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Comparing deliantra/server/server/player.C (file contents):
Revision 1.115 by root, Fri Apr 27 02:43:04 2007 UTC vs.
Revision 1.198 by root, Sat May 17 00:17:02 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 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>
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160} 158}
161 159
162void 160void
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}
174
175void
176player::activate () 161player::activate ()
177{ 162{
178 if (active) 163 if (active)
179 return; 164 return;
180 165
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
199 183
200 if (ob->map) 184 if (ob->map)
201 maplevel = ob->map->path; 185 maplevel = ob->map->path;
202 186
203 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 189 ob->map = 0;
205 party = 0; 190 party = 0;
206 191
207 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 193
210 players.erase (this); 194 players.erase (this);
211} 195}
212 196
213// connect the player with a specific client 197// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
215void 199void
216player::connect (client *ns) 200player::connect (client *ns)
217{ 201{
218 this->ns = ns; 202 this->ns = ns;
219 ns->pl = this; 203 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
224 208
225 ns->update_look = 0; 209 ns->update_look = 0;
226 ns->look_position = 0; 210 ns->look_position = 0;
227 211
228 clear_los (ob); 212 clear_los (this);
229 213
230 ns->reset_stats (); 214 ns->reset_stats ();
231 215
232 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
235 219
236 if (!legal_range (ob, shoottype)) 220 ob->update_weight ();
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 221 link_player_skills (ob);
241 222
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243 224
244 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
245 226
246 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
248 { 229 {
249 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
250 231
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
257 abil = tmp; 235 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
259 skin = tmp; 237 skin = tmp;
260 238
261 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
262 } 240 }
263 241
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 243
266 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this);
267 245
268 ob->update_stats (); 246 ob->update_stats ();
247
269 ns->floorbox_update (); 248 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
273 251
274 activate (); 252 activate ();
275 253
282} 260}
283 261
284void 262void
285player::disconnect () 263player::disconnect ()
286{ 264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
287 if (ns) 271 if (ns)
288 { 272 {
289 if (active) 273 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291 275
294 ns->reset_stats (); 278 ns->reset_stats ();
295 ns->pl = 0; 279 ns->pl = 0;
296 ns = 0; 280 ns = 0;
297 } 281 }
298 282
299 if (ob) 283 observe = ob;
300 ob->close_container (); //TODO: client-specific
301 284
302 deactivate (); 285 deactivate ();
303} 286}
304 287
305// the need for this function can be explained 288// the need for this function can be explained
306// by load_object not returning the object 289// by load_object not returning the object
307void 290void
308player::set_object (object *op) 291player::set_object (object *op)
309{ 292{
310 ob = op; 293 ob = observe = op;
311 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
312 295
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
315 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_weapon activates, fix this better
327}
328
329void
330player::set_observe (object *op)
331{
332 observe = op ? op : ob;
333 do_los = 1;
316} 334}
317 335
318player::player () 336player::player ()
319{ 337{
320 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
325 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
326 344
327 savebed_map = first_map_path; /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
328 346
329 gen_sp_armour = 10; 347 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 348 bowtype = bow_normal;
332 petmode = pet_normal; 349 petmode = pet_normal;
333 listening = 10; 350 listening = 10;
334 usekeys = containers; 351 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
336 do_los = 1; 353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
337} 357}
338 358
339void 359void
340player::do_destroy () 360player::do_destroy ()
341{ 361{
346 if (ob) 366 if (ob)
347 { 367 {
348 ob->destroy_inv (false); 368 ob->destroy_inv (false);
349 ob->destroy (); 369 ob->destroy ();
350 } 370 }
371
372 ob = observe = 0;
351} 373}
352 374
353player::~player () 375player::~player ()
354{ 376{
355 /* Clear item stack */ 377 /* Clear item stack */
382 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
383 */ 405 */
384archetype * 406archetype *
385get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
386{ 408{
387 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
388 416
389 for (;;) 417 for (;;)
390 { 418 {
391 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
392 at = first_archetype; 420 i = archetypes.begin ();
393 else 421 else if (*i == at)
394 at = at->next; 422 cleanup ("not a single player archetype found");
395 423
396 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
397 return at; 425 return *i;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 } 426 }
405} 427}
406 428
407object * 429object *
408get_nearest_player (object *mon) 430get_nearest_player (object *mon)
412 unsigned lastdist; 434 unsigned lastdist;
413 rv_vector rv; 435 rv_vector rv;
414 436
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 438 {
417 /* We should not find free objects on this friendly list, but it
418 * does periodically happen. Given that, lets deal with it.
419 * While unlikely, it is possible the next object on the friendly
420 * list is also free, so encapsulate this in a while loop.
421 */
422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
424 object *tmp = ol->ob;
425
426 /* Can't do much more other than log the fact, because the object
427 * itself will have been cleared.
428 */
429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
431 ol = ol->next;
432 remove_friendly_object (tmp);
433 if (!ol)
434 return op;
435 }
436
437 /* Remove special check for player from this. First, it looks to cause
438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
439 * complicated method of state checking would be needed in any case -
440 * as it was, a clever player could type quit, and the function would
441 * skip them over while waiting for confirmation. Remove
442 * on_same_map check, as can_detect_enemy also does this
443 */
444 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 440 continue;
446 441
447 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
448 { 443 {
643 638
644 return firstdir; 639 return firstdir;
645} 640}
646 641
647void 642void
648give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
649{ 644{
650 object *op, *next = NULL;
651
652 if (pl->randomitems != NULL) 645 if (pl->randomitems)
653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654 647
655 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
656 { 649 {
657 next = op->below; 650 next = op->below;
658 651
659 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
660 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
665 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
666 * by this player due to race restrictions 659 * by this player due to race restrictions
667 */ 660 */
668 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
669 { 662 {
670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
671 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
672 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
673 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
675 { 670 {
676 op->destroy (); 671 op->destroy ();
677 continue; 672 continue;
678 } 673 }
679 } 674 }
702 if (op->nrof > 1) 697 if (op->nrof > 1)
703 op->nrof = 1; 698 op->nrof = 1;
704 } 699 }
705 700
706 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
707 {
708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 }
710 703
711 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
712 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
713 * merged properly. 706 * merged properly.
714 */ 707 */
715 if (need_identify (op)) 708 if (need_identify (op))
716 { 709 {
717 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
718 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
719 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
720 } 713 }
714
721 if (op->type == SPELL) 715 if (op->type == SPELL)
722 { 716 {
723 op->destroy (); 717 op->destroy ();
724 continue; 718 continue;
725 } 719 }
727 { 721 {
728 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
729 op->stats.exp = 0; 723 op->stats.exp = 0;
730 op->level = 1; 724 op->level = 1;
731 } 725 }
732 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
733 else
734 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
735 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
736 729
737 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
738 link_player_skills (pl); 731 link_player_skills (pl);
774} 767}
775 768
776void 769void
777object::roll_stats () 770object::roll_stats ()
778{ 771{
779 int statsort [7]; 772 int statsort [NUM_STATS];
780 773
781 for (;;) 774 for (;;)
782 { 775 {
783 int sum = 0; 776 int sum = 0;
784 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
786 779
787 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
788 break; 781 break;
789 } 782 }
790 783
791 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 786
787 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
795 stats.Dex = statsort[1];
796 stats.Con = statsort[2];
797 stats.Int = statsort[3];
798 stats.Wis = statsort[4];
799 stats.Pow = statsort[5];
800 stats.Cha = statsort[6];
801 789
802 stats.exp = 0; 790 stats.exp = 0;
803 stats.ac = 0; 791 stats.ac = 0;
804 792
805 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
817} 805}
818 806
819void 807void
820object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
821{ 809{
822 int tmp = get_attr_value (&contr->orig_stats, a); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825 811
812 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 813 stats.stat (i) = contr->orig_stats.stat (i);
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833 814
834 //TODO: the following code looks so borked and should, at the very least, 815 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
836 stats.ac = 0; 817 stats.ac = 0;
837 818
856static void 837static void
857start_info (object *op) 838start_info (object *op)
858{ 839{
859 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
860 841
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
865} 844}
866 845
867/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
872 */ 851 */
873void 852void
874player::chargen_race_done () 853player::chargen_race_done ()
875{ 854{
876 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 856 esrv_new_player (ob->contr);
878 857
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 859 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
882 861
885 864
886 ob->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
887 866
888 if (ob->msg) 867 if (ob->msg)
889 ob->msg = 0; 868 ob->msg = 0;
890
891 /* We create this now because some of the unique maps will need it
892 * to save here.
893 */
894 {
895 char buf[MAX_BUF];
896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
897 make_path_to_file (buf);
898 }
899 869
900 start_info (ob); 870 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 872 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob); 873 link_player_skills (ob);
906 876
907 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
908 * is one for this race 878 * is one for this race
909 */ 879 */
910 if (*first_map_ext_path) 880 if (*first_map_ext_path)
911 { 881 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, &ob->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y;
920 ob->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 882 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 883 LOG (llevDebug, "first_map_ext_path not set\n");
927} 884}
928 885
929void 886void
939 int x = ob->x, y = ob->y; 896 int x = ob->x, y = ob->y;
940 897
941 ob->remove_statbonus (); 898 ob->remove_statbonus ();
942 ob->remove (); 899 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 900 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 901 ob->arch->copy_to (ob);
945 ob->instantiate (); 902 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 903 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 904 ob->name = ob->name_pl = name;
948 ob->x = x; 905 ob->x = x;
949 ob->y = y; 906 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 907 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 908 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 909 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 910 ob->add_statbonus ();
954 } 911 }
955 while (!allowed_class (ob)); 912 while (!allowed_class (ob));
956 913
957 update_object (ob, UP_OBJ_FACE); 914 update_object (ob, UP_OBJ_FACE);
1014 /* Cornered, get rid of scared */ 971 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 972 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 973 op->enemy = NULL;
1017} 974}
1018 975
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 976/* check_pick sees if there is stuff to be picked up/picks up stuff.
1021 * IT returns 1 if the player should keep on moving, 0 if he should 977 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 978 * stop.
1023 */ 979 */
1024int 980int
1025check_pick (object *op) 981check_pick (object *op)
1026{ 982{
1033 if (op->move_type & MOVE_FLYING) 989 if (op->move_type & MOVE_FLYING)
1034 return 1; 990 return 1;
1035 991
1036 next = op->below; 992 next = op->below;
1037 993
994 int cnt = MAX_ITEM_PER_DROP;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996
1038 /* loop while there are items on the floor that are not marked as 997 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 998 * destroyed */
1040 while (next && !next->destroyed ()) 999 while (next && !next->destroyed ())
1041 { 1000 {
1042 tmp = next; 1001 tmp = next;
1043 next = tmp->below; 1002 next = tmp->below;
1044 1003
1004 if (cnt <= 0)
1005 {
1006 op->failmsg ("Couldn't pickup all items at once.");
1007 return 0;
1008 }
1009
1045 if (op->destroyed ()) 1010 if (op->destroyed ())
1046 return 0; 1011 return 0;
1047 1012
1048 if (!can_pick (op, tmp)) 1013 if (!can_pick (op, tmp))
1049 continue; 1014 continue;
1050 1015
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 1017 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 1018 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 1019 CHK_PICK_PICKUP;
1055 continue; 1020 continue;
1056 } 1021 }
1057 1022
1058 /* high not bit set? We're using the old autopickup model */ 1023 /* high not bit set? We're using the old autopickup model */
1059 if (!(op->contr->mode & PU_NEWMODE)) 1024 if (!(op->contr->mode & PU_NEWMODE))
1061 switch (op->contr->mode) 1026 switch (op->contr->mode)
1062 { 1027 {
1063 case 0: 1028 case 0:
1064 return 1; /* don't pick up */ 1029 return 1; /* don't pick up */
1065 case 1: 1030 case 1:
1066 pick_up (op, tmp); 1031 CHK_PICK_PICKUP;
1067 return 1; 1032 return 1;
1068 case 2: 1033 case 2:
1069 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1070 return 0; 1035 return 0;
1071 case 3: 1036 case 3:
1072 return 0; /* stop before pickup */ 1037 return 0; /* stop before pickup */
1073 case 4: 1038 case 4:
1074 pick_up (op, tmp); 1039 CHK_PICK_PICKUP;
1075 break; 1040 break;
1076 case 5: 1041 case 5:
1077 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1078 stop = 1; 1043 stop = 1;
1079 break; 1044 break;
1080 case 6: 1045 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1082 pick_up (op, tmp); 1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1048 CHK_PICK_PICKUP;
1083 break; 1049 break;
1084 1050
1085 case 7: 1051 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM) 1052 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1088 break; 1054 break;
1089 1055
1090 default: 1056 default:
1091 /* use value density */ 1057 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1059 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp); 1060 CHK_PICK_PICKUP;
1095 } 1061 }
1096 } 1062 }
1097 else 1063 else
1098 { /* old model */ 1064 { /* old model */
1099 /* NEW pickup handling */ 1065 /* NEW pickup handling */
1103 if (tmp->name != NULL) 1069 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1071 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else 1072 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1074 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 1075
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 } 1077 }
1112 1078
1113 /* philosophy: 1079 /* philosophy:
1154 /* all food and drink if desired */ 1120 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */ 1121 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD) 1122 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD) 1123 if (tmp->type == FOOD)
1158 { 1124 {
1159 pick_up (op, tmp); 1125 CHK_PICK_PICKUP;
1160 continue; 1126 continue;
1161 } 1127 }
1162 1128
1163 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_DRINK)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1130 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165 { 1131 {
1166 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1167 continue; 1133 continue;
1168 } 1134 }
1169 1135
1170 if (op->contr->mode & PU_POTION) 1136 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION) 1137 if (tmp->type == POTION)
1172 { 1138 {
1173 pick_up (op, tmp); 1139 CHK_PICK_PICKUP;
1174 continue; 1140 continue;
1175 } 1141 }
1176 1142
1177 /* spellbooks, skillscrolls and normal books/scrolls */ 1143 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK) 1144 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK) 1145 if (tmp->type == SPELLBOOK)
1180 { 1146 {
1181 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1182 continue; 1148 continue;
1183 } 1149 }
1184 1150
1185 if (op->contr->mode & PU_SKILLSCROLL) 1151 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL) 1152 if (tmp->type == SKILLSCROLL)
1187 { 1153 {
1188 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1189 continue; 1155 continue;
1190 } 1156 }
1191 1157
1192 if (op->contr->mode & PU_READABLES) 1158 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL) 1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 { 1160 {
1195 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1196 continue; 1162 continue;
1197 } 1163 }
1198 1164
1199 /* wands/staves/rods/horns */ 1165 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE) 1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 { 1168 {
1203 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1204 continue; 1170 continue;
1205 } 1171 }
1206 1172
1207 /* pick up all magical items */ 1173 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1174 if (op->contr->mode & PU_MAGICAL)
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 { 1176 {
1211 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1212 continue; 1178 continue;
1213 } 1179 }
1214 1180
1215 if (op->contr->mode & PU_VALUABLES) 1181 if (op->contr->mode & PU_VALUABLES)
1216 { 1182 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1183 if (tmp->type == MONEY || tmp->type == GEM)
1218 { 1184 {
1219 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1220 continue; 1186 continue;
1221 } 1187 }
1222 } 1188 }
1223 1189
1224 /* rings & amulets - talismans seems to be typed AMULET */ 1190 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS) 1191 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET) 1192 if (tmp->type == RING || tmp->type == AMULET)
1227 { 1193 {
1228 pick_up (op, tmp); 1194 CHK_PICK_PICKUP;
1229 continue; 1195 continue;
1230 } 1196 }
1231 1197
1232 /* we don't forget dragon food */ 1198 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH) 1199 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH) 1200 if (tmp->type == FLESH)
1235 { 1201 {
1236 pick_up (op, tmp); 1202 CHK_PICK_PICKUP;
1237 continue; 1203 continue;
1238 } 1204 }
1239 1205
1240 /* bows and arrows. Bows are good for selling! */ 1206 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW) 1207 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW) 1208 if (tmp->type == BOW)
1243 { 1209 {
1244 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1245 continue; 1211 continue;
1246 } 1212 }
1247 1213
1248 if (op->contr->mode & PU_ARROW) 1214 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW) 1215 if (tmp->type == ARROW)
1250 { 1216 {
1251 pick_up (op, tmp); 1217 CHK_PICK_PICKUP;
1252 continue; 1218 continue;
1253 } 1219 }
1254 1220
1255 /* all kinds of armor etc. */ 1221 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR) 1222 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR) 1223 if (tmp->type == ARMOUR)
1258 { 1224 {
1259 pick_up (op, tmp); 1225 CHK_PICK_PICKUP;
1260 continue; 1226 continue;
1261 } 1227 }
1262 1228
1263 if (op->contr->mode & PU_HELMET) 1229 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET) 1230 if (tmp->type == HELMET)
1265 { 1231 {
1266 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1267 continue; 1233 continue;
1268 } 1234 }
1269 1235
1270 if (op->contr->mode & PU_SHIELD) 1236 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD) 1237 if (tmp->type == SHIELD)
1272 { 1238 {
1273 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1274 continue; 1240 continue;
1275 } 1241 }
1276 1242
1277 if (op->contr->mode & PU_BOOTS) 1243 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS) 1244 if (tmp->type == BOOTS)
1279 { 1245 {
1280 pick_up (op, tmp); 1246 CHK_PICK_PICKUP;
1281 continue; 1247 continue;
1282 } 1248 }
1283 1249
1284 if (op->contr->mode & PU_GLOVES) 1250 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES) 1251 if (tmp->type == GLOVES)
1286 { 1252 {
1287 pick_up (op, tmp); 1253 CHK_PICK_PICKUP;
1288 continue; 1254 continue;
1289 } 1255 }
1290 1256
1291 if (op->contr->mode & PU_CLOAK) 1257 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK) 1258 if (tmp->type == CLOAK)
1293 { 1259 {
1294 pick_up (op, tmp); 1260 CHK_PICK_PICKUP;
1295 continue; 1261 continue;
1296 } 1262 }
1297 1263
1298 /* hoping to catch throwing daggers here */ 1264 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON) 1265 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 { 1267 {
1302 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1303 continue; 1269 continue;
1304 } 1270 }
1305 1271
1306 /* careful: chairs and tables are weapons! */ 1272 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON) 1273 if (op->contr->mode & PU_ALLWEAPON)
1308 { 1274 {
1309 if (tmp->type == WEAPON && tmp->name != NULL) 1275 if (tmp->type == WEAPON && tmp->name != NULL)
1310 { 1276 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1277 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 { 1279 {
1314 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1315 continue; 1281 continue;
1316 } 1282 }
1317 } 1283 }
1318 1284
1319 if (tmp->type == WEAPON && tmp->name == NULL) 1285 if (tmp->type == WEAPON && tmp->name == NULL)
1320 { 1286 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1287 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 { 1288 {
1323 pick_up (op, tmp); 1289 CHK_PICK_PICKUP;
1324 continue; 1290 continue;
1325 } 1291 }
1326 } 1292 }
1327 } 1293 }
1328 1294
1329 /* misc stuff that's useful */ 1295 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY) 1296 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 { 1298 {
1333 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1334 continue; 1300 continue;
1335 } 1301 }
1336 1302
1337 /* any of the last 4 bits set means we use the ratio for value 1303 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */ 1304 * pickups */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits 1309 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */ 1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5; 1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1312 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 { 1313 {
1348 pick_up (op, tmp); 1314 CHK_PICK_PICKUP;
1349#if 0 1315#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL) 1317 if (tmp->name != NULL)
1352 { 1318 {
1353 fprintf (stderr, "%s", tmp->name); 1319 fprintf (stderr, "%s", tmp->name);
1354 } 1320 }
1355 else 1321 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1322 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1323 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1324 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359#endif 1325#endif
1360 continue; 1326 continue;
1361 } 1327 }
1372 * found object is returned. 1338 * found object is returned.
1373 */ 1339 */
1374object * 1340object *
1375find_arrow (object *op, const char *type) 1341find_arrow (object *op, const char *type)
1376{ 1342{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1343 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 else if (op->type == ARROW && op->race == type) 1344 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1345 return splay (tmp);
1346
1347 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1348 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1349 if (object *arrow = find_arrow (tmp, type))
1350 {
1351 splay (tmp);
1383 return op; 1352 return arrow;
1353 }
1384 1354
1385 return tmp; 1355 return 0;
1386} 1356}
1387 1357
1388/* 1358/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1359 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1360 * against the target. A full test is not performed, simply a basic test
1413 } 1383 }
1414 } 1384 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1385 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1386 {
1417 /* allways prefer assasination/slaying */ 1387 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1419 { 1389 {
1420 if (arrow->attacktype & AT_DEATH) 1390 if (arrow->attacktype & AT_DEATH)
1421 { 1391 {
1422 *better = 100; 1392 *better = 100;
1423 return arrow; 1393 return arrow;
1431 else 1401 else
1432 { 1402 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1403 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1404 {
1435 attacktype = 1 << attacknum; 1405 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1406 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1407 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 { 1408 {
1439 tmp = arrow; 1409 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1410 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1411 }
1442 } 1412 }
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1414 {
1445 tmp = arrow; 1415 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1421 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1422 }
1453 } 1423 }
1454 } 1424 }
1455 } 1425 }
1426
1456 if (tmp == NULL && arrow == NULL) 1427 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1428 return find_arrow (op, type);
1458 1429
1459 *better = betterby; 1430 *better = betterby;
1460 return tmp; 1431 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1435 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1436 * op = the shooter
1466 * type = bow->race 1437 * type = bow->race
1467 * dir = fire direction 1438 * dir = fire direction
1468 */ 1439 */
1469
1470object * 1440object *
1471pick_arrow_target (object *op, const char *type, int dir) 1441pick_arrow_target (object *op, const char *type, int dir)
1472{ 1442{
1473 object *tmp = NULL; 1443 object *tmp = NULL;
1474 maptile *m; 1444 maptile *m;
1539 */ 1509 */
1540int 1510int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1511fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1512{
1543 object *left, *bow; 1513 object *left, *bow;
1544 int bowspeed, mflags; 1514 int mflags;
1545 maptile *m; 1515 maptile *m;
1546 1516
1547 if (!dir) 1517 if (!dir)
1548 { 1518 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1519 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1520 return 0;
1551 } 1521 }
1552 1522
1553 if (op->type == PLAYER) 1523 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1524 bow = op->current_weapon;
1555 else 1525 else
1556 { 1526 {
1557 for (bow = op->inv; bow; bow = bow->below) 1527 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1528 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1529 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1534 if (!bow)
1565 { 1535 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1537 return 0;
1568 } 1538 }
1539
1540 // optimisation: move object to top so we will find it quickly again
1541 if (bow->below)
1542 {
1543 bow->remove ();
1544 op->insert (bow);
1545 }
1546
1569 } 1547 }
1570 1548
1571 if (!bow->race || !bow->skill) 1549 if (!bow->race || !bow->skill)
1572 { 1550 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1551 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1552 return 0;
1575 } 1553 }
1576
1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1578
1579 /* penalize ROF for bestarrow */
1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1583 if (bowspeed < 1)
1584 bowspeed = 1;
1585 1554
1586 if (arrow == NULL) 1555 if (arrow == NULL)
1587 { 1556 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1557 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1558 {
1590 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1560 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1561 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1593 else 1562 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1563 CLEAR_FLAG (op, FLAG_READY_BOW);
1564
1595 return 0; 1565 return 0;
1596 } 1566 }
1597 } 1567 }
1598 1568
1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1569 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1612 arrow->destroy (); 1582 arrow->destroy ();
1613 return 0; 1583 return 0;
1614 } 1584 }
1615 1585
1616 left = arrow; /* these are arrows left to the player */ 1586 left = arrow; /* these are arrows left to the player */
1617 arrow = get_split_ob (arrow, 1); 1587 arrow = arrow->split ();
1618 if (!arrow) 1588 if (!arrow)
1619 { 1589 {
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1621 return 0; 1591 return 0;
1622 } 1592 }
1623 1593
1624 arrow->set_owner (op); 1594 arrow->set_owner (op);
1625 arrow->skill = bow->skill; 1595 arrow->skill = bow->skill;
1626 arrow->direction = dir; 1596 arrow->direction = dir;
1627 1597
1598 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1599 arrow->stats.hp = arrow->stats.dam;
1600 arrow->stats.grace = arrow->attacktype;
1601
1602 if (arrow->slaying)
1603 arrow->spellarg = strdup (arrow->slaying);
1604
1605#if 0
1606 if (player *pl = op->contr)
1607 {
1608 float speed = pl->weapon_sp;
1609
1610 /* penalize ROF for bestarrow */
1611 if (pl->bowtype == bow_bestarrow)
1612 speed *= .9f;
1613 else
1614 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1615
1616 op->speed_left += speed - op->speed;
1617 }
1618#endif
1619
1620 SET_ANIMATION (arrow, arrow->direction);
1621
1622 /* update the speed */
1623 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1624 + bow->stats.dam / 7.f;
1625
1626 arrow->set_speed (max (arrow->speed, 2.f));
1627 arrow->speed_left = 0;
1628
1629 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1630
1628 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1629 { 1632 {
1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1631 op->update_stats ();
1632 }
1633
1634 SET_ANIMATION (arrow, arrow->direction);
1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1636 arrow->stats.hp = arrow->stats.dam;
1637 arrow->stats.grace = arrow->attacktype;
1638 if (arrow->slaying != NULL)
1639 arrow->spellarg = strdup (arrow->slaying);
1640
1641 /* Note that this was different for monsters - they got their level
1642 * added to the damage. I think the strength bonus is more proper.
1643 */
1644
1645 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1646
1647 /* update the speed */
1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1649 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1650
1651 arrow->set_speed (max (arrow->speed, 1.0));
1652 arrow->speed_left = 0;
1653
1654 if (op->type == PLAYER)
1655 {
1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1657 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1658 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1659
1660 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1633 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1634 wc -= dex_bonus[op->stats.Dex];
1635
1636 if (!arrow->slaying)
1637 arrow->slaying = op->slaying;
1638
1639 arrow->attacktype |= op->attacktype;
1661 } 1640 }
1662 else 1641 else
1663 { 1642 {
1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1665 arrow->level = op->level; 1643 arrow->level = op->level;
1666 } 1644 arrow->stats.wc -= bow->magic;
1667 1645
1668 if (arrow->attacktype == AT_PHYSICAL) 1646 if (!arrow->slaying)
1647 arrow->slaying = bow->slaying;
1648
1669 arrow->attacktype |= bow->attacktype; 1649 arrow->attacktype |= bow->attacktype;
1650 }
1670 1651
1671 if (bow->slaying) 1652 wc -= arrow->level;
1672 arrow->slaying = bow->slaying; 1653 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1673 1654
1655 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1674 arrow->move_type = MOVE_FLY_LOW; 1656 arrow->move_type = MOVE_FLY_LOW;
1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1657 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1676 1658
1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1659 op->play_sound (sound_find ("fire_arrow"));
1678 m->insert (arrow, sx, sy, op); 1660 m->insert (arrow, sx, sy, op);
1679 1661
1680 if (!arrow->destroyed ()) 1662 if (!arrow->destroyed ())
1681 move_arrow (arrow); 1663 move_arrow (arrow);
1682
1683 if (op->type == PLAYER)
1684 {
1685 if (left->destroyed ())
1686 esrv_del_item (op->contr, left->count);
1687 else
1688 esrv_send_item (op, left);
1689 }
1690 1664
1691 return 1; 1665 return 1;
1692} 1666}
1693 1667
1694/* Special fire code for players - this takes into 1668/* Special fire code for players - this takes into
1703{ 1677{
1704 int ret = 0, wcmod = 0; 1678 int ret = 0, wcmod = 0;
1705 1679
1706 if (op->contr->bowtype == bow_bestarrow) 1680 if (op->contr->bowtype == bow_bestarrow)
1707 { 1681 {
1708 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1682 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1709 } 1683 }
1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1684 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1711 { 1685 {
1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1713 wcmod = -1; 1687 wcmod = -1;
1723 else if (op->contr->bowtype == bow_spreadshot) 1697 else if (op->contr->bowtype == bow_spreadshot)
1724 { 1698 {
1725 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1699 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1726 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1700 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1727 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1701 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1728
1729 } 1702 }
1730 else 1703 else
1731 { 1704 {
1732 /* Simple case */ 1705 /* Simple case */
1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1706 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 } 1707 }
1708
1735 return ret; 1709 return ret;
1736} 1710}
1737
1738 1711
1739/* Fires a misc (wand/rod/horn) object in 'dir'. 1712/* Fires a misc (wand/rod/horn) object in 'dir'.
1740 * Broken apart from 'fire' to keep it more readable. 1713 * Broken apart from 'fire' to keep it more readable.
1741 */ 1714 */
1742void 1715void
1743fire_misc_object (object *op, int dir) 1716fire_misc_object (object *op, int dir)
1744{ 1717{
1745 object *item; 1718 object *item = op->contr->ranged_ob;
1746 1719
1747 if (!op->contr->ranges[range_misc]) 1720 if (!item)
1748 { 1721 {
1749 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1722 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1750 return; 1723 return;
1751 } 1724 }
1752 1725
1753 item = op->contr->ranges[range_misc];
1754 if (!item->inv) 1726 if (!item->inv)
1755 { 1727 {
1756 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1728 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1757 return; 1729 return;
1758 } 1730 }
1731
1732 if (!op->change_weapon (item))
1733 return;
1734
1759 if (item->type == WAND) 1735 if (item->type == WAND)
1760 { 1736 {
1761 if (item->stats.food <= 0) 1737 if (item->stats.food <= 0)
1762 { 1738 {
1763 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1739 op->contr->play_sound (sound_find ("wand_poof"));
1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1740 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1741
1765 return; 1742 return;
1766 } 1743 }
1767 } 1744 }
1768 else if (item->type == ROD || item->type == HORN) 1745 else if (item->type == ROD || item->type == HORN)
1769 { 1746 {
1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1747 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1748
1749 // using the maximum of the rods charge allows at least one spell cast
1750 // for a rod or horn, this fixes some broken rods.
1751 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1771 { 1752 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1753 op->contr->play_sound (sound_find ("wand_poof"));
1754
1773 if (item->type == ROD) 1755 if (item->type == ROD)
1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1756 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1775 else 1757 else
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1759
1777 return; 1760 return;
1778 } 1761 }
1779 } 1762 }
1780 1763
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1764 if (cast_spell (op, item, dir, item->inv, NULL))
1788 object *tmp; 1771 object *tmp;
1789 1772
1790 if (item->arch) 1773 if (item->arch)
1791 { 1774 {
1792 CLEAR_FLAG (item, FLAG_ANIMATE); 1775 CLEAR_FLAG (item, FLAG_ANIMATE);
1793 item->face = item->arch->clone.face; 1776 item->face = item->arch->face;
1794 item->set_speed (0); 1777 item->set_speed (0);
1795 } 1778 }
1796 1779
1797 if ((tmp = item->in_player ())) 1780 if (object *pl = item->visible_to ())
1798 esrv_update_item (UPD_ANIM, tmp, item); 1781 esrv_update_item (UPD_ANIM, pl, item);
1799 } 1782 }
1800 } 1783 }
1801 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
1802 drain_rod_charge (item); 1785 drain_rod_charge (item);
1803 } 1786 }
1804} 1787}
1805 1788
1806/* Received a fire command for the player - go and do it. 1789/* Received a fire command for the player - go and do it.
1807 */ 1790 */
1808void 1791bool
1809fire (object *op, int dir) 1792fire (object *op, int dir)
1810{ 1793{
1811 int spellcost = 0; 1794 int spellcost = 0;
1812 1795
1813 /* check for loss of invisiblity/hide */ 1796 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op)) 1797 if (action_makes_visible (op))
1815 make_visible (op); 1798 make_visible (op);
1816 1799
1817 switch (op->contr->shoottype) 1800 player *pl = op->contr;
1801
1802 if (pl->golem)
1803 {
1804 control_golem (op->contr->golem, dir);
1805 return false;
1818 { 1806 }
1819 case range_none:
1820 return;
1821 1807
1822 case range_bow: 1808 object *ob = pl->ranged_ob;
1809
1810 if (!ob)
1811 return false;
1812
1813 if (!op->change_weapon (ob))
1814 return false;
1815
1816 if (op->speed_left > 0.f)
1817 --op->speed_left;
1818 else
1819 return false;
1820
1821 switch (ob->type)
1822 {
1823 case BOW:
1823 player_fire_bow (op, dir); 1824 player_fire_bow (op, dir);
1824 return; 1825 break;
1825 1826
1826 case range_magic: /* Casting spells */ 1827 case SPELL:
1827 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1828 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1828 return; 1829 break;
1829 1830
1830 case range_misc: 1831 case BUILDER:
1832 apply_map_builder (op, dir);
1833 break;
1834
1835 case SKILL:
1836 do_skill (op, op, ob, dir, 0);
1837 break;
1838
1839 default:
1831 fire_misc_object (op, dir); 1840 fire_misc_object (op, dir);
1832 return; 1841 break;
1833
1834 case range_golem: /* Control summoned monsters from scrolls */
1835 control_golem (op->contr->ranges[range_golem], dir);
1836 return;
1837
1838 case range_skill:
1839 if (!op->chosen_skill)
1840 {
1841 if (op->type == PLAYER)
1842 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1843
1844 return;
1845 }
1846
1847 do_skill (op, op, op->chosen_skill, dir, NULL);
1848 return;
1849 case range_builder:
1850 apply_map_builder (op, dir);
1851 return;
1852 default:
1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1854 return;
1855 } 1842 }
1843
1844 return true;
1856} 1845}
1857 1846
1858/* find_key 1847/* find_key
1859 * We try to find a key for the door as passed. If we find a key 1848 * We try to find a key for the door as passed. If we find a key
1860 * and successfully use it, we return the key, otherwise NULL 1849 * and successfully use it, we return the key, otherwise NULL
1947 * 0 otherwise 1936 * 0 otherwise
1948 */ 1937 */
1949static int 1938static int
1950player_attack_door (object *op, object *door) 1939player_attack_door (object *op, object *door)
1951{ 1940{
1952 /* If its a door, try to find a use a key. If we do destroy the door, 1941 /* If its a door, try to find a key. If we do destroy the door,
1953 * might as well return immediately as there is nothing more to do - 1942 * might as well return immediately as there is nothing more to do -
1954 * otherwise, we fall through to the rest of the code. 1943 * otherwise, we fall through to the rest of the code.
1955 */ 1944 */
1956 object *key = find_key (op, op, door); 1945 object *key = find_key (op, op, door);
1957 1946
1958 /* IF we found a key, do some extra work */ 1947 /* If we found a key, do some extra work */
1959 if (key) 1948 if (key)
1960 { 1949 {
1961 object *container = key->env; 1950 object *container = key->env;
1962 1951
1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1964 if (action_makes_visible (op)) 1952 if (action_makes_visible (op))
1965 make_visible (op); 1953 make_visible (op);
1954
1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1955 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1967 spring_trap (door->inv, op); 1956 spring_trap (door->inv, op);
1968 1957
1969 if (door->type == DOOR) 1958 if (door->type == DOOR)
1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1959 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1971 else if (door->type == LOCKED_DOOR) 1960 else if (door->type == LOCKED_DOOR)
1972 { 1961 {
1973 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1962 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1974 remove_door2 (door); /* remove door without violence ;-) */ 1963 remove_door2 (door); /* remove door without violence ;-) */
1975 } 1964 }
1976 1965
1977 /* Do this after we print the message */ 1966 /* Do this after we print the message */
1978 decrease_ob (key); /* Use up one of the keys */ 1967 key->decrease (); /* Use up one of the keys */
1979 /* Need to update the weight the container the key was in */
1980 if (container != op)
1981 esrv_update_item (UPD_WEIGHT, op, container);
1982 1968
1983 return 1; /* Nothing more to do below */ 1969 return 1; /* Nothing more to do below */
1984 } 1970 }
1985 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
1986 { 1972 {
1987 /* Might as well return now - no other way to open this */ 1973 /* Might as well return now - no other way to open this */
1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1974 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1989 return 1; 1975 return 1;
1990 } 1976 }
1991 1977
1992 return 0; 1978 return 0;
1993} 1979}
1996 * It should keep the code cleaner. 1982 * It should keep the code cleaner.
1997 * When this is called, the players direction has been updated 1983 * When this is called, the players direction has been updated
1998 * (taking into account confusion.) The player is also actually 1984 * (taking into account confusion.) The player is also actually
1999 * going to try and move (not fire weapons). 1985 * going to try and move (not fire weapons).
2000 */ 1986 */
2001void 1987bool
2002move_player_attack (object *op, int dir) 1988move_player_attack (object *op, int dir)
2003{ 1989{
2004 object *tmp, *mon;
2005 sint16 nx, ny;
2006 int on_battleground; 1990 int on_battleground;
2007 maptile *m;
2008 1991
2009 nx = freearr_x[dir] + op->x; 1992 sint16 nx = freearr_x[dir] + op->x;
2010 ny = freearr_y[dir] + op->y; 1993 sint16 ny = freearr_y[dir] + op->y;
2011 1994
2012 on_battleground = op_on_battleground (op, 0, 0); 1995 on_battleground = op_on_battleground (op, 0, 0);
1996
1997 if (out_of_map (op->map, nx, ny))
1998 return false;
1999
2000 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2001 {
2002 --op->speed_left;
2003 return true;
2004 }
2013 2005
2014 /* If braced, or can't move to the square, and it is not out of the 2006 /* If braced, or can't move to the square, and it is not out of the
2015 * map, attack it. Note order of if statement is important - don't 2007 * map, attack it. Note order of if statement is important - don't
2016 * want to be calling move_ob if braced, because move_ob will move the 2008 * want to be calling move_ob if braced, because move_ob will move the
2017 * player. This is a pretty nasty hack, because if we could 2009 * player. This is a pretty nasty hack, because if we could
2018 * move to some space, it then means that if we are braced, we should 2010 * move to some space, it then means that if we are braced, we should
2019 * do nothing at all. As it is, if we are braced, we go through 2011 * do nothing at all. As it is, if we are braced, we go through
2020 * quite a bit of processing. However, it probably is less than what 2012 * quite a bit of processing. However, it probably is less than what
2021 * move_ob uses. 2013 * move_ob uses.
2022 */ 2014 */
2023 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2024 {
2025 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2026 {
2027 m = op->map->xy_find (nx, ny); 2015 maptile *m = op->map->xy_find (nx, ny);
2028 if (!m)
2029 return; /* Don't think this should happen */
2030 }
2031 else
2032 m = op->map;
2033 2016
2034 if (!(tmp = m->at (nx, ny).bot))
2035 return;
2036
2037 mon = 0;
2038 /* Go through all the objects, and find ones of interest. Only stop if 2017 /* Go through all the objects, and find ones of interest. Only stop if
2039 * we find a monster - that is something we know we want to attack. 2018 * we find a monster - that is something we know we want to attack.
2040 * if its a door or barrel (can roll) see if there may be monsters 2019 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space 2020 * on the space
2042 */ 2021 */
2043 while (tmp) 2022 object *mon;
2044 { 2023 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2045 if (tmp == op) 2024 {
2046 { 2025 if ((mon->flag [FLAG_ALIVE]
2047 tmp = tmp->above; 2026 || mon->type == LOCKED_DOOR
2048 continue; 2027 || mon->flag [FLAG_CAN_ROLL])
2049 }
2050
2051 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2052 {
2053 mon = tmp; 2028 && mon != op)
2054 break; 2029 break;
2055 } 2030 }
2056 2031
2057 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2058 mon = tmp;
2059
2060 tmp = tmp->above;
2061 }
2062
2063 if (!mon) /* This happens anytime the player tries to move */ 2032 if (!mon) /* This happens anytime the player tries to move */
2064 return; /* into a wall */ 2033 return false; /* into a wall */
2065 2034
2066 if (mon->head)
2067 mon = mon->head; 2035 mon = mon->head_ ();
2068 2036
2069 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2037 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2038 if (op->contr->weapon_sp_left > 0.f)
2070 if (player_attack_door (op, mon)) 2039 if (player_attack_door (op, mon))
2040 {
2041 --op->contr->weapon_sp_left;
2071 return; 2042 return true;
2043 }
2072 2044
2073 /* The following deals with possibly attacking peaceful 2045 /* The following deals with possibly attacking peaceful
2074 * or frienddly creatures. Basically, all players are considered 2046 * or friendly creatures. Basically, all players are considered
2075 * unaggressive. If the moving player has peaceful set, then the 2047 * unaggressive. If the moving player has peaceful set, then the
2076 * object should be pushed instead of attacked. It is assumed that 2048 * object should be pushed instead of attacked. It is assumed that
2077 * if you are braced, you will not attack friends accidently, 2049 * if you are braced, you will not attack friends accidently,
2078 * and thus will not push them. 2050 * and thus will not push them.
2079 */ 2051 */
2080 2052
2081 /* If the creature is a pet, push it even if the player is not 2053 /* If the creature is a pet, push it even if the player is not
2082 * peaceful. Our assumption is the creature is a pet if the 2054 * peaceful. Our assumption is the creature is a pet if the
2083 * player owns it and it is either friendly or unagressive. 2055 * player owns it and it is either friendly or unagressive.
2084 */ 2056 */
2085 if ((op->type == PLAYER) 2057 if (op->type == PLAYER
2086#if COZY_SERVER
2087 &&
2088 ((mon->owner && mon->owner->contr 2058 && ((mon->owner && mon->owner->contr
2089 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2059 && same_party (mon->owner->contr->party, op->contr->party))
2090#else
2091 && mon->owner == op 2060 || mon->owner == op)
2092#endif
2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2061 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2094 { 2062 {
2095 /* If we're braced, we don't want to switch places with it */ 2063 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) 2064 if (op->contr->braced)
2097 return; 2065 return false;
2098 2066
2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2067 if (op->speed_left > 0.f)
2068 {
2069 --op->speed_left;
2070
2071 op->play_sound (sound_find ("push_player"));
2100 (void) push_ob (mon, dir, op); 2072 push_ob (mon, dir, op);
2073
2101 if (op->contr->tmp_invis || op->hide) 2074 if (op->contr->tmp_invis || op->hide)
2102 make_visible (op); 2075 make_visible (op);
2103 2076
2104 return; 2077 return true;
2105 } 2078 }
2079 else
2080 return false;
2081 }
2106 2082
2107 /* in certain circumstances, you shouldn't attack friendly 2083 /* in certain circumstances, you shouldn't attack friendly
2108 * creatures. Note that if you are braced, you can't push 2084 * creatures. Note that if you are braced, you can't push
2109 * someone, but put it inside this loop so that you won't 2085 * someone, but put it inside this loop so that you won't
2110 * attack them either. 2086 * attack them either.
2111 */ 2087 */
2112 if ((mon->type == PLAYER || mon->enemy != op) && 2088 if ((mon->type == PLAYER || mon->enemy != op)
2113 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2089 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2114#ifdef PROHIBIT_PLAYERKILL
2115 (op->contr->peaceful 2090 && ((op->contr->peaceful
2116 || (mon->type == PLAYER 2091 || (mon->type == PLAYER && mon->contr->peaceful))
2117 && mon->contr->
2118 peaceful)) &&
2119#else
2120 op->contr->peaceful &&
2121#endif
2122 !on_battleground)) 2092 && !on_battleground))
2093 {
2094 if (op->speed_left > 0.f)
2123 { 2095 {
2096 --op->speed_left;
2097
2124 if (!op->contr->braced) 2098 if (!op->contr->braced)
2125 { 2099 {
2126 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2100 op->play_sound (sound_find ("push_player"));
2127 push_ob (mon, dir, op); 2101 push_ob (mon, dir, op);
2128 } 2102 }
2129 else 2103 else
2130 new_draw_info (0, 0, op, "You withhold your attack"); 2104 op->statusmsg ("You withhold your attack");
2131 2105
2132 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2133 make_visible (op); 2107 make_visible (op);
2134 }
2135 2108
2109 return true;
2110 }
2111 }
2136 /* If the object is a boulder or other rollable object, then 2112 /* If the object is a boulder or other rollable object, then
2137 * roll it if not braced. You can't roll it if you are braced. 2113 * roll it if not braced. You can't roll it if you are braced.
2138 */ 2114 */
2139 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2115 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2116 {
2117 if (op->speed_left > 0.f)
2140 { 2118 {
2119 --op->speed_left;
2120
2141 recursive_roll (mon, dir, op); 2121 recursive_roll (mon, dir, op);
2142 if (action_makes_visible (op)) 2122 if (action_makes_visible (op))
2143 make_visible (op); 2123 make_visible (op);
2144 }
2145 2124
2125 return true;
2126 }
2127 }
2146 /* Any generic living creature. Including things like doors. 2128 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2129 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2130 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 2131 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 2132 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2133 */
2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2134 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2153 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2135 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2154 { 2136 {
2155 2137 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2156 /* If the player hasn't hit something this tick, and does
2157 * so, give them speed boost based on weapon speed. Doing
2158 * it here is better than process_players2, which basically
2159 * incurred a 1 tick offset.
2160 */
2161 if (!op->contr->has_hit)
2162 { 2138 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2139 --op->contr->weapon_sp_left;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167 2140
2168 skill_attack (mon, op, 0, 0, 0); 2141 skill_attack (mon, op, 0, 0, 0);
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2176 {
2177 short luck = mon->stats.luck;
2178
2179 mon->contr->has_hit = 1;
2180 skill_attack (op, mon, 0, 0, 0);
2181 mon->stats.luck = luck;
2182 }
2183 2142
2184 if (action_makes_visible (op)) 2143 if (action_makes_visible (op))
2185 make_visible (op); 2144 make_visible (op);
2186 }
2187 } /* if player should attack something */
2188}
2189 2145
2190int 2146 return true;
2147 }
2148 }
2149
2150 return false;
2151}
2152
2153bool
2191move_player (object *op, int dir) 2154move_player (object *op, int dir)
2192{ 2155{
2193 int pick; 2156 int pick;
2194 2157
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2158 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2196 return 0; 2159 return 0;
2197 2160
2198 /* Sanity check: make sure dir is valid */ 2161 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9)) 2162 if ((dir < 0) || (dir >= 9))
2200 { 2163 {
2209 op->facing = dir; 2172 op->facing = dir;
2210 2173
2211 if (op->hide) 2174 if (op->hide)
2212 do_hidden_move (op); 2175 do_hidden_move (op);
2213 2176
2177 bool retval;
2178
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2179 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 /*nop */ ; 2180 retval = RESULT_INT (0);
2216 else if (op->contr->fire_on) 2181 else if (op->contr->fire_on)
2217 fire (op, dir); 2182 retval = fire (op, dir);
2218 else 2183 else
2219 { 2184 {
2220 move_player_attack (op, dir); 2185 retval = move_player_attack (op, dir);
2221 pick = check_pick (op); 2186 pick = check_pick (op);
2222 } 2187 }
2223 2188
2224 /* Add special check for newcs players and fire on - this way, the 2189 /* Add special check for newcs players and fire on - this way, the
2225 * server can handle repeat firing. 2190 * server can handle repeat firing.
2232 /* Update how the player looks. Use the facing, so direction may 2197 /* Update how the player looks. Use the facing, so direction may
2233 * get reset to zero. This allows for full animation capabilities 2198 * get reset to zero. This allows for full animation capabilities
2234 * for players. 2199 * for players.
2235 */ 2200 */
2236 animate_object (op, op->facing); 2201 animate_object (op, op->facing);
2237 return 0; 2202
2203 return retval;
2238} 2204}
2239 2205
2240/* This is similar to handle_player, below, but is only used by the 2206/* This is similar to handle_player, below, but is only used by the
2241 * new client/server stuff. 2207 * new client/server stuff.
2242 * This is sort of special, in that the new client/server actually uses 2208 * This is sort of special, in that the new client/server actually uses
2243 * the new speed values for commands. 2209 * the new speed values for commands.
2244 * 2210 *
2245 * Returns true if there are more actions we can do. 2211 * Returns true if there are more actions we can do. Should not do
2212 * many actions in a row, as that would be too unfair to other
2213 * players.
2246 */ 2214 */
2247int 2215bool
2248handle_newcs_player (object *op) 2216handle_newcs_player (object *op)
2249{ 2217{
2250 if (QUERY_FLAG (op, FLAG_SCARED)) 2218 if (QUERY_FLAG (op, FLAG_SCARED))
2251 { 2219 {
2252 flee_player (op); 2220 if (op->speed_left > 0.f)
2253 /* If player is still scared, that is his action for this tick */
2254 if (QUERY_FLAG (op, FLAG_SCARED))
2255 { 2221 {
2256 op->speed_left--; 2222 --op->speed_left;
2223 flee_player (op);
2224
2257 return 0; 2225 return true;
2258 } 2226 }
2227 else
2228 return false;
2259 } 2229 }
2260 2230
2261 /* call this here - we also will call this in do_ericserver, but 2231 /* call this here - we also will call this in do_ericserver, but
2262 * the players time has been increased when doericserver has been 2232 * the players time has been increased when doericserver has been
2263 * called, so we recheck it here. 2233 * called, so we recheck it here.
2264 */ 2234 */
2265 if (op->contr->ns->handle_command ()) 2235 if (op->contr->ns->handle_command ())
2266 return 1; 2236 return true;
2267 2237
2268 if (op->speed_left > 0)
2269 {
2270 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2238 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2271 {
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player (op, op->direction); 2239 return move_player (op, op->direction);
2280 2240
2281 return op->speed_left > 0;
2282 }
2283 }
2284
2285 return 0; 2241 return false;
2286} 2242}
2287 2243
2288int 2244int
2289save_life (object *op) 2245save_life (object *op)
2290{ 2246{
2292 return 0; 2248 return 0;
2293 2249
2294 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2250 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2295 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2296 { 2252 {
2297 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2253 op->play_sound (sound_find ("ob_evaporate"));
2298 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2254 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2299
2300 if (op->contr)
2301 esrv_del_item (op->contr, tmp->count);
2302 2255
2303 tmp->destroy (); 2256 tmp->destroy ();
2304 CLEAR_FLAG (op, FLAG_LIFESAVE); 2257 CLEAR_FLAG (op, FLAG_LIFESAVE);
2305 2258
2306 if (op->stats.hp < 0) 2259 if (op->stats.hp < 0)
2319 return 0; 2272 return 0;
2320} 2273}
2321 2274
2322/* This goes throws the inventory and removes unpaid objects, and puts them 2275/* This goes throws the inventory and removes unpaid objects, and puts them
2323 * back in the map (location and map determined by values of env). This 2276 * back in the map (location and map determined by values of env). This
2324 * function will descend into containers. op is the object to start the search 2277 * function will descend into containers. op is the object to start the search
2325 * from. 2278 * from.
2326 */ 2279 */
2280static void
2281drop_unpaid_items (object *op, object *env)
2282{
2283 while (op)
2284 {
2285 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2286
2287 if (QUERY_FLAG (op, FLAG_UNPAID))
2288 op->insert_at (env);
2289 else if (op->inv)
2290 drop_unpaid_items (op->inv, env);
2291
2292 op = next;
2293 }
2294}
2295
2327void 2296void
2328remove_unpaid_objects (object *op, object *env) 2297object::drop_unpaid_items ()
2329{ 2298{
2330 while (op) 2299 if (!flag [FLAG_REMOVED])
2331 { 2300 ::drop_unpaid_items (inv, this);
2332 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2333
2334 if (QUERY_FLAG (op, FLAG_UNPAID))
2335 {
2336 if (env->type == PLAYER)
2337 esrv_del_item (env->contr, op->count);
2338
2339 op->insert_at (env);
2340 }
2341 else if (op->inv)
2342 remove_unpaid_objects (op->inv, env);
2343
2344 op = next;
2345 }
2346} 2301}
2347 2302
2348/* 2303/*
2349 * Returns pointer a static string containing gravestone text 2304 * Returns pointer a static string containing gravestone text
2350 * Moved from apply.c to player.c - player.c is what 2305 * Moved from apply.c to player.c - player.c is what
2351 * actually uses this function. player.c may not be quite the 2306 * actually uses this function. player.c may not be quite the
2352 * best, a misc file for object actions is probably better, 2307 * best, a misc file for object actions is probably better,
2353 * but there isn't one in the server directory. 2308 * but there isn't one in the server directory.
2354 */ 2309 */
2355char * 2310const char *
2356gravestone_text (object *op) 2311gravestone_text (object *op)
2357{ 2312{
2358 static char buf2[MAX_BUF]; 2313 static dynbuf_text buf;
2359 char buf[MAX_BUF];
2360 time_t now = time (NULL);
2361 2314
2362 strcpy (buf2, " R.I.P.\n\n"); 2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2363 if (op->type == PLAYER) 2318 if (op->type == PLAYER)
2364 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2319 buf << " the " << op->contr->title;
2365 else
2366 sprintf (buf, "%s\n", &op->name);
2367 2320
2368 strncat (buf2, " ", 20 - strlen (buf) / 2); 2321 buf << "\n\n";
2369 strcat (buf2, buf); 2322
2323 buf << "who was level ";
2324 buf << (sint32)op->level << "\n\n" // OO breakdown
2325 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2326
2370 if (op->type == PLAYER) 2327 if (op->type == PLAYER)
2371 sprintf (buf, "who was in level %d when killed\n", op->level); 2328 buf << "by " << op->contr->killer_name () << ".\n\n";
2372 else
2373 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2374 2329
2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 if (op->type == PLAYER)
2378 { 2330 {
2379 sprintf (buf, "by %s.\n\n", op->contr->killer); 2331 static char buf2[128];
2380 strncat (buf2, " ", 21 - strlen (buf) / 2); 2332 time_t now = time (NULL);
2381 strcat (buf2, buf);
2382 }
2383
2384 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2385 strncat (buf2, " ", 20 - strlen (buf) / 2); 2334 buf << buf2;
2386 strcat (buf2, buf); 2335 }
2387 2336
2388 return buf2; 2337 return buf;
2389} 2338}
2390 2339
2391void 2340void
2392do_some_living (object *op) 2341do_some_living (object *op)
2393{ 2342{
2445 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2394 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2446 else 2395 else
2447 { 2396 {
2448 gen_grace = op->stats.maxgrace; 2397 gen_grace = op->stats.maxgrace;
2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2398 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2450 }
2451
2452 /* Regenerate Spell Points */
2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2454 {
2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2456 if (op->stats.sp < op->stats.maxsp)
2457 {
2458 op->stats.sp++;
2459 /* dms do not consume food */
2460 if (!QUERY_FLAG (op, FLAG_WIZ))
2461 {
2462 op->stats.food--;
2463 if (op->contr->digestion < 0)
2464 op->stats.food += op->contr->digestion;
2465 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2466 op->stats.food = last_food;
2467 }
2468 }
2469
2470 if (max_sp > 1)
2471 {
2472 over_sp = (gen_sp + 10) / rate_sp;
2473 if (over_sp > 0)
2474 {
2475 if (op->stats.sp < op->stats.maxsp)
2476 {
2477 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2478
2479 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2480 op->stats.sp--;
2481
2482 if (op->stats.sp > op->stats.maxsp)
2483 op->stats.sp = op->stats.maxsp;
2484 }
2485 op->last_sp = 0;
2486 }
2487 else
2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2489 }
2490 else
2491 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2492 } 2399 }
2493 2400
2494 /* Regenerate Grace */ 2401 /* Regenerate Grace */
2495 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2402 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2496 if (--op->last_grace < 0) 2403 if (--op->last_grace < 0)
2517 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2424 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2518 } 2425 }
2519 /* wearing stuff doesn't detract from grace generation. */ 2426 /* wearing stuff doesn't detract from grace generation. */
2520 } 2427 }
2521 2428
2429 if (op->stats.food > 0)
2430 {
2522 /* Regenerate Hit Points */ 2431 /* Regenerate Spell Points */
2523 if (--op->last_heal < 0) 2432 if (!op->contr->golem && --op->last_sp < 0)
2524 {
2525 if (op->stats.hp < op->stats.maxhp)
2526 { 2433 {
2527 op->stats.hp++; 2434 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2528 /* dms do not consume food */ 2435
2529 if (!QUERY_FLAG (op, FLAG_WIZ)) 2436 if (op->stats.sp < op->stats.maxsp)
2530 { 2437 {
2438 op->stats.sp++;
2439
2440 /* dms do not consume food */
2441 if (!QUERY_FLAG (op, FLAG_WIZ))
2442 {
2531 op->stats.food--; 2443 op->stats.food--;
2444
2532 if (op->contr->digestion < 0) 2445 if (op->contr->digestion < 0)
2533 op->stats.food += op->contr->digestion; 2446 op->stats.food += op->contr->digestion;
2534 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2447 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2535 op->stats.food = last_food; 2448 op->stats.food = last_food;
2449 }
2536 } 2450 }
2537 }
2538 2451
2539 if (max_hp > 1) 2452 if (max_sp > 1)
2540 {
2541 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2542 if (over_hp > 0)
2543 { 2453 {
2544 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2454 over_sp = (gen_sp + 10) / rate_sp;
2455 if (over_sp > 0)
2456 {
2457 if (op->stats.sp < op->stats.maxsp)
2458 {
2459 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2460
2461 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2462 op->stats.sp--;
2463
2464 if (op->stats.sp > op->stats.maxsp)
2465 op->stats.sp = op->stats.maxsp;
2466 }
2467
2545 op->last_heal = 0; 2468 op->last_sp = 0;
2469 }
2470 else
2471 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2546 } 2472 }
2547 else 2473 else
2474 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2475 }
2476
2477 /* Regenerate Hit Points */
2478 if (--op->last_heal < 0)
2479 {
2480 if (op->stats.hp < op->stats.maxhp)
2548 { 2481 {
2549 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2482 op->stats.hp++;
2483
2484 /* dms do not consume food */
2485 if (!QUERY_FLAG (op, FLAG_WIZ))
2486 {
2487 op->stats.food--;
2488
2489 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2493 }
2550 } 2494 }
2495
2496 if (max_hp > 1)
2497 {
2498 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2499
2500 if (over_hp > 0)
2501 {
2502 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2503 op->last_heal = 0;
2504 }
2505 else
2506 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2551 } 2507 }
2552 else 2508 else
2553 {
2554 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2555 } 2510 }
2556 } 2511 }
2557 2512
2558 /* Digestion */ 2513 /* Digestion */
2559 if (--op->last_eat < 0) 2514 if (--op->last_eat < 0)
2560 { 2515 {
2561#ifdef COZY_SERVER 2516 int bonus = max (0, op->contr->digestion),
2562 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2517 penalty = max (0, -op->contr->digestion);
2563 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2564#else
2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2566#endif
2567 2518
2568 if (op->contr->gen_hp > 0)
2569 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2519 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2570 else
2571 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2572 2520
2573 /* dms do not consume food */ 2521 /* dms do not consume food */
2574 if (!QUERY_FLAG (op, FLAG_WIZ)) 2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2575 op->stats.food--; 2523 op->stats.food--;
2576 } 2524 }
2577 2525
2578 if (op->stats.food < 0 && op->stats.hp >= 0) 2526 if (op->stats.food < 0 && op->stats.hp >= 0)
2579 { 2527 {
2580 object *tmp, *flesh = 0; 2528 object *flesh = 0;
2581 2529
2582 for (tmp = op->inv; tmp; tmp = tmp->below) 2530 for_inv_removable (op, tmp)
2583 { 2531 {
2584 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2532 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2533 continue;
2534
2535 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2585 { 2536 {
2586 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2537 op->statusmsg ("You blindly grab for a bite of food. "
2587 { 2538 "H<To prevent you from starving, you ate some random item from your backpack.>");
2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2589 manual_apply (op, tmp, 0); 2539 manual_apply (op, tmp, 0);
2540
2590 if (op->stats.food >= 0 || op->stats.hp < 0) 2541 if (op->stats.food >= 0 || op->stats.hp < 0)
2591 break; 2542 break;
2592 } 2543 }
2593 else if (tmp->type == FLESH) 2544 else if (tmp->type == FLESH)
2594 flesh = tmp; 2545 flesh = tmp;
2595 } /* End if paid for object */ 2546 }
2596 } /* end of for loop */
2597 2547
2598 /* If player is still starving, it means they don't have any food, so 2548 /* If player is still starving, it means they don't have any food, so
2599 * eat flesh instead. 2549 * eat flesh instead.
2600 */ 2550 */
2601 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2602 { 2552 {
2603 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2553 op->statusmsg ("You blindly grab for a bite of food. "
2554 "H<To prevent you from starving, you ate some random item from your backpack.>");
2604 manual_apply (op, flesh, 0); 2555 manual_apply (op, flesh, 0);
2605 } 2556 }
2557
2558 // If player is still starving, alert him!
2559 if (op->stats.food < 0)
2560 op->failmsg ("You are starving! "
2561 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2562 }
2563
2564 if (op->stats.food < 0)
2606 } 2565 {
2607 2566 op->stats.hp += op->stats.food;
2608 while (op->stats.food < 0 && op->stats.hp >= 0) 2567 op->stats.food = 0;
2609 op->stats.food++, op->stats.hp--; 2568 }
2610 2569
2611 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2612 kill_player (op); 2571 kill_player (op);
2613 } 2572 }
2614} 2573}
2619 * file. 2578 * file.
2620 */ 2579 */
2621void 2580void
2622kill_player (object *op) 2581kill_player (object *op)
2623{ 2582{
2583 int x, y;
2624 char buf[MAX_BUF]; 2584 char buf[MAX_BUF];
2625 int x, y;
2626
2627 //int i;
2628 maptile *map; /* this is for resurrection */ 2585 maptile *map; /* this is for resurrection */
2629
2630 /* int z;
2631 int num_stats_lose;
2632 int lost_a_stat;
2633 int lose_this_stat;
2634 int this_stat; */
2635 int will_kill_again; 2586 int will_kill_again;
2636 archetype *at; 2587 archetype *at;
2637 object *tmp; 2588 object *tmp;
2638 2589
2639 if (save_life (op)) 2590 if (save_life (op))
2640 return; 2591 return;
2641
2642 2592
2643 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2593 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2644 * in cities ONLY!!! It is very important that this doesn't get abused. 2594 * in cities ONLY!!! It is very important that this doesn't get abused.
2645 * Look at op_on_battleground() for more info --AndreasV 2595 * Look at op_on_battleground() for more info --AndreasV
2646 */ 2596 */
2662 { 2612 {
2663 tmp->destroy (); 2613 tmp->destroy ();
2664 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2665 } 2615 }
2666 2616
2667 cure_disease (op, 0); /* remove any disease */ 2617 cure_disease (op, 0, 0); /* remove any disease */
2668 op->stats.hp = op->stats.maxhp; 2618 op->stats.hp = op->stats.maxhp;
2669 if (op->stats.food <= 0) 2619 if (op->stats.food <= 0)
2670 op->stats.food = 999; 2620 op->stats.food = 999;
2671 2621
2672 /* create a bodypart-trophy to make the winner happy */ 2622 /* create a bodypart-trophy to make the winner happy */
2673 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2623 if (object *tmp = arch_to_object (archetype::find ("finger")))
2674 { 2624 {
2675 sprintf (buf, "%s's finger", &op->name); 2625 tmp->name = format ("%s's finger" , &op->name);
2676 tmp->name = buf; 2626 tmp->name_pl = format ("%s's fingers", &op->name);
2677 sprintf (buf, " This finger has been cut off %s\n"
2678 " the %s, when he was defeated at\n level %d by %s.\n",
2679 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2680 tmp->msg = buf; 2627 tmp->msg = format (
2628 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2629 &op->name, op->contr->title,
2630 (int)op->level,
2631 op->contr->killer_name ()
2632 );
2681 tmp->value = 0, tmp->type = 0; 2633 tmp->value = 0, tmp->type = 0;
2682 tmp->materialname = "organics"; 2634 tmp->materialname = "organics";
2683 tmp->insert_at (op, tmp); 2635 tmp->insert_at (op, tmp);
2684 } 2636 }
2685 2637
2693 2645
2694 command_kill_pets (op, 0); 2646 command_kill_pets (op, 0);
2695 2647
2696 if (op->stats.food < 0) 2648 if (op->stats.food < 0)
2697 { 2649 {
2698 sprintf (buf, "%s starved to death.", &op->name); 2650 op->contr->killer = archetype::get ("killer_starvation");
2699 strcpy (op->contr->killer, "starvation"); 2651 op->contr->killer->destroy ();
2700 } 2652 }
2701 else
2702 sprintf (buf, "%s died.", &op->name);
2703 2653
2704 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2654 op->contr->play_sound (sound_find ("player_dies"));
2705 2655
2706 /* save the map location for corpse, gravestone */ 2656 /* save the map location for corpse, gravestone */
2707 x = op->x; 2657 x = op->x;
2708 y = op->y; 2658 y = op->y;
2709 map = op->map; 2659 map = op->map;
2816 lost_a_stat = 1; 2766 lost_a_stat = 1;
2817 } 2767 }
2818 } 2768 }
2819 } 2769 }
2820 } 2770 }
2771
2821 /* If no stat lost, tell the player. */ 2772 /* If no stat lost, tell the player. */
2822 if (!lost_a_stat) 2773 if (!lost_a_stat)
2823 { 2774 {
2824 /* determine_god() seems to not work sometimes... why is this? 2775 /* determine_god() seems to not work sometimes... why is this?
2825 Should I be using something else? GD */ 2776 Should I be using something else? GD */
2829 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2780 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2830 else 2781 else
2831 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2782 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2832 } 2783 }
2833#else 2784#else
2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2835#endif 2786#endif
2836 2787
2837 /* Put a gravestone up where the character 'almost' died. List the 2788 /* Put a gravestone up where the character 'almost' died. List the
2838 * exp loss on the stone. 2789 * exp loss on the stone.
2839 */ 2790 */
2840 tmp = arch_to_object (archetype::find ("gravestone")); 2791 tmp = arch_to_object (archetype::find ("gravestone"));
2841 sprintf (buf, "%s's gravestone", &op->name); 2792 tmp->name = format ("%s's gravestone", &op->name);
2842 tmp->name = buf; 2793 tmp->name_pl = format ("%s's gravestones", &op->name);
2843 sprintf (buf, "%s's gravestones", &op->name);
2844 tmp->name_pl = buf;
2845 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); 2794 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2846 tmp->msg = buf;
2847 tmp->x = op->x, tmp->y = op->y; 2795 tmp->x = op->x, tmp->y = op->y;
2848 insert_ob_in_map (tmp, op->map, NULL, 0); 2796 insert_ob_in_map (tmp, op->map, NULL, 0);
2849 2797
2850 /**************************************/ 2798 /**************************************/
2851 /* */ 2799 /* */
2872 { 2820 {
2873 tmp->destroy (); 2821 tmp->destroy ();
2874 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2875 } 2823 }
2876 2824
2877 cure_disease (op, 0); /* remove any disease */ 2825 cure_disease (op, 0, 0); /* remove any disease */
2826
2827 // remove all spell effects that are active
2828 // to avoid long-term effects such as word-of-recall
2829 for (object *item = op->inv; item; )
2830 {
2831 object *next = item->below;
2832
2833 if (item->type == SPELL_EFFECT && item->active)
2834 item->destroy ();
2835
2836 item = next;
2837 }
2878 2838
2879 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
2880 apply_death_exp_penalty (op); 2840 apply_death_exp_penalty (op);
2841
2881 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2882 op->stats.food = 900; 2843 op->stats.food = 900;
2844
2883 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2884 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2885 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2886 2848
2887 /* 2849 /*
2888 * Check to see if the player has any unpaid items. If so, remove them 2850 * Check to see if the player has any unpaid items. If so, remove them
2889 * and put them back in the map. 2851 * and put them back in the map.
2890 */ 2852 */
2891 remove_unpaid_objects (op->inv, op); 2853 op->drop_unpaid_items ();
2892 2854
2893 /****************************************/ 2855 /****************************************/
2894 /* */ 2856 /* */
2895 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2896 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2916 object *force; 2878 object *force;
2917 int at; 2879 int at;
2918 2880
2919 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
2920 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
2921 force->speed = 0.1; 2883 force->speed = 0.1f;
2922 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
2923 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
2924 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
2925 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
2926 force->resist[at] = 100; 2888 force->resist[at] = 100;
2927 2889
2955 2917
2956 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2957 { 2919 {
2958 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
2959 { 2921 {
2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp->decrease (rndm (1, tmp->nrof - 1));
2961 tmp2->destroy ();
2962 insert_ob_in_map (tmp, op->map, NULL, 0); 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
2963 } 2924 }
2964 else 2925 else
2965 tmp->destroy (); 2926 tmp->destroy ();
2966 } 2927 }
2977void 2938void
2978fix_weight (void) 2939fix_weight (void)
2979{ 2940{
2980 for_all_players (pl) 2941 for_all_players (pl)
2981 { 2942 {
2982 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2943 sint32 old = pl->ob->carrying;
2983 2944
2984 if (old == sum) 2945 pl->ob->update_weight ();
2985 continue; 2946
2947 if (old != pl->ob->carrying)
2948 {
2986 pl->ob->update_stats (); 2949 pl->ob->update_stats ();
2987 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2950 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2951 }
2988 } 2952 }
2989} 2953}
2990 2954
2991void 2955void
2992fix_luck (void) 2956fix_luck (void)
3036void 3000void
3037make_visible (object *op) 3001make_visible (object *op)
3038{ 3002{
3039 op->hide = 0; 3003 op->hide = 0;
3040 op->invisible = 0; 3004 op->invisible = 0;
3005
3041 if (op->type == PLAYER) 3006 if (op->type == PLAYER)
3042 { 3007 {
3043 op->contr->tmp_invis = 0; 3008 op->contr->tmp_invis = 0;
3044 op->contr->invis_race = 0; 3009 op->contr->invis_race = 0;
3045 } 3010 }
3048} 3013}
3049 3014
3050int 3015int
3051is_true_undead (object *op) 3016is_true_undead (object *op)
3052{ 3017{
3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3054 return 1; 3019 return 1;
3055 3020
3056 return 0; 3021 return 0;
3057} 3022}
3058 3023
3059/* look at the surrounding terrain to determine 3024/* look at the surrounding terrain to determine
3060 * the hideability of this object. Positive levels 3025 * the hideability of this object. Positive levels
3061 * indicate greater hideability. 3026 * indicate greater hideability.
3062 */ 3027 */
3063
3064int 3028int
3065hideability (object *ob) 3029hideability (object *ob)
3066{ 3030{
3067 int i, level = 0, mflag; 3031 int i, level = 0, mflag;
3068 sint16 x, y; 3032 sint16 x, y;
3078 * as bad as carrying a light on a pitch dark map */ 3042 * as bad as carrying a light on a pitch dark map */
3079 if (has_carried_lights (ob)) 3043 if (has_carried_lights (ob))
3080 level = -(10 + (2 * ob->map->darkness)); 3044 level = -(10 + (2 * ob->map->darkness));
3081 3045
3082 /* scan through all nearby squares for terrain to hide in */ 3046 /* scan through all nearby squares for terrain to hide in */
3083 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3047 for (i = 0, x = ob->x, y = ob->y;
3048 i <= SIZEOFFREE1;
3049 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3084 { 3050 {
3085 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3086 if (mflag & P_OUT_OF_MAP) 3052 if (mflag & P_OUT_OF_MAP)
3087 {
3088 continue; 3053 continue;
3089 } 3054
3090 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3055 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3091 level += 2; 3056 level += 2;
3092 else /* open terrain! */ 3057 else /* open terrain! */
3093 level -= 1; 3058 level -= 1;
3094 } 3059 }
3102/* For Hidden creatures - a chance of becoming 'unhidden' 3067/* For Hidden creatures - a chance of becoming 'unhidden'
3103 * every time they move - as we subtract off 'invisibility' 3068 * every time they move - as we subtract off 'invisibility'
3104 * AND, for players, if they move into a ridiculously unhideable 3069 * AND, for players, if they move into a ridiculously unhideable
3105 * spot (surrounded by clear terrain in broad daylight). -b.t. 3070 * spot (surrounded by clear terrain in broad daylight). -b.t.
3106 */ 3071 */
3107
3108void 3072void
3109do_hidden_move (object *op) 3073do_hidden_move (object *op)
3110{ 3074{
3111 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3075 int hide = 0;
3112 object *skop;
3113 3076
3114 if (!op || !op->map) 3077 if (!op || !op->map)
3115 return; 3078 return;
3116 3079
3117 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3080 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3081 int num = random_roll (0, 19, op, PREFER_LOW);
3118 3082
3119 /* its *extremely* hard to run and sneak/hide at the same time! */ 3083 /* its *extremely* hard to run and sneak/hide at the same time! */
3120 if (op->type == PLAYER && op->contr->run_on) 3084 if (op->type == PLAYER && op->contr->run_on)
3121 if (!skop || num >= skop->level) 3085 if (!skop || num >= skop->level)
3122 { 3086 {
3132 num -= hide; 3096 num -= hide;
3133 3097
3134 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3098 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3135 { 3099 {
3136 make_visible (op); 3100 make_visible (op);
3101
3137 if (op->type == PLAYER) 3102 if (op->type == PLAYER)
3138 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3103 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3139 } 3104 }
3140 else if (op->type == PLAYER && skop) 3105 else if (op->type == PLAYER && skop)
3141 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3106 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3194 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3195 * but we dont worry if the object isnt the top one in 3160 * but we dont worry if the object isnt the top one in
3196 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3197 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3198 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3199 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3200 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3201 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3202 * for them to differ. Sigh, this fctn could get a bit more complex. 3167 * for them to differ. Sigh, this fctn could get a bit more complex.
3203 * -b.t. 3168 * -b.t.
3204 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3205 */ 3170 */
3206
3207int 3171int
3208player_can_view (object *pl, object *op) 3172player_can_view (object *pl, object *op)
3209{ 3173{
3210 rv_vector rv; 3174 rv_vector rv;
3211 int dx, dy; 3175 int dx, dy;
3223 3187
3224 get_rangevector (pl, op, &rv, 0x1); 3188 get_rangevector (pl, op, &rv, 0x1);
3225 3189
3226 /* starting with the 'head' part, lets loop 3190 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any 3191 * through the object and find if it has any
3228 * part that is in the los array but isnt on 3192 * part that is in the los array but isn't on
3229 * a blocked los square. 3193 * a blocked los square.
3230 * we use the archetype to figure out offsets. 3194 * we use the archetype to figure out offsets.
3231 */ 3195 */
3232 while (op) 3196 while (op)
3233 { 3197 {
3234 dx = rv.distance_x + op->arch->clone.x; 3198 dx = rv.distance_x + op->arch->x;
3235 dy = rv.distance_y + op->arch->clone.y; 3199 dy = rv.distance_y + op->arch->y;
3236 3200
3237 /* only the viewable area the player sees is updated by LOS 3201 /* only the viewable area the player sees is updated by LOS
3238 * code, so we need to restrict ourselves to that range of values 3202 * code, so we need to restrict ourselves to that range of values
3239 * for any meaningful values. 3203 * for any meaningful values.
3240 */ 3204 */
3241 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3242 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3243 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3244 return 1; 3208 return 1;
3209
3245 op = op->more; 3210 op = op->more;
3246 } 3211 }
3212
3247 return 0; 3213 return 0;
3248} 3214}
3249 3215
3250/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3251 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3254 * return 0. 3220 * return 0.
3255 */ 3221 */
3256int 3222int
3257action_makes_visible (object *op) 3223action_makes_visible (object *op)
3258{ 3224{
3259
3260 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3261 { 3226 {
3262 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3263 return 0; 3228 return 0;
3264 3229
3270 { 3235 {
3271 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3272 return 1; 3237 return 1;
3273 } 3238 }
3274 } 3239 }
3240
3275 return 0; 3241 return 0;
3276} 3242}
3277 3243
3278/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3279 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3284 * Default is to do the same as before, so only people wanting to have different points need worry about this 3250 * Default is to do the same as before, so only people wanting to have different points need worry about this
3285 */ 3251 */
3286int 3252int
3287op_on_battleground (object *op, int *x, int *y) 3253op_on_battleground (object *op, int *x, int *y)
3288{ 3254{
3289 object *tmp;
3290
3291 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3292 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3256 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3293 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3294 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3295 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3296 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3297 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3298 { 3262 {
3299 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3300 { 3264 {
3301 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3302 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3266 && tmp->type == BATTLEGROUND
3267 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp))
3303 { 3269 {
3304 /*before we assign the exit, check if this is a teambattle */ 3270 /* before we assign the exit, check if this is a teambattle */
3305 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3306 { 3272 {
3307 object *invtmp;
3308
3309 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3310 { 3274 {
3311 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3312 { 3276 {
3313 if (x != NULL && y != NULL) 3277 if (x && y)
3314 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3315 return 1; 3280 return 1;
3316 } 3281 }
3317 } 3282 }
3318 } 3283 }
3284
3319 if (x != NULL && y != NULL) 3285 if (x && y)
3320 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3321 return 1; 3288 return 1;
3322 } 3289 }
3323 } 3290 }
3324 } 3291 }
3292
3325 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3326 return 0; 3294 return 0;
3327} 3295}
3328 3296
3329/* 3297/*
3345 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3346 int i = 0, j = 0; 3314 int i = 0, j = 0;
3347 3315
3348 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3349 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3350 trlist = treasurelist::find ("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3351 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3352 trlist = treasurelist::find ("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3353 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3354 trlist = treasurelist::find ("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3355 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3356 trlist = treasurelist::find ("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3357 3325
3358 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3359 return; 3327 return;
3360 3328
3361 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3329 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3365 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3366 return; 3334 return;
3367 } 3335 }
3368 3336
3369 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3370 item = &(tr->item->clone); 3338 item = tr->item;
3371 3339
3372 if (item->type == SPELL) 3340 if (item->type == SPELL)
3373 { 3341 {
3374 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3375 return; 3343 return;
3434 { 3402 {
3435 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3436 object *skin; 3404 object *skin;
3437 3405
3438 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3439 shstr_cmp dragon_skin_force ("dragon_skin_force");
3440 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3407 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3441 ; 3408 ;
3442 3409
3443 if (!skin) 3410 if (!skin)
3444 return; 3411 return;
3445 3412
3480 else 3447 else
3481 { 3448 {
3482 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3483 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3484 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3451 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3485 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3486 if (who->type == PLAYER)
3487 esrv_send_item (who, tmp);
3488 } 3453 }
3489} 3454}
3490 3455
3491/** 3456/**
3492 * Unready an object for a player. This function does nothing if the object was 3457 * Unready an object for a player. This function does nothing if the object was
3493 * not readied. 3458 * not readied.
3494 */ 3459 */
3495void 3460void
3496player_unready_range_ob (player *pl, object *ob) 3461player_unready_range_ob (player *pl, object *ob)
3497{ 3462{
3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3465
3466 if (pl->combat_ob == ob)
3467 pl->combat_ob = 0;
3468
3499 if (pl->ranges[i] == ob) 3469 if (pl->ranged_ob == ob)
3500 {
3501 pl->ranges[i] = 0; 3470 pl->ranged_ob = 0;
3502 if (pl->shoottype == i)
3503 pl->shoottype = range_none;
3504 }
3505} 3471}
3506 3472
3507sint8 3473sint8
3508player::visibility_at (maptile *map, int x, int y) const 3474player::visibility_at (maptile *map, int x, int y) const
3509{ 3475{
3520 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3486 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3521 return 0; 3487 return 0;
3522 3488
3523 return 100 - blocked_los [x][y]; 3489 return 100 - blocked_los [x][y];
3524} 3490}
3491
3492void
3493player::infobox (const char *title, const char *msg, int color)
3494{
3495 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3496}
3497
3498void
3499player::statusmsg (const char *msg, int color)
3500{
3501 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3502}
3503
3504void
3505player::failmsg (const char *msg, int color)
3506{
3507 play_sound (sound_find ("generic_failure"));
3508 statusmsg (msg, color);
3509}
3510

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