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Comparing deliantra/server/server/player.C (file contents):
Revision 1.99 by root, Thu Jan 18 19:42:10 2007 UTC vs.
Revision 1.182 by root, Thu Apr 17 14:06:03 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)
199 maplevel = ob->map->path; 185 maplevel = ob->map->path;
186
200 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
201 ob->map = 0; 189 ob->map = 0;
190 party = 0;
202 191
203 // 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
204 ranges [range_skill] = 0;
205 193
206 players.erase (this); 194 players.erase (this);
207} 195}
208 196
209// connect the player with a specific client 197// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
211void 199void
212player::connect (client *ns) 200player::connect (client *ns)
213{ 201{
214 this->ns = ns; 202 this->ns = ns;
215 ns->pl = this; 203 ns->pl = this;
216 204
217 run_on = 0; 205 run_on = 0;
218 fire_on = 0; 206 fire_on = 0;
219 ob->container = 0; //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
220 208
221 ns->update_look = 0; 209 ns->update_look = 0;
222 ns->look_position = 0; 210 ns->look_position = 0;
223 211
224 clear_los (ob); 212 clear_los (this);
225 213
226 ns->reset_stats (); 214 ns->reset_stats ();
227 215
228 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
231
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234 219
235 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 221 link_player_skills (ob);
237 222
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 224
240 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251 226
252 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
254 { 229 {
255 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
256 231
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
263 abil = tmp; 235 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
265 skin = tmp; 237 skin = tmp;
266 238
267 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
268 } 240 }
269 241
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271 243
272 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
273 245
274 ob->update_stats (); 246 ob->update_stats ();
247
275 ns->floorbox_update (); 248 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
279 251
280 activate (); 252 activate ();
281 253
288} 260}
289 261
290void 262void
291player::disconnect () 263player::disconnect ()
292{ 264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
293 if (ns) 271 if (ns)
294 { 272 {
295 if (active) 273 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 275
298 INVOKE_PLAYER (DISCONNECT, this); 276 INVOKE_PLAYER (DISCONNECT, this);
299 277
300 ns->reset_stats (); 278 ns->reset_stats ();
301 ns->pl = 0; 279 ns->pl = 0;
302 this->ns = 0; 280 ns = 0;
303 } 281 }
304 282
305 ob->container = 0; //TODO: client-specific 283 observe = ob;
284
306 deactivate (); 285 deactivate ();
307} 286}
308 287
309// the need for this function can be explained 288// the need for this function can be explained
310// by load_object not returning the object 289// by load_object not returning the object
311void 290void
312player::set_object (object *op) 291player::set_object (object *op)
313{ 292{
314 ob = op; 293 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
316 295
296 ob->speed = 1.0f;
317 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
318 ob->speed = 1.0; 298
319 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322 300
323 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;
324} 334}
325 335
326player::player () 336player::player ()
327{ 337{
328 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 339 * we deal with that below this point.
330 */ 340 */
331 outputs_sync = 16; /* Every 2 seconds */ 341 outputs_sync = 4;
332 outputs_count = 8; /* Keeps present behaviour */ 342 outputs_count = 4;
333 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
334 344
335 savebed_map = first_map_path; /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
336 346
337 gen_sp_armour = 10; 347 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal; 348 bowtype = bow_normal;
340 petmode = pet_normal; 349 petmode = pet_normal;
341 listening = 10; 350 listening = 10;
342 usekeys = containers; 351 usekeys = containers;
343 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
344 do_los = 1; 353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
345} 357}
346 358
347void 359void
348player::do_destroy () 360player::do_destroy ()
349{ 361{
354 if (ob) 366 if (ob)
355 { 367 {
356 ob->destroy_inv (false); 368 ob->destroy_inv (false);
357 ob->destroy (); 369 ob->destroy ();
358 } 370 }
371
372 ob = observe = 0;
359} 373}
360 374
361player::~player () 375player::~player ()
362{ 376{
363 /* Clear item stack */ 377 /* Clear item stack */
372player::create () 386player::create ()
373{ 387{
374 player *pl = new player; 388 player *pl = new player;
375 389
376 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
377 set_first_map (pl->ob); 396 set_first_map (pl->ob);
378 397
379 return pl; 398 return pl;
380} 399}
381 400
385 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
386 */ 405 */
387archetype * 406archetype *
388get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
389{ 408{
390 archetype *start = at; 409 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
391 410
392 for (;;) 411 for (;;)
393 { 412 {
394 if (at == NULL || at->next == NULL) 413 if (++i == archetypes.end ())
395 at = first_archetype; 414 i = archetypes.begin ();
396 else 415 else if (*i == at)
397 at = at->next; 416 cleanup ("not a single player archetype found");
398 417
399 if (at->clone.type == PLAYER) 418 if ((*i)->type == PLAYER)
400 return at; 419 return *i;
401
402 if (at == start)
403 {
404 LOG (llevError, "No Player archetypes\n");
405 exit (-1);
406 }
407 } 420 }
408} 421}
409 422
410object * 423object *
411get_nearest_player (object *mon) 424get_nearest_player (object *mon)
415 unsigned lastdist; 428 unsigned lastdist;
416 rv_vector rv; 429 rv_vector rv;
417 430
418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 { 432 {
420 /* We should not find free objects on this friendly list, but it
421 * does periodically happen. Given that, lets deal with it.
422 * While unlikely, it is possible the next object on the friendly
423 * list is also free, so encapsulate this in a while loop.
424 */
425 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426 {
427 object *tmp = ol->ob;
428
429 /* Can't do much more other than log the fact, because the object
430 * itself will have been cleared.
431 */
432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
434 ol = ol->next;
435 remove_friendly_object (tmp);
436 if (!ol)
437 return op;
438 }
439
440 /* Remove special check for player from this. First, it looks to cause
441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
442 * complicated method of state checking would be needed in any case -
443 * as it was, a clever player could type quit, and the function would
444 * skip them over while waiting for confirmation. Remove
445 * on_same_map check, as can_detect_enemy also does this
446 */
447 if (!can_detect_enemy (mon, ol->ob, &rv)) 433 if (!can_detect_enemy (mon, ol->ob, &rv))
448 continue; 434 continue;
449 435
450 if (lastdist > rv.distance) 436 if (lastdist > rv.distance)
451 { 437 {
527 x = mon->x; 513 x = mon->x;
528 y = mon->y; 514 y = mon->y;
529 m = mon->map; 515 m = mon->map;
530 dir = rv.direction; 516 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 517 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 518 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
519
533 /* If we can't solve it within the search distance, return now. */ 520 /* If we can't solve it within the search distance, return now. */
534 if (diff > max) 521 if (diff > max)
535 return 0; 522 return 0;
523
536 while (diff > 1 && max > 0) 524 while (diff > 1 && max > 0)
537 { 525 {
538 lastx = x; 526 lastx = x;
539 lasty = y; 527 lasty = y;
540 lastmap = m; 528 lastmap = m;
622 max--; 610 max--;
623 lastdir = dir; 611 lastdir = dir;
624 if (!firstdir) 612 if (!firstdir)
625 firstdir = dir; 613 firstdir = dir;
626 } 614 }
615
627 if (diff <= 1) 616 if (diff <= 1)
628 { 617 {
629 /* Recalculate diff (distance) because we may not have actually 618 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 619 * headed toward player for entire distance.
631 */ 620 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 621 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 622 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 623 }
624
635 if (diff > max) 625 if (diff > max)
636 return 0; 626 return 0;
637 } 627 }
628
638 /* If we reached the max, didn't find a direction in time */ 629 /* If we reached the max, didn't find a direction in time */
639 if (!max) 630 if (!max)
640 return 0; 631 return 0;
641 632
642 return firstdir; 633 return firstdir;
643} 634}
644 635
645void 636void
646give_initial_items (object *pl, treasurelist * items) 637give_initial_items (object *pl, treasurelist *items)
647{ 638{
648 object *op, *next = NULL;
649
650 if (pl->randomitems != NULL) 639 if (pl->randomitems)
651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
652 641
653 for (op = pl->inv; op; op = next) 642 for (object *next, *op = pl->inv; op; op = next)
654 { 643 {
655 next = op->below; 644 next = op->below;
656 645
657 /* Forces get applied per default, unless they have the 646 /* Forces get applied per default, unless they have the
658 * flag "neutral" set. Sorry but I can't think of a better way 647 * flag "neutral" set. Sorry but I can't think of a better way
663 /* we never give weapons/armour if these cannot be used 652 /* we never give weapons/armour if these cannot be used
664 * by this player due to race restrictions 653 * by this player due to race restrictions
665 */ 654 */
666 if (pl->type == PLAYER) 655 if (pl->type == PLAYER)
667 { 656 {
668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
658 &&
669 (op->type == ARMOUR || op->type == BOOTS || 659 (op->type == ARMOUR || op->type == BOOTS
670 op->type == CLOAK || op->type == HELMET || 660 || op->type == CLOAK || op->type == HELMET
671 op->type == SHIELD || op->type == GLOVES || 661 || op->type == SHIELD || op->type == GLOVES
662 || op->type == BRACERS || op->type == GIRDLE))
672 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 663 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
673 { 664 {
674 op->destroy (); 665 op->destroy ();
675 continue; 666 continue;
676 } 667 }
677 } 668 }
700 if (op->nrof > 1) 691 if (op->nrof > 1)
701 op->nrof = 1; 692 op->nrof = 1;
702 } 693 }
703 694
704 if (op->type == SPELLBOOK && op->inv) 695 if (op->type == SPELLBOOK && op->inv)
705 {
706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
707 }
708 697
709 /* Give starting characters identified, uncursed, and undamned 698 /* Give starting characters identified, uncursed, and undamned
710 * items. Just don't identify gold or silver, or it won't be 699 * items. Just don't identify gold or silver, or it won't be
711 * merged properly. 700 * merged properly.
712 */ 701 */
713 if (need_identify (op)) 702 if (need_identify (op))
714 { 703 {
715 SET_FLAG (op, FLAG_IDENTIFIED); 704 SET_FLAG (op, FLAG_IDENTIFIED);
716 CLEAR_FLAG (op, FLAG_CURSED); 705 CLEAR_FLAG (op, FLAG_CURSED);
717 CLEAR_FLAG (op, FLAG_DAMNED); 706 CLEAR_FLAG (op, FLAG_DAMNED);
718 } 707 }
708
719 if (op->type == SPELL) 709 if (op->type == SPELL)
720 { 710 {
721 op->destroy (); 711 op->destroy ();
722 continue; 712 continue;
723 } 713 }
725 { 715 {
726 SET_FLAG (op, FLAG_CAN_USE_SKILL); 716 SET_FLAG (op, FLAG_CAN_USE_SKILL);
727 op->stats.exp = 0; 717 op->stats.exp = 0;
728 op->level = 1; 718 op->level = 1;
729 } 719 }
730 /* lock all 'normal items by default */ 720 else /* lock all 'normal items by default */
731 else
732 SET_FLAG (op, FLAG_INV_LOCKED); 721 SET_FLAG (op, FLAG_INV_LOCKED);
733 } /* for loop of objects in player inv */ 722 } /* for loop of objects in player inv */
734 723
735 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
736 link_player_skills (pl); 725 link_player_skills (pl);
772} 761}
773 762
774void 763void
775object::roll_stats () 764object::roll_stats ()
776{ 765{
777 int statsort [7]; 766 int statsort [NUM_STATS];
778 767
779 for (;;) 768 for (;;)
780 { 769 {
781 int sum = 0; 770 int sum = 0;
782 for (int i = 7; i--; ) 771 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 772 sum += statsort [i] = roll_stat ();
784 773
785 if (sum >= 82 && sum <= 116) 774 if (sum >= 82 && sum <= 116)
786 break; 775 break;
787 } 776 }
788 777
789 // Sort the stats so that rerolling is easier... 778 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 780
781 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 782 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 783
800 stats.exp = 0; 784 stats.exp = 0;
801 stats.ac = 0; 785 stats.ac = 0;
802 786
803 stats.hp = stats.maxhp; 787 stats.hp = stats.maxhp;
815} 799}
816 800
817void 801void
818object::swap_stats (int a, int b) 802object::swap_stats (int a, int b)
819{ 803{
820 int tmp = get_attr_value (&contr->orig_stats, a); 804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 805
806 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 807 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 808
832 //TODO: the following code looks so borked and should, at the very least, 809 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats 810 // be merged with the similar code in roll_stats
834 stats.ac = 0; 811 stats.ac = 0;
835 812
854static void 831static void
855start_info (object *op) 832start_info (object *op)
856{ 833{
857 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
858 835
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 836 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 838}
864 839
865/* This function takes the key that is passed, and does the 840/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 841 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 842 * The function name is for historical reasons - now we have
868 * separate race and class; this actually changes the RACE, 843 * separate race and class; this actually changes the RACE,
869 * not the class. 844 * not the class.
870 */ 845 */
871int 846void
872key_change_class (object *op, char key) 847player::chargen_race_done ()
873{ 848{
874 int tmp_loop;
875
876 if (key == 'd' || key == 'D')
877 {
878 char buf[MAX_BUF];
879
880 /* this must before then initial items are given */ 849 /* this must before then initial items are given */
881 esrv_new_player (op->contr, op->weight + op->carrying); 850 esrv_new_player (ob->contr, ob->weight + ob->carrying);
882 851
883 treasurelist *tl = find_treasurelist ("starting_wealth"); 852 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl) 853 if (tl)
885 create_treasure (tl, op, 0, 0, 0); 854 create_treasure (tl, ob, 0, 0, 0);
886 855
887 INVOKE_PLAYER (BIRTH, op->contr); 856 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, op->contr); 857 INVOKE_PLAYER (LOGIN, ob->contr);
889 858
890 op->contr->ns->state = ST_PLAYING; 859 ob->contr->ns->state = ST_PLAYING;
891 860
892 if (op->msg) 861 if (ob->msg)
893 op->msg = NULL; 862 ob->msg = 0;
894 863
895 /* We create this now because some of the unique maps will need it 864 /* We create this now because some of the unique maps will need it
896 * to save here. 865 * to save here.
897 */ 866 */
867 {
868 char buf[MAX_BUF];
898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 869 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
899 make_path_to_file (buf); 870 make_path_to_file (buf);
871 }
900 872
901 start_info (op); 873 start_info (ob);
902 CLEAR_FLAG (op, FLAG_WIZ); 874 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (op, op->randomitems); 875 give_initial_items (ob, ob->randomitems);
904 link_player_skills (op); 876 link_player_skills (ob);
905 esrv_send_inventory (op, op); 877 esrv_send_inventory (ob, ob);
906 op->update_stats (); 878 ob->update_stats ();
907 879
908 /* This moves the player to a different start map, if there 880 /* This moves the player to a different start map, if there
909 * is one for this race 881 * is one for this race
910 */ 882 */
911 if (*first_map_ext_path) 883 if (*first_map_ext_path)
912 { 884 {
913 object *tmp; 885 object *tmp;
914 char mapname[MAX_BUF]; 886 char mapname[MAX_BUF];
915 887
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 888 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
917 tmp = object::create (); 889 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname; 890 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = op->x; 891 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = op->y; 892 EXIT_Y (tmp) = ob->y;
921 op->enter_exit (tmp); /* we don't really care if it succeeded; 893 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the 894 * if the map isn't there, then stay on the
923 * default initial map */ 895 * default initial map */
924 tmp->destroy (); 896 tmp->destroy ();
925 } 897 }
926 else 898 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 899 LOG (llevDebug, "first_map_ext_path not set\n");
900}
928 901
929 return 0; 902void
930 } 903player::chargen_race_next ()
931 904{
932 /* Following actually changes the race - this is the default command 905 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above. 906 * if we don't match with one of the options above.
934 */ 907 */
935 908
936 tmp_loop = 0; 909 do
937 while (!tmp_loop)
938 { 910 {
939 shstr name = op->name; 911 shstr name = ob->name;
940 int x = op->x, y = op->y; 912 int x = ob->x, y = ob->y;
941 913
942 op->remove_statbonus (); 914 ob->remove_statbonus ();
943 op->remove (); 915 ob->remove ();
944 op->arch = get_player_archetype (op->arch); 916 ob->arch = get_player_archetype (ob->arch);
945 op->arch->clone.copy_to (op); 917 ob->arch->copy_to (ob);
946 op->instantiate (); 918 ob->instantiate ();
947 op->stats = op->contr->orig_stats; 919 ob->stats = ob->contr->orig_stats;
948 op->name = op->name_pl = name; 920 ob->name = ob->name_pl = name;
949 op->x = x; 921 ob->x = x;
950 op->y = y; 922 ob->y = y;
951 SET_ANIMATION (op, 2); /* So player faces south */ 923 SET_ANIMATION (ob, 2); /* So player faces south */
952 insert_ob_in_map (op, op->map, op, 0); 924 insert_ob_in_map (ob, ob->map, ob, 0);
953 assign (op->contr->title, op->arch->clone.name); 925 assign (ob->contr->title, ob->arch->object::name);
954 op->add_statbonus (); 926 ob->add_statbonus ();
955 tmp_loop = allowed_class (op);
956 } 927 }
928 while (!allowed_class (ob));
957 929
958 update_object (op, UP_OBJ_FACE); 930 update_object (ob, UP_OBJ_FACE);
959 esrv_update_item (UPD_FACE, op, op); 931 esrv_update_item (UPD_FACE, ob, ob);
960 op->update_stats (); 932 ob->update_stats ();
961 op->stats.hp = op->stats.maxhp; 933 ob->stats.hp = ob->stats.maxhp;
962 op->stats.sp = op->stats.maxsp; 934 ob->stats.sp = ob->stats.maxsp;
963 op->stats.grace = 0; 935 ob->stats.grace = 0;
964
965 if (op->msg)
966 new_draw_info (NDI_BLUE, 0, op, op->msg);
967
968 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
969 return 0;
970} 936}
971 937
972void 938void
973flee_player (object *op) 939flee_player (object *op)
974{ 940{
1021 /* Cornered, get rid of scared */ 987 /* Cornered, get rid of scared */
1022 CLEAR_FLAG (op, FLAG_SCARED); 988 CLEAR_FLAG (op, FLAG_SCARED);
1023 op->enemy = NULL; 989 op->enemy = NULL;
1024} 990}
1025 991
1026
1027/* check_pick sees if there is stuff to be picked up/picks up stuff. 992/* check_pick sees if there is stuff to be picked up/picks up stuff.
1028 * IT returns 1 if the player should keep on moving, 0 if he should 993 * It returns 1 if the player should keep on moving, 0 if he should
1029 * stop. 994 * stop.
1030 */ 995 */
1031int 996int
1032check_pick (object *op) 997check_pick (object *op)
1033{ 998{
1034 object *tmp, *next; 999 object *tmp, *next;
1035 int stop = 0; 1000 int stop = 0;
1036 int j, k, wvratio; 1001 int wvratio;
1037 char putstring[128], tmpstr[16]; 1002 char putstring[128];
1038 1003
1039 /* if you're flying, you cna't pick up anything */ 1004 /* if you're flying, you cna't pick up anything */
1040 if (op->move_type & MOVE_FLYING) 1005 if (op->move_type & MOVE_FLYING)
1041 return 1; 1006 return 1;
1042 1007
1043 next = op->below; 1008 next = op->below;
1044 1009
1010 int cnt = MAX_ITEM_PER_DROP;
1011#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1012
1045 /* loop while there are items on the floor that are not marked as 1013 /* loop while there are items on the floor that are not marked as
1046 * destroyed */ 1014 * destroyed */
1047 while (next && !next->destroyed ()) 1015 while (next && !next->destroyed ())
1048 { 1016 {
1049 tmp = next; 1017 tmp = next;
1050 next = tmp->below; 1018 next = tmp->below;
1051 1019
1020 if (cnt <= 0)
1021 {
1022 op->failmsg ("Couldn't pickup all items at once.");
1023 return 0;
1024 }
1025
1052 if (op->destroyed ()) 1026 if (op->destroyed ())
1053 return 0; 1027 return 0;
1054 1028
1055 if (!can_pick (op, tmp)) 1029 if (!can_pick (op, tmp))
1056 continue; 1030 continue;
1057 1031
1058 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1032 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1059 { 1033 {
1060 if (item_matched_string (op, tmp, op->contr->search_str)) 1034 if (item_matched_string (op, tmp, op->contr->search_str))
1061 pick_up (op, tmp); 1035 CHK_PICK_PICKUP;
1062 continue; 1036 continue;
1063 } 1037 }
1064 1038
1065 /* high not bit set? We're using the old autopickup model */ 1039 /* high not bit set? We're using the old autopickup model */
1066 if (!(op->contr->mode & PU_NEWMODE)) 1040 if (!(op->contr->mode & PU_NEWMODE))
1068 switch (op->contr->mode) 1042 switch (op->contr->mode)
1069 { 1043 {
1070 case 0: 1044 case 0:
1071 return 1; /* don't pick up */ 1045 return 1; /* don't pick up */
1072 case 1: 1046 case 1:
1073 pick_up (op, tmp); 1047 CHK_PICK_PICKUP;
1074 return 1; 1048 return 1;
1075 case 2: 1049 case 2:
1076 pick_up (op, tmp); 1050 CHK_PICK_PICKUP;
1077 return 0; 1051 return 0;
1078 case 3: 1052 case 3:
1079 return 0; /* stop before pickup */ 1053 return 0; /* stop before pickup */
1080 case 4: 1054 case 4:
1081 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1082 break; 1056 break;
1083 case 5: 1057 case 5:
1084 pick_up (op, tmp); 1058 CHK_PICK_PICKUP;
1085 stop = 1; 1059 stop = 1;
1086 break; 1060 break;
1087 case 6: 1061 case 6:
1088 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1089 pick_up (op, tmp); 1063 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1064 CHK_PICK_PICKUP;
1090 break; 1065 break;
1091 1066
1092 case 7: 1067 case 7:
1093 if (tmp->type == MONEY || tmp->type == GEM) 1068 if (tmp->type == MONEY || tmp->type == GEM)
1094 pick_up (op, tmp); 1069 CHK_PICK_PICKUP;
1095 break; 1070 break;
1096 1071
1097 default: 1072 default:
1098 /* use value density */ 1073 /* use value density */
1099 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1074 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1100 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1075 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1101 pick_up (op, tmp); 1076 CHK_PICK_PICKUP;
1102 } 1077 }
1103 } 1078 }
1104 else 1079 else
1105 { /* old model */ 1080 { /* old model */
1106 /* NEW pickup handling */ 1081 /* NEW pickup handling */
1110 if (tmp->name != NULL) 1085 if (tmp->name != NULL)
1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1086 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1112 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1087 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1113 else 1088 else
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1089 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1090 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116 1091
1117 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1092 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1118 } 1093 }
1119 1094
1120 /* philosophy: 1095 /* philosophy:
1161 /* all food and drink if desired */ 1136 /* all food and drink if desired */
1162 /* question: don't pick up known-poisonous stuff? */ 1137 /* question: don't pick up known-poisonous stuff? */
1163 if (op->contr->mode & PU_FOOD) 1138 if (op->contr->mode & PU_FOOD)
1164 if (tmp->type == FOOD) 1139 if (tmp->type == FOOD)
1165 { 1140 {
1166 pick_up (op, tmp); 1141 CHK_PICK_PICKUP;
1167 continue; 1142 continue;
1168 } 1143 }
1169 1144
1170 if (op->contr->mode & PU_DRINK) 1145 if (op->contr->mode & PU_DRINK)
1171 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1146 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1172 { 1147 {
1173 pick_up (op, tmp); 1148 CHK_PICK_PICKUP;
1174 continue; 1149 continue;
1175 } 1150 }
1176 1151
1177 if (op->contr->mode & PU_POTION) 1152 if (op->contr->mode & PU_POTION)
1178 if (tmp->type == POTION) 1153 if (tmp->type == POTION)
1179 { 1154 {
1180 pick_up (op, tmp); 1155 CHK_PICK_PICKUP;
1181 continue; 1156 continue;
1182 } 1157 }
1183 1158
1184 /* spellbooks, skillscrolls and normal books/scrolls */ 1159 /* spellbooks, skillscrolls and normal books/scrolls */
1185 if (op->contr->mode & PU_SPELLBOOK) 1160 if (op->contr->mode & PU_SPELLBOOK)
1186 if (tmp->type == SPELLBOOK) 1161 if (tmp->type == SPELLBOOK)
1187 { 1162 {
1188 pick_up (op, tmp); 1163 CHK_PICK_PICKUP;
1189 continue; 1164 continue;
1190 } 1165 }
1191 1166
1192 if (op->contr->mode & PU_SKILLSCROLL) 1167 if (op->contr->mode & PU_SKILLSCROLL)
1193 if (tmp->type == SKILLSCROLL) 1168 if (tmp->type == SKILLSCROLL)
1194 { 1169 {
1195 pick_up (op, tmp); 1170 CHK_PICK_PICKUP;
1196 continue; 1171 continue;
1197 } 1172 }
1198 1173
1199 if (op->contr->mode & PU_READABLES) 1174 if (op->contr->mode & PU_READABLES)
1200 if (tmp->type == BOOK || tmp->type == SCROLL) 1175 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1201 { 1176 {
1202 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1203 continue; 1178 continue;
1204 } 1179 }
1205 1180
1206 /* wands/staves/rods/horns */ 1181 /* wands/staves/rods/horns */
1207 if (op->contr->mode & PU_MAGIC_DEVICE) 1182 if (op->contr->mode & PU_MAGIC_DEVICE)
1208 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1183 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1209 { 1184 {
1210 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1211 continue; 1186 continue;
1212 } 1187 }
1213 1188
1214 /* pick up all magical items */ 1189 /* pick up all magical items */
1215 if (op->contr->mode & PU_MAGICAL) 1190 if (op->contr->mode & PU_MAGICAL)
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1191 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1217 { 1192 {
1218 pick_up (op, tmp); 1193 CHK_PICK_PICKUP;
1219 continue; 1194 continue;
1220 } 1195 }
1221 1196
1222 if (op->contr->mode & PU_VALUABLES) 1197 if (op->contr->mode & PU_VALUABLES)
1223 { 1198 {
1224 if (tmp->type == MONEY || tmp->type == GEM) 1199 if (tmp->type == MONEY || tmp->type == GEM)
1225 { 1200 {
1226 pick_up (op, tmp); 1201 CHK_PICK_PICKUP;
1227 continue; 1202 continue;
1228 } 1203 }
1229 } 1204 }
1230 1205
1231 /* rings & amulets - talismans seems to be typed AMULET */ 1206 /* rings & amulets - talismans seems to be typed AMULET */
1232 if (op->contr->mode & PU_JEWELS) 1207 if (op->contr->mode & PU_JEWELS)
1233 if (tmp->type == RING || tmp->type == AMULET) 1208 if (tmp->type == RING || tmp->type == AMULET)
1234 { 1209 {
1235 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1236 continue; 1211 continue;
1237 } 1212 }
1238 1213
1239 /* we don't forget dragon food */ 1214 /* we don't forget dragon food */
1240 if (op->contr->mode & PU_FLESH) 1215 if (op->contr->mode & PU_FLESH)
1241 if (tmp->type == FLESH) 1216 if (tmp->type == FLESH)
1242 { 1217 {
1243 pick_up (op, tmp); 1218 CHK_PICK_PICKUP;
1244 continue; 1219 continue;
1245 } 1220 }
1246 1221
1247 /* bows and arrows. Bows are good for selling! */ 1222 /* bows and arrows. Bows are good for selling! */
1248 if (op->contr->mode & PU_BOW) 1223 if (op->contr->mode & PU_BOW)
1249 if (tmp->type == BOW) 1224 if (tmp->type == BOW)
1250 { 1225 {
1251 pick_up (op, tmp); 1226 CHK_PICK_PICKUP;
1252 continue; 1227 continue;
1253 } 1228 }
1254 1229
1255 if (op->contr->mode & PU_ARROW) 1230 if (op->contr->mode & PU_ARROW)
1256 if (tmp->type == ARROW) 1231 if (tmp->type == ARROW)
1257 { 1232 {
1258 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1259 continue; 1234 continue;
1260 } 1235 }
1261 1236
1262 /* all kinds of armor etc. */ 1237 /* all kinds of armor etc. */
1263 if (op->contr->mode & PU_ARMOUR) 1238 if (op->contr->mode & PU_ARMOUR)
1264 if (tmp->type == ARMOUR) 1239 if (tmp->type == ARMOUR)
1265 { 1240 {
1266 pick_up (op, tmp); 1241 CHK_PICK_PICKUP;
1267 continue; 1242 continue;
1268 } 1243 }
1269 1244
1270 if (op->contr->mode & PU_HELMET) 1245 if (op->contr->mode & PU_HELMET)
1271 if (tmp->type == HELMET) 1246 if (tmp->type == HELMET)
1272 { 1247 {
1273 pick_up (op, tmp); 1248 CHK_PICK_PICKUP;
1274 continue; 1249 continue;
1275 } 1250 }
1276 1251
1277 if (op->contr->mode & PU_SHIELD) 1252 if (op->contr->mode & PU_SHIELD)
1278 if (tmp->type == SHIELD) 1253 if (tmp->type == SHIELD)
1279 { 1254 {
1280 pick_up (op, tmp); 1255 CHK_PICK_PICKUP;
1281 continue; 1256 continue;
1282 } 1257 }
1283 1258
1284 if (op->contr->mode & PU_BOOTS) 1259 if (op->contr->mode & PU_BOOTS)
1285 if (tmp->type == BOOTS) 1260 if (tmp->type == BOOTS)
1286 { 1261 {
1287 pick_up (op, tmp); 1262 CHK_PICK_PICKUP;
1288 continue; 1263 continue;
1289 } 1264 }
1290 1265
1291 if (op->contr->mode & PU_GLOVES) 1266 if (op->contr->mode & PU_GLOVES)
1292 if (tmp->type == GLOVES) 1267 if (tmp->type == GLOVES)
1293 { 1268 {
1294 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1295 continue; 1270 continue;
1296 } 1271 }
1297 1272
1298 if (op->contr->mode & PU_CLOAK) 1273 if (op->contr->mode & PU_CLOAK)
1299 if (tmp->type == CLOAK) 1274 if (tmp->type == CLOAK)
1300 { 1275 {
1301 pick_up (op, tmp); 1276 CHK_PICK_PICKUP;
1302 continue; 1277 continue;
1303 } 1278 }
1304 1279
1305 /* hoping to catch throwing daggers here */ 1280 /* hoping to catch throwing daggers here */
1306 if (op->contr->mode & PU_MISSILEWEAPON) 1281 if (op->contr->mode & PU_MISSILEWEAPON)
1307 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1282 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1308 { 1283 {
1309 pick_up (op, tmp); 1284 CHK_PICK_PICKUP;
1310 continue; 1285 continue;
1311 } 1286 }
1312 1287
1313 /* careful: chairs and tables are weapons! */ 1288 /* careful: chairs and tables are weapons! */
1314 if (op->contr->mode & PU_ALLWEAPON) 1289 if (op->contr->mode & PU_ALLWEAPON)
1315 { 1290 {
1316 if (tmp->type == WEAPON && tmp->name != NULL) 1291 if (tmp->type == WEAPON && tmp->name != NULL)
1317 { 1292 {
1318 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1293 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1319 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1294 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1320 { 1295 {
1321 pick_up (op, tmp); 1296 CHK_PICK_PICKUP;
1322 continue; 1297 continue;
1323 } 1298 }
1324 } 1299 }
1325 1300
1326 if (tmp->type == WEAPON && tmp->name == NULL) 1301 if (tmp->type == WEAPON && tmp->name == NULL)
1327 { 1302 {
1328 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1303 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1329 { 1304 {
1330 pick_up (op, tmp); 1305 CHK_PICK_PICKUP;
1331 continue; 1306 continue;
1332 } 1307 }
1333 } 1308 }
1334 } 1309 }
1335 1310
1336 /* misc stuff that's useful */ 1311 /* misc stuff that's useful */
1337 if (op->contr->mode & PU_KEY) 1312 if (op->contr->mode & PU_KEY)
1338 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1313 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1339 { 1314 {
1340 pick_up (op, tmp); 1315 CHK_PICK_PICKUP;
1341 continue; 1316 continue;
1342 } 1317 }
1343 1318
1344 /* any of the last 4 bits set means we use the ratio for value 1319 /* any of the last 4 bits set means we use the ratio for value
1345 * pickups */ 1320 * pickups */
1350 /* >=7 is the old standard setting. Now we take the last 4 bits 1325 /* >=7 is the old standard setting. Now we take the last 4 bits
1351 * and multiply them by 5, giving 0..15*5== 5..75 */ 1326 * and multiply them by 5, giving 0..15*5== 5..75 */
1352 wvratio = (op->contr->mode & PU_RATIO) * 5; 1327 wvratio = (op->contr->mode & PU_RATIO) * 5;
1353 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1328 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1354 { 1329 {
1355 pick_up (op, tmp); 1330 CHK_PICK_PICKUP;
1356#if 0 1331#if 0
1357 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1332 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1358 if (tmp->name != NULL) 1333 if (tmp->name != NULL)
1359 { 1334 {
1360 fprintf (stderr, "%s", tmp->name); 1335 fprintf (stderr, "%s", tmp->name);
1361 } 1336 }
1362 else 1337 else
1363 fprintf (stderr, "%s", tmp->arch->name); 1338 fprintf (stderr, "%s", tmp->arch->archname);
1364 fprintf (stderr, ",%d] = ", tmp->type); 1339 fprintf (stderr, ",%d] = ", tmp->type);
1365 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1340 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1366#endif 1341#endif
1367 continue; 1342 continue;
1368 } 1343 }
1379 * found object is returned. 1354 * found object is returned.
1380 */ 1355 */
1381object * 1356object *
1382find_arrow (object *op, const char *type) 1357find_arrow (object *op, const char *type)
1383{ 1358{
1384 object *tmp = NULL;
1385
1386 for (op = op->inv; op; op = op->below) 1359 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1387 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1388 tmp = find_arrow (op, type);
1389 else if (op->type == ARROW && op->race == type) 1360 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1361 return splay (tmp);
1362
1363 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1364 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1365 if (object *arrow = find_arrow (tmp, type))
1366 {
1367 splay (tmp);
1390 return op; 1368 return arrow;
1369 }
1370
1391 return tmp; 1371 return 0;
1392} 1372}
1393 1373
1394/* 1374/*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1375 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1396 * against the target. A full test is not performed, simply a basic test 1376 * against the target. A full test is not performed, simply a basic test
1397 * of resistances. The archer is making a quick guess at what he sees down 1377 * of resistances. The archer is making a quick guess at what he sees down
1398 * the hall. Failing that it does it's best to pick the highest plus arrow. 1378 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */ 1379 */
1400
1401object * 1380object *
1402find_better_arrow (object *op, object *target, const char *type, int *better) 1381find_better_arrow (object *op, object *target, const char *type, int *better)
1403{ 1382{
1404 object *tmp = NULL, *arrow, *ntmp; 1383 object *tmp = NULL, *arrow, *ntmp;
1405 int attacknum, attacktype, betterby = 0, i; 1384 int attacknum, attacktype, betterby = 0, i;
1438 else 1417 else
1439 { 1418 {
1440 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1419 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1441 { 1420 {
1442 attacktype = 1 << attacknum; 1421 attacktype = 1 << attacknum;
1443 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1422 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1444 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1423 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1445 { 1424 {
1446 tmp = arrow; 1425 tmp = arrow;
1447 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1426 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1448 } 1427 }
1449 } 1428 }
1450 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1429 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1451 { 1430 {
1452 tmp = arrow; 1431 tmp = arrow;
1471 * find_better_arrow to find a decent arrow to use. 1450 * find_better_arrow to find a decent arrow to use.
1472 * op = the shooter 1451 * op = the shooter
1473 * type = bow->race 1452 * type = bow->race
1474 * dir = fire direction 1453 * dir = fire direction
1475 */ 1454 */
1476
1477object * 1455object *
1478pick_arrow_target (object *op, const char *type, int dir) 1456pick_arrow_target (object *op, const char *type, int dir)
1479{ 1457{
1480 object *tmp = NULL; 1458 object *tmp = NULL;
1481 maptile *m; 1459 maptile *m;
1546 */ 1524 */
1547int 1525int
1548fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1526fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1549{ 1527{
1550 object *left, *bow; 1528 object *left, *bow;
1551 int bowspeed, mflags; 1529 int mflags;
1552 maptile *m; 1530 maptile *m;
1553 1531
1554 if (!dir) 1532 if (!dir)
1555 { 1533 {
1556 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1534 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1557 return 0; 1535 return 0;
1558 } 1536 }
1559 1537
1560 if (op->type == PLAYER) 1538 if (op->contr)
1561 bow = op->contr->ranges[range_bow]; 1539 bow = op->current_weapon;
1562 else 1540 else
1563 { 1541 {
1564 for (bow = op->inv; bow; bow = bow->below) 1542 for (bow = op->inv; bow; bow = bow->below)
1565 /* Don't check for applied - monsters don't apply bows - in that way, they 1543 /* Don't check for applied - monsters don't apply bows - in that way, they
1566 * don't need to switch back and forth between bows and weapons. 1544 * don't need to switch back and forth between bows and weapons.
1571 if (!bow) 1549 if (!bow)
1572 { 1550 {
1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1551 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1574 return 0; 1552 return 0;
1575 } 1553 }
1554
1555 // optimisation: move object to top so we will find it quickly again
1556 if (bow->below)
1557 {
1558 bow->remove ();
1559 op->insert (bow);
1560 }
1561
1576 } 1562 }
1577 1563
1578 if (!bow->race || !bow->skill) 1564 if (!bow->race || !bow->skill)
1579 { 1565 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1581 return 0; 1567 return 0;
1582 } 1568 }
1583
1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1585
1586 /* penalize ROF for bestarrow */
1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1590 if (bowspeed < 1)
1591 bowspeed = 1;
1592 1569
1593 if (arrow == NULL) 1570 if (arrow == NULL)
1594 { 1571 {
1595 if ((arrow = find_arrow (op, bow->race)) == NULL) 1572 if ((arrow = find_arrow (op, bow->race)) == NULL)
1596 { 1573 {
1597 if (op->type == PLAYER) 1574 if (op->type == PLAYER)
1598 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1575 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1599 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1576 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1600 else 1577 else
1601 CLEAR_FLAG (op, FLAG_READY_BOW); 1578 CLEAR_FLAG (op, FLAG_READY_BOW);
1579
1602 return 0; 1580 return 0;
1603 } 1581 }
1604 } 1582 }
1605 1583
1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1584 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1630 1608
1631 arrow->set_owner (op); 1609 arrow->set_owner (op);
1632 arrow->skill = bow->skill; 1610 arrow->skill = bow->skill;
1633 arrow->direction = dir; 1611 arrow->direction = dir;
1634 1612
1613 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1614 arrow->stats.hp = arrow->stats.dam;
1615 arrow->stats.grace = arrow->attacktype;
1616
1617 if (arrow->slaying)
1618 arrow->spellarg = strdup (arrow->slaying);
1619
1620#if 0
1621 if (player *pl = op->contr)
1622 {
1623 float speed = pl->weapon_sp;
1624
1625 /* penalize ROF for bestarrow */
1626 if (pl->bowtype == bow_bestarrow)
1627 speed *= .9f;
1628 else
1629 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1630
1631 op->speed_left += speed - op->speed;
1632 }
1633#endif
1634
1635 SET_ANIMATION (arrow, arrow->direction);
1636
1637 /* update the speed */
1638 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1639 + bow->stats.dam / 7.f;
1640
1641 arrow->set_speed (max (arrow->speed, 2.f));
1642 arrow->speed_left = 0;
1643
1644 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1645
1635 if (op->type == PLAYER) 1646 if (op->type == PLAYER)
1636 { 1647 {
1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1638 op->update_stats ();
1639 }
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1643 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype;
1645 if (arrow->slaying != NULL)
1646 arrow->spellarg = strdup (arrow->slaying);
1647
1648 /* Note that this was different for monsters - they got their level
1649 * added to the damage. I think the strength bonus is more proper.
1650 */
1651
1652 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1653
1654 /* update the speed */
1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1656 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1657
1658 arrow->set_speed (max (arrow->speed, 1.0));
1659 arrow->speed_left = 0;
1660
1661 if (op->type == PLAYER)
1662 {
1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1664 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1665 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1666
1667 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1648 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1649 wc -= dex_bonus[op->stats.Dex];
1650
1651 if (!arrow->slaying)
1652 arrow->slaying = op->slaying;
1653
1654 arrow->attacktype |= op->attacktype;
1668 } 1655 }
1669 else 1656 else
1670 { 1657 {
1671 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1672 arrow->level = op->level; 1658 arrow->level = op->level;
1673 } 1659 arrow->stats.wc -= bow->magic;
1674 1660
1675 if (arrow->attacktype == AT_PHYSICAL) 1661 if (!arrow->slaying)
1662 arrow->slaying = bow->slaying;
1663
1676 arrow->attacktype |= bow->attacktype; 1664 arrow->attacktype |= bow->attacktype;
1665 }
1677 1666
1678 if (bow->slaying) 1667 wc -= arrow->level;
1679 arrow->slaying = bow->slaying; 1668 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1680 1669
1670 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1671 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1672 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1673
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1674 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1675 m->insert (arrow, sx, sy, op);
1686 1676
1687 if (!arrow->destroyed ()) 1677 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1678 move_arrow (arrow);
1689 1679
1710{ 1700{
1711 int ret = 0, wcmod = 0; 1701 int ret = 0, wcmod = 0;
1712 1702
1713 if (op->contr->bowtype == bow_bestarrow) 1703 if (op->contr->bowtype == bow_bestarrow)
1714 { 1704 {
1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1705 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1716 } 1706 }
1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1707 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 { 1708 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1709 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1720 wcmod = -1; 1710 wcmod = -1;
1730 else if (op->contr->bowtype == bow_spreadshot) 1720 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1721 {
1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1722 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1723 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1724 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735
1736 } 1725 }
1737 else 1726 else
1738 { 1727 {
1739 /* Simple case */ 1728 /* Simple case */
1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1741 } 1730 }
1731
1742 return ret; 1732 return ret;
1743} 1733}
1744
1745 1734
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1735/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1736 * Broken apart from 'fire' to keep it more readable.
1748 */ 1737 */
1749void 1738void
1750fire_misc_object (object *op, int dir) 1739fire_misc_object (object *op, int dir)
1751{ 1740{
1752 object *item; 1741 object *item = op->contr->ranged_ob;
1753 1742
1754 if (!op->contr->ranges[range_misc]) 1743 if (!item)
1755 { 1744 {
1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1745 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1757 return; 1746 return;
1758 } 1747 }
1759 1748
1760 item = op->contr->ranges[range_misc];
1761 if (!item->inv) 1749 if (!item->inv)
1762 { 1750 {
1763 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1751 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1764 return; 1752 return;
1765 } 1753 }
1754
1755 if (!op->change_weapon (item))
1756 return;
1757
1766 if (item->type == WAND) 1758 if (item->type == WAND)
1767 { 1759 {
1768 if (item->stats.food <= 0) 1760 if (item->stats.food <= 0)
1769 { 1761 {
1770 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1762 op->contr->play_sound (sound_find ("wand_poof"));
1771 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1764
1772 return; 1765 return;
1773 } 1766 }
1774 } 1767 }
1775 else if (item->type == ROD || item->type == HORN) 1768 else if (item->type == ROD || item->type == HORN)
1776 { 1769 {
1777 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1778 { 1771 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 op->contr->play_sound (sound_find ("wand_poof"));
1773
1780 if (item->type == ROD) 1774 if (item->type == ROD)
1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1782 else 1776 else
1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1778
1784 return; 1779 return;
1785 } 1780 }
1786 } 1781 }
1787 1782
1788 if (cast_spell (op, item, dir, item->inv, NULL)) 1783 if (cast_spell (op, item, dir, item->inv, NULL))
1795 object *tmp; 1790 object *tmp;
1796 1791
1797 if (item->arch) 1792 if (item->arch)
1798 { 1793 {
1799 CLEAR_FLAG (item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
1800 item->face = item->arch->clone.face; 1795 item->face = item->arch->face;
1801 item->set_speed (0); 1796 item->set_speed (0);
1802 } 1797 }
1803 1798
1804 if ((tmp = item->in_player ())) 1799 if ((tmp = item->in_player ()))
1805 esrv_update_item (UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
1810 } 1805 }
1811} 1806}
1812 1807
1813/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
1814 */ 1809 */
1815void 1810bool
1816fire (object *op, int dir) 1811fire (object *op, int dir)
1817{ 1812{
1818 int spellcost = 0; 1813 int spellcost = 0;
1819 1814
1820 /* check for loss of invisiblity/hide */ 1815 /* check for loss of invisiblity/hide */
1821 if (action_makes_visible (op)) 1816 if (action_makes_visible (op))
1822 make_visible (op); 1817 make_visible (op);
1823 1818
1824 switch (op->contr->shoottype) 1819 player *pl = op->contr;
1820
1821 if (pl->golem)
1822 {
1823 control_golem (op->contr->golem, dir);
1824 return false;
1825 { 1825 }
1826 case range_none:
1827 return;
1828 1826
1829 case range_bow: 1827 object *ob = pl->ranged_ob;
1828
1829 if (!ob)
1830 return false;
1831
1832 if (!op->change_weapon (ob))
1833 return false;
1834
1835 if (op->speed_left > 0.f)
1836 --op->speed_left;
1837 else
1838 return false;
1839
1840 switch (ob->type)
1841 {
1842 case BOW:
1830 player_fire_bow (op, dir); 1843 player_fire_bow (op, dir);
1831 return; 1844 break;
1832 1845
1833 case range_magic: /* Casting spells */ 1846 case SPELL:
1834 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1847 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1835 return; 1848 break;
1836 1849
1837 case range_misc: 1850 case BUILDER:
1851 apply_map_builder (op, dir);
1852 break;
1853
1854 case SKILL:
1855 do_skill (op, op, ob, dir, 0);
1856 break;
1857
1858 default:
1838 fire_misc_object (op, dir); 1859 fire_misc_object (op, dir);
1839 return; 1860 break;
1840
1841 case range_golem: /* Control summoned monsters from scrolls */
1842 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1843 {
1844 op->contr->ranges[range_golem] = 0;
1845 op->contr->shoottype = range_none;
1846 }
1847 else
1848 control_golem (op->contr->ranges[range_golem], dir);
1849 return;
1850
1851 case range_skill:
1852 if (!op->chosen_skill)
1853 {
1854 if (op->type == PLAYER)
1855 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1856 return;
1857 }
1858
1859 do_skill (op, op, op->chosen_skill, dir, NULL);
1860 return;
1861 case range_builder:
1862 apply_map_builder (op, dir);
1863 return;
1864 default:
1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1866 return;
1867 } 1861 }
1868}
1869 1862
1870 1863 return true;
1864}
1871 1865
1872/* find_key 1866/* find_key
1873 * We try to find a key for the door as passed. If we find a key 1867 * We try to find a key for the door as passed. If we find a key
1874 * and successfully use it, we return the key, otherwise NULL 1868 * and successfully use it, we return the key, otherwise NULL
1875 * This function merges both normal and locked door, since the logic 1869 * This function merges both normal and locked door, since the logic
1877 * pl is the player, 1871 * pl is the player,
1878 * inv is the objects inventory to searched 1872 * inv is the objects inventory to searched
1879 * door is the door we are trying to match against. 1873 * door is the door we are trying to match against.
1880 * This function can be called recursively to search containers. 1874 * This function can be called recursively to search containers.
1881 */ 1875 */
1882
1883object * 1876object *
1884find_key (object *pl, object *container, object *door) 1877find_key (object *pl, object *container, object *door)
1885{ 1878{
1886 object *tmp, *key; 1879 object *tmp, *key;
1887 1880
1888 /* Should not happen, but sanity checking is never bad */ 1881 /* Should not happen, but sanity checking is never bad */
1889 if (container->inv == NULL) 1882 if (!container->inv)
1890 return NULL; 1883 return 0;
1891 1884
1892 /* First, lets try to find a key in the top level inventory */ 1885 /* First, lets try to find a key in the top level inventory */
1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1886 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 { 1887 {
1895 if (door->type == DOOR && tmp->type == KEY) 1888 if (door->type == DOOR && tmp->type == KEY)
1896 break; 1889 break;
1897 /* For sanity, we should really check door type, but other stuff 1890 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys 1891 * (like containers) can be locked with special keys
1899 */ 1892 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1893 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break; 1894 break;
1902 } 1895 }
1896
1903 /* No key found - lets search inventories now */ 1897 /* No key found - lets search inventories now */
1904 /* If we find and use a key in an inventory, return at that time. 1898 /* If we find and use a key in an inventory, return at that time.
1905 * otherwise, if we search all the inventories and still don't find 1899 * otherwise, if we search all the inventories and still don't find
1906 * a key, return 1900 * a key, return
1907 */ 1901 */
1908 if (!tmp) 1902 if (!tmp)
1909 { 1903 {
1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1904 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 { 1905 {
1912 /* No reason to search empty containers */ 1906 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv) 1907 if (tmp->type == CONTAINER && tmp->inv)
1914 { 1908 {
1915 if ((key = find_key (pl, tmp, door)) != NULL) 1909 if ((key = find_key (pl, tmp, door)))
1916 return key; 1910 return key;
1917 } 1911 }
1918 } 1912 }
1913
1919 if (!tmp) 1914 if (!tmp)
1920 return NULL; 1915 return NULL;
1921 } 1916 }
1917
1922 /* We get down here if we have found a key. Now if its in a container, 1918 /* We get down here if we have found a key. Now if its in a container,
1923 * see if we actually want to use it 1919 * see if we actually want to use it
1924 */ 1920 */
1925 if (pl != container) 1921 if (pl != container)
1926 { 1922 {
1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1944 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1949 return NULL; 1945 return NULL;
1950 } 1946 }
1951 } 1947 }
1948
1952 return tmp; 1949 return tmp;
1953} 1950}
1954 1951
1955/* moved door processing out of move_player_attack. 1952/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1953 * returns 1 if player has opened the door with a key
1958 * 0 otherwise 1955 * 0 otherwise
1959 */ 1956 */
1960static int 1957static int
1961player_attack_door (object *op, object *door) 1958player_attack_door (object *op, object *door)
1962{ 1959{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1960 /* If its a door, try to find a key. If we do destroy the door,
1964 * might as well return immediately as there is nothing more to do - 1961 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1962 * otherwise, we fall through to the rest of the code.
1966 */ 1963 */
1967 object *key = find_key (op, op, door); 1964 object *key = find_key (op, op, door);
1968 1965
1969 /* IF we found a key, do some extra work */ 1966 /* If we found a key, do some extra work */
1970 if (key) 1967 if (key)
1971 { 1968 {
1972 object *container = key->env; 1969 object *container = key->env;
1973 1970
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op)) 1971 if (action_makes_visible (op))
1976 make_visible (op); 1972 make_visible (op);
1973
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1974 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1975 spring_trap (door->inv, op);
1976
1979 if (door->type == DOOR) 1977 if (door->type == DOOR)
1980 {
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1978 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 }
1983 else if (door->type == LOCKED_DOOR) 1979 else if (door->type == LOCKED_DOOR)
1984 { 1980 {
1985 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1981 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1986 remove_door2 (door); /* remove door without violence ;-) */ 1982 remove_door2 (door); /* remove door without violence ;-) */
1987 } 1983 }
1984
1988 /* Do this after we print the message */ 1985 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1986 decrease_ob (key); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */ 1987 /* Need to update the weight the container the key was in */
1991 if (container != op) 1988 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container); 1989 esrv_update_item (UPD_WEIGHT, op, container);
1990
1993 return 1; /* Nothing more to do below */ 1991 return 1; /* Nothing more to do below */
1994 } 1992 }
1995 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
1996 { 1994 {
1997 /* Might as well return now - no other way to open this */ 1995 /* Might as well return now - no other way to open this */
1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1996 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1999 return 1; 1997 return 1;
2000 } 1998 }
1999
2001 return 0; 2000 return 0;
2002} 2001}
2003 2002
2004/* This function is just part of a breakup from move_player. 2003/* This function is just part of a breakup from move_player.
2005 * It should keep the code cleaner. 2004 * It should keep the code cleaner.
2006 * When this is called, the players direction has been updated 2005 * When this is called, the players direction has been updated
2007 * (taking into account confusion.) The player is also actually 2006 * (taking into account confusion.) The player is also actually
2008 * going to try and move (not fire weapons). 2007 * going to try and move (not fire weapons).
2009 */ 2008 */
2010void 2009bool
2011move_player_attack (object *op, int dir) 2010move_player_attack (object *op, int dir)
2012{ 2011{
2013 object *tmp, *mon;
2014 sint16 nx, ny;
2015 int on_battleground; 2012 int on_battleground;
2016 maptile *m;
2017 2013
2018 nx = freearr_x[dir] + op->x; 2014 sint16 nx = freearr_x[dir] + op->x;
2019 ny = freearr_y[dir] + op->y; 2015 sint16 ny = freearr_y[dir] + op->y;
2020 2016
2021 on_battleground = op_on_battleground (op, 0, 0); 2017 on_battleground = op_on_battleground (op, 0, 0);
2018
2019 if (out_of_map (op->map, nx, ny))
2020 return false;
2021
2022 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2023 {
2024 --op->speed_left;
2025 return true;
2026 }
2022 2027
2023 /* If braced, or can't move to the square, and it is not out of the 2028 /* If braced, or can't move to the square, and it is not out of the
2024 * map, attack it. Note order of if statement is important - don't 2029 * map, attack it. Note order of if statement is important - don't
2025 * want to be calling move_ob if braced, because move_ob will move the 2030 * want to be calling move_ob if braced, because move_ob will move the
2026 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2027 * move to some space, it then means that if we are braced, we should 2032 * move to some space, it then means that if we are braced, we should
2028 * do nothing at all. As it is, if we are braced, we go through 2033 * do nothing at all. As it is, if we are braced, we go through
2029 * quite a bit of processing. However, it probably is less than what 2034 * quite a bit of processing. However, it probably is less than what
2030 * move_ob uses. 2035 * move_ob uses.
2031 */ 2036 */
2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2033 {
2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2035 {
2036 m = op->map->xy_find (nx, ny); 2037 maptile *m = op->map->xy_find (nx, ny);
2037 if (!m)
2038 return; /* Don't think this should happen */
2039 }
2040 else
2041 m = op->map;
2042 2038
2043 if (!(tmp = m->at (nx, ny).bot))
2044 return;
2045
2046 mon = 0;
2047 /* Go through all the objects, and find ones of interest. Only stop if 2039 /* Go through all the objects, and find ones of interest. Only stop if
2048 * we find a monster - that is something we know we want to attack. 2040 * we find a monster - that is something we know we want to attack.
2049 * if its a door or barrel (can roll) see if there may be monsters 2041 * if its a door or barrel (can roll) see if there may be monsters
2050 * on the space 2042 * on the space
2051 */ 2043 */
2052 while (tmp) 2044 object *mon;
2053 { 2045 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2054 if (tmp == op) 2046 {
2055 { 2047 if ((mon->flag [FLAG_ALIVE]
2056 tmp = tmp->above; 2048 || mon->type == LOCKED_DOOR
2057 continue; 2049 || mon->flag [FLAG_CAN_ROLL])
2058 }
2059
2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2061 {
2062 mon = tmp; 2050 && mon != op)
2063 break; 2051 break;
2064 } 2052 }
2065 2053
2066 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2067 mon = tmp;
2068
2069 tmp = tmp->above;
2070 }
2071
2072 if (!mon) /* This happens anytime the player tries to move */ 2054 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2055 return false; /* into a wall */
2074 2056
2075 if (mon->head)
2076 mon = mon->head; 2057 mon = mon->head_ ();
2077 2058
2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2059 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2060 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door (op, mon)) 2061 if (player_attack_door (op, mon))
2062 {
2063 --op->contr->weapon_sp_left;
2080 return; 2064 return true;
2065 }
2081 2066
2082 /* The following deals with possibly attacking peaceful 2067 /* The following deals with possibly attacking peaceful
2083 * or frienddly creatures. Basically, all players are considered 2068 * or friendly creatures. Basically, all players are considered
2084 * unaggressive. If the moving player has peaceful set, then the 2069 * unaggressive. If the moving player has peaceful set, then the
2085 * object should be pushed instead of attacked. It is assumed that 2070 * object should be pushed instead of attacked. It is assumed that
2086 * if you are braced, you will not attack friends accidently, 2071 * if you are braced, you will not attack friends accidently,
2087 * and thus will not push them. 2072 * and thus will not push them.
2088 */ 2073 */
2089 2074
2090 /* If the creature is a pet, push it even if the player is not 2075 /* If the creature is a pet, push it even if the player is not
2091 * peaceful. Our assumption is the creature is a pet if the 2076 * peaceful. Our assumption is the creature is a pet if the
2092 * player owns it and it is either friendly or unagressive. 2077 * player owns it and it is either friendly or unagressive.
2093 */ 2078 */
2094 if ((op->type == PLAYER) 2079 if (op->type == PLAYER
2095#if COZY_SERVER
2096 &&
2097 ((mon->owner && mon->owner->contr 2080 && ((mon->owner && mon->owner->contr
2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2081 && same_party (mon->owner->contr->party, op->contr->party))
2099#else
2100 && mon->owner == op 2082 || mon->owner == op)
2101#endif
2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2083 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2103 { 2084 {
2104 /* If we're braced, we don't want to switch places with it */ 2085 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced) 2086 if (op->contr->braced)
2106 return; 2087 return false;
2107 2088
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2089 if (op->speed_left > 0.f)
2090 {
2091 --op->speed_left;
2092
2093 op->play_sound (sound_find ("push_player"));
2109 (void) push_ob (mon, dir, op); 2094 push_ob (mon, dir, op);
2095
2110 if (op->contr->tmp_invis || op->hide) 2096 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op); 2097 make_visible (op);
2112 2098
2113 return; 2099 return true;
2114 } 2100 }
2101 else
2102 return false;
2103 }
2115 2104
2116 /* in certain circumstances, you shouldn't attack friendly 2105 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2106 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 2107 * someone, but put it inside this loop so that you won't
2119 * attack them either. 2108 * attack them either.
2120 */ 2109 */
2121 if ((mon->type == PLAYER || mon->enemy != op) && 2110 if ((mon->type == PLAYER || mon->enemy != op)
2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2111 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2123#ifdef PROHIBIT_PLAYERKILL
2124 (op->contr->peaceful 2112 && ((op->contr->peaceful
2125 || (mon->type == PLAYER 2113 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && mon->contr->
2127 peaceful)) &&
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground)) 2114 && !on_battleground))
2115 {
2116 if (op->speed_left > 0.f)
2132 { 2117 {
2118 --op->speed_left;
2119
2133 if (!op->contr->braced) 2120 if (!op->contr->braced)
2134 { 2121 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2122 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 2123 push_ob (mon, dir, op);
2137 } 2124 }
2138 else 2125 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 2126 op->statusmsg ("You withhold your attack");
2140 2127
2141 if (op->contr->tmp_invis || op->hide) 2128 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op); 2129 make_visible (op);
2143 }
2144 2130
2131 return true;
2132 }
2133 }
2145 /* If the object is a boulder or other rollable object, then 2134 /* If the object is a boulder or other rollable object, then
2146 * roll it if not braced. You can't roll it if you are braced. 2135 * roll it if not braced. You can't roll it if you are braced.
2147 */ 2136 */
2148 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2137 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2138 {
2139 if (op->speed_left > 0.f)
2149 { 2140 {
2141 --op->speed_left;
2142
2150 recursive_roll (mon, dir, op); 2143 recursive_roll (mon, dir, op);
2151 if (action_makes_visible (op)) 2144 if (action_makes_visible (op))
2152 make_visible (op); 2145 make_visible (op);
2153 }
2154 2146
2147 return true;
2148 }
2149 }
2155 /* Any generic living creature. Including things like doors. 2150 /* Any generic living creature. Including things like doors.
2156 * Way it works is like this: First, it must have some hit points 2151 * Way it works is like this: First, it must have some hit points
2157 * and be living. Then, it must be one of the following: 2152 * and be living. Then, it must be one of the following:
2158 * 1) Not a player, 2) A player, but of a different party. Note 2153 * 1) Not a player, 2) A player, but of a different party. Note
2159 * that party_number -1 is no party, so attacks can still happen. 2154 * that party_number -1 is no party, so attacks can still happen.
2160 */ 2155 */
2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2156 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2157 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2163 { 2158 {
2164 2159 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2165 /* If the player hasn't hit something this tick, and does
2166 * so, give them speed boost based on weapon speed. Doing
2167 * it here is better than process_players2, which basically
2168 * incurred a 1 tick offset.
2169 */
2170 if (!op->contr->has_hit)
2171 { 2160 {
2172 op->speed_left += op->speed / op->contr->weapon_sp; 2161 --op->contr->weapon_sp_left;
2173
2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2175 }
2176 2162
2177 skill_attack (mon, op, 0, 0, 0); 2163 skill_attack (mon, op, 0, 0, 0);
2178
2179 /* If attacking another player, that player gets automatic
2180 * hitback, and doesn't loose luck either.
2181 * Disable hitback on the battleground or if the target is
2182 * the wiz.
2183 */
2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2185 {
2186 short luck = mon->stats.luck;
2187
2188 mon->contr->has_hit = 1;
2189 skill_attack (op, mon, 0, 0, 0);
2190 mon->stats.luck = luck;
2191 }
2192 2164
2193 if (action_makes_visible (op)) 2165 if (action_makes_visible (op))
2194 make_visible (op); 2166 make_visible (op);
2195 }
2196 } /* if player should attack something */
2197}
2198 2167
2199int 2168 return true;
2169 }
2170 }
2171
2172 return false;
2173}
2174
2175bool
2200move_player (object *op, int dir) 2176move_player (object *op, int dir)
2201{ 2177{
2202 int pick; 2178 int pick;
2203 2179
2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2180 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2205 return 0; 2181 return 0;
2206 2182
2207 /* Sanity check: make sure dir is valid */ 2183 /* Sanity check: make sure dir is valid */
2208 if ((dir < 0) || (dir >= 9)) 2184 if ((dir < 0) || (dir >= 9))
2209 { 2185 {
2218 op->facing = dir; 2194 op->facing = dir;
2219 2195
2220 if (op->hide) 2196 if (op->hide)
2221 do_hidden_move (op); 2197 do_hidden_move (op);
2222 2198
2199 bool retval;
2200
2223 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2201 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2224 /*nop */ ; 2202 retval = RESULT_INT (0);
2225 else if (op->contr->fire_on) 2203 else if (op->contr->fire_on)
2226 fire (op, dir); 2204 retval = fire (op, dir);
2227 else 2205 else
2228 { 2206 {
2229 move_player_attack (op, dir); 2207 retval = move_player_attack (op, dir);
2230 pick = check_pick (op); 2208 pick = check_pick (op);
2231 } 2209 }
2232 2210
2233 /* Add special check for newcs players and fire on - this way, the 2211 /* Add special check for newcs players and fire on - this way, the
2234 * server can handle repeat firing. 2212 * server can handle repeat firing.
2241 /* Update how the player looks. Use the facing, so direction may 2219 /* Update how the player looks. Use the facing, so direction may
2242 * get reset to zero. This allows for full animation capabilities 2220 * get reset to zero. This allows for full animation capabilities
2243 * for players. 2221 * for players.
2244 */ 2222 */
2245 animate_object (op, op->facing); 2223 animate_object (op, op->facing);
2246 return 0; 2224
2225 return retval;
2247} 2226}
2248 2227
2249/* This is similar to handle_player, below, but is only used by the 2228/* This is similar to handle_player, below, but is only used by the
2250 * new client/server stuff. 2229 * new client/server stuff.
2251 * This is sort of special, in that the new client/server actually uses 2230 * This is sort of special, in that the new client/server actually uses
2252 * the new speed values for commands. 2231 * the new speed values for commands.
2253 * 2232 *
2254 * Returns true if there are more actions we can do. 2233 * Returns true if there are more actions we can do. Should not do
2234 * many actions in a row, as that would be too unfair to other
2235 * players.
2255 */ 2236 */
2256int 2237bool
2257handle_newcs_player (object *op) 2238handle_newcs_player (object *op)
2258{ 2239{
2259 if (op->contr->hidden)
2260 {
2261 op->invisible = 1000;
2262 /* the socket code flashes the player visible/invisible
2263 * depending on the value of invisible, so we need to
2264 * alternate it here for it to work correctly.
2265 */
2266 if (pticks & 2)
2267 op->invisible--;
2268 }
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2271 op->invisible--;
2272 if (!op->invisible)
2273 {
2274 make_visible (op);
2275 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2276 }
2277 }
2278
2279 if (QUERY_FLAG (op, FLAG_SCARED)) 2240 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2241 {
2281 flee_player (op); 2242 if (op->speed_left > 0.f)
2282 /* If player is still scared, that is his action for this tick */
2283 if (QUERY_FLAG (op, FLAG_SCARED))
2284 { 2243 {
2285 op->speed_left--; 2244 --op->speed_left;
2245 flee_player (op);
2246
2286 return 0; 2247 return true;
2287 } 2248 }
2249 else
2250 return false;
2288 } 2251 }
2289
2290 /* I've been seeing crashes where the golem has been destroyed, but
2291 * the player object still points to the defunct golem. The code that
2292 * destroys the golem looks correct, and it doesn't always happen, so
2293 * put this in a a workaround to clean up the golem pointer.
2294 */
2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2296 op->contr->ranges[range_golem] = 0;
2297 2252
2298 /* call this here - we also will call this in do_ericserver, but 2253 /* call this here - we also will call this in do_ericserver, but
2299 * the players time has been increased when doericserver has been 2254 * the players time has been increased when doericserver has been
2300 * called, so we recheck it here. 2255 * called, so we recheck it here.
2301 */ 2256 */
2302 if (op->contr->ns->handle_command ()) 2257 if (op->contr->ns->handle_command ())
2303 return 1; 2258 return true;
2304 2259
2305 if (op->speed_left > 0)
2306 {
2307 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2260 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 {
2309 /* All move commands take 1 tick, at least for now */
2310 op->speed_left--;
2311
2312 /* Instead of all the stuff below, let move_player take care
2313 * of it. Also, some of the skill stuff is only put in
2314 * there, as well as the confusion stuff.
2315 */
2316 move_player (op, op->direction); 2261 return move_player (op, op->direction);
2317 2262
2318 return op->speed_left > 0;
2319 }
2320 }
2321
2322 return 0; 2263 return false;
2323} 2264}
2324 2265
2325int 2266int
2326save_life (object *op) 2267save_life (object *op)
2327{ 2268{
2329 return 0; 2270 return 0;
2330 2271
2331 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2272 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2273 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 { 2274 {
2334 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2275 op->play_sound (sound_find ("ob_evaporate"));
2335 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2276 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 2277
2337 if (op->contr) 2278 if (op->contr)
2338 esrv_del_item (op->contr, tmp->count); 2279 esrv_del_item (op->contr, tmp->count);
2339 2280
2359/* This goes throws the inventory and removes unpaid objects, and puts them 2300/* This goes throws the inventory and removes unpaid objects, and puts them
2360 * back in the map (location and map determined by values of env). This 2301 * back in the map (location and map determined by values of env). This
2361 * function will descend into containers. op is the object to start the search 2302 * function will descend into containers. op is the object to start the search
2362 * from. 2303 * from.
2363 */ 2304 */
2364void 2305static void
2365remove_unpaid_objects (object *op, object *env) 2306drop_unpaid_items (object *op, object *env)
2366{ 2307{
2367 object *next;
2368
2369 while (op) 2308 while (op)
2370 { 2309 {
2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2310 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2372 2311
2373 if (QUERY_FLAG (op, FLAG_UNPAID)) 2312 if (QUERY_FLAG (op, FLAG_UNPAID))
2376 esrv_del_item (env->contr, op->count); 2315 esrv_del_item (env->contr, op->count);
2377 2316
2378 op->insert_at (env); 2317 op->insert_at (env);
2379 } 2318 }
2380 else if (op->inv) 2319 else if (op->inv)
2381 remove_unpaid_objects (op->inv, env); 2320 drop_unpaid_items (op->inv, env);
2382 2321
2383 op = next; 2322 op = next;
2384 } 2323 }
2324}
2325
2326void
2327object::drop_unpaid_items ()
2328{
2329 if (!flag [FLAG_REMOVED])
2330 ::drop_unpaid_items (inv, this);
2385} 2331}
2386 2332
2387/* 2333/*
2388 * Returns pointer a static string containing gravestone text 2334 * Returns pointer a static string containing gravestone text
2389 * Moved from apply.c to player.c - player.c is what 2335 * Moved from apply.c to player.c - player.c is what
2439 int rate_grace = 2000; 2385 int rate_grace = 2000;
2440 const int max_hp = 1; 2386 const int max_hp = 1;
2441 const int max_sp = 1; 2387 const int max_sp = 1;
2442 const int max_grace = 1; 2388 const int max_grace = 1;
2443 2389
2444 if (op->contr->outputs_sync) 2390 if (op->contr->hidden)
2391 {
2392 op->invisible = 1000;
2393 /* the socket code flashes the player visible/invisible
2394 * depending on the value of invisible, so we need to
2395 * alternate it here for it to work correctly.
2396 */
2397 if (pticks & 2)
2398 op->invisible--;
2445 { 2399 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2400 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2401 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2402 if (!op->invisible--)
2403 {
2404 make_visible (op);
2405 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2406 }
2449 } 2407 }
2450 2408
2451 if (op->contr->ns->state == ST_PLAYING) 2409 if (op->contr->ns->state == ST_PLAYING)
2452 { 2410 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2411 /* these next three if clauses make it possible to SLOW DOWN
2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2430 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2473 else 2431 else
2474 { 2432 {
2475 gen_grace = op->stats.maxgrace; 2433 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2434 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 }
2478
2479 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp++;
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490 if (op->contr->digestion < 0)
2491 op->stats.food += op->contr->digestion;
2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food = last_food;
2494 }
2495 }
2496
2497 if (max_sp > 1)
2498 {
2499 over_sp = (gen_sp + 10) / rate_sp;
2500 if (over_sp > 0)
2501 {
2502 if (op->stats.sp < op->stats.maxsp)
2503 {
2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2507 op->stats.sp--;
2508
2509 if (op->stats.sp > op->stats.maxsp)
2510 op->stats.sp = op->stats.maxsp;
2511 }
2512 op->last_sp = 0;
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 }
2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2519 } 2435 }
2520 2436
2521 /* Regenerate Grace */ 2437 /* Regenerate Grace */
2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2438 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2523 if (--op->last_grace < 0) 2439 if (--op->last_grace < 0)
2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2460 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2545 } 2461 }
2546 /* wearing stuff doesn't detract from grace generation. */ 2462 /* wearing stuff doesn't detract from grace generation. */
2547 } 2463 }
2548 2464
2465 if (op->stats.food > 0)
2466 {
2549 /* Regenerate Hit Points */ 2467 /* Regenerate Spell Points */
2550 if (--op->last_heal < 0) 2468 if (!op->contr->golem && --op->last_sp < 0)
2551 {
2552 if (op->stats.hp < op->stats.maxhp)
2553 { 2469 {
2554 op->stats.hp++; 2470 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2555 /* dms do not consume food */ 2471
2556 if (!QUERY_FLAG (op, FLAG_WIZ)) 2472 if (op->stats.sp < op->stats.maxsp)
2557 { 2473 {
2474 op->stats.sp++;
2475
2476 /* dms do not consume food */
2477 if (!QUERY_FLAG (op, FLAG_WIZ))
2478 {
2558 op->stats.food--; 2479 op->stats.food--;
2480
2559 if (op->contr->digestion < 0) 2481 if (op->contr->digestion < 0)
2560 op->stats.food += op->contr->digestion; 2482 op->stats.food += op->contr->digestion;
2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2483 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2562 op->stats.food = last_food; 2484 op->stats.food = last_food;
2485 }
2563 } 2486 }
2564 }
2565 2487
2566 if (max_hp > 1) 2488 if (max_sp > 1)
2567 {
2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2569 if (over_hp > 0)
2570 { 2489 {
2571 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2490 over_sp = (gen_sp + 10) / rate_sp;
2491 if (over_sp > 0)
2492 {
2493 if (op->stats.sp < op->stats.maxsp)
2494 {
2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2498 op->stats.sp--;
2499
2500 if (op->stats.sp > op->stats.maxsp)
2501 op->stats.sp = op->stats.maxsp;
2502 }
2503
2572 op->last_heal = 0; 2504 op->last_sp = 0;
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2573 } 2508 }
2574 else 2509 else
2510 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2511 }
2512
2513 /* Regenerate Hit Points */
2514 if (--op->last_heal < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2575 { 2517 {
2576 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2518 op->stats.hp++;
2519
2520 /* dms do not consume food */
2521 if (!QUERY_FLAG (op, FLAG_WIZ))
2522 {
2523 op->stats.food--;
2524
2525 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food;
2529 }
2577 } 2530 }
2531
2532 if (max_hp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535
2536 if (over_hp > 0)
2537 {
2538 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2539 op->last_heal = 0;
2540 }
2541 else
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 } 2543 }
2579 else 2544 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 } 2546 }
2583 } 2547 }
2584 2548
2585 /* Digestion */ 2549 /* Digestion */
2586 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2587 { 2551 {
2588#ifdef COZY_SERVER 2552 int bonus = max (0, op->contr->digestion),
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2553 penalty = max (0, -op->contr->digestion);
2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591#else
2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593#endif
2594 2554
2595 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2555 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2597 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599 2556
2600 /* dms do not consume food */ 2557 /* dms do not consume food */
2601 if (!QUERY_FLAG (op, FLAG_WIZ)) 2558 if (!QUERY_FLAG (op, FLAG_WIZ))
2602 op->stats.food--; 2559 op->stats.food--;
2603 } 2560 }
2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2587 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2631 manual_apply (op, flesh, 0); 2588 manual_apply (op, flesh, 0);
2632 } 2589 }
2633 } 2590 }
2634 2591
2635 while (op->stats.food < 0 && op->stats.hp >= 0) 2592 if (op->stats.food < 0)
2636 op->stats.food++, op->stats.hp--; 2593 {
2594 op->stats.hp += op->stats.food;
2595 op->stats.food = 0;
2596 }
2637 2597
2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2598 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2639 kill_player (op); 2599 kill_player (op);
2640 } 2600 }
2641} 2601}
2646 * file. 2606 * file.
2647 */ 2607 */
2648void 2608void
2649kill_player (object *op) 2609kill_player (object *op)
2650{ 2610{
2611 int x, y;
2651 char buf[MAX_BUF]; 2612 char buf[MAX_BUF];
2652 int x, y;
2653
2654 //int i;
2655 maptile *map; /* this is for resurrection */ 2613 maptile *map; /* this is for resurrection */
2656
2657 /* int z;
2658 int num_stats_lose;
2659 int lost_a_stat;
2660 int lose_this_stat;
2661 int this_stat; */
2662 int will_kill_again; 2614 int will_kill_again;
2663 archetype *at; 2615 archetype *at;
2664 object *tmp; 2616 object *tmp;
2665 2617
2666 if (save_life (op)) 2618 if (save_life (op))
2667 return; 2619 return;
2668
2669 2620
2670 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2671 * in cities ONLY!!! It is very important that this doesn't get abused. 2622 * in cities ONLY!!! It is very important that this doesn't get abused.
2672 * Look at op_on_battleground() for more info --AndreasV 2623 * Look at op_on_battleground() for more info --AndreasV
2673 */ 2624 */
2689 { 2640 {
2690 tmp->destroy (); 2641 tmp->destroy ();
2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2642 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2692 } 2643 }
2693 2644
2694 cure_disease (op, 0); /* remove any disease */ 2645 cure_disease (op, 0, 0); /* remove any disease */
2695 op->stats.hp = op->stats.maxhp; 2646 op->stats.hp = op->stats.maxhp;
2696 if (op->stats.food <= 0) 2647 if (op->stats.food <= 0)
2697 op->stats.food = 999; 2648 op->stats.food = 999;
2698 2649
2699 /* create a bodypart-trophy to make the winner happy */ 2650 /* create a bodypart-trophy to make the winner happy */
2700 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2651 if (object *tmp = arch_to_object (archetype::find ("finger")))
2701 { 2652 {
2702 sprintf (buf, "%s's finger", &op->name); 2653 tmp->name = format ("%s's finger" , &op->name);
2703 tmp->name = buf; 2654 tmp->name_pl = format ("%s's fingers", &op->name);
2704 sprintf (buf, " This finger has been cut off %s\n" 2655 tmp->msg = format (
2705 " the %s, when he was defeated at\n level %d by %s.\n", 2656 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2657 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2707 tmp->msg = buf; 2658 );
2708 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2659 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = NULL; 2660 tmp->materialname = "organics";
2710 tmp->insert_at (op, tmp); 2661 tmp->insert_at (op, tmp);
2711 } 2662 }
2712 2663
2713 /* teleport defeated player to new destination */ 2664 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL); 2665 transfer_ob (op, x, y, 0, NULL);
2719 INVOKE_PLAYER (DEATH, op->contr); 2670 INVOKE_PLAYER (DEATH, op->contr);
2720 2671
2721 command_kill_pets (op, 0); 2672 command_kill_pets (op, 0);
2722 2673
2723 if (op->stats.food < 0) 2674 if (op->stats.food < 0)
2724 {
2725 sprintf (buf, "%s starved to death.", &op->name);
2726 strcpy (op->contr->killer, "starvation"); 2675 strcpy (op->contr->killer, "starvation");
2727 }
2728 else
2729 sprintf (buf, "%s died.", &op->name);
2730 2676
2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2677 op->contr->play_sound (sound_find ("player_dies"));
2732 2678
2733 /* save the map location for corpse, gravestone */ 2679 /* save the map location for corpse, gravestone */
2734 x = op->x; 2680 x = op->x;
2735 y = op->y; 2681 y = op->y;
2736 map = op->map; 2682 map = op->map;
2899 { 2845 {
2900 tmp->destroy (); 2846 tmp->destroy ();
2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2902 } 2848 }
2903 2849
2904 cure_disease (op, 0); /* remove any disease */ 2850 cure_disease (op, 0, 0); /* remove any disease */
2905 2851
2906 /*add_exp(op, (op->stats.exp * -0.20)); */ 2852 /*add_exp(op, (op->stats.exp * -0.20)); */
2907 apply_death_exp_penalty (op); 2853 apply_death_exp_penalty (op);
2908 if (op->stats.food < 100) 2854 if (op->stats.food < 100)
2909 op->stats.food = 900; 2855 op->stats.food = 900;
2910 op->stats.hp = op->stats.maxhp; 2856 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2857 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2858 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2859
2914 /* 2860 /*
2915 * Check to see if the player is in a shop. IF so, then check to see if
2916 * the player has any unpaid items. If so, remove them and put them back 2861 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2862 * and put them back in the map.
2918 */ 2863 */
2919 2864 op->drop_unpaid_items ();
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op);
2922 2865
2923 /****************************************/ 2866 /****************************************/
2924 /* */ 2867 /* */
2925 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
2946 object *force; 2889 object *force;
2947 int at; 2890 int at;
2948 2891
2949 force = get_archetype (FORCE_NAME); 2892 force = get_archetype (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */ 2893 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1; 2894 force->speed = 0.1f;
2952 force->speed_left = -5.0; 2895 force->speed_left = -5.f;
2953 SET_FLAG (force, FLAG_APPLIED); 2896 SET_FLAG (force, FLAG_APPLIED);
2954 for (at = 0; at < NROFATTACKS; at++) 2897 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at)) 2898 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100; 2899 force->resist[at] = 100;
2957 2900
2966void 2909void
2967loot_object (object *op) 2910loot_object (object *op)
2968{ /* Grab and destroy some treasure */ 2911{ /* Grab and destroy some treasure */
2969 object *tmp, *tmp2, *next; 2912 object *tmp, *tmp2, *next;
2970 2913
2971 if (op->container) 2914 op->close_container (); /* close open sack first */
2972 esrv_apply_container (op, op->container); /* close open sack first */
2973 2915
2974 for (tmp = op->inv; tmp; tmp = next) 2916 for (tmp = op->inv; tmp; tmp = next)
2975 { 2917 {
2976 next = tmp->below; 2918 next = tmp->below;
2977 2919
2978 if (tmp->invisible) 2920 if (tmp->invisible)
2979 continue; 2921 continue;
2980 2922
2981 tmp->remove (); 2923 tmp->remove ();
2982 tmp->x = op->x, tmp->y = op->y; 2924 tmp->x = op->x, tmp->y = op->y;
2925
2983 if (tmp->type == CONTAINER) 2926 if (tmp->type == CONTAINER)
2984 { /* empty container to ground */ 2927 loot_object (tmp); /* empty container to ground */
2985 loot_object (tmp); 2928
2986 }
2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2929 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2988 { 2930 {
2989 if (tmp->nrof > 1) 2931 if (tmp->nrof > 1)
2990 { 2932 {
2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3003/* 2945/*
3004 * fix_weight(): Check recursively the weight of all players, and fix 2946 * fix_weight(): Check recursively the weight of all players, and fix
3005 * what needs to be fixed. Refresh windows and fix speed if anything 2947 * what needs to be fixed. Refresh windows and fix speed if anything
3006 * was changed. 2948 * was changed.
3007 */ 2949 */
3008
3009void 2950void
3010fix_weight (void) 2951fix_weight (void)
3011{ 2952{
3012 for_all_players (pl) 2953 for_all_players (pl)
3013 { 2954 {
3068void 3009void
3069make_visible (object *op) 3010make_visible (object *op)
3070{ 3011{
3071 op->hide = 0; 3012 op->hide = 0;
3072 op->invisible = 0; 3013 op->invisible = 0;
3014
3073 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3074 { 3016 {
3075 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3076 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3077 } 3019 }
3020
3078 update_object (op, UP_OBJ_FACE); 3021 update_object (op, UP_OBJ_CHANGE);
3079} 3022}
3080 3023
3081int 3024int
3082is_true_undead (object *op) 3025is_true_undead (object *op)
3083{ 3026{
3084 object *tmp = NULL;
3085
3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3087 return 1; 3028 return 1;
3088 3029
3089 return 0; 3030 return 0;
3090} 3031}
3091 3032
3092/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3035 * indicate greater hideability.
3095 */ 3036 */
3096
3097int 3037int
3098hideability (object *ob) 3038hideability (object *ob)
3099{ 3039{
3100 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3101 sint16 x, y; 3041 sint16 x, y;
3111 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3112 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3113 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3114 3054
3115 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3116 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3056 for (i = 0, x = ob->x, y = ob->y;
3057 i <= SIZEOFFREE1;
3058 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3117 { 3059 {
3118 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3119 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3120 {
3121 continue; 3062 continue;
3122 } 3063
3123 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3124 level += 2; 3065 level += 2;
3125 else /* open terrain! */ 3066 else /* open terrain! */
3126 level -= 1; 3067 level -= 1;
3127 } 3068 }
3135/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3136 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3137 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3138 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3139 */ 3080 */
3140
3141void 3081void
3142do_hidden_move (object *op) 3082do_hidden_move (object *op)
3143{ 3083{
3144 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3145 object *skop; 3085 object *skop;
3227 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3228 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3229 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3230 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3231 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3232 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3233 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3234 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3235 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3236 * -b.t. 3176 * -b.t.
3237 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3238 */ 3178 */
3239
3240int 3179int
3241player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3242{ 3181{
3243 rv_vector rv; 3182 rv_vector rv;
3244 int dx, dy; 3183 int dx, dy;
3256 3195
3257 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3258 3197
3259 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3260 * through the object and find if it has any 3199 * through the object and find if it has any
3261 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3262 * a blocked los square. 3201 * a blocked los square.
3263 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3264 */ 3203 */
3265 while (op) 3204 while (op)
3266 { 3205 {
3267 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3268 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3269 3208
3270 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3271 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3272 * for any meaningful values. 3211 * for any meaningful values.
3273 */ 3212 */
3274 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3275 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3276 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3277 return 1; 3216 return 1;
3217
3278 op = op->more; 3218 op = op->more;
3279 } 3219 }
3220
3280 return 0; 3221 return 0;
3281} 3222}
3282 3223
3283/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3284 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3287 * return 0. 3228 * return 0.
3288 */ 3229 */
3289int 3230int
3290action_makes_visible (object *op) 3231action_makes_visible (object *op)
3291{ 3232{
3292
3293 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3294 { 3234 {
3295 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3296 return 0; 3236 return 0;
3297 3237
3303 { 3243 {
3304 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3305 return 1; 3245 return 1;
3306 } 3246 }
3307 } 3247 }
3248
3308 return 0; 3249 return 0;
3309} 3250}
3310 3251
3311/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3312 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3317 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3318 */ 3259 */
3319int 3260int
3320op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3321{ 3262{
3322 object *tmp;
3323
3324 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3325 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3326 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3327 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3328 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3329 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3330 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3331 { 3270 {
3332 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3333 { 3272 {
3334 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3335 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3336 { 3277 {
3337 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3338 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3339 { 3280 {
3340 object *invtmp;
3341
3342 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3343 { 3282 {
3344 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3345 { 3284 {
3346 if (x != NULL && y != NULL) 3285 if (x && y)
3347 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3348 return 1; 3288 return 1;
3349 } 3289 }
3350 } 3290 }
3351 } 3291 }
3292
3352 if (x != NULL && y != NULL) 3293 if (x && y)
3353 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3354 return 1; 3296 return 1;
3355 } 3297 }
3356 } 3298 }
3357 } 3299 }
3300
3358 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3359 return 0; 3302 return 0;
3360} 3303}
3361 3304
3362/* 3305/*
3378 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3379 int i = 0, j = 0; 3322 int i = 0, j = 0;
3380 3323
3381 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3382 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3383 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3384 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3385 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3386 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3387 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3388 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3389 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3390 3333
3391 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3392 return; 3335 return;
3393 3336
3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3398 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3399 return; 3342 return;
3400 } 3343 }
3401 3344
3402 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3403 item = &(tr->item->clone); 3346 item = tr->item;
3404 3347
3405 if (item->type == SPELL) 3348 if (item->type == SPELL)
3406 { 3349 {
3407 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3408 return; 3351 return;
3467 { 3410 {
3468 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3469 object *skin; 3412 object *skin;
3470 3413
3471 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3472 shstr_cmp dragon_skin_force ("dragon_skin_force");
3473 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3474 ; 3416 ;
3475 3417
3476 if (!skin) 3418 if (!skin)
3477 return; 3419 return;
3478 3420
3526 * not readied. 3468 * not readied.
3527 */ 3469 */
3528void 3470void
3529player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3530{ 3472{
3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3475
3476 if (pl->combat_ob == ob)
3477 pl->combat_ob = 0;
3478
3532 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3533 {
3534 pl->ranges[i] = 0; 3480 pl->ranged_ob = 0;
3535 if (pl->shoottype == i)
3536 pl->shoottype = range_none;
3537 }
3538} 3481}
3482
3483sint8
3484player::visibility_at (maptile *map, int x, int y) const
3485{
3486 if (!ns)
3487 return 0;
3488
3489 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0;
3492
3493 x += dx - ns->current_x + ns->mapx / 2;
3494 y += dy - ns->current_y + ns->mapy / 2;
3495
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y];
3500}
3501
3502void
3503player::infobox (const char *title, const char *msg, int color)
3504{
3505 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3506}
3507
3508void
3509player::statusmsg (const char *msg, int color)
3510{
3511 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3512}
3513
3514void
3515player::failmsg (const char *msg, int color)
3516{
3517 play_sound (sound_find ("generic_failure"));
3518 statusmsg (msg, color);
3519}
3520

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