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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 1.228 by elmex, Sun Jan 18 17:50:19 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (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 ();
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_skills ();
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;
334 usekeys = containers; 353 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
336 do_los = 1; 355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
337} 359}
338 360
339void 361void
340player::do_destroy () 362player::do_destroy ()
341{ 363{
346 if (ob) 368 if (ob)
347 { 369 {
348 ob->destroy_inv (false); 370 ob->destroy_inv (false);
349 ob->destroy (); 371 ob->destroy ();
350 } 372 }
373
374 ob = observe = 0;
351} 375}
352 376
353player::~player () 377player::~player ()
354{ 378{
355 /* Clear item stack */ 379 /* Clear item stack */
382 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
383 */ 407 */
384archetype * 408archetype *
385get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
386{ 410{
387 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
388 418
389 for (;;) 419 for (;;)
390 { 420 {
391 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
392 at = first_archetype; 422 i = archetypes.begin ();
393 else 423 else if (*i == at)
394 at = at->next; 424 cleanup ("not a single player archetype found");
395 425
396 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
397 return at; 427 return *i;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 } 428 }
405} 429}
406 430
407object * 431object *
408get_nearest_player (object *mon) 432get_nearest_player (object *mon)
412 unsigned lastdist; 436 unsigned lastdist;
413 rv_vector rv; 437 rv_vector rv;
414 438
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 440 {
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)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 442 continue;
446 443
447 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
448 { 445 {
643 640
644 return firstdir; 641 return firstdir;
645} 642}
646 643
647void 644void
648give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
649{ 646{
650 object *op, *next = NULL;
651
652 if (pl->randomitems != NULL) 647 if (pl->randomitems)
653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654 649
655 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
656 { 651 {
657 next = op->below; 652 next = op->below;
658 653
659 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
660 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
665 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
666 * by this player due to race restrictions 661 * by this player due to race restrictions
667 */ 662 */
668 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
669 { 664 {
670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
671 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
672 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
673 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
675 { 672 {
676 op->destroy (); 673 op->destroy ();
677 continue; 674 continue;
678 } 675 }
679 } 676 }
680 677
681 /* This really needs to be better - we should really give 678 /* Here we remove duplicated skills (as duplicated spell objects have
682 * a substitute spellbook. The problem is that we don't really 679 * _very_ confusing effects for players), which could for instance be
683 * have a good idea what to replace it with (need something like 680 * generated by bad treasurelists. - elmex
684 * a first level treasurelist for each skill.)
685 * remove duplicate skills also
686 */ 681 */
687 if (op->type == SPELLBOOK || op->type == SKILL) 682 if (op->type == SKILL)
688 { 683 {
689 object *tmp;
690
691 for (tmp = op->below; tmp; tmp = tmp->below) 684 for (object *tmp = op->below; tmp; tmp = tmp->below)
692 if (tmp->type == op->type && tmp->name == op->name) 685 if (tmp->type == op->type && tmp->name == op->name)
693 break;
694
695 if (tmp)
696 { 686 {
697 op->destroy (); 687 op->destroy ();
688 LOG (llevError,
698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 689 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
699 continue; 690 break;
700 } 691 }
701 692
702 if (op->nrof > 1) 693 if (op->nrof > 1)
703 op->nrof = 1; 694 op->nrof = 1;
704 } 695 }
705 696
706 if (op->type == SPELLBOOK && op->inv) 697 if (op->type == SPELLBOOK && op->inv)
707 {
708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 698 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 }
710 699
711 /* Give starting characters identified, uncursed, and undamned 700 /* Give starting characters identified, uncursed, and undamned
712 * items. Just don't identify gold or silver, or it won't be 701 * items. Just don't identify gold or silver, or it won't be
713 * merged properly. 702 * merged properly.
714 */ 703 */
715 if (need_identify (op)) 704 if (need_identify (op))
716 { 705 {
717 SET_FLAG (op, FLAG_IDENTIFIED); 706 SET_FLAG (op, FLAG_IDENTIFIED);
718 CLEAR_FLAG (op, FLAG_CURSED); 707 CLEAR_FLAG (op, FLAG_CURSED);
719 CLEAR_FLAG (op, FLAG_DAMNED); 708 CLEAR_FLAG (op, FLAG_DAMNED);
720 } 709 }
710
721 if (op->type == SPELL) 711 if (op->type == SPELL)
722 { 712 {
723 op->destroy (); 713 op->destroy ();
724 continue; 714 continue;
725 } 715 }
727 { 717 {
728 SET_FLAG (op, FLAG_CAN_USE_SKILL); 718 SET_FLAG (op, FLAG_CAN_USE_SKILL);
729 op->stats.exp = 0; 719 op->stats.exp = 0;
730 op->level = 1; 720 op->level = 1;
731 } 721 }
732 /* lock all 'normal items by default */ 722 else /* lock all 'normal items by default */
733 else
734 SET_FLAG (op, FLAG_INV_LOCKED); 723 SET_FLAG (op, FLAG_INV_LOCKED);
735 } /* for loop of objects in player inv */ 724 } /* for loop of objects in player inv */
736 725
737 /* Need to set up the skill pointers */ 726 /* Need to set up the skill pointers */
738 link_player_skills (pl); 727 pl->contr->link_skills ();
739} 728}
740 729
741void 730void
742get_party_password (object *op, partylist *party) 731get_party_password (object *op, partylist *party)
743{ 732{
774} 763}
775 764
776void 765void
777object::roll_stats () 766object::roll_stats ()
778{ 767{
779 int statsort [7]; 768 int statsort [NUM_STATS];
780 769
781 for (;;) 770 for (;;)
782 { 771 {
783 int sum = 0; 772 int sum = 0;
784 for (int i = 7; i--; ) 773 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 774 sum += statsort [i] = roll_stat ();
786 775
787 if (sum >= 82 && sum <= 116) 776 if (sum >= 82 && sum <= 116)
788 break; 777 break;
789 } 778 }
790 779
791 // Sort the stats so that rerolling is easier... 780 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 781 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 782
783 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 784 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];
801 785
802 stats.exp = 0; 786 stats.exp = 0;
803 stats.ac = 0; 787 stats.ac = 0;
804 788
805 stats.hp = stats.maxhp; 789 stats.hp = stats.maxhp;
817} 801}
818 802
819void 803void
820object::swap_stats (int a, int b) 804object::swap_stats (int a, int b)
821{ 805{
822 int tmp = get_attr_value (&contr->orig_stats, a); 806 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);
825 807
808 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 809 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;
833 810
834 //TODO: the following code looks so borked and should, at the very least, 811 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 812 // be merged with the similar code in roll_stats
836 stats.ac = 0; 813 stats.ac = 0;
837 814
856static void 833static void
857start_info (object *op) 834start_info (object *op)
858{ 835{
859 char buf[MAX_BUF]; 836 char buf[MAX_BUF];
860 837
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 838 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 839 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} 840}
866 841
867/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
872 */ 847 */
873void 848void
874player::chargen_race_done () 849player::chargen_race_done ()
875{ 850{
876 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 852 esrv_new_player (ob->contr);
878 853
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 855 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
882 857
886 ob->contr->ns->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
887 862
888 if (ob->msg) 863 if (ob->msg)
889 ob->msg = 0; 864 ob->msg = 0;
890 865
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
900 start_info (ob); 866 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 867 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 868 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob); 869 esrv_send_inventory (ob, ob);
905 ob->update_stats (); 870 ob->update_stats ();
906 871
907 /* This moves the player to a different start map, if there 872 /* This moves the player to a different start map, if there
908 * is one for this race 873 * is one for this race
909 */ 874 */
910 if (*first_map_ext_path) 875 if (*first_map_ext_path)
911 { 876 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &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 877 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 878 LOG (llevDebug, "first_map_ext_path not set\n");
927} 879}
928 880
929void 881void
939 int x = ob->x, y = ob->y; 891 int x = ob->x, y = ob->y;
940 892
941 ob->remove_statbonus (); 893 ob->remove_statbonus ();
942 ob->remove (); 894 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 895 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 896 ob->arch->copy_to (ob);
945 ob->instantiate (); 897 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 898 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 899 ob->name = ob->name_pl = name;
948 ob->x = x; 900 ob->x = x;
949 ob->y = y; 901 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 902 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 903 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 904 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 905 ob->add_statbonus ();
954 } 906 }
955 while (!allowed_class (ob)); 907 while (!allowed_class (ob));
956 908
957 update_object (ob, UP_OBJ_FACE); 909 update_object (ob, UP_OBJ_FACE);
973 LOG (llevDebug, "Fleeing player is dead.\n"); 925 LOG (llevDebug, "Fleeing player is dead.\n");
974 CLEAR_FLAG (op, FLAG_SCARED); 926 CLEAR_FLAG (op, FLAG_SCARED);
975 return; 927 return;
976 } 928 }
977 929
978 if (op->enemy == NULL) 930 if (!op->enemy)
979 { 931 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n"); 932 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 933 CLEAR_FLAG (op, FLAG_SCARED);
982 return; 934 return;
983 } 935 }
984 936
985 /* Seen some crashes here. Since we don't store an
986 * op->enemy_count, it is possible that something destroys the
987 * actual enemy, and the object is recycled.
988 */
989 if (op->enemy->map == NULL)
990 {
991 CLEAR_FLAG (op, FLAG_SCARED);
992 op->enemy = NULL;
993 return;
994 }
995
996 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 937 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 { 938 {
998 op->enemy = NULL; 939 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED); 940 CLEAR_FLAG (op, FLAG_SCARED);
1000 return; 941 return;
1003 get_rangevector (op, op->enemy, &rv, 0); 944 get_rangevector (op, op->enemy, &rv, 0);
1004 945
1005 dir = absdir (4 + rv.direction); 946 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++) 947 for (diff = 0; diff < 3; diff++)
1007 { 948 {
1008 int m = 1 - (RANDOM () & 2); 949 int m = 1 - rndm (2) * 2;
1009 950
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 951 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1011 return; 952 return;
1012 } 953 }
1013 954
1014 /* Cornered, get rid of scared */ 955 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 956 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 957 op->enemy = NULL;
1017} 958}
1018 959
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 960/* check_pick sees if there is stuff to be picked up/picks up stuff.
1021 * IT returns 1 if the player should keep on moving, 0 if he should 961 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 962 * stop.
1023 */ 963 */
1024int 964int
1025check_pick (object *op) 965check_pick (object *op)
1026{ 966{
1027 object *tmp, *next; 967 object *tmp, *next;
1028 int stop = 0; 968 int stop = 0;
1029 int wvratio; 969 int wvratio;
1030 char putstring[128];
1031 970
1032 /* if you're flying, you cna't pick up anything */ 971 /* if you're flying, you cna't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 972 if (op->move_type & MOVE_FLYING)
1034 return 1; 973 return 1;
1035 974
1036 next = op->below; 975 next = op->below;
1037 976
977 int cnt = MAX_ITEM_PER_DROP;
978#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
979
1038 /* loop while there are items on the floor that are not marked as 980 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 981 * destroyed */
1040 while (next && !next->destroyed ()) 982 while (next && !next->destroyed ())
1041 { 983 {
1042 tmp = next; 984 tmp = next;
1043 next = tmp->below; 985 next = tmp->below;
1044 986
987 if (cnt <= 0)
988 {
989 op->failmsg ("Couldn't pickup all items at once.");
990 return 0;
991 }
992
1045 if (op->destroyed ()) 993 if (op->destroyed ())
1046 return 0; 994 return 0;
1047 995
1048 if (!can_pick (op, tmp)) 996 if (!can_pick (op, tmp))
1049 continue; 997 continue;
1050 998
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 999 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 1000 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 1001 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 1002 CHK_PICK_PICKUP;
1003
1055 continue; 1004 continue;
1056 } 1005 }
1057 1006
1058 /* high not bit set? We're using the old autopickup model */ 1007 /* pickup handling */
1008 if (op->contr->mode & PU_DEBUG)
1009 {
1010 /* some debugging code to figure out item information */
1011 const char *str = tmp->name
1012 ? format ("item name: %s item type: %d weight/value: %d",
1013 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1014 : format ("item name: %s item type: %d weight/value: %d",
1015 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1016
1017 new_draw_info (NDI_UNIQUE, 0, op, str);
1018 }
1019
1020 if (op->contr->mode & PU_INHIBIT)
1021 return 1;
1022
1023 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1024 return 1;
1025
1026 /* philosophy:
1027 * It's easy to grab an item type from a pile, as long as it's
1028 * generic. This takes no game-time. For more detailed pickups
1029 * and selections, select-items should be used. This is a
1030 * grab-as-you-run type mode that's really useful for arrows for
1031 * example.
1032 * The drawback: right now it has no frontend, so you need to
1033 * stick the bits you want into a calculator in hex mode and then
1034 * convert to decimal and then 'pickup <#>
1035 */
1036
1037 /* the first two modes are exclusive: if NOTHING we return, if
1038 * STOP then we stop. All the rest are applied sequentially,
1039 * meaning if any test passes, the item gets picked up. */
1040
1041 /* if mode is set to pick nothing up, return */
1042 if (op->contr->mode == PU_NOTHING)
1043 return 1;
1044
1045 /* if mode is set to stop when encountering objects, return */
1046 /* take STOP before INHIBIT since it doesn't actually pick
1047 * anything up */
1048 if (op->contr->mode & PU_STOP)
1049 return 0;
1050
1051 /* useful for going into stores and not losing your settings... */
1052 /* and for battles wher you don't want to get loaded down while
1053 * fighting */
1054 if (op->contr->mode & PU_INHIBIT)
1055 return 1;
1056
1057 /* prevent us from turning into auto-thieves :) */
1058 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1059 continue;
1060
1061 /* ignore known cursed objects */
1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1063 continue;
1064
1065 /* all food and drink if desired */
1066 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 1067 if (op->contr->mode & PU_FOOD)
1068 if (tmp->type == FOOD)
1060 { 1069 {
1061 switch (op->contr->mode) 1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_DRINK)
1075 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_POTION)
1082 if (tmp->type == POTION)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* spellbooks, skillscrolls and normal books/scrolls */
1089 if (op->contr->mode & PU_SPELLBOOK)
1090 if (tmp->type == SPELLBOOK)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 if (op->contr->mode & PU_SKILLSCROLL)
1097 if (tmp->type == SKILLSCROLL)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_READABLES)
1104 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 /* wands/staves/rods/horns */
1111 if (op->contr->mode & PU_MAGIC_DEVICE)
1112 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1113 {
1114 CHK_PICK_PICKUP;
1115 continue;
1116 }
1117
1118 /* pick up all magical items */
1119 if (op->contr->mode & PU_MAGICAL)
1120 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1125
1126 if (op->contr->mode & PU_VALUABLES)
1127 {
1128 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 1129 {
1063 case 0: 1130 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1131 continue;
1065 case 1:
1066 pick_up (op, tmp);
1067 return 1;
1068 case 2:
1069 pick_up (op, tmp);
1070 return 0;
1071 case 3:
1072 return 0; /* stop before pickup */
1073 case 4:
1074 pick_up (op, tmp);
1075 break;
1076 case 5:
1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1084
1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp);
1088 break;
1089
1090 default:
1091 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp);
1095 } 1132 }
1096 } 1133 }
1097 else 1134
1098 { /* old model */ 1135 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 1136 if (op->contr->mode & PU_JEWELS)
1137 if (tmp->type == RING || tmp->type == AMULET)
1101 { 1138 {
1102 /* some debugging code to figure out item information */ 1139 CHK_PICK_PICKUP;
1103 if (tmp->name != NULL)
1104 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))));
1106 else
1107 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))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue; 1140 continue;
1141 }
1149 1142
1150 /* ignore known cursed objects */ 1143 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1144 if (op->contr->mode & PU_FLESH)
1145 if (tmp->type == FLESH)
1146 {
1147 CHK_PICK_PICKUP;
1152 continue; 1148 continue;
1149 }
1153 1150
1154 /* all food and drink if desired */ 1151 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1152 if (op->contr->mode & PU_BOW)
1153 if (tmp->type == BOW)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_ARROW)
1160 if (tmp->type == ARROW)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* all kinds of armor etc. */
1167 if (op->contr->mode & PU_ARMOUR)
1168 if (tmp->type == ARMOUR)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_HELMET)
1175 if (tmp->type == HELMET)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SHIELD)
1182 if (tmp->type == SHIELD)
1183 {
1184 CHK_PICK_PICKUP;
1185 continue;
1186 }
1187
1156 if (op->contr->mode & PU_FOOD) 1188 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1189 if (tmp->type == BOOTS)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_GLOVES)
1196 if (tmp->type == GLOVES)
1197 {
1198 CHK_PICK_PICKUP;
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_CLOAK)
1203 if (tmp->type == CLOAK)
1204 {
1205 CHK_PICK_PICKUP;
1206 continue;
1207 }
1208
1209 /* hoping to catch throwing daggers here */
1210 if (op->contr->mode & PU_MISSILEWEAPON)
1211 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1216
1217 /* careful: chairs and tables are weapons! */
1218 if (op->contr->mode & PU_ALLWEAPON)
1219 {
1220 if (tmp->type == WEAPON)
1221 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1222 {
1159 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1160 continue; 1224 continue;
1161 } 1225 }
1226 }
1162 1227
1228 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1229 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1230 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1231 {
1166 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1167 continue; 1233 continue;
1168 } 1234 }
1169 1235
1236 /* any of the last 4 bits set means we use the ratio for value
1237 * pickups */
1170 if (op->contr->mode & PU_POTION) 1238 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1239 {
1240 /* use value density to decide what else to grab */
1241 /* >=7 was >= op->contr->mode */
1242 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1243 */
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1244 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1245 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 { 1246 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1247#if 0
1248 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1249 if (tmp->name != NULL)
1218 { 1250 {
1219 pick_up (op, tmp); 1251 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1252 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=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 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1349#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL)
1352 {
1353 fprintf (stderr, "%s", tmp->name);
1354 }
1355 else 1253 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1254 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1255 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1256 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359#endif 1257#endif
1258 CHK_PICK_PICKUP;
1360 continue; 1259 continue;
1361 }
1362 } 1260 }
1363 } /* the new pickup model */ 1261 } /* the new pickup model */
1364 } 1262 }
1365 1263
1366 return !stop; 1264 return !stop;
1372 * found object is returned. 1270 * found object is returned.
1373 */ 1271 */
1374object * 1272object *
1375find_arrow (object *op, const char *type) 1273find_arrow (object *op, const char *type)
1376{ 1274{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1275 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) 1276 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1277 return splay (tmp);
1278
1279 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1280 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1281 if (object *arrow = find_arrow (tmp, type))
1282 {
1283 splay (tmp);
1383 return op; 1284 return arrow;
1285 }
1384 1286
1385 return tmp; 1287 return 0;
1386} 1288}
1387 1289
1388/* 1290/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1291 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1292 * against the target. A full test is not performed, simply a basic test
1391 * of resistances. The archer is making a quick guess at what he sees down 1293 * of resistances. The archer is making a quick guess at what he sees down
1392 * the hall. Failing that it does it's best to pick the highest plus arrow. 1294 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1295 */
1394object * 1296object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1297find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1298{
1397 object *tmp = NULL, *arrow, *ntmp; 1299 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1300 int attacknum, attacktype, betterby = 0, i;
1399 1301
1400 if (!type) 1302 if (!type)
1404 { 1306 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1307 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 { 1308 {
1407 i = 0; 1309 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1310 ntmp = find_better_arrow (arrow, target, type, &i);
1311
1409 if (i > betterby) 1312 if (i > betterby)
1410 { 1313 {
1411 tmp = ntmp; 1314 tmp = ntmp;
1412 betterby = i; 1315 betterby = i;
1413 } 1316 }
1414 } 1317 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1318 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1319 {
1417 /* allways prefer assasination/slaying */ 1320 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1321 if (target->race && arrow->slaying.contains (target->race))
1419 { 1322 {
1420 if (arrow->attacktype & AT_DEATH) 1323 if (arrow->attacktype & AT_DEATH)
1421 { 1324 {
1422 *better = 100; 1325 *better = 100;
1423 return arrow; 1326 return arrow;
1431 else 1334 else
1432 { 1335 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1336 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1337 {
1435 attacktype = 1 << attacknum; 1338 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1339 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1340 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 { 1341 {
1439 tmp = arrow; 1342 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1343 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1344 }
1442 } 1345 }
1346
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1347 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1348 {
1445 tmp = arrow; 1349 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1350 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1351 }
1352
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1353 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1354 {
1450 tmp = arrow; 1355 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1356 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1357 }
1453 } 1358 }
1454 } 1359 }
1455 } 1360 }
1361
1456 if (tmp == NULL && arrow == NULL) 1362 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1363 return find_arrow (op, type);
1458 1364
1459 *better = betterby; 1365 *better = betterby;
1460 return tmp; 1366 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1370 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1371 * op = the shooter
1466 * type = bow->race 1372 * type = bow->race
1467 * dir = fire direction 1373 * dir = fire direction
1468 */ 1374 */
1469
1470object * 1375object *
1471pick_arrow_target (object *op, const char *type, int dir) 1376pick_arrow_target (object *op, shstr_cmp type, int dir)
1472{ 1377{
1473 object *tmp = NULL; 1378 object *tmp = NULL;
1474 maptile *m; 1379 maptile *m;
1475 int i, mflags, found, number; 1380 int i, mflags, found, number;
1476 sint16 x, y; 1381 sint16 x, y;
1491 for (i = 0, found = 0; i < 20; i++) 1396 for (i = 0, found = 0; i < 20; i++)
1492 { 1397 {
1493 x += freearr_x[dir]; 1398 x += freearr_x[dir];
1494 y += freearr_y[dir]; 1399 y += freearr_y[dir];
1495 mflags = get_map_flags (m, &m, x, y, &x, &y); 1400 mflags = get_map_flags (m, &m, x, y, &x, &y);
1401
1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1402 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 { 1403 {
1498 tmp = NULL; 1404 tmp = 0;
1499 break; 1405 break;
1500 } 1406 }
1501 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1407 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1502 { 1408 {
1503 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1409 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1504 * perhaps a bad assumption. 1410 * perhaps a bad assumption.
1505 */ 1411 */
1506 tmp = NULL; 1412 tmp = 0;
1507 break; 1413 break;
1508 } 1414 }
1415
1509 if (mflags & P_IS_ALIVE) 1416 if (mflags & P_IS_ALIVE)
1510 {
1511 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1417 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1512 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1418 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1513 {
1514 found++;
1515 break;
1516 }
1517 if (found)
1518 break; 1419 break;
1519 }
1520 } 1420 }
1521 if (tmp == NULL) 1421
1422 if (!tmp)
1522 return find_arrow (op, type); 1423 return find_arrow (op, type);
1523 1424
1524 if (tmp->head) 1425 if (tmp->head)
1525 tmp = tmp->head; 1426 tmp = tmp->head;
1526 1427
1539 */ 1440 */
1540int 1441int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1442fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1443{
1543 object *left, *bow; 1444 object *left, *bow;
1544 int bowspeed, mflags; 1445 int mflags;
1545 maptile *m; 1446 maptile *m;
1546 1447
1547 if (!dir) 1448 if (!dir)
1548 { 1449 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1451 return 0;
1551 } 1452 }
1552 1453
1553 if (op->type == PLAYER) 1454 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1455 bow = op->current_weapon;
1555 else 1456 else
1556 { 1457 {
1557 for (bow = op->inv; bow; bow = bow->below) 1458 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1459 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1460 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1465 if (!bow)
1565 { 1466 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1467 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1468 return 0;
1568 } 1469 }
1470
1471 // optimisation: move object to top so we will find it quickly again
1472 if (bow->below)
1473 {
1474 bow->remove ();
1475 op->insert (bow);
1476 }
1569 } 1477 }
1570 1478
1571 if (!bow->race || !bow->skill) 1479 if (!bow->race || !bow->skill)
1572 { 1480 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1481 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1482 return 0;
1575 } 1483 }
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 1484
1586 if (arrow == NULL) 1485 if (arrow == NULL)
1587 { 1486 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1487 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1488 {
1590 if (op->type == PLAYER) 1489 if (op->type == PLAYER)
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1490 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 */ 1491 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1593 else 1492 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1493 CLEAR_FLAG (op, FLAG_READY_BOW);
1494
1595 return 0; 1495 return 0;
1596 } 1496 }
1597 } 1497 }
1598 1498
1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1499 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1607 } 1507 }
1608 1508
1609 /* this should not happen, but sometimes does */ 1509 /* this should not happen, but sometimes does */
1610 if (arrow->nrof == 0) 1510 if (arrow->nrof == 0)
1611 { 1511 {
1512 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1612 arrow->destroy (); 1513 arrow->destroy ();
1613 return 0; 1514 return 0;
1614 } 1515 }
1615 1516
1616 left = arrow; /* these are arrows left to the player */ 1517 left = arrow; /* these are arrows left to the player */
1617 arrow = get_split_ob (arrow, 1); 1518 arrow = arrow->split ();
1618 if (!arrow) 1519 if (!arrow)
1619 { 1520 {
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1521 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1621 return 0; 1522 return 0;
1622 } 1523 }
1623 1524
1624 arrow->set_owner (op); 1525 arrow->set_owner (op);
1625 arrow->skill = bow->skill; 1526 arrow->skill = bow->skill;
1626 arrow->direction = dir; 1527 arrow->direction = dir;
1627 1528
1529 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1530 arrow->stats.hp = arrow->stats.dam;
1531 arrow->stats.grace = arrow->attacktype;
1532
1533 if (arrow->slaying)
1534 arrow->spellarg = strdup (arrow->slaying);
1535
1536#if 0
1537 if (player *pl = op->contr)
1538 {
1539 float speed = pl->weapon_sp;
1540
1541 /* penalize ROF for bestarrow */
1542 if (pl->bowtype == bow_bestarrow)
1543 speed *= .9f;
1544 else
1545 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1546
1547 op->speed_left += speed - op->speed;
1548 }
1549#endif
1550
1551 SET_ANIMATION (arrow, arrow->direction);
1552
1553 /* update the speed */
1554 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1555 + bow->stats.dam / 7.f;
1556
1557 arrow->set_speed (max (arrow->speed, 2.f));
1558 arrow->speed_left = 0;
1559
1560 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1561
1628 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1629 { 1563 {
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; 1564 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1565 wc -= dex_bonus[op->stats.Dex];
1566
1567 if (!arrow->slaying)
1568 arrow->slaying = op->slaying;
1569
1570 arrow->attacktype |= op->attacktype;
1661 } 1571 }
1662 else 1572 else
1663 { 1573 {
1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1665 arrow->level = op->level; 1574 arrow->level = op->level;
1666 } 1575 arrow->stats.wc -= bow->magic;
1667 1576
1668 if (arrow->attacktype == AT_PHYSICAL) 1577 if (!arrow->slaying)
1578 arrow->slaying = bow->slaying;
1579
1669 arrow->attacktype |= bow->attacktype; 1580 arrow->attacktype |= bow->attacktype;
1581 }
1670 1582
1671 if (bow->slaying) 1583 wc -= arrow->level;
1672 arrow->slaying = bow->slaying; 1584 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1673 1585
1586 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1674 arrow->move_type = MOVE_FLY_LOW; 1587 arrow->move_type = MOVE_FLY_LOW;
1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1588 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1676 1589
1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1590 op->play_sound (sound_find ("fire_arrow"));
1678 m->insert (arrow, sx, sy, op); 1591 m->insert (arrow, sx, sy, op);
1679 1592
1680 if (!arrow->destroyed ()) 1593 if (!arrow->destroyed ())
1681 move_arrow (arrow); 1594 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 1595
1691 return 1; 1596 return 1;
1692} 1597}
1693 1598
1694/* Special fire code for players - this takes into 1599/* Special fire code for players - this takes into
1699 * hence the function name. 1604 * hence the function name.
1700 */ 1605 */
1701int 1606int
1702player_fire_bow (object *op, int dir) 1607player_fire_bow (object *op, int dir)
1703{ 1608{
1704 int ret = 0, wcmod = 0; 1609 int ret;
1705 1610
1706 if (op->contr->bowtype == bow_bestarrow) 1611 if (op->contr->bowtype == bow_bestarrow)
1707 { 1612 {
1708 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1613 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1709 } 1614 }
1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1615 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1711 { 1616 {
1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1617 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1713 wcmod = -1;
1714
1715 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1618 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1716 } 1619 }
1717 else if (op->contr->bowtype == bow_threewide) 1620 else if (op->contr->bowtype == bow_threewide)
1718 { 1621 {
1719 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1622 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1720 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1623 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1721 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1624 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1722 } 1625 }
1723 else if (op->contr->bowtype == bow_spreadshot) 1626 else if (op->contr->bowtype == bow_spreadshot)
1724 { 1627 {
1725 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1628 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); 1629 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); 1630 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1728
1729 } 1631 }
1730 else 1632 else
1731 { 1633 {
1732 /* Simple case */ 1634 /* Simple case */
1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1635 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 } 1636 }
1637
1735 return ret; 1638 return ret;
1736} 1639}
1737
1738 1640
1739/* Fires a misc (wand/rod/horn) object in 'dir'. 1641/* Fires a misc (wand/rod/horn) object in 'dir'.
1740 * Broken apart from 'fire' to keep it more readable. 1642 * Broken apart from 'fire' to keep it more readable.
1741 */ 1643 */
1742void 1644void
1743fire_misc_object (object *op, int dir) 1645fire_misc_object (object *op, int dir)
1744{ 1646{
1745 object *item; 1647 object *item = op->contr->ranged_ob;
1746 1648
1747 if (!op->contr->ranges[range_misc]) 1649 if (!item)
1748 { 1650 {
1749 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1651 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1750 return; 1652 return;
1751 } 1653 }
1752 1654
1753 item = op->contr->ranges[range_misc];
1754 if (!item->inv) 1655 if (!item->inv)
1755 { 1656 {
1756 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1657 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1757 return; 1658 return;
1758 } 1659 }
1660
1661 if (!op->change_weapon (item))
1662 return;
1663
1759 if (item->type == WAND) 1664 if (item->type == WAND)
1760 { 1665 {
1761 if (item->stats.food <= 0) 1666 if (item->stats.food <= 0)
1762 { 1667 {
1763 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1668 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)); 1669 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1670
1765 return; 1671 return;
1766 } 1672 }
1767 } 1673 }
1768 else if (item->type == ROD || item->type == HORN) 1674 else if (item->type == ROD || item->type == HORN)
1769 { 1675 {
1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1676 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1677
1678 // using the maximum of the rods charge allows at least one spell cast
1679 // for a rod or horn, this fixes some broken rods.
1680 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1771 { 1681 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1682 op->contr->play_sound (sound_find ("wand_poof"));
1683
1773 if (item->type == ROD) 1684 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)); 1685 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1775 else 1686 else
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1687 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1688
1777 return; 1689 return;
1778 } 1690 }
1779 } 1691 }
1780 1692
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1693 if (cast_spell (op, item, dir, item->inv, NULL))
1782 { 1694 {
1783 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1695 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1696
1784 if (item->type == WAND) 1697 if (item->type == WAND)
1785 { 1698 {
1786 if (!(--item->stats.food)) 1699 if (!(--item->stats.food))
1787 { 1700 {
1788 object *tmp; 1701 object *tmp;
1789 1702
1790 if (item->arch) 1703 if (item->arch)
1791 { 1704 {
1792 CLEAR_FLAG (item, FLAG_ANIMATE); 1705 CLEAR_FLAG (item, FLAG_ANIMATE);
1793 item->face = item->arch->clone.face; 1706 item->face = item->arch->face;
1794 item->set_speed (0); 1707 item->set_speed (0);
1795 } 1708 }
1796 1709
1797 if ((tmp = item->in_player ())) 1710 if (object *pl = item->visible_to ())
1798 esrv_update_item (UPD_ANIM, tmp, item); 1711 esrv_update_item (UPD_ANIM, pl, item);
1799 } 1712 }
1800 } 1713 }
1801 else if (item->type == ROD || item->type == HORN) 1714 else if (item->type == ROD || item->type == HORN)
1802 drain_rod_charge (item); 1715 drain_rod_charge (item);
1803 } 1716 }
1804} 1717}
1805 1718
1806/* Received a fire command for the player - go and do it. 1719/* Received a fire command for the player - go and do it.
1807 */ 1720 */
1808void 1721bool
1809fire (object *op, int dir) 1722fire (object *op, int dir)
1810{ 1723{
1811 int spellcost = 0; 1724 int spellcost = 0;
1725
1726 player *pl = op->contr;
1727
1728 if (pl->golem)
1729 {
1730 control_golem (op->contr->golem, dir);
1731 return false;
1732 }
1733
1734 object *ob = pl->ranged_ob;
1735
1736 if (!ob)
1737 return false;
1738
1739 if (op->speed_left > 0.f)
1740 --op->speed_left;
1741 else
1742 return false;
1743
1744 if (!op->change_weapon (ob))
1745 return false;
1812 1746
1813 /* check for loss of invisiblity/hide */ 1747 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op)) 1748 if (action_makes_visible (op))
1815 make_visible (op); 1749 make_visible (op);
1816 1750
1817 switch (op->contr->shoottype) 1751 switch (ob->type)
1818 { 1752 {
1819 case range_none: 1753 case BOW:
1820 return;
1821
1822 case range_bow:
1823 player_fire_bow (op, dir); 1754 player_fire_bow (op, dir);
1824 return; 1755 break;
1825 1756
1826 case range_magic: /* Casting spells */ 1757 case SPELL:
1827 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1758 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1828 return; 1759 break;
1829 1760
1830 case range_misc: 1761 case BUILDER:
1762 apply_map_builder (op, dir);
1763 break;
1764
1765 case SKILL:
1766 do_skill (op, op, ob, dir, 0);
1767 break;
1768
1769 default:
1831 fire_misc_object (op, dir); 1770 fire_misc_object (op, dir);
1832 return; 1771 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 } 1772 }
1773
1774 return true;
1856} 1775}
1857 1776
1858/* find_key 1777/* find_key
1859 * We try to find a key for the door as passed. If we find a key 1778 * 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 1779 * and successfully use it, we return the key, otherwise NULL
1928 * Change the color so that the message doesn't disappear with 1847 * Change the color so that the message doesn't disappear with
1929 * all the others. 1848 * all the others.
1930 */ 1849 */
1931 if (pl->contr->usekeys == key_inventory || 1850 if (pl->contr->usekeys == key_inventory ||
1932 !QUERY_FLAG (container, FLAG_APPLIED) || 1851 !QUERY_FLAG (container, FLAG_APPLIED) ||
1933 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1852 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1934 { 1853 {
1935 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1854 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1936 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1855 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1937 return NULL; 1856 return NULL;
1938 } 1857 }
1947 * 0 otherwise 1866 * 0 otherwise
1948 */ 1867 */
1949static int 1868static int
1950player_attack_door (object *op, object *door) 1869player_attack_door (object *op, object *door)
1951{ 1870{
1952 /* If its a door, try to find a use a key. If we do destroy the door, 1871 /* 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 - 1872 * might as well return immediately as there is nothing more to do -
1954 * otherwise, we fall through to the rest of the code. 1873 * otherwise, we fall through to the rest of the code.
1955 */ 1874 */
1956 object *key = find_key (op, op, door); 1875 object *key = find_key (op, op, door);
1957 1876
1958 /* IF we found a key, do some extra work */ 1877 /* If we found a key, do some extra work */
1959 if (key) 1878 if (key)
1960 { 1879 {
1961 object *container = key->env; 1880 object *container = key->env;
1962 1881
1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1964 if (action_makes_visible (op)) 1882 if (action_makes_visible (op))
1965 make_visible (op); 1883 make_visible (op);
1884
1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1885 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1967 spring_trap (door->inv, op); 1886 spring_trap (door->inv, op);
1968 1887
1969 if (door->type == DOOR) 1888 if (door->type == DOOR)
1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1889 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1971 else if (door->type == LOCKED_DOOR) 1890 else if (door->type == LOCKED_DOOR)
1972 { 1891 {
1973 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1892 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1974 remove_door2 (door); /* remove door without violence ;-) */ 1893 remove_door2 (door); /* remove door without violence ;-) */
1975 } 1894 }
1976 1895
1977 /* Do this after we print the message */ 1896 /* Do this after we print the message */
1978 decrease_ob (key); /* Use up one of the keys */ 1897 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 1898
1983 return 1; /* Nothing more to do below */ 1899 return 1; /* Nothing more to do below */
1984 } 1900 }
1985 else if (door->type == LOCKED_DOOR) 1901 else if (door->type == LOCKED_DOOR)
1986 { 1902 {
1987 /* Might as well return now - no other way to open this */ 1903 /* Might as well return now - no other way to open this */
1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1904 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1989 return 1; 1905 return 1;
1990 } 1906 }
1991 1907
1992 return 0; 1908 return 0;
1993} 1909}
1996 * It should keep the code cleaner. 1912 * It should keep the code cleaner.
1997 * When this is called, the players direction has been updated 1913 * When this is called, the players direction has been updated
1998 * (taking into account confusion.) The player is also actually 1914 * (taking into account confusion.) The player is also actually
1999 * going to try and move (not fire weapons). 1915 * going to try and move (not fire weapons).
2000 */ 1916 */
2001void 1917bool
2002move_player_attack (object *op, int dir) 1918move_player_attack (object *op, int dir)
2003{ 1919{
2004 object *tmp, *mon;
2005 sint16 nx, ny;
2006 int on_battleground; 1920 int on_battleground;
2007 maptile *m;
2008 1921
2009 nx = freearr_x[dir] + op->x; 1922 sint16 nx = freearr_x[dir] + op->x;
2010 ny = freearr_y[dir] + op->y; 1923 sint16 ny = freearr_y[dir] + op->y;
2011 1924
2012 on_battleground = op_on_battleground (op, 0, 0); 1925 on_battleground = op_on_battleground (op, 0, 0);
1926
1927 if (out_of_map (op->map, nx, ny))
1928 return false;
1929
1930 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1931 {
1932 --op->speed_left;
1933 return true;
1934 }
2013 1935
2014 /* If braced, or can't move to the square, and it is not out of the 1936 /* 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 1937 * 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 1938 * 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 1939 * 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 1940 * 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 1941 * 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 1942 * quite a bit of processing. However, it probably is less than what
2021 * move_ob uses. 1943 * move_ob uses.
2022 */ 1944 */
2023 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1945 maptile *m = op->map->xy_find (nx, ny);
1946
1947 /* Go through all the objects, and find ones of interest. Only stop if
1948 * we find a monster - that is something we know we want to attack.
1949 * if its a door or barrel (can roll) see if there may be monsters
1950 * on the space
1951 */
1952 object *mon;
1953 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1954 {
1955 if ((mon->flag [FLAG_ALIVE]
1956 || mon->type == LOCKED_DOOR
1957 || mon->flag [FLAG_CAN_ROLL])
1958 && mon != op)
1959 break;
2024 { 1960 }
2025 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1961
1962 if (!mon) /* This happens anytime the player tries to move */
1963 return false; /* into a wall */
1964
1965 mon = mon->head_ ();
1966
1967 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1968 if (op->contr->weapon_sp_left > 0.f)
1969 if (player_attack_door (op, mon))
1970 {
1971 --op->contr->weapon_sp_left;
1972 return true;
2026 { 1973 }
2027 m = op->map->xy_find (nx, ny); 1974
2028 if (!m) 1975 /* The following deals with possibly attacking peaceful
2029 return; /* Don't think this should happen */ 1976 * or friendly creatures. Basically, all players are considered
1977 * unaggressive. If the moving player has peaceful set, then the
1978 * object should be pushed instead of attacked. It is assumed that
1979 * if you are braced, you will not attack friends accidently,
1980 * and thus will not push them.
1981 */
1982
1983 /* If the creature is a pet, push it even if the player is not
1984 * peaceful. Our assumption is the creature is a pet if the
1985 * player owns it and it is either friendly or unagressive.
1986 */
1987 if (op->type == PLAYER
1988 && ((mon->owner && mon->owner->contr
1989 && same_party (mon->owner->contr->party, op->contr->party))
1990 || mon->owner == op)
1991 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1992 {
1993 /* If we're braced, we don't want to switch places with it */
1994 if (op->contr->braced)
1995 return false;
1996
1997 if (op->speed_left > 0.f)
1998 {
1999 --op->speed_left;
2000
2001 op->play_sound (sound_find ("push_player"));
2002 push_ob (mon, dir, op);
2003
2004 if (action_makes_visible (op))
2005 make_visible (op);
2006
2007 return true;
2030 } 2008 }
2031 else 2009 else
2032 m = op->map;
2033
2034 if (!(tmp = m->at (nx, ny).bot))
2035 return; 2010 return false;
2011 }
2036 2012
2037 mon = 0;
2038 /* 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.
2040 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space
2042 */
2043 while (tmp)
2044 {
2045 if (tmp == op)
2046 {
2047 tmp = tmp->above;
2048 continue;
2049 }
2050
2051 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2052 {
2053 mon = tmp;
2054 break;
2055 }
2056
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 */
2064 return; /* into a wall */
2065
2066 if (mon->head)
2067 mon = mon->head;
2068
2069 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2070 if (player_attack_door (op, mon))
2071 return;
2072
2073 /* The following deals with possibly attacking peaceful
2074 * or frienddly creatures. Basically, all players are considered
2075 * unaggressive. If the moving player has peaceful set, then the
2076 * object should be pushed instead of attacked. It is assumed that
2077 * if you are braced, you will not attack friends accidently,
2078 * and thus will not push them.
2079 */
2080
2081 /* 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
2083 * player owns it and it is either friendly or unagressive.
2084 */
2085 if ((op->type == PLAYER)
2086#if COZY_SERVER
2087 &&
2088 ((mon->owner && mon->owner->contr
2089 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2090#else
2091 && mon->owner == op
2092#endif
2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2094 {
2095 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced)
2097 return;
2098
2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2100 (void) push_ob (mon, dir, op);
2101 if (op->contr->tmp_invis || op->hide)
2102 make_visible (op);
2103
2104 return;
2105 }
2106
2107 /* in certain circumstances, you shouldn't attack friendly 2013 /* in certain circumstances, you shouldn't attack friendly
2108 * creatures. Note that if you are braced, you can't push 2014 * creatures. Note that if you are braced, you can't push
2109 * someone, but put it inside this loop so that you won't 2015 * someone, but put it inside this loop so that you won't
2110 * attack them either. 2016 * attack them either.
2111 */ 2017 */
2112 if ((mon->type == PLAYER || mon->enemy != op) && 2018 if ((mon->type == PLAYER || mon->enemy != op)
2113 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2019 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2114#ifdef PROHIBIT_PLAYERKILL
2115 (op->contr->peaceful 2020 && ((op->contr->peaceful
2116 || (mon->type == PLAYER 2021 || (mon->type == PLAYER && mon->contr->peaceful))
2117 && mon->contr->
2118 peaceful)) &&
2119#else
2120 op->contr->peaceful &&
2121#endif
2122 !on_battleground)) 2022 && !on_battleground))
2023 {
2024 if (op->speed_left > 0.f)
2123 { 2025 {
2026 --op->speed_left;
2027
2124 if (!op->contr->braced) 2028 if (!op->contr->braced)
2125 { 2029 {
2126 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2030 op->play_sound (sound_find ("push_player"));
2127 push_ob (mon, dir, op); 2031 push_ob (mon, dir, op);
2128 } 2032 }
2129 else 2033 else
2130 new_draw_info (0, 0, op, "You withhold your attack"); 2034 op->statusmsg ("You withhold your attack");
2131 2035
2132 if (op->contr->tmp_invis || op->hide) 2036 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2133 make_visible (op); 2037 make_visible (op);
2134 }
2135 2038
2039 return true;
2040 }
2041 }
2136 /* If the object is a boulder or other rollable object, then 2042 /* 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. 2043 * roll it if not braced. You can't roll it if you are braced.
2138 */ 2044 */
2139 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2045 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2046 {
2047 if (op->speed_left > 0.f)
2140 { 2048 {
2049 --op->speed_left;
2050
2141 recursive_roll (mon, dir, op); 2051 recursive_roll (mon, dir, op);
2142 if (action_makes_visible (op)) 2052 if (action_makes_visible (op))
2143 make_visible (op); 2053 make_visible (op);
2144 }
2145 2054
2055 return true;
2056 }
2057 }
2146 /* Any generic living creature. Including things like doors. 2058 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2059 * 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: 2060 * 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 2061 * 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. 2062 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2063 */
2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2064 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))) 2065 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2154 { 2066 {
2155 2067 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 { 2068 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2069 --op->contr->weapon_sp_left;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167 2070
2168 skill_attack (mon, op, 0, 0, 0); 2071 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 2072
2184 if (action_makes_visible (op)) 2073 if (action_makes_visible (op))
2185 make_visible (op); 2074 make_visible (op);
2186 }
2187 } /* if player should attack something */
2188}
2189 2075
2190int 2076 return true;
2077 }
2078 }
2079
2080 return false;
2081}
2082
2083bool
2191move_player (object *op, int dir) 2084move_player (object *op, int dir)
2192{ 2085{
2193 int pick; 2086 int pick;
2194 2087
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2088 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2196 return 0; 2089 return 0;
2197 2090
2198 /* Sanity check: make sure dir is valid */ 2091 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9)) 2092 if ((dir < 0) || (dir >= 9))
2200 { 2093 {
2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2099 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2207 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2100 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2208 2101
2209 op->facing = dir; 2102 op->facing = dir;
2210 2103
2211 if (op->hide) 2104 if (op->flag [FLAG_HIDDEN])
2212 do_hidden_move (op); 2105 do_hidden_move (op);
2213 2106
2107 bool retval;
2108
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2109 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 /*nop */ ; 2110 retval = RESULT_INT (0);
2216 else if (op->contr->fire_on) 2111 else if (op->contr->fire_on)
2217 fire (op, dir); 2112 retval = fire (op, dir);
2218 else 2113 else
2219 { 2114 {
2220 move_player_attack (op, dir); 2115 retval = move_player_attack (op, dir);
2221 pick = check_pick (op); 2116 pick = check_pick (op);
2222 } 2117 }
2223 2118
2224 /* Add special check for newcs players and fire on - this way, the 2119 /* Add special check for newcs players and fire on - this way, the
2225 * server can handle repeat firing. 2120 * server can handle repeat firing.
2232 /* Update how the player looks. Use the facing, so direction may 2127 /* Update how the player looks. Use the facing, so direction may
2233 * get reset to zero. This allows for full animation capabilities 2128 * get reset to zero. This allows for full animation capabilities
2234 * for players. 2129 * for players.
2235 */ 2130 */
2236 animate_object (op, op->facing); 2131 animate_object (op, op->facing);
2237 return 0; 2132
2133 return retval;
2238} 2134}
2239 2135
2240/* This is similar to handle_player, below, but is only used by the 2136/* This is similar to handle_player, below, but is only used by the
2241 * new client/server stuff. 2137 * new client/server stuff.
2242 * This is sort of special, in that the new client/server actually uses 2138 * This is sort of special, in that the new client/server actually uses
2243 * the new speed values for commands. 2139 * the new speed values for commands.
2244 * 2140 *
2245 * Returns true if there are more actions we can do. 2141 * Returns true if there are more actions we can do. Should not do
2142 * many actions in a row, as that would be too unfair to other
2143 * players.
2246 */ 2144 */
2247int 2145bool
2248handle_newcs_player (object *op) 2146handle_newcs_player (object *op)
2249{ 2147{
2250 if (QUERY_FLAG (op, FLAG_SCARED)) 2148 if (QUERY_FLAG (op, FLAG_SCARED))
2251 { 2149 {
2252 flee_player (op); 2150 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 { 2151 {
2256 op->speed_left--; 2152 --op->speed_left;
2153 flee_player (op);
2154
2257 return 0; 2155 return true;
2258 } 2156 }
2157 else
2158 return false;
2259 } 2159 }
2260 2160
2261 /* call this here - we also will call this in do_ericserver, but 2161 /* call this here - we also will call this in do_ericserver, but
2262 * the players time has been increased when doericserver has been 2162 * the players time has been increased when doericserver has been
2263 * called, so we recheck it here. 2163 * called, so we recheck it here.
2264 */ 2164 */
2265 if (op->contr->ns->handle_command ()) 2165 if (op->contr->ns->handle_command ())
2266 return 1; 2166 return true;
2267 2167
2268 if (op->speed_left > 0)
2269 {
2270 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2168 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); 2169 return move_player (op, op->direction);
2280 2170
2281 return op->speed_left > 0;
2282 }
2283 }
2284
2285 return 0; 2171 return false;
2286} 2172}
2287 2173
2288int 2174int
2289save_life (object *op) 2175save_life (object *op)
2290{ 2176{
2292 return 0; 2178 return 0;
2293 2179
2294 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2180 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2295 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2181 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2296 { 2182 {
2297 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2183 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)); 2184 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 2185
2303 tmp->destroy (); 2186 tmp->destroy ();
2304 CLEAR_FLAG (op, FLAG_LIFESAVE); 2187 CLEAR_FLAG (op, FLAG_LIFESAVE);
2305 2188
2306 if (op->stats.hp < 0) 2189 if (op->stats.hp < 0)
2319 return 0; 2202 return 0;
2320} 2203}
2321 2204
2322/* This goes throws the inventory and removes unpaid objects, and puts them 2205/* 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 2206 * 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 2207 * function will descend into containers. op is the object to start the search
2325 * from. 2208 * from.
2326 */ 2209 */
2210static void
2211drop_unpaid_items (object *op, object *env)
2212{
2213 while (op)
2214 {
2215 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2216
2217 if (QUERY_FLAG (op, FLAG_UNPAID))
2218 op->insert_at (env);
2219 else if (op->inv)
2220 drop_unpaid_items (op->inv, env);
2221
2222 op = next;
2223 }
2224}
2225
2327void 2226void
2328remove_unpaid_objects (object *op, object *env) 2227object::drop_unpaid_items ()
2329{ 2228{
2330 while (op) 2229 if (!flag [FLAG_REMOVED])
2331 { 2230 ::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} 2231}
2347 2232
2348/* 2233/*
2349 * Returns pointer a static string containing gravestone text 2234 * Returns pointer a static string containing gravestone text
2350 * Moved from apply.c to player.c - player.c is what 2235 * Moved from apply.c to player.c - player.c is what
2351 * actually uses this function. player.c may not be quite the 2236 * actually uses this function. player.c may not be quite the
2352 * best, a misc file for object actions is probably better, 2237 * best, a misc file for object actions is probably better,
2353 * but there isn't one in the server directory. 2238 * but there isn't one in the server directory.
2354 */ 2239 */
2355char * 2240const char *
2356gravestone_text (object *op) 2241gravestone_text (object *op)
2357{ 2242{
2358 static char buf2[MAX_BUF]; 2243 static dynbuf_text buf;
2359 char buf[MAX_BUF];
2360 time_t now = time (NULL);
2361 2244
2362 strcpy (buf2, " R.I.P.\n\n"); 2245 buf << "---- R.I.P. ----\n\n"
2246 << op->name;
2247
2363 if (op->type == PLAYER) 2248 if (op->type == PLAYER)
2364 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2249 buf << " the " << op->contr->title;
2365 else
2366 sprintf (buf, "%s\n", &op->name);
2367 2250
2368 strncat (buf2, " ", 20 - strlen (buf) / 2); 2251 buf << "\n\n";
2369 strcat (buf2, buf); 2252
2253 buf << "who was level ";
2254 buf << (sint32)op->level << "\n\n" // OO breakdown
2255 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2256
2370 if (op->type == PLAYER) 2257 if (op->type == PLAYER)
2371 sprintf (buf, "who was in level %d when killed\n", op->level); 2258 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 2259
2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 if (op->type == PLAYER)
2378 { 2260 {
2379 sprintf (buf, "by %s.\n\n", op->contr->killer); 2261 static char buf2[128];
2380 strncat (buf2, " ", 21 - strlen (buf) / 2); 2262 time_t now = time (NULL);
2381 strcat (buf2, buf);
2382 }
2383
2384 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2263 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2385 strncat (buf2, " ", 20 - strlen (buf) / 2); 2264 buf << buf2;
2386 strcat (buf2, buf); 2265 }
2387 2266
2388 return buf2; 2267 return buf;
2389} 2268}
2390 2269
2391void 2270void
2392do_some_living (object *op) 2271do_some_living (object *op)
2393{ 2272{
2445 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2324 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2446 else 2325 else
2447 { 2326 {
2448 gen_grace = op->stats.maxgrace; 2327 gen_grace = op->stats.maxgrace;
2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2328 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 } 2329 }
2493 2330
2494 /* Regenerate Grace */ 2331 /* Regenerate Grace */
2495 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2332 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2496 if (--op->last_grace < 0) 2333 if (--op->last_grace < 0)
2517 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2354 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2518 } 2355 }
2519 /* wearing stuff doesn't detract from grace generation. */ 2356 /* wearing stuff doesn't detract from grace generation. */
2520 } 2357 }
2521 2358
2359 if (op->stats.food > 0)
2360 {
2522 /* Regenerate Hit Points */ 2361 /* Regenerate Spell Points */
2523 if (--op->last_heal < 0) 2362 if (!op->contr->golem && --op->last_sp < 0)
2524 {
2525 if (op->stats.hp < op->stats.maxhp)
2526 { 2363 {
2527 op->stats.hp++; 2364 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2528 /* dms do not consume food */ 2365
2529 if (!QUERY_FLAG (op, FLAG_WIZ)) 2366 if (op->stats.sp < op->stats.maxsp)
2530 { 2367 {
2368 op->stats.sp++;
2369
2370 /* dms do not consume food */
2371 if (!QUERY_FLAG (op, FLAG_WIZ))
2372 {
2531 op->stats.food--; 2373 op->stats.food--;
2374
2532 if (op->contr->digestion < 0) 2375 if (op->contr->digestion < 0)
2533 op->stats.food += op->contr->digestion; 2376 op->stats.food += op->contr->digestion;
2534 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2377 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2535 op->stats.food = last_food; 2378 op->stats.food = last_food;
2379 }
2536 } 2380 }
2537 }
2538 2381
2539 if (max_hp > 1) 2382 if (max_sp > 1)
2540 {
2541 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2542 if (over_hp > 0)
2543 { 2383 {
2544 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2384 over_sp = (gen_sp + 10) / rate_sp;
2385 if (over_sp > 0)
2386 {
2387 if (op->stats.sp < op->stats.maxsp)
2388 {
2389 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2390
2391 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2392 op->stats.sp--;
2393
2394 if (op->stats.sp > op->stats.maxsp)
2395 op->stats.sp = op->stats.maxsp;
2396 }
2397
2545 op->last_heal = 0; 2398 op->last_sp = 0;
2399 }
2400 else
2401 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2546 } 2402 }
2547 else 2403 else
2404 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2405 }
2406
2407 /* Regenerate Hit Points */
2408 if (--op->last_heal < 0)
2409 {
2410 if (op->stats.hp < op->stats.maxhp)
2548 { 2411 {
2549 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2412 op->stats.hp++;
2413
2414 /* dms do not consume food */
2415 if (!QUERY_FLAG (op, FLAG_WIZ))
2416 {
2417 op->stats.food--;
2418
2419 if (op->contr->digestion < 0)
2420 op->stats.food += op->contr->digestion;
2421 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2422 op->stats.food = last_food;
2423 }
2550 } 2424 }
2425
2426 if (max_hp > 1)
2427 {
2428 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2429
2430 if (over_hp > 0)
2431 {
2432 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2433 op->last_heal = 0;
2434 }
2435 else
2436 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2551 } 2437 }
2552 else 2438 else
2553 {
2554 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2439 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2555 } 2440 }
2556 } 2441 }
2557 2442
2558 /* Digestion */ 2443 /* Digestion */
2559 if (--op->last_eat < 0) 2444 if (--op->last_eat < 0)
2560 { 2445 {
2561#ifdef COZY_SERVER 2446 int bonus = max (0, op->contr->digestion),
2562 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2447 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 2448
2568 if (op->contr->gen_hp > 0)
2569 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2449 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 2450
2573 /* dms do not consume food */ 2451 /* dms do not consume food */
2574 if (!QUERY_FLAG (op, FLAG_WIZ)) 2452 if (!QUERY_FLAG (op, FLAG_WIZ))
2575 op->stats.food--; 2453 op->stats.food--;
2576 } 2454 }
2577 2455
2578 if (op->stats.food < 0 && op->stats.hp >= 0) 2456 if (op->stats.food < 0 && op->stats.hp >= 0)
2579 { 2457 {
2580 object *tmp, *flesh = 0; 2458 object *flesh = 0;
2581 2459
2582 for (tmp = op->inv; tmp; tmp = tmp->below) 2460 for_inv_removable (op, tmp)
2583 { 2461 {
2584 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2462 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2463 continue;
2464
2465 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2585 { 2466 {
2586 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2467 op->statusmsg ("You blindly grab for a bite of food. "
2587 { 2468 "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); 2469 manual_apply (op, tmp, 0);
2470
2590 if (op->stats.food >= 0 || op->stats.hp < 0) 2471 if (op->stats.food >= 0 || op->stats.hp < 0)
2591 break; 2472 break;
2592 } 2473 }
2593 else if (tmp->type == FLESH) 2474 else if (tmp->type == FLESH)
2594 flesh = tmp; 2475 flesh = tmp;
2595 } /* End if paid for object */ 2476 }
2596 } /* end of for loop */
2597 2477
2598 /* If player is still starving, it means they don't have any food, so 2478 /* If player is still starving, it means they don't have any food, so
2599 * eat flesh instead. 2479 * eat flesh instead.
2600 */ 2480 */
2601 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2481 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2602 { 2482 {
2603 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2483 op->statusmsg ("You blindly grab for a bite of food. "
2484 "H<To prevent you from starving, you ate some random item from your backpack.>");
2604 manual_apply (op, flesh, 0); 2485 manual_apply (op, flesh, 0);
2605 } 2486 }
2487
2488 // If player is still starving, alert him!
2489 if (op->stats.food < 0)
2490 op->failmsg ("You are starving! "
2491 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2492 }
2493
2494 if (op->stats.food < 0)
2606 } 2495 {
2496 op->stats.hp += op->stats.food;
2497 op->stats.food = 0;
2607 2498
2608 while (op->stats.food < 0 && op->stats.hp >= 0) 2499 if (op->stats.hp < 0)
2609 op->stats.food++, op->stats.hp--; 2500 {
2501 op->contr->killer = archetype::get ("killer_starvation");
2502 op->contr->killer->destroy ();
2503 }
2504 }
2610 2505
2506 /* killer should be set here already */
2611 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2507 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2612 kill_player (op); 2508 kill_player (op);
2613 } 2509 }
2614} 2510}
2615 2511
2619 * file. 2515 * file.
2620 */ 2516 */
2621void 2517void
2622kill_player (object *op) 2518kill_player (object *op)
2623{ 2519{
2624 char buf[MAX_BUF];
2625 int x, y; 2520 int x, y;
2626
2627 //int i;
2628 maptile *map; /* this is for resurrection */ 2521 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; 2522 int will_kill_again;
2636 archetype *at; 2523 archetype *at;
2637 object *tmp; 2524 object *tmp;
2638 2525
2639 if (save_life (op)) 2526 if (save_life (op))
2640 return; 2527 return;
2641 2528
2529 dynbuf_text deathtab;
2530
2531 /* restore player */
2532 at = archetype::find ("poisoning");
2533 if (object *tmp = present_arch_in_ob (at, op))
2534 {
2535 tmp->destroy ();
2536 deathtab << "Your body feels cleansed...\r";
2537 }
2538
2539 at = archetype::find ("confusion");
2540 if (object *tmp = present_arch_in_ob (at, op))
2541 {
2542 tmp->destroy ();
2543 deathtab << "Your mind feels clearer...\r";
2544 }
2545
2546 cure_disease (op, 0, 0); /* remove any disease */
2547
2548 max_it (op->stats.hp , op->stats.maxhp);
2549 max_it (op->stats.sp , op->stats.maxsp);
2550 max_it (op->stats.grace, op->stats.maxgrace);
2551
2552 if (op->stats.food <= 0)
2553 op->stats.food = 999;
2554
2555 // remove all spell effects that are active
2556 // to avoid long-term effects such as word-of-recall
2557 for (object *item = op->inv; item; )
2558 {
2559 object *next = item->below;
2560
2561 if (item->type == SPELL_EFFECT && item->active)
2562 item->destroy ();
2563
2564 item = next;
2565 }
2642 2566
2643 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2567 /* 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. 2568 * in cities ONLY!!! It is very important that this doesn't get abused.
2645 * Look at op_on_battleground() for more info --AndreasV 2569 * Look at op_on_battleground() for more info --AndreasV
2646 */ 2570 */
2647 if (op_on_battleground (op, &x, &y)) 2571 if (op_on_battleground (op, &x, &y))
2648 { 2572 {
2649 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2573 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2651
2652 /* restore player */
2653 at = archetype::find ("poisoning");
2654 if (object *tmp = present_arch_in_ob (at, op))
2655 {
2656 tmp->destroy ();
2657 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2658 }
2659
2660 at = archetype::find ("confusion");
2661 if (object *tmp = present_arch_in_ob (at, op))
2662 {
2663 tmp->destroy ();
2664 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2665 }
2666
2667 cure_disease (op, 0); /* remove any disease */
2668 op->stats.hp = op->stats.maxhp;
2669 if (op->stats.food <= 0)
2670 op->stats.food = 999;
2671 2574
2672 /* create a bodypart-trophy to make the winner happy */ 2575 /* create a bodypart-trophy to make the winner happy */
2673 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2576 if (object *tmp = arch_to_object (archetype::find ("finger")))
2674 { 2577 {
2675 sprintf (buf, "%s's finger", &op->name); 2578 tmp->name = format ("%s's finger" , &op->name);
2676 tmp->name = buf; 2579 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; 2580 tmp->msg = format (
2581 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2582 &op->name, op->contr->title,
2583 (int)op->level,
2584 op->contr->killer_name ()
2585 );
2681 tmp->value = 0, tmp->type = 0; 2586 tmp->value = 0, tmp->type = 0;
2682 tmp->materialname = "organics"; 2587 tmp->materialname = "organics";
2683 tmp->insert_at (op, tmp); 2588 tmp->insert_at (op, tmp);
2684 } 2589 }
2685 2590
2686 /* teleport defeated player to new destination */ 2591 /* teleport defeated player to new destination */
2687 transfer_ob (op, x, y, 0, NULL); 2592 transfer_ob (op, x, y, 0, NULL);
2688 op->contr->braced = 0; 2593 op->contr->braced = 0;
2594
2595 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2689 return; 2596 return;
2690 } 2597 }
2691 2598
2599 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2600 deathtab << "T<YOU HAVE DIED>\n\n";
2601
2692 INVOKE_PLAYER (DEATH, op->contr); 2602 INVOKE_PLAYER (DEATH, op->contr);
2693 2603
2694 command_kill_pets (op, 0); 2604 command_kill_pets (op, 0);
2695 2605
2696 if (op->stats.food < 0) 2606 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 2607
2706 /* save the map location for corpse, gravestone */ 2608 /* save the map location for corpse, gravestone */
2707 x = op->x; 2609 x = op->x;
2708 y = op->y; 2610 y = op->y;
2709 map = op->map; 2611 map = op->map;
2737 2639
2738 lost_a_stat = 0; 2640 lost_a_stat = 0;
2739 2641
2740 for (z = 0; z < num_stats_lose; z++) 2642 for (z = 0; z < num_stats_lose; z++)
2741 { 2643 {
2742 i = RANDOM () % NUM_STATS; 2644 i = rndm (NUM_STATS);
2743 2645
2744 if (settings.stat_loss_on_death) 2646 if (settings.stat_loss_on_death)
2745 { 2647 {
2746 /* Pick a random stat and take a point off it. Tell the player 2648 /* Pick a random stat and take a point off it. Tell the player
2747 * what he lost. 2649 * what he lost.
2798 } 2700 }
2799 } 2701 }
2800 2702
2801 if (lose_this_stat) 2703 if (lose_this_stat)
2802 { 2704 {
2803 this_stat = get_attr_value (&(dep->stats), i); 2705 this_stat = get_attr_value (&dep->stats, i);
2804 /* We could try to do something clever like find another 2706 /* We could try to do something clever like find another
2805 * stat to reduce if this fails. But chances are, if 2707 * stat to reduce if this fails. But chances are, if
2806 * stats have been depleted to -50, all are pretty low 2708 * stats have been depleted to -50, all are pretty low
2807 * and should be roughly the same, so it shouldn't make a 2709 * and should be roughly the same, so it shouldn't make a
2808 * difference. 2710 * difference.
2816 lost_a_stat = 1; 2718 lost_a_stat = 1;
2817 } 2719 }
2818 } 2720 }
2819 } 2721 }
2820 } 2722 }
2723
2821 /* If no stat lost, tell the player. */ 2724 /* If no stat lost, tell the player. */
2822 if (!lost_a_stat) 2725 if (!lost_a_stat)
2823 { 2726 {
2824 /* determine_god() seems to not work sometimes... why is this? 2727 /* determine_god() seems to not work sometimes... why is this?
2825 Should I be using something else? GD */ 2728 Should I be using something else? GD */
2826 const char *god = determine_god (op); 2729 shstr_tmp god = determine_god (op);
2827 2730
2828 if (god && (strcmp (god, "none"))) 2731 if (god != shstr_none)
2829 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2732 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2830 else 2733 else
2831 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2734 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2832 } 2735 }
2833#else 2736#else
2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2737 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2835#endif 2738#endif
2836 2739
2837 /* Put a gravestone up where the character 'almost' died. List the 2740 /* Put a gravestone up where the character 'almost' died. List the
2838 * exp loss on the stone. 2741 * exp loss on the stone.
2839 */ 2742 */
2840 tmp = arch_to_object (archetype::find ("gravestone")); 2743 tmp = arch_to_object (archetype::find ("gravestone"));
2841 sprintf (buf, "%s's gravestone", &op->name); 2744 tmp->name = format ("%s's gravestone", &op->name);
2842 tmp->name = buf; 2745 tmp->name_pl = format ("%s's gravestones", &op->name);
2843 sprintf (buf, "%s's gravestones", &op->name); 2746 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2844 tmp->name_pl = buf; 2747 &op->name, op->contr->title, op->contr->killer_name ());
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);
2846 tmp->msg = buf;
2847 tmp->x = op->x, tmp->y = op->y; 2748 tmp->x = op->x, tmp->y = op->y;
2848 insert_ob_in_map (tmp, op->map, NULL, 0); 2749 insert_ob_in_map (tmp, op->map, NULL, 0);
2849 2750
2850 /**************************************/ 2751 /**************************************/
2851 /* */ 2752 /* */
2852 /* Subtract the experience points, */ 2753 /* Subtract the experience points, */
2853 /* if we died cause of food, give us */
2854 /* food, and reset HP's... */
2855 /* */ 2754 /* */
2856 /**************************************/ 2755 /**************************************/
2857 2756
2858 /* remove any poisoning and confusion the character may be suffering. */
2859 /* restore player */
2860 at = archetype::find ("poisoning");
2861 tmp = present_arch_in_ob (at, op);
2862
2863 if (tmp)
2864 {
2865 tmp->destroy ();
2866 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2867 }
2868
2869 at = archetype::find ("confusion");
2870 tmp = present_arch_in_ob (at, op);
2871 if (tmp)
2872 {
2873 tmp->destroy ();
2874 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2875 }
2876
2877 cure_disease (op, 0); /* remove any disease */
2878
2879 /*add_exp(op, (op->stats.exp * -0.20)); */ 2757 /*add_exp(op, (op->stats.exp * -0.20)); */
2880 apply_death_exp_penalty (op); 2758 apply_death_exp_penalty (op);
2881 if (op->stats.food < 100)
2882 op->stats.food = 900;
2883 op->stats.hp = op->stats.maxhp;
2884 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2885 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2886 2759
2887 /* 2760 /*
2888 * Check to see if the player has any unpaid items. If so, remove them 2761 * Check to see if the player has any unpaid items. If so, remove them
2889 * and put them back in the map. 2762 * and put them back in the map.
2890 */ 2763 */
2891 remove_unpaid_objects (op->inv, op); 2764 op->drop_unpaid_items ();
2892 2765
2893 /****************************************/ 2766 /****************************************/
2894 /* */ 2767 /* */
2895 /* Move player to his current respawn- */ 2768 /* Move player to his current respawn- */
2896 /* position (usually last savebed) */ 2769 /* position (usually last savebed) */
2916 object *force; 2789 object *force;
2917 int at; 2790 int at;
2918 2791
2919 force = get_archetype (FORCE_NAME); 2792 force = get_archetype (FORCE_NAME);
2920 /* 50 ticks should be enough time for the spell to abate */ 2793 /* 50 ticks should be enough time for the spell to abate */
2921 force->speed = 0.1; 2794 force->speed = 0.1f;
2922 force->speed_left = -5.0; 2795 force->speed_left = -5.f;
2923 SET_FLAG (force, FLAG_APPLIED); 2796 SET_FLAG (force, FLAG_APPLIED);
2924 for (at = 0; at < NROFATTACKS; at++) 2797 for (at = 0; at < NROFATTACKS; at++)
2925 if (will_kill_again & (1 << at)) 2798 if (will_kill_again & (1 << at))
2926 force->resist[at] = 100; 2799 force->resist[at] = 100;
2927 2800
2928 insert_ob_in_ob (force, op); 2801 insert_ob_in_ob (force, op);
2929 op->update_stats (); 2802 op->update_stats ();
2930
2931 } 2803 }
2932 2804
2933 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2805 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2934} 2806}
2935 2807
2936void 2808void
2937loot_object (object *op) 2809loot_object (object *op)
2938{ /* Grab and destroy some treasure */ 2810{ /* Grab and destroy some treasure */
2955 2827
2956 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2828 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2957 { 2829 {
2958 if (tmp->nrof > 1) 2830 if (tmp->nrof > 1)
2959 { 2831 {
2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2832 tmp->decrease (rndm (1, tmp->nrof - 1));
2961 tmp2->destroy ();
2962 insert_ob_in_map (tmp, op->map, NULL, 0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
2963 } 2834 }
2964 else 2835 else
2965 tmp->destroy (); 2836 tmp->destroy ();
2966 } 2837 }
2977void 2848void
2978fix_weight (void) 2849fix_weight (void)
2979{ 2850{
2980 for_all_players (pl) 2851 for_all_players (pl)
2981 { 2852 {
2982 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2853 sint32 old = pl->ob->carrying;
2983 2854
2984 if (old == sum) 2855 pl->ob->update_weight ();
2985 continue; 2856
2857 if (old != pl->ob->carrying)
2858 {
2986 pl->ob->update_stats (); 2859 pl->ob->update_stats ();
2987 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2860 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2861 }
2988 } 2862 }
2989} 2863}
2990 2864
2991void 2865void
2992fix_luck (void) 2866fix_luck (void)
3034} 2908}
3035 2909
3036void 2910void
3037make_visible (object *op) 2911make_visible (object *op)
3038{ 2912{
3039 op->hide = 0; 2913 op->flag [FLAG_HIDDEN] = 0;
3040 op->invisible = 0; 2914 op->invisible = 0;
2915
3041 if (op->type == PLAYER) 2916 if (op->type == PLAYER)
3042 { 2917 {
3043 op->contr->tmp_invis = 0; 2918 op->contr->tmp_invis = 0;
3044 op->contr->invis_race = 0; 2919 op->contr->invis_race = 0;
3045 } 2920 }
3048} 2923}
3049 2924
3050int 2925int
3051is_true_undead (object *op) 2926is_true_undead (object *op)
3052{ 2927{
3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2928 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3054 return 1; 2929 return 1;
3055 2930
3056 return 0; 2931 return 0;
3057} 2932}
3058 2933
3059/* look at the surrounding terrain to determine 2934/* look at the surrounding terrain to determine
3060 * the hideability of this object. Positive levels 2935 * the hideability of this object. Positive levels
3061 * indicate greater hideability. 2936 * indicate greater hideability.
3062 */ 2937 */
3063
3064int 2938int
3065hideability (object *ob) 2939hideability (object *ob)
3066{ 2940{
3067 int i, level = 0, mflag; 2941 int i, level = 0, mflag;
3068 sint16 x, y; 2942 sint16 x, y;
3069 2943
3070 if (!ob || !ob->map) 2944 if (!ob || !ob->map)
3071 return 0; 2945 return 0;
3072 2946
3073 /* so, on normal lighted maps, its hard to hide */ 2947 /* so, on normal lighted maps, its hard to hide */
3074 level = ob->map->darkness - 2; 2948 level = ob->map->darklevel () - 2;
3075 2949
3076 /* this also picks up whether the object is glowing. 2950 /* this also picks up whether the object is glowing.
3077 * If you carry a light on a non-dark map, its not 2951 * If you carry a light on a non-dark map, its not
3078 * as bad as carrying a light on a pitch dark map */ 2952 * as bad as carrying a light on a pitch dark map */
3079 if (has_carried_lights (ob)) 2953 if (ob->has_carried_lights ())
3080 level = -(10 + (2 * ob->map->darkness)); 2954 level = -(10 + (2 * ob->map->darklevel ()));
3081 2955
3082 /* scan through all nearby squares for terrain to hide in */ 2956 /* 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]) 2957 for (i = 0, x = ob->x, y = ob->y;
2958 i <= SIZEOFFREE1;
2959 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3084 { 2960 {
3085 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2961 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3086 if (mflag & P_OUT_OF_MAP) 2962 if (mflag & P_OUT_OF_MAP)
3087 {
3088 continue; 2963 continue;
3089 } 2964
3090 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2965 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3091 level += 2; 2966 level += 2;
3092 else /* open terrain! */ 2967 else /* open terrain! */
3093 level -= 1; 2968 level -= 1;
3094 } 2969 }
3102/* For Hidden creatures - a chance of becoming 'unhidden' 2977/* For Hidden creatures - a chance of becoming 'unhidden'
3103 * every time they move - as we subtract off 'invisibility' 2978 * every time they move - as we subtract off 'invisibility'
3104 * AND, for players, if they move into a ridiculously unhideable 2979 * AND, for players, if they move into a ridiculously unhideable
3105 * spot (surrounded by clear terrain in broad daylight). -b.t. 2980 * spot (surrounded by clear terrain in broad daylight). -b.t.
3106 */ 2981 */
3107
3108void 2982void
3109do_hidden_move (object *op) 2983do_hidden_move (object *op)
3110{ 2984{
3111 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2985 int hide = 0;
3112 object *skop;
3113 2986
3114 if (!op || !op->map) 2987 if (!op || !op->map)
3115 return; 2988 return;
3116 2989
3117 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2990 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2991 int num = random_roll (0, 19, op, PREFER_LOW);
3118 2992
3119 /* its *extremely* hard to run and sneak/hide at the same time! */ 2993 /* its *extremely* hard to run and sneak/hide at the same time! */
3120 if (op->type == PLAYER && op->contr->run_on) 2994 if (op->type == PLAYER && op->contr->run_on)
3121 if (!skop || num >= skop->level) 2995 if (!skop || num >= skop->level)
3122 { 2996 {
3132 num -= hide; 3006 num -= hide;
3133 3007
3134 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3008 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3135 { 3009 {
3136 make_visible (op); 3010 make_visible (op);
3011
3137 if (op->type == PLAYER) 3012 if (op->type == PLAYER)
3138 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3013 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3139 } 3014 }
3140 else if (op->type == PLAYER && skop) 3015 else if (op->type == PLAYER && skop)
3141 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3016 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3194 * object op. This function works fine for monsters, 3069 * object op. This function works fine for monsters,
3195 * but we dont worry if the object isnt the top one in 3070 * but we dont worry if the object isnt the top one in
3196 * a pile (say a coin under a table would return "viewable" 3071 * a pile (say a coin under a table would return "viewable"
3197 * by this routine). Another question, should we be 3072 * by this routine). Another question, should we be
3198 * concerned with the direction the player is looking 3073 * concerned with the direction the player is looking
3199 * in? Realistically, most of use cant see stuff behind 3074 * in? Realistically, most of us can't see stuff behind
3200 * our backs...on the other hand, does the "facing" direction 3075 * our backs...on the other hand, does the "facing" direction
3201 * imply the way your head, or body is facing? Its possible 3076 * 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. 3077 * for them to differ. Sigh, this fctn could get a bit more complex.
3203 * -b.t. 3078 * -b.t.
3204 * This function is now map tiling safe. 3079 * This function is now map tiling safe.
3205 */ 3080 */
3206
3207int 3081int
3208player_can_view (object *pl, object *op) 3082player_can_view (object *pl, object *op)
3209{ 3083{
3210 rv_vector rv; 3084 rv_vector rv;
3211 int dx, dy; 3085 int dx, dy;
3223 3097
3224 get_rangevector (pl, op, &rv, 0x1); 3098 get_rangevector (pl, op, &rv, 0x1);
3225 3099
3226 /* starting with the 'head' part, lets loop 3100 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any 3101 * through the object and find if it has any
3228 * part that is in the los array but isnt on 3102 * part that is in the los array but isn't on
3229 * a blocked los square. 3103 * a blocked los square.
3230 * we use the archetype to figure out offsets. 3104 * we use the archetype to figure out offsets.
3231 */ 3105 */
3232 while (op) 3106 while (op)
3233 { 3107 {
3234 dx = rv.distance_x + op->arch->clone.x; 3108 dx = rv.distance_x + op->arch->x;
3235 dy = rv.distance_y + op->arch->clone.y; 3109 dy = rv.distance_y + op->arch->y;
3236 3110
3237 /* only the viewable area the player sees is updated by LOS 3111 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3238 * code, so we need to restrict ourselves to that range of values
3239 * for any meaningful values.
3240 */
3241 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3242 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3243 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3244 return 1; 3112 return 1;
3113
3245 op = op->more; 3114 op = op->more;
3246 } 3115 }
3116
3247 return 0; 3117 return 0;
3248} 3118}
3249 3119
3250/* routine for both players and monsters. We call this when 3120/* routine for both players and monsters. We call this when
3251 * there is a possibility for our action distrubing our hiding 3121 * there is a possibility for our action distrubing our hiding
3252 * place or invisiblity spell. Artefact invisiblity is not 3122 * place or invisiblity spell. Artefact invisiblity causes
3253 * effected by this. If we arent invisible to begin with, we 3123 * "noise" instead. If we arent invisible to begin with, we
3254 * return 0. 3124 * return 0.
3255 */ 3125 */
3256int 3126int
3257action_makes_visible (object *op) 3127action_makes_visible (object *op)
3258{ 3128{
3259
3260 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3129 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3261 { 3130 {
3262 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3131 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3132 {
3133 // artefact invisibility is permanent, but we still make noise
3134 // this is important for game-balance.
3135 if (op->contr)
3136 op->make_noise ();
3137
3263 return 0; 3138 return 0;
3139 }
3264 3140
3265 if (op->contr && op->contr->tmp_invis == 0) 3141 if (op->contr && op->contr->tmp_invis == 0)
3266 return 0; 3142 return 0;
3267 3143
3268 /* If monsters, they should become visible */ 3144 /* If monsters, they should become visible */
3269 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3145 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3270 { 3146 {
3271 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3147 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3272 return 1; 3148 return 1;
3273 } 3149 }
3274 } 3150 }
3151
3275 return 0; 3152 return 0;
3276} 3153}
3277 3154
3278/* op_on_battleground - checks if the given object op (usually 3155/* op_on_battleground - checks if the given object op (usually
3279 * a player) is standing on a valid battleground-tile, 3156 * 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 3161 * Default is to do the same as before, so only people wanting to have different points need worry about this
3285 */ 3162 */
3286int 3163int
3287op_on_battleground (object *op, int *x, int *y) 3164op_on_battleground (object *op, int *x, int *y)
3288{ 3165{
3289 object *tmp;
3290
3291 /* A battleground-tile needs the following attributes to be valid: 3166 /* 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), 3167 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3293 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3168 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3294 * and the exit-coordinates sp/hp must both be > 0. 3169 * and the exit-coordinates sp/hp must both be > 0.
3295 * => The intention here is to prevent abuse of the battleground- 3170 * => The intention here is to prevent abuse of the battleground-
3296 * feature (like pickable or hidden battleground tiles). */ 3171 * feature (like pickable or hidden battleground tiles). */
3297 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3172 for (object *tmp = op->below; tmp; tmp = tmp->below)
3298 { 3173 {
3299 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3300 { 3175 {
3301 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3176 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3302 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3177 && tmp->type == BATTLEGROUND
3178 && tmp->name == shstr_battleground
3179 && EXIT_X (tmp) && EXIT_Y (tmp))
3303 { 3180 {
3304 /*before we assign the exit, check if this is a teambattle */ 3181 /* before we assign the exit, check if this is a teambattle */
3305 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3182 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3306 { 3183 {
3307 object *invtmp;
3308
3309 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3184 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3310 { 3185 {
3311 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3186 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3312 { 3187 {
3313 if (x != NULL && y != NULL) 3188 if (x && y)
3314 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3189 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3190
3315 return 1; 3191 return 1;
3316 } 3192 }
3317 } 3193 }
3318 } 3194 }
3195
3319 if (x != NULL && y != NULL) 3196 if (x && y)
3320 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3197 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3198
3321 return 1; 3199 return 1;
3322 } 3200 }
3323 } 3201 }
3324 } 3202 }
3203
3325 /* If we got here, did not find a battleground */ 3204 /* If we got here, did not find a battleground */
3326 return 0; 3205 return 0;
3327} 3206}
3328 3207
3329/* 3208/*
3345 char buf[MAX_BUF]; /* tmp. string buffer */ 3224 char buf[MAX_BUF]; /* tmp. string buffer */
3346 int i = 0, j = 0; 3225 int i = 0, j = 0;
3347 3226
3348 /* get the appropriate treasurelist */ 3227 /* get the appropriate treasurelist */
3349 if (atnr == ATNR_FIRE) 3228 if (atnr == ATNR_FIRE)
3350 trlist = treasurelist::find ("dragon_ability_fire"); 3229 trlist = treasurelist::find (shstr_dragon_ability_fire);
3351 else if (atnr == ATNR_COLD) 3230 else if (atnr == ATNR_COLD)
3352 trlist = treasurelist::find ("dragon_ability_cold"); 3231 trlist = treasurelist::find (shstr_dragon_ability_cold);
3353 else if (atnr == ATNR_ELECTRICITY) 3232 else if (atnr == ATNR_ELECTRICITY)
3354 trlist = treasurelist::find ("dragon_ability_elec"); 3233 trlist = treasurelist::find (shstr_dragon_ability_elec);
3355 else if (atnr == ATNR_POISON) 3234 else if (atnr == ATNR_POISON)
3356 trlist = treasurelist::find ("dragon_ability_poison"); 3235 trlist = treasurelist::find (shstr_dragon_ability_poison);
3357 3236
3358 if (trlist == NULL || who->type != PLAYER) 3237 if (trlist == NULL || who->type != PLAYER)
3359 return; 3238 return;
3360 3239
3361 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3240 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]); */ 3244 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3366 return; 3245 return;
3367 } 3246 }
3368 3247
3369 /* everything seems okay - now bring on the gift: */ 3248 /* everything seems okay - now bring on the gift: */
3370 item = &(tr->item->clone); 3249 item = tr->item;
3371 3250
3372 if (item->type == SPELL) 3251 if (item->type == SPELL)
3373 { 3252 {
3374 if (check_spell_known (who, item->name)) 3253 if (check_spell_known (who, item->name))
3375 return; 3254 return;
3434 { 3313 {
3435 /* forces in the treasurelist can alter the player's stats */ 3314 /* forces in the treasurelist can alter the player's stats */
3436 object *skin; 3315 object *skin;
3437 3316
3438 /* first get the dragon skin force */ 3317 /* 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) 3318 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3441 ; 3319 ;
3442 3320
3443 if (!skin) 3321 if (!skin)
3444 return; 3322 return;
3445 3323
3480 else 3358 else
3481 { 3359 {
3482 /* generate misc. treasure */ 3360 /* generate misc. treasure */
3483 tmp = arch_to_object (tr->item); 3361 tmp = arch_to_object (tr->item);
3484 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3362 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); 3363 who->insert (tmp);
3486 if (who->type == PLAYER)
3487 esrv_send_item (who, tmp);
3488 } 3364 }
3489} 3365}
3490 3366
3491/** 3367/**
3492 * Unready an object for a player. This function does nothing if the object was 3368 * Unready an object for a player. This function does nothing if the object was
3493 * not readied. 3369 * not readied.
3494 */ 3370 */
3495void 3371void
3496player_unready_range_ob (player *pl, object *ob) 3372player_unready_range_ob (player *pl, object *ob)
3497{ 3373{
3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3374 if (pl->ob->current_weapon == ob)
3375 pl->ob->current_weapon = 0;
3376
3377 if (pl->combat_ob == ob)
3378 pl->combat_ob = 0;
3379
3499 if (pl->ranges[i] == ob) 3380 if (pl->ranged_ob == ob)
3500 {
3501 pl->ranges[i] = 0; 3381 pl->ranged_ob = 0;
3502 if (pl->shoottype == i)
3503 pl->shoottype = range_none;
3504 }
3505} 3382}
3506 3383
3507sint8 3384sint8
3508player::visibility_at (maptile *map, int x, int y) const 3385player::darkness_at (maptile *map, int x, int y) const
3509{ 3386{
3510 if (!ns) 3387 if (!ns)
3511 return 0; 3388 return LOS_BLOCKED;
3512 3389
3513 int dx, dy; 3390 int dx, dy;
3514 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3391 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3515 return 0; 3392 return LOS_BLOCKED;
3516 3393
3517 x += dx - ns->current_x + ns->mapx / 2; 3394 x += dx - ns->current_x;
3518 y += dy - ns->current_y + ns->mapy / 2; 3395 y += dy - ns->current_y;
3519 3396
3520 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3521 return 0;
3522
3523 return 100 - blocked_los [x][y]; 3397 return blocked_los (x, y);
3524} 3398}
3399
3400void
3401player::infobox (const char *title, const char *msg, int color)
3402{
3403 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3404}
3405
3406void
3407player::statusmsg (const char *msg, int color)
3408{
3409 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3410}
3411
3412void
3413player::failmsg (const char *msg, int color)
3414{
3415 play_sound (sound_find ("generic_failure"));
3416 statusmsg (msg, color);
3417}
3418

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