously unhideable
3137 * spot (surrounded by clear terrain in broad daylight). -b.t. 3088 * spot (surrounded by clear terrain in broad daylight). -b.t.
3138 */ 3089 */
3139
3140void 3090void
3141do_hidden_move (object *op) 3091do_hidden_move (object *op)
3142{ 3092{
3143 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3093 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3144 object *skop; 3094 object *skop;
3226 * object op. This function works fine for monsters, 3176 * object op. This function works fine for monsters,
3227 * but we dont worry if the object isnt the top one in 3177 * but we dont worry if the object isnt the top one in
3228 * a pile (say a coin under a table would return "viewable" 3178 * a pile (say a coin under a table would return "viewable"
3229 * by this routine). Another question, should we be 3179 * by this routine). Another question, should we be
3230 * concerned with the direction the player is looking 3180 * concerned with the direction the player is looking
3231 * in? Realistically, most of use cant see stuff behind 3181 * in? Realistically, most of us can't see stuff behind
3232 * our backs...on the other hand, does the "facing" direction 3182 * our backs...on the other hand, does the "facing" direction
3233 * imply the way your head, or body is facing? Its possible 3183 * 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. 3184 * for them to differ. Sigh, this fctn could get a bit more complex.
3235 * -b.t. 3185 * -b.t.
3236 * This function is now map tiling safe. 3186 * This function is now map tiling safe.
3237 */ 3187 */
3238
3239int 3188int
3240player_can_view (object *pl, object *op) 3189player_can_view (object *pl, object *op)
3241{ 3190{
3242 rv_vector rv; 3191 rv_vector rv;
3243 int dx, dy; 3192 int dx, dy;
3255 3204
3256 get_rangevector (pl, op, &rv, 0x1); 3205 get_rangevector (pl, op, &rv, 0x1);
3257 3206
3258 /* starting with the 'head' part, lets loop 3207 /* starting with the 'head' part, lets loop
3259 * through the object and find if it has any 3208 * through the object and find if it has any
3260 * part that is in the los array but isnt on 3209 * part that is in the los array but isn't on
3261 * a blocked los square. 3210 * a blocked los square.
3262 * we use the archetype to figure out offsets. 3211 * we use the archetype to figure out offsets.
3263 */ 3212 */
3264 while (op) 3213 while (op)
3265 { 3214 {
3266 dx = rv.distance_x + op->arch->clone.x; 3215 dx = rv.distance_x + op->arch->x;
3267 dy = rv.distance_y + op->arch->clone.y; 3216 dy = rv.distance_y + op->arch->y;
3268 3217
3269 /* only the viewable area the player sees is updated by LOS 3218 /* only the viewable area the player sees is updated by LOS
3270 * code, so we need to restrict ourselves to that range of values 3219 * code, so we need to restrict ourselves to that range of values
3271 * for any meaningful values. 3220 * for any meaningful values.
3272 */ 3221 */
3273 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3222 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3274 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3223 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3275 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3224 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3276 return 1; 3225 return 1;
3226
3277 op = op->more; 3227 op = op->more;
3278 } 3228 }
3229
3279 return 0; 3230 return 0;
3280} 3231}
3281 3232
3282/* routine for both players and monsters. We call this when 3233/* routine for both players and monsters. We call this when
3283 * there is a possibility for our action distrubing our hiding 3234 * there is a possibility for our action distrubing our hiding
3286 * return 0. 3237 * return 0.
3287 */ 3238 */
3288int 3239int
3289action_makes_visible (object *op) 3240action_makes_visible (object *op)
3290{ 3241{
3291
3292 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3242 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3293 { 3243 {
3294 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3244 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3295 return 0; 3245 return 0;
3296 3246
3302 { 3252 {
3303 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3253 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3304 return 1; 3254 return 1;
3305 } 3255 }
3306 } 3256 }
3257
3307 return 0; 3258 return 0;
3308} 3259}
3309 3260
3310/* op_on_battleground - checks if the given object op (usually 3261/* op_on_battleground - checks if the given object op (usually
3311 * a player) is standing on a valid battleground-tile, 3262 * 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 3267 * Default is to do the same as before, so only people wanting to have different points need worry about this
3317 */ 3268 */
3318int 3269int
3319op_on_battleground (object *op, int *x, int *y) 3270op_on_battleground (object *op, int *x, int *y)
3320{ 3271{
3321 object *tmp;
3322
3323 /* A battleground-tile needs the following attributes to be valid: 3272 /* 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), 3273 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3325 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3274 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3326 * and the exit-coordinates sp/hp must both be > 0. 3275 * and the exit-coordinates sp/hp must both be > 0.
3327 * => The intention here is to prevent abuse of the battleground- 3276 * => The intention here is to prevent abuse of the battleground-
3328 * feature (like pickable or hidden battleground tiles). */ 3277 * feature (like pickable or hidden battleground tiles). */
3329 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3278 for (object *tmp = op->below; tmp; tmp = tmp->below)
3330 { 3279 {
3331 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3280 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3332 { 3281 {
3333 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3282 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3334 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3283 && tmp->type == BATTLEGROUND
3284 && tmp->name == shstr_battleground
3285 && EXIT_X (tmp) && EXIT_Y (tmp))
3335 { 3286 {
3336 /*before we assign the exit, check if this is a teambattle */ 3287 /* before we assign the exit, check if this is a teambattle */
3337 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3288 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3338 { 3289 {
3339 object *invtmp;
3340
3341 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3290 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3342 { 3291 {
3343 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3292 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3344 { 3293 {
3345 if (x != NULL && y != NULL) 3294 if (x && y)
3346 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3295 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3296
3347 return 1; 3297 return 1;
3348 } 3298 }
3349 } 3299 }
3350 } 3300 }
3301
3351 if (x != NULL && y != NULL) 3302 if (x && y)
3352 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3303 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3304
3353 return 1; 3305 return 1;
3354 } 3306 }
3355 } 3307 }
3356 } 3308 }
3309
3357 /* If we got here, did not find a battleground */ 3310 /* If we got here, did not find a battleground */
3358 return 0; 3311 return 0;
3359} 3312}
3360 3313
3361/* 3314/*
3377 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3378 int i = 0, j = 0; 3331 int i = 0, j = 0;
3379 3332
3380 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3381 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3382 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find (shstr_dragon_ability_fire);
3383 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3384 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find (shstr_dragon_ability_cold);
3385 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3386 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find (shstr_dragon_ability_elec);
3387 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3388 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find (shstr_dragon_ability_poison);
3389 3342
3390 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3391 return; 3344 return;
3392 3345
3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3346 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]); */ 3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3398 return; 3351 return;
3399 } 3352 }
3400 3353
3401 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3402 item = &(tr->item->clone); 3355 item = tr->item;
3403 3356
3404 if (item->type == SPELL) 3357 if (item->type == SPELL)
3405 { 3358 {
3406 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3407 return; 3360 return;
3466 { 3419 {
3467 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3468 object *skin; 3421 object *skin;
3469 3422
3470 /* first get the dragon skin force */ 3423 /* 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) 3424 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3473 ; 3425 ;
3474 3426
3475 if (!skin) 3427 if (!skin)
3476 return; 3428 return;
3477 3429
3525 * not readied. 3477 * not readied.
3526 */ 3478 */
3527void 3479void
3528player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3529{ 3481{
3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3484
3485 if (pl->combat_ob == ob)
3486 pl->combat_ob = 0;
3487
3531 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3532 {
3533 pl->ranges[i] = 0; 3489 pl->ranged_ob = 0;
3534 if (pl->shoottype == i)
3535 pl->shoottype = range_none;
3536 }
3537} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}
3510
3511void
3512player::infobox (const char *title, const char *msg, int color)
3513{
3514 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3515}
3516
3517void
3518player::statusmsg (const char *msg, int color)
3519{
3520 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3521}
3522
3523void
3524player::failmsg (const char *msg, int color)
3525{
3526 play_sound (sound_find ("generic_failure"));
3527 statusmsg (msg, color);
3528}
3529

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