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Comparing deliantra/server/server/player.C (file contents):
Revision 1.64 by root, Tue Dec 26 03:35:59 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 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 36
46void 37void
47display_motd (const object *op) 38display_motd (const object *op)
48{ 39{
49 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
123 114
124 news[0] = '\0'; 115 news[0] = '\0';
125 subject[0] = '\0'; 116 subject[0] = '\0';
126 size = 0; 117 size = 0;
127 118
128 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
129 { 120 {
130 if (*buf == '#') 121 if (*buf == '#')
131 continue; 122 continue;
132 123
133 if (*buf == '%') 124 if (*buf == '%')
134 { /* send one news */ 125 { /* send one news */
135 if (size > 0) 126 if (size > 0)
136 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
137 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
138 strip_endline (subject); 130 strip_endline (subject);
139 size = 0; 131 size = 0;
140 news[0] = '\0'; 132 news[0] = '\0';
141 } 133 }
150 size += strlen (buf); 142 size += strlen (buf);
151 } 143 }
152 } 144 }
153 145
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 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);
156 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
157} 149}
158 150
159/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
160static void 152static void
161set_first_map (object *op) 153set_first_map (object *op)
162{ 154{
163 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
164 op->x = -1; 156 op->x = -1;
165 op->y = -1; 157 op->y = -1;
166 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);
167} 195}
168 196
169// connect the player with a specific client 197// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
171void 199void
172player::connect (client *ns) 200player::connect (client *ns)
173{ 201{
174 this->ns = ns; 202 this->ns = ns;
175 ns->pl = this; 203 ns->pl = this;
176 204
177 next = first_player; 205 run_on = 0;
178 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
179 208
180 ns->update_look = 0; 209 ns->update_look = 0;
181 ns->look_position = 0; 210 ns->look_position = 0;
182 211
183 clear_los (ob); 212 clear_los (this);
213
214 ns->reset_stats ();
184 215
185 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
188 219
189 if (!legal_range (ob, shoottype)) 220 ob->update_weight ();
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 221 link_player_skills (ob);
194 222
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197 224
198 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 226
210 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
212 { 229 {
213 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
214 231
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
221 abil = tmp; 235 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
223 skin = tmp; 237 skin = tmp;
224 238
225 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
226 } 240 }
227 241
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 243
236 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this);
237 245
238 ob->update_stats (); 246 ob->update_stats ();
247
239 ns->floorbox_update (); 248 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
243 251
244 enter_exit (ob, 0); 252 activate ();
245 253
246 send_rules (ob); 254 send_rules (ob);
247 send_news (ob); 255 send_news (ob);
248 display_motd (ob); 256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 259 INVOKE_PLAYER (LOGIN, this);
250} 260}
251 261
252void 262void
253player::disconnect () 263player::disconnect ()
254{ 264{
255 //TODO: don't be so harsh and destroy :) 265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
256 if (ns) 271 if (ns)
257 destroy (); 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 ();
258} 286}
259 287
260// the need for this function can be explained 288// the need for this function can be explained
261// by load_object not returning the object 289// by load_object not returning the object
262void 290void
263player::set_object (object *op) 291player::set_object (object *op)
264{ 292{
265 ob = op; 293 ob = observe = op;
266 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
267 295
296 ob->speed = 1.0f;
268 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
269 ob->speed = 1.0; 298
270 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273 300
274 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;
275 304
276 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;
277} 334}
278 335
279player::player () 336player::player ()
280{ 337{
281 /* There are some elements we want initialized to non zero value - 338 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 339 * we deal with that below this point.
283 */ 340 */
284 outputs_sync = 16; /* Every 2 seconds */ 341 outputs_sync = 4;
285 outputs_count = 8; /* Keeps present behaviour */ 342 outputs_count = 4;
286 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
287 344
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
289 346
290 gen_sp_armour = 10; 347 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal; 348 bowtype = bow_normal;
294 petmode = pet_normal; 349 petmode = pet_normal;
295 listening = 10; 350 listening = 10;
296 usekeys = containers; 351 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
299 do_los = 1; 353 do_los = 1;
300 354
301 /* we need to clear these to -1 and not zero - otherwise, 355 weapon_sp = 1.0f;
302 * if a player quits and starts a new character, we wont 356 weapon_sp_left = 0.5f;
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 357}
315 358
316void 359void
317player::do_destroy () 360player::do_destroy ()
318{ 361{
362 disconnect ();
363
319 attachable::do_destroy (); 364 attachable::do_destroy ();
320 365
321 disconnect ();
322
323 terminate_all_pets (ob);
324
325 if (first_player != this)
326 {
327 player *prev = first_player;
328
329 while (prev && prev->next && prev->next != this)
330 prev = prev->next;
331
332 if (prev->next != this)
333 {
334 LOG (llevError, "Free_player: Can't find previous player.\n");
335 abort ();
336 }
337
338 prev->next = next;
339 }
340 else
341 first_player = next;
342
343 if (ob) 366 if (ob)
367 {
344 ob->destroy (true); 368 ob->destroy_inv (false);
345
346 if (ns)
347 {
348 client *ns = this->ns;
349 ns->send_packet ("goodbye");
350 ns->flush ();
351 ns->pl = 0;
352 this->ns = 0;
353 ns->destroy (); 369 ob->destroy ();
354 } 370 }
371
372 ob = observe = 0;
355} 373}
356 374
357player::~player () 375player::~player ()
358{ 376{
359 /* Clear item stack */ 377 /* Clear item stack */
368player::create () 386player::create ()
369{ 387{
370 player *pl = new player; 388 player *pl = new player;
371 389
372 pl->set_object (arch_to_object (get_player_archetype (0))); 390 pl->set_object (arch_to_object (get_player_archetype (0)));
391
392 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */
395
396 set_first_map (pl->ob);
373 397
374 return pl; 398 return pl;
375} 399}
376 400
377/* 401/*
380 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
381 */ 405 */
382archetype * 406archetype *
383get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
384{ 408{
385 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);
386 416
387 for (;;) 417 for (;;)
388 { 418 {
389 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
390 at = first_archetype; 420 i = archetypes.begin ();
391 else 421 else if (*i == at)
392 at = at->next; 422 cleanup ("not a single player archetype found");
393 423
394 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
395 return at; 425 return *i;
396
397 if (at == start)
398 {
399 LOG (llevError, "No Player archetypes\n");
400 exit (-1);
401 }
402 } 426 }
403} 427}
404 428
405object * 429object *
406get_nearest_player (object *mon) 430get_nearest_player (object *mon)
408 object *op = NULL; 432 object *op = NULL;
409 objectlink *ol; 433 objectlink *ol;
410 unsigned lastdist; 434 unsigned lastdist;
411 rv_vector rv; 435 rv_vector rv;
412 436
413 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
414 { 438 {
415 /* We should not find free objects on this friendly list, but it
416 * does periodically happen. Given that, lets deal with it.
417 * While unlikely, it is possible the next object on the friendly
418 * list is also free, so encapsulate this in a while loop.
419 */
420 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
421 {
422 object *tmp = ol->ob;
423
424 /* Can't do much more other than log the fact, because the object
425 * itself will have been cleared.
426 */
427 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
428 ol = ol->next;
429 remove_friendly_object (tmp);
430 if (!ol)
431 return op;
432 }
433
434 /* Remove special check for player from this. First, it looks to cause
435 * some crashes (ol->ob->contr not set properly?), but secondly, a more
436 * complicated method of state checking would be needed in any case -
437 * as it was, a clever player could type quit, and the function would
438 * skip them over while waiting for confirmation. Remove
439 * on_same_map check, as can_detect_enemy also does this
440 */
441 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
442 continue; 440 continue;
443 441
444 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
445 { 443 {
521 x = mon->x; 519 x = mon->x;
522 y = mon->y; 520 y = mon->y;
523 m = mon->map; 521 m = mon->map;
524 dir = rv.direction; 522 dir = rv.direction;
525 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 */
526 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
527 /* 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. */
528 if (diff > max) 527 if (diff > max)
529 return 0; 528 return 0;
529
530 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
531 { 531 {
532 lastx = x; 532 lastx = x;
533 lasty = y; 533 lasty = y;
534 lastmap = m; 534 lastmap = m;
616 max--; 616 max--;
617 lastdir = dir; 617 lastdir = dir;
618 if (!firstdir) 618 if (!firstdir)
619 firstdir = dir; 619 firstdir = dir;
620 } 620 }
621
621 if (diff <= 1) 622 if (diff <= 1)
622 { 623 {
623 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
624 * headed toward player for entire distance. 625 * headed toward player for entire distance.
625 */ 626 */
626 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
627 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));
628 } 629 }
630
629 if (diff > max) 631 if (diff > max)
630 return 0; 632 return 0;
631 } 633 }
634
632 /* 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 */
633 if (!max) 636 if (!max)
634 return 0; 637 return 0;
635 638
636 return firstdir; 639 return firstdir;
637} 640}
638 641
639void 642void
640give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
641{ 644{
642 object *op, *next = NULL;
643
644 if (pl->randomitems != NULL) 645 if (pl->randomitems)
645 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
646 647
647 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
648 { 649 {
649 next = op->below; 650 next = op->below;
650 651
651 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
652 * 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
657 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
658 * by this player due to race restrictions 659 * by this player due to race restrictions
659 */ 660 */
660 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
661 { 662 {
662 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
663 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
664 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
665 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
666 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))
667 { 670 {
668 op->destroy (); 671 op->destroy ();
669 continue; 672 continue;
670 } 673 }
671 } 674 }
694 if (op->nrof > 1) 697 if (op->nrof > 1)
695 op->nrof = 1; 698 op->nrof = 1;
696 } 699 }
697 700
698 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
699 {
700 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
701 }
702 703
703 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
704 * 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
705 * merged properly. 706 * merged properly.
706 */ 707 */
707 if (need_identify (op)) 708 if (need_identify (op))
708 { 709 {
709 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
710 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
711 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
712 } 713 }
714
713 if (op->type == SPELL) 715 if (op->type == SPELL)
714 { 716 {
715 op->destroy (); 717 op->destroy ();
716 continue; 718 continue;
717 } 719 }
719 { 721 {
720 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
721 op->stats.exp = 0; 723 op->stats.exp = 0;
722 op->level = 1; 724 op->level = 1;
723 } 725 }
724 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
725 else
726 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
727 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
728 729
729 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
730 link_player_skills (pl); 731 link_player_skills (pl);
750roll_stat (void) 751roll_stat (void)
751{ 752{
752 int a[4], i, j, k; 753 int a[4], i, j, k;
753 754
754 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
755 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
756 757
757 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
758 if (a[i] < k) 759 if (a[i] < k)
759 k = a[i], j = i; 760 k = a[i], j = i;
760 761
766} 767}
767 768
768void 769void
769object::roll_stats () 770object::roll_stats ()
770{ 771{
771 int statsort [7]; 772 int statsort [NUM_STATS];
772 773
773 for (;;) 774 for (;;)
774 { 775 {
775 int sum = 0; 776 int sum = 0;
776 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
777 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
778 779
779 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
780 break; 781 break;
781 } 782 }
782 783
783 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
784 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 786
787 for (int i = 0; i < NUM_STATS; ++i)
786 stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
787 stats.Dex = statsort[1];
788 stats.Con = statsort[2];
789 stats.Int = statsort[3];
790 stats.Wis = statsort[4];
791 stats.Pow = statsort[5];
792 stats.Cha = statsort[6];
793 789
794 stats.exp = 0; 790 stats.exp = 0;
795 stats.ac = 0; 791 stats.ac = 0;
796 792
797 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
809} 805}
810 806
811void 807void
812object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
813{ 809{
814 int tmp = get_attr_value (&contr->orig_stats, a); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
815 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
816 set_attr_value (&contr->orig_stats, b, tmp);
817 811
812 for (int i = 0; i < NUM_STATS; ++i)
818 stats.Str = contr->orig_stats.Str; 813 stats.stat (i) = contr->orig_stats.stat (i);
819 stats.Dex = contr->orig_stats.Dex;
820 stats.Con = contr->orig_stats.Con;
821 stats.Int = contr->orig_stats.Int;
822 stats.Wis = contr->orig_stats.Wis;
823 stats.Pow = contr->orig_stats.Pow;
824 stats.Cha = contr->orig_stats.Cha;
825 814
826 //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,
827 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
828 stats.ac = 0; 817 stats.ac = 0;
829 818
841 contr->levsp[1] = 6; 830 contr->levsp[1] = 6;
842 contr->levgrace[1] = 3; 831 contr->levgrace[1] = 3;
843 832
844 contr->orig_stats = stats; 833 contr->orig_stats = stats;
845 } 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);
846} 844}
847 845
848/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
849 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
850 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
851 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
852 * not the class. 850 * not the class.
853 */ 851 */
854int 852void
855key_change_class (object *op, char key) 853player::chargen_race_done ()
856{ 854{
857 int tmp_loop;
858
859 if (key == 'd' || key == 'D')
860 {
861 char buf[MAX_BUF];
862
863 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
864 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr);
865 857
866 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
867 if (tl) 859 if (tl)
868 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
869 861
870 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
871 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
872 864
873 op->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
874 866
875 if (op->msg) 867 if (ob->msg)
876 op->msg = NULL; 868 ob->msg = 0;
877 869
878 /* 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
879 * to save here. 871 * to save here.
880 */ 872 */
873 {
874 char buf[MAX_BUF];
881 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
882 make_path_to_file (buf); 876 make_path_to_file (buf);
877 }
883 878
884#ifdef AUTOSAVE
885 op->contr->last_save_tick = pticks;
886#endif
887 start_info (op); 879 start_info (ob);
888 CLEAR_FLAG (op, FLAG_WIZ); 880 CLEAR_FLAG (ob, FLAG_WIZ);
889 give_initial_items (op, op->randomitems); 881 give_initial_items (ob, ob->randomitems);
890 link_player_skills (op); 882 link_player_skills (ob);
891 esrv_send_inventory (op, op); 883 esrv_send_inventory (ob, ob);
892 op->update_stats (); 884 ob->update_stats ();
893 885
894 /* This moves the player to a different start map, if there 886 /* This moves the player to a different start map, if there
895 * is one for this race 887 * is one for this race
896 */ 888 */
897 if (*first_map_ext_path) 889 if (*first_map_ext_path)
898 { 890 {
899 object *tmp; 891 object *tmp;
900 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
901 893
902 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);
903 tmp = object::create (); 895 tmp = object::create ();
904 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
905 EXIT_X (tmp) = op->x; 897 EXIT_X (tmp) = ob->x;
906 EXIT_Y (tmp) = op->y; 898 EXIT_Y (tmp) = ob->y;
907 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;
908 * if the map isn't there, then stay on the 900 * if the map isn't there, then stay on the
909 * default initial map */ 901 * default initial map */
910 tmp->destroy (); 902 tmp->destroy ();
911 } 903 }
912 else 904 else
913 LOG (llevDebug, "first_map_ext_path not set\n"); 905 LOG (llevDebug, "first_map_ext_path not set\n");
906}
914 907
915 return 0; 908void
916 } 909player::chargen_race_next ()
917 910{
918 /* Following actually changes the race - this is the default command 911 /* Following actually changes the race - this is the default command
919 * if we don't match with one of the options above. 912 * if we don't match with one of the options above.
920 */ 913 */
921 914
922 tmp_loop = 0; 915 do
923 while (!tmp_loop)
924 { 916 {
925 shstr name = op->name; 917 shstr name = ob->name;
926 int x = op->x, y = op->y; 918 int x = ob->x, y = ob->y;
927 919
928 op->remove_statbonus (); 920 ob->remove_statbonus ();
929 op->remove (); 921 ob->remove ();
930 op->arch = get_player_archetype (op->arch); 922 ob->arch = get_player_archetype (ob->arch);
931 op->arch->clone.copy_to (op); 923 ob->arch->copy_to (ob);
932 op->instantiate (); 924 ob->instantiate ();
933 op->stats = op->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
934 op->name = op->name_pl = name; 926 ob->name = ob->name_pl = name;
935 op->x = x; 927 ob->x = x;
936 op->y = y; 928 ob->y = y;
937 SET_ANIMATION (op, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
938 insert_ob_in_map (op, op->map, op, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
939 assign (op->contr->title, op->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
940 op->add_statbonus (); 932 ob->add_statbonus ();
941 tmp_loop = allowed_class (op);
942 } 933 }
934 while (!allowed_class (ob));
943 935
944 update_object (op, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
945 esrv_update_item (UPD_FACE, op, op); 937 esrv_update_item (UPD_FACE, ob, ob);
946 op->update_stats (); 938 ob->update_stats ();
947 op->stats.hp = op->stats.maxhp; 939 ob->stats.hp = ob->stats.maxhp;
948 op->stats.sp = op->stats.maxsp; 940 ob->stats.sp = ob->stats.maxsp;
949 op->stats.grace = 0; 941 ob->stats.grace = 0;
950
951 if (op->msg)
952 new_draw_info (NDI_BLUE, 0, op, op->msg);
953
954 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
955 return 0;
956}
957
958int
959key_confirm_quit (object *op, char key)
960{
961 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
962 {
963 op->contr->ns->state = ST_PLAYING;
964 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
965 return 1;
966 }
967
968 INVOKE_PLAYER (LOGOUT, op->contr);
969 INVOKE_PLAYER (QUIT, op->contr);
970
971 terminate_all_pets (op);
972 leave_map (op);
973 op->direction = 0;
974 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
975
976 strcpy (op->contr->killer, "quit");
977 check_score (op);
978 op->contr->party = 0;
979 op->contr->own_title[0] = '\0';
980
981 object_ptr ob = op;
982
983 delete ob->contr;
984
985 /* We need to hunt for any per player unique maps in memory and
986 * get rid of them. The trailing slash in the path is intentional,
987 * so that players named 'Ab' won't match against players 'Abe' pathname
988 */
989 char buf[MAX_BUF];
990 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
991
992 for (maptile *next, *mp = first_map; mp; mp = next)
993 {
994 next = mp->next;
995
996 if (!strncmp (mp->path, buf, strlen (buf)))
997 delete_map (mp);
998 }
999
1000 delete_character (ob->name, 1);
1001
1002 return 1;
1003} 942}
1004 943
1005void 944void
1006flee_player (object *op) 945flee_player (object *op)
1007{ 946{
1054 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1055 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1056 op->enemy = NULL; 995 op->enemy = NULL;
1057} 996}
1058 997
1059
1060/* 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.
1061 * 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
1062 * stop. 1000 * stop.
1063 */ 1001 */
1064int 1002int
1065check_pick (object *op) 1003check_pick (object *op)
1066{ 1004{
1067 object *tmp, *next; 1005 object *tmp, *next;
1068 int stop = 0; 1006 int stop = 0;
1069 int j, k, wvratio; 1007 int wvratio;
1070 char putstring[128], tmpstr[16]; 1008 char putstring[128];
1071 1009
1072 /* if you're flying, you cna't pick up anything */ 1010 /* if you're flying, you cna't pick up anything */
1073 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1074 return 1; 1012 return 1;
1075 1013
1076 next = op->below; 1014 next = op->below;
1077 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1078 /* 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
1079 * destroyed */ 1020 * destroyed */
1080 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1081 { 1022 {
1082 tmp = next; 1023 tmp = next;
1083 next = tmp->below; 1024 next = tmp->below;
1084 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1085 if (op->destroyed ()) 1032 if (op->destroyed ())
1086 return 0; 1033 return 0;
1087 1034
1088 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1089 continue; 1036 continue;
1090 1037
1091 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1092 { 1039 {
1093 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1094 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1095 continue; 1042 continue;
1096 } 1043 }
1097 1044
1098 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1099 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1101 switch (op->contr->mode) 1048 switch (op->contr->mode)
1102 { 1049 {
1103 case 0: 1050 case 0:
1104 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1105 case 1: 1052 case 1:
1106 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1107 return 1; 1054 return 1;
1108 case 2: 1055 case 2:
1109 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1110 return 0; 1057 return 0;
1111 case 3: 1058 case 3:
1112 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1113 case 4: 1060 case 4:
1114 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1115 break; 1062 break;
1116 case 5: 1063 case 5:
1117 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1118 stop = 1; 1065 stop = 1;
1119 break; 1066 break;
1120 case 6: 1067 case 6:
1121 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1122 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1123 break; 1071 break;
1124 1072
1125 case 7: 1073 case 7:
1126 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1127 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1128 break; 1076 break;
1129 1077
1130 default: 1078 default:
1131 /* use value density */ 1079 /* use value density */
1132 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1133 && (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)
1134 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1135 } 1083 }
1136 } 1084 }
1137 else 1085 else
1138 { /* old model */ 1086 { /* old model */
1139 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1143 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1144 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1145 &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))));
1146 else 1094 else
1147 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1148 &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))));
1149 1097
1150 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1151 } 1099 }
1152 1100
1153 /* philosophy: 1101 /* philosophy:
1194 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1195 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1196 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1197 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1198 { 1146 {
1199 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1200 continue; 1148 continue;
1201 } 1149 }
1202 1150
1203 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1204 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)))
1205 { 1153 {
1206 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1207 continue; 1155 continue;
1208 } 1156 }
1209 1157
1210 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1211 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1212 { 1160 {
1213 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1214 continue; 1162 continue;
1215 } 1163 }
1216 1164
1217 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1218 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1219 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1220 { 1168 {
1221 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1222 continue; 1170 continue;
1223 } 1171 }
1224 1172
1225 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1226 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1227 { 1175 {
1228 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1229 continue; 1177 continue;
1230 } 1178 }
1231 1179
1232 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1233 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1234 { 1182 {
1235 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1236 continue; 1184 continue;
1237 } 1185 }
1238 1186
1239 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1240 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1241 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1242 { 1190 {
1243 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1244 continue; 1192 continue;
1245 } 1193 }
1246 1194
1247 /* pick up all magical items */ 1195 /* pick up all magical items */
1248 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1249 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))
1250 { 1198 {
1251 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1252 continue; 1200 continue;
1253 } 1201 }
1254 1202
1255 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1256 { 1204 {
1257 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1258 { 1206 {
1259 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1260 continue; 1208 continue;
1261 } 1209 }
1262 } 1210 }
1263 1211
1264 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1265 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1266 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1267 { 1215 {
1268 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1269 continue; 1217 continue;
1270 } 1218 }
1271 1219
1272 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1273 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1274 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1275 { 1223 {
1276 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1277 continue; 1225 continue;
1278 } 1226 }
1279 1227
1280 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1281 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1282 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1283 { 1231 {
1284 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1285 continue; 1233 continue;
1286 } 1234 }
1287 1235
1288 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1289 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1290 { 1238 {
1291 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1292 continue; 1240 continue;
1293 } 1241 }
1294 1242
1295 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1296 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1297 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1298 { 1246 {
1299 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1300 continue; 1248 continue;
1301 } 1249 }
1302 1250
1303 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1304 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1305 { 1253 {
1306 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1307 continue; 1255 continue;
1308 } 1256 }
1309 1257
1310 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1311 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1312 { 1260 {
1313 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1314 continue; 1262 continue;
1315 } 1263 }
1316 1264
1317 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1318 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1319 { 1267 {
1320 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1321 continue; 1269 continue;
1322 } 1270 }
1323 1271
1324 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1325 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1326 { 1274 {
1327 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1328 continue; 1276 continue;
1329 } 1277 }
1330 1278
1331 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1332 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1333 { 1281 {
1334 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1335 continue; 1283 continue;
1336 } 1284 }
1337 1285
1338 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1339 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1340 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1341 { 1289 {
1342 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1343 continue; 1291 continue;
1344 } 1292 }
1345 1293
1346 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1347 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1348 { 1296 {
1349 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1350 { 1298 {
1351 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 &&
1352 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1353 { 1301 {
1354 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1355 continue; 1303 continue;
1356 } 1304 }
1357 } 1305 }
1358 1306
1359 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1360 { 1308 {
1361 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)
1362 { 1310 {
1363 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1364 continue; 1312 continue;
1365 } 1313 }
1366 } 1314 }
1367 } 1315 }
1368 1316
1369 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1370 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1371 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1372 { 1320 {
1373 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1374 continue; 1322 continue;
1375 } 1323 }
1376 1324
1377 /* 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
1378 * pickups */ 1326 * pickups */
1383 /* >=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
1384 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1385 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1386 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)
1387 { 1335 {
1388 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1389#if 0 1337#if 0
1390 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1391 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1392 { 1340 {
1393 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1394 } 1342 }
1395 else 1343 else
1396 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1397 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1398 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))));
1399#endif 1347#endif
1400 continue; 1348 continue;
1401 } 1349 }
1412 * found object is returned. 1360 * found object is returned.
1413 */ 1361 */
1414object * 1362object *
1415find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1416{ 1364{
1417 object *tmp = NULL;
1418
1419 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1420 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1421 tmp = find_arrow (op, type);
1422 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);
1423 return op; 1374 return arrow;
1375 }
1376
1424 return tmp; 1377 return 0;
1425} 1378}
1426 1379
1427/* 1380/*
1428 * 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
1429 * 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
1430 * 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
1431 * 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.
1432 */ 1385 */
1433
1434object * 1386object *
1435find_better_arrow (object *op, object *target, const char *type, int *better) 1387find_better_arrow (object *op, object *target, const char *type, int *better)
1436{ 1388{
1437 object *tmp = NULL, *arrow, *ntmp; 1389 object *tmp = NULL, *arrow, *ntmp;
1438 int attacknum, attacktype, betterby = 0, i; 1390 int attacknum, attacktype, betterby = 0, i;
1453 } 1405 }
1454 } 1406 }
1455 else if (arrow->type == ARROW && arrow->race == type) 1407 else if (arrow->type == ARROW && arrow->race == type)
1456 { 1408 {
1457 /* allways prefer assasination/slaying */ 1409 /* allways prefer assasination/slaying */
1458 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1410 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1459 { 1411 {
1460 if (arrow->attacktype & AT_DEATH) 1412 if (arrow->attacktype & AT_DEATH)
1461 { 1413 {
1462 *better = 100; 1414 *better = 100;
1463 return arrow; 1415 return arrow;
1471 else 1423 else
1472 { 1424 {
1473 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1474 { 1426 {
1475 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1476 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1477 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)
1478 { 1430 {
1479 tmp = arrow; 1431 tmp = arrow;
1480 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;
1481 } 1433 }
1482 } 1434 }
1483 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1484 { 1436 {
1485 tmp = arrow; 1437 tmp = arrow;
1504 * find_better_arrow to find a decent arrow to use. 1456 * find_better_arrow to find a decent arrow to use.
1505 * op = the shooter 1457 * op = the shooter
1506 * type = bow->race 1458 * type = bow->race
1507 * dir = fire direction 1459 * dir = fire direction
1508 */ 1460 */
1509
1510object * 1461object *
1511pick_arrow_target (object *op, const char *type, int dir) 1462pick_arrow_target (object *op, const char *type, int dir)
1512{ 1463{
1513 object *tmp = NULL; 1464 object *tmp = NULL;
1514 maptile *m; 1465 maptile *m;
1579 */ 1530 */
1580int 1531int
1581fire_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)
1582{ 1533{
1583 object *left, *bow; 1534 object *left, *bow;
1584 int bowspeed, mflags; 1535 int mflags;
1585 maptile *m; 1536 maptile *m;
1586 1537
1587 if (!dir) 1538 if (!dir)
1588 { 1539 {
1589 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!");
1590 return 0; 1541 return 0;
1591 } 1542 }
1592 1543
1593 if (op->type == PLAYER) 1544 if (op->contr)
1594 bow = op->contr->ranges[range_bow]; 1545 bow = op->current_weapon;
1595 else 1546 else
1596 { 1547 {
1597 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1598 /* 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
1599 * 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.
1604 if (!bow) 1555 if (!bow)
1605 { 1556 {
1606 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1607 return 0; 1558 return 0;
1608 } 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
1609 } 1568 }
1610 1569
1611 if (!bow->race || !bow->skill) 1570 if (!bow->race || !bow->skill)
1612 { 1571 {
1613 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);
1614 return 0; 1573 return 0;
1615 } 1574 }
1616
1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1618
1619 /* penalize ROF for bestarrow */
1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1621 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1622
1623 if (bowspeed < 1)
1624 bowspeed = 1;
1625 1575
1626 if (arrow == NULL) 1576 if (arrow == NULL)
1627 { 1577 {
1628 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1629 { 1579 {
1630 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1631 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);
1632 /* 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 */
1633 else 1583 else
1634 CLEAR_FLAG (op, FLAG_READY_BOW); 1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1635 return 0; 1586 return 0;
1636 } 1587 }
1637 } 1588 }
1638 1589
1639 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1652 arrow->destroy (); 1603 arrow->destroy ();
1653 return 0; 1604 return 0;
1654 } 1605 }
1655 1606
1656 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1657 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1658 if (!arrow) 1609 if (!arrow)
1659 { 1610 {
1660 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);
1661 return 0; 1612 return 0;
1662 } 1613 }
1663 1614
1664 arrow->set_owner (op); 1615 arrow->set_owner (op);
1665 arrow->skill = bow->skill; 1616 arrow->skill = bow->skill;
1666
1667 arrow->direction = dir; 1617 arrow->direction = dir;
1668 arrow->x = sx; 1618
1669 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;
1670 1651
1671 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1672 { 1653 {
1673 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1674 op->update_stats ();
1675 }
1676
1677 SET_ANIMATION (arrow, arrow->direction);
1678 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1679 arrow->stats.hp = arrow->stats.dam;
1680 arrow->stats.grace = arrow->attacktype;
1681 if (arrow->slaying != NULL)
1682 arrow->spellarg = strdup (arrow->slaying);
1683
1684 /* Note that this was different for monsters - they got their level
1685 * added to the damage. I think the strength bonus is more proper.
1686 */
1687
1688 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1689
1690 /* update the speed */
1691 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1692 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1693
1694 if (arrow->speed < 1.0)
1695 arrow->speed = 1.0;
1696 update_ob_speed (arrow);
1697 arrow->speed_left = 0;
1698
1699 if (op->type == PLAYER)
1700 {
1701 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1702 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1703 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1704
1705 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;
1706 } 1661 }
1707 else 1662 else
1708 { 1663 {
1709 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1710 arrow->level = op->level; 1664 arrow->level = op->level;
1711 } 1665 arrow->stats.wc -= bow->magic;
1712 1666
1713 if (arrow->attacktype == AT_PHYSICAL) 1667 if (!arrow->slaying)
1668 arrow->slaying = bow->slaying;
1669
1714 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1671 }
1715 1672
1716 if (bow->slaying) 1673 wc -= arrow->level;
1717 arrow->slaying = bow->slaying; 1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1718 1675
1719 arrow->map = m; 1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1720 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1721 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1722 1679
1723 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1724 insert_ob_in_map (arrow, m, op, 0); 1681 m->insert (arrow, sx, sy, op);
1725 1682
1726 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1727 move_arrow (arrow); 1684 move_arrow (arrow);
1728
1729 if (op->type == PLAYER)
1730 {
1731 if (left->destroyed ())
1732 esrv_del_item (op->contr, left->count);
1733 else
1734 esrv_send_item (op, left);
1735 }
1736 1685
1737 return 1; 1686 return 1;
1738} 1687}
1739 1688
1740/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1749{ 1698{
1750 int ret = 0, wcmod = 0; 1699 int ret = 0, wcmod = 0;
1751 1700
1752 if (op->contr->bowtype == bow_bestarrow) 1701 if (op->contr->bowtype == bow_bestarrow)
1753 { 1702 {
1754 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);
1755 } 1704 }
1756 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)
1757 { 1706 {
1758 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1759 wcmod = -1; 1708 wcmod = -1;
1709
1760 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);
1761 } 1711 }
1762 else if (op->contr->bowtype == bow_threewide) 1712 else if (op->contr->bowtype == bow_threewide)
1763 { 1713 {
1764 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);
1768 else if (op->contr->bowtype == bow_spreadshot) 1718 else if (op->contr->bowtype == bow_spreadshot)
1769 { 1719 {
1770 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);
1771 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);
1772 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);
1773
1774 } 1723 }
1775 else 1724 else
1776 { 1725 {
1777 /* Simple case */ 1726 /* Simple case */
1778 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);
1779 } 1728 }
1729
1780 return ret; 1730 return ret;
1781} 1731}
1782
1783 1732
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
1786 */ 1735 */
1787void 1736void
1788fire_misc_object (object *op, int dir) 1737fire_misc_object (object *op, int dir)
1789{ 1738{
1790 object *item; 1739 object *item = op->contr->ranged_ob;
1791 1740
1792 if (!op->contr->ranges[range_misc]) 1741 if (!item)
1793 { 1742 {
1794 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.");
1795 return; 1744 return;
1796 } 1745 }
1797 1746
1798 item = op->contr->ranges[range_misc];
1799 if (!item->inv) 1747 if (!item->inv)
1800 { 1748 {
1801 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1802 return; 1750 return;
1803 } 1751 }
1752
1753 if (!op->change_weapon (item))
1754 return;
1755
1804 if (item->type == WAND) 1756 if (item->type == WAND)
1805 { 1757 {
1806 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
1807 { 1759 {
1808 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1809 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
1810 return; 1763 return;
1811 } 1764 }
1812 } 1765 }
1813 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1814 { 1767 {
1815 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))
1816 { 1773 {
1817 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1774 op->contr->play_sound (sound_find ("wand_poof"));
1775
1818 if (item->type == ROD) 1776 if (item->type == ROD)
1819 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));
1820 else 1778 else
1821 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
1822 return; 1781 return;
1823 } 1782 }
1824 } 1783 }
1825 1784
1826 if (cast_spell (op, item, dir, item->inv, NULL)) 1785 if (cast_spell (op, item, dir, item->inv, NULL))
1833 object *tmp; 1792 object *tmp;
1834 1793
1835 if (item->arch) 1794 if (item->arch)
1836 { 1795 {
1837 CLEAR_FLAG (item, FLAG_ANIMATE); 1796 CLEAR_FLAG (item, FLAG_ANIMATE);
1838 item->face = item->arch->clone.face; 1797 item->face = item->arch->face;
1839 item->speed = 0; 1798 item->set_speed (0);
1840 update_ob_speed (item);
1841 } 1799 }
1842 if ((tmp = item->in_player ())) 1800
1801 if (object *pl = item->visible_to ())
1843 esrv_update_item (UPD_ANIM, tmp, item); 1802 esrv_update_item (UPD_ANIM, pl, item);
1844 } 1803 }
1845 } 1804 }
1846 else if (item->type == ROD || item->type == HORN) 1805 else if (item->type == ROD || item->type == HORN)
1847 {
1848 drain_rod_charge (item); 1806 drain_rod_charge (item);
1849 }
1850 } 1807 }
1851} 1808}
1852 1809
1853/* Received a fire command for the player - go and do it. 1810/* Received a fire command for the player - go and do it.
1854 */ 1811 */
1855void 1812bool
1856fire (object *op, int dir) 1813fire (object *op, int dir)
1857{ 1814{
1858 int spellcost = 0; 1815 int spellcost = 0;
1859 1816
1860 /* check for loss of invisiblity/hide */ 1817 /* check for loss of invisiblity/hide */
1861 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
1862 make_visible (op); 1819 make_visible (op);
1863 1820
1864 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;
1865 { 1827 }
1866 case range_none:
1867 return;
1868 1828
1869 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:
1870 player_fire_bow (op, dir); 1845 player_fire_bow (op, dir);
1871 return; 1846 break;
1872 1847
1873 case range_magic: /* Casting spells */ 1848 case SPELL:
1874 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);
1875 return; 1850 break;
1876 1851
1877 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:
1878 fire_misc_object (op, dir); 1861 fire_misc_object (op, dir);
1879 return; 1862 break;
1880
1881 case range_golem: /* Control summoned monsters from scrolls */
1882 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1883 {
1884 op->contr->ranges[range_golem] = 0;
1885 op->contr->shoottype = range_none;
1886 }
1887 else
1888 control_golem (op->contr->ranges[range_golem], dir);
1889 return;
1890
1891 case range_skill:
1892 if (!op->chosen_skill)
1893 {
1894 if (op->type == PLAYER)
1895 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1896 return;
1897 }
1898 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1899 return;
1900 case range_builder:
1901 apply_map_builder (op, dir);
1902 return;
1903 default:
1904 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1905 return;
1906 } 1863 }
1907}
1908 1864
1909 1865 return true;
1866}
1910 1867
1911/* find_key 1868/* find_key
1912 * 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
1913 * and successfully use it, we return the key, otherwise NULL 1870 * and successfully use it, we return the key, otherwise NULL
1914 * This function merges both normal and locked door, since the logic 1871 * This function merges both normal and locked door, since the logic
1916 * pl is the player, 1873 * pl is the player,
1917 * inv is the objects inventory to searched 1874 * inv is the objects inventory to searched
1918 * door is the door we are trying to match against. 1875 * door is the door we are trying to match against.
1919 * This function can be called recursively to search containers. 1876 * This function can be called recursively to search containers.
1920 */ 1877 */
1921
1922object * 1878object *
1923find_key (object *pl, object *container, object *door) 1879find_key (object *pl, object *container, object *door)
1924{ 1880{
1925 object *tmp, *key; 1881 object *tmp, *key;
1926 1882
1927 /* Should not happen, but sanity checking is never bad */ 1883 /* Should not happen, but sanity checking is never bad */
1928 if (container->inv == NULL) 1884 if (!container->inv)
1929 return NULL; 1885 return 0;
1930 1886
1931 /* 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 */
1932 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1888 for (tmp = container->inv; tmp; tmp = tmp->below)
1933 { 1889 {
1934 if (door->type == DOOR && tmp->type == KEY) 1890 if (door->type == DOOR && tmp->type == KEY)
1935 break; 1891 break;
1936 /* For sanity, we should really check door type, but other stuff 1892 /* For sanity, we should really check door type, but other stuff
1937 * (like containers) can be locked with special keys 1893 * (like containers) can be locked with special keys
1938 */ 1894 */
1939 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1895 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1940 break; 1896 break;
1941 } 1897 }
1898
1942 /* No key found - lets search inventories now */ 1899 /* No key found - lets search inventories now */
1943 /* 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.
1944 * 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
1945 * a key, return 1902 * a key, return
1946 */ 1903 */
1947 if (!tmp) 1904 if (!tmp)
1948 { 1905 {
1949 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1906 for (tmp = container->inv; tmp; tmp = tmp->below)
1950 { 1907 {
1951 /* No reason to search empty containers */ 1908 /* No reason to search empty containers */
1952 if (tmp->type == CONTAINER && tmp->inv) 1909 if (tmp->type == CONTAINER && tmp->inv)
1953 { 1910 {
1954 if ((key = find_key (pl, tmp, door)) != NULL) 1911 if ((key = find_key (pl, tmp, door)))
1955 return key; 1912 return key;
1956 } 1913 }
1957 } 1914 }
1915
1958 if (!tmp) 1916 if (!tmp)
1959 return NULL; 1917 return NULL;
1960 } 1918 }
1919
1961 /* 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,
1962 * see if we actually want to use it 1921 * see if we actually want to use it
1963 */ 1922 */
1964 if (pl != container) 1923 if (pl != container)
1965 { 1924 {
1986 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1945 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1987 "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));
1988 return NULL; 1947 return NULL;
1989 } 1948 }
1990 } 1949 }
1950
1991 return tmp; 1951 return tmp;
1992} 1952}
1993 1953
1994/* moved door processing out of move_player_attack. 1954/* moved door processing out of move_player_attack.
1995 * returns 1 if player has opened the door with a key 1955 * returns 1 if player has opened the door with a key
1997 * 0 otherwise 1957 * 0 otherwise
1998 */ 1958 */
1999static int 1959static int
2000player_attack_door (object *op, object *door) 1960player_attack_door (object *op, object *door)
2001{ 1961{
2002 /* 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,
2003 * 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 -
2004 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
2005 */ 1965 */
2006 object *key = find_key (op, op, door); 1966 object *key = find_key (op, op, door);
2007 1967
2008 /* IF we found a key, do some extra work */ 1968 /* If we found a key, do some extra work */
2009 if (key) 1969 if (key)
2010 { 1970 {
2011 object *container = key->env; 1971 object *container = key->env;
2012 1972
2013 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2014 if (action_makes_visible (op)) 1973 if (action_makes_visible (op))
2015 make_visible (op); 1974 make_visible (op);
1975
2016 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2017 spring_trap (door->inv, op); 1977 spring_trap (door->inv, op);
1978
2018 if (door->type == DOOR) 1979 if (door->type == DOOR)
2019 {
2020 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 */
2021 }
2022 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2023 { 1982 {
2024 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);
2025 remove_door2 (door); /* remove door without violence ;-) */ 1984 remove_door2 (door); /* remove door without violence ;-) */
2026 } 1985 }
1986
2027 /* Do this after we print the message */ 1987 /* Do this after we print the message */
2028 decrease_ob (key); /* Use up one of the keys */ 1988 key->decrease (); /* Use up one of the keys */
2029 /* Need to update the weight the container the key was in */ 1989
2030 if (container != op)
2031 esrv_update_item (UPD_WEIGHT, op, container);
2032 return 1; /* Nothing more to do below */ 1990 return 1; /* Nothing more to do below */
2033 } 1991 }
2034 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2035 { 1993 {
2036 /* Might as well return now - no other way to open this */ 1994 /* Might as well return now - no other way to open this */
2037 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...");
2038 return 1; 1996 return 1;
2039 } 1997 }
1998
2040 return 0; 1999 return 0;
2041} 2000}
2042 2001
2043/* This function is just part of a breakup from move_player. 2002/* This function is just part of a breakup from move_player.
2044 * It should keep the code cleaner. 2003 * It should keep the code cleaner.
2045 * When this is called, the players direction has been updated 2004 * When this is called, the players direction has been updated
2046 * (taking into account confusion.) The player is also actually 2005 * (taking into account confusion.) The player is also actually
2047 * going to try and move (not fire weapons). 2006 * going to try and move (not fire weapons).
2048 */ 2007 */
2049void 2008bool
2050move_player_attack (object *op, int dir) 2009move_player_attack (object *op, int dir)
2051{ 2010{
2052 object *tmp, *mon;
2053 sint16 nx, ny;
2054 int on_battleground; 2011 int on_battleground;
2055 maptile *m;
2056 2012
2057 nx = freearr_x[dir] + op->x; 2013 sint16 nx = freearr_x[dir] + op->x;
2058 ny = freearr_y[dir] + op->y; 2014 sint16 ny = freearr_y[dir] + op->y;
2059 2015
2060 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 }
2061 2026
2062 /* 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
2063 * 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
2064 * 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
2065 * player. This is a pretty nasty hack, because if we could 2030 * player. This is a pretty nasty hack, because if we could
2066 * 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
2067 * 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
2068 * 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
2069 * move_ob uses. 2034 * move_ob uses.
2070 */ 2035 */
2071 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);
2072 {
2073 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2074 {
2075 m = get_map_from_coord (op->map, &nx, &ny);
2076 if (!m)
2077 return; /* Don't think this should happen */
2078 }
2079 else
2080 m = op->map;
2081 2037
2082 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2083 {
2084 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2085 return;
2086 }
2087
2088 mon = 0;
2089 /* 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
2090 * 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.
2091 * 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
2092 * on the space 2041 * on the space
2093 */ 2042 */
2094 while (tmp) 2043 object *mon;
2095 { 2044 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2096 if (tmp == op) 2045 {
2097 { 2046 if ((mon->flag [FLAG_ALIVE]
2098 tmp = tmp->above; 2047 || mon->type == LOCKED_DOOR
2099 continue; 2048 || mon->flag [FLAG_CAN_ROLL])
2100 }
2101
2102 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2103 {
2104 mon = tmp; 2049 && mon != op)
2105 break; 2050 break;
2106 } 2051 }
2107 2052
2108 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2109 mon = tmp;
2110
2111 tmp = tmp->above;
2112 }
2113
2114 if (!mon) /* This happens anytime the player tries to move */ 2053 if (!mon) /* This happens anytime the player tries to move */
2115 return; /* into a wall */ 2054 return false; /* into a wall */
2116 2055
2117 if (mon->head)
2118 mon = mon->head; 2056 mon = mon->head_ ();
2119 2057
2120 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)
2121 if (player_attack_door (op, mon)) 2060 if (player_attack_door (op, mon))
2061 {
2062 --op->contr->weapon_sp_left;
2122 return; 2063 return true;
2064 }
2123 2065
2124 /* The following deals with possibly attacking peaceful 2066 /* The following deals with possibly attacking peaceful
2125 * or frienddly creatures. Basically, all players are considered 2067 * or friendly creatures. Basically, all players are considered
2126 * unaggressive. If the moving player has peaceful set, then the 2068 * unaggressive. If the moving player has peaceful set, then the
2127 * object should be pushed instead of attacked. It is assumed that 2069 * object should be pushed instead of attacked. It is assumed that
2128 * if you are braced, you will not attack friends accidently, 2070 * if you are braced, you will not attack friends accidently,
2129 * and thus will not push them. 2071 * and thus will not push them.
2130 */ 2072 */
2131 2073
2132 /* 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
2133 * peaceful. Our assumption is the creature is a pet if the 2075 * peaceful. Our assumption is the creature is a pet if the
2134 * player owns it and it is either friendly or unagressive. 2076 * player owns it and it is either friendly or unagressive.
2135 */ 2077 */
2136 if ((op->type == PLAYER) 2078 if (op->type == PLAYER
2137#if COZY_SERVER
2138 &&
2139 ((mon->owner && mon->owner->contr 2079 && ((mon->owner && mon->owner->contr
2140 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2080 && same_party (mon->owner->contr->party, op->contr->party))
2141#else
2142 && mon->owner == op 2081 || mon->owner == op)
2143#endif
2144 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2082 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2145 { 2083 {
2146 /* 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 */
2147 if (op->contr->braced) 2085 if (op->contr->braced)
2148 return; 2086 return false;
2149 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"));
2150 (void) push_ob (mon, dir, op); 2093 push_ob (mon, dir, op);
2094
2151 if (op->contr->tmp_invis || op->hide) 2095 if (op->contr->tmp_invis || op->hide)
2152 make_visible (op); 2096 make_visible (op);
2097
2153 return; 2098 return true;
2154 } 2099 }
2100 else
2101 return false;
2102 }
2155 2103
2156 /* in certain circumstances, you shouldn't attack friendly 2104 /* in certain circumstances, you shouldn't attack friendly
2157 * creatures. Note that if you are braced, you can't push 2105 * creatures. Note that if you are braced, you can't push
2158 * 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
2159 * attack them either. 2107 * attack them either.
2160 */ 2108 */
2161 if ((mon->type == PLAYER || mon->enemy != op) && 2109 if ((mon->type == PLAYER || mon->enemy != op)
2162 (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))
2163#ifdef PROHIBIT_PLAYERKILL
2164 (op->contr->peaceful 2111 && ((op->contr->peaceful
2165 || (mon->type == PLAYER 2112 || (mon->type == PLAYER && mon->contr->peaceful))
2166 && mon->contr->
2167 peaceful)) &&
2168#else
2169 op->contr->peaceful &&
2170#endif
2171 !on_battleground)) 2113 && !on_battleground))
2114 {
2115 if (op->speed_left > 0.f)
2172 { 2116 {
2117 --op->speed_left;
2118
2173 if (!op->contr->braced) 2119 if (!op->contr->braced)
2174 { 2120 {
2175 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2121 op->play_sound (sound_find ("push_player"));
2176 (void) push_ob (mon, dir, op); 2122 push_ob (mon, dir, op);
2177 } 2123 }
2178 else 2124 else
2179 new_draw_info (0, 0, op, "You withhold your attack"); 2125 op->statusmsg ("You withhold your attack");
2180 2126
2181 if (op->contr->tmp_invis || op->hide) 2127 if (op->contr->tmp_invis || op->hide)
2182 make_visible (op); 2128 make_visible (op);
2183 }
2184 2129
2130 return true;
2131 }
2132 }
2185 /* If the object is a boulder or other rollable object, then 2133 /* If the object is a boulder or other rollable object, then
2186 * 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.
2187 */ 2135 */
2188 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)
2189 { 2139 {
2140 --op->speed_left;
2141
2190 recursive_roll (mon, dir, op); 2142 recursive_roll (mon, dir, op);
2191 if (action_makes_visible (op)) 2143 if (action_makes_visible (op))
2192 make_visible (op); 2144 make_visible (op);
2193 }
2194 2145
2146 return true;
2147 }
2148 }
2195 /* Any generic living creature. Including things like doors. 2149 /* Any generic living creature. Including things like doors.
2196 * 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
2197 * and be living. Then, it must be one of the following: 2151 * and be living. Then, it must be one of the following:
2198 * 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
2199 * 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.
2200 */ 2154 */
2201
2202 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2155 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2203 ((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)))
2204 { 2157 {
2205 2158 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2206 /* If the player hasn't hit something this tick, and does
2207 * so, give them speed boost based on weapon speed. Doing
2208 * it here is better than process_players2, which basically
2209 * incurred a 1 tick offset.
2210 */
2211 if (!op->contr->has_hit)
2212 { 2159 {
2213 op->speed_left += op->speed / op->contr->weapon_sp; 2160 --op->contr->weapon_sp_left;
2214
2215 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2216 }
2217 2161
2218 skill_attack (mon, op, 0, 0, 0); 2162 skill_attack (mon, op, 0, 0, 0);
2219
2220 /* If attacking another player, that player gets automatic
2221 * hitback, and doesn't loose luck either.
2222 * Disable hitback on the battleground or if the target is
2223 * the wiz.
2224 */
2225 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2226 {
2227 short luck = mon->stats.luck;
2228
2229 mon->contr->has_hit = 1;
2230 skill_attack (op, mon, 0, 0, 0);
2231 mon->stats.luck = luck;
2232 }
2233 2163
2234 if (action_makes_visible (op)) 2164 if (action_makes_visible (op))
2235 make_visible (op); 2165 make_visible (op);
2236 }
2237 } /* if player should attack something */
2238}
2239 2166
2240int 2167 return true;
2168 }
2169 }
2170
2171 return false;
2172}
2173
2174bool
2241move_player (object *op, int dir) 2175move_player (object *op, int dir)
2242{ 2176{
2243 int pick; 2177 int pick;
2244 2178
2245 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2179 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2246 return 0; 2180 return 0;
2247 2181
2248 /* Sanity check: make sure dir is valid */ 2182 /* Sanity check: make sure dir is valid */
2249 if ((dir < 0) || (dir >= 9)) 2183 if ((dir < 0) || (dir >= 9))
2250 { 2184 {
2251 LOG (llevError, "move_player: invalid direction %d\n", dir); 2185 LOG (llevError, "move_player: invalid direction %d\n", dir);
2252 return 0; 2186 return 0;
2253 } 2187 }
2254 2188
2255 /* peterm: added following line */ 2189 /* peterm: added following line */
2256 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2190 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2257 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2191 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2258 2192
2259 op->facing = dir; 2193 op->facing = dir;
2260 2194
2261 if (op->hide) 2195 if (op->hide)
2262 do_hidden_move (op); 2196 do_hidden_move (op);
2263 2197
2198 bool retval;
2199
2264 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2200 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2265 /*nop */ ; 2201 retval = RESULT_INT (0);
2266 else if (op->contr->fire_on) 2202 else if (op->contr->fire_on)
2267 fire (op, dir); 2203 retval = fire (op, dir);
2268 else 2204 else
2269 { 2205 {
2270 move_player_attack (op, dir); 2206 retval = move_player_attack (op, dir);
2271 pick = check_pick (op); 2207 pick = check_pick (op);
2272 } 2208 }
2273 2209
2274 /* 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
2275 * server can handle repeat firing. 2211 * server can handle repeat firing.
2282 /* Update how the player looks. Use the facing, so direction may 2218 /* Update how the player looks. Use the facing, so direction may
2283 * get reset to zero. This allows for full animation capabilities 2219 * get reset to zero. This allows for full animation capabilities
2284 * for players. 2220 * for players.
2285 */ 2221 */
2286 animate_object (op, op->facing); 2222 animate_object (op, op->facing);
2287 return 0; 2223
2224 return retval;
2288} 2225}
2289 2226
2290/* 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
2291 * new client/server stuff. 2228 * new client/server stuff.
2292 * 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
2293 * the new speed values for commands. 2230 * the new speed values for commands.
2294 * 2231 *
2295 * 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.
2296 */ 2235 */
2297int 2236bool
2298handle_newcs_player (object *op) 2237handle_newcs_player (object *op)
2299{ 2238{
2300 if (op->contr->hidden)
2301 {
2302 op->invisible = 1000;
2303 /* the socket code flashes the player visible/invisible
2304 * depending on the value of invisible, so we need to
2305 * alternate it here for it to work correctly.
2306 */
2307 if (pticks & 2)
2308 op->invisible--;
2309 }
2310 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2311 {
2312 op->invisible--;
2313 if (!op->invisible)
2314 {
2315 make_visible (op);
2316 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2317 }
2318 }
2319
2320 if (QUERY_FLAG (op, FLAG_SCARED)) 2239 if (QUERY_FLAG (op, FLAG_SCARED))
2321 { 2240 {
2322 flee_player (op); 2241 if (op->speed_left > 0.f)
2323 /* If player is still scared, that is his action for this tick */
2324 if (QUERY_FLAG (op, FLAG_SCARED))
2325 { 2242 {
2326 op->speed_left--; 2243 --op->speed_left;
2244 flee_player (op);
2245
2327 return 0; 2246 return true;
2328 } 2247 }
2248 else
2249 return false;
2329 } 2250 }
2330
2331 /* I've been seeing crashes where the golem has been destroyed, but
2332 * the player object still points to the defunct golem. The code that
2333 * destroys the golem looks correct, and it doesn't always happen, so
2334 * put this in a a workaround to clean up the golem pointer.
2335 */
2336 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2337 op->contr->ranges[range_golem] = 0;
2338 2251
2339 /* 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
2340 * the players time has been increased when doericserver has been 2253 * the players time has been increased when doericserver has been
2341 * called, so we recheck it here. 2254 * called, so we recheck it here.
2342 */ 2255 */
2343 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2256 if (op->contr->ns->handle_command ())
2344 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2345 ;
2346
2347 if (op->speed_left < 0)
2348 return 0; 2257 return true;
2349 2258
2350 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2259 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2351 {
2352 /* All move commands take 1 tick, at least for now */
2353 op->speed_left--;
2354
2355 /* Instead of all the stuff below, let move_player take care
2356 * of it. Also, some of the skill stuff is only put in
2357 * there, as well as the confusion stuff.
2358 */
2359 move_player (op, op->direction); 2260 return move_player (op, op->direction);
2360 if (op->speed_left > 0)
2361 return 1;
2362 else
2363 return 0;
2364 }
2365 2261
2366 return 0; 2262 return false;
2367} 2263}
2368 2264
2369int 2265int
2370save_life (object *op) 2266save_life (object *op)
2371{ 2267{
2373 return 0; 2269 return 0;
2374 2270
2375 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2271 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2376 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2272 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2377 { 2273 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2274 op->play_sound (sound_find ("ob_evaporate"));
2379 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));
2380
2381 if (op->contr)
2382 esrv_del_item (op->contr, tmp->count);
2383 2276
2384 tmp->destroy (); 2277 tmp->destroy ();
2385 CLEAR_FLAG (op, FLAG_LIFESAVE); 2278 CLEAR_FLAG (op, FLAG_LIFESAVE);
2386 2279
2387 if (op->stats.hp < 0) 2280 if (op->stats.hp < 0)
2400 return 0; 2293 return 0;
2401} 2294}
2402 2295
2403/* 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
2404 * 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
2405 * 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
2406 * from. 2299 * from.
2407 */ 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
2408void 2317void
2409remove_unpaid_objects (object *op, object *env) 2318object::drop_unpaid_items ()
2410{ 2319{
2411 object *next; 2320 if (!flag [FLAG_REMOVED])
2412 2321 ::drop_unpaid_items (inv, this);
2413 while (op)
2414 {
2415 next = op->below; /* Make sure we have a good value, in case
2416 * we remove object 'op'
2417 */
2418 if (QUERY_FLAG (op, FLAG_UNPAID))
2419 {
2420 op->remove ();
2421 op->x = env->x;
2422 op->y = env->y;
2423 if (env->type == PLAYER)
2424 esrv_del_item (env->contr, op->count);
2425 insert_ob_in_map (op, env->map, NULL, 0);
2426 }
2427 else if (op->inv)
2428 remove_unpaid_objects (op->inv, env);
2429
2430 op = next;
2431 }
2432} 2322}
2433 2323
2434/* 2324/*
2435 * Returns pointer a static string containing gravestone text 2325 * Returns pointer a static string containing gravestone text
2436 * Moved from apply.c to player.c - player.c is what 2326 * Moved from apply.c to player.c - player.c is what
2437 * actually uses this function. player.c may not be quite the 2327 * actually uses this function. player.c may not be quite the
2438 * best, a misc file for object actions is probably better, 2328 * best, a misc file for object actions is probably better,
2439 * but there isn't one in the server directory. 2329 * but there isn't one in the server directory.
2440 */ 2330 */
2441char * 2331const char *
2442gravestone_text (object *op) 2332gravestone_text (object *op)
2443{ 2333{
2444 static char buf2[MAX_BUF]; 2334 static dynbuf_text buf;
2445 char buf[MAX_BUF];
2446 time_t now = time (NULL);
2447 2335
2448 strcpy (buf2, " R.I.P.\n\n"); 2336 buf << "---- R.I.P. ----\n\n";
2337 op->name;
2338
2449 if (op->type == PLAYER) 2339 if (op->type == PLAYER)
2450 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2340 buf << " the " << op->contr->title;
2451 else
2452 sprintf (buf, "%s\n", &op->name);
2453 2341
2454 strncat (buf2, " ", 20 - strlen (buf) / 2); 2342 buf << "\n\n";
2455 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
2456 if (op->type == PLAYER) 2348 if (op->type == PLAYER)
2457 sprintf (buf, "who was in level %d when killed\n", op->level); 2349 buf << "by " << op->contr->killer_name () << ".\n\n";
2458 else
2459 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2460 2350
2461 strncat (buf2, " ", 20 - strlen (buf) / 2);
2462 strcat (buf2, buf);
2463 if (op->type == PLAYER)
2464 { 2351 {
2465 sprintf (buf, "by %s.\n\n", op->contr->killer); 2352 static char buf2[128];
2466 strncat (buf2, " ", 21 - strlen (buf) / 2); 2353 time_t now = time (NULL);
2467 strcat (buf2, buf);
2468 }
2469
2470 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2354 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2471 strncat (buf2, " ", 20 - strlen (buf) / 2); 2355 buf << buf2;
2472 strcat (buf2, buf); 2356 }
2473 2357
2474 return buf2; 2358 return buf;
2475} 2359}
2476 2360
2477void 2361void
2478do_some_living (object *op) 2362do_some_living (object *op)
2479{ 2363{
2486 int rate_grace = 2000; 2370 int rate_grace = 2000;
2487 const int max_hp = 1; 2371 const int max_hp = 1;
2488 const int max_sp = 1; 2372 const int max_sp = 1;
2489 const int max_grace = 1; 2373 const int max_grace = 1;
2490 2374
2491 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--;
2492 { 2384 }
2493 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2385 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2494 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2386 {
2495 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 }
2496 } 2392 }
2497 2393
2498 if (op->contr->ns->state == ST_PLAYING) 2394 if (op->contr->ns->state == ST_PLAYING)
2499 { 2395 {
2500 /* these next three if clauses make it possible to SLOW DOWN 2396 /* these next three if clauses make it possible to SLOW DOWN
2519 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2415 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2520 else 2416 else
2521 { 2417 {
2522 gen_grace = op->stats.maxgrace; 2418 gen_grace = op->stats.maxgrace;
2523 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2419 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2524 }
2525
2526 /* Regenerate Spell Points */
2527 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2528 {
2529 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2530 if (op->stats.sp < op->stats.maxsp)
2531 {
2532 op->stats.sp++;
2533 /* dms do not consume food */
2534 if (!QUERY_FLAG (op, FLAG_WIZ))
2535 {
2536 op->stats.food--;
2537 if (op->contr->digestion < 0)
2538 op->stats.food += op->contr->digestion;
2539 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2540 op->stats.food = last_food;
2541 }
2542 }
2543
2544 if (max_sp > 1)
2545 {
2546 over_sp = (gen_sp + 10) / rate_sp;
2547 if (over_sp > 0)
2548 {
2549 if (op->stats.sp < op->stats.maxsp)
2550 {
2551 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2552
2553 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2554 op->stats.sp--;
2555
2556 if (op->stats.sp > op->stats.maxsp)
2557 op->stats.sp = op->stats.maxsp;
2558 }
2559 op->last_sp = 0;
2560 }
2561 else
2562 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2563 }
2564 else
2565 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2566 } 2420 }
2567 2421
2568 /* Regenerate Grace */ 2422 /* Regenerate Grace */
2569 /* 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. */
2570 if (--op->last_grace < 0) 2424 if (--op->last_grace < 0)
2591 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);
2592 } 2446 }
2593 /* wearing stuff doesn't detract from grace generation. */ 2447 /* wearing stuff doesn't detract from grace generation. */
2594 } 2448 }
2595 2449
2450 if (op->stats.food > 0)
2451 {
2596 /* Regenerate Hit Points */ 2452 /* Regenerate Spell Points */
2597 if (--op->last_heal < 0) 2453 if (!op->contr->golem && --op->last_sp < 0)
2598 {
2599 if (op->stats.hp < op->stats.maxhp)
2600 { 2454 {
2601 op->stats.hp++; 2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2602 /* dms do not consume food */ 2456
2603 if (!QUERY_FLAG (op, FLAG_WIZ)) 2457 if (op->stats.sp < op->stats.maxsp)
2604 { 2458 {
2459 op->stats.sp++;
2460
2461 /* dms do not consume food */
2462 if (!QUERY_FLAG (op, FLAG_WIZ))
2463 {
2605 op->stats.food--; 2464 op->stats.food--;
2465
2606 if (op->contr->digestion < 0) 2466 if (op->contr->digestion < 0)
2607 op->stats.food += op->contr->digestion; 2467 op->stats.food += op->contr->digestion;
2608 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))
2609 op->stats.food = last_food; 2469 op->stats.food = last_food;
2470 }
2610 } 2471 }
2611 }
2612 2472
2613 if (max_hp > 1) 2473 if (max_sp > 1)
2614 {
2615 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2616 if (over_hp > 0)
2617 { 2474 {
2618 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
2619 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);
2620 } 2493 }
2621 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)
2622 { 2502 {
2623 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 }
2624 } 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);
2625 } 2528 }
2626 else 2529 else
2627 {
2628 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);
2629 } 2531 }
2630 } 2532 }
2631 2533
2632 /* Digestion */ 2534 /* Digestion */
2633 if (--op->last_eat < 0) 2535 if (--op->last_eat < 0)
2634 { 2536 {
2635#ifdef COZY_SERVER 2537 int bonus = max (0, op->contr->digestion),
2636 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2538 penalty = max (0, -op->contr->digestion);
2637 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2638#else
2639 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2640#endif
2641 2539
2642 if (op->contr->gen_hp > 0)
2643 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);
2644 else
2645 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2646 2541
2647 /* dms do not consume food */ 2542 /* dms do not consume food */
2648 if (!QUERY_FLAG (op, FLAG_WIZ)) 2543 if (!QUERY_FLAG (op, FLAG_WIZ))
2649 op->stats.food--; 2544 op->stats.food--;
2650 } 2545 }
2677 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.");
2678 manual_apply (op, flesh, 0); 2573 manual_apply (op, flesh, 0);
2679 } 2574 }
2680 } 2575 }
2681 2576
2682 while (op->stats.food < 0 && op->stats.hp >= 0) 2577 if (op->stats.food < 0)
2683 op->stats.food++, op->stats.hp--; 2578 {
2579 op->stats.hp += op->stats.food;
2580 op->stats.food = 0;
2581 }
2684 2582
2685 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2583 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2686 kill_player (op); 2584 kill_player (op);
2687 } 2585 }
2688} 2586}
2693 * file. 2591 * file.
2694 */ 2592 */
2695void 2593void
2696kill_player (object *op) 2594kill_player (object *op)
2697{ 2595{
2596 int x, y;
2698 char buf[MAX_BUF]; 2597 char buf[MAX_BUF];
2699 int x, y;
2700
2701 //int i;
2702 maptile *map; /* this is for resurrection */ 2598 maptile *map; /* this is for resurrection */
2703
2704 /* int z;
2705 int num_stats_lose;
2706 int lost_a_stat;
2707 int lose_this_stat;
2708 int this_stat; */
2709 int will_kill_again; 2599 int will_kill_again;
2710 archetype *at; 2600 archetype *at;
2711 object *tmp; 2601 object *tmp;
2712 2602
2713 if (save_life (op)) 2603 if (save_life (op))
2714 return; 2604 return;
2715
2716 2605
2717 /* 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
2718 * 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.
2719 * Look at op_on_battleground() for more info --AndreasV 2608 * Look at op_on_battleground() for more info --AndreasV
2720 */ 2609 */
2723 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!");
2724 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...");
2725 2614
2726 /* restore player */ 2615 /* restore player */
2727 at = archetype::find ("poisoning"); 2616 at = archetype::find ("poisoning");
2728 tmp = present_arch_in_ob (at, op); 2617 if (object *tmp = present_arch_in_ob (at, op))
2729 if (tmp)
2730 { 2618 {
2731 tmp->destroy (); 2619 tmp->destroy ();
2732 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2620 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2733 } 2621 }
2734 2622
2735 at = archetype::find ("confusion"); 2623 at = archetype::find ("confusion");
2736 tmp = present_arch_in_ob (at, op); 2624 if (object *tmp = present_arch_in_ob (at, op))
2737 if (tmp)
2738 { 2625 {
2739 tmp->destroy (); 2626 tmp->destroy ();
2740 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2627 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2741 } 2628 }
2742 2629
2743 cure_disease (op, 0); /* remove any disease */ 2630 cure_disease (op, 0, 0); /* remove any disease */
2744 op->stats.hp = op->stats.maxhp; 2631 op->stats.hp = op->stats.maxhp;
2745 if (op->stats.food <= 0) 2632 if (op->stats.food <= 0)
2746 op->stats.food = 999; 2633 op->stats.food = 999;
2747 2634
2748 /* create a bodypart-trophy to make the winner happy */ 2635 /* create a bodypart-trophy to make the winner happy */
2749 tmp = arch_to_object (archetype::find ("finger")); 2636 if (object *tmp = arch_to_object (archetype::find ("finger")))
2750 if (tmp != NULL)
2751 { 2637 {
2752 sprintf (buf, "%s's finger", &op->name); 2638 tmp->name = format ("%s's finger" , &op->name);
2753 tmp->name = buf; 2639 tmp->name_pl = format ("%s's fingers", &op->name);
2754 sprintf (buf, " This finger has been cut off %s\n"
2755 " the %s, when he was defeated at\n level %d by %s.\n",
2756 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2757 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 );
2758 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2646 tmp->value = 0, tmp->type = 0;
2759 tmp->materialname = NULL; 2647 tmp->materialname = "organics";
2760 tmp->x = op->x, tmp->y = op->y; 2648 tmp->insert_at (op, tmp);
2761 insert_ob_in_map (tmp, op->map, op, 0);
2762 } 2649 }
2763 2650
2764 /* teleport defeated player to new destination */ 2651 /* teleport defeated player to new destination */
2765 transfer_ob (op, x, y, 0, NULL); 2652 transfer_ob (op, x, y, 0, NULL);
2766 op->contr->braced = 0; 2653 op->contr->braced = 0;
2771 2658
2772 command_kill_pets (op, 0); 2659 command_kill_pets (op, 0);
2773 2660
2774 if (op->stats.food < 0) 2661 if (op->stats.food < 0)
2775 { 2662 {
2776 if (op->contr->explore) 2663 op->contr->killer = archetype::get ("killer_starvation");
2777 { 2664 op->contr->killer->destroy ();
2778 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780 op->stats.food = 999;
2781 return;
2782 }
2783 sprintf (buf, "%s starved to death.", &op->name);
2784 strcpy (op->contr->killer, "starvation");
2785 }
2786 else
2787 { 2665 }
2788 if (op->contr->explore) 2666
2789 { 2667 op->contr->play_sound (sound_find ("player_dies"));
2790 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2791 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2792 op->stats.hp = op->stats.maxhp;
2793 return;
2794 }
2795 sprintf (buf, "%s died.", &op->name);
2796 }
2797 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2798 2668
2799 /* save the map location for corpse, gravestone */ 2669 /* save the map location for corpse, gravestone */
2800 x = op->x; 2670 x = op->x;
2801 y = op->y; 2671 y = op->y;
2802 map = op->map; 2672 map = op->map;
2803
2804 2673
2805 /* NOT_PERMADEATH code. This basically brings the character back to 2674 /* NOT_PERMADEATH code. This basically brings the character back to
2806 * 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.
2807 * 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.
2808 */ 2677 */
2825 num_stats_lose = 1; 2694 num_stats_lose = 1;
2826 else 2695 else
2827 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2696 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2828 } 2697 }
2829 else 2698 else
2830 {
2831 num_stats_lose = 1; 2699 num_stats_lose = 1;
2832 } 2700
2833 lost_a_stat = 0; 2701 lost_a_stat = 0;
2834 2702
2835 for (z = 0; z < num_stats_lose; z++) 2703 for (z = 0; z < num_stats_lose; z++)
2836 { 2704 {
2837 i = RANDOM () % NUM_STATS; 2705 i = RANDOM () % NUM_STATS;
2935 tmp = arch_to_object (archetype::find ("gravestone")); 2803 tmp = arch_to_object (archetype::find ("gravestone"));
2936 sprintf (buf, "%s's gravestone", &op->name); 2804 sprintf (buf, "%s's gravestone", &op->name);
2937 tmp->name = buf; 2805 tmp->name = buf;
2938 sprintf (buf, "%s's gravestones", &op->name); 2806 sprintf (buf, "%s's gravestones", &op->name);
2939 tmp->name_pl = buf; 2807 tmp->name_pl = buf;
2940 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 ());
2941 tmp->msg = buf; 2809 tmp->msg = buf;
2942 tmp->x = op->x, tmp->y = op->y; 2810 tmp->x = op->x, tmp->y = op->y;
2943 insert_ob_in_map (tmp, op->map, NULL, 0); 2811 insert_ob_in_map (tmp, op->map, NULL, 0);
2944 2812
2945 /**************************************/ 2813 /**************************************/
2967 { 2835 {
2968 tmp->destroy (); 2836 tmp->destroy ();
2969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2837 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2970 } 2838 }
2971 2839
2972 cure_disease (op, 0); /* remove any disease */ 2840 cure_disease (op, 0, 0); /* remove any disease */
2973 2841
2974 /*add_exp(op, (op->stats.exp * -0.20)); */ 2842 /*add_exp(op, (op->stats.exp * -0.20)); */
2975 apply_death_exp_penalty (op); 2843 apply_death_exp_penalty (op);
2976 if (op->stats.food < 100) 2844 if (op->stats.food < 100)
2977 op->stats.food = 900; 2845 op->stats.food = 900;
2978 op->stats.hp = op->stats.maxhp; 2846 op->stats.hp = op->stats.maxhp;
2979 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2847 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2980 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2848 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2981 2849
2982 /* 2850 /*
2983 * Check to see if the player is in a shop. IF so, then check to see if
2984 * 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
2985 * in the map. 2852 * and put them back in the map.
2986 */ 2853 */
2987 2854 op->drop_unpaid_items ();
2988 if (is_in_shop (op))
2989 remove_unpaid_objects (op->inv, op);
2990 2855
2991 /****************************************/ 2856 /****************************************/
2992 /* */ 2857 /* */
2993 /* Move player to his current respawn- */ 2858 /* Move player to his current respawn- */
2994 /* position (usually last savebed) */ 2859 /* position (usually last savebed) */
2995 /* */ 2860 /* */
2996 /****************************************/ 2861 /****************************************/
2997 2862
2998 enter_player_savebed (op); 2863 enter_player_savebed (op);
2999 2864
3000 /* Save the player before inserting the force to reduce
3001 * chance of abuse.
3002 */
3003 op->contr->braced = 0; 2865 op->contr->braced = 0;
3004 op->contr->save ();
3005 2866
3006 /* it is possible that the player has blown something up 2867 /* it is possible that the player has blown something up
3007 * at his savebed location, and that can have long lasting 2868 * at his savebed location, and that can have long lasting
3008 * spell effects. So first see if there is a spell effect 2869 * spell effects. So first see if there is a spell effect
3009 * on the space that might harm the player. 2870 * on the space that might harm the player.
3018 object *force; 2879 object *force;
3019 int at; 2880 int at;
3020 2881
3021 force = get_archetype (FORCE_NAME); 2882 force = get_archetype (FORCE_NAME);
3022 /* 50 ticks should be enough time for the spell to abate */ 2883 /* 50 ticks should be enough time for the spell to abate */
3023 force->speed = 0.1; 2884 force->speed = 0.1f;
3024 force->speed_left = -5.0; 2885 force->speed_left = -5.f;
3025 SET_FLAG (force, FLAG_APPLIED); 2886 SET_FLAG (force, FLAG_APPLIED);
3026 for (at = 0; at < NROFATTACKS; at++) 2887 for (at = 0; at < NROFATTACKS; at++)
3027 if (will_kill_again & (1 << at)) 2888 if (will_kill_again & (1 << at))
3028 force->resist[at] = 100; 2889 force->resist[at] = 100;
3029 2890
3038void 2899void
3039loot_object (object *op) 2900loot_object (object *op)
3040{ /* Grab and destroy some treasure */ 2901{ /* Grab and destroy some treasure */
3041 object *tmp, *tmp2, *next; 2902 object *tmp, *tmp2, *next;
3042 2903
3043 if (op->container) 2904 op->close_container (); /* close open sack first */
3044 esrv_apply_container (op, op->container); /* close open sack first */
3045 2905
3046 for (tmp = op->inv; tmp; tmp = next) 2906 for (tmp = op->inv; tmp; tmp = next)
3047 { 2907 {
3048 next = tmp->below; 2908 next = tmp->below;
3049 2909
3050 if (tmp->invisible) 2910 if (tmp->invisible)
3051 continue; 2911 continue;
3052 2912
3053 tmp->remove (); 2913 tmp->remove ();
3054 tmp->x = op->x, tmp->y = op->y; 2914 tmp->x = op->x, tmp->y = op->y;
2915
3055 if (tmp->type == CONTAINER) 2916 if (tmp->type == CONTAINER)
3056 { /* empty container to ground */ 2917 loot_object (tmp); /* empty container to ground */
3057 loot_object (tmp); 2918
3058 }
3059 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))))
3060 { 2920 {
3061 if (tmp->nrof > 1) 2921 if (tmp->nrof > 1)
3062 { 2922 {
3063 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2923 tmp->decrease (rndm (1, tmp->nrof - 1));
3064 tmp2->destroy ();
3065 insert_ob_in_map (tmp, op->map, NULL, 0); 2924 insert_ob_in_map (tmp, op->map, NULL, 0);
3066 } 2925 }
3067 else 2926 else
3068 tmp->destroy (); 2927 tmp->destroy ();
3069 } 2928 }
3075/* 2934/*
3076 * fix_weight(): Check recursively the weight of all players, and fix 2935 * fix_weight(): Check recursively the weight of all players, and fix
3077 * 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
3078 * was changed. 2937 * was changed.
3079 */ 2938 */
3080
3081void 2939void
3082fix_weight (void) 2940fix_weight (void)
3083{ 2941{
3084 for_all_players (pl) 2942 for_all_players (pl)
3085 { 2943 {
3086 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2944 sint32 old = pl->ob->carrying;
3087 2945
3088 if (old == sum) 2946 pl->ob->update_weight ();
3089 continue; 2947
2948 if (old != pl->ob->carrying)
2949 {
3090 pl->ob->update_stats (); 2950 pl->ob->update_stats ();
3091 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 }
3092 } 2953 }
3093} 2954}
3094 2955
3095void 2956void
3096fix_luck (void) 2957fix_luck (void)
3140void 3001void
3141make_visible (object *op) 3002make_visible (object *op)
3142{ 3003{
3143 op->hide = 0; 3004 op->hide = 0;
3144 op->invisible = 0; 3005 op->invisible = 0;
3006
3145 if (op->type == PLAYER) 3007 if (op->type == PLAYER)
3146 { 3008 {
3147 op->contr->tmp_invis = 0; 3009 op->contr->tmp_invis = 0;
3148 op->contr->invis_race = 0; 3010 op->contr->invis_race = 0;
3149 } 3011 }
3012
3150 update_object (op, UP_OBJ_FACE); 3013 update_object (op, UP_OBJ_CHANGE);
3151} 3014}
3152 3015
3153int 3016int
3154is_true_undead (object *op) 3017is_true_undead (object *op)
3155{ 3018{
3156 object *tmp = NULL;
3157
3158 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3019 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3159 return 1; 3020 return 1;
3160 3021
3161 return 0; 3022 return 0;
3162} 3023}
3163 3024
3164/* look at the surrounding terrain to determine 3025/* look at the surrounding terrain to determine
3165 * the hideability of this object. Positive levels 3026 * the hideability of this object. Positive levels
3166 * indicate greater hideability. 3027 * indicate greater hideability.
3167 */ 3028 */
3168
3169int 3029int
3170hideability (object *ob) 3030hideability (object *ob)
3171{ 3031{
3172 int i, level = 0, mflag; 3032 int i, level = 0, mflag;
3173 sint16 x, y; 3033 sint16 x, y;
3183 * as bad as carrying a light on a pitch dark map */ 3043 * as bad as carrying a light on a pitch dark map */
3184 if (has_carried_lights (ob)) 3044 if (has_carried_lights (ob))
3185 level = -(10 + (2 * ob->map->darkness)); 3045 level = -(10 + (2 * ob->map->darkness));
3186 3046
3187 /* scan through all nearby squares for terrain to hide in */ 3047 /* scan through all nearby squares for terrain to hide in */
3188 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])
3189 { 3051 {
3190 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3052 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3191 if (mflag & P_OUT_OF_MAP) 3053 if (mflag & P_OUT_OF_MAP)
3192 {
3193 continue; 3054 continue;
3194 } 3055
3195 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3056 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3196 level += 2; 3057 level += 2;
3197 else /* open terrain! */ 3058 else /* open terrain! */
3198 level -= 1; 3059 level -= 1;
3199 } 3060 }
3207/* For Hidden creatures - a chance of becoming 'unhidden' 3068/* For Hidden creatures - a chance of becoming 'unhidden'
3208 * every time they move - as we subtract off 'invisibility' 3069 * every time they move - as we subtract off 'invisibility'
3209 * AND, for players, if they move into a ridiculously unhideable 3070 * AND, for players, if they move into a ridiculously unhideable
3210 * spot (surrounded by clear terrain in broad daylight). -b.t. 3071 * spot (surrounded by clear terrain in broad daylight). -b.t.
3211 */ 3072 */
3212
3213void 3073void
3214do_hidden_move (object *op) 3074do_hidden_move (object *op)
3215{ 3075{
3216 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3076 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3217 object *skop; 3077 object *skop;
3221 3081
3222 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3082 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3223 3083
3224 /* 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! */
3225 if (op->type == PLAYER && op->contr->run_on) 3085 if (op->type == PLAYER && op->contr->run_on)
3226 {
3227 if (!skop || num >= skop->level) 3086 if (!skop || num >= skop->level)
3228 { 3087 {
3229 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!");
3230 make_visible (op); 3089 make_visible (op);
3231 return; 3090 return;
3232 } 3091 }
3233 else 3092 else
3234 num += 20; 3093 num += 20;
3235 } 3094
3236 num += op->map->difficulty; 3095 num += op->map->difficulty;
3237 hide = hideability (op); /* modify by terrain hidden level */ 3096 hide = hideability (op); /* modify by terrain hidden level */
3238 num -= hide; 3097 num -= hide;
3098
3239 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3099 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3240 { 3100 {
3241 make_visible (op); 3101 make_visible (op);
3242 if (op->type == PLAYER) 3102 if (op->type == PLAYER)
3243 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!");
3244 } 3104 }
3245 else if (op->type == PLAYER && skop) 3105 else if (op->type == PLAYER && skop)
3246 {
3247 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);
3248 }
3249} 3107}
3250 3108
3251/* determine if who is standing near a hostile creature. */ 3109/* determine if who is standing near a hostile creature. */
3252 3110
3253int 3111int
3301 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3302 * 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
3303 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3304 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3305 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3306 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3307 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3308 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3309 * 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.
3310 * -b.t. 3168 * -b.t.
3311 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3312 */ 3170 */
3313
3314int 3171int
3315player_can_view (object *pl, object *op) 3172player_can_view (object *pl, object *op)
3316{ 3173{
3317 rv_vector rv; 3174 rv_vector rv;
3318 int dx, dy; 3175 int dx, dy;
3320 if (pl->type != PLAYER) 3177 if (pl->type != PLAYER)
3321 { 3178 {
3322 LOG (llevError, "player_can_view() called for non-player object\n"); 3179 LOG (llevError, "player_can_view() called for non-player object\n");
3323 return -1; 3180 return -1;
3324 } 3181 }
3182
3325 if (!pl || !op) 3183 if (!pl || !op)
3326 return 0; 3184 return 0;
3327 3185
3328 if (op->head)
3329 {
3330 op = op->head; 3186 op = op->head_ ();
3331 } 3187
3332 get_rangevector (pl, op, &rv, 0x1); 3188 get_rangevector (pl, op, &rv, 0x1);
3333 3189
3334 /* starting with the 'head' part, lets loop 3190 /* starting with the 'head' part, lets loop
3335 * through the object and find if it has any 3191 * through the object and find if it has any
3336 * part that is in the los array but isnt on 3192 * part that is in the los array but isn't on
3337 * a blocked los square. 3193 * a blocked los square.
3338 * we use the archetype to figure out offsets. 3194 * we use the archetype to figure out offsets.
3339 */ 3195 */
3340 while (op) 3196 while (op)
3341 { 3197 {
3342 dx = rv.distance_x + op->arch->clone.x; 3198 dx = rv.distance_x + op->arch->x;
3343 dy = rv.distance_y + op->arch->clone.y; 3199 dy = rv.distance_y + op->arch->y;
3344 3200
3345 /* only the viewable area the player sees is updated by LOS 3201 /* only the viewable area the player sees is updated by LOS
3346 * 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
3347 * for any meaningful values. 3203 * for any meaningful values.
3348 */ 3204 */
3349 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3350 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3351 !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)])
3352 return 1; 3208 return 1;
3209
3353 op = op->more; 3210 op = op->more;
3354 } 3211 }
3212
3355 return 0; 3213 return 0;
3356} 3214}
3357 3215
3358/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3359 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3362 * return 0. 3220 * return 0.
3363 */ 3221 */
3364int 3222int
3365action_makes_visible (object *op) 3223action_makes_visible (object *op)
3366{ 3224{
3367
3368 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3369 { 3226 {
3370 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3371 return 0; 3228 return 0;
3372 3229
3378 { 3235 {
3379 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");
3380 return 1; 3237 return 1;
3381 } 3238 }
3382 } 3239 }
3240
3383 return 0; 3241 return 0;
3384} 3242}
3385 3243
3386/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3387 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3392 * 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
3393 */ 3251 */
3394int 3252int
3395op_on_battleground (object *op, int *x, int *y) 3253op_on_battleground (object *op, int *x, int *y)
3396{ 3254{
3397 object *tmp;
3398
3399 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3400 * 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),
3401 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3402 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3403 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3404 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3405 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3406 { 3262 {
3407 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3408 { 3264 {
3409 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3410 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))
3411 { 3269 {
3412 /*before we assign the exit, check if this is a teambattle */ 3270 /* before we assign the exit, check if this is a teambattle */
3413 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))
3414 { 3272 {
3415 object *invtmp;
3416
3417 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3418 { 3274 {
3419 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3420 { 3276 {
3421 if (x != NULL && y != NULL) 3277 if (x && y)
3422 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3423 return 1; 3280 return 1;
3424 } 3281 }
3425 } 3282 }
3426 } 3283 }
3284
3427 if (x != NULL && y != NULL) 3285 if (x && y)
3428 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3429 return 1; 3288 return 1;
3430 } 3289 }
3431 } 3290 }
3432 } 3291 }
3292
3433 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3434 return 0; 3294 return 0;
3435} 3295}
3436 3296
3437/* 3297/*
3453 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3454 int i = 0, j = 0; 3314 int i = 0, j = 0;
3455 3315
3456 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3457 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3458 trlist = find_treasurelist ("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3459 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3460 trlist = find_treasurelist ("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3461 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3462 trlist = find_treasurelist ("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3463 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3464 trlist = find_treasurelist ("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3465 3325
3466 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3467 return; 3327 return;
3468 3328
3469 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++);
3470 3330
3471 if (tr == NULL || tr->item == NULL) 3331 if (!tr || !tr->item)
3472 { 3332 {
3473 /* 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]); */
3474 return; 3334 return;
3475 } 3335 }
3476 3336
3477 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3478 item = &(tr->item->clone); 3338 item = tr->item;
3479 3339
3480 if (item->type == SPELL) 3340 if (item->type == SPELL)
3481 { 3341 {
3482 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3483 return; 3343 return;
3542 { 3402 {
3543 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3544 object *skin; 3404 object *skin;
3545 3405
3546 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3547 shstr_cmp dragon_skin_force ("dragon_skin_force");
3548 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)
3549 ; 3408 ;
3550 3409
3551 if (!skin) 3410 if (!skin)
3552 return; 3411 return;
3553 3412
3588 else 3447 else
3589 { 3448 {
3590 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3591 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3592 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));
3593 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3594 if (who->type == PLAYER)
3595 esrv_send_item (who, tmp);
3596 } 3453 }
3597} 3454}
3598 3455
3599/** 3456/**
3600 * 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
3601 * not readied. 3458 * not readied.
3602 */ 3459 */
3603void 3460void
3604player_unready_range_ob (player *pl, object *ob) 3461player_unready_range_ob (player *pl, object *ob)
3605{ 3462{
3606 rangetype i; 3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3607 3465
3608 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3466 if (pl->combat_ob == ob)
3609 { 3467 pl->combat_ob = 0;
3468
3610 if (pl->ranges[i] == ob) 3469 if (pl->ranged_ob == ob)
3611 { 3470 pl->ranged_ob = 0;
3612 pl->ranges[i] = NULL;
3613 if (pl->shoottype == i)
3614 {
3615 pl->shoottype = range_none;
3616 }
3617 }
3618 }
3619} 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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