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Comparing deliantra/server/server/player.C (file contents):
Revision 1.59 by root, Sat Dec 23 07:36:35 2006 UTC vs.
Revision 1.192 by root, Wed Apr 30 06:40:28 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#include <algorithm> 32#include <algorithm>
34#include <functional> 33#include <functional>
35 34
36player * 35playervec players;
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47 36
48void 37void
49display_motd (const object *op) 38display_motd (const object *op)
50{ 39{
51 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
125 114
126 news[0] = '\0'; 115 news[0] = '\0';
127 subject[0] = '\0'; 116 subject[0] = '\0';
128 size = 0; 117 size = 0;
129 118
130 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
131 { 120 {
132 if (*buf == '#') 121 if (*buf == '#')
133 continue; 122 continue;
134 123
135 if (*buf == '%') 124 if (*buf == '%')
136 { /* send one news */ 125 { /* send one news */
137 if (size > 0) 126 if (size > 0)
138 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 */
128
139 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
140 strip_endline (subject); 130 strip_endline (subject);
141 size = 0; 131 size = 0;
142 news[0] = '\0'; 132 news[0] = '\0';
143 } 133 }
152 size += strlen (buf); 142 size += strlen (buf);
153 } 143 }
154 } 144 }
155 145
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 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);
158 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
159} 149}
160 150
161/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
162static void 152static void
163set_first_map (object *op) 153set_first_map (object *op)
164{ 154{
165 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
166 op->x = -1; 156 op->x = -1;
167 op->y = -1; 157 op->y = -1;
168 enter_exit (op, 0); 158}
159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
169} 195}
170 196
171// connect the player with a specific client 197// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
173void 199void
174player::connect (client *ns) 200player::connect (client *ns)
175{ 201{
176 this->ns = ns; 202 this->ns = ns;
177 ns->pl = this; 203 ns->pl = this;
178 204
179 next = first_player; 205 run_on = 0;
180 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
181 208
182 ns->update_look = 0; 209 ns->update_look = 0;
183 ns->look_position = 0; 210 ns->look_position = 0;
184 211
185 clear_los (ob); 212 clear_los (this);
213
214 ns->reset_stats ();
186 215
187 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
190 219
191 if (!legal_range (ob, shoottype)) 220 ob->update_weight ();
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob);
195 link_player_skills (ob); 221 link_player_skills (ob);
196 222
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200 224
201 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
202
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information
205 * to then update this. I don't think this will actually break anything - anyone
206 * that can use armour should be able to use a shield. What this may 'break'
207 * are features new characters get, eg, if someone starts up with a Q, they
208 * should be able to use a shield. However, old Q's won't get that advantage.
209 */
210 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211 SET_FLAG (ob, FLAG_USE_SHIELD);
212 226
213 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
214 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
215 { 229 {
216 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
217 231
218 shstr_cmp dragon_ability_force ("dragon_ability_force");
219 shstr_cmp dragon_skin_force ("dragon_skin_force");
220
221 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
222 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
223 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
224 abil = tmp; 235 abil = tmp;
225 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
226 skin = tmp; 237 skin = tmp;
227 238
228 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
229 } 240 }
230 241
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); 243
244 esrv_new_player (this);
245
246 ob->update_stats ();
238 247
239 ns->floorbox_update (); 248 ns->floorbox_update ();
240
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
244 251
245 enter_exit (ob, 0); 252 activate ();
246 253
247 send_rules (ob); 254 send_rules (ob);
248 send_news (ob); 255 send_news (ob);
249 display_motd (ob); 256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
250 INVOKE_PLAYER (LOGIN, this); 259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
251} 286}
252 287
253// the need for this function can be explained 288// the need for this function can be explained
254// by load_object not returning the object 289// by load_object not returning the object
255void 290void
256player::set_object (object *op) 291player::set_object (object *op)
257{ 292{
258 ob = op; 293 ob = observe = op;
259 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
260 295
296 ob->speed = 1.0f;
261 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
262 ob->speed = 1.0; 298
263 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */
266 300
267 set_first_map (ob); 301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
268 304
269 ob->roll_stats (); 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;
270} 334}
271 335
272player::player () 336player::player ()
273{ 337{
274 /* There are some elements we want initialized to non zero value - 338 /* There are some elements we want initialised to non zero value -
275 * we deal with that below this point. 339 * we deal with that below this point.
276 */ 340 */
277 outputs_sync = 16; /* Every 2 seconds */ 341 outputs_sync = 4;
278 outputs_count = 8; /* Keeps present behaviour */ 342 outputs_count = 4;
279 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
280 344
281 assign (savebed_map, first_map_path); /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
282 346
283 gen_sp_armour = 10; 347 gen_sp_armour = 10;
284 last_speed = -1;
285 shoottype = range_none;
286 bowtype = bow_normal; 348 bowtype = bow_normal;
287 petmode = pet_normal; 349 petmode = pet_normal;
288 listening = 10; 350 listening = 10;
289 usekeys = containers; 351 usekeys = containers;
290 last_weapon_sp = -1;
291 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
292 do_los = 1; 353 do_los = 1;
293 354
294 /* we need to clear these to -1 and not zero - otherwise, 355 weapon_sp = 1.0f;
295 * if a player quits and starts a new character, we wont 356 weapon_sp_left = 0.5f;
296 * send new values to the client, as things like exp start 357}
297 * at zero.
298 */
299 for (int i = 0; i < NUM_SKILLS; i++)
300 last_skill_exp[i] = -1;
301 358
302 for (int i = 0; i < NROFATTACKS; i++) 359void
303 last_resist[i] = -1; 360player::do_destroy ()
361{
362 disconnect ();
304 363
305 last_stats.exp = -1; 364 attachable::do_destroy ();
306 last_weight = (uint32) - 1; 365
366 if (ob)
367 {
368 ob->destroy_inv (false);
369 ob->destroy ();
370 }
371
372 ob = observe = 0;
307} 373}
308 374
309player::~player () 375player::~player ()
310{ 376{
311 terminate_all_pets (ob);
312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */ 377 /* Clear item stack */
346 free (stack_items); 378 free (stack_items);
347} 379}
348 380
349/* Tries to add player on the connection passed in ns. 381/* Tries to add player on the connection passed in ns.
354player::create () 386player::create ()
355{ 387{
356 player *pl = new player; 388 player *pl = new player;
357 389
358 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
396 set_first_map (pl->ob);
359 397
360 return pl; 398 return pl;
361} 399}
362 400
363/* 401/*
366 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
367 */ 405 */
368archetype * 406archetype *
369get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
370{ 408{
371 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
372 416
373 for (;;) 417 for (;;)
374 { 418 {
375 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
376 at = first_archetype; 420 i = archetypes.begin ();
377 else 421 else if (*i == at)
378 at = at->next; 422 cleanup ("not a single player archetype found");
379 423
380 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
381 return at; 425 return *i;
382
383 if (at == start)
384 {
385 LOG (llevError, "No Player archetypes\n");
386 exit (-1);
387 }
388 } 426 }
389} 427}
390 428
391object * 429object *
392get_nearest_player (object *mon) 430get_nearest_player (object *mon)
393{ 431{
394 object *op = NULL; 432 object *op = NULL;
395 player *pl = NULL;
396 objectlink *ol; 433 objectlink *ol;
397 unsigned lastdist; 434 unsigned lastdist;
398 rv_vector rv; 435 rv_vector rv;
399 436
400 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
401 { 438 {
402 /* We should not find free objects on this friendly list, but it
403 * does periodically happen. Given that, lets deal with it.
404 * While unlikely, it is possible the next object on the friendly
405 * list is also free, so encapsulate this in a while loop.
406 */
407 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
408 {
409 object *tmp = ol->ob;
410
411 /* Can't do much more other than log the fact, because the object
412 * itself will have been cleared.
413 */
414 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
415 ol = ol->next;
416 remove_friendly_object (tmp);
417 if (!ol)
418 return op;
419 }
420
421 /* Remove special check for player from this. First, it looks to cause
422 * some crashes (ol->ob->contr not set properly?), but secondly, a more
423 * complicated method of state checking would be needed in any case -
424 * as it was, a clever player could type quit, and the function would
425 * skip them over while waiting for confirmation. Remove
426 * on_same_map check, as can_detect_enemy also does this
427 */
428 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
429 continue; 440 continue;
430 441
431 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
432 { 443 {
433 op = ol->ob; 444 op = ol->ob;
434 lastdist = rv.distance; 445 lastdist = rv.distance;
435 } 446 }
436 } 447 }
437 for (pl = first_player; pl != NULL; pl = pl->next) 448
438 { 449 for_all_players (pl)
439 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
440 {
441
442 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
443 { 452 {
444 op = pl->ob; 453 op = pl->ob;
445 lastdist = rv.distance; 454 lastdist = rv.distance;
446 } 455 }
447 } 456
448 }
449#if 0 457#if 0
450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
451#endif 459#endif
452 return op; 460 return op;
453} 461}
511 x = mon->x; 519 x = mon->x;
512 y = mon->y; 520 y = mon->y;
513 m = mon->map; 521 m = mon->map;
514 dir = rv.direction; 522 dir = rv.direction;
515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
516 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
517 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
518 if (diff > max) 527 if (diff > max)
519 return 0; 528 return 0;
529
520 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
521 { 531 {
522 lastx = x; 532 lastx = x;
523 lasty = y; 533 lasty = y;
524 lastmap = m; 534 lastmap = m;
606 max--; 616 max--;
607 lastdir = dir; 617 lastdir = dir;
608 if (!firstdir) 618 if (!firstdir)
609 firstdir = dir; 619 firstdir = dir;
610 } 620 }
621
611 if (diff <= 1) 622 if (diff <= 1)
612 { 623 {
613 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
614 * headed toward player for entire distance. 625 * headed toward player for entire distance.
615 */ 626 */
616 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
617 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
618 } 629 }
630
619 if (diff > max) 631 if (diff > max)
620 return 0; 632 return 0;
621 } 633 }
634
622 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
623 if (!max) 636 if (!max)
624 return 0; 637 return 0;
625 638
626 return firstdir; 639 return firstdir;
627} 640}
628 641
629void 642void
630give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
631{ 644{
632 object *op, *next = NULL;
633
634 if (pl->randomitems != NULL) 645 if (pl->randomitems)
635 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
636 647
637 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
638 { 649 {
639 next = op->below; 650 next = op->below;
640 651
641 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
642 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
647 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
648 * by this player due to race restrictions 659 * by this player due to race restrictions
649 */ 660 */
650 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
651 { 662 {
652 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
653 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
654 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
655 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
656 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
657 { 670 {
658 op->destroy (); 671 op->destroy ();
659 continue; 672 continue;
660 } 673 }
661 } 674 }
684 if (op->nrof > 1) 697 if (op->nrof > 1)
685 op->nrof = 1; 698 op->nrof = 1;
686 } 699 }
687 700
688 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
689 {
690 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
691 }
692 703
693 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
694 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
695 * merged properly. 706 * merged properly.
696 */ 707 */
697 if (need_identify (op)) 708 if (need_identify (op))
698 { 709 {
699 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
700 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
701 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
702 } 713 }
714
703 if (op->type == SPELL) 715 if (op->type == SPELL)
704 { 716 {
705 op->destroy (); 717 op->destroy ();
706 continue; 718 continue;
707 } 719 }
709 { 721 {
710 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 op->stats.exp = 0; 723 op->stats.exp = 0;
712 op->level = 1; 724 op->level = 1;
713 } 725 }
714 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
715 else
716 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
717 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
718 729
719 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
720 link_player_skills (pl); 731 link_player_skills (pl);
740roll_stat (void) 751roll_stat (void)
741{ 752{
742 int a[4], i, j, k; 753 int a[4], i, j, k;
743 754
744 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
745 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
746 757
747 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
748 if (a[i] < k) 759 if (a[i] < k)
749 k = a[i], j = i; 760 k = a[i], j = i;
750 761
756} 767}
757 768
758void 769void
759object::roll_stats () 770object::roll_stats ()
760{ 771{
761 int statsort [7]; 772 int statsort [NUM_STATS];
762 773
763 for (;;) 774 for (;;)
764 { 775 {
765 int sum = 0; 776 int sum = 0;
766 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
767 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
768 779
769 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
770 break; 781 break;
771 } 782 }
772 783
773 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
774 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
775 786
787 for (int i = 0; i < NUM_STATS; ++i)
776 stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
777 stats.Dex = statsort[1];
778 stats.Con = statsort[2];
779 stats.Int = statsort[3];
780 stats.Wis = statsort[4];
781 stats.Pow = statsort[5];
782 stats.Cha = statsort[6];
783 789
784 stats.exp = 0; 790 stats.exp = 0;
785 stats.ac = 0; 791 stats.ac = 0;
786 792
787 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
799} 805}
800 806
801void 807void
802object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
803{ 809{
804 int tmp = get_attr_value (&contr->orig_stats, a); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
805 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
806 set_attr_value (&contr->orig_stats, b, tmp);
807 811
812 for (int i = 0; i < NUM_STATS; ++i)
808 stats.Str = contr->orig_stats.Str; 813 stats.stat (i) = contr->orig_stats.stat (i);
809 stats.Dex = contr->orig_stats.Dex;
810 stats.Con = contr->orig_stats.Con;
811 stats.Int = contr->orig_stats.Int;
812 stats.Wis = contr->orig_stats.Wis;
813 stats.Pow = contr->orig_stats.Pow;
814 stats.Cha = contr->orig_stats.Cha;
815 814
816 //TODO: the following code looks so borked and should, at the very least, 815 //TODO: the following code looks so borked and should, at the very least,
817 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
818 stats.ac = 0; 817 stats.ac = 0;
819 818
831 contr->levsp[1] = 6; 830 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3; 831 contr->levgrace[1] = 3;
833 832
834 contr->orig_stats = stats; 833 contr->orig_stats = stats;
835 } 834 }
835}
836
837static void
838start_info (object *op)
839{
840 char buf[MAX_BUF];
841
842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
843 new_draw_info (NDI_UNIQUE, 0, op, buf);
836} 844}
837 845
838/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
839 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
840 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
841 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
842 * not the class. 850 * not the class.
843 */ 851 */
844int 852void
845key_change_class (object *op, char key) 853player::chargen_race_done ()
846{ 854{
847 int tmp_loop;
848
849 if (key == 'd' || key == 'D')
850 {
851 char buf[MAX_BUF];
852
853 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
854 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr);
855 857
856 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
857 if (tl) 859 if (tl)
858 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
859 861
860 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
861 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
862 864
863 op->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
864 866
865 if (op->msg) 867 if (ob->msg)
866 op->msg = NULL; 868 ob->msg = 0;
867 869
868 /* We create this now because some of the unique maps will need it 870 /* We create this now because some of the unique maps will need it
869 * to save here. 871 * to save here.
870 */ 872 */
873 {
874 char buf[MAX_BUF];
871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
872 make_path_to_file (buf); 876 make_path_to_file (buf);
877 }
873 878
874#ifdef AUTOSAVE
875 op->contr->last_save_tick = pticks;
876#endif
877 start_info (op); 879 start_info (ob);
878 CLEAR_FLAG (op, FLAG_WIZ); 880 CLEAR_FLAG (ob, FLAG_WIZ);
879 give_initial_items (op, op->randomitems); 881 give_initial_items (ob, ob->randomitems);
880 link_player_skills (op); 882 link_player_skills (ob);
881 esrv_send_inventory (op, op); 883 esrv_send_inventory (ob, ob);
882 op->update_stats (); 884 ob->update_stats ();
883 885
884 /* This moves the player to a different start map, if there 886 /* This moves the player to a different start map, if there
885 * is one for this race 887 * is one for this race
886 */ 888 */
887 if (*first_map_ext_path) 889 if (*first_map_ext_path)
888 { 890 {
889 object *tmp; 891 object *tmp;
890 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
891 893
892 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
893 tmp = object::create (); 895 tmp = object::create ();
894 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
895 EXIT_X (tmp) = op->x; 897 EXIT_X (tmp) = ob->x;
896 EXIT_Y (tmp) = op->y; 898 EXIT_Y (tmp) = ob->y;
897 enter_exit (op, tmp); /* we don't really care if it succeeded; 899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
898 * if the map isn't there, then stay on the 900 * if the map isn't there, then stay on the
899 * default initial map */ 901 * default initial map */
900 tmp->destroy (); 902 tmp->destroy ();
901 } 903 }
902 else 904 else
903 LOG (llevDebug, "first_map_ext_path not set\n"); 905 LOG (llevDebug, "first_map_ext_path not set\n");
906}
904 907
905 return 0; 908void
906 } 909player::chargen_race_next ()
907 910{
908 /* Following actually changes the race - this is the default command 911 /* Following actually changes the race - this is the default command
909 * if we don't match with one of the options above. 912 * if we don't match with one of the options above.
910 */ 913 */
911 914
912 tmp_loop = 0; 915 do
913 while (!tmp_loop)
914 { 916 {
915 shstr name = op->name; 917 shstr name = ob->name;
916 int x = op->x, y = op->y; 918 int x = ob->x, y = ob->y;
917 919
918 op->remove_statbonus (); 920 ob->remove_statbonus ();
919 op->remove (); 921 ob->remove ();
920 op->arch = get_player_archetype (op->arch); 922 ob->arch = get_player_archetype (ob->arch);
921 op->arch->clone.copy_to (op); 923 ob->arch->copy_to (ob);
922 op->instantiate (); 924 ob->instantiate ();
923 op->stats = op->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
924 op->name = op->name_pl = name; 926 ob->name = ob->name_pl = name;
925 op->x = x; 927 ob->x = x;
926 op->y = y; 928 ob->y = y;
927 SET_ANIMATION (op, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
928 insert_ob_in_map (op, op->map, op, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
929 assign (op->contr->title, op->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
930 op->add_statbonus (); 932 ob->add_statbonus ();
931 tmp_loop = allowed_class (op);
932 } 933 }
934 while (!allowed_class (ob));
933 935
934 update_object (op, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
935 esrv_update_item (UPD_FACE, op, op); 937 esrv_update_item (UPD_FACE, ob, ob);
936 op->update_stats (); 938 ob->update_stats ();
937 op->stats.hp = op->stats.maxhp; 939 ob->stats.hp = ob->stats.maxhp;
938 op->stats.sp = op->stats.maxsp; 940 ob->stats.sp = ob->stats.maxsp;
939 op->stats.grace = 0; 941 ob->stats.grace = 0;
940
941 if (op->msg)
942 new_draw_info (NDI_BLUE, 0, op, op->msg);
943
944 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
945 return 0;
946}
947
948int
949key_confirm_quit (object *op, char key)
950{
951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
952 {
953 op->contr->ns->state = ST_PLAYING;
954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
955 return 1;
956 }
957
958 INVOKE_PLAYER (LOGOUT, op->contr);
959 INVOKE_PLAYER (QUIT, op->contr);
960
961 terminate_all_pets (op);
962 leave_map (op);
963 op->direction = 0;
964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
965
966 strcpy (op->contr->killer, "quit");
967 check_score (op);
968 op->contr->party = 0;
969 op->contr->own_title[0] = '\0';
970
971 object_ptr ob = op;
972
973 delete ob->contr;
974
975 /* We need to hunt for any per player unique maps in memory and
976 * get rid of them. The trailing slash in the path is intentional,
977 * so that players named 'Ab' won't match against players 'Abe' pathname
978 */
979 char buf[MAX_BUF];
980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
981
982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
984 next = mp->next;
985
986 if (!strncmp (mp->path, buf, strlen (buf)))
987 delete_map (mp);
988 }
989
990 delete_character (ob->name, 1);
991
992 return 1;
993} 942}
994 943
995void 944void
996flee_player (object *op) 945flee_player (object *op)
997{ 946{
1044 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1045 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1046 op->enemy = NULL; 995 op->enemy = NULL;
1047} 996}
1048 997
1049
1050/* check_pick sees if there is stuff to be picked up/picks up stuff. 998/* check_pick sees if there is stuff to be picked up/picks up stuff.
1051 * IT returns 1 if the player should keep on moving, 0 if he should 999 * It returns 1 if the player should keep on moving, 0 if he should
1052 * stop. 1000 * stop.
1053 */ 1001 */
1054int 1002int
1055check_pick (object *op) 1003check_pick (object *op)
1056{ 1004{
1057 object *tmp, *next; 1005 object *tmp, *next;
1058 int stop = 0; 1006 int stop = 0;
1059 int j, k, wvratio; 1007 int wvratio;
1060 char putstring[128], tmpstr[16]; 1008 char putstring[128];
1061 1009
1062 /* if you're flying, you cna't pick up anything */ 1010 /* if you're flying, you cna't pick up anything */
1063 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1064 return 1; 1012 return 1;
1065 1013
1066 next = op->below; 1014 next = op->below;
1067 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1068 /* loop while there are items on the floor that are not marked as 1019 /* loop while there are items on the floor that are not marked as
1069 * destroyed */ 1020 * destroyed */
1070 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1071 { 1022 {
1072 tmp = next; 1023 tmp = next;
1073 next = tmp->below; 1024 next = tmp->below;
1074 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1075 if (op->destroyed ()) 1032 if (op->destroyed ())
1076 return 0; 1033 return 0;
1077 1034
1078 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1079 continue; 1036 continue;
1080 1037
1081 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1082 { 1039 {
1083 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1084 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1085 continue; 1042 continue;
1086 } 1043 }
1087 1044
1088 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1089 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1091 switch (op->contr->mode) 1048 switch (op->contr->mode)
1092 { 1049 {
1093 case 0: 1050 case 0:
1094 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1095 case 1: 1052 case 1:
1096 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1097 return 1; 1054 return 1;
1098 case 2: 1055 case 2:
1099 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1100 return 0; 1057 return 0;
1101 case 3: 1058 case 3:
1102 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1103 case 4: 1060 case 4:
1104 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1105 break; 1062 break;
1106 case 5: 1063 case 5:
1107 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1108 stop = 1; 1065 stop = 1;
1109 break; 1066 break;
1110 case 6: 1067 case 6:
1111 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1112 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1113 break; 1071 break;
1114 1072
1115 case 7: 1073 case 7:
1116 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1117 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1118 break; 1076 break;
1119 1077
1120 default: 1078 default:
1121 /* use value density */ 1079 /* use value density */
1122 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1123 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1124 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1125 } 1083 }
1126 } 1084 }
1127 else 1085 else
1128 { /* old model */ 1086 { /* old model */
1129 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1133 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136 else 1094 else
1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139 1097
1140 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1141 } 1099 }
1142 1100
1143 /* philosophy: 1101 /* philosophy:
1184 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1185 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1186 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1187 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1188 { 1146 {
1189 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1190 continue; 1148 continue;
1191 } 1149 }
1192 1150
1193 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1194 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1195 { 1153 {
1196 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1197 continue; 1155 continue;
1198 } 1156 }
1199 1157
1200 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1201 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1202 { 1160 {
1203 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1204 continue; 1162 continue;
1205 } 1163 }
1206 1164
1207 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1208 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1209 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1210 { 1168 {
1211 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1212 continue; 1170 continue;
1213 } 1171 }
1214 1172
1215 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1216 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1217 { 1175 {
1218 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1219 continue; 1177 continue;
1220 } 1178 }
1221 1179
1222 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1223 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1224 { 1182 {
1225 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1226 continue; 1184 continue;
1227 } 1185 }
1228 1186
1229 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1230 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1231 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1232 { 1190 {
1233 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1234 continue; 1192 continue;
1235 } 1193 }
1236 1194
1237 /* pick up all magical items */ 1195 /* pick up all magical items */
1238 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1239 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1240 { 1198 {
1241 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1242 continue; 1200 continue;
1243 } 1201 }
1244 1202
1245 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1246 { 1204 {
1247 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1248 { 1206 {
1249 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1250 continue; 1208 continue;
1251 } 1209 }
1252 } 1210 }
1253 1211
1254 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1255 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1256 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1257 { 1215 {
1258 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1259 continue; 1217 continue;
1260 } 1218 }
1261 1219
1262 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1263 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1264 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1265 { 1223 {
1266 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1267 continue; 1225 continue;
1268 } 1226 }
1269 1227
1270 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1271 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1272 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1273 { 1231 {
1274 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1275 continue; 1233 continue;
1276 } 1234 }
1277 1235
1278 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1279 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1280 { 1238 {
1281 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1282 continue; 1240 continue;
1283 } 1241 }
1284 1242
1285 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1286 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1287 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1288 { 1246 {
1289 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1290 continue; 1248 continue;
1291 } 1249 }
1292 1250
1293 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1294 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1295 { 1253 {
1296 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1297 continue; 1255 continue;
1298 } 1256 }
1299 1257
1300 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1301 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1302 { 1260 {
1303 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1304 continue; 1262 continue;
1305 } 1263 }
1306 1264
1307 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1308 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1309 { 1267 {
1310 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1311 continue; 1269 continue;
1312 } 1270 }
1313 1271
1314 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1315 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1316 { 1274 {
1317 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1318 continue; 1276 continue;
1319 } 1277 }
1320 1278
1321 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1322 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1323 { 1281 {
1324 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1325 continue; 1283 continue;
1326 } 1284 }
1327 1285
1328 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1329 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1330 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1331 { 1289 {
1332 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1333 continue; 1291 continue;
1334 } 1292 }
1335 1293
1336 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1337 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1338 { 1296 {
1339 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1340 { 1298 {
1341 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1342 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1343 { 1301 {
1344 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1345 continue; 1303 continue;
1346 } 1304 }
1347 } 1305 }
1348 1306
1349 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1350 { 1308 {
1351 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1352 { 1310 {
1353 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1354 continue; 1312 continue;
1355 } 1313 }
1356 } 1314 }
1357 } 1315 }
1358 1316
1359 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1360 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1361 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1362 { 1320 {
1363 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1364 continue; 1322 continue;
1365 } 1323 }
1366 1324
1367 /* any of the last 4 bits set means we use the ratio for value 1325 /* any of the last 4 bits set means we use the ratio for value
1368 * pickups */ 1326 * pickups */
1373 /* >=7 is the old standard setting. Now we take the last 4 bits 1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1374 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1375 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1376 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1377 { 1335 {
1378 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1379#if 0 1337#if 0
1380 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1381 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1382 { 1340 {
1383 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1384 } 1342 }
1385 else 1343 else
1386 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1387 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1388 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1389#endif 1347#endif
1390 continue; 1348 continue;
1391 } 1349 }
1402 * found object is returned. 1360 * found object is returned.
1403 */ 1361 */
1404object * 1362object *
1405find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1406{ 1364{
1407 object *tmp = NULL;
1408
1409 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1410 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1411 tmp = find_arrow (op, type);
1412 else if (op->type == ARROW && op->race == type) 1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp);
1368
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type))
1372 {
1373 splay (tmp);
1413 return op; 1374 return arrow;
1375 }
1376
1414 return tmp; 1377 return 0;
1415} 1378}
1416 1379
1417/* 1380/*
1418 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1419 * against the target. A full test is not performed, simply a basic test 1382 * against the target. A full test is not performed, simply a basic test
1420 * of resistances. The archer is making a quick guess at what he sees down 1383 * of resistances. The archer is making a quick guess at what he sees down
1421 * the hall. Failing that it does it's best to pick the highest plus arrow. 1384 * the hall. Failing that it does it's best to pick the highest plus arrow.
1422 */ 1385 */
1423
1424object * 1386object *
1425find_better_arrow (object *op, object *target, const char *type, int *better) 1387find_better_arrow (object *op, object *target, const char *type, int *better)
1426{ 1388{
1427 object *tmp = NULL, *arrow, *ntmp; 1389 object *tmp = NULL, *arrow, *ntmp;
1428 int attacknum, attacktype, betterby = 0, i; 1390 int attacknum, attacktype, betterby = 0, i;
1443 } 1405 }
1444 } 1406 }
1445 else if (arrow->type == ARROW && arrow->race == type) 1407 else if (arrow->type == ARROW && arrow->race == type)
1446 { 1408 {
1447 /* allways prefer assasination/slaying */ 1409 /* allways prefer assasination/slaying */
1448 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1410 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1449 { 1411 {
1450 if (arrow->attacktype & AT_DEATH) 1412 if (arrow->attacktype & AT_DEATH)
1451 { 1413 {
1452 *better = 100; 1414 *better = 100;
1453 return arrow; 1415 return arrow;
1461 else 1423 else
1462 { 1424 {
1463 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1464 { 1426 {
1465 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1466 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1467 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1429 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1468 { 1430 {
1469 tmp = arrow; 1431 tmp = arrow;
1470 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1471 } 1433 }
1472 } 1434 }
1473 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1474 { 1436 {
1475 tmp = arrow; 1437 tmp = arrow;
1494 * find_better_arrow to find a decent arrow to use. 1456 * find_better_arrow to find a decent arrow to use.
1495 * op = the shooter 1457 * op = the shooter
1496 * type = bow->race 1458 * type = bow->race
1497 * dir = fire direction 1459 * dir = fire direction
1498 */ 1460 */
1499
1500object * 1461object *
1501pick_arrow_target (object *op, const char *type, int dir) 1462pick_arrow_target (object *op, const char *type, int dir)
1502{ 1463{
1503 object *tmp = NULL; 1464 object *tmp = NULL;
1504 maptile *m; 1465 maptile *m;
1569 */ 1530 */
1570int 1531int
1571fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1532fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1572{ 1533{
1573 object *left, *bow; 1534 object *left, *bow;
1574 int bowspeed, mflags; 1535 int mflags;
1575 maptile *m; 1536 maptile *m;
1576 1537
1577 if (!dir) 1538 if (!dir)
1578 { 1539 {
1579 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1540 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1580 return 0; 1541 return 0;
1581 } 1542 }
1582 1543
1583 if (op->type == PLAYER) 1544 if (op->contr)
1584 bow = op->contr->ranges[range_bow]; 1545 bow = op->current_weapon;
1585 else 1546 else
1586 { 1547 {
1587 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1588 /* Don't check for applied - monsters don't apply bows - in that way, they 1549 /* Don't check for applied - monsters don't apply bows - in that way, they
1589 * don't need to switch back and forth between bows and weapons. 1550 * don't need to switch back and forth between bows and weapons.
1594 if (!bow) 1555 if (!bow)
1595 { 1556 {
1596 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1597 return 0; 1558 return 0;
1598 } 1559 }
1560
1561 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below)
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1599 } 1568 }
1600 1569
1601 if (!bow->race || !bow->skill) 1570 if (!bow->race || !bow->skill)
1602 { 1571 {
1603 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1604 return 0; 1573 return 0;
1605 } 1574 }
1606
1607 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1608
1609 /* penalize ROF for bestarrow */
1610 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1611 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1612
1613 if (bowspeed < 1)
1614 bowspeed = 1;
1615 1575
1616 if (arrow == NULL) 1576 if (arrow == NULL)
1617 { 1577 {
1618 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1619 { 1579 {
1620 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1622 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1582 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1623 else 1583 else
1624 CLEAR_FLAG (op, FLAG_READY_BOW); 1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1625 return 0; 1586 return 0;
1626 } 1587 }
1627 } 1588 }
1628 1589
1629 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1642 arrow->destroy (); 1603 arrow->destroy ();
1643 return 0; 1604 return 0;
1644 } 1605 }
1645 1606
1646 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1647 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1648 if (!arrow) 1609 if (!arrow)
1649 { 1610 {
1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1651 return 0; 1612 return 0;
1652 } 1613 }
1653 1614
1654 arrow->set_owner (op); 1615 arrow->set_owner (op);
1655 arrow->skill = bow->skill; 1616 arrow->skill = bow->skill;
1656
1657 arrow->direction = dir; 1617 arrow->direction = dir;
1658 arrow->x = sx; 1618
1659 arrow->y = sy; 1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1620 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype;
1622
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625
1626#if 0
1627 if (player *pl = op->contr)
1628 {
1629 float speed = pl->weapon_sp;
1630
1631 /* penalize ROF for bestarrow */
1632 if (pl->bowtype == bow_bestarrow)
1633 speed *= .9f;
1634 else
1635 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1636
1637 op->speed_left += speed - op->speed;
1638 }
1639#endif
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642
1643 /* update the speed */
1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1645 + bow->stats.dam / 7.f;
1646
1647 arrow->set_speed (max (arrow->speed, 2.f));
1648 arrow->speed_left = 0;
1649
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1660 1651
1661 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1662 { 1653 {
1663 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1664 op->update_stats ();
1665 }
1666
1667 SET_ANIMATION (arrow, arrow->direction);
1668 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1669 arrow->stats.hp = arrow->stats.dam;
1670 arrow->stats.grace = arrow->attacktype;
1671 if (arrow->slaying != NULL)
1672 arrow->spellarg = strdup (arrow->slaying);
1673
1674 /* Note that this was different for monsters - they got their level
1675 * added to the damage. I think the strength bonus is more proper.
1676 */
1677
1678 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1679
1680 /* update the speed */
1681 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1682 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1683
1684 if (arrow->speed < 1.0)
1685 arrow->speed = 1.0;
1686 update_ob_speed (arrow);
1687 arrow->speed_left = 0;
1688
1689 if (op->type == PLAYER)
1690 {
1691 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1692 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1693 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1694
1695 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1654 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1655 wc -= dex_bonus[op->stats.Dex];
1656
1657 if (!arrow->slaying)
1658 arrow->slaying = op->slaying;
1659
1660 arrow->attacktype |= op->attacktype;
1696 } 1661 }
1697 else 1662 else
1698 { 1663 {
1699 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1700 arrow->level = op->level; 1664 arrow->level = op->level;
1701 } 1665 arrow->stats.wc -= bow->magic;
1702 1666
1703 if (arrow->attacktype == AT_PHYSICAL) 1667 if (!arrow->slaying)
1668 arrow->slaying = bow->slaying;
1669
1704 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1671 }
1705 1672
1706 if (bow->slaying) 1673 wc -= arrow->level;
1707 arrow->slaying = bow->slaying; 1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1708 1675
1709 arrow->map = m; 1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1710 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1711 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1712 1679
1713 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1714 insert_ob_in_map (arrow, m, op, 0); 1681 m->insert (arrow, sx, sy, op);
1715 1682
1716 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1717 move_arrow (arrow); 1684 move_arrow (arrow);
1718
1719 if (op->type == PLAYER)
1720 {
1721 if (left->destroyed ())
1722 esrv_del_item (op->contr, left->count);
1723 else
1724 esrv_send_item (op, left);
1725 }
1726 1685
1727 return 1; 1686 return 1;
1728} 1687}
1729 1688
1730/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1739{ 1698{
1740 int ret = 0, wcmod = 0; 1699 int ret = 0, wcmod = 0;
1741 1700
1742 if (op->contr->bowtype == bow_bestarrow) 1701 if (op->contr->bowtype == bow_bestarrow)
1743 { 1702 {
1744 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1703 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1745 } 1704 }
1746 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1705 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1747 { 1706 {
1748 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod = -1; 1708 wcmod = -1;
1709
1750 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1710 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 } 1711 }
1752 else if (op->contr->bowtype == bow_threewide) 1712 else if (op->contr->bowtype == bow_threewide)
1753 { 1713 {
1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1714 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1758 else if (op->contr->bowtype == bow_spreadshot) 1718 else if (op->contr->bowtype == bow_spreadshot)
1759 { 1719 {
1760 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1720 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1761 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1721 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1762 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1722 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1763
1764 } 1723 }
1765 else 1724 else
1766 { 1725 {
1767 /* Simple case */ 1726 /* Simple case */
1768 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 } 1728 }
1729
1770 return ret; 1730 return ret;
1771} 1731}
1772
1773 1732
1774/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
1775 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
1776 */ 1735 */
1777void 1736void
1778fire_misc_object (object *op, int dir) 1737fire_misc_object (object *op, int dir)
1779{ 1738{
1780 object *item; 1739 object *item = op->contr->ranged_ob;
1781 1740
1782 if (!op->contr->ranges[range_misc]) 1741 if (!item)
1783 { 1742 {
1784 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1743 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1785 return; 1744 return;
1786 } 1745 }
1787 1746
1788 item = op->contr->ranges[range_misc];
1789 if (!item->inv) 1747 if (!item->inv)
1790 { 1748 {
1791 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1792 return; 1750 return;
1793 } 1751 }
1752
1753 if (!op->change_weapon (item))
1754 return;
1755
1794 if (item->type == WAND) 1756 if (item->type == WAND)
1795 { 1757 {
1796 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
1797 { 1759 {
1798 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1762
1800 return; 1763 return;
1801 } 1764 }
1802 } 1765 }
1803 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1804 { 1767 {
1805 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1768 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1769
1770 // using the maximum of the rods charge allows at least one spell cast
1771 // for a rod or horn, this fixes some broken rods.
1772 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1806 { 1773 {
1807 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1774 op->contr->play_sound (sound_find ("wand_poof"));
1775
1808 if (item->type == ROD) 1776 if (item->type == ROD)
1809 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1810 else 1778 else
1811 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1780
1812 return; 1781 return;
1813 } 1782 }
1814 } 1783 }
1815 1784
1816 if (cast_spell (op, item, dir, item->inv, NULL)) 1785 if (cast_spell (op, item, dir, item->inv, NULL))
1823 object *tmp; 1792 object *tmp;
1824 1793
1825 if (item->arch) 1794 if (item->arch)
1826 { 1795 {
1827 CLEAR_FLAG (item, FLAG_ANIMATE); 1796 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1797 item->face = item->arch->face;
1829 item->speed = 0; 1798 item->set_speed (0);
1830 update_ob_speed (item);
1831 } 1799 }
1832 if ((tmp = item->in_player ())) 1800
1801 if (object *pl = item->visible_to ())
1833 esrv_update_item (UPD_ANIM, tmp, item); 1802 esrv_update_item (UPD_ANIM, pl, item);
1834 } 1803 }
1835 } 1804 }
1836 else if (item->type == ROD || item->type == HORN) 1805 else if (item->type == ROD || item->type == HORN)
1837 {
1838 drain_rod_charge (item); 1806 drain_rod_charge (item);
1839 }
1840 } 1807 }
1841} 1808}
1842 1809
1843/* Received a fire command for the player - go and do it. 1810/* Received a fire command for the player - go and do it.
1844 */ 1811 */
1845void 1812bool
1846fire (object *op, int dir) 1813fire (object *op, int dir)
1847{ 1814{
1848 int spellcost = 0; 1815 int spellcost = 0;
1849 1816
1850 /* check for loss of invisiblity/hide */ 1817 /* check for loss of invisiblity/hide */
1851 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
1852 make_visible (op); 1819 make_visible (op);
1853 1820
1854 switch (op->contr->shoottype) 1821 player *pl = op->contr;
1822
1823 if (pl->golem)
1824 {
1825 control_golem (op->contr->golem, dir);
1826 return false;
1855 { 1827 }
1856 case range_none:
1857 return;
1858 1828
1859 case range_bow: 1829 object *ob = pl->ranged_ob;
1830
1831 if (!ob)
1832 return false;
1833
1834 if (!op->change_weapon (ob))
1835 return false;
1836
1837 if (op->speed_left > 0.f)
1838 --op->speed_left;
1839 else
1840 return false;
1841
1842 switch (ob->type)
1843 {
1844 case BOW:
1860 player_fire_bow (op, dir); 1845 player_fire_bow (op, dir);
1861 return; 1846 break;
1862 1847
1863 case range_magic: /* Casting spells */ 1848 case SPELL:
1864 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1849 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1865 return; 1850 break;
1866 1851
1867 case range_misc: 1852 case BUILDER:
1853 apply_map_builder (op, dir);
1854 break;
1855
1856 case SKILL:
1857 do_skill (op, op, ob, dir, 0);
1858 break;
1859
1860 default:
1868 fire_misc_object (op, dir); 1861 fire_misc_object (op, dir);
1869 return; 1862 break;
1870
1871 case range_golem: /* Control summoned monsters from scrolls */
1872 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1873 {
1874 op->contr->ranges[range_golem] = 0;
1875 op->contr->shoottype = range_none;
1876 }
1877 else
1878 control_golem (op->contr->ranges[range_golem], dir);
1879 return;
1880
1881 case range_skill:
1882 if (!op->chosen_skill)
1883 {
1884 if (op->type == PLAYER)
1885 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1886 return;
1887 }
1888 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1889 return;
1890 case range_builder:
1891 apply_map_builder (op, dir);
1892 return;
1893 default:
1894 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1895 return;
1896 } 1863 }
1897}
1898 1864
1899 1865 return true;
1866}
1900 1867
1901/* find_key 1868/* find_key
1902 * We try to find a key for the door as passed. If we find a key 1869 * We try to find a key for the door as passed. If we find a key
1903 * and successfully use it, we return the key, otherwise NULL 1870 * and successfully use it, we return the key, otherwise NULL
1904 * This function merges both normal and locked door, since the logic 1871 * This function merges both normal and locked door, since the logic
1906 * pl is the player, 1873 * pl is the player,
1907 * inv is the objects inventory to searched 1874 * inv is the objects inventory to searched
1908 * door is the door we are trying to match against. 1875 * door is the door we are trying to match against.
1909 * This function can be called recursively to search containers. 1876 * This function can be called recursively to search containers.
1910 */ 1877 */
1911
1912object * 1878object *
1913find_key (object *pl, object *container, object *door) 1879find_key (object *pl, object *container, object *door)
1914{ 1880{
1915 object *tmp, *key; 1881 object *tmp, *key;
1916 1882
1917 /* Should not happen, but sanity checking is never bad */ 1883 /* Should not happen, but sanity checking is never bad */
1918 if (container->inv == NULL) 1884 if (!container->inv)
1919 return NULL; 1885 return 0;
1920 1886
1921 /* First, lets try to find a key in the top level inventory */ 1887 /* First, lets try to find a key in the top level inventory */
1922 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1888 for (tmp = container->inv; tmp; tmp = tmp->below)
1923 { 1889 {
1924 if (door->type == DOOR && tmp->type == KEY) 1890 if (door->type == DOOR && tmp->type == KEY)
1925 break; 1891 break;
1926 /* For sanity, we should really check door type, but other stuff 1892 /* For sanity, we should really check door type, but other stuff
1927 * (like containers) can be locked with special keys 1893 * (like containers) can be locked with special keys
1928 */ 1894 */
1929 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1895 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1930 break; 1896 break;
1931 } 1897 }
1898
1932 /* No key found - lets search inventories now */ 1899 /* No key found - lets search inventories now */
1933 /* If we find and use a key in an inventory, return at that time. 1900 /* If we find and use a key in an inventory, return at that time.
1934 * otherwise, if we search all the inventories and still don't find 1901 * otherwise, if we search all the inventories and still don't find
1935 * a key, return 1902 * a key, return
1936 */ 1903 */
1937 if (!tmp) 1904 if (!tmp)
1938 { 1905 {
1939 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1906 for (tmp = container->inv; tmp; tmp = tmp->below)
1940 { 1907 {
1941 /* No reason to search empty containers */ 1908 /* No reason to search empty containers */
1942 if (tmp->type == CONTAINER && tmp->inv) 1909 if (tmp->type == CONTAINER && tmp->inv)
1943 { 1910 {
1944 if ((key = find_key (pl, tmp, door)) != NULL) 1911 if ((key = find_key (pl, tmp, door)))
1945 return key; 1912 return key;
1946 } 1913 }
1947 } 1914 }
1915
1948 if (!tmp) 1916 if (!tmp)
1949 return NULL; 1917 return NULL;
1950 } 1918 }
1919
1951 /* We get down here if we have found a key. Now if its in a container, 1920 /* We get down here if we have found a key. Now if its in a container,
1952 * see if we actually want to use it 1921 * see if we actually want to use it
1953 */ 1922 */
1954 if (pl != container) 1923 if (pl != container)
1955 { 1924 {
1976 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1945 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1977 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1946 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1978 return NULL; 1947 return NULL;
1979 } 1948 }
1980 } 1949 }
1950
1981 return tmp; 1951 return tmp;
1982} 1952}
1983 1953
1984/* moved door processing out of move_player_attack. 1954/* moved door processing out of move_player_attack.
1985 * returns 1 if player has opened the door with a key 1955 * returns 1 if player has opened the door with a key
1987 * 0 otherwise 1957 * 0 otherwise
1988 */ 1958 */
1989static int 1959static int
1990player_attack_door (object *op, object *door) 1960player_attack_door (object *op, object *door)
1991{ 1961{
1992 /* If its a door, try to find a use a key. If we do destroy the door, 1962 /* If its a door, try to find a key. If we do destroy the door,
1993 * might as well return immediately as there is nothing more to do - 1963 * might as well return immediately as there is nothing more to do -
1994 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
1995 */ 1965 */
1996 object *key = find_key (op, op, door); 1966 object *key = find_key (op, op, door);
1997 1967
1998 /* IF we found a key, do some extra work */ 1968 /* If we found a key, do some extra work */
1999 if (key) 1969 if (key)
2000 { 1970 {
2001 object *container = key->env; 1971 object *container = key->env;
2002 1972
2003 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2004 if (action_makes_visible (op)) 1973 if (action_makes_visible (op))
2005 make_visible (op); 1974 make_visible (op);
1975
2006 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2007 spring_trap (door->inv, op); 1977 spring_trap (door->inv, op);
1978
2008 if (door->type == DOOR) 1979 if (door->type == DOOR)
2009 {
2010 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2011 }
2012 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2013 { 1982 {
2014 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1983 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2015 remove_door2 (door); /* remove door without violence ;-) */ 1984 remove_door2 (door); /* remove door without violence ;-) */
2016 } 1985 }
1986
2017 /* Do this after we print the message */ 1987 /* Do this after we print the message */
2018 decrease_ob (key); /* Use up one of the keys */ 1988 key->decrease (); /* Use up one of the keys */
2019 /* Need to update the weight the container the key was in */ 1989
2020 if (container != op)
2021 esrv_update_item (UPD_WEIGHT, op, container);
2022 return 1; /* Nothing more to do below */ 1990 return 1; /* Nothing more to do below */
2023 } 1991 }
2024 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2025 { 1993 {
2026 /* Might as well return now - no other way to open this */ 1994 /* Might as well return now - no other way to open this */
2027 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1995 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2028 return 1; 1996 return 1;
2029 } 1997 }
1998
2030 return 0; 1999 return 0;
2031} 2000}
2032 2001
2033/* This function is just part of a breakup from move_player. 2002/* This function is just part of a breakup from move_player.
2034 * It should keep the code cleaner. 2003 * It should keep the code cleaner.
2035 * When this is called, the players direction has been updated 2004 * When this is called, the players direction has been updated
2036 * (taking into account confusion.) The player is also actually 2005 * (taking into account confusion.) The player is also actually
2037 * going to try and move (not fire weapons). 2006 * going to try and move (not fire weapons).
2038 */ 2007 */
2039void 2008bool
2040move_player_attack (object *op, int dir) 2009move_player_attack (object *op, int dir)
2041{ 2010{
2042 object *tmp, *mon;
2043 sint16 nx, ny;
2044 int on_battleground; 2011 int on_battleground;
2045 maptile *m;
2046 2012
2047 nx = freearr_x[dir] + op->x; 2013 sint16 nx = freearr_x[dir] + op->x;
2048 ny = freearr_y[dir] + op->y; 2014 sint16 ny = freearr_y[dir] + op->y;
2049 2015
2050 on_battleground = op_on_battleground (op, 0, 0); 2016 on_battleground = op_on_battleground (op, 0, 0);
2017
2018 if (out_of_map (op->map, nx, ny))
2019 return false;
2020
2021 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022 {
2023 --op->speed_left;
2024 return true;
2025 }
2051 2026
2052 /* If braced, or can't move to the square, and it is not out of the 2027 /* If braced, or can't move to the square, and it is not out of the
2053 * map, attack it. Note order of if statement is important - don't 2028 * map, attack it. Note order of if statement is important - don't
2054 * want to be calling move_ob if braced, because move_ob will move the 2029 * want to be calling move_ob if braced, because move_ob will move the
2055 * player. This is a pretty nasty hack, because if we could 2030 * player. This is a pretty nasty hack, because if we could
2056 * move to some space, it then means that if we are braced, we should 2031 * move to some space, it then means that if we are braced, we should
2057 * do nothing at all. As it is, if we are braced, we go through 2032 * do nothing at all. As it is, if we are braced, we go through
2058 * quite a bit of processing. However, it probably is less than what 2033 * quite a bit of processing. However, it probably is less than what
2059 * move_ob uses. 2034 * move_ob uses.
2060 */ 2035 */
2061 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2036 maptile *m = op->map->xy_find (nx, ny);
2062 {
2063 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2064 {
2065 m = get_map_from_coord (op->map, &nx, &ny);
2066 if (!m)
2067 return; /* Don't think this should happen */
2068 }
2069 else
2070 m = op->map;
2071 2037
2072 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2073 {
2074 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2075 return;
2076 }
2077
2078 mon = 0;
2079 /* Go through all the objects, and find ones of interest. Only stop if 2038 /* Go through all the objects, and find ones of interest. Only stop if
2080 * we find a monster - that is something we know we want to attack. 2039 * we find a monster - that is something we know we want to attack.
2081 * if its a door or barrel (can roll) see if there may be monsters 2040 * if its a door or barrel (can roll) see if there may be monsters
2082 * on the space 2041 * on the space
2083 */ 2042 */
2084 while (tmp) 2043 object *mon;
2085 { 2044 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2086 if (tmp == op) 2045 {
2087 { 2046 if ((mon->flag [FLAG_ALIVE]
2088 tmp = tmp->above; 2047 || mon->type == LOCKED_DOOR
2089 continue; 2048 || mon->flag [FLAG_CAN_ROLL])
2090 }
2091
2092 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2093 {
2094 mon = tmp; 2049 && mon != op)
2095 break; 2050 break;
2096 } 2051 }
2097 2052
2098 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2099 mon = tmp;
2100
2101 tmp = tmp->above;
2102 }
2103
2104 if (!mon) /* This happens anytime the player tries to move */ 2053 if (!mon) /* This happens anytime the player tries to move */
2105 return; /* into a wall */ 2054 return false; /* into a wall */
2106 2055
2107 if (mon->head)
2108 mon = mon->head; 2056 mon = mon->head_ ();
2109 2057
2110 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2058 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2059 if (op->contr->weapon_sp_left > 0.f)
2111 if (player_attack_door (op, mon)) 2060 if (player_attack_door (op, mon))
2061 {
2062 --op->contr->weapon_sp_left;
2112 return; 2063 return true;
2064 }
2113 2065
2114 /* The following deals with possibly attacking peaceful 2066 /* The following deals with possibly attacking peaceful
2115 * or frienddly creatures. Basically, all players are considered 2067 * or friendly creatures. Basically, all players are considered
2116 * unaggressive. If the moving player has peaceful set, then the 2068 * unaggressive. If the moving player has peaceful set, then the
2117 * object should be pushed instead of attacked. It is assumed that 2069 * object should be pushed instead of attacked. It is assumed that
2118 * if you are braced, you will not attack friends accidently, 2070 * if you are braced, you will not attack friends accidently,
2119 * and thus will not push them. 2071 * and thus will not push them.
2120 */ 2072 */
2121 2073
2122 /* If the creature is a pet, push it even if the player is not 2074 /* If the creature is a pet, push it even if the player is not
2123 * peaceful. Our assumption is the creature is a pet if the 2075 * peaceful. Our assumption is the creature is a pet if the
2124 * player owns it and it is either friendly or unagressive. 2076 * player owns it and it is either friendly or unagressive.
2125 */ 2077 */
2126 if ((op->type == PLAYER) 2078 if (op->type == PLAYER
2127#if COZY_SERVER
2128 &&
2129 ((mon->owner && mon->owner->contr 2079 && ((mon->owner && mon->owner->contr
2130 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2080 && same_party (mon->owner->contr->party, op->contr->party))
2131#else
2132 && mon->owner == op 2081 || mon->owner == op)
2133#endif
2134 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2082 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2135 { 2083 {
2136 /* If we're braced, we don't want to switch places with it */ 2084 /* If we're braced, we don't want to switch places with it */
2137 if (op->contr->braced) 2085 if (op->contr->braced)
2138 return; 2086 return false;
2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2087
2088 if (op->speed_left > 0.f)
2089 {
2090 --op->speed_left;
2091
2092 op->play_sound (sound_find ("push_player"));
2140 (void) push_ob (mon, dir, op); 2093 push_ob (mon, dir, op);
2094
2141 if (op->contr->tmp_invis || op->hide) 2095 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op); 2096 make_visible (op);
2097
2143 return; 2098 return true;
2144 } 2099 }
2100 else
2101 return false;
2102 }
2145 2103
2146 /* in certain circumstances, you shouldn't attack friendly 2104 /* in certain circumstances, you shouldn't attack friendly
2147 * creatures. Note that if you are braced, you can't push 2105 * creatures. Note that if you are braced, you can't push
2148 * someone, but put it inside this loop so that you won't 2106 * someone, but put it inside this loop so that you won't
2149 * attack them either. 2107 * attack them either.
2150 */ 2108 */
2151 if ((mon->type == PLAYER || mon->enemy != op) && 2109 if ((mon->type == PLAYER || mon->enemy != op)
2152 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2110 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2153#ifdef PROHIBIT_PLAYERKILL
2154 (op->contr->peaceful 2111 && ((op->contr->peaceful
2155 || (mon->type == PLAYER 2112 || (mon->type == PLAYER && mon->contr->peaceful))
2156 && mon->contr->
2157 peaceful)) &&
2158#else
2159 op->contr->peaceful &&
2160#endif
2161 !on_battleground)) 2113 && !on_battleground))
2114 {
2115 if (op->speed_left > 0.f)
2162 { 2116 {
2117 --op->speed_left;
2118
2163 if (!op->contr->braced) 2119 if (!op->contr->braced)
2164 { 2120 {
2165 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2121 op->play_sound (sound_find ("push_player"));
2166 (void) push_ob (mon, dir, op); 2122 push_ob (mon, dir, op);
2167 } 2123 }
2168 else 2124 else
2169 new_draw_info (0, 0, op, "You withhold your attack"); 2125 op->statusmsg ("You withhold your attack");
2170 2126
2171 if (op->contr->tmp_invis || op->hide) 2127 if (op->contr->tmp_invis || op->hide)
2172 make_visible (op); 2128 make_visible (op);
2173 }
2174 2129
2130 return true;
2131 }
2132 }
2175 /* If the object is a boulder or other rollable object, then 2133 /* If the object is a boulder or other rollable object, then
2176 * roll it if not braced. You can't roll it if you are braced. 2134 * roll it if not braced. You can't roll it if you are braced.
2177 */ 2135 */
2178 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2136 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2137 {
2138 if (op->speed_left > 0.f)
2179 { 2139 {
2140 --op->speed_left;
2141
2180 recursive_roll (mon, dir, op); 2142 recursive_roll (mon, dir, op);
2181 if (action_makes_visible (op)) 2143 if (action_makes_visible (op))
2182 make_visible (op); 2144 make_visible (op);
2183 }
2184 2145
2146 return true;
2147 }
2148 }
2185 /* Any generic living creature. Including things like doors. 2149 /* Any generic living creature. Including things like doors.
2186 * Way it works is like this: First, it must have some hit points 2150 * Way it works is like this: First, it must have some hit points
2187 * and be living. Then, it must be one of the following: 2151 * and be living. Then, it must be one of the following:
2188 * 1) Not a player, 2) A player, but of a different party. Note 2152 * 1) Not a player, 2) A player, but of a different party. Note
2189 * that party_number -1 is no party, so attacks can still happen. 2153 * that party_number -1 is no party, so attacks can still happen.
2190 */ 2154 */
2191
2192 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2155 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2193 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2156 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2194 { 2157 {
2195 2158 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2196 /* If the player hasn't hit something this tick, and does
2197 * so, give them speed boost based on weapon speed. Doing
2198 * it here is better than process_players2, which basically
2199 * incurred a 1 tick offset.
2200 */
2201 if (!op->contr->has_hit)
2202 { 2159 {
2203 op->speed_left += op->speed / op->contr->weapon_sp; 2160 --op->contr->weapon_sp_left;
2204
2205 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2206 }
2207 2161
2208 skill_attack (mon, op, 0, 0, 0); 2162 skill_attack (mon, op, 0, 0, 0);
2209
2210 /* If attacking another player, that player gets automatic
2211 * hitback, and doesn't loose luck either.
2212 * Disable hitback on the battleground or if the target is
2213 * the wiz.
2214 */
2215 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2216 {
2217 short luck = mon->stats.luck;
2218
2219 mon->contr->has_hit = 1;
2220 skill_attack (op, mon, 0, 0, 0);
2221 mon->stats.luck = luck;
2222 }
2223 2163
2224 if (action_makes_visible (op)) 2164 if (action_makes_visible (op))
2225 make_visible (op); 2165 make_visible (op);
2226 }
2227 } /* if player should attack something */
2228}
2229 2166
2230int 2167 return true;
2168 }
2169 }
2170
2171 return false;
2172}
2173
2174bool
2231move_player (object *op, int dir) 2175move_player (object *op, int dir)
2232{ 2176{
2233 int pick; 2177 int pick;
2234 2178
2235 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2179 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2236 return 0; 2180 return 0;
2237 2181
2238 /* Sanity check: make sure dir is valid */ 2182 /* Sanity check: make sure dir is valid */
2239 if ((dir < 0) || (dir >= 9)) 2183 if ((dir < 0) || (dir >= 9))
2240 { 2184 {
2241 LOG (llevError, "move_player: invalid direction %d\n", dir); 2185 LOG (llevError, "move_player: invalid direction %d\n", dir);
2242 return 0; 2186 return 0;
2243 } 2187 }
2244 2188
2245 /* peterm: added following line */ 2189 /* peterm: added following line */
2246 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2190 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2247 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2191 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2248 2192
2249 op->facing = dir; 2193 op->facing = dir;
2250 2194
2251 if (op->hide) 2195 if (op->hide)
2252 do_hidden_move (op); 2196 do_hidden_move (op);
2253 2197
2198 bool retval;
2199
2254 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2200 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2255 /*nop */ ; 2201 retval = RESULT_INT (0);
2256 else if (op->contr->fire_on) 2202 else if (op->contr->fire_on)
2257 fire (op, dir); 2203 retval = fire (op, dir);
2258 else 2204 else
2259 { 2205 {
2260 move_player_attack (op, dir); 2206 retval = move_player_attack (op, dir);
2261 pick = check_pick (op); 2207 pick = check_pick (op);
2262 } 2208 }
2263 2209
2264 /* Add special check for newcs players and fire on - this way, the 2210 /* Add special check for newcs players and fire on - this way, the
2265 * server can handle repeat firing. 2211 * server can handle repeat firing.
2272 /* Update how the player looks. Use the facing, so direction may 2218 /* Update how the player looks. Use the facing, so direction may
2273 * get reset to zero. This allows for full animation capabilities 2219 * get reset to zero. This allows for full animation capabilities
2274 * for players. 2220 * for players.
2275 */ 2221 */
2276 animate_object (op, op->facing); 2222 animate_object (op, op->facing);
2277 return 0; 2223
2224 return retval;
2278} 2225}
2279 2226
2280/* This is similar to handle_player, below, but is only used by the 2227/* This is similar to handle_player, below, but is only used by the
2281 * new client/server stuff. 2228 * new client/server stuff.
2282 * This is sort of special, in that the new client/server actually uses 2229 * This is sort of special, in that the new client/server actually uses
2283 * the new speed values for commands. 2230 * the new speed values for commands.
2284 * 2231 *
2285 * Returns true if there are more actions we can do. 2232 * Returns true if there are more actions we can do. Should not do
2233 * many actions in a row, as that would be too unfair to other
2234 * players.
2286 */ 2235 */
2287int 2236bool
2288handle_newcs_player (object *op) 2237handle_newcs_player (object *op)
2289{ 2238{
2290 if (op->contr->hidden)
2291 {
2292 op->invisible = 1000;
2293 /* the socket code flashes the player visible/invisible
2294 * depending on the value of invisible, so we need to
2295 * alternate it here for it to work correctly.
2296 */
2297 if (pticks & 2)
2298 op->invisible--;
2299 }
2300 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2301 {
2302 op->invisible--;
2303 if (!op->invisible)
2304 {
2305 make_visible (op);
2306 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2307 }
2308 }
2309
2310 if (QUERY_FLAG (op, FLAG_SCARED)) 2239 if (QUERY_FLAG (op, FLAG_SCARED))
2311 { 2240 {
2312 flee_player (op); 2241 if (op->speed_left > 0.f)
2313 /* If player is still scared, that is his action for this tick */
2314 if (QUERY_FLAG (op, FLAG_SCARED))
2315 { 2242 {
2316 op->speed_left--; 2243 --op->speed_left;
2244 flee_player (op);
2245
2317 return 0; 2246 return true;
2318 } 2247 }
2248 else
2249 return false;
2319 } 2250 }
2320
2321 /* I've been seeing crashes where the golem has been destroyed, but
2322 * the player object still points to the defunct golem. The code that
2323 * destroys the golem looks correct, and it doesn't always happen, so
2324 * put this in a a workaround to clean up the golem pointer.
2325 */
2326 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2327 op->contr->ranges[range_golem] = 0;
2328 2251
2329 /* call this here - we also will call this in do_ericserver, but 2252 /* call this here - we also will call this in do_ericserver, but
2330 * the players time has been increased when doericserver has been 2253 * the players time has been increased when doericserver has been
2331 * called, so we recheck it here. 2254 * called, so we recheck it here.
2332 */ 2255 */
2333 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2256 if (op->contr->ns->handle_command ())
2334 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2335 ;
2336
2337 if (op->speed_left < 0)
2338 return 0; 2257 return true;
2339 2258
2340 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2259 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2341 {
2342 /* All move commands take 1 tick, at least for now */
2343 op->speed_left--;
2344
2345 /* Instead of all the stuff below, let move_player take care
2346 * of it. Also, some of the skill stuff is only put in
2347 * there, as well as the confusion stuff.
2348 */
2349 move_player (op, op->direction); 2260 return move_player (op, op->direction);
2350 if (op->speed_left > 0)
2351 return 1;
2352 else
2353 return 0;
2354 }
2355 2261
2356 return 0; 2262 return false;
2357} 2263}
2358 2264
2359int 2265int
2360save_life (object *op) 2266save_life (object *op)
2361{ 2267{
2363 return 0; 2269 return 0;
2364 2270
2365 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2271 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2366 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2272 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2367 { 2273 {
2368 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2274 op->play_sound (sound_find ("ob_evaporate"));
2369 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2275 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2370
2371 if (op->contr)
2372 esrv_del_item (op->contr, tmp->count);
2373 2276
2374 tmp->destroy (); 2277 tmp->destroy ();
2375 CLEAR_FLAG (op, FLAG_LIFESAVE); 2278 CLEAR_FLAG (op, FLAG_LIFESAVE);
2376 2279
2377 if (op->stats.hp < 0) 2280 if (op->stats.hp < 0)
2390 return 0; 2293 return 0;
2391} 2294}
2392 2295
2393/* This goes throws the inventory and removes unpaid objects, and puts them 2296/* This goes throws the inventory and removes unpaid objects, and puts them
2394 * back in the map (location and map determined by values of env). This 2297 * back in the map (location and map determined by values of env). This
2395 * function will descend into containers. op is the object to start the search 2298 * function will descend into containers. op is the object to start the search
2396 * from. 2299 * from.
2397 */ 2300 */
2301static void
2302drop_unpaid_items (object *op, object *env)
2303{
2304 while (op)
2305 {
2306 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2307
2308 if (QUERY_FLAG (op, FLAG_UNPAID))
2309 op->insert_at (env);
2310 else if (op->inv)
2311 drop_unpaid_items (op->inv, env);
2312
2313 op = next;
2314 }
2315}
2316
2398void 2317void
2399remove_unpaid_objects (object *op, object *env) 2318object::drop_unpaid_items ()
2400{ 2319{
2401 object *next; 2320 if (!flag [FLAG_REMOVED])
2402 2321 ::drop_unpaid_items (inv, this);
2403 while (op)
2404 {
2405 next = op->below; /* Make sure we have a good value, in case
2406 * we remove object 'op'
2407 */
2408 if (QUERY_FLAG (op, FLAG_UNPAID))
2409 {
2410 op->remove ();
2411 op->x = env->x;
2412 op->y = env->y;
2413 if (env->type == PLAYER)
2414 esrv_del_item (env->contr, op->count);
2415 insert_ob_in_map (op, env->map, NULL, 0);
2416 }
2417 else if (op->inv)
2418 remove_unpaid_objects (op->inv, env);
2419
2420 op = next;
2421 }
2422} 2322}
2423 2323
2424/* 2324/*
2425 * Returns pointer a static string containing gravestone text 2325 * Returns pointer a static string containing gravestone text
2426 * Moved from apply.c to player.c - player.c is what 2326 * Moved from apply.c to player.c - player.c is what
2427 * actually uses this function. player.c may not be quite the 2327 * actually uses this function. player.c may not be quite the
2428 * best, a misc file for object actions is probably better, 2328 * best, a misc file for object actions is probably better,
2429 * but there isn't one in the server directory. 2329 * but there isn't one in the server directory.
2430 */ 2330 */
2431char * 2331const char *
2432gravestone_text (object *op) 2332gravestone_text (object *op)
2433{ 2333{
2434 static char buf2[MAX_BUF]; 2334 static dynbuf_text buf;
2435 char buf[MAX_BUF];
2436 time_t now = time (NULL);
2437 2335
2438 strcpy (buf2, " R.I.P.\n\n"); 2336 buf << "---- R.I.P. ----\n\n";
2337 op->name;
2338
2439 if (op->type == PLAYER) 2339 if (op->type == PLAYER)
2440 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2340 buf << " the " << op->contr->title;
2441 else
2442 sprintf (buf, "%s\n", &op->name);
2443 2341
2444 strncat (buf2, " ", 20 - strlen (buf) / 2); 2342 buf << "\n\n";
2445 strcat (buf2, buf); 2343
2344 buf << "who was level ";
2345 buf << (sint32)op->level << "\n\n" // OO breakdown
2346 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2347
2446 if (op->type == PLAYER) 2348 if (op->type == PLAYER)
2447 sprintf (buf, "who was in level %d when killed\n", op->level); 2349 buf << "by " << op->contr->killer_name () << ".\n\n";
2448 else
2449 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2450 2350
2451 strncat (buf2, " ", 20 - strlen (buf) / 2);
2452 strcat (buf2, buf);
2453 if (op->type == PLAYER)
2454 { 2351 {
2455 sprintf (buf, "by %s.\n\n", op->contr->killer); 2352 static char buf2[128];
2456 strncat (buf2, " ", 21 - strlen (buf) / 2); 2353 time_t now = time (NULL);
2457 strcat (buf2, buf);
2458 }
2459
2460 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2354 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2461 strncat (buf2, " ", 20 - strlen (buf) / 2); 2355 buf << buf2;
2462 strcat (buf2, buf); 2356 }
2463 2357
2464 return buf2; 2358 return buf;
2465} 2359}
2466 2360
2467void 2361void
2468do_some_living (object *op) 2362do_some_living (object *op)
2469{ 2363{
2476 int rate_grace = 2000; 2370 int rate_grace = 2000;
2477 const int max_hp = 1; 2371 const int max_hp = 1;
2478 const int max_sp = 1; 2372 const int max_sp = 1;
2479 const int max_grace = 1; 2373 const int max_grace = 1;
2480 2374
2481 if (op->contr->outputs_sync) 2375 if (op->contr->hidden)
2376 {
2377 op->invisible = 1000;
2378 /* the socket code flashes the player visible/invisible
2379 * depending on the value of invisible, so we need to
2380 * alternate it here for it to work correctly.
2381 */
2382 if (pticks & 2)
2383 op->invisible--;
2482 { 2384 }
2483 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2385 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2484 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2386 {
2485 flush_output_element (op, &op->contr->outputs[i]); 2387 if (!op->invisible--)
2388 {
2389 make_visible (op);
2390 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2391 }
2486 } 2392 }
2487 2393
2488 if (op->contr->ns->state == ST_PLAYING) 2394 if (op->contr->ns->state == ST_PLAYING)
2489 { 2395 {
2490 /* these next three if clauses make it possible to SLOW DOWN 2396 /* these next three if clauses make it possible to SLOW DOWN
2509 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2415 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2510 else 2416 else
2511 { 2417 {
2512 gen_grace = op->stats.maxgrace; 2418 gen_grace = op->stats.maxgrace;
2513 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2419 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2514 }
2515
2516 /* Regenerate Spell Points */
2517 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2518 {
2519 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2520 if (op->stats.sp < op->stats.maxsp)
2521 {
2522 op->stats.sp++;
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2525 {
2526 op->stats.food--;
2527 if (op->contr->digestion < 0)
2528 op->stats.food += op->contr->digestion;
2529 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food = last_food;
2531 }
2532 }
2533
2534 if (max_sp > 1)
2535 {
2536 over_sp = (gen_sp + 10) / rate_sp;
2537 if (over_sp > 0)
2538 {
2539 if (op->stats.sp < op->stats.maxsp)
2540 {
2541 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2542
2543 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2544 op->stats.sp--;
2545
2546 if (op->stats.sp > op->stats.maxsp)
2547 op->stats.sp = op->stats.maxsp;
2548 }
2549 op->last_sp = 0;
2550 }
2551 else
2552 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2553 }
2554 else
2555 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2556 } 2420 }
2557 2421
2558 /* Regenerate Grace */ 2422 /* Regenerate Grace */
2559 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2423 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2560 if (--op->last_grace < 0) 2424 if (--op->last_grace < 0)
2581 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2445 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2582 } 2446 }
2583 /* wearing stuff doesn't detract from grace generation. */ 2447 /* wearing stuff doesn't detract from grace generation. */
2584 } 2448 }
2585 2449
2450 if (op->stats.food > 0)
2451 {
2586 /* Regenerate Hit Points */ 2452 /* Regenerate Spell Points */
2587 if (--op->last_heal < 0) 2453 if (!op->contr->golem && --op->last_sp < 0)
2588 {
2589 if (op->stats.hp < op->stats.maxhp)
2590 { 2454 {
2591 op->stats.hp++; 2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2592 /* dms do not consume food */ 2456
2593 if (!QUERY_FLAG (op, FLAG_WIZ)) 2457 if (op->stats.sp < op->stats.maxsp)
2594 { 2458 {
2459 op->stats.sp++;
2460
2461 /* dms do not consume food */
2462 if (!QUERY_FLAG (op, FLAG_WIZ))
2463 {
2595 op->stats.food--; 2464 op->stats.food--;
2465
2596 if (op->contr->digestion < 0) 2466 if (op->contr->digestion < 0)
2597 op->stats.food += op->contr->digestion; 2467 op->stats.food += op->contr->digestion;
2598 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2468 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2599 op->stats.food = last_food; 2469 op->stats.food = last_food;
2470 }
2600 } 2471 }
2601 }
2602 2472
2603 if (max_hp > 1) 2473 if (max_sp > 1)
2604 {
2605 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2606 if (over_hp > 0)
2607 { 2474 {
2608 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2475 over_sp = (gen_sp + 10) / rate_sp;
2476 if (over_sp > 0)
2477 {
2478 if (op->stats.sp < op->stats.maxsp)
2479 {
2480 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2481
2482 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2483 op->stats.sp--;
2484
2485 if (op->stats.sp > op->stats.maxsp)
2486 op->stats.sp = op->stats.maxsp;
2487 }
2488
2609 op->last_heal = 0; 2489 op->last_sp = 0;
2490 }
2491 else
2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2610 } 2493 }
2611 else 2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 }
2497
2498 /* Regenerate Hit Points */
2499 if (--op->last_heal < 0)
2500 {
2501 if (op->stats.hp < op->stats.maxhp)
2612 { 2502 {
2613 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2503 op->stats.hp++;
2504
2505 /* dms do not consume food */
2506 if (!QUERY_FLAG (op, FLAG_WIZ))
2507 {
2508 op->stats.food--;
2509
2510 if (op->contr->digestion < 0)
2511 op->stats.food += op->contr->digestion;
2512 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2513 op->stats.food = last_food;
2514 }
2614 } 2515 }
2516
2517 if (max_hp > 1)
2518 {
2519 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2520
2521 if (over_hp > 0)
2522 {
2523 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2524 op->last_heal = 0;
2525 }
2526 else
2527 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2615 } 2528 }
2616 else 2529 else
2617 {
2618 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2619 } 2531 }
2620 } 2532 }
2621 2533
2622 /* Digestion */ 2534 /* Digestion */
2623 if (--op->last_eat < 0) 2535 if (--op->last_eat < 0)
2624 { 2536 {
2625#ifdef COZY_SERVER 2537 int bonus = max (0, op->contr->digestion),
2626 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2538 penalty = max (0, -op->contr->digestion);
2627 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2628#else
2629 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2630#endif
2631 2539
2632 if (op->contr->gen_hp > 0)
2633 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2540 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2634 else
2635 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2636 2541
2637 /* dms do not consume food */ 2542 /* dms do not consume food */
2638 if (!QUERY_FLAG (op, FLAG_WIZ)) 2543 if (!QUERY_FLAG (op, FLAG_WIZ))
2639 op->stats.food--; 2544 op->stats.food--;
2640 } 2545 }
2667 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2572 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2668 manual_apply (op, flesh, 0); 2573 manual_apply (op, flesh, 0);
2669 } 2574 }
2670 } 2575 }
2671 2576
2672 while (op->stats.food < 0 && op->stats.hp >= 0) 2577 if (op->stats.food < 0)
2673 op->stats.food++, op->stats.hp--; 2578 {
2579 op->stats.hp += op->stats.food;
2580 op->stats.food = 0;
2581 }
2674 2582
2675 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2583 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2676 kill_player (op); 2584 kill_player (op);
2677 } 2585 }
2678} 2586}
2683 * file. 2591 * file.
2684 */ 2592 */
2685void 2593void
2686kill_player (object *op) 2594kill_player (object *op)
2687{ 2595{
2596 int x, y;
2688 char buf[MAX_BUF]; 2597 char buf[MAX_BUF];
2689 int x, y;
2690
2691 //int i;
2692 maptile *map; /* this is for resurrection */ 2598 maptile *map; /* this is for resurrection */
2693
2694 /* int z;
2695 int num_stats_lose;
2696 int lost_a_stat;
2697 int lose_this_stat;
2698 int this_stat; */
2699 int will_kill_again; 2599 int will_kill_again;
2700 archetype *at; 2600 archetype *at;
2701 object *tmp; 2601 object *tmp;
2702 2602
2703 if (save_life (op)) 2603 if (save_life (op))
2704 return; 2604 return;
2705
2706 2605
2707 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2606 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2708 * in cities ONLY!!! It is very important that this doesn't get abused. 2607 * in cities ONLY!!! It is very important that this doesn't get abused.
2709 * Look at op_on_battleground() for more info --AndreasV 2608 * Look at op_on_battleground() for more info --AndreasV
2710 */ 2609 */
2713 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2612 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2714 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2613 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2715 2614
2716 /* restore player */ 2615 /* restore player */
2717 at = archetype::find ("poisoning"); 2616 at = archetype::find ("poisoning");
2718 tmp = present_arch_in_ob (at, op); 2617 if (object *tmp = present_arch_in_ob (at, op))
2719 if (tmp)
2720 { 2618 {
2721 tmp->destroy (); 2619 tmp->destroy ();
2722 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2620 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2723 } 2621 }
2724 2622
2725 at = archetype::find ("confusion"); 2623 at = archetype::find ("confusion");
2726 tmp = present_arch_in_ob (at, op); 2624 if (object *tmp = present_arch_in_ob (at, op))
2727 if (tmp)
2728 { 2625 {
2729 tmp->destroy (); 2626 tmp->destroy ();
2730 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2627 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2731 } 2628 }
2732 2629
2733 cure_disease (op, 0); /* remove any disease */ 2630 cure_disease (op, 0, 0); /* remove any disease */
2734 op->stats.hp = op->stats.maxhp; 2631 op->stats.hp = op->stats.maxhp;
2735 if (op->stats.food <= 0) 2632 if (op->stats.food <= 0)
2736 op->stats.food = 999; 2633 op->stats.food = 999;
2737 2634
2738 /* create a bodypart-trophy to make the winner happy */ 2635 /* create a bodypart-trophy to make the winner happy */
2739 tmp = arch_to_object (archetype::find ("finger")); 2636 if (object *tmp = arch_to_object (archetype::find ("finger")))
2740 if (tmp != NULL)
2741 { 2637 {
2742 sprintf (buf, "%s's finger", &op->name); 2638 tmp->name = format ("%s's finger" , &op->name);
2743 tmp->name = buf; 2639 tmp->name_pl = format ("%s's fingers", &op->name);
2744 sprintf (buf, " This finger has been cut off %s\n"
2745 " the %s, when he was defeated at\n level %d by %s.\n",
2746 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2747 tmp->msg = buf; 2640 tmp->msg = format (
2641 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2642 &op->name, op->contr->title,
2643 (int)op->level,
2644 op->contr->killer_name ()
2645 );
2748 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2646 tmp->value = 0, tmp->type = 0;
2749 tmp->materialname = NULL; 2647 tmp->materialname = "organics";
2750 tmp->x = op->x, tmp->y = op->y; 2648 tmp->insert_at (op, tmp);
2751 insert_ob_in_map (tmp, op->map, op, 0);
2752 } 2649 }
2753 2650
2754 /* teleport defeated player to new destination */ 2651 /* teleport defeated player to new destination */
2755 transfer_ob (op, x, y, 0, NULL); 2652 transfer_ob (op, x, y, 0, NULL);
2756 op->contr->braced = 0; 2653 op->contr->braced = 0;
2761 2658
2762 command_kill_pets (op, 0); 2659 command_kill_pets (op, 0);
2763 2660
2764 if (op->stats.food < 0) 2661 if (op->stats.food < 0)
2765 { 2662 {
2766 if (op->contr->explore) 2663 op->contr->killer = archetype::get ("killer_starvation");
2767 { 2664 op->contr->killer->destroy ();
2768 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2769 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2770 op->stats.food = 999;
2771 return;
2772 }
2773 sprintf (buf, "%s starved to death.", &op->name);
2774 strcpy (op->contr->killer, "starvation");
2775 }
2776 else
2777 { 2665 }
2778 if (op->contr->explore) 2666
2779 { 2667 op->contr->play_sound (sound_find ("player_dies"));
2780 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2781 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2782 op->stats.hp = op->stats.maxhp;
2783 return;
2784 }
2785 sprintf (buf, "%s died.", &op->name);
2786 }
2787 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2788 2668
2789 /* save the map location for corpse, gravestone */ 2669 /* save the map location for corpse, gravestone */
2790 x = op->x; 2670 x = op->x;
2791 y = op->y; 2671 y = op->y;
2792 map = op->map; 2672 map = op->map;
2793
2794 2673
2795 /* NOT_PERMADEATH code. This basically brings the character back to 2674 /* NOT_PERMADEATH code. This basically brings the character back to
2796 * life if they are dead - it takes some exp and a random stat. 2675 * life if they are dead - it takes some exp and a random stat.
2797 * See the config.h file for a little more in depth detail about this. 2676 * See the config.h file for a little more in depth detail about this.
2798 */ 2677 */
2815 num_stats_lose = 1; 2694 num_stats_lose = 1;
2816 else 2695 else
2817 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2696 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2818 } 2697 }
2819 else 2698 else
2820 {
2821 num_stats_lose = 1; 2699 num_stats_lose = 1;
2822 } 2700
2823 lost_a_stat = 0; 2701 lost_a_stat = 0;
2824 2702
2825 for (z = 0; z < num_stats_lose; z++) 2703 for (z = 0; z < num_stats_lose; z++)
2826 { 2704 {
2827 i = RANDOM () % NUM_STATS; 2705 i = RANDOM () % NUM_STATS;
2925 tmp = arch_to_object (archetype::find ("gravestone")); 2803 tmp = arch_to_object (archetype::find ("gravestone"));
2926 sprintf (buf, "%s's gravestone", &op->name); 2804 sprintf (buf, "%s's gravestone", &op->name);
2927 tmp->name = buf; 2805 tmp->name = buf;
2928 sprintf (buf, "%s's gravestones", &op->name); 2806 sprintf (buf, "%s's gravestones", &op->name);
2929 tmp->name_pl = buf; 2807 tmp->name_pl = buf;
2930 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2808 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2931 tmp->msg = buf; 2809 tmp->msg = buf;
2932 tmp->x = op->x, tmp->y = op->y; 2810 tmp->x = op->x, tmp->y = op->y;
2933 insert_ob_in_map (tmp, op->map, NULL, 0); 2811 insert_ob_in_map (tmp, op->map, NULL, 0);
2934 2812
2935 /**************************************/ 2813 /**************************************/
2957 { 2835 {
2958 tmp->destroy (); 2836 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2837 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2838 }
2961 2839
2962 cure_disease (op, 0); /* remove any disease */ 2840 cure_disease (op, 0, 0); /* remove any disease */
2963 2841
2964 /*add_exp(op, (op->stats.exp * -0.20)); */ 2842 /*add_exp(op, (op->stats.exp * -0.20)); */
2965 apply_death_exp_penalty (op); 2843 apply_death_exp_penalty (op);
2966 if (op->stats.food < 100) 2844 if (op->stats.food < 100)
2967 op->stats.food = 900; 2845 op->stats.food = 900;
2968 op->stats.hp = op->stats.maxhp; 2846 op->stats.hp = op->stats.maxhp;
2969 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2847 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2970 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2848 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2971 2849
2972 /* 2850 /*
2973 * Check to see if the player is in a shop. IF so, then check to see if
2974 * the player has any unpaid items. If so, remove them and put them back 2851 * Check to see if the player has any unpaid items. If so, remove them
2975 * in the map. 2852 * and put them back in the map.
2976 */ 2853 */
2977 2854 op->drop_unpaid_items ();
2978 if (is_in_shop (op))
2979 remove_unpaid_objects (op->inv, op);
2980 2855
2981 /****************************************/ 2856 /****************************************/
2982 /* */ 2857 /* */
2983 /* Move player to his current respawn- */ 2858 /* Move player to his current respawn- */
2984 /* position (usually last savebed) */ 2859 /* position (usually last savebed) */
2985 /* */ 2860 /* */
2986 /****************************************/ 2861 /****************************************/
2987 2862
2988 enter_player_savebed (op); 2863 enter_player_savebed (op);
2989 2864
2990 /* Save the player before inserting the force to reduce
2991 * chance of abuse.
2992 */
2993 op->contr->braced = 0; 2865 op->contr->braced = 0;
2994 op->contr->save ();
2995 2866
2996 /* it is possible that the player has blown something up 2867 /* it is possible that the player has blown something up
2997 * at his savebed location, and that can have long lasting 2868 * at his savebed location, and that can have long lasting
2998 * spell effects. So first see if there is a spell effect 2869 * spell effects. So first see if there is a spell effect
2999 * on the space that might harm the player. 2870 * on the space that might harm the player.
3008 object *force; 2879 object *force;
3009 int at; 2880 int at;
3010 2881
3011 force = get_archetype (FORCE_NAME); 2882 force = get_archetype (FORCE_NAME);
3012 /* 50 ticks should be enough time for the spell to abate */ 2883 /* 50 ticks should be enough time for the spell to abate */
3013 force->speed = 0.1; 2884 force->speed = 0.1f;
3014 force->speed_left = -5.0; 2885 force->speed_left = -5.f;
3015 SET_FLAG (force, FLAG_APPLIED); 2886 SET_FLAG (force, FLAG_APPLIED);
3016 for (at = 0; at < NROFATTACKS; at++) 2887 for (at = 0; at < NROFATTACKS; at++)
3017 if (will_kill_again & (1 << at)) 2888 if (will_kill_again & (1 << at))
3018 force->resist[at] = 100; 2889 force->resist[at] = 100;
3019 2890
3028void 2899void
3029loot_object (object *op) 2900loot_object (object *op)
3030{ /* Grab and destroy some treasure */ 2901{ /* Grab and destroy some treasure */
3031 object *tmp, *tmp2, *next; 2902 object *tmp, *tmp2, *next;
3032 2903
3033 if (op->container) 2904 op->close_container (); /* close open sack first */
3034 esrv_apply_container (op, op->container); /* close open sack first */
3035 2905
3036 for (tmp = op->inv; tmp; tmp = next) 2906 for (tmp = op->inv; tmp; tmp = next)
3037 { 2907 {
3038 next = tmp->below; 2908 next = tmp->below;
3039 2909
3040 if (tmp->invisible) 2910 if (tmp->invisible)
3041 continue; 2911 continue;
3042 2912
3043 tmp->remove (); 2913 tmp->remove ();
3044 tmp->x = op->x, tmp->y = op->y; 2914 tmp->x = op->x, tmp->y = op->y;
2915
3045 if (tmp->type == CONTAINER) 2916 if (tmp->type == CONTAINER)
3046 { /* empty container to ground */ 2917 loot_object (tmp); /* empty container to ground */
3047 loot_object (tmp); 2918
3048 }
3049 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2919 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3050 { 2920 {
3051 if (tmp->nrof > 1) 2921 if (tmp->nrof > 1)
3052 { 2922 {
3053 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2923 tmp->decrease (rndm (1, tmp->nrof - 1));
3054 tmp2->destroy ();
3055 insert_ob_in_map (tmp, op->map, NULL, 0); 2924 insert_ob_in_map (tmp, op->map, NULL, 0);
3056 } 2925 }
3057 else 2926 else
3058 tmp->destroy (); 2927 tmp->destroy ();
3059 } 2928 }
3065/* 2934/*
3066 * fix_weight(): Check recursively the weight of all players, and fix 2935 * fix_weight(): Check recursively the weight of all players, and fix
3067 * what needs to be fixed. Refresh windows and fix speed if anything 2936 * what needs to be fixed. Refresh windows and fix speed if anything
3068 * was changed. 2937 * was changed.
3069 */ 2938 */
3070
3071void 2939void
3072fix_weight (void) 2940fix_weight (void)
3073{ 2941{
3074 for (player *pl = first_player; pl; pl = pl->next) 2942 for_all_players (pl)
3075 { 2943 {
3076 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2944 sint32 old = pl->ob->carrying;
3077 2945
3078 if (old == sum) 2946 pl->ob->update_weight ();
3079 continue; 2947
2948 if (old != pl->ob->carrying)
2949 {
3080 pl->ob->update_stats (); 2950 pl->ob->update_stats ();
3081 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2951 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2952 }
3082 } 2953 }
3083} 2954}
3084 2955
3085void 2956void
3086fix_luck (void) 2957fix_luck (void)
3087{ 2958{
3088 for (player *pl = first_player; pl; pl = pl->next) 2959 for_all_players (pl)
3089 if (!pl->ob->contr->ns->state) 2960 if (!pl->ob->contr->ns->state)
3090 pl->ob->change_luck (0); 2961 pl->ob->change_luck (0);
3091} 2962}
3092 2963
3093/* cast_dust() - handles op throwing objects of type 'DUST'. 2964/* cast_dust() - handles op throwing objects of type 'DUST'.
3130void 3001void
3131make_visible (object *op) 3002make_visible (object *op)
3132{ 3003{
3133 op->hide = 0; 3004 op->hide = 0;
3134 op->invisible = 0; 3005 op->invisible = 0;
3006
3135 if (op->type == PLAYER) 3007 if (op->type == PLAYER)
3136 { 3008 {
3137 op->contr->tmp_invis = 0; 3009 op->contr->tmp_invis = 0;
3138 op->contr->invis_race = 0; 3010 op->contr->invis_race = 0;
3139 } 3011 }
3012
3140 update_object (op, UP_OBJ_FACE); 3013 update_object (op, UP_OBJ_CHANGE);
3141} 3014}
3142 3015
3143int 3016int
3144is_true_undead (object *op) 3017is_true_undead (object *op)
3145{ 3018{
3146 object *tmp = NULL;
3147
3148 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3019 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3149 return 1; 3020 return 1;
3150 3021
3151 return 0; 3022 return 0;
3152} 3023}
3153 3024
3154/* look at the surrounding terrain to determine 3025/* look at the surrounding terrain to determine
3155 * the hideability of this object. Positive levels 3026 * the hideability of this object. Positive levels
3156 * indicate greater hideability. 3027 * indicate greater hideability.
3157 */ 3028 */
3158
3159int 3029int
3160hideability (object *ob) 3030hideability (object *ob)
3161{ 3031{
3162 int i, level = 0, mflag; 3032 int i, level = 0, mflag;
3163 sint16 x, y; 3033 sint16 x, y;
3173 * as bad as carrying a light on a pitch dark map */ 3043 * as bad as carrying a light on a pitch dark map */
3174 if (has_carried_lights (ob)) 3044 if (has_carried_lights (ob))
3175 level = -(10 + (2 * ob->map->darkness)); 3045 level = -(10 + (2 * ob->map->darkness));
3176 3046
3177 /* scan through all nearby squares for terrain to hide in */ 3047 /* scan through all nearby squares for terrain to hide in */
3178 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3048 for (i = 0, x = ob->x, y = ob->y;
3049 i <= SIZEOFFREE1;
3050 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3179 { 3051 {
3180 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3052 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3181 if (mflag & P_OUT_OF_MAP) 3053 if (mflag & P_OUT_OF_MAP)
3182 {
3183 continue; 3054 continue;
3184 } 3055
3185 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3056 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3186 level += 2; 3057 level += 2;
3187 else /* open terrain! */ 3058 else /* open terrain! */
3188 level -= 1; 3059 level -= 1;
3189 } 3060 }
3197/* For Hidden creatures - a chance of becoming 'unhidden' 3068/* For Hidden creatures - a chance of becoming 'unhidden'
3198 * every time they move - as we subtract off 'invisibility' 3069 * every time they move - as we subtract off 'invisibility'
3199 * AND, for players, if they move into a ridiculously unhideable 3070 * AND, for players, if they move into a ridiculously unhideable
3200 * spot (surrounded by clear terrain in broad daylight). -b.t. 3071 * spot (surrounded by clear terrain in broad daylight). -b.t.
3201 */ 3072 */
3202
3203void 3073void
3204do_hidden_move (object *op) 3074do_hidden_move (object *op)
3205{ 3075{
3206 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3076 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3207 object *skop; 3077 object *skop;
3211 3081
3212 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3082 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3213 3083
3214 /* its *extremely* hard to run and sneak/hide at the same time! */ 3084 /* its *extremely* hard to run and sneak/hide at the same time! */
3215 if (op->type == PLAYER && op->contr->run_on) 3085 if (op->type == PLAYER && op->contr->run_on)
3216 {
3217 if (!skop || num >= skop->level) 3086 if (!skop || num >= skop->level)
3218 { 3087 {
3219 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3088 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3220 make_visible (op); 3089 make_visible (op);
3221 return; 3090 return;
3222 } 3091 }
3223 else 3092 else
3224 num += 20; 3093 num += 20;
3225 } 3094
3226 num += op->map->difficulty; 3095 num += op->map->difficulty;
3227 hide = hideability (op); /* modify by terrain hidden level */ 3096 hide = hideability (op); /* modify by terrain hidden level */
3228 num -= hide; 3097 num -= hide;
3098
3229 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3099 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3230 { 3100 {
3231 make_visible (op); 3101 make_visible (op);
3232 if (op->type == PLAYER) 3102 if (op->type == PLAYER)
3233 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3103 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3234 } 3104 }
3235 else if (op->type == PLAYER && skop) 3105 else if (op->type == PLAYER && skop)
3236 {
3237 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3106 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3238 }
3239} 3107}
3240 3108
3241/* determine if who is standing near a hostile creature. */ 3109/* determine if who is standing near a hostile creature. */
3242 3110
3243int 3111int
3291 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3292 * but we dont worry if the object isnt the top one in 3160 * but we dont worry if the object isnt the top one in
3293 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3294 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3295 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3296 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3297 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3298 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3299 * for them to differ. Sigh, this fctn could get a bit more complex. 3167 * for them to differ. Sigh, this fctn could get a bit more complex.
3300 * -b.t. 3168 * -b.t.
3301 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3302 */ 3170 */
3303
3304int 3171int
3305player_can_view (object *pl, object *op) 3172player_can_view (object *pl, object *op)
3306{ 3173{
3307 rv_vector rv; 3174 rv_vector rv;
3308 int dx, dy; 3175 int dx, dy;
3310 if (pl->type != PLAYER) 3177 if (pl->type != PLAYER)
3311 { 3178 {
3312 LOG (llevError, "player_can_view() called for non-player object\n"); 3179 LOG (llevError, "player_can_view() called for non-player object\n");
3313 return -1; 3180 return -1;
3314 } 3181 }
3182
3315 if (!pl || !op) 3183 if (!pl || !op)
3316 return 0; 3184 return 0;
3317 3185
3318 if (op->head)
3319 {
3320 op = op->head; 3186 op = op->head_ ();
3321 } 3187
3322 get_rangevector (pl, op, &rv, 0x1); 3188 get_rangevector (pl, op, &rv, 0x1);
3323 3189
3324 /* starting with the 'head' part, lets loop 3190 /* starting with the 'head' part, lets loop
3325 * through the object and find if it has any 3191 * through the object and find if it has any
3326 * part that is in the los array but isnt on 3192 * part that is in the los array but isn't on
3327 * a blocked los square. 3193 * a blocked los square.
3328 * we use the archetype to figure out offsets. 3194 * we use the archetype to figure out offsets.
3329 */ 3195 */
3330 while (op) 3196 while (op)
3331 { 3197 {
3332 dx = rv.distance_x + op->arch->clone.x; 3198 dx = rv.distance_x + op->arch->x;
3333 dy = rv.distance_y + op->arch->clone.y; 3199 dy = rv.distance_y + op->arch->y;
3334 3200
3335 /* only the viewable area the player sees is updated by LOS 3201 /* only the viewable area the player sees is updated by LOS
3336 * code, so we need to restrict ourselves to that range of values 3202 * code, so we need to restrict ourselves to that range of values
3337 * for any meaningful values. 3203 * for any meaningful values.
3338 */ 3204 */
3339 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3340 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3341 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3342 return 1; 3208 return 1;
3209
3343 op = op->more; 3210 op = op->more;
3344 } 3211 }
3212
3345 return 0; 3213 return 0;
3346} 3214}
3347 3215
3348/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3349 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3352 * return 0. 3220 * return 0.
3353 */ 3221 */
3354int 3222int
3355action_makes_visible (object *op) 3223action_makes_visible (object *op)
3356{ 3224{
3357
3358 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3359 { 3226 {
3360 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3361 return 0; 3228 return 0;
3362 3229
3368 { 3235 {
3369 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3370 return 1; 3237 return 1;
3371 } 3238 }
3372 } 3239 }
3240
3373 return 0; 3241 return 0;
3374} 3242}
3375 3243
3376/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3377 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3382 * Default is to do the same as before, so only people wanting to have different points need worry about this 3250 * Default is to do the same as before, so only people wanting to have different points need worry about this
3383 */ 3251 */
3384int 3252int
3385op_on_battleground (object *op, int *x, int *y) 3253op_on_battleground (object *op, int *x, int *y)
3386{ 3254{
3387 object *tmp;
3388
3389 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3390 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3256 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3391 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3392 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3393 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3394 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3395 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3396 { 3262 {
3397 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3398 { 3264 {
3399 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3400 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3266 && tmp->type == BATTLEGROUND
3267 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp))
3401 { 3269 {
3402 /*before we assign the exit, check if this is a teambattle */ 3270 /* before we assign the exit, check if this is a teambattle */
3403 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3404 { 3272 {
3405 object *invtmp;
3406
3407 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3408 { 3274 {
3409 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3410 { 3276 {
3411 if (x != NULL && y != NULL) 3277 if (x && y)
3412 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3413 return 1; 3280 return 1;
3414 } 3281 }
3415 } 3282 }
3416 } 3283 }
3284
3417 if (x != NULL && y != NULL) 3285 if (x && y)
3418 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3419 return 1; 3288 return 1;
3420 } 3289 }
3421 } 3290 }
3422 } 3291 }
3292
3423 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3424 return 0; 3294 return 0;
3425} 3295}
3426 3296
3427/* 3297/*
3443 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3444 int i = 0, j = 0; 3314 int i = 0, j = 0;
3445 3315
3446 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3447 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3448 trlist = find_treasurelist ("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3449 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3450 trlist = find_treasurelist ("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3451 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3452 trlist = find_treasurelist ("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3453 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3454 trlist = find_treasurelist ("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3455 3325
3456 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3457 return; 3327 return;
3458 3328
3459 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3329 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3460 3330
3461 if (tr == NULL || tr->item == NULL) 3331 if (!tr || !tr->item)
3462 { 3332 {
3463 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3464 return; 3334 return;
3465 } 3335 }
3466 3336
3467 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3468 item = &(tr->item->clone); 3338 item = tr->item;
3469 3339
3470 if (item->type == SPELL) 3340 if (item->type == SPELL)
3471 { 3341 {
3472 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3473 return; 3343 return;
3532 { 3402 {
3533 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3534 object *skin; 3404 object *skin;
3535 3405
3536 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3537 shstr_cmp dragon_skin_force ("dragon_skin_force");
3538 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3407 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3539 ; 3408 ;
3540 3409
3541 if (!skin) 3410 if (!skin)
3542 return; 3411 return;
3543 3412
3578 else 3447 else
3579 { 3448 {
3580 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3581 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3582 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3451 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3583 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3584 if (who->type == PLAYER)
3585 esrv_send_item (who, tmp);
3586 } 3453 }
3587} 3454}
3588 3455
3589/** 3456/**
3590 * Unready an object for a player. This function does nothing if the object was 3457 * Unready an object for a player. This function does nothing if the object was
3591 * not readied. 3458 * not readied.
3592 */ 3459 */
3593void 3460void
3594player_unready_range_ob (player *pl, object *ob) 3461player_unready_range_ob (player *pl, object *ob)
3595{ 3462{
3596 rangetype i; 3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3597 3465
3598 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3466 if (pl->combat_ob == ob)
3599 { 3467 pl->combat_ob = 0;
3468
3600 if (pl->ranges[i] == ob) 3469 if (pl->ranged_ob == ob)
3601 { 3470 pl->ranged_ob = 0;
3602 pl->ranges[i] = NULL;
3603 if (pl->shoottype == i)
3604 {
3605 pl->shoottype = range_none;
3606 }
3607 }
3608 }
3609} 3471}
3472
3473sint8
3474player::visibility_at (maptile *map, int x, int y) const
3475{
3476 if (!ns)
3477 return 0;
3478
3479 int dx, dy;
3480 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3481 return 0;
3482
3483 x += dx - ns->current_x + ns->mapx / 2;
3484 y += dy - ns->current_y + ns->mapy / 2;
3485
3486 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3487 return 0;
3488
3489 return 100 - blocked_los [x][y];
3490}
3491
3492void
3493player::infobox (const char *title, const char *msg, int color)
3494{
3495 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3496}
3497
3498void
3499player::statusmsg (const char *msg, int color)
3500{
3501 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3502}
3503
3504void
3505player::failmsg (const char *msg, int color)
3506{
3507 play_sound (sound_find ("generic_failure"));
3508 statusmsg (msg, color);
3509}
3510

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