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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 1.238 by root, Thu Nov 5 16:09:51 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 (©) 2005,2006,2007,2008,2009 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <sounds.h> 29#include <sounds.h>
29#include <living.h> 30#include <living.h>
30#include <object.h> 31#include <object.h>
31#include <spells.h> 32#include <spells.h>
34#include <algorithm> 35#include <algorithm>
35#include <functional> 36#include <functional>
36 37
37playervec players; 38playervec players;
38 39
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp))
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 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 */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
199 72
200 if (ob->map) 73 if (ob->map)
201 maplevel = ob->map->path; 74 maplevel = ob->map->path;
202 75
203 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 78 ob->map = 0;
205 party = 0; 79 party = 0;
206 80
207 // for weird reasons, this is often "ob", keeping a circular reference 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 82
210 players.erase (this); 83 players.erase (this);
211} 84}
212 85
213// connect the player with a specific client 86// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
215void 88void
216player::connect (client *ns) 89player::connect (client *ns)
217{ 90{
218 this->ns = ns; 91 this->ns = ns;
219 ns->pl = this; 92 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
224 97
225 ns->update_look = 0; 98 ns->update_look = 0;
226 ns->look_position = 0; 99 ns->look_position = 0;
227 100
228 clear_los (ob); 101 clear_los ();
229 102
230 ns->reset_stats (); 103 ns->reset_stats ();
231 104
232 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
235 108
236 if (!legal_range (ob, shoottype)) 109 ob->update_weight ();
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 110 link_skills ();
241 111
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243 113
244 assign (title, ob->arch->clone.name); 114 assign (title, ob->arch->object::name);
245 115
246 /* if it's a dragon player, set the correct title here */ 116 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 117 if (is_dragon_pl (ob))
248 { 118 {
249 object *tmp, *abil = 0, *skin = 0; 119 object *tmp, *abil = 0, *skin = 0;
250 120
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) 121 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 122 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 123 if (tmp->arch->archname == shstr_dragon_ability_force)
257 abil = tmp; 124 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 125 else if (tmp->arch->archname == shstr_dragon_skin_force)
259 skin = tmp; 126 skin = tmp;
260 127
261 set_dragon_name (ob, abil, skin); 128 set_dragon_name (ob, abil, skin);
262 } 129 }
263 130
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 132
266 esrv_new_player (this, ob->weight + ob->carrying); 133 esrv_new_player (this);
267 134
268 ob->update_stats (); 135 ob->update_stats ();
136
269 ns->floorbox_update (); 137 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 138 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 139 esrv_add_spells (this, 0);
273 140
274 activate (); 141 activate ();
275 142
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this); 143 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this); 144 INVOKE_PLAYER (LOGIN, this);
282} 145}
283 146
284void 147void
285player::disconnect () 148player::disconnect ()
286{ 149{
150 if (ob)
151 {
152 ob->close_container (); //TODO: client-specific
153 ob->drop_unpaid_items ();
154 }
155
287 if (ns) 156 if (ns)
288 { 157 {
289 if (active) 158 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 159 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291 160
294 ns->reset_stats (); 163 ns->reset_stats ();
295 ns->pl = 0; 164 ns->pl = 0;
296 ns = 0; 165 ns = 0;
297 } 166 }
298 167
299 if (ob) 168 // this is important for the player scheduler to get the correct refcount
300 ob->close_container (); //TODO: client-specific 169 // when ns = 0
170 observe = viewpoint = ob;
301 171
302 deactivate (); 172 deactivate ();
303} 173}
174
175//-GPL
304 176
305// the need for this function can be explained 177// the need for this function can be explained
306// by load_object not returning the object 178// by load_object not returning the object
307void 179void
308player::set_object (object *op) 180player::set_object (object *op)
309{ 181{
310 ob = op; 182 ob = observe = viewpoint = op;
311 ob->contr = this; /* this aren't yet in archetype */ 183 ob->contr = this; /* this aren't yet in archetype */
312 184
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 185 ob->speed = 1.0f;
186 ob->speed_left = 0.5f;
187
315 ob->direction = 5; /* So player faces south */ 188 ob->direction = 5; /* So player faces south */
189
190 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false;
193
194 for (object *op = ob->inv; op; op = op->below)
195 if (op->flag [FLAG_APPLIED])
196 switch (op->type)
197 {
198 case SKILL:
199 ob->flag [FLAG_APPLIED] = false;
200 break;
201
202 case WAND:
203 case ROD:
204 case HORN:
205 case BOW:
206 ranged_ob = op;
207 break;
208
209 case WEAPON:
210 combat_ob = op;
211 break;
212 }
213
214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
215 ob->deactivate (); // change_weapon activates, fix this better
316} 216}
217
218void
219player::set_observe (object *op)
220{
221 observe = viewpoint = op ? op : ob;
222 do_los = 1;
223}
224
225void
226player::set_viewpoint (object *op)
227{
228 viewpoint = op ? op : (object *)observe;
229 do_los = 1;
230}
231
232//+GPL
317 233
318player::player () 234player::player ()
319{ 235{
320 /* There are some elements we want initialised to non zero value - 236 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point. 237 * we deal with that below this point.
325 unapply = unapply_nochoice; 241 unapply = unapply_nochoice;
326 242
327 savebed_map = first_map_path; /* Init. respawn position */ 243 savebed_map = first_map_path; /* Init. respawn position */
328 244
329 gen_sp_armour = 10; 245 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 246 bowtype = bow_normal;
332 petmode = pet_normal; 247 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers; 248 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 249 peaceful = 1; /* default peaceful */
336 do_los = 1; 250 do_los = 1;
251
252 weapon_sp = 1.0f;
253 weapon_sp_left = 0.5f;
337} 254}
338 255
339void 256void
340player::do_destroy () 257player::do_destroy ()
341{ 258{
346 if (ob) 263 if (ob)
347 { 264 {
348 ob->destroy_inv (false); 265 ob->destroy_inv (false);
349 ob->destroy (); 266 ob->destroy ();
350 } 267 }
268
269 ob = observe = viewpoint = 0;
351} 270}
352 271
353player::~player () 272player::~player ()
354{ 273{
355 /* Clear item stack */ 274 /* Clear item stack */
382 * Note: there MUST be at least one player archetype! 301 * Note: there MUST be at least one player archetype!
383 */ 302 */
384archetype * 303archetype *
385get_player_archetype (archetype *at) 304get_player_archetype (archetype *at)
386{ 305{
387 archetype *start = at; 306 // archetypes could have been reloaded
307 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
308
309 if (!nat)
310 return at;
311
312 archvec::iterator i = archetypes.find (nat);
388 313
389 for (;;) 314 for (;;)
390 { 315 {
391 if (at == NULL || at->next == NULL) 316 if (++i == archetypes.end ())
392 at = first_archetype; 317 i = archetypes.begin ();
393 else 318 else if (*i == at)
394 at = at->next; 319 cleanup ("not a single player archetype found");
395 320
396 if (at->clone.type == PLAYER) 321 if ((*i)->type == PLAYER)
397 return at; 322 return *i;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 } 323 }
405} 324}
406 325
407object * 326object *
408get_nearest_player (object *mon) 327get_nearest_player (object *mon)
412 unsigned lastdist; 331 unsigned lastdist;
413 rv_vector rv; 332 rv_vector rv;
414 333
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 334 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 335 {
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)) 336 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 337 continue;
446 338
447 if (lastdist > rv.distance) 339 if (lastdist > rv.distance)
448 { 340 {
643 535
644 return firstdir; 536 return firstdir;
645} 537}
646 538
647void 539void
648give_initial_items (object *pl, treasurelist * items) 540give_initial_items (object *pl, treasurelist *items)
649{ 541{
650 object *op, *next = NULL;
651
652 if (pl->randomitems != NULL) 542 if (pl->randomitems)
653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654 544
655 for (op = pl->inv; op; op = next) 545 for (object *next, *op = pl->inv; op; op = next)
656 { 546 {
657 next = op->below; 547 next = op->below;
658 548
659 /* Forces get applied per default, unless they have the 549 /* Forces get applied per default, unless they have the
660 * flag "neutral" set. Sorry but I can't think of a better way 550 * flag "neutral" set. Sorry but I can't think of a better way
665 /* we never give weapons/armour if these cannot be used 555 /* we never give weapons/armour if these cannot be used
666 * by this player due to race restrictions 556 * by this player due to race restrictions
667 */ 557 */
668 if (pl->type == PLAYER) 558 if (pl->type == PLAYER)
669 { 559 {
670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
671 (op->type == ARMOUR || op->type == BOOTS || 562 (op->type == ARMOUR || op->type == BOOTS
672 op->type == CLOAK || op->type == HELMET || 563 || op->type == CLOAK || op->type == HELMET
673 op->type == SHIELD || op->type == GLOVES || 564 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE))
674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
675 { 567 {
676 op->destroy (); 568 op->destroy ();
677 continue; 569 continue;
678 } 570 }
679 } 571 }
680 572
681 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
682 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
683 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
684 * a first level treasurelist for each skill.)
685 * remove duplicate skills also
686 */ 576 */
687 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
688 { 578 {
689 object *tmp;
690
691 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
692 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
693 break;
694
695 if (tmp)
696 { 581 {
697 op->destroy (); 582 op->destroy ();
583 LOG (llevError,
698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
699 continue; 585 break;
700 } 586 }
701 587
702 if (op->nrof > 1) 588 if (op->nrof > 1)
703 op->nrof = 1; 589 op->nrof = 1;
704 } 590 }
705 591
706 if (op->type == SPELLBOOK && op->inv) 592 if (op->type == SPELLBOOK && op->inv)
707 {
708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 }
710 594
711 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
712 * items. Just don't identify gold or silver, or it won't be 596 * items. Just don't identify gold or silver, or it won't be
713 * merged properly. 597 * merged properly.
714 */ 598 */
715 if (need_identify (op)) 599 if (need_identify (op))
716 { 600 {
717 SET_FLAG (op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
718 CLEAR_FLAG (op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
719 CLEAR_FLAG (op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
720 } 604 }
605
721 if (op->type == SPELL) 606 if (op->type == SPELL)
722 { 607 {
723 op->destroy (); 608 op->destroy ();
724 continue; 609 continue;
725 } 610 }
727 { 612 {
728 SET_FLAG (op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
729 op->stats.exp = 0; 614 op->stats.exp = 0;
730 op->level = 1; 615 op->level = 1;
731 } 616 }
732 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
733 else
734 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
735 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
736 620
737 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
738 link_player_skills (pl); 622 pl->contr->link_skills ();
739} 623}
740 624
741void 625void
742get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
743{ 627{
774} 658}
775 659
776void 660void
777object::roll_stats () 661object::roll_stats ()
778{ 662{
779 int statsort [7]; 663 int statsort [NUM_STATS];
780 664
781 for (;;) 665 for (;;)
782 { 666 {
783 int sum = 0; 667 int sum = 0;
784 for (int i = 7; i--; ) 668 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 669 sum += statsort [i] = roll_stat ();
786 670
787 if (sum >= 82 && sum <= 116) 671 if (sum >= 82 && sum <= 116)
788 break; 672 break;
789 } 673 }
790 674
791 // Sort the stats so that rerolling is easier... 675 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 676 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 677
678 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 679 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];
801 680
802 stats.exp = 0; 681 stats.exp = 0;
803 stats.ac = 0; 682 stats.ac = 0;
804 683
805 stats.hp = stats.maxhp; 684 stats.hp = stats.maxhp;
817} 696}
818 697
819void 698void
820object::swap_stats (int a, int b) 699object::swap_stats (int a, int b)
821{ 700{
822 int tmp = get_attr_value (&contr->orig_stats, a); 701 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);
825 702
703 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 704 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;
833 705
834 //TODO: the following code looks so borked and should, at the very least, 706 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 707 // be merged with the similar code in roll_stats
836 stats.ac = 0; 708 stats.ac = 0;
837 709
856static void 728static void
857start_info (object *op) 729start_info (object *op)
858{ 730{
859 char buf[MAX_BUF]; 731 char buf[MAX_BUF];
860 732
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 733 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 734 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} 735}
866 736
867/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
872 */ 742 */
873void 743void
874player::chargen_race_done () 744player::chargen_race_done ()
875{ 745{
876 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 747 esrv_new_player (ob->contr);
878 748
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 749 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 750 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
882 752
886 ob->contr->ns->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
887 757
888 if (ob->msg) 758 if (ob->msg)
889 ob->msg = 0; 759 ob->msg = 0;
890 760
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); 761 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 763 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob); 764 esrv_send_inventory (ob, ob);
905 ob->update_stats (); 765 ob->update_stats ();
906 766
907 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
908 * is one for this race 768 * is one for this race
909 */ 769 */
910 if (*first_map_ext_path) 770 if (*first_map_ext_path)
911 { 771 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 772 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
927} 774}
928 775
929void 776void
939 int x = ob->x, y = ob->y; 786 int x = ob->x, y = ob->y;
940 787
941 ob->remove_statbonus (); 788 ob->remove_statbonus ();
942 ob->remove (); 789 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 790 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 791 ob->arch->copy_to (ob);
945 ob->instantiate (); 792 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 793 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 794 ob->name = ob->name_pl = name;
948 ob->x = x; 795 ob->x = x;
949 ob->y = y; 796 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 797 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 798 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 799 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 800 ob->add_statbonus ();
954 } 801 }
955 while (!allowed_class (ob)); 802 while (!allowed_class (ob));
956 803
957 update_object (ob, UP_OBJ_FACE); 804 update_object (ob, UP_OBJ_FACE);
973 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
974 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
975 return; 822 return;
976 } 823 }
977 824
978 if (op->enemy == NULL) 825 if (!op->enemy)
979 { 826 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
982 return; 829 return;
983 } 830 }
984 831
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)) 832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 { 833 {
998 op->enemy = NULL; 834 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
1000 return; 836 return;
1003 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
1004 840
1005 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
1007 { 843 {
1008 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
1009 845
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1011 return; 847 return;
1012 } 848 }
1013 849
1014 /* Cornered, get rid of scared */ 850 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 851 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 852 op->enemy = NULL;
1017} 853}
1018 854
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 855/* 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 856 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 857 * stop.
1023 */ 858 */
1024int 859int
1025check_pick (object *op) 860check_pick (object *op)
1026{ 861{
1027 object *tmp, *next; 862 object *tmp, *next;
1028 int stop = 0; 863 int stop = 0;
1029 int wvratio; 864 int wvratio;
1030 char putstring[128];
1031 865
1032 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1034 return 1; 868 return 1;
1035 869
1036 next = op->below; 870 next = op->below;
1037 871
872 int cnt = MAX_ITEM_PER_DROP;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874
1038 /* loop while there are items on the floor that are not marked as 875 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 876 * destroyed */
1040 while (next && !next->destroyed ()) 877 while (next && !next->destroyed ())
1041 { 878 {
1042 tmp = next; 879 tmp = next;
1043 next = tmp->below; 880 next = tmp->below;
1044 881
882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
1045 if (op->destroyed ()) 888 if (op->destroyed ())
1046 return 0; 889 return 0;
1047 890
1048 if (!can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1049 continue; 892 continue;
1050 893
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 895 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1055 continue; 899 continue;
1056 } 900 }
1057 901
1058 /* high not bit set? We're using the old autopickup model */ 902 /* pickup handling */
903 if (op->contr->mode & PU_DEBUG)
904 {
905 /* some debugging code to figure out item information */
906 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d",
908 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
909 : format ("item name: %s item type: %d weight/value: %d",
910 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
911
912 new_draw_info (NDI_UNIQUE, 0, op, str);
913 }
914
915 if (op->contr->mode & PU_INHIBIT)
916 return 1;
917
918 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
919 return 1;
920
921 /* philosophy:
922 * It's easy to grab an item type from a pile, as long as it's
923 * generic. This takes no game-time. For more detailed pickups
924 * and selections, select-items should be used. This is a
925 * grab-as-you-run type mode that's really useful for arrows for
926 * example.
927 * The drawback: right now it has no frontend, so you need to
928 * stick the bits you want into a calculator in hex mode and then
929 * convert to decimal and then 'pickup <#>
930 */
931
932 /* the first two modes are exclusive: if NOTHING we return, if
933 * STOP then we stop. All the rest are applied sequentially,
934 * meaning if any test passes, the item gets picked up. */
935
936 /* if mode is set to pick nothing up, return */
937 if (op->contr->mode == PU_NOTHING)
938 return 1;
939
940 /* if mode is set to stop when encountering objects, return */
941 /* take STOP before INHIBIT since it doesn't actually pick
942 * anything up */
943 if (op->contr->mode & PU_STOP)
944 return 0;
945
946 /* useful for going into stores and not losing your settings... */
947 /* and for battles wher you don't want to get loaded down while
948 * fighting */
949 if (op->contr->mode & PU_INHIBIT)
950 return 1;
951
952 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID))
954 continue;
955
956 /* ignore known cursed objects */
957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
958 continue;
959
960 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1060 { 964 {
1061 switch (op->contr->mode) 965 CHK_PICK_PICKUP;
966 continue;
967 }
968
969 if (op->contr->mode & PU_DRINK)
970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_POTION)
977 if (tmp->type == POTION)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 /* spellbooks, skillscrolls and normal books/scrolls */
984 if (op->contr->mode & PU_SPELLBOOK)
985 if (tmp->type == SPELLBOOK)
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
991 if (op->contr->mode & PU_SKILLSCROLL)
992 if (tmp->type == SKILLSCROLL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 if (op->contr->mode & PU_READABLES)
999 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1004
1005 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1020
1021 if (op->contr->mode & PU_VALUABLES)
1022 {
1023 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 1024 {
1063 case 0: 1025 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1026 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 } 1027 }
1096 } 1028 }
1097 else 1029
1098 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1101 { 1033 {
1102 /* some debugging code to figure out item information */ 1034 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; 1035 continue;
1036 }
1149 1037
1150 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1039 if (op->contr->mode & PU_FLESH)
1040 if (tmp->type == FLESH)
1041 {
1042 CHK_PICK_PICKUP;
1152 continue; 1043 continue;
1044 }
1153 1045
1154 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1047 if (op->contr->mode & PU_BOW)
1048 if (tmp->type == BOW)
1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1054 if (op->contr->mode & PU_ARROW)
1055 if (tmp->type == ARROW)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 /* all kinds of armor etc. */
1062 if (op->contr->mode & PU_ARMOUR)
1063 if (tmp->type == ARMOUR)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_HELMET)
1070 if (tmp->type == HELMET)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_SHIELD)
1077 if (tmp->type == SHIELD)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1156 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1084 if (tmp->type == BOOTS)
1085 {
1086 CHK_PICK_PICKUP;
1087 continue;
1088 }
1089
1090 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES)
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 if (op->contr->mode & PU_CLOAK)
1098 if (tmp->type == CLOAK)
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1107 {
1108 CHK_PICK_PICKUP;
1109 continue;
1110 }
1111
1112 /* careful: chairs and tables are weapons! */
1113 if (op->contr->mode & PU_ALLWEAPON)
1114 {
1115 if (tmp->type == WEAPON)
1116 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1117 {
1159 pick_up (op, tmp); 1118 CHK_PICK_PICKUP;
1160 continue; 1119 continue;
1161 } 1120 }
1121 }
1162 1122
1123 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1126 {
1166 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1167 continue; 1128 continue;
1168 } 1129 }
1169 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1170 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1134 {
1135 /* use value density to decide what else to grab */
1136 /* >=7 was >= op->contr->mode */
1137 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1138 */
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) 1139 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1140 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 { 1141 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1218 { 1145 {
1219 pick_up (op, tmp); 1146 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1147 }
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 1148 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359#endif 1152#endif
1153 CHK_PICK_PICKUP;
1360 continue; 1154 continue;
1361 }
1362 } 1155 }
1363 } /* the new pickup model */ 1156 } /* the new pickup model */
1364 } 1157 }
1365 1158
1366 return !stop; 1159 return !stop;
1372 * found object is returned. 1165 * found object is returned.
1373 */ 1166 */
1374object * 1167object *
1375find_arrow (object *op, const char *type) 1168find_arrow (object *op, const char *type)
1376{ 1169{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1170 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) 1171 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1172 return splay (tmp);
1173
1174 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1175 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1176 if (object *arrow = find_arrow (tmp, type))
1177 {
1178 splay (tmp);
1383 return op; 1179 return arrow;
1180 }
1384 1181
1385 return tmp; 1182 return 0;
1386} 1183}
1387 1184
1388/* 1185/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1186 * 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 1187 * 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 1188 * 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. 1189 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1190 */
1394object * 1191object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1192find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1193{
1397 object *tmp = NULL, *arrow, *ntmp; 1194 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1195 int attacknum, attacktype, betterby = 0, i;
1399 1196
1400 if (!type) 1197 if (!type)
1404 { 1201 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1202 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 { 1203 {
1407 i = 0; 1204 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1205 ntmp = find_better_arrow (arrow, target, type, &i);
1206
1409 if (i > betterby) 1207 if (i > betterby)
1410 { 1208 {
1411 tmp = ntmp; 1209 tmp = ntmp;
1412 betterby = i; 1210 betterby = i;
1413 } 1211 }
1414 } 1212 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1213 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1214 {
1417 /* allways prefer assasination/slaying */ 1215 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1216 if (target->race && arrow->slaying.contains (target->race))
1419 { 1217 {
1420 if (arrow->attacktype & AT_DEATH) 1218 if (arrow->attacktype & AT_DEATH)
1421 { 1219 {
1422 *better = 100; 1220 *better = 100;
1423 return arrow; 1221 return arrow;
1431 else 1229 else
1432 { 1230 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1231 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1232 {
1435 attacktype = 1 << attacknum; 1233 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1234 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1235 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 { 1236 {
1439 tmp = arrow; 1237 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1238 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1239 }
1442 } 1240 }
1241
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1242 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1243 {
1445 tmp = arrow; 1244 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1245 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1246 }
1247
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1248 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1249 {
1450 tmp = arrow; 1250 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1251 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1252 }
1453 } 1253 }
1454 } 1254 }
1455 } 1255 }
1256
1456 if (tmp == NULL && arrow == NULL) 1257 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1258 return find_arrow (op, type);
1458 1259
1459 *better = betterby; 1260 *better = betterby;
1460 return tmp; 1261 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1265 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1266 * op = the shooter
1466 * type = bow->race 1267 * type = bow->race
1467 * dir = fire direction 1268 * dir = fire direction
1468 */ 1269 */
1469
1470object * 1270object *
1471pick_arrow_target (object *op, const char *type, int dir) 1271pick_arrow_target (object *op, shstr_cmp type, int dir)
1472{ 1272{
1473 object *tmp = NULL; 1273 object *tmp = NULL;
1474 maptile *m; 1274 maptile *m;
1475 int i, mflags, found, number; 1275 int i, mflags, found, number;
1476 sint16 x, y; 1276 sint16 x, y;
1491 for (i = 0, found = 0; i < 20; i++) 1291 for (i = 0, found = 0; i < 20; i++)
1492 { 1292 {
1493 x += freearr_x[dir]; 1293 x += freearr_x[dir];
1494 y += freearr_y[dir]; 1294 y += freearr_y[dir];
1495 mflags = get_map_flags (m, &m, x, y, &x, &y); 1295 mflags = get_map_flags (m, &m, x, y, &x, &y);
1296
1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1297 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 { 1298 {
1498 tmp = NULL; 1299 tmp = 0;
1499 break; 1300 break;
1500 } 1301 }
1501 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1302 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1502 { 1303 {
1503 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1304 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1504 * perhaps a bad assumption. 1305 * perhaps a bad assumption.
1505 */ 1306 */
1506 tmp = NULL; 1307 tmp = 0;
1507 break; 1308 break;
1508 } 1309 }
1310
1509 if (mflags & P_IS_ALIVE) 1311 if (mflags & P_IS_ALIVE)
1510 {
1511 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1312 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1512 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1313 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1513 {
1514 found++;
1515 break;
1516 }
1517 if (found)
1518 break; 1314 break;
1519 }
1520 } 1315 }
1521 if (tmp == NULL) 1316
1317 if (!tmp)
1522 return find_arrow (op, type); 1318 return find_arrow (op, type);
1523 1319
1524 if (tmp->head) 1320 if (tmp->head)
1525 tmp = tmp->head; 1321 tmp = tmp->head;
1526 1322
1539 */ 1335 */
1540int 1336int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1337fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1338{
1543 object *left, *bow; 1339 object *left, *bow;
1544 int bowspeed, mflags; 1340 int mflags;
1545 maptile *m; 1341 maptile *m;
1546 1342
1547 if (!dir) 1343 if (!dir)
1548 { 1344 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1345 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1346 return 0;
1551 } 1347 }
1552 1348
1553 if (op->type == PLAYER) 1349 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1350 bow = op->current_weapon;
1555 else 1351 else
1556 { 1352 {
1557 for (bow = op->inv; bow; bow = bow->below) 1353 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1354 /* 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. 1355 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1360 if (!bow)
1565 { 1361 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1362 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1363 return 0;
1568 } 1364 }
1365
1366 // optimisation: move object to top so we will find it quickly again
1367 splay (bow);
1569 } 1368 }
1570 1369
1571 if (!bow->race || !bow->skill) 1370 if (!bow->race || !bow->skill)
1572 { 1371 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1372 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1373 return 0;
1575 } 1374 }
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 1375
1586 if (arrow == NULL) 1376 if (arrow == NULL)
1587 { 1377 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1378 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1379 {
1590 if (op->type == PLAYER) 1380 if (op->type == PLAYER)
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1381 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 */ 1382 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1593 else 1383 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1384 CLEAR_FLAG (op, FLAG_READY_BOW);
1385
1595 return 0; 1386 return 0;
1596 } 1387 }
1597 } 1388 }
1598 1389
1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1390 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1607 } 1398 }
1608 1399
1609 /* this should not happen, but sometimes does */ 1400 /* this should not happen, but sometimes does */
1610 if (arrow->nrof == 0) 1401 if (arrow->nrof == 0)
1611 { 1402 {
1403 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1612 arrow->destroy (); 1404 arrow->destroy ();
1613 return 0; 1405 return 0;
1614 } 1406 }
1615 1407
1616 left = arrow; /* these are arrows left to the player */ 1408 left = arrow; /* these are arrows left to the player */
1617 arrow = get_split_ob (arrow, 1); 1409 arrow = arrow->split ();
1618 if (!arrow) 1410 if (!arrow)
1619 { 1411 {
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1412 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1621 return 0; 1413 return 0;
1622 } 1414 }
1623 1415
1624 arrow->set_owner (op); 1416 arrow->set_owner (op);
1625 arrow->skill = bow->skill; 1417 arrow->skill = bow->skill;
1626 arrow->direction = dir; 1418 arrow->direction = dir;
1627 1419
1420 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1421 arrow->stats.hp = arrow->stats.dam;
1422 arrow->stats.grace = arrow->attacktype;
1423 arrow->custom_name = arrow->slaying;
1424
1425#if 0
1426 if (player *pl = op->contr)
1427 {
1428 float speed = pl->weapon_sp;
1429
1430 /* penalize ROF for bestarrow */
1431 if (pl->bowtype == bow_bestarrow)
1432 speed *= .9f;
1433 else
1434 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1435
1436 op->speed_left += speed - op->speed;
1437 }
1438#endif
1439
1440 SET_ANIMATION (arrow, arrow->direction);
1441
1442 /* update the speed */
1443 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1444 + bow->stats.dam / 7.f;
1445
1446 arrow->set_speed (max (arrow->speed, 2.f));
1447 arrow->speed_left = 0;
1448
1449 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1450
1628 if (op->type == PLAYER) 1451 if (op->type == PLAYER)
1629 { 1452 {
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; 1453 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1454 wc -= dex_bonus[op->stats.Dex];
1455
1456 if (!arrow->slaying)
1457 arrow->slaying = op->slaying;
1458
1459 arrow->attacktype |= op->attacktype;
1661 } 1460 }
1662 else 1461 else
1663 { 1462 {
1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1665 arrow->level = op->level; 1463 arrow->level = op->level;
1666 } 1464 arrow->stats.wc -= bow->magic;
1667 1465
1668 if (arrow->attacktype == AT_PHYSICAL) 1466 if (!arrow->slaying)
1467 arrow->slaying = bow->slaying;
1468
1669 arrow->attacktype |= bow->attacktype; 1469 arrow->attacktype |= bow->attacktype;
1470 }
1670 1471
1671 if (bow->slaying) 1472 wc -= arrow->level;
1672 arrow->slaying = bow->slaying; 1473 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1673 1474
1475 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1674 arrow->move_type = MOVE_FLY_LOW; 1476 arrow->move_type = MOVE_FLY_LOW;
1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1477 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1676 1478
1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1479 op->play_sound (sound_find ("fire_arrow"));
1678 m->insert (arrow, sx, sy, op); 1480 m->insert (arrow, sx, sy, op);
1679 1481
1680 if (!arrow->destroyed ()) 1482 if (!arrow->destroyed ())
1681 move_arrow (arrow); 1483 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 1484
1691 return 1; 1485 return 1;
1692} 1486}
1693 1487
1694/* Special fire code for players - this takes into 1488/* Special fire code for players - this takes into
1699 * hence the function name. 1493 * hence the function name.
1700 */ 1494 */
1701int 1495int
1702player_fire_bow (object *op, int dir) 1496player_fire_bow (object *op, int dir)
1703{ 1497{
1704 int ret = 0, wcmod = 0; 1498 int ret;
1705 1499
1706 if (op->contr->bowtype == bow_bestarrow) 1500 if (op->contr->bowtype == bow_bestarrow)
1707 { 1501 {
1708 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1502 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1709 } 1503 }
1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1504 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1711 { 1505 {
1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1506 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); 1507 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1716 } 1508 }
1717 else if (op->contr->bowtype == bow_threewide) 1509 else if (op->contr->bowtype == bow_threewide)
1718 { 1510 {
1719 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1511 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)]); 1512 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)]); 1513 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1722 } 1514 }
1723 else if (op->contr->bowtype == bow_spreadshot) 1515 else if (op->contr->bowtype == bow_spreadshot)
1724 { 1516 {
1725 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1517 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); 1518 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); 1519 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1728
1729 } 1520 }
1730 else 1521 else
1731 { 1522 {
1732 /* Simple case */ 1523 /* Simple case */
1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1524 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 } 1525 }
1526
1735 return ret; 1527 return ret;
1736} 1528}
1737
1738 1529
1739/* Fires a misc (wand/rod/horn) object in 'dir'. 1530/* Fires a misc (wand/rod/horn) object in 'dir'.
1740 * Broken apart from 'fire' to keep it more readable. 1531 * Broken apart from 'fire' to keep it more readable.
1741 */ 1532 */
1742void 1533void
1743fire_misc_object (object *op, int dir) 1534fire_misc_object (object *op, int dir)
1744{ 1535{
1745 object *item; 1536 object *item = op->contr->ranged_ob;
1746 1537
1747 if (!op->contr->ranges[range_misc]) 1538 if (!item)
1748 { 1539 {
1749 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1540 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1750 return; 1541 return;
1751 } 1542 }
1752 1543
1753 item = op->contr->ranges[range_misc];
1754 if (!item->inv) 1544 if (!item->inv)
1755 { 1545 {
1756 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1546 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1757 return; 1547 return;
1758 } 1548 }
1549
1550 if (!op->change_weapon (item))
1551 return;
1552
1759 if (item->type == WAND) 1553 if (item->type == WAND)
1760 { 1554 {
1761 if (item->stats.food <= 0) 1555 if (item->stats.food <= 0)
1762 { 1556 {
1763 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1557 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)); 1558 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1559
1765 return; 1560 return;
1766 } 1561 }
1767 } 1562 }
1768 else if (item->type == ROD || item->type == HORN) 1563 else if (item->type == ROD || item->type == HORN)
1769 { 1564 {
1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1565 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1566
1567 // using the maximum of the rods charge allows at least one spell cast
1568 // for a rod or horn, this fixes some broken rods.
1569 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1771 { 1570 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1571 op->contr->play_sound (sound_find ("wand_poof"));
1572
1773 if (item->type == ROD) 1573 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)); 1574 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1775 else 1575 else
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1577
1777 return; 1578 return;
1778 } 1579 }
1779 } 1580 }
1780 1581
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1582 if (cast_spell (op, item, dir, item->inv, NULL))
1782 { 1583 {
1783 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1584 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1585
1784 if (item->type == WAND) 1586 if (item->type == WAND)
1785 { 1587 {
1786 if (!(--item->stats.food)) 1588 if (!(--item->stats.food))
1787 { 1589 {
1788 object *tmp; 1590 object *tmp;
1789 1591
1790 if (item->arch) 1592 if (item->arch)
1791 { 1593 {
1792 CLEAR_FLAG (item, FLAG_ANIMATE); 1594 CLEAR_FLAG (item, FLAG_ANIMATE);
1793 item->face = item->arch->clone.face; 1595 item->face = item->arch->face;
1794 item->set_speed (0); 1596 item->set_speed (0);
1795 } 1597 }
1796 1598
1797 if ((tmp = item->in_player ())) 1599 if (object *pl = item->visible_to ())
1798 esrv_update_item (UPD_ANIM, tmp, item); 1600 esrv_update_item (UPD_ANIM, pl, item);
1799 } 1601 }
1800 } 1602 }
1801 else if (item->type == ROD || item->type == HORN) 1603 else if (item->type == ROD || item->type == HORN)
1802 drain_rod_charge (item); 1604 drain_rod_charge (item);
1803 } 1605 }
1804} 1606}
1805 1607
1806/* Received a fire command for the player - go and do it. 1608/* Received a fire command for the player - go and do it.
1807 */ 1609 */
1808void 1610bool
1809fire (object *op, int dir) 1611fire (object *op, int dir)
1810{ 1612{
1811 int spellcost = 0; 1613 int spellcost = 0;
1614
1615 player *pl = op->contr;
1616
1617 if (pl->golem)
1618 {
1619 control_golem (op->contr->golem, dir);
1620 return false;
1621 }
1622
1623 object *ob = pl->ranged_ob;
1624
1625 if (!ob)
1626 return false;
1627
1628 if (op->speed_left > 0.f)
1629 --op->speed_left;
1630 else
1631 return false;
1632
1633 if (!op->change_weapon (ob))
1634 return false;
1812 1635
1813 /* check for loss of invisiblity/hide */ 1636 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op)) 1637 if (action_makes_visible (op))
1815 make_visible (op); 1638 make_visible (op);
1816 1639
1817 switch (op->contr->shoottype) 1640 switch (ob->type)
1818 { 1641 {
1819 case range_none: 1642 case BOW:
1820 return;
1821
1822 case range_bow:
1823 player_fire_bow (op, dir); 1643 player_fire_bow (op, dir);
1824 return; 1644 break;
1825 1645
1826 case range_magic: /* Casting spells */ 1646 case SPELL:
1827 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1647 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1828 return; 1648 break;
1829 1649
1830 case range_misc: 1650 case BUILDER:
1651 apply_map_builder (op, dir);
1652 break;
1653
1654 case SKILL:
1655 do_skill (op, op, ob, dir, 0);
1656 break;
1657
1658 default:
1831 fire_misc_object (op, dir); 1659 fire_misc_object (op, dir);
1832 return; 1660 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 } 1661 }
1856}
1857 1662
1858/* find_key 1663 return true;
1859 * We try to find a key for the door as passed. If we find a key 1664}
1860 * and successfully use it, we return the key, otherwise NULL 1665
1861 * This function merges both normal and locked door, since the logic 1666static object *
1862 * for both is the same - just the specific key is different.
1863 * pl is the player,
1864 * inv is the objects inventory to searched
1865 * door is the door we are trying to match against.
1866 * This function can be called recursively to search containers.
1867 */
1868object *
1869find_key (object *pl, object *container, object *door) 1667find_key_ (object *pl, object *container, object *door)
1870{ 1668{
1871 object *tmp, *key; 1669 object *tmp, *key;
1872 1670
1873 /* Should not happen, but sanity checking is never bad */ 1671 /* Should not happen, but sanity checking is never bad */
1874 if (!container->inv) 1672 if (!container->inv)
1877 /* First, lets try to find a key in the top level inventory */ 1675 /* First, lets try to find a key in the top level inventory */
1878 for (tmp = container->inv; tmp; tmp = tmp->below) 1676 for (tmp = container->inv; tmp; tmp = tmp->below)
1879 { 1677 {
1880 if (door->type == DOOR && tmp->type == KEY) 1678 if (door->type == DOOR && tmp->type == KEY)
1881 break; 1679 break;
1680
1882 /* For sanity, we should really check door type, but other stuff 1681 /* For sanity, we should really check door type, but other stuff
1883 * (like containers) can be locked with special keys 1682 * (like containers) can be locked with special keys
1884 */ 1683 */
1885 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1684 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1886 break; 1685 break;
1892 * a key, return 1691 * a key, return
1893 */ 1692 */
1894 if (!tmp) 1693 if (!tmp)
1895 { 1694 {
1896 for (tmp = container->inv; tmp; tmp = tmp->below) 1695 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 {
1898 /* No reason to search empty containers */ 1696 /* No reason to search empty containers */
1899 if (tmp->type == CONTAINER && tmp->inv) 1697 if (tmp->type == CONTAINER && tmp->inv)
1900 {
1901 if ((key = find_key (pl, tmp, door))) 1698 if ((key = find_key_ (pl, tmp, door)))
1902 return key; 1699 return key;
1903 }
1904 }
1905 1700
1906 if (!tmp) 1701 if (!tmp)
1907 return NULL; 1702 return 0;
1908 } 1703 }
1909 1704
1910 /* We get down here if we have found a key. Now if its in a container, 1705 /* We get down here if we have found a key. Now if its in a container,
1911 * see if we actually want to use it 1706 * see if we actually want to use it
1912 */ 1707 */
1913 if (pl != container) 1708 if (pl != container)
1914 { 1709 {
1915 /* Only let players use keys in containers */ 1710 /* Only let players use keys in containers */
1916 if (!pl->contr) 1711 if (!pl->contr)
1917 return NULL; 1712 return 0;
1713
1918 /* cases where this fails: 1714 /* cases where this fails:
1919 * If we only search the player inventory, return now since we 1715 * If we only search the player inventory, return now since we
1920 * are not in the players inventory. 1716 * are not in the players inventory.
1921 * If the container is not active, return now since only active 1717 * If the container is not active, return now since only active
1922 * containers can be used. 1718 * containers can be used.
1926 * inv must have been an container and must have been active. 1722 * inv must have been an container and must have been active.
1927 * 1723 *
1928 * Change the color so that the message doesn't disappear with 1724 * Change the color so that the message doesn't disappear with
1929 * all the others. 1725 * all the others.
1930 */ 1726 */
1931 if (pl->contr->usekeys == key_inventory || 1727 if (pl->contr->usekeys == key_inventory
1932 !QUERY_FLAG (container, FLAG_APPLIED) || 1728 || !QUERY_FLAG (container, FLAG_APPLIED)
1933 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1729 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1934 { 1730 {
1935 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1731 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)); 1732 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1937 return NULL; 1733 return NULL;
1938 } 1734 }
1939 } 1735 }
1940 1736
1941 return tmp; 1737 return tmp;
1738}
1739
1740/* find_key
1741 * We try to find a key for the door as passed. If we find a key
1742 * and successfully use it, we return the key, otherwise NULL
1743 * This function merges both normal and locked door, since the logic
1744 * for both is the same - just the specific key is different.
1745 * pl is the player,
1746 * inv is the objects inventory to searched
1747 * door is the door we are trying to match against.
1748 * This function can be called recursively to search containers.
1749 */
1750object *
1751find_key (object *pl, object *container, object *door)
1752{
1753 if (door->slaying && is_match_expr (door->slaying))
1754 {
1755 // for match expressions, we try to find the key by applying the match
1756 // to the op itself, which is supposed to find the "key", instead
1757 // of searching through containers ourselves.
1758
1759 return match_one (door->slaying, container, door, pl, pl);
1760 }
1761 else
1762 return find_key_ (pl, container, door);
1942} 1763}
1943 1764
1944/* moved door processing out of move_player_attack. 1765/* moved door processing out of move_player_attack.
1945 * returns 1 if player has opened the door with a key 1766 * returns 1 if player has opened the door with a key
1946 * such that the caller should not do anything more, 1767 * such that the caller should not do anything more,
1947 * 0 otherwise 1768 * 0 otherwise
1948 */ 1769 */
1949static int 1770static int
1950player_attack_door (object *op, object *door) 1771player_attack_door (object *op, object *door)
1951{ 1772{
1952 /* If its a door, try to find a use a key. If we do destroy the door, 1773 /* 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 - 1774 * might as well return immediately as there is nothing more to do -
1954 * otherwise, we fall through to the rest of the code. 1775 * otherwise, we fall through to the rest of the code.
1955 */ 1776 */
1956 object *key = find_key (op, op, door); 1777 object *key = find_key (op, op, door);
1957 1778
1958 /* IF we found a key, do some extra work */ 1779 /* If we found a key, do some extra work */
1959 if (key) 1780 if (key)
1960 { 1781 {
1961 object *container = key->env; 1782 object *container = key->env;
1962 1783
1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1964 if (action_makes_visible (op)) 1784 if (action_makes_visible (op))
1965 make_visible (op); 1785 make_visible (op);
1786
1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1787 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1967 spring_trap (door->inv, op); 1788 spring_trap (door->inv, op);
1968 1789
1969 if (door->type == DOOR) 1790 if (door->type == DOOR)
1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1791 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1971 else if (door->type == LOCKED_DOOR) 1792 else if (door->type == LOCKED_DOOR)
1972 { 1793 {
1973 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1794 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1974 remove_door2 (door); /* remove door without violence ;-) */ 1795 remove_door2 (door); /* remove door without violence ;-) */
1975 } 1796 }
1976 1797
1977 /* Do this after we print the message */ 1798 /* Do this after we print the message */
1978 decrease_ob (key); /* Use up one of the keys */ 1799 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 1800
1983 return 1; /* Nothing more to do below */ 1801 return 1; /* Nothing more to do below */
1984 } 1802 }
1985 else if (door->type == LOCKED_DOOR) 1803 else if (door->type == LOCKED_DOOR)
1986 { 1804 {
1987 /* Might as well return now - no other way to open this */ 1805 /* Might as well return now - no other way to open this */
1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1806 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1989 return 1; 1807 return 1;
1990 } 1808 }
1991 1809
1992 return 0; 1810 return 0;
1993} 1811}
1996 * It should keep the code cleaner. 1814 * It should keep the code cleaner.
1997 * When this is called, the players direction has been updated 1815 * When this is called, the players direction has been updated
1998 * (taking into account confusion.) The player is also actually 1816 * (taking into account confusion.) The player is also actually
1999 * going to try and move (not fire weapons). 1817 * going to try and move (not fire weapons).
2000 */ 1818 */
2001void 1819bool
2002move_player_attack (object *op, int dir) 1820move_player_attack (object *op, int dir)
2003{ 1821{
2004 object *tmp, *mon; 1822 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2005 sint16 nx, ny; 1823 {
1824 --op->speed_left;
1825 return true;
1826 }
1827
2006 int on_battleground; 1828 int on_battleground;
2007 maptile *m;
2008 1829
2009 nx = freearr_x[dir] + op->x; 1830 sint16 nx = freearr_x[dir] + op->x;
2010 ny = freearr_y[dir] + op->y; 1831 sint16 ny = freearr_y[dir] + op->y;
2011 1832
2012 on_battleground = op_on_battleground (op, 0, 0); 1833 on_battleground = op_on_battleground (op, 0, 0);
1834
1835 if (out_of_map (op->map, nx, ny))
1836 return false;
2013 1837
2014 /* If braced, or can't move to the square, and it is not out of the 1838 /* 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 1839 * 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 1840 * 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 1841 * 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 1842 * 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 1843 * 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 1844 * quite a bit of processing. However, it probably is less than what
2021 * move_ob uses. 1845 * move_ob uses.
2022 */ 1846 */
2023 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1847 maptile *m = op->map->xy_find (nx, ny);
1848
1849 /* Go through all the objects, and find ones of interest. Only stop if
1850 * we find a monster - that is something we know we want to attack.
1851 * if its a door or barrel (can roll) see if there may be monsters
1852 * on the space
1853 */
1854 object *mon;
1855 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1856 {
1857 if ((mon->flag [FLAG_ALIVE]
1858 || mon->type == LOCKED_DOOR
1859 || mon->flag [FLAG_CAN_ROLL])
1860 && mon != op)
1861 break;
2024 { 1862 }
2025 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1863
1864 if (!mon) /* This happens anytime the player tries to move */
1865 return false; /* into a wall */
1866
1867 mon = mon->head_ ();
1868
1869 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1870 if (op->contr->weapon_sp_left > 0.f)
1871 if (player_attack_door (op, mon))
1872 {
1873 --op->contr->weapon_sp_left;
1874 return true;
2026 { 1875 }
2027 m = op->map->xy_find (nx, ny); 1876
2028 if (!m) 1877 /* The following deals with possibly attacking peaceful
2029 return; /* Don't think this should happen */ 1878 * or friendly creatures. Basically, all players are considered
1879 * unaggressive. If the moving player has peaceful set, then the
1880 * object should be pushed instead of attacked. It is assumed that
1881 * if you are braced, you will not attack friends accidently,
1882 * and thus will not push them.
1883 */
1884
1885 /* If the creature is a pet, push it even if the player is not
1886 * peaceful. Our assumption is the creature is a pet if the
1887 * player owns it and it is either friendly or unagressive.
1888 */
1889 if (op->type == PLAYER
1890 && ((mon->owner && mon->owner->contr
1891 && same_party (mon->owner->contr->party, op->contr->party))
1892 || mon->owner == op)
1893 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1894 {
1895 /* If we're braced, we don't want to switch places with it */
1896 if (op->contr->braced)
1897 return false;
1898
1899 if (op->speed_left > 0.f)
1900 {
1901 --op->speed_left;
1902
1903 op->play_sound (sound_find ("push_player"));
1904 push_ob (mon, dir, op);
1905
1906 if (action_makes_visible (op))
1907 make_visible (op);
1908
1909 return true;
2030 } 1910 }
2031 else 1911 else
2032 m = op->map;
2033
2034 if (!(tmp = m->at (nx, ny).bot))
2035 return; 1912 return false;
1913 }
2036 1914
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 1915 /* in certain circumstances, you shouldn't attack friendly
2108 * creatures. Note that if you are braced, you can't push 1916 * creatures. Note that if you are braced, you can't push
2109 * someone, but put it inside this loop so that you won't 1917 * someone, but put it inside this loop so that you won't
2110 * attack them either. 1918 * attack them either.
2111 */ 1919 */
2112 if ((mon->type == PLAYER || mon->enemy != op) && 1920 if ((mon->type == PLAYER || mon->enemy != op)
2113 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1921 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2114#ifdef PROHIBIT_PLAYERKILL
2115 (op->contr->peaceful 1922 && ((op->contr->peaceful
2116 || (mon->type == PLAYER 1923 || (mon->type == PLAYER && mon->contr->peaceful))
2117 && mon->contr->
2118 peaceful)) &&
2119#else
2120 op->contr->peaceful &&
2121#endif
2122 !on_battleground)) 1924 && !on_battleground))
1925 {
1926 if (op->speed_left > 0.f)
2123 { 1927 {
1928 --op->speed_left;
1929
2124 if (!op->contr->braced) 1930 if (!op->contr->braced)
2125 { 1931 {
2126 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1932 op->play_sound (sound_find ("push_player"));
2127 push_ob (mon, dir, op); 1933 push_ob (mon, dir, op);
2128 } 1934 }
2129 else 1935 else
2130 new_draw_info (0, 0, op, "You withhold your attack"); 1936 op->statusmsg ("You withhold your attack");
2131 1937
2132 if (op->contr->tmp_invis || op->hide) 1938 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2133 make_visible (op); 1939 make_visible (op);
2134 }
2135 1940
1941 return true;
1942 }
1943 }
2136 /* If the object is a boulder or other rollable object, then 1944 /* 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. 1945 * roll it if not braced. You can't roll it if you are braced.
2138 */ 1946 */
2139 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1947 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1948 {
1949 if (op->speed_left > 0.f)
2140 { 1950 {
1951 --op->speed_left;
1952
2141 recursive_roll (mon, dir, op); 1953 recursive_roll (mon, dir, op);
2142 if (action_makes_visible (op)) 1954 if (action_makes_visible (op))
2143 make_visible (op); 1955 make_visible (op);
2144 }
2145 1956
1957 return true;
1958 }
1959 }
2146 /* Any generic living creature. Including things like doors. 1960 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 1961 * 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: 1962 * 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 1963 * 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. 1964 * that party_number -1 is no party, so attacks can still happen.
2151 */ 1965 */
2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1966 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))) 1967 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2154 { 1968 {
2155 1969 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 { 1970 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 1971 --op->contr->weapon_sp_left;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167 1972
2168 skill_attack (mon, op, 0, 0, 0); 1973 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 1974
2184 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2185 make_visible (op); 1976 make_visible (op);
2186 }
2187 } /* if player should attack something */
2188}
2189 1977
2190int 1978 return true;
1979 }
1980 }
1981
1982 return false;
1983}
1984
1985bool
2191move_player (object *op, int dir) 1986move_player (object *op, int dir)
2192{ 1987{
2193 int pick; 1988 int pick;
2194 1989
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1990 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2196 return 0; 1991 return 0;
2197 1992
2198 /* Sanity check: make sure dir is valid */ 1993 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9)) 1994 if ((dir < 0) || (dir >= 9))
2200 { 1995 {
2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2001 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2207 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2002 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2208 2003
2209 op->facing = dir; 2004 op->facing = dir;
2210 2005
2211 if (op->hide) 2006 if (op->flag [FLAG_HIDDEN])
2212 do_hidden_move (op); 2007 do_hidden_move (op);
2213 2008
2009 bool retval;
2010
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2011 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 /*nop */ ; 2012 retval = RESULT_INT (0);
2216 else if (op->contr->fire_on) 2013 else if (op->contr->fire_on)
2217 fire (op, dir); 2014 retval = fire (op, dir);
2218 else 2015 else
2219 { 2016 {
2220 move_player_attack (op, dir); 2017 retval = move_player_attack (op, dir);
2221 pick = check_pick (op); 2018 pick = check_pick (op);
2222 } 2019 }
2223 2020
2224 /* Add special check for newcs players and fire on - this way, the 2021 /* Add special check for newcs players and fire on - this way, the
2225 * server can handle repeat firing. 2022 * server can handle repeat firing.
2232 /* Update how the player looks. Use the facing, so direction may 2029 /* Update how the player looks. Use the facing, so direction may
2233 * get reset to zero. This allows for full animation capabilities 2030 * get reset to zero. This allows for full animation capabilities
2234 * for players. 2031 * for players.
2235 */ 2032 */
2236 animate_object (op, op->facing); 2033 animate_object (op, op->facing);
2237 return 0; 2034
2035 return retval;
2238} 2036}
2239 2037
2240/* This is similar to handle_player, below, but is only used by the 2038/* This is similar to handle_player, below, but is only used by the
2241 * new client/server stuff. 2039 * new client/server stuff.
2242 * This is sort of special, in that the new client/server actually uses 2040 * This is sort of special, in that the new client/server actually uses
2243 * the new speed values for commands. 2041 * the new speed values for commands.
2244 * 2042 *
2245 * Returns true if there are more actions we can do. 2043 * Returns true if there are more actions we can do. Should not do
2044 * many actions in a row, as that would be too unfair to other
2045 * players.
2246 */ 2046 */
2247int 2047bool
2248handle_newcs_player (object *op) 2048handle_newcs_player (object *op)
2249{ 2049{
2250 if (QUERY_FLAG (op, FLAG_SCARED)) 2050 if (QUERY_FLAG (op, FLAG_SCARED))
2251 { 2051 {
2252 flee_player (op); 2052 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 { 2053 {
2256 op->speed_left--; 2054 --op->speed_left;
2055 flee_player (op);
2056
2257 return 0; 2057 return true;
2258 } 2058 }
2059 else
2060 return false;
2259 } 2061 }
2260 2062
2261 /* call this here - we also will call this in do_ericserver, but 2063 /* call this here - we also will call this in do_ericserver, but
2262 * the players time has been increased when doericserver has been 2064 * the players time has been increased when doericserver has been
2263 * called, so we recheck it here. 2065 * called, so we recheck it here.
2264 */ 2066 */
2265 if (op->contr->ns->handle_command ()) 2067 if (op->contr->ns->handle_command ())
2266 return 1; 2068 return true;
2267 2069
2268 if (op->speed_left > 0)
2269 {
2270 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2070 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); 2071 return move_player (op, op->direction);
2280 2072
2281 return op->speed_left > 0;
2282 }
2283 }
2284
2285 return 0; 2073 return false;
2286} 2074}
2287 2075
2288int 2076int
2289save_life (object *op) 2077save_life (object *op)
2290{ 2078{
2292 return 0; 2080 return 0;
2293 2081
2294 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2082 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2295 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2083 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2296 { 2084 {
2297 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2085 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)); 2086 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 2087
2303 tmp->destroy (); 2088 tmp->destroy ();
2304 CLEAR_FLAG (op, FLAG_LIFESAVE); 2089 CLEAR_FLAG (op, FLAG_LIFESAVE);
2305 2090
2306 if (op->stats.hp < 0) 2091 if (op->stats.hp < 0)
2319 return 0; 2104 return 0;
2320} 2105}
2321 2106
2322/* This goes throws the inventory and removes unpaid objects, and puts them 2107/* 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 2108 * 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 2109 * function will descend into containers. op is the object to start the search
2325 * from. 2110 * from.
2326 */ 2111 */
2112static void
2113drop_unpaid_items (object *op, object *env)
2114{
2115 while (op)
2116 {
2117 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2118
2119 if (QUERY_FLAG (op, FLAG_UNPAID))
2120 op->insert_at (env);
2121 else if (op->inv)
2122 drop_unpaid_items (op->inv, env);
2123
2124 op = next;
2125 }
2126}
2127
2327void 2128void
2328remove_unpaid_objects (object *op, object *env) 2129object::drop_unpaid_items ()
2329{ 2130{
2330 while (op) 2131 if (!flag [FLAG_REMOVED])
2331 { 2132 ::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} 2133}
2347 2134
2348/* 2135/*
2349 * Returns pointer a static string containing gravestone text 2136 * Returns pointer a static string containing gravestone text
2350 * Moved from apply.c to player.c - player.c is what 2137 * Moved from apply.c to player.c - player.c is what
2351 * actually uses this function. player.c may not be quite the 2138 * actually uses this function. player.c may not be quite the
2352 * best, a misc file for object actions is probably better, 2139 * best, a misc file for object actions is probably better,
2353 * but there isn't one in the server directory. 2140 * but there isn't one in the server directory.
2354 */ 2141 */
2355char * 2142const char *
2356gravestone_text (object *op) 2143gravestone_text (object *op)
2357{ 2144{
2358 static char buf2[MAX_BUF]; 2145 static dynbuf_text buf;
2359 char buf[MAX_BUF];
2360 time_t now = time (NULL);
2361 2146
2362 strcpy (buf2, " R.I.P.\n\n"); 2147 buf << "---- R.I.P. ----\n\n"
2148 << op->name;
2149
2363 if (op->type == PLAYER) 2150 if (op->type == PLAYER)
2364 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2151 buf << " the " << op->contr->title;
2365 else
2366 sprintf (buf, "%s\n", &op->name);
2367 2152
2368 strncat (buf2, " ", 20 - strlen (buf) / 2); 2153 buf << "\n\n";
2369 strcat (buf2, buf); 2154
2155 buf << "who was level ";
2156 buf << (sint32)op->level << "\n\n" // OO breakdown
2157 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2158
2370 if (op->type == PLAYER) 2159 if (op->type == PLAYER)
2371 sprintf (buf, "who was in level %d when killed\n", op->level); 2160 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 2161
2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 if (op->type == PLAYER)
2378 { 2162 {
2379 sprintf (buf, "by %s.\n\n", op->contr->killer); 2163 static char buf2[128];
2380 strncat (buf2, " ", 21 - strlen (buf) / 2); 2164 time_t now = time (NULL);
2381 strcat (buf2, buf);
2382 }
2383
2384 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2165 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2385 strncat (buf2, " ", 20 - strlen (buf) / 2); 2166 buf << buf2;
2386 strcat (buf2, buf); 2167 }
2387 2168
2388 return buf2; 2169 return buf;
2389} 2170}
2390 2171
2391void 2172void
2392do_some_living (object *op) 2173do_some_living (object *op)
2393{ 2174{
2445 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2226 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2446 else 2227 else
2447 { 2228 {
2448 gen_grace = op->stats.maxgrace; 2229 gen_grace = op->stats.maxgrace;
2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2230 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 } 2231 }
2493 2232
2494 /* Regenerate Grace */ 2233 /* Regenerate Grace */
2495 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2234 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2496 if (--op->last_grace < 0) 2235 if (--op->last_grace < 0)
2517 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2256 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2518 } 2257 }
2519 /* wearing stuff doesn't detract from grace generation. */ 2258 /* wearing stuff doesn't detract from grace generation. */
2520 } 2259 }
2521 2260
2261 if (op->stats.food > 0)
2262 {
2522 /* Regenerate Hit Points */ 2263 /* Regenerate Spell Points */
2523 if (--op->last_heal < 0) 2264 if (!op->contr->golem && --op->last_sp < 0)
2524 {
2525 if (op->stats.hp < op->stats.maxhp)
2526 { 2265 {
2527 op->stats.hp++; 2266 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2528 /* dms do not consume food */ 2267
2529 if (!QUERY_FLAG (op, FLAG_WIZ)) 2268 if (op->stats.sp < op->stats.maxsp)
2530 { 2269 {
2270 op->stats.sp++;
2271
2272 /* dms do not consume food */
2273 if (!QUERY_FLAG (op, FLAG_WIZ))
2274 {
2531 op->stats.food--; 2275 op->stats.food--;
2276
2532 if (op->contr->digestion < 0) 2277 if (op->contr->digestion < 0)
2533 op->stats.food += op->contr->digestion; 2278 op->stats.food += op->contr->digestion;
2534 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2279 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2535 op->stats.food = last_food; 2280 op->stats.food = last_food;
2281 }
2536 } 2282 }
2537 }
2538 2283
2539 if (max_hp > 1) 2284 if (max_sp > 1)
2540 {
2541 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2542 if (over_hp > 0)
2543 { 2285 {
2544 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2286 over_sp = (gen_sp + 10) / rate_sp;
2287 if (over_sp > 0)
2288 {
2289 if (op->stats.sp < op->stats.maxsp)
2290 {
2291 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2292
2293 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2294 op->stats.sp--;
2295
2296 if (op->stats.sp > op->stats.maxsp)
2297 op->stats.sp = op->stats.maxsp;
2298 }
2299
2545 op->last_heal = 0; 2300 op->last_sp = 0;
2301 }
2302 else
2303 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2546 } 2304 }
2547 else 2305 else
2306 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2307 }
2308
2309 /* Regenerate Hit Points */
2310 if (--op->last_heal < 0)
2311 {
2312 if (op->stats.hp < op->stats.maxhp)
2548 { 2313 {
2549 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2314 op->stats.hp++;
2315
2316 /* dms do not consume food */
2317 if (!QUERY_FLAG (op, FLAG_WIZ))
2318 {
2319 op->stats.food--;
2320
2321 if (op->contr->digestion < 0)
2322 op->stats.food += op->contr->digestion;
2323 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2324 op->stats.food = last_food;
2325 }
2550 } 2326 }
2327
2328 if (max_hp > 1)
2329 {
2330 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2331
2332 if (over_hp > 0)
2333 {
2334 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2335 op->last_heal = 0;
2336 }
2337 else
2338 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2551 } 2339 }
2552 else 2340 else
2553 {
2554 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2341 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2555 } 2342 }
2556 } 2343 }
2557 2344
2558 /* Digestion */ 2345 /* Digestion */
2559 if (--op->last_eat < 0) 2346 if (--op->last_eat < 0)
2560 { 2347 {
2561#ifdef COZY_SERVER 2348 int bonus = max (0, op->contr->digestion),
2562 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2349 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 2350
2568 if (op->contr->gen_hp > 0)
2569 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2351 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 2352
2573 /* dms do not consume food */ 2353 /* dms do not consume food */
2574 if (!QUERY_FLAG (op, FLAG_WIZ)) 2354 if (!QUERY_FLAG (op, FLAG_WIZ))
2575 op->stats.food--; 2355 op->stats.food--;
2576 } 2356 }
2577 2357
2578 if (op->stats.food < 0 && op->stats.hp >= 0) 2358 if (op->stats.food < 0 && op->stats.hp >= 0)
2579 { 2359 {
2580 object *tmp, *flesh = 0; 2360 object *flesh = 0;
2581 2361
2582 for (tmp = op->inv; tmp; tmp = tmp->below) 2362 for_inv_removable (op, tmp)
2583 { 2363 {
2584 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2364 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2365 continue;
2366
2367 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2585 { 2368 {
2586 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2369 op->statusmsg ("You blindly grab for a bite of food. "
2587 { 2370 "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); 2371 manual_apply (op, tmp, 0);
2372
2590 if (op->stats.food >= 0 || op->stats.hp < 0) 2373 if (op->stats.food >= 0 || op->stats.hp < 0)
2591 break; 2374 break;
2592 } 2375 }
2593 else if (tmp->type == FLESH) 2376 else if (tmp->type == FLESH)
2594 flesh = tmp; 2377 flesh = tmp;
2595 } /* End if paid for object */ 2378 }
2596 } /* end of for loop */
2597 2379
2598 /* If player is still starving, it means they don't have any food, so 2380 /* If player is still starving, it means they don't have any food, so
2599 * eat flesh instead. 2381 * eat flesh instead.
2600 */ 2382 */
2601 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2383 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2602 { 2384 {
2603 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2385 op->statusmsg ("You blindly grab for a bite of food. "
2386 "H<To prevent you from starving, you ate some random item from your backpack.>");
2604 manual_apply (op, flesh, 0); 2387 manual_apply (op, flesh, 0);
2605 } 2388 }
2389
2390 // If player is still starving, alert him!
2391 if (op->stats.food < 0)
2392 op->failmsg ("You are starving! "
2393 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2394 }
2395
2396 if (op->stats.food < 0)
2606 } 2397 {
2398 op->stats.hp += op->stats.food;
2399 op->stats.food = 0;
2607 2400
2608 while (op->stats.food < 0 && op->stats.hp >= 0) 2401 if (op->stats.hp < 0)
2609 op->stats.food++, op->stats.hp--; 2402 {
2403 op->contr->killer = archetype::get ("killer_starvation");
2404 op->contr->killer->destroy ();
2405 }
2406 }
2610 2407
2408 /* killer should be set here already */
2611 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2409 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2612 kill_player (op); 2410 kill_player (op);
2613 } 2411 }
2614} 2412}
2615 2413
2619 * file. 2417 * file.
2620 */ 2418 */
2621void 2419void
2622kill_player (object *op) 2420kill_player (object *op)
2623{ 2421{
2624 char buf[MAX_BUF];
2625 int x, y; 2422 int x, y;
2626
2627 //int i;
2628 maptile *map; /* this is for resurrection */ 2423 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; 2424 int will_kill_again;
2636 archetype *at; 2425 archetype *at;
2637 object *tmp; 2426 object *tmp;
2638 2427
2639 if (save_life (op)) 2428 if (save_life (op))
2640 return; 2429 return;
2641 2430
2431 dynbuf_text deathtab;
2432
2433 /* restore player */
2434 at = archetype::find ("poisoning");
2435 if (object *tmp = present_arch_in_ob (at, op))
2436 {
2437 tmp->destroy ();
2438 deathtab << "Your body feels cleansed...\r";
2439 }
2440
2441 at = archetype::find ("confusion");
2442 if (object *tmp = present_arch_in_ob (at, op))
2443 {
2444 tmp->destroy ();
2445 deathtab << "Your mind feels clearer...\r";
2446 }
2447
2448 cure_disease (op, 0, 0); /* remove any disease */
2449
2450 max_it (op->stats.hp , op->stats.maxhp);
2451 max_it (op->stats.sp , op->stats.maxsp);
2452 max_it (op->stats.grace, op->stats.maxgrace);
2453
2454 if (op->stats.food <= 0)
2455 op->stats.food = 999;
2456
2457 // remove all spell effects that are active
2458 // to avoid long-term effects such as word-of-recall
2459 for (object *item = op->inv; item; )
2460 {
2461 object *next = item->below;
2462
2463 if (item->type == SPELL_EFFECT && item->active)
2464 item->destroy ();
2465
2466 item = next;
2467 }
2642 2468
2643 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2469 /* 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. 2470 * in cities ONLY!!! It is very important that this doesn't get abused.
2645 * Look at op_on_battleground() for more info --AndreasV 2471 * Look at op_on_battleground() for more info --AndreasV
2646 */ 2472 */
2647 if (op_on_battleground (op, &x, &y)) 2473 if (op_on_battleground (op, &x, &y))
2648 { 2474 {
2649 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2475 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 2476
2672 /* create a bodypart-trophy to make the winner happy */ 2477 /* create a bodypart-trophy to make the winner happy */
2673 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2478 if (object *tmp = arch_to_object (archetype::find ("finger")))
2674 { 2479 {
2675 sprintf (buf, "%s's finger", &op->name); 2480 tmp->name = format ("%s's finger" , &op->name);
2676 tmp->name = buf; 2481 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; 2482 tmp->msg = format (
2483 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2484 &op->name, op->contr->title,
2485 (int)op->level,
2486 op->contr->killer_name ()
2487 );
2681 tmp->value = 0, tmp->type = 0; 2488 tmp->value = 0, tmp->type = 0;
2682 tmp->materialname = "organics"; 2489 tmp->materialname = "organics";
2683 tmp->insert_at (op, tmp); 2490 tmp->insert_at (op, tmp);
2684 } 2491 }
2685 2492
2686 /* teleport defeated player to new destination */ 2493 /* teleport defeated player to new destination */
2687 transfer_ob (op, x, y, 0, NULL); 2494 transfer_ob (op, x, y, 0, NULL);
2688 op->contr->braced = 0; 2495 op->contr->braced = 0;
2496
2497 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2689 return; 2498 return;
2690 } 2499 }
2691 2500
2501 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2502 deathtab << "T<YOU HAVE DIED>\n\n";
2503
2692 INVOKE_PLAYER (DEATH, op->contr); 2504 INVOKE_PLAYER (DEATH, op->contr);
2693 2505
2694 command_kill_pets (op, 0); 2506 command_kill_pets (op, 0);
2695 2507
2696 if (op->stats.food < 0) 2508 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 2509
2706 /* save the map location for corpse, gravestone */ 2510 /* save the map location for corpse, gravestone */
2707 x = op->x; 2511 x = op->x;
2708 y = op->y; 2512 y = op->y;
2709 map = op->map; 2513 map = op->map;
2737 2541
2738 lost_a_stat = 0; 2542 lost_a_stat = 0;
2739 2543
2740 for (z = 0; z < num_stats_lose; z++) 2544 for (z = 0; z < num_stats_lose; z++)
2741 { 2545 {
2742 i = RANDOM () % NUM_STATS; 2546 i = rndm (NUM_STATS);
2743 2547
2744 if (settings.stat_loss_on_death) 2548 if (settings.stat_loss_on_death)
2745 { 2549 {
2746 /* Pick a random stat and take a point off it. Tell the player 2550 /* Pick a random stat and take a point off it. Tell the player
2747 * what he lost. 2551 * what he lost.
2798 } 2602 }
2799 } 2603 }
2800 2604
2801 if (lose_this_stat) 2605 if (lose_this_stat)
2802 { 2606 {
2803 this_stat = get_attr_value (&(dep->stats), i); 2607 this_stat = get_attr_value (&dep->stats, i);
2804 /* We could try to do something clever like find another 2608 /* We could try to do something clever like find another
2805 * stat to reduce if this fails. But chances are, if 2609 * stat to reduce if this fails. But chances are, if
2806 * stats have been depleted to -50, all are pretty low 2610 * stats have been depleted to -50, all are pretty low
2807 * and should be roughly the same, so it shouldn't make a 2611 * and should be roughly the same, so it shouldn't make a
2808 * difference. 2612 * difference.
2816 lost_a_stat = 1; 2620 lost_a_stat = 1;
2817 } 2621 }
2818 } 2622 }
2819 } 2623 }
2820 } 2624 }
2625
2821 /* If no stat lost, tell the player. */ 2626 /* If no stat lost, tell the player. */
2822 if (!lost_a_stat) 2627 if (!lost_a_stat)
2823 { 2628 {
2824 /* determine_god() seems to not work sometimes... why is this? 2629 /* determine_god() seems to not work sometimes... why is this?
2825 Should I be using something else? GD */ 2630 Should I be using something else? GD */
2826 const char *god = determine_god (op); 2631 shstr_tmp god = determine_god (op);
2827 2632
2828 if (god && (strcmp (god, "none"))) 2633 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); 2634 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2830 else 2635 else
2831 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2636 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2832 } 2637 }
2833#else 2638#else
2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2639 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2835#endif 2640#endif
2836 2641
2837 /* Put a gravestone up where the character 'almost' died. List the 2642 /* Put a gravestone up where the character 'almost' died. List the
2838 * exp loss on the stone. 2643 * exp loss on the stone.
2839 */ 2644 */
2840 tmp = arch_to_object (archetype::find ("gravestone")); 2645 tmp = arch_to_object (archetype::find ("gravestone"));
2841 sprintf (buf, "%s's gravestone", &op->name); 2646 tmp->name = format ("%s's gravestone", &op->name);
2842 tmp->name = buf; 2647 tmp->name_pl = format ("%s's gravestones", &op->name);
2843 sprintf (buf, "%s's gravestones", &op->name); 2648 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2844 tmp->name_pl = buf; 2649 &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; 2650 tmp->x = op->x, tmp->y = op->y;
2848 insert_ob_in_map (tmp, op->map, NULL, 0); 2651 insert_ob_in_map (tmp, op->map, NULL, 0);
2849 2652
2850 /**************************************/ 2653 /**************************************/
2851 /* */ 2654 /* */
2852 /* Subtract the experience points, */ 2655 /* Subtract the experience points, */
2853 /* if we died cause of food, give us */
2854 /* food, and reset HP's... */
2855 /* */ 2656 /* */
2856 /**************************************/ 2657 /**************************************/
2857 2658
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)); */ 2659 /*add_exp(op, (op->stats.exp * -0.20)); */
2880 apply_death_exp_penalty (op); 2660 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 2661
2887 /* 2662 /*
2888 * Check to see if the player has any unpaid items. If so, remove them 2663 * Check to see if the player has any unpaid items. If so, remove them
2889 * and put them back in the map. 2664 * and put them back in the map.
2890 */ 2665 */
2891 remove_unpaid_objects (op->inv, op); 2666 op->drop_unpaid_items ();
2892 2667
2893 /****************************************/ 2668 /****************************************/
2894 /* */ 2669 /* */
2895 /* Move player to his current respawn- */ 2670 /* Move player to his current respawn- */
2896 /* position (usually last savebed) */ 2671 /* position (usually last savebed) */
2916 object *force; 2691 object *force;
2917 int at; 2692 int at;
2918 2693
2919 force = get_archetype (FORCE_NAME); 2694 force = get_archetype (FORCE_NAME);
2920 /* 50 ticks should be enough time for the spell to abate */ 2695 /* 50 ticks should be enough time for the spell to abate */
2921 force->speed = 0.1; 2696 force->speed = 0.1f;
2922 force->speed_left = -5.0; 2697 force->speed_left = -5.f;
2923 SET_FLAG (force, FLAG_APPLIED); 2698 SET_FLAG (force, FLAG_APPLIED);
2924 for (at = 0; at < NROFATTACKS; at++) 2699 for (at = 0; at < NROFATTACKS; at++)
2925 if (will_kill_again & (1 << at)) 2700 if (will_kill_again & (1 << at))
2926 force->resist[at] = 100; 2701 force->resist[at] = 100;
2927 2702
2928 insert_ob_in_ob (force, op); 2703 insert_ob_in_ob (force, op);
2929 op->update_stats (); 2704 op->update_stats ();
2930
2931 } 2705 }
2932 2706
2933 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2707 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2934} 2708}
2935 2709
2936void 2710void
2937loot_object (object *op) 2711loot_object (object *op)
2938{ /* Grab and destroy some treasure */ 2712{ /* Grab and destroy some treasure */
2955 2729
2956 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2730 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2957 { 2731 {
2958 if (tmp->nrof > 1) 2732 if (tmp->nrof > 1)
2959 { 2733 {
2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2734 tmp->decrease (rndm (1, tmp->nrof - 1));
2961 tmp2->destroy ();
2962 insert_ob_in_map (tmp, op->map, NULL, 0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
2963 } 2736 }
2964 else 2737 else
2965 tmp->destroy (); 2738 tmp->destroy ();
2966 } 2739 }
2977void 2750void
2978fix_weight (void) 2751fix_weight (void)
2979{ 2752{
2980 for_all_players (pl) 2753 for_all_players (pl)
2981 { 2754 {
2982 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2755 sint32 old = pl->ob->carrying;
2983 2756
2984 if (old == sum) 2757 pl->ob->update_weight ();
2985 continue; 2758
2759 if (old != pl->ob->carrying)
2760 {
2986 pl->ob->update_stats (); 2761 pl->ob->update_stats ();
2987 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2762 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2763 }
2988 } 2764 }
2989} 2765}
2990 2766
2991void 2767void
2992fix_luck (void) 2768fix_luck (void)
3034} 2810}
3035 2811
3036void 2812void
3037make_visible (object *op) 2813make_visible (object *op)
3038{ 2814{
3039 op->hide = 0; 2815 op->flag [FLAG_HIDDEN] = 0;
3040 op->invisible = 0; 2816 op->invisible = 0;
2817
3041 if (op->type == PLAYER) 2818 if (op->type == PLAYER)
3042 { 2819 {
3043 op->contr->tmp_invis = 0; 2820 op->contr->tmp_invis = 0;
3044 op->contr->invis_race = 0; 2821 op->contr->invis_race = 0;
3045 } 2822 }
3048} 2825}
3049 2826
3050int 2827int
3051is_true_undead (object *op) 2828is_true_undead (object *op)
3052{ 2829{
3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3054 return 1; 2831 return 1;
3055 2832
3056 return 0; 2833 return 0;
3057} 2834}
3058 2835
3059/* look at the surrounding terrain to determine 2836/* look at the surrounding terrain to determine
3060 * the hideability of this object. Positive levels 2837 * the hideability of this object. Positive levels
3061 * indicate greater hideability. 2838 * indicate greater hideability.
3062 */ 2839 */
3063
3064int 2840int
3065hideability (object *ob) 2841hideability (object *ob)
3066{ 2842{
3067 int i, level = 0, mflag; 2843 int i, level = 0, mflag;
3068 sint16 x, y; 2844 sint16 x, y;
3069 2845
3070 if (!ob || !ob->map) 2846 if (!ob || !ob->map)
3071 return 0; 2847 return 0;
3072 2848
3073 /* so, on normal lighted maps, its hard to hide */ 2849 /* so, on normal lighted maps, its hard to hide */
3074 level = ob->map->darkness - 2; 2850 level = ob->map->darklevel () - 2;
3075 2851
3076 /* this also picks up whether the object is glowing. 2852 /* this also picks up whether the object is glowing.
3077 * If you carry a light on a non-dark map, its not 2853 * If you carry a light on a non-dark map, its not
3078 * as bad as carrying a light on a pitch dark map */ 2854 * as bad as carrying a light on a pitch dark map */
3079 if (has_carried_lights (ob)) 2855 if (ob->has_carried_lights ())
3080 level = -(10 + (2 * ob->map->darkness)); 2856 level = -(10 + (2 * ob->map->darklevel ()));
3081 2857
3082 /* scan through all nearby squares for terrain to hide in */ 2858 /* 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]) 2859 for (i = 0, x = ob->x, y = ob->y;
2860 i <= SIZEOFFREE1;
2861 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3084 { 2862 {
3085 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2863 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3086 if (mflag & P_OUT_OF_MAP) 2864 if (mflag & P_OUT_OF_MAP)
3087 {
3088 continue; 2865 continue;
3089 } 2866
3090 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2867 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3091 level += 2; 2868 level += 2;
3092 else /* open terrain! */ 2869 else /* open terrain! */
3093 level -= 1; 2870 level -= 1;
3094 } 2871 }
3102/* For Hidden creatures - a chance of becoming 'unhidden' 2879/* For Hidden creatures - a chance of becoming 'unhidden'
3103 * every time they move - as we subtract off 'invisibility' 2880 * every time they move - as we subtract off 'invisibility'
3104 * AND, for players, if they move into a ridiculously unhideable 2881 * AND, for players, if they move into a ridiculously unhideable
3105 * spot (surrounded by clear terrain in broad daylight). -b.t. 2882 * spot (surrounded by clear terrain in broad daylight). -b.t.
3106 */ 2883 */
3107
3108void 2884void
3109do_hidden_move (object *op) 2885do_hidden_move (object *op)
3110{ 2886{
3111 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2887 int hide = 0;
3112 object *skop;
3113 2888
3114 if (!op || !op->map) 2889 if (!op || !op->map)
3115 return; 2890 return;
3116 2891
3117 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2892 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2893 int num = random_roll (0, 19, op, PREFER_LOW);
3118 2894
3119 /* its *extremely* hard to run and sneak/hide at the same time! */ 2895 /* its *extremely* hard to run and sneak/hide at the same time! */
3120 if (op->type == PLAYER && op->contr->run_on) 2896 if (op->type == PLAYER && op->contr->run_on)
3121 if (!skop || num >= skop->level) 2897 if (!skop || num >= skop->level)
3122 { 2898 {
3132 num -= hide; 2908 num -= hide;
3133 2909
3134 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2910 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3135 { 2911 {
3136 make_visible (op); 2912 make_visible (op);
2913
3137 if (op->type == PLAYER) 2914 if (op->type == PLAYER)
3138 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2915 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3139 } 2916 }
3140 else if (op->type == PLAYER && skop) 2917 else if (op->type == PLAYER && skop)
3141 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2918 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3194 * object op. This function works fine for monsters, 2971 * object op. This function works fine for monsters,
3195 * but we dont worry if the object isnt the top one in 2972 * but we dont worry if the object isnt the top one in
3196 * a pile (say a coin under a table would return "viewable" 2973 * a pile (say a coin under a table would return "viewable"
3197 * by this routine). Another question, should we be 2974 * by this routine). Another question, should we be
3198 * concerned with the direction the player is looking 2975 * concerned with the direction the player is looking
3199 * in? Realistically, most of use cant see stuff behind 2976 * in? Realistically, most of us can't see stuff behind
3200 * our backs...on the other hand, does the "facing" direction 2977 * our backs...on the other hand, does the "facing" direction
3201 * imply the way your head, or body is facing? Its possible 2978 * 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. 2979 * for them to differ. Sigh, this fctn could get a bit more complex.
3203 * -b.t. 2980 * -b.t.
3204 * This function is now map tiling safe. 2981 * This function is now map tiling safe.
3205 */ 2982 */
3206
3207int 2983int
3208player_can_view (object *pl, object *op) 2984player_can_view (object *pl, object *op)
3209{ 2985{
3210 rv_vector rv; 2986 rv_vector rv;
3211 int dx, dy; 2987 int dx, dy;
3223 2999
3224 get_rangevector (pl, op, &rv, 0x1); 3000 get_rangevector (pl, op, &rv, 0x1);
3225 3001
3226 /* starting with the 'head' part, lets loop 3002 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any 3003 * through the object and find if it has any
3228 * part that is in the los array but isnt on 3004 * part that is in the los array but isn't on
3229 * a blocked los square. 3005 * a blocked los square.
3230 * we use the archetype to figure out offsets. 3006 * we use the archetype to figure out offsets.
3231 */ 3007 */
3232 while (op) 3008 while (op)
3233 { 3009 {
3234 dx = rv.distance_x + op->arch->clone.x; 3010 dx = rv.distance_x + op->arch->x;
3235 dy = rv.distance_y + op->arch->clone.y; 3011 dy = rv.distance_y + op->arch->y;
3236 3012
3237 /* only the viewable area the player sees is updated by LOS 3013 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; 3014 return 1;
3015
3245 op = op->more; 3016 op = op->more;
3246 } 3017 }
3018
3247 return 0; 3019 return 0;
3248} 3020}
3249 3021
3250/* routine for both players and monsters. We call this when 3022/* routine for both players and monsters. We call this when
3251 * there is a possibility for our action distrubing our hiding 3023 * there is a possibility for our action distrubing our hiding
3252 * place or invisiblity spell. Artefact invisiblity is not 3024 * place or invisiblity spell. Artefact invisiblity causes
3253 * effected by this. If we arent invisible to begin with, we 3025 * "noise" instead. If we arent invisible to begin with, we
3254 * return 0. 3026 * return 0.
3255 */ 3027 */
3256int 3028int
3257action_makes_visible (object *op) 3029action_makes_visible (object *op)
3258{ 3030{
3259
3260 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3031 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3261 { 3032 {
3262 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3033 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3034 {
3035 // artefact invisibility is permanent, but we still make noise
3036 // this is important for game-balance.
3037 if (op->contr)
3038 op->make_noise ();
3039
3263 return 0; 3040 return 0;
3041 }
3264 3042
3265 if (op->contr && op->contr->tmp_invis == 0) 3043 if (op->contr && op->contr->tmp_invis == 0)
3266 return 0; 3044 return 0;
3267 3045
3268 /* If monsters, they should become visible */ 3046 /* If monsters, they should become visible */
3269 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3047 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3270 { 3048 {
3271 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3049 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3272 return 1; 3050 return 1;
3273 } 3051 }
3274 } 3052 }
3053
3275 return 0; 3054 return 0;
3276} 3055}
3277 3056
3278/* op_on_battleground - checks if the given object op (usually 3057/* op_on_battleground - checks if the given object op (usually
3279 * a player) is standing on a valid battleground-tile, 3058 * 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 3063 * Default is to do the same as before, so only people wanting to have different points need worry about this
3285 */ 3064 */
3286int 3065int
3287op_on_battleground (object *op, int *x, int *y) 3066op_on_battleground (object *op, int *x, int *y)
3288{ 3067{
3289 object *tmp;
3290
3291 /* A battleground-tile needs the following attributes to be valid: 3068 /* 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), 3069 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3293 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3070 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3294 * and the exit-coordinates sp/hp must both be > 0. 3071 * and the exit-coordinates sp/hp must both be > 0.
3295 * => The intention here is to prevent abuse of the battleground- 3072 * => The intention here is to prevent abuse of the battleground-
3296 * feature (like pickable or hidden battleground tiles). */ 3073 * feature (like pickable or hidden battleground tiles). */
3297 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3074 for (object *tmp = op->below; tmp; tmp = tmp->below)
3298 { 3075 {
3299 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3076 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3300 { 3077 {
3301 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3078 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3302 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3079 && tmp->type == BATTLEGROUND
3080 && tmp->name == shstr_battleground
3081 && EXIT_X (tmp) && EXIT_Y (tmp))
3303 { 3082 {
3304 /*before we assign the exit, check if this is a teambattle */ 3083 /* before we assign the exit, check if this is a teambattle */
3305 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3084 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3306 { 3085 {
3307 object *invtmp;
3308
3309 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3086 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3310 { 3087 {
3311 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3088 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3312 { 3089 {
3313 if (x != NULL && y != NULL) 3090 if (x && y)
3314 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3091 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3092
3315 return 1; 3093 return 1;
3316 } 3094 }
3317 } 3095 }
3318 } 3096 }
3097
3319 if (x != NULL && y != NULL) 3098 if (x && y)
3320 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3099 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3100
3321 return 1; 3101 return 1;
3322 } 3102 }
3323 } 3103 }
3324 } 3104 }
3105
3325 /* If we got here, did not find a battleground */ 3106 /* If we got here, did not find a battleground */
3326 return 0; 3107 return 0;
3327} 3108}
3328 3109
3329/* 3110/*
3345 char buf[MAX_BUF]; /* tmp. string buffer */ 3126 char buf[MAX_BUF]; /* tmp. string buffer */
3346 int i = 0, j = 0; 3127 int i = 0, j = 0;
3347 3128
3348 /* get the appropriate treasurelist */ 3129 /* get the appropriate treasurelist */
3349 if (atnr == ATNR_FIRE) 3130 if (atnr == ATNR_FIRE)
3350 trlist = treasurelist::find ("dragon_ability_fire"); 3131 trlist = treasurelist::find (shstr_dragon_ability_fire);
3351 else if (atnr == ATNR_COLD) 3132 else if (atnr == ATNR_COLD)
3352 trlist = treasurelist::find ("dragon_ability_cold"); 3133 trlist = treasurelist::find (shstr_dragon_ability_cold);
3353 else if (atnr == ATNR_ELECTRICITY) 3134 else if (atnr == ATNR_ELECTRICITY)
3354 trlist = treasurelist::find ("dragon_ability_elec"); 3135 trlist = treasurelist::find (shstr_dragon_ability_elec);
3355 else if (atnr == ATNR_POISON) 3136 else if (atnr == ATNR_POISON)
3356 trlist = treasurelist::find ("dragon_ability_poison"); 3137 trlist = treasurelist::find (shstr_dragon_ability_poison);
3357 3138
3358 if (trlist == NULL || who->type != PLAYER) 3139 if (trlist == NULL || who->type != PLAYER)
3359 return; 3140 return;
3360 3141
3361 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3142 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]); */ 3146 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3366 return; 3147 return;
3367 } 3148 }
3368 3149
3369 /* everything seems okay - now bring on the gift: */ 3150 /* everything seems okay - now bring on the gift: */
3370 item = &(tr->item->clone); 3151 item = tr->item;
3371 3152
3372 if (item->type == SPELL) 3153 if (item->type == SPELL)
3373 { 3154 {
3374 if (check_spell_known (who, item->name)) 3155 if (check_spell_known (who, item->name))
3375 return; 3156 return;
3434 { 3215 {
3435 /* forces in the treasurelist can alter the player's stats */ 3216 /* forces in the treasurelist can alter the player's stats */
3436 object *skin; 3217 object *skin;
3437 3218
3438 /* first get the dragon skin force */ 3219 /* 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) 3220 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3441 ; 3221 ;
3442 3222
3443 if (!skin) 3223 if (!skin)
3444 return; 3224 return;
3445 3225
3480 else 3260 else
3481 { 3261 {
3482 /* generate misc. treasure */ 3262 /* generate misc. treasure */
3483 tmp = arch_to_object (tr->item); 3263 tmp = arch_to_object (tr->item);
3484 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3264 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); 3265 who->insert (tmp);
3486 if (who->type == PLAYER)
3487 esrv_send_item (who, tmp);
3488 } 3266 }
3489} 3267}
3490 3268
3491/** 3269/**
3492 * Unready an object for a player. This function does nothing if the object was 3270 * Unready an object for a player. This function does nothing if the object was
3493 * not readied. 3271 * not readied.
3494 */ 3272 */
3495void 3273void
3496player_unready_range_ob (player *pl, object *ob) 3274player_unready_range_ob (player *pl, object *ob)
3497{ 3275{
3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3276 if (pl->ob->current_weapon == ob)
3277 pl->ob->current_weapon = 0;
3278
3279 if (pl->combat_ob == ob)
3280 pl->combat_ob = 0;
3281
3499 if (pl->ranges[i] == ob) 3282 if (pl->ranged_ob == ob)
3500 {
3501 pl->ranges[i] = 0; 3283 pl->ranged_ob = 0;
3502 if (pl->shoottype == i)
3503 pl->shoottype = range_none;
3504 }
3505} 3284}
3285
3286//-GPL
3506 3287
3507sint8 3288sint8
3508player::visibility_at (maptile *map, int x, int y) const 3289player::darkness_at (maptile *map, int x, int y) const
3509{ 3290{
3510 if (!ns) 3291 if (!ns)
3511 return 0; 3292 return LOS_BLOCKED;
3512 3293
3513 int dx, dy; 3294 int dx, dy;
3514 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3295 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3515 return 0; 3296 return LOS_BLOCKED;
3516 3297
3517 x += dx - ns->current_x + ns->mapx / 2; 3298 x += dx - ns->current_x;
3518 y += dy - ns->current_y + ns->mapy / 2; 3299 y += dy - ns->current_y;
3519 3300
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]; 3301 return blocked_los (x, y);
3524} 3302}
3303
3304void
3305player::infobox (const char *title, const char *msg, int color)
3306{
3307 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3308}
3309
3310void
3311player::statusmsg (const char *msg, int color)
3312{
3313 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3314}
3315
3316void
3317player::failmsg (const char *msg, int color)
3318{
3319 play_sound (sound_find ("generic_failure"));
3320 statusmsg (msg, color);
3321}
3322

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