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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 1.201 by root, Sun Aug 17 01:26:35 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>
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
130 131
131 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
132 strip_endline (subject); 133 strip_endline (subject);
133 size = 0; 134 size = 0;
134 news[0] = '\0'; 135 news[0] = '\0';
158 op->x = -1; 159 op->x = -1;
159 op->y = -1; 160 op->y = -1;
160} 161}
161 162
162void 163void
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 () 164player::activate ()
177{ 165{
178 if (active) 166 if (active)
179 return; 167 return;
180 168
182 ob->remove (); 170 ob->remove ();
183 ob->map = 0; 171 ob->map = 0;
184 ob->activate_recursive (); 172 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 174 add_friendly_object (ob);
187 enter_map ();
188} 175}
189 176
190void 177void
191player::deactivate () 178player::deactivate ()
192{ 179{
199 186
200 if (ob->map) 187 if (ob->map)
201 maplevel = ob->map->path; 188 maplevel = ob->map->path;
202 189
203 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 192 ob->map = 0;
205 party = 0; 193 party = 0;
206 194
207 // for weird reasons, this is often "ob", keeping a circular reference 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 196
210 players.erase (this); 197 players.erase (this);
211} 198}
212 199
213// connect the player with a specific client 200// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 201// also changes, rationalises, and fixes some incorrect settings
215void 202void
216player::connect (client *ns) 203player::connect (client *ns)
217{ 204{
218 this->ns = ns; 205 this->ns = ns;
219 ns->pl = this; 206 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
224 211
225 ns->update_look = 0; 212 ns->update_look = 0;
226 ns->look_position = 0; 213 ns->look_position = 0;
227 214
228 clear_los (ob); 215 clear_los (this);
229 216
230 ns->reset_stats (); 217 ns->reset_stats ();
231 218
232 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
235 222
236 if (!legal_range (ob, shoottype)) 223 ob->update_weight ();
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 224 link_player_skills (ob);
241 225
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243 227
244 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
245 229
246 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
248 { 232 {
249 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
250 234
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) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
257 abil = tmp; 238 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
259 skin = tmp; 240 skin = tmp;
260 241
261 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
262 } 243 }
263 244
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 246
266 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
267 248
268 ob->update_stats (); 249 ob->update_stats ();
250
269 ns->floorbox_update (); 251 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 253 esrv_add_spells (this, 0);
273 254
274 activate (); 255 activate ();
275 256
282} 263}
283 264
284void 265void
285player::disconnect () 266player::disconnect ()
286{ 267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
287 if (ns) 274 if (ns)
288 { 275 {
289 if (active) 276 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291 278
294 ns->reset_stats (); 281 ns->reset_stats ();
295 ns->pl = 0; 282 ns->pl = 0;
296 ns = 0; 283 ns = 0;
297 } 284 }
298 285
299 if (ob) 286 observe = ob;
300 ob->close_container (); //TODO: client-specific
301 287
302 deactivate (); 288 deactivate ();
303} 289}
304 290
305// the need for this function can be explained 291// the need for this function can be explained
306// by load_object not returning the object 292// by load_object not returning the object
307void 293void
308player::set_object (object *op) 294player::set_object (object *op)
309{ 295{
310 ob = op; 296 ob = observe = op;
311 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
312 298
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
315 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330}
331
332void
333player::set_observe (object *op)
334{
335 observe = op ? op : ob;
336 do_los = 1;
316} 337}
317 338
318player::player () 339player::player ()
319{ 340{
320 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
325 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
326 347
327 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
328 349
329 gen_sp_armour = 10; 350 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 351 bowtype = bow_normal;
332 petmode = pet_normal; 352 petmode = pet_normal;
333 listening = 10; 353 listening = 10;
334 usekeys = containers; 354 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 355 peaceful = 1; /* default peaceful */
336 do_los = 1; 356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
337} 360}
338 361
339void 362void
340player::do_destroy () 363player::do_destroy ()
341{ 364{
346 if (ob) 369 if (ob)
347 { 370 {
348 ob->destroy_inv (false); 371 ob->destroy_inv (false);
349 ob->destroy (); 372 ob->destroy ();
350 } 373 }
374
375 ob = observe = 0;
351} 376}
352 377
353player::~player () 378player::~player ()
354{ 379{
355 /* Clear item stack */ 380 /* Clear item stack */
382 * Note: there MUST be at least one player archetype! 407 * Note: there MUST be at least one player archetype!
383 */ 408 */
384archetype * 409archetype *
385get_player_archetype (archetype *at) 410get_player_archetype (archetype *at)
386{ 411{
387 archetype *start = at; 412 // archetypes could have been reloaded
413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414
415 if (!nat)
416 return at;
417
418 archvec::iterator i = archetypes.find (nat);
388 419
389 for (;;) 420 for (;;)
390 { 421 {
391 if (at == NULL || at->next == NULL) 422 if (++i == archetypes.end ())
392 at = first_archetype; 423 i = archetypes.begin ();
393 else 424 else if (*i == at)
394 at = at->next; 425 cleanup ("not a single player archetype found");
395 426
396 if (at->clone.type == PLAYER) 427 if ((*i)->type == PLAYER)
397 return at; 428 return *i;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 } 429 }
405} 430}
406 431
407object * 432object *
408get_nearest_player (object *mon) 433get_nearest_player (object *mon)
412 unsigned lastdist; 437 unsigned lastdist;
413 rv_vector rv; 438 rv_vector rv;
414 439
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 441 {
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)) 442 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 443 continue;
446 444
447 if (lastdist > rv.distance) 445 if (lastdist > rv.distance)
448 { 446 {
643 641
644 return firstdir; 642 return firstdir;
645} 643}
646 644
647void 645void
648give_initial_items (object *pl, treasurelist * items) 646give_initial_items (object *pl, treasurelist *items)
649{ 647{
650 object *op, *next = NULL;
651
652 if (pl->randomitems != NULL) 648 if (pl->randomitems)
653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 649 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654 650
655 for (op = pl->inv; op; op = next) 651 for (object *next, *op = pl->inv; op; op = next)
656 { 652 {
657 next = op->below; 653 next = op->below;
658 654
659 /* Forces get applied per default, unless they have the 655 /* Forces get applied per default, unless they have the
660 * flag "neutral" set. Sorry but I can't think of a better way 656 * flag "neutral" set. Sorry but I can't think of a better way
665 /* we never give weapons/armour if these cannot be used 661 /* we never give weapons/armour if these cannot be used
666 * by this player due to race restrictions 662 * by this player due to race restrictions
667 */ 663 */
668 if (pl->type == PLAYER) 664 if (pl->type == PLAYER)
669 { 665 {
670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 666 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
667 &&
671 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS
672 op->type == CLOAK || op->type == HELMET || 669 || op->type == CLOAK || op->type == HELMET
673 op->type == SHIELD || op->type == GLOVES || 670 || op->type == SHIELD || op->type == GLOVES
671 || op->type == BRACERS || op->type == GIRDLE))
674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 672 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
675 { 673 {
676 op->destroy (); 674 op->destroy ();
677 continue; 675 continue;
678 } 676 }
679 } 677 }
702 if (op->nrof > 1) 700 if (op->nrof > 1)
703 op->nrof = 1; 701 op->nrof = 1;
704 } 702 }
705 703
706 if (op->type == SPELLBOOK && op->inv) 704 if (op->type == SPELLBOOK && op->inv)
707 {
708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 }
710 706
711 /* Give starting characters identified, uncursed, and undamned 707 /* Give starting characters identified, uncursed, and undamned
712 * items. Just don't identify gold or silver, or it won't be 708 * items. Just don't identify gold or silver, or it won't be
713 * merged properly. 709 * merged properly.
714 */ 710 */
715 if (need_identify (op)) 711 if (need_identify (op))
716 { 712 {
717 SET_FLAG (op, FLAG_IDENTIFIED); 713 SET_FLAG (op, FLAG_IDENTIFIED);
718 CLEAR_FLAG (op, FLAG_CURSED); 714 CLEAR_FLAG (op, FLAG_CURSED);
719 CLEAR_FLAG (op, FLAG_DAMNED); 715 CLEAR_FLAG (op, FLAG_DAMNED);
720 } 716 }
717
721 if (op->type == SPELL) 718 if (op->type == SPELL)
722 { 719 {
723 op->destroy (); 720 op->destroy ();
724 continue; 721 continue;
725 } 722 }
727 { 724 {
728 SET_FLAG (op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
729 op->stats.exp = 0; 726 op->stats.exp = 0;
730 op->level = 1; 727 op->level = 1;
731 } 728 }
732 /* lock all 'normal items by default */ 729 else /* lock all 'normal items by default */
733 else
734 SET_FLAG (op, FLAG_INV_LOCKED); 730 SET_FLAG (op, FLAG_INV_LOCKED);
735 } /* for loop of objects in player inv */ 731 } /* for loop of objects in player inv */
736 732
737 /* Need to set up the skill pointers */ 733 /* Need to set up the skill pointers */
738 link_player_skills (pl); 734 link_player_skills (pl);
774} 770}
775 771
776void 772void
777object::roll_stats () 773object::roll_stats ()
778{ 774{
779 int statsort [7]; 775 int statsort [NUM_STATS];
780 776
781 for (;;) 777 for (;;)
782 { 778 {
783 int sum = 0; 779 int sum = 0;
784 for (int i = 7; i--; ) 780 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 781 sum += statsort [i] = roll_stat ();
786 782
787 if (sum >= 82 && sum <= 116) 783 if (sum >= 82 && sum <= 116)
788 break; 784 break;
789 } 785 }
790 786
791 // Sort the stats so that rerolling is easier... 787 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 788 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 789
790 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 791 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];
801 792
802 stats.exp = 0; 793 stats.exp = 0;
803 stats.ac = 0; 794 stats.ac = 0;
804 795
805 stats.hp = stats.maxhp; 796 stats.hp = stats.maxhp;
817} 808}
818 809
819void 810void
820object::swap_stats (int a, int b) 811object::swap_stats (int a, int b)
821{ 812{
822 int tmp = get_attr_value (&contr->orig_stats, a); 813 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);
825 814
815 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 816 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;
833 817
834 //TODO: the following code looks so borked and should, at the very least, 818 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 819 // be merged with the similar code in roll_stats
836 stats.ac = 0; 820 stats.ac = 0;
837 821
856static void 840static void
857start_info (object *op) 841start_info (object *op)
858{ 842{
859 char buf[MAX_BUF]; 843 char buf[MAX_BUF];
860 844
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 845 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 846 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} 847}
866 848
867/* This function takes the key that is passed, and does the 849/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 850 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 851 * The function name is for historical reasons - now we have
872 */ 854 */
873void 855void
874player::chargen_race_done () 856player::chargen_race_done ()
875{ 857{
876 /* this must before then initial items are given */ 858 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 859 esrv_new_player (ob->contr);
878 860
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 861 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 862 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 863 create_treasure (tl, ob, 0, 0, 0);
882 864
885 867
886 ob->contr->ns->state = ST_PLAYING; 868 ob->contr->ns->state = ST_PLAYING;
887 869
888 if (ob->msg) 870 if (ob->msg)
889 ob->msg = 0; 871 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 }
899 872
900 start_info (ob); 873 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 874 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 875 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob); 876 link_player_skills (ob);
906 879
907 /* This moves the player to a different start map, if there 880 /* This moves the player to a different start map, if there
908 * is one for this race 881 * is one for this race
909 */ 882 */
910 if (*first_map_ext_path) 883 if (*first_map_ext_path)
911 { 884 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 885 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 886 LOG (llevDebug, "first_map_ext_path not set\n");
927} 887}
928 888
929void 889void
939 int x = ob->x, y = ob->y; 899 int x = ob->x, y = ob->y;
940 900
941 ob->remove_statbonus (); 901 ob->remove_statbonus ();
942 ob->remove (); 902 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 903 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 904 ob->arch->copy_to (ob);
945 ob->instantiate (); 905 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 906 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 907 ob->name = ob->name_pl = name;
948 ob->x = x; 908 ob->x = x;
949 ob->y = y; 909 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 910 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 911 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 912 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 913 ob->add_statbonus ();
954 } 914 }
955 while (!allowed_class (ob)); 915 while (!allowed_class (ob));
956 916
957 update_object (ob, UP_OBJ_FACE); 917 update_object (ob, UP_OBJ_FACE);
1014 /* Cornered, get rid of scared */ 974 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 975 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 976 op->enemy = NULL;
1017} 977}
1018 978
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 979/* 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 980 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 981 * stop.
1023 */ 982 */
1024int 983int
1025check_pick (object *op) 984check_pick (object *op)
1026{ 985{
1033 if (op->move_type & MOVE_FLYING) 992 if (op->move_type & MOVE_FLYING)
1034 return 1; 993 return 1;
1035 994
1036 next = op->below; 995 next = op->below;
1037 996
997 int cnt = MAX_ITEM_PER_DROP;
998#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
999
1038 /* loop while there are items on the floor that are not marked as 1000 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 1001 * destroyed */
1040 while (next && !next->destroyed ()) 1002 while (next && !next->destroyed ())
1041 { 1003 {
1042 tmp = next; 1004 tmp = next;
1043 next = tmp->below; 1005 next = tmp->below;
1044 1006
1007 if (cnt <= 0)
1008 {
1009 op->failmsg ("Couldn't pickup all items at once.");
1010 return 0;
1011 }
1012
1045 if (op->destroyed ()) 1013 if (op->destroyed ())
1046 return 0; 1014 return 0;
1047 1015
1048 if (!can_pick (op, tmp)) 1016 if (!can_pick (op, tmp))
1049 continue; 1017 continue;
1050 1018
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1019 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 1020 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 1021 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 1022 CHK_PICK_PICKUP;
1055 continue; 1023 continue;
1056 } 1024 }
1057 1025
1058 /* high not bit set? We're using the old autopickup model */ 1026 /* high not bit set? We're using the old autopickup model */
1059 if (!(op->contr->mode & PU_NEWMODE)) 1027 if (!(op->contr->mode & PU_NEWMODE))
1061 switch (op->contr->mode) 1029 switch (op->contr->mode)
1062 { 1030 {
1063 case 0: 1031 case 0:
1064 return 1; /* don't pick up */ 1032 return 1; /* don't pick up */
1065 case 1: 1033 case 1:
1066 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1067 return 1; 1035 return 1;
1068 case 2: 1036 case 2:
1069 pick_up (op, tmp); 1037 CHK_PICK_PICKUP;
1070 return 0; 1038 return 0;
1071 case 3: 1039 case 3:
1072 return 0; /* stop before pickup */ 1040 return 0; /* stop before pickup */
1073 case 4: 1041 case 4:
1074 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1075 break; 1043 break;
1076 case 5: 1044 case 5:
1077 pick_up (op, tmp); 1045 CHK_PICK_PICKUP;
1078 stop = 1; 1046 stop = 1;
1079 break; 1047 break;
1080 case 6: 1048 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1049 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1082 pick_up (op, tmp); 1050 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1051 CHK_PICK_PICKUP;
1083 break; 1052 break;
1084 1053
1085 case 7: 1054 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM) 1055 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1088 break; 1057 break;
1089 1058
1090 default: 1059 default:
1091 /* use value density */ 1060 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1061 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1062 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp); 1063 CHK_PICK_PICKUP;
1095 } 1064 }
1096 } 1065 }
1097 else 1066 else
1098 { /* old model */ 1067 { /* old model */
1099 /* NEW pickup handling */ 1068 /* NEW pickup handling */
1103 if (tmp->name != NULL) 1072 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1073 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)))); 1074 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else 1075 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1076 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)))); 1077 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 1078
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1079 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 } 1080 }
1112 1081
1113 /* philosophy: 1082 /* philosophy:
1154 /* all food and drink if desired */ 1123 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */ 1124 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD) 1125 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD) 1126 if (tmp->type == FOOD)
1158 { 1127 {
1159 pick_up (op, tmp); 1128 CHK_PICK_PICKUP;
1160 continue; 1129 continue;
1161 } 1130 }
1162 1131
1163 if (op->contr->mode & PU_DRINK) 1132 if (op->contr->mode & PU_DRINK)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1133 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165 { 1134 {
1166 pick_up (op, tmp); 1135 CHK_PICK_PICKUP;
1167 continue; 1136 continue;
1168 } 1137 }
1169 1138
1170 if (op->contr->mode & PU_POTION) 1139 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION) 1140 if (tmp->type == POTION)
1172 { 1141 {
1173 pick_up (op, tmp); 1142 CHK_PICK_PICKUP;
1174 continue; 1143 continue;
1175 } 1144 }
1176 1145
1177 /* spellbooks, skillscrolls and normal books/scrolls */ 1146 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK) 1147 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK) 1148 if (tmp->type == SPELLBOOK)
1180 { 1149 {
1181 pick_up (op, tmp); 1150 CHK_PICK_PICKUP;
1182 continue; 1151 continue;
1183 } 1152 }
1184 1153
1185 if (op->contr->mode & PU_SKILLSCROLL) 1154 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL) 1155 if (tmp->type == SKILLSCROLL)
1187 { 1156 {
1188 pick_up (op, tmp); 1157 CHK_PICK_PICKUP;
1189 continue; 1158 continue;
1190 } 1159 }
1191 1160
1192 if (op->contr->mode & PU_READABLES) 1161 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL) 1162 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 { 1163 {
1195 pick_up (op, tmp); 1164 CHK_PICK_PICKUP;
1196 continue; 1165 continue;
1197 } 1166 }
1198 1167
1199 /* wands/staves/rods/horns */ 1168 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE) 1169 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1170 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 { 1171 {
1203 pick_up (op, tmp); 1172 CHK_PICK_PICKUP;
1204 continue; 1173 continue;
1205 } 1174 }
1206 1175
1207 /* pick up all magical items */ 1176 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1177 if (op->contr->mode & PU_MAGICAL)
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1178 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 { 1179 {
1211 pick_up (op, tmp); 1180 CHK_PICK_PICKUP;
1212 continue; 1181 continue;
1213 } 1182 }
1214 1183
1215 if (op->contr->mode & PU_VALUABLES) 1184 if (op->contr->mode & PU_VALUABLES)
1216 { 1185 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1186 if (tmp->type == MONEY || tmp->type == GEM)
1218 { 1187 {
1219 pick_up (op, tmp); 1188 CHK_PICK_PICKUP;
1220 continue; 1189 continue;
1221 } 1190 }
1222 } 1191 }
1223 1192
1224 /* rings & amulets - talismans seems to be typed AMULET */ 1193 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS) 1194 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET) 1195 if (tmp->type == RING || tmp->type == AMULET)
1227 { 1196 {
1228 pick_up (op, tmp); 1197 CHK_PICK_PICKUP;
1229 continue; 1198 continue;
1230 } 1199 }
1231 1200
1232 /* we don't forget dragon food */ 1201 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH) 1202 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH) 1203 if (tmp->type == FLESH)
1235 { 1204 {
1236 pick_up (op, tmp); 1205 CHK_PICK_PICKUP;
1237 continue; 1206 continue;
1238 } 1207 }
1239 1208
1240 /* bows and arrows. Bows are good for selling! */ 1209 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW) 1210 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW) 1211 if (tmp->type == BOW)
1243 { 1212 {
1244 pick_up (op, tmp); 1213 CHK_PICK_PICKUP;
1245 continue; 1214 continue;
1246 } 1215 }
1247 1216
1248 if (op->contr->mode & PU_ARROW) 1217 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW) 1218 if (tmp->type == ARROW)
1250 { 1219 {
1251 pick_up (op, tmp); 1220 CHK_PICK_PICKUP;
1252 continue; 1221 continue;
1253 } 1222 }
1254 1223
1255 /* all kinds of armor etc. */ 1224 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR) 1225 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR) 1226 if (tmp->type == ARMOUR)
1258 { 1227 {
1259 pick_up (op, tmp); 1228 CHK_PICK_PICKUP;
1260 continue; 1229 continue;
1261 } 1230 }
1262 1231
1263 if (op->contr->mode & PU_HELMET) 1232 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET) 1233 if (tmp->type == HELMET)
1265 { 1234 {
1266 pick_up (op, tmp); 1235 CHK_PICK_PICKUP;
1267 continue; 1236 continue;
1268 } 1237 }
1269 1238
1270 if (op->contr->mode & PU_SHIELD) 1239 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD) 1240 if (tmp->type == SHIELD)
1272 { 1241 {
1273 pick_up (op, tmp); 1242 CHK_PICK_PICKUP;
1274 continue; 1243 continue;
1275 } 1244 }
1276 1245
1277 if (op->contr->mode & PU_BOOTS) 1246 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS) 1247 if (tmp->type == BOOTS)
1279 { 1248 {
1280 pick_up (op, tmp); 1249 CHK_PICK_PICKUP;
1281 continue; 1250 continue;
1282 } 1251 }
1283 1252
1284 if (op->contr->mode & PU_GLOVES) 1253 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES) 1254 if (tmp->type == GLOVES)
1286 { 1255 {
1287 pick_up (op, tmp); 1256 CHK_PICK_PICKUP;
1288 continue; 1257 continue;
1289 } 1258 }
1290 1259
1291 if (op->contr->mode & PU_CLOAK) 1260 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK) 1261 if (tmp->type == CLOAK)
1293 { 1262 {
1294 pick_up (op, tmp); 1263 CHK_PICK_PICKUP;
1295 continue; 1264 continue;
1296 } 1265 }
1297 1266
1298 /* hoping to catch throwing daggers here */ 1267 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON) 1268 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1269 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 { 1270 {
1302 pick_up (op, tmp); 1271 CHK_PICK_PICKUP;
1303 continue; 1272 continue;
1304 } 1273 }
1305 1274
1306 /* careful: chairs and tables are weapons! */ 1275 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON) 1276 if (op->contr->mode & PU_ALLWEAPON)
1308 { 1277 {
1309 if (tmp->type == WEAPON && tmp->name != NULL) 1278 if (tmp->type == WEAPON && tmp->name != NULL)
1310 { 1279 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1280 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1281 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 { 1282 {
1314 pick_up (op, tmp); 1283 CHK_PICK_PICKUP;
1315 continue; 1284 continue;
1316 } 1285 }
1317 } 1286 }
1318 1287
1319 if (tmp->type == WEAPON && tmp->name == NULL) 1288 if (tmp->type == WEAPON && tmp->name == NULL)
1320 { 1289 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1290 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 { 1291 {
1323 pick_up (op, tmp); 1292 CHK_PICK_PICKUP;
1324 continue; 1293 continue;
1325 } 1294 }
1326 } 1295 }
1327 } 1296 }
1328 1297
1329 /* misc stuff that's useful */ 1298 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY) 1299 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1300 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 { 1301 {
1333 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1334 continue; 1303 continue;
1335 } 1304 }
1336 1305
1337 /* any of the last 4 bits set means we use the ratio for value 1306 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */ 1307 * pickups */
1339 if (op->contr->mode & PU_RATIO) 1308 if (op->contr->mode & PU_RATIO)
1340 { 1309 {
1341 /* use value density to decide what else to grab */ 1310 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */ 1311 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits 1312 /* >=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 */ 1313 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5; 1314 wvratio = op->contr->mode & PU_RATIO;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1315 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1347 { 1316 {
1348 pick_up (op, tmp); 1317 CHK_PICK_PICKUP;
1349#if 0 1318#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1319 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL) 1320 if (tmp->name != NULL)
1352 { 1321 {
1353 fprintf (stderr, "%s", tmp->name); 1322 fprintf (stderr, "%s", tmp->name);
1354 } 1323 }
1355 else 1324 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1325 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1326 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1327 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359#endif 1328#endif
1360 continue; 1329 continue;
1361 } 1330 }
1372 * found object is returned. 1341 * found object is returned.
1373 */ 1342 */
1374object * 1343object *
1375find_arrow (object *op, const char *type) 1344find_arrow (object *op, const char *type)
1376{ 1345{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1346 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) 1347 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1348 return splay (tmp);
1349
1350 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1351 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1352 if (object *arrow = find_arrow (tmp, type))
1353 {
1354 splay (tmp);
1383 return op; 1355 return arrow;
1356 }
1384 1357
1385 return tmp; 1358 return 0;
1386} 1359}
1387 1360
1388/* 1361/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1362 * 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 1363 * against the target. A full test is not performed, simply a basic test
1413 } 1386 }
1414 } 1387 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1388 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1389 {
1417 /* allways prefer assasination/slaying */ 1390 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1391 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1419 { 1392 {
1420 if (arrow->attacktype & AT_DEATH) 1393 if (arrow->attacktype & AT_DEATH)
1421 { 1394 {
1422 *better = 100; 1395 *better = 100;
1423 return arrow; 1396 return arrow;
1431 else 1404 else
1432 { 1405 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1407 {
1435 attacktype = 1 << attacknum; 1408 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1410 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 { 1411 {
1439 tmp = arrow; 1412 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1414 }
1442 } 1415 }
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1417 {
1445 tmp = arrow; 1418 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1424 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1425 }
1453 } 1426 }
1454 } 1427 }
1455 } 1428 }
1429
1456 if (tmp == NULL && arrow == NULL) 1430 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1431 return find_arrow (op, type);
1458 1432
1459 *better = betterby; 1433 *better = betterby;
1460 return tmp; 1434 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1439 * op = the shooter
1466 * type = bow->race 1440 * type = bow->race
1467 * dir = fire direction 1441 * dir = fire direction
1468 */ 1442 */
1469
1470object * 1443object *
1471pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1472{ 1445{
1473 object *tmp = NULL; 1446 object *tmp = NULL;
1474 maptile *m; 1447 maptile *m;
1539 */ 1512 */
1540int 1513int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1515{
1543 object *left, *bow; 1516 object *left, *bow;
1544 int bowspeed, mflags; 1517 int mflags;
1545 maptile *m; 1518 maptile *m;
1546 1519
1547 if (!dir) 1520 if (!dir)
1548 { 1521 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1523 return 0;
1551 } 1524 }
1552 1525
1553 if (op->type == PLAYER) 1526 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1527 bow = op->current_weapon;
1555 else 1528 else
1556 { 1529 {
1557 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* 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. 1532 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1537 if (!bow)
1565 { 1538 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1540 return 0;
1568 } 1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1569 } 1550 }
1570 1551
1571 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1572 { 1553 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1555 return 0;
1575 } 1556 }
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 1557
1586 if (arrow == NULL) 1558 if (arrow == NULL)
1587 { 1559 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1561 {
1590 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1563 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 */ 1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1593 else 1565 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1595 return 0; 1568 return 0;
1596 } 1569 }
1597 } 1570 }
1598 1571
1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1612 arrow->destroy (); 1585 arrow->destroy ();
1613 return 0; 1586 return 0;
1614 } 1587 }
1615 1588
1616 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1617 arrow = get_split_ob (arrow, 1); 1590 arrow = arrow->split ();
1618 if (!arrow) 1591 if (!arrow)
1619 { 1592 {
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1621 return 0; 1594 return 0;
1622 } 1595 }
1623 1596
1624 arrow->set_owner (op); 1597 arrow->set_owner (op);
1625 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1626 arrow->direction = dir; 1599 arrow->direction = dir;
1627 1600
1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype;
1604
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607
1608#if 0
1609 if (player *pl = op->contr)
1610 {
1611 float speed = pl->weapon_sp;
1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1624
1625 /* update the speed */
1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627 + bow->stats.dam / 7.f;
1628
1629 arrow->set_speed (max (arrow->speed, 2.f));
1630 arrow->speed_left = 0;
1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633
1628 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1629 { 1635 {
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; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1637 wc -= dex_bonus[op->stats.Dex];
1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1661 } 1643 }
1662 else 1644 else
1663 { 1645 {
1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1665 arrow->level = op->level; 1646 arrow->level = op->level;
1666 } 1647 arrow->stats.wc -= bow->magic;
1667 1648
1668 if (arrow->attacktype == AT_PHYSICAL) 1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1669 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1670 1654
1671 if (bow->slaying) 1655 wc -= arrow->level;
1672 arrow->slaying = bow->slaying; 1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1673 1657
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1674 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1676 1661
1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1678 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1679 1664
1680 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1681 move_arrow (arrow); 1666 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 1667
1691 return 1; 1668 return 1;
1692} 1669}
1693 1670
1694/* Special fire code for players - this takes into 1671/* Special fire code for players - this takes into
1703{ 1680{
1704 int ret = 0, wcmod = 0; 1681 int ret = 0, wcmod = 0;
1705 1682
1706 if (op->contr->bowtype == bow_bestarrow) 1683 if (op->contr->bowtype == bow_bestarrow)
1707 { 1684 {
1708 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1685 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1709 } 1686 }
1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1687 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1711 { 1688 {
1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1689 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1713 wcmod = -1; 1690 wcmod = -1;
1723 else if (op->contr->bowtype == bow_spreadshot) 1700 else if (op->contr->bowtype == bow_spreadshot)
1724 { 1701 {
1725 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1702 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); 1703 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); 1704 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1728
1729 } 1705 }
1730 else 1706 else
1731 { 1707 {
1732 /* Simple case */ 1708 /* Simple case */
1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1709 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 } 1710 }
1711
1735 return ret; 1712 return ret;
1736} 1713}
1737
1738 1714
1739/* Fires a misc (wand/rod/horn) object in 'dir'. 1715/* Fires a misc (wand/rod/horn) object in 'dir'.
1740 * Broken apart from 'fire' to keep it more readable. 1716 * Broken apart from 'fire' to keep it more readable.
1741 */ 1717 */
1742void 1718void
1743fire_misc_object (object *op, int dir) 1719fire_misc_object (object *op, int dir)
1744{ 1720{
1745 object *item; 1721 object *item = op->contr->ranged_ob;
1746 1722
1747 if (!op->contr->ranges[range_misc]) 1723 if (!item)
1748 { 1724 {
1749 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1725 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1750 return; 1726 return;
1751 } 1727 }
1752 1728
1753 item = op->contr->ranges[range_misc];
1754 if (!item->inv) 1729 if (!item->inv)
1755 { 1730 {
1756 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1731 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1757 return; 1732 return;
1758 } 1733 }
1734
1735 if (!op->change_weapon (item))
1736 return;
1737
1759 if (item->type == WAND) 1738 if (item->type == WAND)
1760 { 1739 {
1761 if (item->stats.food <= 0) 1740 if (item->stats.food <= 0)
1762 { 1741 {
1763 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1742 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)); 1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1744
1765 return; 1745 return;
1766 } 1746 }
1767 } 1747 }
1768 else if (item->type == ROD || item->type == HORN) 1748 else if (item->type == ROD || item->type == HORN)
1769 { 1749 {
1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1750 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1751
1752 // using the maximum of the rods charge allows at least one spell cast
1753 // for a rod or horn, this fixes some broken rods.
1754 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1771 { 1755 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1756 op->contr->play_sound (sound_find ("wand_poof"));
1757
1773 if (item->type == ROD) 1758 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)); 1759 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1775 else 1760 else
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1762
1777 return; 1763 return;
1778 } 1764 }
1779 } 1765 }
1780 1766
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1767 if (cast_spell (op, item, dir, item->inv, NULL))
1788 object *tmp; 1774 object *tmp;
1789 1775
1790 if (item->arch) 1776 if (item->arch)
1791 { 1777 {
1792 CLEAR_FLAG (item, FLAG_ANIMATE); 1778 CLEAR_FLAG (item, FLAG_ANIMATE);
1793 item->face = item->arch->clone.face; 1779 item->face = item->arch->face;
1794 item->set_speed (0); 1780 item->set_speed (0);
1795 } 1781 }
1796 1782
1797 if ((tmp = item->in_player ())) 1783 if (object *pl = item->visible_to ())
1798 esrv_update_item (UPD_ANIM, tmp, item); 1784 esrv_update_item (UPD_ANIM, pl, item);
1799 } 1785 }
1800 } 1786 }
1801 else if (item->type == ROD || item->type == HORN) 1787 else if (item->type == ROD || item->type == HORN)
1802 drain_rod_charge (item); 1788 drain_rod_charge (item);
1803 } 1789 }
1804} 1790}
1805 1791
1806/* Received a fire command for the player - go and do it. 1792/* Received a fire command for the player - go and do it.
1807 */ 1793 */
1808void 1794bool
1809fire (object *op, int dir) 1795fire (object *op, int dir)
1810{ 1796{
1811 int spellcost = 0; 1797 int spellcost = 0;
1812 1798
1813 /* check for loss of invisiblity/hide */ 1799 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op)) 1800 if (action_makes_visible (op))
1815 make_visible (op); 1801 make_visible (op);
1816 1802
1817 switch (op->contr->shoottype) 1803 player *pl = op->contr;
1804
1805 if (pl->golem)
1806 {
1807 control_golem (op->contr->golem, dir);
1808 return false;
1818 { 1809 }
1819 case range_none:
1820 return;
1821 1810
1822 case range_bow: 1811 object *ob = pl->ranged_ob;
1812
1813 if (!ob)
1814 return false;
1815
1816 if (!op->change_weapon (ob))
1817 return false;
1818
1819 if (op->speed_left > 0.f)
1820 --op->speed_left;
1821 else
1822 return false;
1823
1824 switch (ob->type)
1825 {
1826 case BOW:
1823 player_fire_bow (op, dir); 1827 player_fire_bow (op, dir);
1824 return; 1828 break;
1825 1829
1826 case range_magic: /* Casting spells */ 1830 case SPELL:
1827 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1831 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1828 return; 1832 break;
1829 1833
1830 case range_misc: 1834 case BUILDER:
1835 apply_map_builder (op, dir);
1836 break;
1837
1838 case SKILL:
1839 do_skill (op, op, ob, dir, 0);
1840 break;
1841
1842 default:
1831 fire_misc_object (op, dir); 1843 fire_misc_object (op, dir);
1832 return; 1844 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 } 1845 }
1846
1847 return true;
1856} 1848}
1857 1849
1858/* find_key 1850/* find_key
1859 * We try to find a key for the door as passed. If we find a key 1851 * 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 1852 * and successfully use it, we return the key, otherwise NULL
1947 * 0 otherwise 1939 * 0 otherwise
1948 */ 1940 */
1949static int 1941static int
1950player_attack_door (object *op, object *door) 1942player_attack_door (object *op, object *door)
1951{ 1943{
1952 /* If its a door, try to find a use a key. If we do destroy the door, 1944 /* 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 - 1945 * might as well return immediately as there is nothing more to do -
1954 * otherwise, we fall through to the rest of the code. 1946 * otherwise, we fall through to the rest of the code.
1955 */ 1947 */
1956 object *key = find_key (op, op, door); 1948 object *key = find_key (op, op, door);
1957 1949
1958 /* IF we found a key, do some extra work */ 1950 /* If we found a key, do some extra work */
1959 if (key) 1951 if (key)
1960 { 1952 {
1961 object *container = key->env; 1953 object *container = key->env;
1962 1954
1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1964 if (action_makes_visible (op)) 1955 if (action_makes_visible (op))
1965 make_visible (op); 1956 make_visible (op);
1957
1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1958 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1967 spring_trap (door->inv, op); 1959 spring_trap (door->inv, op);
1968 1960
1969 if (door->type == DOOR) 1961 if (door->type == DOOR)
1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1962 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1971 else if (door->type == LOCKED_DOOR) 1963 else if (door->type == LOCKED_DOOR)
1972 { 1964 {
1973 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1965 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1974 remove_door2 (door); /* remove door without violence ;-) */ 1966 remove_door2 (door); /* remove door without violence ;-) */
1975 } 1967 }
1976 1968
1977 /* Do this after we print the message */ 1969 /* Do this after we print the message */
1978 decrease_ob (key); /* Use up one of the keys */ 1970 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 1971
1983 return 1; /* Nothing more to do below */ 1972 return 1; /* Nothing more to do below */
1984 } 1973 }
1985 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
1986 { 1975 {
1987 /* Might as well return now - no other way to open this */ 1976 /* Might as well return now - no other way to open this */
1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1977 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1989 return 1; 1978 return 1;
1990 } 1979 }
1991 1980
1992 return 0; 1981 return 0;
1993} 1982}
1996 * It should keep the code cleaner. 1985 * It should keep the code cleaner.
1997 * When this is called, the players direction has been updated 1986 * When this is called, the players direction has been updated
1998 * (taking into account confusion.) The player is also actually 1987 * (taking into account confusion.) The player is also actually
1999 * going to try and move (not fire weapons). 1988 * going to try and move (not fire weapons).
2000 */ 1989 */
2001void 1990bool
2002move_player_attack (object *op, int dir) 1991move_player_attack (object *op, int dir)
2003{ 1992{
2004 object *tmp, *mon;
2005 sint16 nx, ny;
2006 int on_battleground; 1993 int on_battleground;
2007 maptile *m;
2008 1994
2009 nx = freearr_x[dir] + op->x; 1995 sint16 nx = freearr_x[dir] + op->x;
2010 ny = freearr_y[dir] + op->y; 1996 sint16 ny = freearr_y[dir] + op->y;
2011 1997
2012 on_battleground = op_on_battleground (op, 0, 0); 1998 on_battleground = op_on_battleground (op, 0, 0);
1999
2000 if (out_of_map (op->map, nx, ny))
2001 return false;
2002
2003 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2004 {
2005 --op->speed_left;
2006 return true;
2007 }
2013 2008
2014 /* If braced, or can't move to the square, and it is not out of the 2009 /* 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 2010 * 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 2011 * 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 2012 * 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 2013 * 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 2014 * 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 2015 * quite a bit of processing. However, it probably is less than what
2021 * move_ob uses. 2016 * move_ob uses.
2022 */ 2017 */
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); 2018 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 2019
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 2020 /* 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. 2021 * 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 2022 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space 2023 * on the space
2042 */ 2024 */
2043 while (tmp) 2025 object *mon;
2044 { 2026 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2045 if (tmp == op) 2027 {
2046 { 2028 if ((mon->flag [FLAG_ALIVE]
2047 tmp = tmp->above; 2029 || mon->type == LOCKED_DOOR
2048 continue; 2030 || mon->flag [FLAG_CAN_ROLL])
2049 }
2050
2051 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2052 {
2053 mon = tmp; 2031 && mon != op)
2054 break; 2032 break;
2055 } 2033 }
2056 2034
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 */ 2035 if (!mon) /* This happens anytime the player tries to move */
2064 return; /* into a wall */ 2036 return false; /* into a wall */
2065 2037
2066 if (mon->head)
2067 mon = mon->head; 2038 mon = mon->head_ ();
2068 2039
2069 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2040 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2041 if (op->contr->weapon_sp_left > 0.f)
2070 if (player_attack_door (op, mon)) 2042 if (player_attack_door (op, mon))
2043 {
2044 --op->contr->weapon_sp_left;
2071 return; 2045 return true;
2046 }
2072 2047
2073 /* The following deals with possibly attacking peaceful 2048 /* The following deals with possibly attacking peaceful
2074 * or frienddly creatures. Basically, all players are considered 2049 * or friendly creatures. Basically, all players are considered
2075 * unaggressive. If the moving player has peaceful set, then the 2050 * unaggressive. If the moving player has peaceful set, then the
2076 * object should be pushed instead of attacked. It is assumed that 2051 * object should be pushed instead of attacked. It is assumed that
2077 * if you are braced, you will not attack friends accidently, 2052 * if you are braced, you will not attack friends accidently,
2078 * and thus will not push them. 2053 * and thus will not push them.
2079 */ 2054 */
2080 2055
2081 /* If the creature is a pet, push it even if the player is not 2056 /* 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 2057 * peaceful. Our assumption is the creature is a pet if the
2083 * player owns it and it is either friendly or unagressive. 2058 * player owns it and it is either friendly or unagressive.
2084 */ 2059 */
2085 if ((op->type == PLAYER) 2060 if (op->type == PLAYER
2086#if COZY_SERVER
2087 &&
2088 ((mon->owner && mon->owner->contr 2061 && ((mon->owner && mon->owner->contr
2089 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2062 && same_party (mon->owner->contr->party, op->contr->party))
2090#else
2091 && mon->owner == op 2063 || mon->owner == op)
2092#endif
2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2064 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2094 { 2065 {
2095 /* If we're braced, we don't want to switch places with it */ 2066 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) 2067 if (op->contr->braced)
2097 return; 2068 return false;
2098 2069
2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2070 if (op->speed_left > 0.f)
2071 {
2072 --op->speed_left;
2073
2074 op->play_sound (sound_find ("push_player"));
2100 (void) push_ob (mon, dir, op); 2075 push_ob (mon, dir, op);
2076
2101 if (op->contr->tmp_invis || op->hide) 2077 if (op->contr->tmp_invis || op->hide)
2102 make_visible (op); 2078 make_visible (op);
2103 2079
2104 return; 2080 return true;
2105 } 2081 }
2082 else
2083 return false;
2084 }
2106 2085
2107 /* in certain circumstances, you shouldn't attack friendly 2086 /* in certain circumstances, you shouldn't attack friendly
2108 * creatures. Note that if you are braced, you can't push 2087 * creatures. Note that if you are braced, you can't push
2109 * someone, but put it inside this loop so that you won't 2088 * someone, but put it inside this loop so that you won't
2110 * attack them either. 2089 * attack them either.
2111 */ 2090 */
2112 if ((mon->type == PLAYER || mon->enemy != op) && 2091 if ((mon->type == PLAYER || mon->enemy != op)
2113 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2092 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2114#ifdef PROHIBIT_PLAYERKILL
2115 (op->contr->peaceful 2093 && ((op->contr->peaceful
2116 || (mon->type == PLAYER 2094 || (mon->type == PLAYER && mon->contr->peaceful))
2117 && mon->contr->
2118 peaceful)) &&
2119#else
2120 op->contr->peaceful &&
2121#endif
2122 !on_battleground)) 2095 && !on_battleground))
2096 {
2097 if (op->speed_left > 0.f)
2123 { 2098 {
2099 --op->speed_left;
2100
2124 if (!op->contr->braced) 2101 if (!op->contr->braced)
2125 { 2102 {
2126 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2103 op->play_sound (sound_find ("push_player"));
2127 push_ob (mon, dir, op); 2104 push_ob (mon, dir, op);
2128 } 2105 }
2129 else 2106 else
2130 new_draw_info (0, 0, op, "You withhold your attack"); 2107 op->statusmsg ("You withhold your attack");
2131 2108
2132 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2133 make_visible (op); 2110 make_visible (op);
2134 }
2135 2111
2112 return true;
2113 }
2114 }
2136 /* If the object is a boulder or other rollable object, then 2115 /* 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. 2116 * roll it if not braced. You can't roll it if you are braced.
2138 */ 2117 */
2139 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2118 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2119 {
2120 if (op->speed_left > 0.f)
2140 { 2121 {
2122 --op->speed_left;
2123
2141 recursive_roll (mon, dir, op); 2124 recursive_roll (mon, dir, op);
2142 if (action_makes_visible (op)) 2125 if (action_makes_visible (op))
2143 make_visible (op); 2126 make_visible (op);
2144 }
2145 2127
2128 return true;
2129 }
2130 }
2146 /* Any generic living creature. Including things like doors. 2131 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2132 * 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: 2133 * 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 2134 * 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. 2135 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2136 */
2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2137 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))) 2138 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2154 { 2139 {
2155 2140 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 { 2141 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2142 --op->contr->weapon_sp_left;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167 2143
2168 skill_attack (mon, op, 0, 0, 0); 2144 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 2145
2184 if (action_makes_visible (op)) 2146 if (action_makes_visible (op))
2185 make_visible (op); 2147 make_visible (op);
2186 }
2187 } /* if player should attack something */
2188}
2189 2148
2190int 2149 return true;
2150 }
2151 }
2152
2153 return false;
2154}
2155
2156bool
2191move_player (object *op, int dir) 2157move_player (object *op, int dir)
2192{ 2158{
2193 int pick; 2159 int pick;
2194 2160
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2161 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2196 return 0; 2162 return 0;
2197 2163
2198 /* Sanity check: make sure dir is valid */ 2164 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9)) 2165 if ((dir < 0) || (dir >= 9))
2200 { 2166 {
2209 op->facing = dir; 2175 op->facing = dir;
2210 2176
2211 if (op->hide) 2177 if (op->hide)
2212 do_hidden_move (op); 2178 do_hidden_move (op);
2213 2179
2180 bool retval;
2181
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2182 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 /*nop */ ; 2183 retval = RESULT_INT (0);
2216 else if (op->contr->fire_on) 2184 else if (op->contr->fire_on)
2217 fire (op, dir); 2185 retval = fire (op, dir);
2218 else 2186 else
2219 { 2187 {
2220 move_player_attack (op, dir); 2188 retval = move_player_attack (op, dir);
2221 pick = check_pick (op); 2189 pick = check_pick (op);
2222 } 2190 }
2223 2191
2224 /* Add special check for newcs players and fire on - this way, the 2192 /* Add special check for newcs players and fire on - this way, the
2225 * server can handle repeat firing. 2193 * server can handle repeat firing.
2232 /* Update how the player looks. Use the facing, so direction may 2200 /* Update how the player looks. Use the facing, so direction may
2233 * get reset to zero. This allows for full animation capabilities 2201 * get reset to zero. This allows for full animation capabilities
2234 * for players. 2202 * for players.
2235 */ 2203 */
2236 animate_object (op, op->facing); 2204 animate_object (op, op->facing);
2237 return 0; 2205
2206 return retval;
2238} 2207}
2239 2208
2240/* This is similar to handle_player, below, but is only used by the 2209/* This is similar to handle_player, below, but is only used by the
2241 * new client/server stuff. 2210 * new client/server stuff.
2242 * This is sort of special, in that the new client/server actually uses 2211 * This is sort of special, in that the new client/server actually uses
2243 * the new speed values for commands. 2212 * the new speed values for commands.
2244 * 2213 *
2245 * Returns true if there are more actions we can do. 2214 * Returns true if there are more actions we can do. Should not do
2215 * many actions in a row, as that would be too unfair to other
2216 * players.
2246 */ 2217 */
2247int 2218bool
2248handle_newcs_player (object *op) 2219handle_newcs_player (object *op)
2249{ 2220{
2250 if (QUERY_FLAG (op, FLAG_SCARED)) 2221 if (QUERY_FLAG (op, FLAG_SCARED))
2251 { 2222 {
2252 flee_player (op); 2223 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 { 2224 {
2256 op->speed_left--; 2225 --op->speed_left;
2226 flee_player (op);
2227
2257 return 0; 2228 return true;
2258 } 2229 }
2230 else
2231 return false;
2259 } 2232 }
2260 2233
2261 /* call this here - we also will call this in do_ericserver, but 2234 /* call this here - we also will call this in do_ericserver, but
2262 * the players time has been increased when doericserver has been 2235 * the players time has been increased when doericserver has been
2263 * called, so we recheck it here. 2236 * called, so we recheck it here.
2264 */ 2237 */
2265 if (op->contr->ns->handle_command ()) 2238 if (op->contr->ns->handle_command ())
2266 return 1; 2239 return true;
2267 2240
2268 if (op->speed_left > 0)
2269 {
2270 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2241 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); 2242 return move_player (op, op->direction);
2280 2243
2281 return op->speed_left > 0;
2282 }
2283 }
2284
2285 return 0; 2244 return false;
2286} 2245}
2287 2246
2288int 2247int
2289save_life (object *op) 2248save_life (object *op)
2290{ 2249{
2292 return 0; 2251 return 0;
2293 2252
2294 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2253 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2295 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2254 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2296 { 2255 {
2297 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2256 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)); 2257 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 2258
2303 tmp->destroy (); 2259 tmp->destroy ();
2304 CLEAR_FLAG (op, FLAG_LIFESAVE); 2260 CLEAR_FLAG (op, FLAG_LIFESAVE);
2305 2261
2306 if (op->stats.hp < 0) 2262 if (op->stats.hp < 0)
2319 return 0; 2275 return 0;
2320} 2276}
2321 2277
2322/* This goes throws the inventory and removes unpaid objects, and puts them 2278/* 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 2279 * 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 2280 * function will descend into containers. op is the object to start the search
2325 * from. 2281 * from.
2326 */ 2282 */
2283static void
2284drop_unpaid_items (object *op, object *env)
2285{
2286 while (op)
2287 {
2288 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2289
2290 if (QUERY_FLAG (op, FLAG_UNPAID))
2291 op->insert_at (env);
2292 else if (op->inv)
2293 drop_unpaid_items (op->inv, env);
2294
2295 op = next;
2296 }
2297}
2298
2327void 2299void
2328remove_unpaid_objects (object *op, object *env) 2300object::drop_unpaid_items ()
2329{ 2301{
2330 while (op) 2302 if (!flag [FLAG_REMOVED])
2331 { 2303 ::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} 2304}
2347 2305
2348/* 2306/*
2349 * Returns pointer a static string containing gravestone text 2307 * Returns pointer a static string containing gravestone text
2350 * Moved from apply.c to player.c - player.c is what 2308 * Moved from apply.c to player.c - player.c is what
2351 * actually uses this function. player.c may not be quite the 2309 * actually uses this function. player.c may not be quite the
2352 * best, a misc file for object actions is probably better, 2310 * best, a misc file for object actions is probably better,
2353 * but there isn't one in the server directory. 2311 * but there isn't one in the server directory.
2354 */ 2312 */
2355char * 2313const char *
2356gravestone_text (object *op) 2314gravestone_text (object *op)
2357{ 2315{
2358 static char buf2[MAX_BUF]; 2316 static dynbuf_text buf;
2359 char buf[MAX_BUF];
2360 time_t now = time (NULL);
2361 2317
2362 strcpy (buf2, " R.I.P.\n\n"); 2318 buf << "---- R.I.P. ----\n\n";
2319 op->name;
2320
2363 if (op->type == PLAYER) 2321 if (op->type == PLAYER)
2364 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2322 buf << " the " << op->contr->title;
2365 else
2366 sprintf (buf, "%s\n", &op->name);
2367 2323
2368 strncat (buf2, " ", 20 - strlen (buf) / 2); 2324 buf << "\n\n";
2369 strcat (buf2, buf); 2325
2326 buf << "who was level ";
2327 buf << (sint32)op->level << "\n\n" // OO breakdown
2328 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2329
2370 if (op->type == PLAYER) 2330 if (op->type == PLAYER)
2371 sprintf (buf, "who was in level %d when killed\n", op->level); 2331 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 2332
2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 if (op->type == PLAYER)
2378 { 2333 {
2379 sprintf (buf, "by %s.\n\n", op->contr->killer); 2334 static char buf2[128];
2380 strncat (buf2, " ", 21 - strlen (buf) / 2); 2335 time_t now = time (NULL);
2381 strcat (buf2, buf);
2382 }
2383
2384 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2336 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2385 strncat (buf2, " ", 20 - strlen (buf) / 2); 2337 buf << buf2;
2386 strcat (buf2, buf); 2338 }
2387 2339
2388 return buf2; 2340 return buf;
2389} 2341}
2390 2342
2391void 2343void
2392do_some_living (object *op) 2344do_some_living (object *op)
2393{ 2345{
2445 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2397 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2446 else 2398 else
2447 { 2399 {
2448 gen_grace = op->stats.maxgrace; 2400 gen_grace = op->stats.maxgrace;
2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2401 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 } 2402 }
2493 2403
2494 /* Regenerate Grace */ 2404 /* Regenerate Grace */
2495 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2405 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2496 if (--op->last_grace < 0) 2406 if (--op->last_grace < 0)
2517 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2427 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2518 } 2428 }
2519 /* wearing stuff doesn't detract from grace generation. */ 2429 /* wearing stuff doesn't detract from grace generation. */
2520 } 2430 }
2521 2431
2432 if (op->stats.food > 0)
2433 {
2522 /* Regenerate Hit Points */ 2434 /* Regenerate Spell Points */
2523 if (--op->last_heal < 0) 2435 if (!op->contr->golem && --op->last_sp < 0)
2524 {
2525 if (op->stats.hp < op->stats.maxhp)
2526 { 2436 {
2527 op->stats.hp++; 2437 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2528 /* dms do not consume food */ 2438
2529 if (!QUERY_FLAG (op, FLAG_WIZ)) 2439 if (op->stats.sp < op->stats.maxsp)
2530 { 2440 {
2441 op->stats.sp++;
2442
2443 /* dms do not consume food */
2444 if (!QUERY_FLAG (op, FLAG_WIZ))
2445 {
2531 op->stats.food--; 2446 op->stats.food--;
2447
2532 if (op->contr->digestion < 0) 2448 if (op->contr->digestion < 0)
2533 op->stats.food += op->contr->digestion; 2449 op->stats.food += op->contr->digestion;
2534 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2450 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2535 op->stats.food = last_food; 2451 op->stats.food = last_food;
2452 }
2536 } 2453 }
2537 }
2538 2454
2539 if (max_hp > 1) 2455 if (max_sp > 1)
2540 {
2541 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2542 if (over_hp > 0)
2543 { 2456 {
2544 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2457 over_sp = (gen_sp + 10) / rate_sp;
2458 if (over_sp > 0)
2459 {
2460 if (op->stats.sp < op->stats.maxsp)
2461 {
2462 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2463
2464 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2465 op->stats.sp--;
2466
2467 if (op->stats.sp > op->stats.maxsp)
2468 op->stats.sp = op->stats.maxsp;
2469 }
2470
2545 op->last_heal = 0; 2471 op->last_sp = 0;
2472 }
2473 else
2474 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2546 } 2475 }
2547 else 2476 else
2477 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2478 }
2479
2480 /* Regenerate Hit Points */
2481 if (--op->last_heal < 0)
2482 {
2483 if (op->stats.hp < op->stats.maxhp)
2548 { 2484 {
2549 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2485 op->stats.hp++;
2486
2487 /* dms do not consume food */
2488 if (!QUERY_FLAG (op, FLAG_WIZ))
2489 {
2490 op->stats.food--;
2491
2492 if (op->contr->digestion < 0)
2493 op->stats.food += op->contr->digestion;
2494 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2495 op->stats.food = last_food;
2496 }
2550 } 2497 }
2498
2499 if (max_hp > 1)
2500 {
2501 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2502
2503 if (over_hp > 0)
2504 {
2505 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2506 op->last_heal = 0;
2507 }
2508 else
2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2551 } 2510 }
2552 else 2511 else
2553 {
2554 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2512 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2555 } 2513 }
2556 } 2514 }
2557 2515
2558 /* Digestion */ 2516 /* Digestion */
2559 if (--op->last_eat < 0) 2517 if (--op->last_eat < 0)
2560 { 2518 {
2561#ifdef COZY_SERVER 2519 int bonus = max (0, op->contr->digestion),
2562 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2520 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 2521
2568 if (op->contr->gen_hp > 0)
2569 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2522 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 2523
2573 /* dms do not consume food */ 2524 /* dms do not consume food */
2574 if (!QUERY_FLAG (op, FLAG_WIZ)) 2525 if (!QUERY_FLAG (op, FLAG_WIZ))
2575 op->stats.food--; 2526 op->stats.food--;
2576 } 2527 }
2577 2528
2578 if (op->stats.food < 0 && op->stats.hp >= 0) 2529 if (op->stats.food < 0 && op->stats.hp >= 0)
2579 { 2530 {
2580 object *tmp, *flesh = 0; 2531 object *flesh = 0;
2581 2532
2582 for (tmp = op->inv; tmp; tmp = tmp->below) 2533 for_inv_removable (op, tmp)
2583 { 2534 {
2584 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2535 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2536 continue;
2537
2538 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2585 { 2539 {
2586 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2540 op->statusmsg ("You blindly grab for a bite of food. "
2587 { 2541 "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); 2542 manual_apply (op, tmp, 0);
2543
2590 if (op->stats.food >= 0 || op->stats.hp < 0) 2544 if (op->stats.food >= 0 || op->stats.hp < 0)
2591 break; 2545 break;
2592 } 2546 }
2593 else if (tmp->type == FLESH) 2547 else if (tmp->type == FLESH)
2594 flesh = tmp; 2548 flesh = tmp;
2595 } /* End if paid for object */ 2549 }
2596 } /* end of for loop */
2597 2550
2598 /* If player is still starving, it means they don't have any food, so 2551 /* If player is still starving, it means they don't have any food, so
2599 * eat flesh instead. 2552 * eat flesh instead.
2600 */ 2553 */
2601 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2554 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2602 { 2555 {
2603 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2556 op->statusmsg ("You blindly grab for a bite of food. "
2557 "H<To prevent you from starving, you ate some random item from your backpack.>");
2604 manual_apply (op, flesh, 0); 2558 manual_apply (op, flesh, 0);
2605 } 2559 }
2560
2561 // If player is still starving, alert him!
2562 if (op->stats.food < 0)
2563 op->failmsg ("You are starving! "
2564 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2565 }
2566
2567 if (op->stats.food < 0)
2606 } 2568 {
2569 op->stats.hp += op->stats.food;
2570 op->stats.food = 0;
2607 2571
2608 while (op->stats.food < 0 && op->stats.hp >= 0) 2572 if (op->stats.hp < 0)
2609 op->stats.food++, op->stats.hp--; 2573 {
2574 op->contr->killer = archetype::get ("killer_starvation");
2575 op->contr->killer->destroy ();
2576 }
2577 }
2610 2578
2579 /* killer should be set here already */
2611 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2580 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2612 kill_player (op); 2581 kill_player (op);
2613 } 2582 }
2614} 2583}
2615 2584
2619 * file. 2588 * file.
2620 */ 2589 */
2621void 2590void
2622kill_player (object *op) 2591kill_player (object *op)
2623{ 2592{
2593 int x, y;
2624 char buf[MAX_BUF]; 2594 char buf[MAX_BUF];
2625 int x, y;
2626
2627 //int i;
2628 maptile *map; /* this is for resurrection */ 2595 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; 2596 int will_kill_again;
2636 archetype *at; 2597 archetype *at;
2637 object *tmp; 2598 object *tmp;
2638 2599
2639 if (save_life (op)) 2600 if (save_life (op))
2640 return; 2601 return;
2641
2642 2602
2643 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2603 /* 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. 2604 * in cities ONLY!!! It is very important that this doesn't get abused.
2645 * Look at op_on_battleground() for more info --AndreasV 2605 * Look at op_on_battleground() for more info --AndreasV
2646 */ 2606 */
2662 { 2622 {
2663 tmp->destroy (); 2623 tmp->destroy ();
2664 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2624 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2665 } 2625 }
2666 2626
2667 cure_disease (op, 0); /* remove any disease */ 2627 cure_disease (op, 0, 0); /* remove any disease */
2668 op->stats.hp = op->stats.maxhp; 2628 op->stats.hp = op->stats.maxhp;
2669 if (op->stats.food <= 0) 2629 if (op->stats.food <= 0)
2670 op->stats.food = 999; 2630 op->stats.food = 999;
2671 2631
2672 /* create a bodypart-trophy to make the winner happy */ 2632 /* create a bodypart-trophy to make the winner happy */
2673 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2633 if (object *tmp = arch_to_object (archetype::find ("finger")))
2674 { 2634 {
2675 sprintf (buf, "%s's finger", &op->name); 2635 tmp->name = format ("%s's finger" , &op->name);
2676 tmp->name = buf; 2636 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; 2637 tmp->msg = format (
2638 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2639 &op->name, op->contr->title,
2640 (int)op->level,
2641 op->contr->killer_name ()
2642 );
2681 tmp->value = 0, tmp->type = 0; 2643 tmp->value = 0, tmp->type = 0;
2682 tmp->materialname = "organics"; 2644 tmp->materialname = "organics";
2683 tmp->insert_at (op, tmp); 2645 tmp->insert_at (op, tmp);
2684 } 2646 }
2685 2647
2691 2653
2692 INVOKE_PLAYER (DEATH, op->contr); 2654 INVOKE_PLAYER (DEATH, op->contr);
2693 2655
2694 command_kill_pets (op, 0); 2656 command_kill_pets (op, 0);
2695 2657
2696 if (op->stats.food < 0) 2658 op->contr->play_sound (sound_find ("player_dies"));
2697 {
2698 sprintf (buf, "%s starved to death.", &op->name);
2699 strcpy (op->contr->killer, "starvation");
2700 }
2701 else
2702 sprintf (buf, "%s died.", &op->name);
2703
2704 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2705 2659
2706 /* save the map location for corpse, gravestone */ 2660 /* save the map location for corpse, gravestone */
2707 x = op->x; 2661 x = op->x;
2708 y = op->y; 2662 y = op->y;
2709 map = op->map; 2663 map = op->map;
2816 lost_a_stat = 1; 2770 lost_a_stat = 1;
2817 } 2771 }
2818 } 2772 }
2819 } 2773 }
2820 } 2774 }
2775
2821 /* If no stat lost, tell the player. */ 2776 /* If no stat lost, tell the player. */
2822 if (!lost_a_stat) 2777 if (!lost_a_stat)
2823 { 2778 {
2824 /* determine_god() seems to not work sometimes... why is this? 2779 /* determine_god() seems to not work sometimes... why is this?
2825 Should I be using something else? GD */ 2780 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); 2784 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2830 else 2785 else
2831 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2786 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2832 } 2787 }
2833#else 2788#else
2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2789 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2835#endif 2790#endif
2836 2791
2837 /* Put a gravestone up where the character 'almost' died. List the 2792 /* Put a gravestone up where the character 'almost' died. List the
2838 * exp loss on the stone. 2793 * exp loss on the stone.
2839 */ 2794 */
2840 tmp = arch_to_object (archetype::find ("gravestone")); 2795 tmp = arch_to_object (archetype::find ("gravestone"));
2841 sprintf (buf, "%s's gravestone", &op->name); 2796 tmp->name = format ("%s's gravestone", &op->name);
2842 tmp->name = buf; 2797 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); 2798 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; 2799 tmp->x = op->x, tmp->y = op->y;
2848 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2849 2801
2850 /**************************************/ 2802 /**************************************/
2851 /* */ 2803 /* */
2872 { 2824 {
2873 tmp->destroy (); 2825 tmp->destroy ();
2874 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2875 } 2827 }
2876 2828
2877 cure_disease (op, 0); /* remove any disease */ 2829 cure_disease (op, 0, 0); /* remove any disease */
2830
2831 // remove all spell effects that are active
2832 // to avoid long-term effects such as word-of-recall
2833 for (object *item = op->inv; item; )
2834 {
2835 object *next = item->below;
2836
2837 if (item->type == SPELL_EFFECT && item->active)
2838 item->destroy ();
2839
2840 item = next;
2841 }
2878 2842
2879 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2880 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
2881 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
2882 op->stats.food = 900; 2847 op->stats.food = 900;
2848
2883 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2884 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2885 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2886 2852
2887 /* 2853 /*
2888 * Check to see if the player has any unpaid items. If so, remove them 2854 * Check to see if the player has any unpaid items. If so, remove them
2889 * and put them back in the map. 2855 * and put them back in the map.
2890 */ 2856 */
2891 remove_unpaid_objects (op->inv, op); 2857 op->drop_unpaid_items ();
2892 2858
2893 /****************************************/ 2859 /****************************************/
2894 /* */ 2860 /* */
2895 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2896 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
2916 object *force; 2882 object *force;
2917 int at; 2883 int at;
2918 2884
2919 force = get_archetype (FORCE_NAME); 2885 force = get_archetype (FORCE_NAME);
2920 /* 50 ticks should be enough time for the spell to abate */ 2886 /* 50 ticks should be enough time for the spell to abate */
2921 force->speed = 0.1; 2887 force->speed = 0.1f;
2922 force->speed_left = -5.0; 2888 force->speed_left = -5.f;
2923 SET_FLAG (force, FLAG_APPLIED); 2889 SET_FLAG (force, FLAG_APPLIED);
2924 for (at = 0; at < NROFATTACKS; at++) 2890 for (at = 0; at < NROFATTACKS; at++)
2925 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
2926 force->resist[at] = 100; 2892 force->resist[at] = 100;
2927 2893
2955 2921
2956 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2922 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2957 { 2923 {
2958 if (tmp->nrof > 1) 2924 if (tmp->nrof > 1)
2959 { 2925 {
2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2926 tmp->decrease (rndm (1, tmp->nrof - 1));
2961 tmp2->destroy ();
2962 insert_ob_in_map (tmp, op->map, NULL, 0); 2927 insert_ob_in_map (tmp, op->map, NULL, 0);
2963 } 2928 }
2964 else 2929 else
2965 tmp->destroy (); 2930 tmp->destroy ();
2966 } 2931 }
2977void 2942void
2978fix_weight (void) 2943fix_weight (void)
2979{ 2944{
2980 for_all_players (pl) 2945 for_all_players (pl)
2981 { 2946 {
2982 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2947 sint32 old = pl->ob->carrying;
2983 2948
2984 if (old == sum) 2949 pl->ob->update_weight ();
2985 continue; 2950
2951 if (old != pl->ob->carrying)
2952 {
2986 pl->ob->update_stats (); 2953 pl->ob->update_stats ();
2987 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2954 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2955 }
2988 } 2956 }
2989} 2957}
2990 2958
2991void 2959void
2992fix_luck (void) 2960fix_luck (void)
3036void 3004void
3037make_visible (object *op) 3005make_visible (object *op)
3038{ 3006{
3039 op->hide = 0; 3007 op->hide = 0;
3040 op->invisible = 0; 3008 op->invisible = 0;
3009
3041 if (op->type == PLAYER) 3010 if (op->type == PLAYER)
3042 { 3011 {
3043 op->contr->tmp_invis = 0; 3012 op->contr->tmp_invis = 0;
3044 op->contr->invis_race = 0; 3013 op->contr->invis_race = 0;
3045 } 3014 }
3048} 3017}
3049 3018
3050int 3019int
3051is_true_undead (object *op) 3020is_true_undead (object *op)
3052{ 3021{
3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3022 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3054 return 1; 3023 return 1;
3055 3024
3056 return 0; 3025 return 0;
3057} 3026}
3058 3027
3059/* look at the surrounding terrain to determine 3028/* look at the surrounding terrain to determine
3060 * the hideability of this object. Positive levels 3029 * the hideability of this object. Positive levels
3061 * indicate greater hideability. 3030 * indicate greater hideability.
3062 */ 3031 */
3063
3064int 3032int
3065hideability (object *ob) 3033hideability (object *ob)
3066{ 3034{
3067 int i, level = 0, mflag; 3035 int i, level = 0, mflag;
3068 sint16 x, y; 3036 sint16 x, y;
3078 * as bad as carrying a light on a pitch dark map */ 3046 * as bad as carrying a light on a pitch dark map */
3079 if (has_carried_lights (ob)) 3047 if (has_carried_lights (ob))
3080 level = -(10 + (2 * ob->map->darkness)); 3048 level = -(10 + (2 * ob->map->darkness));
3081 3049
3082 /* scan through all nearby squares for terrain to hide in */ 3050 /* 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]) 3051 for (i = 0, x = ob->x, y = ob->y;
3052 i <= SIZEOFFREE1;
3053 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3084 { 3054 {
3085 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3055 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3086 if (mflag & P_OUT_OF_MAP) 3056 if (mflag & P_OUT_OF_MAP)
3087 {
3088 continue; 3057 continue;
3089 } 3058
3090 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3059 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3091 level += 2; 3060 level += 2;
3092 else /* open terrain! */ 3061 else /* open terrain! */
3093 level -= 1; 3062 level -= 1;
3094 } 3063 }
3102/* For Hidden creatures - a chance of becoming 'unhidden' 3071/* For Hidden creatures - a chance of becoming 'unhidden'
3103 * every time they move - as we subtract off 'invisibility' 3072 * every time they move - as we subtract off 'invisibility'
3104 * AND, for players, if they move into a ridiculously unhideable 3073 * AND, for players, if they move into a ridiculously unhideable
3105 * spot (surrounded by clear terrain in broad daylight). -b.t. 3074 * spot (surrounded by clear terrain in broad daylight). -b.t.
3106 */ 3075 */
3107
3108void 3076void
3109do_hidden_move (object *op) 3077do_hidden_move (object *op)
3110{ 3078{
3111 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3079 int hide = 0;
3112 object *skop;
3113 3080
3114 if (!op || !op->map) 3081 if (!op || !op->map)
3115 return; 3082 return;
3116 3083
3117 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3084 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3085 int num = random_roll (0, 19, op, PREFER_LOW);
3118 3086
3119 /* its *extremely* hard to run and sneak/hide at the same time! */ 3087 /* its *extremely* hard to run and sneak/hide at the same time! */
3120 if (op->type == PLAYER && op->contr->run_on) 3088 if (op->type == PLAYER && op->contr->run_on)
3121 if (!skop || num >= skop->level) 3089 if (!skop || num >= skop->level)
3122 { 3090 {
3132 num -= hide; 3100 num -= hide;
3133 3101
3134 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3102 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3135 { 3103 {
3136 make_visible (op); 3104 make_visible (op);
3105
3137 if (op->type == PLAYER) 3106 if (op->type == PLAYER)
3138 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3139 } 3108 }
3140 else if (op->type == PLAYER && skop) 3109 else if (op->type == PLAYER && skop)
3141 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3110 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3194 * object op. This function works fine for monsters, 3163 * object op. This function works fine for monsters,
3195 * but we dont worry if the object isnt the top one in 3164 * but we dont worry if the object isnt the top one in
3196 * a pile (say a coin under a table would return "viewable" 3165 * a pile (say a coin under a table would return "viewable"
3197 * by this routine). Another question, should we be 3166 * by this routine). Another question, should we be
3198 * concerned with the direction the player is looking 3167 * concerned with the direction the player is looking
3199 * in? Realistically, most of use cant see stuff behind 3168 * in? Realistically, most of us can't see stuff behind
3200 * our backs...on the other hand, does the "facing" direction 3169 * our backs...on the other hand, does the "facing" direction
3201 * imply the way your head, or body is facing? Its possible 3170 * 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. 3171 * for them to differ. Sigh, this fctn could get a bit more complex.
3203 * -b.t. 3172 * -b.t.
3204 * This function is now map tiling safe. 3173 * This function is now map tiling safe.
3205 */ 3174 */
3206
3207int 3175int
3208player_can_view (object *pl, object *op) 3176player_can_view (object *pl, object *op)
3209{ 3177{
3210 rv_vector rv; 3178 rv_vector rv;
3211 int dx, dy; 3179 int dx, dy;
3223 3191
3224 get_rangevector (pl, op, &rv, 0x1); 3192 get_rangevector (pl, op, &rv, 0x1);
3225 3193
3226 /* starting with the 'head' part, lets loop 3194 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any 3195 * through the object and find if it has any
3228 * part that is in the los array but isnt on 3196 * part that is in the los array but isn't on
3229 * a blocked los square. 3197 * a blocked los square.
3230 * we use the archetype to figure out offsets. 3198 * we use the archetype to figure out offsets.
3231 */ 3199 */
3232 while (op) 3200 while (op)
3233 { 3201 {
3234 dx = rv.distance_x + op->arch->clone.x; 3202 dx = rv.distance_x + op->arch->x;
3235 dy = rv.distance_y + op->arch->clone.y; 3203 dy = rv.distance_y + op->arch->y;
3236 3204
3237 /* only the viewable area the player sees is updated by LOS 3205 /* only the viewable area the player sees is updated by LOS
3238 * code, so we need to restrict ourselves to that range of values 3206 * code, so we need to restrict ourselves to that range of values
3239 * for any meaningful values. 3207 * for any meaningful values.
3240 */ 3208 */
3241 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3242 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3243 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3244 return 1; 3212 return 1;
3213
3245 op = op->more; 3214 op = op->more;
3246 } 3215 }
3216
3247 return 0; 3217 return 0;
3248} 3218}
3249 3219
3250/* routine for both players and monsters. We call this when 3220/* routine for both players and monsters. We call this when
3251 * there is a possibility for our action distrubing our hiding 3221 * there is a possibility for our action distrubing our hiding
3254 * return 0. 3224 * return 0.
3255 */ 3225 */
3256int 3226int
3257action_makes_visible (object *op) 3227action_makes_visible (object *op)
3258{ 3228{
3259
3260 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3261 { 3230 {
3262 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3263 return 0; 3232 return 0;
3264 3233
3270 { 3239 {
3271 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3272 return 1; 3241 return 1;
3273 } 3242 }
3274 } 3243 }
3244
3275 return 0; 3245 return 0;
3276} 3246}
3277 3247
3278/* op_on_battleground - checks if the given object op (usually 3248/* op_on_battleground - checks if the given object op (usually
3279 * a player) is standing on a valid battleground-tile, 3249 * 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 3254 * Default is to do the same as before, so only people wanting to have different points need worry about this
3285 */ 3255 */
3286int 3256int
3287op_on_battleground (object *op, int *x, int *y) 3257op_on_battleground (object *op, int *x, int *y)
3288{ 3258{
3289 object *tmp;
3290
3291 /* A battleground-tile needs the following attributes to be valid: 3259 /* 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), 3260 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3293 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3261 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3294 * and the exit-coordinates sp/hp must both be > 0. 3262 * and the exit-coordinates sp/hp must both be > 0.
3295 * => The intention here is to prevent abuse of the battleground- 3263 * => The intention here is to prevent abuse of the battleground-
3296 * feature (like pickable or hidden battleground tiles). */ 3264 * feature (like pickable or hidden battleground tiles). */
3297 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3265 for (object *tmp = op->below; tmp; tmp = tmp->below)
3298 { 3266 {
3299 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3300 { 3268 {
3301 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3269 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3302 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3270 && tmp->type == BATTLEGROUND
3271 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp))
3303 { 3273 {
3304 /*before we assign the exit, check if this is a teambattle */ 3274 /* before we assign the exit, check if this is a teambattle */
3305 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3275 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3306 { 3276 {
3307 object *invtmp;
3308
3309 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3310 { 3278 {
3311 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3312 { 3280 {
3313 if (x != NULL && y != NULL) 3281 if (x && y)
3314 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283
3315 return 1; 3284 return 1;
3316 } 3285 }
3317 } 3286 }
3318 } 3287 }
3288
3319 if (x != NULL && y != NULL) 3289 if (x && y)
3320 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291
3321 return 1; 3292 return 1;
3322 } 3293 }
3323 } 3294 }
3324 } 3295 }
3296
3325 /* If we got here, did not find a battleground */ 3297 /* If we got here, did not find a battleground */
3326 return 0; 3298 return 0;
3327} 3299}
3328 3300
3329/* 3301/*
3345 char buf[MAX_BUF]; /* tmp. string buffer */ 3317 char buf[MAX_BUF]; /* tmp. string buffer */
3346 int i = 0, j = 0; 3318 int i = 0, j = 0;
3347 3319
3348 /* get the appropriate treasurelist */ 3320 /* get the appropriate treasurelist */
3349 if (atnr == ATNR_FIRE) 3321 if (atnr == ATNR_FIRE)
3350 trlist = treasurelist::find ("dragon_ability_fire"); 3322 trlist = treasurelist::find (shstr_dragon_ability_fire);
3351 else if (atnr == ATNR_COLD) 3323 else if (atnr == ATNR_COLD)
3352 trlist = treasurelist::find ("dragon_ability_cold"); 3324 trlist = treasurelist::find (shstr_dragon_ability_cold);
3353 else if (atnr == ATNR_ELECTRICITY) 3325 else if (atnr == ATNR_ELECTRICITY)
3354 trlist = treasurelist::find ("dragon_ability_elec"); 3326 trlist = treasurelist::find (shstr_dragon_ability_elec);
3355 else if (atnr == ATNR_POISON) 3327 else if (atnr == ATNR_POISON)
3356 trlist = treasurelist::find ("dragon_ability_poison"); 3328 trlist = treasurelist::find (shstr_dragon_ability_poison);
3357 3329
3358 if (trlist == NULL || who->type != PLAYER) 3330 if (trlist == NULL || who->type != PLAYER)
3359 return; 3331 return;
3360 3332
3361 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3333 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]); */ 3337 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3366 return; 3338 return;
3367 } 3339 }
3368 3340
3369 /* everything seems okay - now bring on the gift: */ 3341 /* everything seems okay - now bring on the gift: */
3370 item = &(tr->item->clone); 3342 item = tr->item;
3371 3343
3372 if (item->type == SPELL) 3344 if (item->type == SPELL)
3373 { 3345 {
3374 if (check_spell_known (who, item->name)) 3346 if (check_spell_known (who, item->name))
3375 return; 3347 return;
3434 { 3406 {
3435 /* forces in the treasurelist can alter the player's stats */ 3407 /* forces in the treasurelist can alter the player's stats */
3436 object *skin; 3408 object *skin;
3437 3409
3438 /* first get the dragon skin force */ 3410 /* 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) 3411 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3441 ; 3412 ;
3442 3413
3443 if (!skin) 3414 if (!skin)
3444 return; 3415 return;
3445 3416
3480 else 3451 else
3481 { 3452 {
3482 /* generate misc. treasure */ 3453 /* generate misc. treasure */
3483 tmp = arch_to_object (tr->item); 3454 tmp = arch_to_object (tr->item);
3484 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3455 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); 3456 who->insert (tmp);
3486 if (who->type == PLAYER)
3487 esrv_send_item (who, tmp);
3488 } 3457 }
3489} 3458}
3490 3459
3491/** 3460/**
3492 * Unready an object for a player. This function does nothing if the object was 3461 * Unready an object for a player. This function does nothing if the object was
3493 * not readied. 3462 * not readied.
3494 */ 3463 */
3495void 3464void
3496player_unready_range_ob (player *pl, object *ob) 3465player_unready_range_ob (player *pl, object *ob)
3497{ 3466{
3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3467 if (pl->ob->current_weapon == ob)
3468 pl->ob->current_weapon = 0;
3469
3470 if (pl->combat_ob == ob)
3471 pl->combat_ob = 0;
3472
3499 if (pl->ranges[i] == ob) 3473 if (pl->ranged_ob == ob)
3500 {
3501 pl->ranges[i] = 0; 3474 pl->ranged_ob = 0;
3502 if (pl->shoottype == i)
3503 pl->shoottype = range_none;
3504 }
3505} 3475}
3506 3476
3507sint8 3477sint8
3508player::visibility_at (maptile *map, int x, int y) const 3478player::visibility_at (maptile *map, int x, int y) const
3509{ 3479{
3520 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3490 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3521 return 0; 3491 return 0;
3522 3492
3523 return 100 - blocked_los [x][y]; 3493 return 100 - blocked_los [x][y];
3524} 3494}
3495
3496void
3497player::infobox (const char *title, const char *msg, int color)
3498{
3499 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3500}
3501
3502void
3503player::statusmsg (const char *msg, int color)
3504{
3505 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3506}
3507
3508void
3509player::failmsg (const char *msg, int color)
3510{
3511 play_sound (sound_find ("generic_failure"));
3512 statusmsg (msg, color);
3513}
3514

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