ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.106 by pippijn, Fri Mar 2 10:15:40 2007 UTC vs.
Revision 1.232 by root, Sat Oct 3 20:11:12 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
130 131
131 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
132 strip_endline (subject); 133 strip_endline (subject);
133 size = 0; 134 size = 0;
134 news[0] = '\0'; 135 news[0] = '\0';
144 size += strlen (buf); 145 size += strlen (buf);
145 } 146 }
146 } 147 }
147 148
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
151} 152}
152 153
153/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
154static void 155static void
155set_first_map (object *op) 156set_first_map (object *op)
156{ 157{
157 op->contr->maplevel = first_map_path; 158 op->contr->maplevel = first_map_path;
158 op->x = -1; 159 op->x = -1;
159 op->y = -1; 160 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 161}
174 162
175void 163void
176player::activate () 164player::activate ()
177{ 165{
182 ob->remove (); 170 ob->remove ();
183 ob->map = 0; 171 ob->map = 0;
184 ob->activate_recursive (); 172 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 174 add_friendly_object (ob);
187 enter_map ();
188} 175}
189 176
190void 177void
191player::deactivate () 178player::deactivate ()
192{ 179{
194 return; 181 return;
195 182
196 terminate_all_pets (ob); 183 terminate_all_pets (ob);
197 remove_friendly_object (ob); 184 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 185 ob->deactivate_recursive ();
186
187 if (ob->map)
199 maplevel = ob->map->path; 188 maplevel = ob->map->path;
189
200 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
201 ob->map = 0; 192 ob->map = 0;
202 party = 0; 193 party = 0;
203 194
204 // for weird reasons, this is often "ob", keeping a circular reference 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
205 ranges [range_skill] = 0;
206 196
207 players.erase (this); 197 players.erase (this);
208} 198}
209 199
210// connect the player with a specific client 200// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings 201// also changes, rationalises, and fixes some incorrect settings
212void 202void
213player::connect (client *ns) 203player::connect (client *ns)
214{ 204{
215 this->ns = ns; 205 this->ns = ns;
216 ns->pl = this; 206 ns->pl = this;
220 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
221 211
222 ns->update_look = 0; 212 ns->update_look = 0;
223 ns->look_position = 0; 213 ns->look_position = 0;
224 214
225 clear_los (ob); 215 clear_los ();
226 216
227 ns->reset_stats (); 217 ns->reset_stats ();
228 218
229 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
232 222
233 if (!legal_range (ob, shoottype)) 223 ob->update_weight ();
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob); 224 link_skills ();
238 225
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240 227
241 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
242 229
243 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
245 { 232 {
246 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
247 234
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250
251 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
254 abil = tmp; 238 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
256 skin = tmp; 240 skin = tmp;
257 241
258 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
259 } 243 }
260 244
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262 246
263 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
264 248
265 ob->update_stats (); 249 ob->update_stats ();
250
266 ns->floorbox_update (); 251 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0); 253 esrv_add_spells (this, 0);
270 254
271 activate (); 255 activate ();
272 256
279} 263}
280 264
281void 265void
282player::disconnect () 266player::disconnect ()
283{ 267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
284 if (ns) 274 if (ns)
285 { 275 {
286 if (active) 276 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288 278
289 INVOKE_PLAYER (DISCONNECT, this); 279 INVOKE_PLAYER (DISCONNECT, this);
290 280
291 ns->reset_stats (); 281 ns->reset_stats ();
292 ns->pl = 0; 282 ns->pl = 0;
293 this->ns = 0; 283 ns = 0;
294 } 284 }
295 285
296 if (ob) 286 observe = ob;
297 ob->close_container (); //TODO: client-specific
298 287
299 deactivate (); 288 deactivate ();
300} 289}
301 290
302// the need for this function can be explained 291// the need for this function can be explained
303// by load_object not returning the object 292// by load_object not returning the object
304void 293void
305player::set_object (object *op) 294player::set_object (object *op)
306{ 295{
307 ob = op; 296 ob = observe = op;
308 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
309 298
310 ob->speed_left = 0.5;
311 ob->speed = 1.0; 299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
312 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330}
331
332void
333player::set_observe (object *op)
334{
335 observe = op ? op : ob;
336 do_los = 1;
313} 337}
314 338
315player::player () 339player::player ()
316{ 340{
317 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point. 342 * we deal with that below this point.
319 */ 343 */
320 outputs_sync = 16; /* Every 2 seconds */ 344 outputs_sync = 4;
321 outputs_count = 8; /* Keeps present behaviour */ 345 outputs_count = 4;
322 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
323 347
324 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
325 349
326 gen_sp_armour = 10; 350 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal; 351 bowtype = bow_normal;
329 petmode = pet_normal; 352 petmode = pet_normal;
330 listening = 10;
331 usekeys = containers; 353 usekeys = containers;
332 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
333 do_los = 1; 355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
334} 359}
335 360
336void 361void
337player::do_destroy () 362player::do_destroy ()
338{ 363{
343 if (ob) 368 if (ob)
344 { 369 {
345 ob->destroy_inv (false); 370 ob->destroy_inv (false);
346 ob->destroy (); 371 ob->destroy ();
347 } 372 }
373
374 ob = observe = 0;
348} 375}
349 376
350player::~player () 377player::~player ()
351{ 378{
352 /* Clear item stack */ 379 /* Clear item stack */
379 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
380 */ 407 */
381archetype * 408archetype *
382get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
383{ 410{
384 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
385 418
386 for (;;) 419 for (;;)
387 { 420 {
388 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
389 at = first_archetype; 422 i = archetypes.begin ();
390 else 423 else if (*i == at)
391 at = at->next; 424 cleanup ("not a single player archetype found");
392 425
393 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
394 return at; 427 return *i;
395
396 if (at == start)
397 {
398 LOG (llevError, "No Player archetypes\n");
399 exit (-1);
400 }
401 } 428 }
402} 429}
403 430
404object * 431object *
405get_nearest_player (object *mon) 432get_nearest_player (object *mon)
409 unsigned lastdist; 436 unsigned lastdist;
410 rv_vector rv; 437 rv_vector rv;
411 438
412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
413 { 440 {
414 /* We should not find free objects on this friendly list, but it
415 * does periodically happen. Given that, lets deal with it.
416 * While unlikely, it is possible the next object on the friendly
417 * list is also free, so encapsulate this in a while loop.
418 */
419 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
420 {
421 object *tmp = ol->ob;
422
423 /* Can't do much more other than log the fact, because the object
424 * itself will have been cleared.
425 */
426 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427 tmp->debug_desc ());
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)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
442 continue; 442 continue;
443 443
444 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
445 { 445 {
640 640
641 return firstdir; 641 return firstdir;
642} 642}
643 643
644void 644void
645give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
646{ 646{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL) 647 if (pl->randomitems)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651 649
652 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
653 { 651 {
654 next = op->below; 652 next = op->below;
655 653
656 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
657 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
662 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions 661 * by this player due to race restrictions
664 */ 662 */
665 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
666 { 664 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
668 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
669 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
670 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 { 672 {
673 op->destroy (); 673 op->destroy ();
674 continue; 674 continue;
675 } 675 }
676 } 676 }
677 677
678 /* This really needs to be better - we should really give 678 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 679 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 680 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 681 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 682 if (op->type == SKILL)
685 { 683 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 684 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 685 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 686 {
694 op->destroy (); 687 op->destroy ();
688 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 689 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 690 break;
697 } 691 }
698 692
699 if (op->nrof > 1) 693 if (op->nrof > 1)
700 op->nrof = 1; 694 op->nrof = 1;
701 } 695 }
702 696
703 if (op->type == SPELLBOOK && op->inv) 697 if (op->type == SPELLBOOK && op->inv)
704 {
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 698 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707 699
708 /* Give starting characters identified, uncursed, and undamned 700 /* Give starting characters identified, uncursed, and undamned
709 * items. Just don't identify gold or silver, or it won't be 701 * items. Just don't identify gold or silver, or it won't be
710 * merged properly. 702 * merged properly.
711 */ 703 */
712 if (need_identify (op)) 704 if (need_identify (op))
713 { 705 {
714 SET_FLAG (op, FLAG_IDENTIFIED); 706 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED); 707 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED); 708 CLEAR_FLAG (op, FLAG_DAMNED);
717 } 709 }
710
718 if (op->type == SPELL) 711 if (op->type == SPELL)
719 { 712 {
720 op->destroy (); 713 op->destroy ();
721 continue; 714 continue;
722 } 715 }
724 { 717 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL); 718 SET_FLAG (op, FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0; 719 op->stats.exp = 0;
727 op->level = 1; 720 op->level = 1;
728 } 721 }
729 /* lock all 'normal items by default */ 722 else /* lock all 'normal items by default */
730 else
731 SET_FLAG (op, FLAG_INV_LOCKED); 723 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */ 724 } /* for loop of objects in player inv */
733 725
734 /* Need to set up the skill pointers */ 726 /* Need to set up the skill pointers */
735 link_player_skills (pl); 727 pl->contr->link_skills ();
736} 728}
737 729
738void 730void
739get_party_password (object *op, partylist *party) 731get_party_password (object *op, partylist *party)
740{ 732{
771} 763}
772 764
773void 765void
774object::roll_stats () 766object::roll_stats ()
775{ 767{
776 int statsort [7]; 768 int statsort [NUM_STATS];
777 769
778 for (;;) 770 for (;;)
779 { 771 {
780 int sum = 0; 772 int sum = 0;
781 for (int i = 7; i--; ) 773 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 774 sum += statsort [i] = roll_stat ();
783 775
784 if (sum >= 82 && sum <= 116) 776 if (sum >= 82 && sum <= 116)
785 break; 777 break;
786 } 778 }
787 779
788 // Sort the stats so that rerolling is easier... 780 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 781 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 782
783 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 784 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 785
799 stats.exp = 0; 786 stats.exp = 0;
800 stats.ac = 0; 787 stats.ac = 0;
801 788
802 stats.hp = stats.maxhp; 789 stats.hp = stats.maxhp;
814} 801}
815 802
816void 803void
817object::swap_stats (int a, int b) 804object::swap_stats (int a, int b)
818{ 805{
819 int tmp = get_attr_value (&contr->orig_stats, a); 806 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 807
808 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 809 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 810
831 //TODO: the following code looks so borked and should, at the very least, 811 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 812 // be merged with the similar code in roll_stats
833 stats.ac = 0; 813 stats.ac = 0;
834 814
853static void 833static void
854start_info (object *op) 834start_info (object *op)
855{ 835{
856 char buf[MAX_BUF]; 836 char buf[MAX_BUF];
857 837
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 838 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 839 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 840}
863 841
864/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
868 * not the class. 846 * not the class.
869 */ 847 */
870int 848void
871key_change_class (object *op, char key) 849player::chargen_race_done ()
872{ 850{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr);
881 853
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 855 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
885 857
886 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
888 860
889 op->contr->ns->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
890 862
891 if (op->msg) 863 if (ob->msg)
892 op->msg = NULL; 864 ob->msg = 0;
893 865
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
898 make_path_to_file (buf);
899
900 start_info (op); 866 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 867 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 868 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op);
904 esrv_send_inventory (op, op); 869 esrv_send_inventory (ob, ob);
905 op->update_stats (); 870 ob->update_stats ();
906 871
907 /* This moves the player to a different start map, if there 872 /* This moves the player to a different start map, if there
908 * is one for this race 873 * is one for this race
909 */ 874 */
910 if (*first_map_ext_path) 875 if (*first_map_ext_path)
911 { 876 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x;
919 EXIT_Y (tmp) = op->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else 877 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 878 LOG (llevDebug, "first_map_ext_path not set\n");
879}
927 880
928 return 0; 881void
929 } 882player::chargen_race_next ()
930 883{
931 /* Following actually changes the race - this is the default command 884 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 885 * if we don't match with one of the options above.
933 */ 886 */
934 887
935 tmp_loop = 0; 888 do
936 while (!tmp_loop)
937 { 889 {
938 shstr name = op->name; 890 shstr name = ob->name;
939 int x = op->x, y = op->y; 891 int x = ob->x, y = ob->y;
940 892
941 op->remove_statbonus (); 893 ob->remove_statbonus ();
942 op->remove (); 894 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 895 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 896 ob->arch->copy_to (ob);
945 op->instantiate (); 897 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 898 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 899 ob->name = ob->name_pl = name;
948 op->x = x; 900 ob->x = x;
949 op->y = y; 901 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 902 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 903 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 904 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 905 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 906 }
907 while (!allowed_class (ob));
956 908
957 update_object (op, UP_OBJ_FACE); 909 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 910 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 911 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 912 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 913 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 914 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 915}
970 916
971void 917void
972flee_player (object *op) 918flee_player (object *op)
973{ 919{
979 LOG (llevDebug, "Fleeing player is dead.\n"); 925 LOG (llevDebug, "Fleeing player is dead.\n");
980 CLEAR_FLAG (op, FLAG_SCARED); 926 CLEAR_FLAG (op, FLAG_SCARED);
981 return; 927 return;
982 } 928 }
983 929
984 if (op->enemy == NULL) 930 if (!op->enemy)
985 { 931 {
986 LOG (llevDebug, "Fleeing player had no enemy.\n"); 932 LOG (llevDebug, "Fleeing player had no enemy.\n");
987 CLEAR_FLAG (op, FLAG_SCARED); 933 CLEAR_FLAG (op, FLAG_SCARED);
988 return; 934 return;
989 } 935 }
990 936
991 /* Seen some crashes here. Since we don't store an
992 * op->enemy_count, it is possible that something destroys the
993 * actual enemy, and the object is recycled.
994 */
995 if (op->enemy->map == NULL)
996 {
997 CLEAR_FLAG (op, FLAG_SCARED);
998 op->enemy = NULL;
999 return;
1000 }
1001
1002 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 937 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1003 { 938 {
1004 op->enemy = NULL; 939 op->enemy = NULL;
1005 CLEAR_FLAG (op, FLAG_SCARED); 940 CLEAR_FLAG (op, FLAG_SCARED);
1006 return; 941 return;
1009 get_rangevector (op, op->enemy, &rv, 0); 944 get_rangevector (op, op->enemy, &rv, 0);
1010 945
1011 dir = absdir (4 + rv.direction); 946 dir = absdir (4 + rv.direction);
1012 for (diff = 0; diff < 3; diff++) 947 for (diff = 0; diff < 3; diff++)
1013 { 948 {
1014 int m = 1 - (RANDOM () & 2); 949 int m = 1 - rndm (2) * 2;
1015 950
1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 951 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1017 return; 952 return;
1018 } 953 }
1019 954
1020 /* Cornered, get rid of scared */ 955 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 956 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 957 op->enemy = NULL;
1023} 958}
1024 959
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 960/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should 961 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 962 * stop.
1029 */ 963 */
1030int 964int
1031check_pick (object *op) 965check_pick (object *op)
1032{ 966{
1033 object *tmp, *next; 967 object *tmp, *next;
1034 int stop = 0; 968 int stop = 0;
1035 int wvratio; 969 int wvratio;
1036 char putstring[128];
1037 970
1038 /* if you're flying, you cna't pick up anything */ 971 /* if you're flying, you cna't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 972 if (op->move_type & MOVE_FLYING)
1040 return 1; 973 return 1;
1041 974
1042 next = op->below; 975 next = op->below;
1043 976
977 int cnt = MAX_ITEM_PER_DROP;
978#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
979
1044 /* loop while there are items on the floor that are not marked as 980 /* loop while there are items on the floor that are not marked as
1045 * destroyed */ 981 * destroyed */
1046 while (next && !next->destroyed ()) 982 while (next && !next->destroyed ())
1047 { 983 {
1048 tmp = next; 984 tmp = next;
1049 next = tmp->below; 985 next = tmp->below;
1050 986
987 if (cnt <= 0)
988 {
989 op->failmsg ("Couldn't pickup all items at once.");
990 return 0;
991 }
992
1051 if (op->destroyed ()) 993 if (op->destroyed ())
1052 return 0; 994 return 0;
1053 995
1054 if (!can_pick (op, tmp)) 996 if (!can_pick (op, tmp))
1055 continue; 997 continue;
1056 998
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 999 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 1000 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 1001 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 1002 CHK_PICK_PICKUP;
1003
1061 continue; 1004 continue;
1062 } 1005 }
1063 1006
1064 /* high not bit set? We're using the old autopickup model */ 1007 /* pickup handling */
1008 if (op->contr->mode & PU_DEBUG)
1009 {
1010 /* some debugging code to figure out item information */
1011 const char *str = tmp->name
1012 ? format ("item name: %s item type: %d weight/value: %d",
1013 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1014 : format ("item name: %s item type: %d weight/value: %d",
1015 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1016
1017 new_draw_info (NDI_UNIQUE, 0, op, str);
1018 }
1019
1020 if (op->contr->mode & PU_INHIBIT)
1021 return 1;
1022
1023 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1024 return 1;
1025
1026 /* philosophy:
1027 * It's easy to grab an item type from a pile, as long as it's
1028 * generic. This takes no game-time. For more detailed pickups
1029 * and selections, select-items should be used. This is a
1030 * grab-as-you-run type mode that's really useful for arrows for
1031 * example.
1032 * The drawback: right now it has no frontend, so you need to
1033 * stick the bits you want into a calculator in hex mode and then
1034 * convert to decimal and then 'pickup <#>
1035 */
1036
1037 /* the first two modes are exclusive: if NOTHING we return, if
1038 * STOP then we stop. All the rest are applied sequentially,
1039 * meaning if any test passes, the item gets picked up. */
1040
1041 /* if mode is set to pick nothing up, return */
1042 if (op->contr->mode == PU_NOTHING)
1043 return 1;
1044
1045 /* if mode is set to stop when encountering objects, return */
1046 /* take STOP before INHIBIT since it doesn't actually pick
1047 * anything up */
1048 if (op->contr->mode & PU_STOP)
1049 return 0;
1050
1051 /* useful for going into stores and not losing your settings... */
1052 /* and for battles wher you don't want to get loaded down while
1053 * fighting */
1054 if (op->contr->mode & PU_INHIBIT)
1055 return 1;
1056
1057 /* prevent us from turning into auto-thieves :) */
1058 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1059 continue;
1060
1061 /* ignore known cursed objects */
1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1063 continue;
1064
1065 /* all food and drink if desired */
1066 /* question: don't pick up known-poisonous stuff? */
1065 if (!(op->contr->mode & PU_NEWMODE)) 1067 if (op->contr->mode & PU_FOOD)
1068 if (tmp->type == FOOD)
1066 { 1069 {
1067 switch (op->contr->mode) 1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_DRINK)
1075 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_POTION)
1082 if (tmp->type == POTION)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* spellbooks, skillscrolls and normal books/scrolls */
1089 if (op->contr->mode & PU_SPELLBOOK)
1090 if (tmp->type == SPELLBOOK)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 if (op->contr->mode & PU_SKILLSCROLL)
1097 if (tmp->type == SKILLSCROLL)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_READABLES)
1104 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 /* wands/staves/rods/horns */
1111 if (op->contr->mode & PU_MAGIC_DEVICE)
1112 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1113 {
1114 CHK_PICK_PICKUP;
1115 continue;
1116 }
1117
1118 /* pick up all magical items */
1119 if (op->contr->mode & PU_MAGICAL)
1120 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1125
1126 if (op->contr->mode & PU_VALUABLES)
1127 {
1128 if (tmp->type == MONEY || tmp->type == GEM)
1068 { 1129 {
1069 case 0: 1130 CHK_PICK_PICKUP;
1070 return 1; /* don't pick up */ 1131 continue;
1071 case 1:
1072 pick_up (op, tmp);
1073 return 1;
1074 case 2:
1075 pick_up (op, tmp);
1076 return 0;
1077 case 3:
1078 return 0; /* stop before pickup */
1079 case 4:
1080 pick_up (op, tmp);
1081 break;
1082 case 5:
1083 pick_up (op, tmp);
1084 stop = 1;
1085 break;
1086 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1088 pick_up (op, tmp);
1089 break;
1090
1091 case 7:
1092 if (tmp->type == MONEY || tmp->type == GEM)
1093 pick_up (op, tmp);
1094 break;
1095
1096 default:
1097 /* use value density */
1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1100 pick_up (op, tmp);
1101 } 1132 }
1102 } 1133 }
1103 else 1134
1104 { /* old model */ 1135 /* rings & amulets - talismans seems to be typed AMULET */
1105 /* NEW pickup handling */
1106 if (op->contr->mode & PU_DEBUG) 1136 if (op->contr->mode & PU_JEWELS)
1137 if (tmp->type == RING || tmp->type == AMULET)
1107 { 1138 {
1108 /* some debugging code to figure out item information */ 1139 CHK_PICK_PICKUP;
1109 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1118
1119 /* philosophy:
1120 * It's easy to grab an item type from a pile, as long as it's
1121 * generic. This takes no game-time. For more detailed pickups
1122 * and selections, select-items should be used. This is a
1123 * grab-as-you-run type mode that's really useful for arrows for
1124 * example.
1125 * The drawback: right now it has no frontend, so you need to
1126 * stick the bits you want into a calculator in hex mode and then
1127 * convert to decimal and then 'pickup <#>
1128 */
1129
1130 /* the first two modes are exclusive: if NOTHING we return, if
1131 * STOP then we stop. All the rest are applied sequentially,
1132 * meaning if any test passes, the item gets picked up. */
1133
1134 /* if mode is set to pick nothing up, return */
1135
1136 if (op->contr->mode & PU_NOTHING)
1137 return 1;
1138
1139 /* if mode is set to stop when encountering objects, return */
1140 /* take STOP before INHIBIT since it doesn't actually pick
1141 * anything up */
1142
1143 if (op->contr->mode & PU_STOP)
1144 return 0;
1145
1146 /* useful for going into stores and not losing your settings... */
1147 /* and for battles wher you don't want to get loaded down while
1148 * fighting */
1149 if (op->contr->mode & PU_INHIBIT)
1150 return 1;
1151
1152 /* prevent us from turning into auto-thieves :) */
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 continue; 1140 continue;
1141 }
1155 1142
1156 /* ignore known cursed objects */ 1143 /* we don't forget dragon food */
1157 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1144 if (op->contr->mode & PU_FLESH)
1145 if (tmp->type == FLESH)
1146 {
1147 CHK_PICK_PICKUP;
1158 continue; 1148 continue;
1149 }
1159 1150
1160 /* all food and drink if desired */ 1151 /* bows and arrows. Bows are good for selling! */
1161 /* question: don't pick up known-poisonous stuff? */ 1152 if (op->contr->mode & PU_BOW)
1153 if (tmp->type == BOW)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_ARROW)
1160 if (tmp->type == ARROW)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* all kinds of armor etc. */
1167 if (op->contr->mode & PU_ARMOUR)
1168 if (tmp->type == ARMOUR)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_HELMET)
1175 if (tmp->type == HELMET)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SHIELD)
1182 if (tmp->type == SHIELD)
1183 {
1184 CHK_PICK_PICKUP;
1185 continue;
1186 }
1187
1162 if (op->contr->mode & PU_FOOD) 1188 if (op->contr->mode & PU_BOOTS)
1163 if (tmp->type == FOOD) 1189 if (tmp->type == BOOTS)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_GLOVES)
1196 if (tmp->type == GLOVES)
1197 {
1198 CHK_PICK_PICKUP;
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_CLOAK)
1203 if (tmp->type == CLOAK)
1204 {
1205 CHK_PICK_PICKUP;
1206 continue;
1207 }
1208
1209 /* hoping to catch throwing daggers here */
1210 if (op->contr->mode & PU_MISSILEWEAPON)
1211 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1216
1217 /* careful: chairs and tables are weapons! */
1218 if (op->contr->mode & PU_ALLWEAPON)
1219 {
1220 if (tmp->type == WEAPON)
1221 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1164 { 1222 {
1165 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1166 continue; 1224 continue;
1167 } 1225 }
1226 }
1168 1227
1228 /* misc stuff that's useful */
1169 if (op->contr->mode & PU_DRINK) 1229 if (op->contr->mode & PU_KEY)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1230 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1171 { 1231 {
1172 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1173 continue; 1233 continue;
1174 } 1234 }
1175 1235
1236 /* any of the last 4 bits set means we use the ratio for value
1237 * pickups */
1176 if (op->contr->mode & PU_POTION) 1238 if (op->contr->mode & PU_RATIO)
1177 if (tmp->type == POTION) 1239 {
1240 /* use value density to decide what else to grab */
1241 /* >=7 was >= op->contr->mode */
1242 /* >=7 is the old standard setting. Now we take the last 4 bits
1178 { 1243 */
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL) 1244 wvratio = op->contr->mode & PU_RATIO;
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1245 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_VALUABLES)
1222 { 1246 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1247#if 0
1248 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1249 if (tmp->name != NULL)
1224 { 1250 {
1225 pick_up (op, tmp); 1251 fprintf (stderr, "%s", tmp->name);
1226 continue;
1227 } 1252 }
1228 }
1229
1230 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON)
1314 {
1315 if (tmp->type == WEAPON && tmp->name != NULL)
1316 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324
1325 if (tmp->type == WEAPON && tmp->name == NULL)
1326 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332 }
1333 }
1334
1335 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */
1345 if (op->contr->mode & PU_RATIO)
1346 {
1347 /* use value density to decide what else to grab */
1348 /* >=7 was >= op->contr->mode */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 {
1354 pick_up (op, tmp);
1355#if 0
1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357 if (tmp->name != NULL)
1358 {
1359 fprintf (stderr, "%s", tmp->name);
1360 }
1361 else 1253 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1254 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1255 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1256 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1365#endif 1257#endif
1258 CHK_PICK_PICKUP;
1366 continue; 1259 continue;
1367 }
1368 } 1260 }
1369 } /* the new pickup model */ 1261 } /* the new pickup model */
1370 } 1262 }
1371 1263
1372 return !stop; 1264 return !stop;
1378 * found object is returned. 1270 * found object is returned.
1379 */ 1271 */
1380object * 1272object *
1381find_arrow (object *op, const char *type) 1273find_arrow (object *op, const char *type)
1382{ 1274{
1383 object *tmp = 0;
1384
1385 for (op = op->inv; op; op = op->below) 1275 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type);
1388 else if (op->type == ARROW && op->race == type) 1276 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1277 return splay (tmp);
1278
1279 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1280 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1281 if (object *arrow = find_arrow (tmp, type))
1282 {
1283 splay (tmp);
1389 return op; 1284 return arrow;
1285 }
1390 1286
1391 return tmp; 1287 return 0;
1392} 1288}
1393 1289
1394/* 1290/*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1291 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1396 * against the target. A full test is not performed, simply a basic test 1292 * against the target. A full test is not performed, simply a basic test
1397 * of resistances. The archer is making a quick guess at what he sees down 1293 * of resistances. The archer is making a quick guess at what he sees down
1398 * the hall. Failing that it does it's best to pick the highest plus arrow. 1294 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */ 1295 */
1400object * 1296object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1297find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1402{ 1298{
1403 object *tmp = NULL, *arrow, *ntmp; 1299 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1300 int attacknum, attacktype, betterby = 0, i;
1405 1301
1406 if (!type) 1302 if (!type)
1410 { 1306 {
1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1307 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1412 { 1308 {
1413 i = 0; 1309 i = 0;
1414 ntmp = find_better_arrow (arrow, target, type, &i); 1310 ntmp = find_better_arrow (arrow, target, type, &i);
1311
1415 if (i > betterby) 1312 if (i > betterby)
1416 { 1313 {
1417 tmp = ntmp; 1314 tmp = ntmp;
1418 betterby = i; 1315 betterby = i;
1419 } 1316 }
1420 } 1317 }
1421 else if (arrow->type == ARROW && arrow->race == type) 1318 else if (arrow->type == ARROW && arrow->race == type)
1422 { 1319 {
1423 /* allways prefer assasination/slaying */ 1320 /* allways prefer assasination/slaying */
1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1321 if (target->race && arrow->slaying.contains (target->race))
1425 { 1322 {
1426 if (arrow->attacktype & AT_DEATH) 1323 if (arrow->attacktype & AT_DEATH)
1427 { 1324 {
1428 *better = 100; 1325 *better = 100;
1429 return arrow; 1326 return arrow;
1437 else 1334 else
1438 { 1335 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1336 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1337 {
1441 attacktype = 1 << attacknum; 1338 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1339 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1340 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1341 {
1445 tmp = arrow; 1342 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1343 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1344 }
1448 } 1345 }
1346
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1347 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1348 {
1451 tmp = arrow; 1349 tmp = arrow;
1452 betterby = 2 + arrow->magic + arrow->stats.dam; 1350 betterby = 2 + arrow->magic + arrow->stats.dam;
1453 } 1351 }
1352
1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1353 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1354 {
1456 tmp = arrow; 1355 tmp = arrow;
1457 betterby = 1 + arrow->magic + arrow->stats.dam; 1356 betterby = 1 + arrow->magic + arrow->stats.dam;
1458 } 1357 }
1459 } 1358 }
1460 } 1359 }
1461 } 1360 }
1361
1462 if (tmp == NULL && arrow == NULL) 1362 if (tmp == NULL && arrow == NULL)
1463 return find_arrow (op, type); 1363 return find_arrow (op, type);
1464 1364
1465 *better = betterby; 1365 *better = betterby;
1466 return tmp; 1366 return tmp;
1470 * find_better_arrow to find a decent arrow to use. 1370 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1371 * op = the shooter
1472 * type = bow->race 1372 * type = bow->race
1473 * dir = fire direction 1373 * dir = fire direction
1474 */ 1374 */
1475
1476object * 1375object *
1477pick_arrow_target (object *op, const char *type, int dir) 1376pick_arrow_target (object *op, shstr_cmp type, int dir)
1478{ 1377{
1479 object *tmp = NULL; 1378 object *tmp = NULL;
1480 maptile *m; 1379 maptile *m;
1481 int i, mflags, found, number; 1380 int i, mflags, found, number;
1482 sint16 x, y; 1381 sint16 x, y;
1497 for (i = 0, found = 0; i < 20; i++) 1396 for (i = 0, found = 0; i < 20; i++)
1498 { 1397 {
1499 x += freearr_x[dir]; 1398 x += freearr_x[dir];
1500 y += freearr_y[dir]; 1399 y += freearr_y[dir];
1501 mflags = get_map_flags (m, &m, x, y, &x, &y); 1400 mflags = get_map_flags (m, &m, x, y, &x, &y);
1401
1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1402 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 { 1403 {
1504 tmp = NULL; 1404 tmp = 0;
1505 break; 1405 break;
1506 } 1406 }
1507 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1407 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1508 { 1408 {
1509 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1409 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1510 * perhaps a bad assumption. 1410 * perhaps a bad assumption.
1511 */ 1411 */
1512 tmp = NULL; 1412 tmp = 0;
1513 break; 1413 break;
1514 } 1414 }
1415
1515 if (mflags & P_IS_ALIVE) 1416 if (mflags & P_IS_ALIVE)
1516 {
1517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1417 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1518 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1418 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1519 {
1520 found++;
1521 break;
1522 }
1523 if (found)
1524 break; 1419 break;
1525 }
1526 } 1420 }
1527 if (tmp == NULL) 1421
1422 if (!tmp)
1528 return find_arrow (op, type); 1423 return find_arrow (op, type);
1529 1424
1530 if (tmp->head) 1425 if (tmp->head)
1531 tmp = tmp->head; 1426 tmp = tmp->head;
1532 1427
1545 */ 1440 */
1546int 1441int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1442fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1443{
1549 object *left, *bow; 1444 object *left, *bow;
1550 int bowspeed, mflags; 1445 int mflags;
1551 maptile *m; 1446 maptile *m;
1552 1447
1553 if (!dir) 1448 if (!dir)
1554 { 1449 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1451 return 0;
1557 } 1452 }
1558 1453
1559 if (op->type == PLAYER) 1454 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1455 bow = op->current_weapon;
1561 else 1456 else
1562 { 1457 {
1563 for (bow = op->inv; bow; bow = bow->below) 1458 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1459 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1460 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1465 if (!bow)
1571 { 1466 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1467 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1468 return 0;
1574 } 1469 }
1470
1471 // optimisation: move object to top so we will find it quickly again
1472 splay (bow);
1575 } 1473 }
1576 1474
1577 if (!bow->race || !bow->skill) 1475 if (!bow->race || !bow->skill)
1578 { 1476 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1477 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1478 return 0;
1581 } 1479 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591 1480
1592 if (arrow == NULL) 1481 if (arrow == NULL)
1593 { 1482 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1483 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1484 {
1596 if (op->type == PLAYER) 1485 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1486 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1487 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1488 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1489 CLEAR_FLAG (op, FLAG_READY_BOW);
1490
1601 return 0; 1491 return 0;
1602 } 1492 }
1603 } 1493 }
1604 1494
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1495 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1613 } 1503 }
1614 1504
1615 /* this should not happen, but sometimes does */ 1505 /* this should not happen, but sometimes does */
1616 if (arrow->nrof == 0) 1506 if (arrow->nrof == 0)
1617 { 1507 {
1508 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1618 arrow->destroy (); 1509 arrow->destroy ();
1619 return 0; 1510 return 0;
1620 } 1511 }
1621 1512
1622 left = arrow; /* these are arrows left to the player */ 1513 left = arrow; /* these are arrows left to the player */
1623 arrow = get_split_ob (arrow, 1); 1514 arrow = arrow->split ();
1624 if (!arrow) 1515 if (!arrow)
1625 { 1516 {
1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1517 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1627 return 0; 1518 return 0;
1628 } 1519 }
1629 1520
1630 arrow->set_owner (op); 1521 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1522 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1523 arrow->direction = dir;
1633 1524
1525 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1526 arrow->stats.hp = arrow->stats.dam;
1527 arrow->stats.grace = arrow->attacktype;
1528 arrow->custom_name = arrow->slaying;
1529
1530#if 0
1531 if (player *pl = op->contr)
1532 {
1533 float speed = pl->weapon_sp;
1534
1535 /* penalize ROF for bestarrow */
1536 if (pl->bowtype == bow_bestarrow)
1537 speed *= .9f;
1538 else
1539 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1540
1541 op->speed_left += speed - op->speed;
1542 }
1543#endif
1544
1545 SET_ANIMATION (arrow, arrow->direction);
1546
1547 /* update the speed */
1548 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1549 + bow->stats.dam / 7.f;
1550
1551 arrow->set_speed (max (arrow->speed, 2.f));
1552 arrow->speed_left = 0;
1553
1554 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1555
1634 if (op->type == PLAYER) 1556 if (op->type == PLAYER)
1635 { 1557 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646
1647 /* Note that this was different for monsters - they got their level
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1653 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1558 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1559 wc -= dex_bonus[op->stats.Dex];
1560
1561 if (!arrow->slaying)
1562 arrow->slaying = op->slaying;
1563
1564 arrow->attacktype |= op->attacktype;
1667 } 1565 }
1668 else 1566 else
1669 { 1567 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1568 arrow->level = op->level;
1672 } 1569 arrow->stats.wc -= bow->magic;
1673 1570
1674 if (arrow->attacktype == AT_PHYSICAL) 1571 if (!arrow->slaying)
1572 arrow->slaying = bow->slaying;
1573
1675 arrow->attacktype |= bow->attacktype; 1574 arrow->attacktype |= bow->attacktype;
1575 }
1676 1576
1677 if (bow->slaying) 1577 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1578 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1579
1580 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1581 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1582 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1583
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1584 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1585 m->insert (arrow, sx, sy, op);
1685 1586
1686 if (!arrow->destroyed ()) 1587 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1588 move_arrow (arrow);
1688
1689 if (op->type == PLAYER)
1690 {
1691 if (left->destroyed ())
1692 esrv_del_item (op->contr, left->count);
1693 else
1694 esrv_send_item (op, left);
1695 }
1696 1589
1697 return 1; 1590 return 1;
1698} 1591}
1699 1592
1700/* Special fire code for players - this takes into 1593/* Special fire code for players - this takes into
1705 * hence the function name. 1598 * hence the function name.
1706 */ 1599 */
1707int 1600int
1708player_fire_bow (object *op, int dir) 1601player_fire_bow (object *op, int dir)
1709{ 1602{
1710 int ret = 0, wcmod = 0; 1603 int ret;
1711 1604
1712 if (op->contr->bowtype == bow_bestarrow) 1605 if (op->contr->bowtype == bow_bestarrow)
1713 { 1606 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1607 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1608 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1609 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1610 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1611 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1719 wcmod = -1;
1720
1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1612 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1722 } 1613 }
1723 else if (op->contr->bowtype == bow_threewide) 1614 else if (op->contr->bowtype == bow_threewide)
1724 { 1615 {
1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1616 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1726 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1617 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1618 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1728 } 1619 }
1729 else if (op->contr->bowtype == bow_spreadshot) 1620 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1621 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1622 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1623 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1624 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1625 }
1736 else 1626 else
1737 { 1627 {
1738 /* Simple case */ 1628 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1629 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1630 }
1631
1741 return ret; 1632 return ret;
1742} 1633}
1743
1744 1634
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1635/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1636 * Broken apart from 'fire' to keep it more readable.
1747 */ 1637 */
1748void 1638void
1749fire_misc_object (object *op, int dir) 1639fire_misc_object (object *op, int dir)
1750{ 1640{
1751 object *item; 1641 object *item = op->contr->ranged_ob;
1752 1642
1753 if (!op->contr->ranges[range_misc]) 1643 if (!item)
1754 { 1644 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1645 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1646 return;
1757 } 1647 }
1758 1648
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1649 if (!item->inv)
1761 { 1650 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1651 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1652 return;
1764 } 1653 }
1654
1655 if (!op->change_weapon (item))
1656 return;
1657
1765 if (item->type == WAND) 1658 if (item->type == WAND)
1766 { 1659 {
1767 if (item->stats.food <= 0) 1660 if (item->stats.food <= 0)
1768 { 1661 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1662 op->contr->play_sound (sound_find ("wand_poof"));
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1663 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1664
1771 return; 1665 return;
1772 } 1666 }
1773 } 1667 }
1774 else if (item->type == ROD || item->type == HORN) 1668 else if (item->type == ROD || item->type == HORN)
1775 { 1669 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1670 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1671
1672 // using the maximum of the rods charge allows at least one spell cast
1673 // for a rod or horn, this fixes some broken rods.
1674 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1777 { 1675 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1676 op->contr->play_sound (sound_find ("wand_poof"));
1677
1779 if (item->type == ROD) 1678 if (item->type == ROD)
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1679 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1680 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1681 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1682
1783 return; 1683 return;
1784 } 1684 }
1785 } 1685 }
1786 1686
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1687 if (cast_spell (op, item, dir, item->inv, NULL))
1788 { 1688 {
1789 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1689 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1690
1790 if (item->type == WAND) 1691 if (item->type == WAND)
1791 { 1692 {
1792 if (!(--item->stats.food)) 1693 if (!(--item->stats.food))
1793 { 1694 {
1794 object *tmp; 1695 object *tmp;
1795 1696
1796 if (item->arch) 1697 if (item->arch)
1797 { 1698 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1699 CLEAR_FLAG (item, FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1700 item->face = item->arch->face;
1800 item->set_speed (0); 1701 item->set_speed (0);
1801 } 1702 }
1802 1703
1803 if ((tmp = item->in_player ())) 1704 if (object *pl = item->visible_to ())
1804 esrv_update_item (UPD_ANIM, tmp, item); 1705 esrv_update_item (UPD_ANIM, pl, item);
1805 } 1706 }
1806 } 1707 }
1807 else if (item->type == ROD || item->type == HORN) 1708 else if (item->type == ROD || item->type == HORN)
1808 drain_rod_charge (item); 1709 drain_rod_charge (item);
1809 } 1710 }
1810} 1711}
1811 1712
1812/* Received a fire command for the player - go and do it. 1713/* Received a fire command for the player - go and do it.
1813 */ 1714 */
1814void 1715bool
1815fire (object *op, int dir) 1716fire (object *op, int dir)
1816{ 1717{
1817 int spellcost = 0; 1718 int spellcost = 0;
1719
1720 player *pl = op->contr;
1721
1722 if (pl->golem)
1723 {
1724 control_golem (op->contr->golem, dir);
1725 return false;
1726 }
1727
1728 object *ob = pl->ranged_ob;
1729
1730 if (!ob)
1731 return false;
1732
1733 if (op->speed_left > 0.f)
1734 --op->speed_left;
1735 else
1736 return false;
1737
1738 if (!op->change_weapon (ob))
1739 return false;
1818 1740
1819 /* check for loss of invisiblity/hide */ 1741 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1742 if (action_makes_visible (op))
1821 make_visible (op); 1743 make_visible (op);
1822 1744
1823 switch (op->contr->shoottype) 1745 switch (ob->type)
1824 { 1746 {
1825 case range_none: 1747 case BOW:
1826 return;
1827
1828 case range_bow:
1829 player_fire_bow (op, dir); 1748 player_fire_bow (op, dir);
1830 return; 1749 break;
1831 1750
1832 case range_magic: /* Casting spells */ 1751 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1752 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1834 return; 1753 break;
1835 1754
1836 case range_misc: 1755 case BUILDER:
1756 apply_map_builder (op, dir);
1757 break;
1758
1759 case SKILL:
1760 do_skill (op, op, ob, dir, 0);
1761 break;
1762
1763 default:
1837 fire_misc_object (op, dir); 1764 fire_misc_object (op, dir);
1838 return; 1765 break;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return;
1866 } 1766 }
1767
1768 return true;
1867} 1769}
1868 1770
1869/* find_key 1771/* find_key
1870 * We try to find a key for the door as passed. If we find a key 1772 * We try to find a key for the door as passed. If we find a key
1871 * and successfully use it, we return the key, otherwise NULL 1773 * and successfully use it, we return the key, otherwise NULL
1888 /* First, lets try to find a key in the top level inventory */ 1790 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp; tmp = tmp->below) 1791 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1792 {
1891 if (door->type == DOOR && tmp->type == KEY) 1793 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1794 break;
1795
1893 /* For sanity, we should really check door type, but other stuff 1796 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1797 * (like containers) can be locked with special keys
1895 */ 1798 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1799 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1800 break;
1903 * a key, return 1806 * a key, return
1904 */ 1807 */
1905 if (!tmp) 1808 if (!tmp)
1906 { 1809 {
1907 for (tmp = container->inv; tmp; tmp = tmp->below) 1810 for (tmp = container->inv; tmp; tmp = tmp->below)
1908 {
1909 /* No reason to search empty containers */ 1811 /* No reason to search empty containers */
1910 if (tmp->type == CONTAINER && tmp->inv) 1812 if (tmp->type == CONTAINER && tmp->inv)
1911 {
1912 if ((key = find_key (pl, tmp, door))) 1813 if ((key = find_key (pl, tmp, door)))
1913 return key; 1814 return key;
1914 }
1915 }
1916 1815
1917 if (!tmp) 1816 if (!tmp)
1918 return NULL; 1817 return 0;
1919 } 1818 }
1920 1819
1921 /* We get down here if we have found a key. Now if its in a container, 1820 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1821 * see if we actually want to use it
1923 */ 1822 */
1924 if (pl != container) 1823 if (pl != container)
1925 { 1824 {
1926 /* Only let players use keys in containers */ 1825 /* Only let players use keys in containers */
1927 if (!pl->contr) 1826 if (!pl->contr)
1928 return NULL; 1827 return 0;
1828
1929 /* cases where this fails: 1829 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1830 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1831 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1832 * If the container is not active, return now since only active
1933 * containers can be used. 1833 * containers can be used.
1939 * Change the color so that the message doesn't disappear with 1839 * Change the color so that the message doesn't disappear with
1940 * all the others. 1840 * all the others.
1941 */ 1841 */
1942 if (pl->contr->usekeys == key_inventory || 1842 if (pl->contr->usekeys == key_inventory ||
1943 !QUERY_FLAG (container, FLAG_APPLIED) || 1843 !QUERY_FLAG (container, FLAG_APPLIED) ||
1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1844 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1945 { 1845 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1846 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1847 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1848 return NULL;
1949 } 1849 }
1958 * 0 otherwise 1858 * 0 otherwise
1959 */ 1859 */
1960static int 1860static int
1961player_attack_door (object *op, object *door) 1861player_attack_door (object *op, object *door)
1962{ 1862{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1863 /* If its a door, try to find a key. If we do destroy the door,
1964 * might as well return immediately as there is nothing more to do - 1864 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1865 * otherwise, we fall through to the rest of the code.
1966 */ 1866 */
1967 object *key = find_key (op, op, door); 1867 object *key = find_key (op, op, door);
1968 1868
1969 /* IF we found a key, do some extra work */ 1869 /* If we found a key, do some extra work */
1970 if (key) 1870 if (key)
1971 { 1871 {
1972 object *container = key->env; 1872 object *container = key->env;
1973 1873
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op)) 1874 if (action_makes_visible (op))
1976 make_visible (op); 1875 make_visible (op);
1876
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1877 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1878 spring_trap (door->inv, op);
1979 1879
1980 if (door->type == DOOR) 1880 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1881 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 else if (door->type == LOCKED_DOOR) 1882 else if (door->type == LOCKED_DOOR)
1983 { 1883 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1884 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1985 remove_door2 (door); /* remove door without violence ;-) */ 1885 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1886 }
1987 1887
1988 /* Do this after we print the message */ 1888 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1889 key->decrease (); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */
1991 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container);
1993 1890
1994 return 1; /* Nothing more to do below */ 1891 return 1; /* Nothing more to do below */
1995 } 1892 }
1996 else if (door->type == LOCKED_DOOR) 1893 else if (door->type == LOCKED_DOOR)
1997 { 1894 {
1998 /* Might as well return now - no other way to open this */ 1895 /* Might as well return now - no other way to open this */
1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1896 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2000 return 1; 1897 return 1;
2001 } 1898 }
2002 1899
2003 return 0; 1900 return 0;
2004} 1901}
2007 * It should keep the code cleaner. 1904 * It should keep the code cleaner.
2008 * When this is called, the players direction has been updated 1905 * When this is called, the players direction has been updated
2009 * (taking into account confusion.) The player is also actually 1906 * (taking into account confusion.) The player is also actually
2010 * going to try and move (not fire weapons). 1907 * going to try and move (not fire weapons).
2011 */ 1908 */
2012void 1909bool
2013move_player_attack (object *op, int dir) 1910move_player_attack (object *op, int dir)
2014{ 1911{
2015 object *tmp, *mon; 1912 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2016 sint16 nx, ny; 1913 {
1914 --op->speed_left;
1915 return true;
1916 }
1917
2017 int on_battleground; 1918 int on_battleground;
2018 maptile *m;
2019 1919
2020 nx = freearr_x[dir] + op->x; 1920 sint16 nx = freearr_x[dir] + op->x;
2021 ny = freearr_y[dir] + op->y; 1921 sint16 ny = freearr_y[dir] + op->y;
2022 1922
2023 on_battleground = op_on_battleground (op, 0, 0); 1923 on_battleground = op_on_battleground (op, 0, 0);
1924
1925 if (out_of_map (op->map, nx, ny))
1926 return false;
2024 1927
2025 /* If braced, or can't move to the square, and it is not out of the 1928 /* If braced, or can't move to the square, and it is not out of the
2026 * map, attack it. Note order of if statement is important - don't 1929 * map, attack it. Note order of if statement is important - don't
2027 * want to be calling move_ob if braced, because move_ob will move the 1930 * want to be calling move_ob if braced, because move_ob will move the
2028 * player. This is a pretty nasty hack, because if we could 1931 * player. This is a pretty nasty hack, because if we could
2029 * move to some space, it then means that if we are braced, we should 1932 * move to some space, it then means that if we are braced, we should
2030 * do nothing at all. As it is, if we are braced, we go through 1933 * do nothing at all. As it is, if we are braced, we go through
2031 * quite a bit of processing. However, it probably is less than what 1934 * quite a bit of processing. However, it probably is less than what
2032 * move_ob uses. 1935 * move_ob uses.
2033 */ 1936 */
2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1937 maptile *m = op->map->xy_find (nx, ny);
1938
1939 /* Go through all the objects, and find ones of interest. Only stop if
1940 * we find a monster - that is something we know we want to attack.
1941 * if its a door or barrel (can roll) see if there may be monsters
1942 * on the space
1943 */
1944 object *mon;
1945 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1946 {
1947 if ((mon->flag [FLAG_ALIVE]
1948 || mon->type == LOCKED_DOOR
1949 || mon->flag [FLAG_CAN_ROLL])
1950 && mon != op)
1951 break;
2035 { 1952 }
2036 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1953
1954 if (!mon) /* This happens anytime the player tries to move */
1955 return false; /* into a wall */
1956
1957 mon = mon->head_ ();
1958
1959 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1960 if (op->contr->weapon_sp_left > 0.f)
1961 if (player_attack_door (op, mon))
1962 {
1963 --op->contr->weapon_sp_left;
1964 return true;
2037 { 1965 }
2038 m = op->map->xy_find (nx, ny); 1966
2039 if (!m) 1967 /* The following deals with possibly attacking peaceful
2040 return; /* Don't think this should happen */ 1968 * or friendly creatures. Basically, all players are considered
1969 * unaggressive. If the moving player has peaceful set, then the
1970 * object should be pushed instead of attacked. It is assumed that
1971 * if you are braced, you will not attack friends accidently,
1972 * and thus will not push them.
1973 */
1974
1975 /* If the creature is a pet, push it even if the player is not
1976 * peaceful. Our assumption is the creature is a pet if the
1977 * player owns it and it is either friendly or unagressive.
1978 */
1979 if (op->type == PLAYER
1980 && ((mon->owner && mon->owner->contr
1981 && same_party (mon->owner->contr->party, op->contr->party))
1982 || mon->owner == op)
1983 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1984 {
1985 /* If we're braced, we don't want to switch places with it */
1986 if (op->contr->braced)
1987 return false;
1988
1989 if (op->speed_left > 0.f)
1990 {
1991 --op->speed_left;
1992
1993 op->play_sound (sound_find ("push_player"));
1994 push_ob (mon, dir, op);
1995
1996 if (action_makes_visible (op))
1997 make_visible (op);
1998
1999 return true;
2041 } 2000 }
2042 else 2001 else
2043 m = op->map;
2044
2045 if (!(tmp = m->at (nx, ny).bot))
2046 return; 2002 return false;
2003 }
2047 2004
2048 mon = 0;
2049 /* Go through all the objects, and find ones of interest. Only stop if
2050 * we find a monster - that is something we know we want to attack.
2051 * if its a door or barrel (can roll) see if there may be monsters
2052 * on the space
2053 */
2054 while (tmp)
2055 {
2056 if (tmp == op)
2057 {
2058 tmp = tmp->above;
2059 continue;
2060 }
2061
2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2063 {
2064 mon = tmp;
2065 break;
2066 }
2067
2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2069 mon = tmp;
2070
2071 tmp = tmp->above;
2072 }
2073
2074 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */
2076
2077 if (mon->head)
2078 mon = mon->head;
2079
2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2081 if (player_attack_door (op, mon))
2082 return;
2083
2084 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them.
2090 */
2091
2092 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive.
2095 */
2096 if ((op->type == PLAYER)
2097#if COZY_SERVER
2098 &&
2099 ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2101#else
2102 && mon->owner == op
2103#endif
2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced)
2108 return;
2109
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111 (void) push_ob (mon, dir, op);
2112 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op);
2114
2115 return;
2116 }
2117
2118 /* in certain circumstances, you shouldn't attack friendly 2005 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2006 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2007 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2008 * attack them either.
2122 */ 2009 */
2123 if ((mon->type == PLAYER || mon->enemy != op) && 2010 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2011 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful 2012 && ((op->contr->peaceful
2127 || (mon->type == PLAYER 2013 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && mon->contr->
2129 peaceful)) &&
2130#else
2131 op->contr->peaceful &&
2132#endif
2133 !on_battleground)) 2014 && !on_battleground))
2015 {
2016 if (op->speed_left > 0.f)
2134 { 2017 {
2018 --op->speed_left;
2019
2135 if (!op->contr->braced) 2020 if (!op->contr->braced)
2136 { 2021 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2022 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 2023 push_ob (mon, dir, op);
2139 } 2024 }
2140 else 2025 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 2026 op->statusmsg ("You withhold your attack");
2142 2027
2143 if (op->contr->tmp_invis || op->hide) 2028 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2144 make_visible (op); 2029 make_visible (op);
2145 }
2146 2030
2031 return true;
2032 }
2033 }
2147 /* If the object is a boulder or other rollable object, then 2034 /* If the object is a boulder or other rollable object, then
2148 * roll it if not braced. You can't roll it if you are braced. 2035 * roll it if not braced. You can't roll it if you are braced.
2149 */ 2036 */
2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2037 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2038 {
2039 if (op->speed_left > 0.f)
2151 { 2040 {
2041 --op->speed_left;
2042
2152 recursive_roll (mon, dir, op); 2043 recursive_roll (mon, dir, op);
2153 if (action_makes_visible (op)) 2044 if (action_makes_visible (op))
2154 make_visible (op); 2045 make_visible (op);
2155 }
2156 2046
2047 return true;
2048 }
2049 }
2157 /* Any generic living creature. Including things like doors. 2050 /* Any generic living creature. Including things like doors.
2158 * Way it works is like this: First, it must have some hit points 2051 * Way it works is like this: First, it must have some hit points
2159 * and be living. Then, it must be one of the following: 2052 * and be living. Then, it must be one of the following:
2160 * 1) Not a player, 2) A player, but of a different party. Note 2053 * 1) Not a player, 2) A player, but of a different party. Note
2161 * that party_number -1 is no party, so attacks can still happen. 2054 * that party_number -1 is no party, so attacks can still happen.
2162 */ 2055 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2056 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2057 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 { 2058 {
2166 2059 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2167 /* If the player hasn't hit something this tick, and does
2168 * so, give them speed boost based on weapon speed. Doing
2169 * it here is better than process_players2, which basically
2170 * incurred a 1 tick offset.
2171 */
2172 if (!op->contr->has_hit)
2173 { 2060 {
2174 op->speed_left += op->speed / op->contr->weapon_sp; 2061 --op->contr->weapon_sp_left;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 }
2178 2062
2179 skill_attack (mon, op, 0, 0, 0); 2063 skill_attack (mon, op, 0, 0, 0);
2180
2181 /* If attacking another player, that player gets automatic
2182 * hitback, and doesn't loose luck either.
2183 * Disable hitback on the battleground or if the target is
2184 * the wiz.
2185 */
2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2187 {
2188 short luck = mon->stats.luck;
2189
2190 mon->contr->has_hit = 1;
2191 skill_attack (op, mon, 0, 0, 0);
2192 mon->stats.luck = luck;
2193 }
2194 2064
2195 if (action_makes_visible (op)) 2065 if (action_makes_visible (op))
2196 make_visible (op); 2066 make_visible (op);
2197 }
2198 } /* if player should attack something */
2199}
2200 2067
2201int 2068 return true;
2069 }
2070 }
2071
2072 return false;
2073}
2074
2075bool
2202move_player (object *op, int dir) 2076move_player (object *op, int dir)
2203{ 2077{
2204 int pick; 2078 int pick;
2205 2079
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2080 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2207 return 0; 2081 return 0;
2208 2082
2209 /* Sanity check: make sure dir is valid */ 2083 /* Sanity check: make sure dir is valid */
2210 if ((dir < 0) || (dir >= 9)) 2084 if ((dir < 0) || (dir >= 9))
2211 { 2085 {
2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2091 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2218 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2092 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2219 2093
2220 op->facing = dir; 2094 op->facing = dir;
2221 2095
2222 if (op->hide) 2096 if (op->flag [FLAG_HIDDEN])
2223 do_hidden_move (op); 2097 do_hidden_move (op);
2224 2098
2099 bool retval;
2100
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2101 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ; 2102 retval = RESULT_INT (0);
2227 else if (op->contr->fire_on) 2103 else if (op->contr->fire_on)
2228 fire (op, dir); 2104 retval = fire (op, dir);
2229 else 2105 else
2230 { 2106 {
2231 move_player_attack (op, dir); 2107 retval = move_player_attack (op, dir);
2232 pick = check_pick (op); 2108 pick = check_pick (op);
2233 } 2109 }
2234 2110
2235 /* Add special check for newcs players and fire on - this way, the 2111 /* Add special check for newcs players and fire on - this way, the
2236 * server can handle repeat firing. 2112 * server can handle repeat firing.
2243 /* Update how the player looks. Use the facing, so direction may 2119 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities 2120 * get reset to zero. This allows for full animation capabilities
2245 * for players. 2121 * for players.
2246 */ 2122 */
2247 animate_object (op, op->facing); 2123 animate_object (op, op->facing);
2248 return 0; 2124
2125 return retval;
2249} 2126}
2250 2127
2251/* This is similar to handle_player, below, but is only used by the 2128/* This is similar to handle_player, below, but is only used by the
2252 * new client/server stuff. 2129 * new client/server stuff.
2253 * This is sort of special, in that the new client/server actually uses 2130 * This is sort of special, in that the new client/server actually uses
2254 * the new speed values for commands. 2131 * the new speed values for commands.
2255 * 2132 *
2256 * Returns true if there are more actions we can do. 2133 * Returns true if there are more actions we can do. Should not do
2134 * many actions in a row, as that would be too unfair to other
2135 * players.
2257 */ 2136 */
2258int 2137bool
2259handle_newcs_player (object *op) 2138handle_newcs_player (object *op)
2260{ 2139{
2261 if (op->contr->hidden)
2262 {
2263 op->invisible = 1000;
2264 /* the socket code flashes the player visible/invisible
2265 * depending on the value of invisible, so we need to
2266 * alternate it here for it to work correctly.
2267 */
2268 if (pticks & 2)
2269 op->invisible--;
2270 }
2271 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2272 {
2273 op->invisible--;
2274 if (!op->invisible)
2275 {
2276 make_visible (op);
2277 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2278 }
2279 }
2280
2281 if (QUERY_FLAG (op, FLAG_SCARED)) 2140 if (QUERY_FLAG (op, FLAG_SCARED))
2282 { 2141 {
2283 flee_player (op); 2142 if (op->speed_left > 0.f)
2284 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG (op, FLAG_SCARED))
2286 { 2143 {
2287 op->speed_left--; 2144 --op->speed_left;
2145 flee_player (op);
2146
2288 return 0; 2147 return true;
2289 } 2148 }
2149 else
2150 return false;
2290 } 2151 }
2291
2292 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer.
2296 */
2297 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2298 op->contr->ranges[range_golem] = 0;
2299 2152
2300 /* call this here - we also will call this in do_ericserver, but 2153 /* call this here - we also will call this in do_ericserver, but
2301 * the players time has been increased when doericserver has been 2154 * the players time has been increased when doericserver has been
2302 * called, so we recheck it here. 2155 * called, so we recheck it here.
2303 */ 2156 */
2304 if (op->contr->ns->handle_command ()) 2157 if (op->contr->ns->handle_command ())
2305 return 1; 2158 return true;
2306 2159
2307 if (op->speed_left > 0)
2308 {
2309 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2160 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2310 {
2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--;
2313
2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff.
2317 */
2318 move_player (op, op->direction); 2161 return move_player (op, op->direction);
2319 2162
2320 return op->speed_left > 0;
2321 }
2322 }
2323
2324 return 0; 2163 return false;
2325} 2164}
2326 2165
2327int 2166int
2328save_life (object *op) 2167save_life (object *op)
2329{ 2168{
2331 return 0; 2170 return 0;
2332 2171
2333 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2172 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2173 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2335 { 2174 {
2336 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2175 op->play_sound (sound_find ("ob_evaporate"));
2337 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2176 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2338
2339 if (op->contr)
2340 esrv_del_item (op->contr, tmp->count);
2341 2177
2342 tmp->destroy (); 2178 tmp->destroy ();
2343 CLEAR_FLAG (op, FLAG_LIFESAVE); 2179 CLEAR_FLAG (op, FLAG_LIFESAVE);
2344 2180
2345 if (op->stats.hp < 0) 2181 if (op->stats.hp < 0)
2358 return 0; 2194 return 0;
2359} 2195}
2360 2196
2361/* This goes throws the inventory and removes unpaid objects, and puts them 2197/* This goes throws the inventory and removes unpaid objects, and puts them
2362 * back in the map (location and map determined by values of env). This 2198 * back in the map (location and map determined by values of env). This
2363 * function will descend into containers. op is the object to start the search 2199 * function will descend into containers. op is the object to start the search
2364 * from. 2200 * from.
2365 */ 2201 */
2202static void
2203drop_unpaid_items (object *op, object *env)
2204{
2205 while (op)
2206 {
2207 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2208
2209 if (QUERY_FLAG (op, FLAG_UNPAID))
2210 op->insert_at (env);
2211 else if (op->inv)
2212 drop_unpaid_items (op->inv, env);
2213
2214 op = next;
2215 }
2216}
2217
2366void 2218void
2367remove_unpaid_objects (object *op, object *env) 2219object::drop_unpaid_items ()
2368{ 2220{
2369 while (op) 2221 if (!flag [FLAG_REMOVED])
2370 { 2222 ::drop_unpaid_items (inv, this);
2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2372
2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2374 {
2375 if (env->type == PLAYER)
2376 esrv_del_item (env->contr, op->count);
2377
2378 op->insert_at (env);
2379 }
2380 else if (op->inv)
2381 remove_unpaid_objects (op->inv, env);
2382
2383 op = next;
2384 }
2385} 2223}
2386 2224
2387/* 2225/*
2388 * Returns pointer a static string containing gravestone text 2226 * Returns pointer a static string containing gravestone text
2389 * Moved from apply.c to player.c - player.c is what 2227 * Moved from apply.c to player.c - player.c is what
2390 * actually uses this function. player.c may not be quite the 2228 * actually uses this function. player.c may not be quite the
2391 * best, a misc file for object actions is probably better, 2229 * best, a misc file for object actions is probably better,
2392 * but there isn't one in the server directory. 2230 * but there isn't one in the server directory.
2393 */ 2231 */
2394char * 2232const char *
2395gravestone_text (object *op) 2233gravestone_text (object *op)
2396{ 2234{
2397 static char buf2[MAX_BUF]; 2235 static dynbuf_text buf;
2398 char buf[MAX_BUF];
2399 time_t now = time (NULL);
2400 2236
2401 strcpy (buf2, " R.I.P.\n\n"); 2237 buf << "---- R.I.P. ----\n\n"
2238 << op->name;
2239
2402 if (op->type == PLAYER) 2240 if (op->type == PLAYER)
2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2241 buf << " the " << op->contr->title;
2404 else
2405 sprintf (buf, "%s\n", &op->name);
2406 2242
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2243 buf << "\n\n";
2408 strcat (buf2, buf); 2244
2245 buf << "who was level ";
2246 buf << (sint32)op->level << "\n\n" // OO breakdown
2247 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2248
2409 if (op->type == PLAYER) 2249 if (op->type == PLAYER)
2410 sprintf (buf, "who was in level %d when killed\n", op->level); 2250 buf << "by " << op->contr->killer_name () << ".\n\n";
2411 else
2412 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2413 2251
2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf);
2416 if (op->type == PLAYER)
2417 { 2252 {
2418 sprintf (buf, "by %s.\n\n", op->contr->killer); 2253 static char buf2[128];
2419 strncat (buf2, " ", 21 - strlen (buf) / 2); 2254 time_t now = time (NULL);
2420 strcat (buf2, buf);
2421 }
2422
2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2255 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2424 strncat (buf2, " ", 20 - strlen (buf) / 2); 2256 buf << buf2;
2425 strcat (buf2, buf); 2257 }
2426 2258
2427 return buf2; 2259 return buf;
2428} 2260}
2429 2261
2430void 2262void
2431do_some_living (object *op) 2263do_some_living (object *op)
2432{ 2264{
2439 int rate_grace = 2000; 2271 int rate_grace = 2000;
2440 const int max_hp = 1; 2272 const int max_hp = 1;
2441 const int max_sp = 1; 2273 const int max_sp = 1;
2442 const int max_grace = 1; 2274 const int max_grace = 1;
2443 2275
2444 if (op->contr->outputs_sync) 2276 if (op->contr->hidden)
2277 {
2278 op->invisible = 1000;
2279 /* the socket code flashes the player visible/invisible
2280 * depending on the value of invisible, so we need to
2281 * alternate it here for it to work correctly.
2282 */
2283 if (pticks & 2)
2284 op->invisible--;
2445 { 2285 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2286 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2287 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2288 if (!op->invisible--)
2289 {
2290 make_visible (op);
2291 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2292 }
2449 } 2293 }
2450 2294
2451 if (op->contr->ns->state == ST_PLAYING) 2295 if (op->contr->ns->state == ST_PLAYING)
2452 { 2296 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2297 /* these next three if clauses make it possible to SLOW DOWN
2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2316 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2473 else 2317 else
2474 { 2318 {
2475 gen_grace = op->stats.maxgrace; 2319 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2320 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 }
2478
2479 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp++;
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490 if (op->contr->digestion < 0)
2491 op->stats.food += op->contr->digestion;
2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food = last_food;
2494 }
2495 }
2496
2497 if (max_sp > 1)
2498 {
2499 over_sp = (gen_sp + 10) / rate_sp;
2500 if (over_sp > 0)
2501 {
2502 if (op->stats.sp < op->stats.maxsp)
2503 {
2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2507 op->stats.sp--;
2508
2509 if (op->stats.sp > op->stats.maxsp)
2510 op->stats.sp = op->stats.maxsp;
2511 }
2512 op->last_sp = 0;
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 }
2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2519 } 2321 }
2520 2322
2521 /* Regenerate Grace */ 2323 /* Regenerate Grace */
2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2324 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2523 if (--op->last_grace < 0) 2325 if (--op->last_grace < 0)
2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2346 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2545 } 2347 }
2546 /* wearing stuff doesn't detract from grace generation. */ 2348 /* wearing stuff doesn't detract from grace generation. */
2547 } 2349 }
2548 2350
2351 if (op->stats.food > 0)
2352 {
2549 /* Regenerate Hit Points */ 2353 /* Regenerate Spell Points */
2550 if (--op->last_heal < 0) 2354 if (!op->contr->golem && --op->last_sp < 0)
2551 {
2552 if (op->stats.hp < op->stats.maxhp)
2553 { 2355 {
2554 op->stats.hp++; 2356 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2555 /* dms do not consume food */ 2357
2556 if (!QUERY_FLAG (op, FLAG_WIZ)) 2358 if (op->stats.sp < op->stats.maxsp)
2557 { 2359 {
2360 op->stats.sp++;
2361
2362 /* dms do not consume food */
2363 if (!QUERY_FLAG (op, FLAG_WIZ))
2364 {
2558 op->stats.food--; 2365 op->stats.food--;
2366
2559 if (op->contr->digestion < 0) 2367 if (op->contr->digestion < 0)
2560 op->stats.food += op->contr->digestion; 2368 op->stats.food += op->contr->digestion;
2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2369 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2562 op->stats.food = last_food; 2370 op->stats.food = last_food;
2371 }
2563 } 2372 }
2564 }
2565 2373
2566 if (max_hp > 1) 2374 if (max_sp > 1)
2567 {
2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2569 if (over_hp > 0)
2570 { 2375 {
2571 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2376 over_sp = (gen_sp + 10) / rate_sp;
2377 if (over_sp > 0)
2378 {
2379 if (op->stats.sp < op->stats.maxsp)
2380 {
2381 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2382
2383 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2384 op->stats.sp--;
2385
2386 if (op->stats.sp > op->stats.maxsp)
2387 op->stats.sp = op->stats.maxsp;
2388 }
2389
2572 op->last_heal = 0; 2390 op->last_sp = 0;
2391 }
2392 else
2393 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2573 } 2394 }
2574 else 2395 else
2396 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2397 }
2398
2399 /* Regenerate Hit Points */
2400 if (--op->last_heal < 0)
2401 {
2402 if (op->stats.hp < op->stats.maxhp)
2575 { 2403 {
2576 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2404 op->stats.hp++;
2405
2406 /* dms do not consume food */
2407 if (!QUERY_FLAG (op, FLAG_WIZ))
2408 {
2409 op->stats.food--;
2410
2411 if (op->contr->digestion < 0)
2412 op->stats.food += op->contr->digestion;
2413 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2414 op->stats.food = last_food;
2415 }
2577 } 2416 }
2417
2418 if (max_hp > 1)
2419 {
2420 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2421
2422 if (over_hp > 0)
2423 {
2424 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2425 op->last_heal = 0;
2426 }
2427 else
2428 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 } 2429 }
2579 else 2430 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2431 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 } 2432 }
2583 } 2433 }
2584 2434
2585 /* Digestion */ 2435 /* Digestion */
2586 if (--op->last_eat < 0) 2436 if (--op->last_eat < 0)
2587 { 2437 {
2588#ifdef COZY_SERVER 2438 int bonus = max (0, op->contr->digestion),
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2439 penalty = max (0, -op->contr->digestion);
2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591#else
2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593#endif
2594 2440
2595 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2441 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2597 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599 2442
2600 /* dms do not consume food */ 2443 /* dms do not consume food */
2601 if (!QUERY_FLAG (op, FLAG_WIZ)) 2444 if (!QUERY_FLAG (op, FLAG_WIZ))
2602 op->stats.food--; 2445 op->stats.food--;
2603 } 2446 }
2604 2447
2605 if (op->stats.food < 0 && op->stats.hp >= 0) 2448 if (op->stats.food < 0 && op->stats.hp >= 0)
2606 { 2449 {
2607 object *tmp, *flesh = 0; 2450 object *flesh = 0;
2608 2451
2609 for (tmp = op->inv; tmp; tmp = tmp->below) 2452 for_inv_removable (op, tmp)
2610 { 2453 {
2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2454 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2455 continue;
2456
2457 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2612 { 2458 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2459 op->statusmsg ("You blindly grab for a bite of food. "
2614 { 2460 "H<To prevent you from starving, you ate some random item from your backpack.>");
2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2616 manual_apply (op, tmp, 0); 2461 manual_apply (op, tmp, 0);
2462
2617 if (op->stats.food >= 0 || op->stats.hp < 0) 2463 if (op->stats.food >= 0 || op->stats.hp < 0)
2618 break; 2464 break;
2619 } 2465 }
2620 else if (tmp->type == FLESH) 2466 else if (tmp->type == FLESH)
2621 flesh = tmp; 2467 flesh = tmp;
2622 } /* End if paid for object */ 2468 }
2623 } /* end of for loop */
2624 2469
2625 /* If player is still starving, it means they don't have any food, so 2470 /* If player is still starving, it means they don't have any food, so
2626 * eat flesh instead. 2471 * eat flesh instead.
2627 */ 2472 */
2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2473 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 { 2474 {
2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2475 op->statusmsg ("You blindly grab for a bite of food. "
2476 "H<To prevent you from starving, you ate some random item from your backpack.>");
2631 manual_apply (op, flesh, 0); 2477 manual_apply (op, flesh, 0);
2632 } 2478 }
2479
2480 // If player is still starving, alert him!
2481 if (op->stats.food < 0)
2482 op->failmsg ("You are starving! "
2483 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2484 }
2485
2486 if (op->stats.food < 0)
2633 } 2487 {
2488 op->stats.hp += op->stats.food;
2489 op->stats.food = 0;
2634 2490
2635 while (op->stats.food < 0 && op->stats.hp >= 0) 2491 if (op->stats.hp < 0)
2636 op->stats.food++, op->stats.hp--; 2492 {
2493 op->contr->killer = archetype::get ("killer_starvation");
2494 op->contr->killer->destroy ();
2495 }
2496 }
2637 2497
2498 /* killer should be set here already */
2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2499 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2639 kill_player (op); 2500 kill_player (op);
2640 } 2501 }
2641} 2502}
2642 2503
2646 * file. 2507 * file.
2647 */ 2508 */
2648void 2509void
2649kill_player (object *op) 2510kill_player (object *op)
2650{ 2511{
2651 char buf[MAX_BUF];
2652 int x, y; 2512 int x, y;
2653
2654 //int i;
2655 maptile *map; /* this is for resurrection */ 2513 maptile *map; /* this is for resurrection */
2656
2657 /* int z;
2658 int num_stats_lose;
2659 int lost_a_stat;
2660 int lose_this_stat;
2661 int this_stat; */
2662 int will_kill_again; 2514 int will_kill_again;
2663 archetype *at; 2515 archetype *at;
2664 object *tmp; 2516 object *tmp;
2665 2517
2666 if (save_life (op)) 2518 if (save_life (op))
2667 return; 2519 return;
2668 2520
2521 dynbuf_text deathtab;
2522
2523 /* restore player */
2524 at = archetype::find ("poisoning");
2525 if (object *tmp = present_arch_in_ob (at, op))
2526 {
2527 tmp->destroy ();
2528 deathtab << "Your body feels cleansed...\r";
2529 }
2530
2531 at = archetype::find ("confusion");
2532 if (object *tmp = present_arch_in_ob (at, op))
2533 {
2534 tmp->destroy ();
2535 deathtab << "Your mind feels clearer...\r";
2536 }
2537
2538 cure_disease (op, 0, 0); /* remove any disease */
2539
2540 max_it (op->stats.hp , op->stats.maxhp);
2541 max_it (op->stats.sp , op->stats.maxsp);
2542 max_it (op->stats.grace, op->stats.maxgrace);
2543
2544 if (op->stats.food <= 0)
2545 op->stats.food = 999;
2546
2547 // remove all spell effects that are active
2548 // to avoid long-term effects such as word-of-recall
2549 for (object *item = op->inv; item; )
2550 {
2551 object *next = item->below;
2552
2553 if (item->type == SPELL_EFFECT && item->active)
2554 item->destroy ();
2555
2556 item = next;
2557 }
2669 2558
2670 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2559 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2671 * in cities ONLY!!! It is very important that this doesn't get abused. 2560 * in cities ONLY!!! It is very important that this doesn't get abused.
2672 * Look at op_on_battleground() for more info --AndreasV 2561 * Look at op_on_battleground() for more info --AndreasV
2673 */ 2562 */
2674 if (op_on_battleground (op, &x, &y)) 2563 if (op_on_battleground (op, &x, &y))
2675 { 2564 {
2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2565 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2678
2679 /* restore player */
2680 at = archetype::find ("poisoning");
2681 if (object *tmp = present_arch_in_ob (at, op))
2682 {
2683 tmp->destroy ();
2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2685 }
2686
2687 at = archetype::find ("confusion");
2688 if (object *tmp = present_arch_in_ob (at, op))
2689 {
2690 tmp->destroy ();
2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2692 }
2693
2694 cure_disease (op, 0); /* remove any disease */
2695 op->stats.hp = op->stats.maxhp;
2696 if (op->stats.food <= 0)
2697 op->stats.food = 999;
2698 2566
2699 /* create a bodypart-trophy to make the winner happy */ 2567 /* create a bodypart-trophy to make the winner happy */
2700 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2568 if (object *tmp = arch_to_object (archetype::find ("finger")))
2701 { 2569 {
2702 sprintf (buf, "%s's finger", &op->name); 2570 tmp->name = format ("%s's finger" , &op->name);
2703 tmp->name = buf; 2571 tmp->name_pl = format ("%s's fingers", &op->name);
2704 sprintf (buf, " This finger has been cut off %s\n"
2705 " the %s, when he was defeated at\n level %d by %s.\n",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2707 tmp->msg = buf; 2572 tmp->msg = format (
2573 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2574 &op->name, op->contr->title,
2575 (int)op->level,
2576 op->contr->killer_name ()
2577 );
2708 tmp->value = 0, tmp->type = 0; 2578 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = "organics"; 2579 tmp->materialname = "organics";
2710 tmp->insert_at (op, tmp); 2580 tmp->insert_at (op, tmp);
2711 } 2581 }
2712 2582
2713 /* teleport defeated player to new destination */ 2583 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL); 2584 transfer_ob (op, x, y, 0, NULL);
2715 op->contr->braced = 0; 2585 op->contr->braced = 0;
2586
2587 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2716 return; 2588 return;
2717 } 2589 }
2718 2590
2591 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2592 deathtab << "T<YOU HAVE DIED>\n\n";
2593
2719 INVOKE_PLAYER (DEATH, op->contr); 2594 INVOKE_PLAYER (DEATH, op->contr);
2720 2595
2721 command_kill_pets (op, 0); 2596 command_kill_pets (op, 0);
2722 2597
2723 if (op->stats.food < 0) 2598 op->contr->play_sound (sound_find ("player_dies"));
2724 {
2725 sprintf (buf, "%s starved to death.", &op->name);
2726 strcpy (op->contr->killer, "starvation");
2727 }
2728 else
2729 sprintf (buf, "%s died.", &op->name);
2730
2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2732 2599
2733 /* save the map location for corpse, gravestone */ 2600 /* save the map location for corpse, gravestone */
2734 x = op->x; 2601 x = op->x;
2735 y = op->y; 2602 y = op->y;
2736 map = op->map; 2603 map = op->map;
2764 2631
2765 lost_a_stat = 0; 2632 lost_a_stat = 0;
2766 2633
2767 for (z = 0; z < num_stats_lose; z++) 2634 for (z = 0; z < num_stats_lose; z++)
2768 { 2635 {
2769 i = RANDOM () % NUM_STATS; 2636 i = rndm (NUM_STATS);
2770 2637
2771 if (settings.stat_loss_on_death) 2638 if (settings.stat_loss_on_death)
2772 { 2639 {
2773 /* Pick a random stat and take a point off it. Tell the player 2640 /* Pick a random stat and take a point off it. Tell the player
2774 * what he lost. 2641 * what he lost.
2825 } 2692 }
2826 } 2693 }
2827 2694
2828 if (lose_this_stat) 2695 if (lose_this_stat)
2829 { 2696 {
2830 this_stat = get_attr_value (&(dep->stats), i); 2697 this_stat = get_attr_value (&dep->stats, i);
2831 /* We could try to do something clever like find another 2698 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if 2699 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low 2700 * stats have been depleted to -50, all are pretty low
2834 * and should be roughly the same, so it shouldn't make a 2701 * and should be roughly the same, so it shouldn't make a
2835 * difference. 2702 * difference.
2843 lost_a_stat = 1; 2710 lost_a_stat = 1;
2844 } 2711 }
2845 } 2712 }
2846 } 2713 }
2847 } 2714 }
2715
2848 /* If no stat lost, tell the player. */ 2716 /* If no stat lost, tell the player. */
2849 if (!lost_a_stat) 2717 if (!lost_a_stat)
2850 { 2718 {
2851 /* determine_god() seems to not work sometimes... why is this? 2719 /* determine_god() seems to not work sometimes... why is this?
2852 Should I be using something else? GD */ 2720 Should I be using something else? GD */
2853 const char *god = determine_god (op); 2721 shstr_tmp god = determine_god (op);
2854 2722
2855 if (god && (strcmp (god, "none"))) 2723 if (god != shstr_none)
2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2724 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2857 else 2725 else
2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2726 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2859 } 2727 }
2860#else 2728#else
2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2729 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2862#endif 2730#endif
2863 2731
2864 /* Put a gravestone up where the character 'almost' died. List the 2732 /* Put a gravestone up where the character 'almost' died. List the
2865 * exp loss on the stone. 2733 * exp loss on the stone.
2866 */ 2734 */
2867 tmp = arch_to_object (archetype::find ("gravestone")); 2735 tmp = arch_to_object (archetype::find ("gravestone"));
2868 sprintf (buf, "%s's gravestone", &op->name); 2736 tmp->name = format ("%s's gravestone", &op->name);
2869 tmp->name = buf; 2737 tmp->name_pl = format ("%s's gravestones", &op->name);
2870 sprintf (buf, "%s's gravestones", &op->name); 2738 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2871 tmp->name_pl = buf; 2739 &op->name, op->contr->title, op->contr->killer_name ());
2872 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);
2873 tmp->msg = buf;
2874 tmp->x = op->x, tmp->y = op->y; 2740 tmp->x = op->x, tmp->y = op->y;
2875 insert_ob_in_map (tmp, op->map, NULL, 0); 2741 insert_ob_in_map (tmp, op->map, NULL, 0);
2876 2742
2877 /**************************************/ 2743 /**************************************/
2878 /* */ 2744 /* */
2879 /* Subtract the experience points, */ 2745 /* Subtract the experience points, */
2880 /* if we died cause of food, give us */
2881 /* food, and reset HP's... */
2882 /* */ 2746 /* */
2883 /**************************************/ 2747 /**************************************/
2884 2748
2885 /* remove any poisoning and confusion the character may be suffering. */
2886 /* restore player */
2887 at = archetype::find ("poisoning");
2888 tmp = present_arch_in_ob (at, op);
2889
2890 if (tmp)
2891 {
2892 tmp->destroy ();
2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2894 }
2895
2896 at = archetype::find ("confusion");
2897 tmp = present_arch_in_ob (at, op);
2898 if (tmp)
2899 {
2900 tmp->destroy ();
2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2902 }
2903
2904 cure_disease (op, 0); /* remove any disease */
2905
2906 /*add_exp(op, (op->stats.exp * -0.20)); */ 2749 /*add_exp(op, (op->stats.exp * -0.20)); */
2907 apply_death_exp_penalty (op); 2750 apply_death_exp_penalty (op);
2908 if (op->stats.food < 100)
2909 op->stats.food = 900;
2910 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2751
2914 /* 2752 /*
2915 * Check to see if the player is in a shop. IF so, then check to see if
2916 * the player has any unpaid items. If so, remove them and put them back 2753 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2754 * and put them back in the map.
2918 */ 2755 */
2919 2756 op->drop_unpaid_items ();
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op);
2922 2757
2923 /****************************************/ 2758 /****************************************/
2924 /* */ 2759 /* */
2925 /* Move player to his current respawn- */ 2760 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2761 /* position (usually last savebed) */
2946 object *force; 2781 object *force;
2947 int at; 2782 int at;
2948 2783
2949 force = get_archetype (FORCE_NAME); 2784 force = get_archetype (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */ 2785 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1; 2786 force->speed = 0.1f;
2952 force->speed_left = -5.0; 2787 force->speed_left = -5.f;
2953 SET_FLAG (force, FLAG_APPLIED); 2788 SET_FLAG (force, FLAG_APPLIED);
2954 for (at = 0; at < NROFATTACKS; at++) 2789 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at)) 2790 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100; 2791 force->resist[at] = 100;
2957 2792
2958 insert_ob_in_ob (force, op); 2793 insert_ob_in_ob (force, op);
2959 op->update_stats (); 2794 op->update_stats ();
2960
2961 } 2795 }
2962 2796
2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2797 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2964} 2798}
2965 2799
2966void 2800void
2967loot_object (object *op) 2801loot_object (object *op)
2968{ /* Grab and destroy some treasure */ 2802{ /* Grab and destroy some treasure */
2985 2819
2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2820 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2987 { 2821 {
2988 if (tmp->nrof > 1) 2822 if (tmp->nrof > 1)
2989 { 2823 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2824 tmp->decrease (rndm (1, tmp->nrof - 1));
2991 tmp2->destroy ();
2992 insert_ob_in_map (tmp, op->map, NULL, 0); 2825 insert_ob_in_map (tmp, op->map, NULL, 0);
2993 } 2826 }
2994 else 2827 else
2995 tmp->destroy (); 2828 tmp->destroy ();
2996 } 2829 }
3007void 2840void
3008fix_weight (void) 2841fix_weight (void)
3009{ 2842{
3010 for_all_players (pl) 2843 for_all_players (pl)
3011 { 2844 {
3012 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2845 sint32 old = pl->ob->carrying;
3013 2846
3014 if (old == sum) 2847 pl->ob->update_weight ();
3015 continue; 2848
2849 if (old != pl->ob->carrying)
2850 {
3016 pl->ob->update_stats (); 2851 pl->ob->update_stats ();
3017 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2852 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2853 }
3018 } 2854 }
3019} 2855}
3020 2856
3021void 2857void
3022fix_luck (void) 2858fix_luck (void)
3064} 2900}
3065 2901
3066void 2902void
3067make_visible (object *op) 2903make_visible (object *op)
3068{ 2904{
3069 op->hide = 0; 2905 op->flag [FLAG_HIDDEN] = 0;
3070 op->invisible = 0; 2906 op->invisible = 0;
2907
3071 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3072 { 2909 {
3073 op->contr->tmp_invis = 0; 2910 op->contr->tmp_invis = 0;
3074 op->contr->invis_race = 0; 2911 op->contr->invis_race = 0;
3075 } 2912 }
2913
3076 update_object (op, UP_OBJ_FACE); 2914 update_object (op, UP_OBJ_CHANGE);
3077} 2915}
3078 2916
3079int 2917int
3080is_true_undead (object *op) 2918is_true_undead (object *op)
3081{ 2919{
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2920 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3083 return 1; 2921 return 1;
3084 2922
3085 return 0; 2923 return 0;
3086} 2924}
3087 2925
3088/* look at the surrounding terrain to determine 2926/* look at the surrounding terrain to determine
3089 * the hideability of this object. Positive levels 2927 * the hideability of this object. Positive levels
3090 * indicate greater hideability. 2928 * indicate greater hideability.
3091 */ 2929 */
3092
3093int 2930int
3094hideability (object *ob) 2931hideability (object *ob)
3095{ 2932{
3096 int i, level = 0, mflag; 2933 int i, level = 0, mflag;
3097 sint16 x, y; 2934 sint16 x, y;
3098 2935
3099 if (!ob || !ob->map) 2936 if (!ob || !ob->map)
3100 return 0; 2937 return 0;
3101 2938
3102 /* so, on normal lighted maps, its hard to hide */ 2939 /* so, on normal lighted maps, its hard to hide */
3103 level = ob->map->darkness - 2; 2940 level = ob->map->darklevel () - 2;
3104 2941
3105 /* this also picks up whether the object is glowing. 2942 /* this also picks up whether the object is glowing.
3106 * If you carry a light on a non-dark map, its not 2943 * If you carry a light on a non-dark map, its not
3107 * as bad as carrying a light on a pitch dark map */ 2944 * as bad as carrying a light on a pitch dark map */
3108 if (has_carried_lights (ob)) 2945 if (ob->has_carried_lights ())
3109 level = -(10 + (2 * ob->map->darkness)); 2946 level = -(10 + (2 * ob->map->darklevel ()));
3110 2947
3111 /* scan through all nearby squares for terrain to hide in */ 2948 /* scan through all nearby squares for terrain to hide in */
3112 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2949 for (i = 0, x = ob->x, y = ob->y;
2950 i <= SIZEOFFREE1;
2951 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3113 { 2952 {
3114 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2953 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3115 if (mflag & P_OUT_OF_MAP) 2954 if (mflag & P_OUT_OF_MAP)
3116 {
3117 continue; 2955 continue;
3118 } 2956
3119 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2957 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3120 level += 2; 2958 level += 2;
3121 else /* open terrain! */ 2959 else /* open terrain! */
3122 level -= 1; 2960 level -= 1;
3123 } 2961 }
3131/* For Hidden creatures - a chance of becoming 'unhidden' 2969/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 2970 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 2971 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 2972 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 2973 */
3136
3137void 2974void
3138do_hidden_move (object *op) 2975do_hidden_move (object *op)
3139{ 2976{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2977 int hide = 0;
3141 object *skop;
3142 2978
3143 if (!op || !op->map) 2979 if (!op || !op->map)
3144 return; 2980 return;
3145 2981
3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2982 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2983 int num = random_roll (0, 19, op, PREFER_LOW);
3147 2984
3148 /* its *extremely* hard to run and sneak/hide at the same time! */ 2985 /* its *extremely* hard to run and sneak/hide at the same time! */
3149 if (op->type == PLAYER && op->contr->run_on) 2986 if (op->type == PLAYER && op->contr->run_on)
3150 if (!skop || num >= skop->level) 2987 if (!skop || num >= skop->level)
3151 { 2988 {
3161 num -= hide; 2998 num -= hide;
3162 2999
3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3000 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3164 { 3001 {
3165 make_visible (op); 3002 make_visible (op);
3003
3166 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3005 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3168 } 3006 }
3169 else if (op->type == PLAYER && skop) 3007 else if (op->type == PLAYER && skop)
3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3008 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3223 * object op. This function works fine for monsters, 3061 * object op. This function works fine for monsters,
3224 * but we dont worry if the object isnt the top one in 3062 * but we dont worry if the object isnt the top one in
3225 * a pile (say a coin under a table would return "viewable" 3063 * a pile (say a coin under a table would return "viewable"
3226 * by this routine). Another question, should we be 3064 * by this routine). Another question, should we be
3227 * concerned with the direction the player is looking 3065 * concerned with the direction the player is looking
3228 * in? Realistically, most of use cant see stuff behind 3066 * in? Realistically, most of us can't see stuff behind
3229 * our backs...on the other hand, does the "facing" direction 3067 * our backs...on the other hand, does the "facing" direction
3230 * imply the way your head, or body is facing? Its possible 3068 * imply the way your head, or body is facing? It's possible
3231 * for them to differ. Sigh, this fctn could get a bit more complex. 3069 * for them to differ. Sigh, this fctn could get a bit more complex.
3232 * -b.t. 3070 * -b.t.
3233 * This function is now map tiling safe. 3071 * This function is now map tiling safe.
3234 */ 3072 */
3235
3236int 3073int
3237player_can_view (object *pl, object *op) 3074player_can_view (object *pl, object *op)
3238{ 3075{
3239 rv_vector rv; 3076 rv_vector rv;
3240 int dx, dy; 3077 int dx, dy;
3252 3089
3253 get_rangevector (pl, op, &rv, 0x1); 3090 get_rangevector (pl, op, &rv, 0x1);
3254 3091
3255 /* starting with the 'head' part, lets loop 3092 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any 3093 * through the object and find if it has any
3257 * part that is in the los array but isnt on 3094 * part that is in the los array but isn't on
3258 * a blocked los square. 3095 * a blocked los square.
3259 * we use the archetype to figure out offsets. 3096 * we use the archetype to figure out offsets.
3260 */ 3097 */
3261 while (op) 3098 while (op)
3262 { 3099 {
3263 dx = rv.distance_x + op->arch->clone.x; 3100 dx = rv.distance_x + op->arch->x;
3264 dy = rv.distance_y + op->arch->clone.y; 3101 dy = rv.distance_y + op->arch->y;
3265 3102
3266 /* only the viewable area the player sees is updated by LOS 3103 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3273 return 1; 3104 return 1;
3105
3274 op = op->more; 3106 op = op->more;
3275 } 3107 }
3108
3276 return 0; 3109 return 0;
3277} 3110}
3278 3111
3279/* routine for both players and monsters. We call this when 3112/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3113 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3114 * place or invisiblity spell. Artefact invisiblity causes
3282 * effected by this. If we arent invisible to begin with, we 3115 * "noise" instead. If we arent invisible to begin with, we
3283 * return 0. 3116 * return 0.
3284 */ 3117 */
3285int 3118int
3286action_makes_visible (object *op) 3119action_makes_visible (object *op)
3287{ 3120{
3288
3289 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3121 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290 { 3122 {
3291 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3123 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3124 {
3125 // artefact invisibility is permanent, but we still make noise
3126 // this is important for game-balance.
3127 if (op->contr)
3128 op->make_noise ();
3129
3292 return 0; 3130 return 0;
3131 }
3293 3132
3294 if (op->contr && op->contr->tmp_invis == 0) 3133 if (op->contr && op->contr->tmp_invis == 0)
3295 return 0; 3134 return 0;
3296 3135
3297 /* If monsters, they should become visible */ 3136 /* If monsters, they should become visible */
3298 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3137 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3299 { 3138 {
3300 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3139 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3301 return 1; 3140 return 1;
3302 } 3141 }
3303 } 3142 }
3143
3304 return 0; 3144 return 0;
3305} 3145}
3306 3146
3307/* op_on_battleground - checks if the given object op (usually 3147/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3148 * a player) is standing on a valid battleground-tile,
3313 * Default is to do the same as before, so only people wanting to have different points need worry about this 3153 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3154 */
3315int 3155int
3316op_on_battleground (object *op, int *x, int *y) 3156op_on_battleground (object *op, int *x, int *y)
3317{ 3157{
3318 object *tmp;
3319
3320 /* A battleground-tile needs the following attributes to be valid: 3158 /* A battleground-tile needs the following attributes to be valid:
3321 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3159 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3160 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3323 * and the exit-coordinates sp/hp must both be > 0. 3161 * and the exit-coordinates sp/hp must both be > 0.
3324 * => The intention here is to prevent abuse of the battleground- 3162 * => The intention here is to prevent abuse of the battleground-
3325 * feature (like pickable or hidden battleground tiles). */ 3163 * feature (like pickable or hidden battleground tiles). */
3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3164 for (object *tmp = op->below; tmp; tmp = tmp->below)
3327 { 3165 {
3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3166 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3329 { 3167 {
3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3168 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3331 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3169 && tmp->type == BATTLEGROUND
3170 && tmp->name == shstr_battleground
3171 && EXIT_X (tmp) && EXIT_Y (tmp))
3332 { 3172 {
3333 /*before we assign the exit, check if this is a teambattle */ 3173 /* before we assign the exit, check if this is a teambattle */
3334 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3174 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3335 { 3175 {
3336 object *invtmp;
3337
3338 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3176 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3339 { 3177 {
3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3178 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3341 { 3179 {
3342 if (x != NULL && y != NULL) 3180 if (x && y)
3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3181 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3182
3344 return 1; 3183 return 1;
3345 } 3184 }
3346 } 3185 }
3347 } 3186 }
3187
3348 if (x != NULL && y != NULL) 3188 if (x && y)
3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3189 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3190
3350 return 1; 3191 return 1;
3351 } 3192 }
3352 } 3193 }
3353 } 3194 }
3195
3354 /* If we got here, did not find a battleground */ 3196 /* If we got here, did not find a battleground */
3355 return 0; 3197 return 0;
3356} 3198}
3357 3199
3358/* 3200/*
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3216 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3217 int i = 0, j = 0;
3376 3218
3377 /* get the appropriate treasurelist */ 3219 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3220 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3221 trlist = treasurelist::find (shstr_dragon_ability_fire);
3380 else if (atnr == ATNR_COLD) 3222 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3223 trlist = treasurelist::find (shstr_dragon_ability_cold);
3382 else if (atnr == ATNR_ELECTRICITY) 3224 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3225 trlist = treasurelist::find (shstr_dragon_ability_elec);
3384 else if (atnr == ATNR_POISON) 3226 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3227 trlist = treasurelist::find (shstr_dragon_ability_poison);
3386 3228
3387 if (trlist == NULL || who->type != PLAYER) 3229 if (trlist == NULL || who->type != PLAYER)
3388 return; 3230 return;
3389 3231
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3232 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3236 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3395 return; 3237 return;
3396 } 3238 }
3397 3239
3398 /* everything seems okay - now bring on the gift: */ 3240 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone); 3241 item = tr->item;
3400 3242
3401 if (item->type == SPELL) 3243 if (item->type == SPELL)
3402 { 3244 {
3403 if (check_spell_known (who, item->name)) 3245 if (check_spell_known (who, item->name))
3404 return; 3246 return;
3463 { 3305 {
3464 /* forces in the treasurelist can alter the player's stats */ 3306 /* forces in the treasurelist can alter the player's stats */
3465 object *skin; 3307 object *skin;
3466 3308
3467 /* first get the dragon skin force */ 3309 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3310 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3470 ; 3311 ;
3471 3312
3472 if (!skin) 3313 if (!skin)
3473 return; 3314 return;
3474 3315
3509 else 3350 else
3510 { 3351 {
3511 /* generate misc. treasure */ 3352 /* generate misc. treasure */
3512 tmp = arch_to_object (tr->item); 3353 tmp = arch_to_object (tr->item);
3513 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3354 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3514 tmp = insert_ob_in_ob (tmp, who); 3355 who->insert (tmp);
3515 if (who->type == PLAYER)
3516 esrv_send_item (who, tmp);
3517 } 3356 }
3518} 3357}
3519 3358
3520/** 3359/**
3521 * Unready an object for a player. This function does nothing if the object was 3360 * Unready an object for a player. This function does nothing if the object was
3522 * not readied. 3361 * not readied.
3523 */ 3362 */
3524void 3363void
3525player_unready_range_ob (player *pl, object *ob) 3364player_unready_range_ob (player *pl, object *ob)
3526{ 3365{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3366 if (pl->ob->current_weapon == ob)
3367 pl->ob->current_weapon = 0;
3368
3369 if (pl->combat_ob == ob)
3370 pl->combat_ob = 0;
3371
3528 if (pl->ranges[i] == ob) 3372 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3373 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3374}
3535 3375
3536sint8 3376sint8
3537player::visibility_at (maptile *map, int x, int y) const 3377player::darkness_at (maptile *map, int x, int y) const
3538{ 3378{
3539 if (!ns) 3379 if (!ns)
3540 return 0; 3380 return LOS_BLOCKED;
3541 3381
3542 int dx, dy; 3382 int dx, dy;
3543 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3383 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3544 return 0; 3384 return LOS_BLOCKED;
3545 3385
3546 x += dx - ns->current_x + ns->mapx / 2; 3386 x += dx - ns->current_x;
3547 y += dy - ns->current_y + ns->mapy / 2; 3387 y += dy - ns->current_y;
3548 3388
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0;
3551
3552 return 100 - blocked_los [x][y]; 3389 return blocked_los (x, y);
3553} 3390}
3391
3392void
3393player::infobox (const char *title, const char *msg, int color)
3394{
3395 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3396}
3397
3398void
3399player::statusmsg (const char *msg, int color)
3400{
3401 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3402}
3403
3404void
3405player::failmsg (const char *msg, int color)
3406{
3407 play_sound (sound_find ("generic_failure"));
3408 statusmsg (msg, color);
3409}
3410

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines