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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.116 by root, Sun Apr 29 03:44:36 2007 UTC vs.
Revision 1.233 by root, Mon Oct 12 14:00:59 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify 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#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
124 continue; 123 continue;
125 124
126 if (*buf == '%') 125 if (*buf == '%')
127 { /* send one news */ 126 { /* send one news */
128 if (size > 0) 127 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 */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
129 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
130 "INFORMATION: %s\n%s", (char *)"%s\n%s",
131 subject, news); /*send previously read news */
130 132
131 strcpy (subject, buf + 1); 133 strcpy (subject, buf + 1);
132 strip_endline (subject); 134 strip_endline (subject);
133 size = 0; 135 size = 0;
134 news[0] = '\0'; 136 news[0] = '\0';
158 op->x = -1; 160 op->x = -1;
159 op->y = -1; 161 op->y = -1;
160} 162}
161 163
162void 164void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate () 165player::activate ()
177{ 166{
178 if (active) 167 if (active)
179 return; 168 return;
180 169
182 ob->remove (); 171 ob->remove ();
183 ob->map = 0; 172 ob->map = 0;
184 ob->activate_recursive (); 173 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 174 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 175 add_friendly_object (ob);
187 enter_map ();
188} 176}
189 177
190void 178void
191player::deactivate () 179player::deactivate ()
192{ 180{
199 187
200 if (ob->map) 188 if (ob->map)
201 maplevel = ob->map->path; 189 maplevel = ob->map->path;
202 190
203 ob->remove (); 191 ob->remove ();
192 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 193 ob->map = 0;
205 party = 0; 194 party = 0;
206 195
207 // for weird reasons, this is often "ob", keeping a circular reference 196 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 197
210 players.erase (this); 198 players.erase (this);
211} 199}
212 200
213// connect the player with a specific client 201// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 202// also changes, rationalises, and fixes some incorrect settings
215void 203void
216player::connect (client *ns) 204player::connect (client *ns)
217{ 205{
218 this->ns = ns; 206 this->ns = ns;
219 ns->pl = this; 207 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 211 ob->close_container (); //TODO: client-specific
224 212
225 ns->update_look = 0; 213 ns->update_look = 0;
226 ns->look_position = 0; 214 ns->look_position = 0;
227 215
228 clear_los (ob); 216 clear_los ();
229 217
230 ns->reset_stats (); 218 ns->reset_stats ();
231 219
232 /* make sure he's a player -- needed because of class change. */ 220 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 221 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 222 ob->race = ob->arch->race;
235 223
236 if (!legal_range (ob, shoottype)) 224 ob->update_weight ();
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 225 link_skills ();
241 226
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 227 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243 228
244 assign (title, ob->arch->clone.name); 229 assign (title, ob->arch->object::name);
245 230
246 /* if it's a dragon player, set the correct title here */ 231 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 232 if (is_dragon_pl (ob))
248 { 233 {
249 object *tmp, *abil = 0, *skin = 0; 234 object *tmp, *abil = 0, *skin = 0;
250 235
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) 236 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 237 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 238 if (tmp->arch->archname == shstr_dragon_ability_force)
257 abil = tmp; 239 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 240 else if (tmp->arch->archname == shstr_dragon_skin_force)
259 skin = tmp; 241 skin = tmp;
260 242
261 set_dragon_name (ob, abil, skin); 243 set_dragon_name (ob, abil, skin);
262 } 244 }
263 245
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 246 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 247
266 esrv_new_player (this, ob->weight + ob->carrying); 248 esrv_new_player (this);
267 249
268 ob->update_stats (); 250 ob->update_stats ();
251
269 ns->floorbox_update (); 252 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 253 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 254 esrv_add_spells (this, 0);
273 255
274 activate (); 256 activate ();
275 257
282} 264}
283 265
284void 266void
285player::disconnect () 267player::disconnect ()
286{ 268{
269 if (ob)
270 {
271 ob->close_container (); //TODO: client-specific
272 ob->drop_unpaid_items ();
273 }
274
287 if (ns) 275 if (ns)
288 { 276 {
289 if (active) 277 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 278 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291 279
294 ns->reset_stats (); 282 ns->reset_stats ();
295 ns->pl = 0; 283 ns->pl = 0;
296 ns = 0; 284 ns = 0;
297 } 285 }
298 286
299 if (ob) 287 observe = ob;
300 ob->close_container (); //TODO: client-specific
301 288
302 deactivate (); 289 deactivate ();
303} 290}
304 291
305// the need for this function can be explained 292// the need for this function can be explained
306// by load_object not returning the object 293// by load_object not returning the object
307void 294void
308player::set_object (object *op) 295player::set_object (object *op)
309{ 296{
310 ob = op; 297 ob = observe = op;
311 ob->contr = this; /* this aren't yet in archetype */ 298 ob->contr = this; /* this aren't yet in archetype */
312 299
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 300 ob->speed = 1.0f;
301 ob->speed_left = 0.5f;
302
315 ob->direction = 5; /* So player faces south */ 303 ob->direction = 5; /* So player faces south */
304
305 ob->flag [FLAG_READY_WEAPON] = false;
306 ob->flag [FLAG_READY_SKILL] = false;
307 ob->flag [FLAG_READY_BOW] = false;
308
309 for (object *op = ob->inv; op; op = op->below)
310 if (op->flag [FLAG_APPLIED])
311 switch (op->type)
312 {
313 case SKILL:
314 ob->flag [FLAG_APPLIED] = false;
315 break;
316
317 case WAND:
318 case ROD:
319 case HORN:
320 case BOW:
321 ranged_ob = op;
322 break;
323
324 case WEAPON:
325 combat_ob = op;
326 break;
327 }
328
329 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
330 ob->deactivate (); // change_weapon activates, fix this better
331}
332
333void
334player::set_observe (object *op)
335{
336 observe = op ? op : ob;
337 do_los = 1;
316} 338}
317 339
318player::player () 340player::player ()
319{ 341{
320 /* There are some elements we want initialised to non zero value - 342 /* There are some elements we want initialised to non zero value -
325 unapply = unapply_nochoice; 347 unapply = unapply_nochoice;
326 348
327 savebed_map = first_map_path; /* Init. respawn position */ 349 savebed_map = first_map_path; /* Init. respawn position */
328 350
329 gen_sp_armour = 10; 351 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 352 bowtype = bow_normal;
332 petmode = pet_normal; 353 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers; 354 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 355 peaceful = 1; /* default peaceful */
336 do_los = 1; 356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
337} 360}
338 361
339void 362void
340player::do_destroy () 363player::do_destroy ()
341{ 364{
346 if (ob) 369 if (ob)
347 { 370 {
348 ob->destroy_inv (false); 371 ob->destroy_inv (false);
349 ob->destroy (); 372 ob->destroy ();
350 } 373 }
374
375 ob = observe = 0;
351} 376}
352 377
353player::~player () 378player::~player ()
354{ 379{
355 /* Clear item stack */ 380 /* Clear item stack */
382 * Note: there MUST be at least one player archetype! 407 * Note: there MUST be at least one player archetype!
383 */ 408 */
384archetype * 409archetype *
385get_player_archetype (archetype *at) 410get_player_archetype (archetype *at)
386{ 411{
387 archetype *start = at; 412 // archetypes could have been reloaded
413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414
415 if (!nat)
416 return at;
417
418 archvec::iterator i = archetypes.find (nat);
388 419
389 for (;;) 420 for (;;)
390 { 421 {
391 if (at == NULL || at->next == NULL) 422 if (++i == archetypes.end ())
392 at = first_archetype; 423 i = archetypes.begin ();
393 else 424 else if (*i == at)
394 at = at->next; 425 cleanup ("not a single player archetype found");
395 426
396 if (at->clone.type == PLAYER) 427 if ((*i)->type == PLAYER)
397 return at; 428 return *i;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 } 429 }
405} 430}
406 431
407object * 432object *
408get_nearest_player (object *mon) 433get_nearest_player (object *mon)
412 unsigned lastdist; 437 unsigned lastdist;
413 rv_vector rv; 438 rv_vector rv;
414 439
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 441 {
417 /* We should not find free objects on this friendly list, but it
418 * does periodically happen. Given that, lets deal with it.
419 * While unlikely, it is possible the next object on the friendly
420 * list is also free, so encapsulate this in a while loop.
421 */
422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
424 object *tmp = ol->ob;
425
426 /* Can't do much more other than log the fact, because the object
427 * itself will have been cleared.
428 */
429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
431 ol = ol->next;
432 remove_friendly_object (tmp);
433 if (!ol)
434 return op;
435 }
436
437 /* Remove special check for player from this. First, it looks to cause
438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
439 * complicated method of state checking would be needed in any case -
440 * as it was, a clever player could type quit, and the function would
441 * skip them over while waiting for confirmation. Remove
442 * on_same_map check, as can_detect_enemy also does this
443 */
444 if (!can_detect_enemy (mon, ol->ob, &rv)) 442 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 443 continue;
446 444
447 if (lastdist > rv.distance) 445 if (lastdist > rv.distance)
448 { 446 {
643 641
644 return firstdir; 642 return firstdir;
645} 643}
646 644
647void 645void
648give_initial_items (object *pl, treasurelist * items) 646give_initial_items (object *pl, treasurelist *items)
649{ 647{
650 object *op, *next = NULL;
651
652 if (pl->randomitems != NULL) 648 if (pl->randomitems)
653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 649 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654 650
655 for (op = pl->inv; op; op = next) 651 for (object *next, *op = pl->inv; op; op = next)
656 { 652 {
657 next = op->below; 653 next = op->below;
658 654
659 /* Forces get applied per default, unless they have the 655 /* Forces get applied per default, unless they have the
660 * flag "neutral" set. Sorry but I can't think of a better way 656 * flag "neutral" set. Sorry but I can't think of a better way
665 /* we never give weapons/armour if these cannot be used 661 /* we never give weapons/armour if these cannot be used
666 * by this player due to race restrictions 662 * by this player due to race restrictions
667 */ 663 */
668 if (pl->type == PLAYER) 664 if (pl->type == PLAYER)
669 { 665 {
670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 666 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
667 &&
671 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS
672 op->type == CLOAK || op->type == HELMET || 669 || op->type == CLOAK || op->type == HELMET
673 op->type == SHIELD || op->type == GLOVES || 670 || op->type == SHIELD || op->type == GLOVES
671 || op->type == BRACERS || op->type == GIRDLE))
674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 672 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
675 { 673 {
676 op->destroy (); 674 op->destroy ();
677 continue; 675 continue;
678 } 676 }
679 } 677 }
680 678
681 /* This really needs to be better - we should really give 679 /* Here we remove duplicated skills (as duplicated spell objects have
682 * a substitute spellbook. The problem is that we don't really 680 * _very_ confusing effects for players), which could for instance be
683 * have a good idea what to replace it with (need something like 681 * generated by bad treasurelists. - elmex
684 * a first level treasurelist for each skill.)
685 * remove duplicate skills also
686 */ 682 */
687 if (op->type == SPELLBOOK || op->type == SKILL) 683 if (op->type == SKILL)
688 { 684 {
689 object *tmp;
690
691 for (tmp = op->below; tmp; tmp = tmp->below) 685 for (object *tmp = op->below; tmp; tmp = tmp->below)
692 if (tmp->type == op->type && tmp->name == op->name) 686 if (tmp->type == op->type && tmp->name == op->name)
693 break;
694
695 if (tmp)
696 { 687 {
697 op->destroy (); 688 op->destroy ();
689 LOG (llevError,
698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 690 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
699 continue; 691 break;
700 } 692 }
701 693
702 if (op->nrof > 1) 694 if (op->nrof > 1)
703 op->nrof = 1; 695 op->nrof = 1;
704 } 696 }
705 697
706 if (op->type == SPELLBOOK && op->inv) 698 if (op->type == SPELLBOOK && op->inv)
707 {
708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 699 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 }
710 700
711 /* Give starting characters identified, uncursed, and undamned 701 /* Give starting characters identified, uncursed, and undamned
712 * items. Just don't identify gold or silver, or it won't be 702 * items. Just don't identify gold or silver, or it won't be
713 * merged properly. 703 * merged properly.
714 */ 704 */
715 if (need_identify (op)) 705 if (need_identify (op))
716 { 706 {
717 SET_FLAG (op, FLAG_IDENTIFIED); 707 SET_FLAG (op, FLAG_IDENTIFIED);
718 CLEAR_FLAG (op, FLAG_CURSED); 708 CLEAR_FLAG (op, FLAG_CURSED);
719 CLEAR_FLAG (op, FLAG_DAMNED); 709 CLEAR_FLAG (op, FLAG_DAMNED);
720 } 710 }
711
721 if (op->type == SPELL) 712 if (op->type == SPELL)
722 { 713 {
723 op->destroy (); 714 op->destroy ();
724 continue; 715 continue;
725 } 716 }
727 { 718 {
728 SET_FLAG (op, FLAG_CAN_USE_SKILL); 719 SET_FLAG (op, FLAG_CAN_USE_SKILL);
729 op->stats.exp = 0; 720 op->stats.exp = 0;
730 op->level = 1; 721 op->level = 1;
731 } 722 }
732 /* lock all 'normal items by default */ 723 else /* lock all 'normal items by default */
733 else
734 SET_FLAG (op, FLAG_INV_LOCKED); 724 SET_FLAG (op, FLAG_INV_LOCKED);
735 } /* for loop of objects in player inv */ 725 } /* for loop of objects in player inv */
736 726
737 /* Need to set up the skill pointers */ 727 /* Need to set up the skill pointers */
738 link_player_skills (pl); 728 pl->contr->link_skills ();
739} 729}
740 730
741void 731void
742get_party_password (object *op, partylist *party) 732get_party_password (object *op, partylist *party)
743{ 733{
774} 764}
775 765
776void 766void
777object::roll_stats () 767object::roll_stats ()
778{ 768{
779 int statsort [7]; 769 int statsort [NUM_STATS];
780 770
781 for (;;) 771 for (;;)
782 { 772 {
783 int sum = 0; 773 int sum = 0;
784 for (int i = 7; i--; ) 774 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 775 sum += statsort [i] = roll_stat ();
786 776
787 if (sum >= 82 && sum <= 116) 777 if (sum >= 82 && sum <= 116)
788 break; 778 break;
789 } 779 }
790 780
791 // Sort the stats so that rerolling is easier... 781 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 782 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 783
784 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 785 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];
801 786
802 stats.exp = 0; 787 stats.exp = 0;
803 stats.ac = 0; 788 stats.ac = 0;
804 789
805 stats.hp = stats.maxhp; 790 stats.hp = stats.maxhp;
817} 802}
818 803
819void 804void
820object::swap_stats (int a, int b) 805object::swap_stats (int a, int b)
821{ 806{
822 int tmp = get_attr_value (&contr->orig_stats, a); 807 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);
825 808
809 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 810 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;
833 811
834 //TODO: the following code looks so borked and should, at the very least, 812 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 813 // be merged with the similar code in roll_stats
836 stats.ac = 0; 814 stats.ac = 0;
837 815
856static void 834static void
857start_info (object *op) 835start_info (object *op)
858{ 836{
859 char buf[MAX_BUF]; 837 char buf[MAX_BUF];
860 838
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 839 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 840 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} 841}
866 842
867/* This function takes the key that is passed, and does the 843/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
872 */ 848 */
873void 849void
874player::chargen_race_done () 850player::chargen_race_done ()
875{ 851{
876 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 853 esrv_new_player (ob->contr);
878 854
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 855 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 856 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 857 create_treasure (tl, ob, 0, 0, 0);
882 858
886 ob->contr->ns->state = ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
887 863
888 if (ob->msg) 864 if (ob->msg)
889 ob->msg = 0; 865 ob->msg = 0;
890 866
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); 867 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 868 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 869 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob); 870 esrv_send_inventory (ob, ob);
905 ob->update_stats (); 871 ob->update_stats ();
906 872
907 /* This moves the player to a different start map, if there 873 /* This moves the player to a different start map, if there
908 * is one for this race 874 * is one for this race
909 */ 875 */
910 if (*first_map_ext_path) 876 if (*first_map_ext_path)
911 { 877 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 878 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 879 LOG (llevDebug, "first_map_ext_path not set\n");
927} 880}
928 881
929void 882void
939 int x = ob->x, y = ob->y; 892 int x = ob->x, y = ob->y;
940 893
941 ob->remove_statbonus (); 894 ob->remove_statbonus ();
942 ob->remove (); 895 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 896 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 897 ob->arch->copy_to (ob);
945 ob->instantiate (); 898 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 899 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 900 ob->name = ob->name_pl = name;
948 ob->x = x; 901 ob->x = x;
949 ob->y = y; 902 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 903 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 904 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 905 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 906 ob->add_statbonus ();
954 } 907 }
955 while (!allowed_class (ob)); 908 while (!allowed_class (ob));
956 909
957 update_object (ob, UP_OBJ_FACE); 910 update_object (ob, UP_OBJ_FACE);
973 LOG (llevDebug, "Fleeing player is dead.\n"); 926 LOG (llevDebug, "Fleeing player is dead.\n");
974 CLEAR_FLAG (op, FLAG_SCARED); 927 CLEAR_FLAG (op, FLAG_SCARED);
975 return; 928 return;
976 } 929 }
977 930
978 if (op->enemy == NULL) 931 if (!op->enemy)
979 { 932 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n"); 933 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 934 CLEAR_FLAG (op, FLAG_SCARED);
982 return; 935 return;
983 } 936 }
984 937
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)) 938 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 { 939 {
998 op->enemy = NULL; 940 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED); 941 CLEAR_FLAG (op, FLAG_SCARED);
1000 return; 942 return;
1003 get_rangevector (op, op->enemy, &rv, 0); 945 get_rangevector (op, op->enemy, &rv, 0);
1004 946
1005 dir = absdir (4 + rv.direction); 947 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++) 948 for (diff = 0; diff < 3; diff++)
1007 { 949 {
1008 int m = 1 - (RANDOM () & 2); 950 int m = 1 - rndm (2) * 2;
1009 951
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 952 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1011 return; 953 return;
1012 } 954 }
1013 955
1014 /* Cornered, get rid of scared */ 956 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 957 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 958 op->enemy = NULL;
1017} 959}
1018 960
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 961/* 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 962 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 963 * stop.
1023 */ 964 */
1024int 965int
1025check_pick (object *op) 966check_pick (object *op)
1026{ 967{
1027 object *tmp, *next; 968 object *tmp, *next;
1028 int stop = 0; 969 int stop = 0;
1029 int wvratio; 970 int wvratio;
1030 char putstring[128];
1031 971
1032 /* if you're flying, you cna't pick up anything */ 972 /* if you're flying, you cna't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 973 if (op->move_type & MOVE_FLYING)
1034 return 1; 974 return 1;
1035 975
1036 next = op->below; 976 next = op->below;
1037 977
978 int cnt = MAX_ITEM_PER_DROP;
979#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
980
1038 /* loop while there are items on the floor that are not marked as 981 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 982 * destroyed */
1040 while (next && !next->destroyed ()) 983 while (next && !next->destroyed ())
1041 { 984 {
1042 tmp = next; 985 tmp = next;
1043 next = tmp->below; 986 next = tmp->below;
1044 987
988 if (cnt <= 0)
989 {
990 op->failmsg ("Couldn't pickup all items at once.");
991 return 0;
992 }
993
1045 if (op->destroyed ()) 994 if (op->destroyed ())
1046 return 0; 995 return 0;
1047 996
1048 if (!can_pick (op, tmp)) 997 if (!can_pick (op, tmp))
1049 continue; 998 continue;
1050 999
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1000 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 1001 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 1002 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 1003 CHK_PICK_PICKUP;
1004
1055 continue; 1005 continue;
1056 } 1006 }
1057 1007
1058 /* high not bit set? We're using the old autopickup model */ 1008 /* pickup handling */
1009 if (op->contr->mode & PU_DEBUG)
1010 {
1011 /* some debugging code to figure out item information */
1012 const char *str = tmp->name
1013 ? format ("item name: %s item type: %d weight/value: %d",
1014 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1015 : format ("item name: %s item type: %d weight/value: %d",
1016 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1017
1018 new_draw_info (NDI_UNIQUE, 0, op, str);
1019 }
1020
1021 if (op->contr->mode & PU_INHIBIT)
1022 return 1;
1023
1024 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1025 return 1;
1026
1027 /* philosophy:
1028 * It's easy to grab an item type from a pile, as long as it's
1029 * generic. This takes no game-time. For more detailed pickups
1030 * and selections, select-items should be used. This is a
1031 * grab-as-you-run type mode that's really useful for arrows for
1032 * example.
1033 * The drawback: right now it has no frontend, so you need to
1034 * stick the bits you want into a calculator in hex mode and then
1035 * convert to decimal and then 'pickup <#>
1036 */
1037
1038 /* the first two modes are exclusive: if NOTHING we return, if
1039 * STOP then we stop. All the rest are applied sequentially,
1040 * meaning if any test passes, the item gets picked up. */
1041
1042 /* if mode is set to pick nothing up, return */
1043 if (op->contr->mode == PU_NOTHING)
1044 return 1;
1045
1046 /* if mode is set to stop when encountering objects, return */
1047 /* take STOP before INHIBIT since it doesn't actually pick
1048 * anything up */
1049 if (op->contr->mode & PU_STOP)
1050 return 0;
1051
1052 /* useful for going into stores and not losing your settings... */
1053 /* and for battles wher you don't want to get loaded down while
1054 * fighting */
1055 if (op->contr->mode & PU_INHIBIT)
1056 return 1;
1057
1058 /* prevent us from turning into auto-thieves :) */
1059 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1060 continue;
1061
1062 /* ignore known cursed objects */
1063 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1064 continue;
1065
1066 /* all food and drink if desired */
1067 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 1068 if (op->contr->mode & PU_FOOD)
1069 if (tmp->type == FOOD)
1060 { 1070 {
1061 switch (op->contr->mode) 1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1075 if (op->contr->mode & PU_DRINK)
1076 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_POTION)
1083 if (tmp->type == POTION)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 /* spellbooks, skillscrolls and normal books/scrolls */
1090 if (op->contr->mode & PU_SPELLBOOK)
1091 if (tmp->type == SPELLBOOK)
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 if (op->contr->mode & PU_SKILLSCROLL)
1098 if (tmp->type == SKILLSCROLL)
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 if (op->contr->mode & PU_READABLES)
1105 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1106 {
1107 CHK_PICK_PICKUP;
1108 continue;
1109 }
1110
1111 /* wands/staves/rods/horns */
1112 if (op->contr->mode & PU_MAGIC_DEVICE)
1113 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1114 {
1115 CHK_PICK_PICKUP;
1116 continue;
1117 }
1118
1119 /* pick up all magical items */
1120 if (op->contr->mode & PU_MAGICAL)
1121 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1122 {
1123 CHK_PICK_PICKUP;
1124 continue;
1125 }
1126
1127 if (op->contr->mode & PU_VALUABLES)
1128 {
1129 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 1130 {
1063 case 0: 1131 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1132 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 } 1133 }
1096 } 1134 }
1097 else 1135
1098 { /* old model */ 1136 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 1137 if (op->contr->mode & PU_JEWELS)
1138 if (tmp->type == RING || tmp->type == AMULET)
1101 { 1139 {
1102 /* some debugging code to figure out item information */ 1140 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; 1141 continue;
1142 }
1149 1143
1150 /* ignore known cursed objects */ 1144 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1145 if (op->contr->mode & PU_FLESH)
1146 if (tmp->type == FLESH)
1147 {
1148 CHK_PICK_PICKUP;
1152 continue; 1149 continue;
1150 }
1153 1151
1154 /* all food and drink if desired */ 1152 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1153 if (op->contr->mode & PU_BOW)
1154 if (tmp->type == BOW)
1155 {
1156 CHK_PICK_PICKUP;
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_ARROW)
1161 if (tmp->type == ARROW)
1162 {
1163 CHK_PICK_PICKUP;
1164 continue;
1165 }
1166
1167 /* all kinds of armor etc. */
1168 if (op->contr->mode & PU_ARMOUR)
1169 if (tmp->type == ARMOUR)
1170 {
1171 CHK_PICK_PICKUP;
1172 continue;
1173 }
1174
1175 if (op->contr->mode & PU_HELMET)
1176 if (tmp->type == HELMET)
1177 {
1178 CHK_PICK_PICKUP;
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SHIELD)
1183 if (tmp->type == SHIELD)
1184 {
1185 CHK_PICK_PICKUP;
1186 continue;
1187 }
1188
1156 if (op->contr->mode & PU_FOOD) 1189 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1190 if (tmp->type == BOOTS)
1191 {
1192 CHK_PICK_PICKUP;
1193 continue;
1194 }
1195
1196 if (op->contr->mode & PU_GLOVES)
1197 if (tmp->type == GLOVES)
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_CLOAK)
1204 if (tmp->type == CLOAK)
1205 {
1206 CHK_PICK_PICKUP;
1207 continue;
1208 }
1209
1210 /* hoping to catch throwing daggers here */
1211 if (op->contr->mode & PU_MISSILEWEAPON)
1212 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1213 {
1214 CHK_PICK_PICKUP;
1215 continue;
1216 }
1217
1218 /* careful: chairs and tables are weapons! */
1219 if (op->contr->mode & PU_ALLWEAPON)
1220 {
1221 if (tmp->type == WEAPON)
1222 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1223 {
1159 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1160 continue; 1225 continue;
1161 } 1226 }
1227 }
1162 1228
1229 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1230 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1231 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1232 {
1166 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1167 continue; 1234 continue;
1168 } 1235 }
1169 1236
1237 /* any of the last 4 bits set means we use the ratio for value
1238 * pickups */
1170 if (op->contr->mode & PU_POTION) 1239 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1240 {
1241 /* use value density to decide what else to grab */
1242 /* >=7 was >= op->contr->mode */
1243 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1244 */
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) 1245 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1246 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 { 1247 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1248#if 0
1249 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1250 if (tmp->name != NULL)
1218 { 1251 {
1219 pick_up (op, tmp); 1252 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1253 }
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 1254 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1255 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1256 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1257 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359#endif 1258#endif
1259 CHK_PICK_PICKUP;
1360 continue; 1260 continue;
1361 }
1362 } 1261 }
1363 } /* the new pickup model */ 1262 } /* the new pickup model */
1364 } 1263 }
1365 1264
1366 return !stop; 1265 return !stop;
1372 * found object is returned. 1271 * found object is returned.
1373 */ 1272 */
1374object * 1273object *
1375find_arrow (object *op, const char *type) 1274find_arrow (object *op, const char *type)
1376{ 1275{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1276 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) 1277 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1278 return splay (tmp);
1279
1280 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1281 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1282 if (object *arrow = find_arrow (tmp, type))
1283 {
1284 splay (tmp);
1383 return op; 1285 return arrow;
1286 }
1384 1287
1385 return tmp; 1288 return 0;
1386} 1289}
1387 1290
1388/* 1291/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1292 * 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 1293 * 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 1294 * 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. 1295 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1296 */
1394object * 1297object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1298find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1299{
1397 object *tmp = NULL, *arrow, *ntmp; 1300 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1301 int attacknum, attacktype, betterby = 0, i;
1399 1302
1400 if (!type) 1303 if (!type)
1404 { 1307 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1308 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 { 1309 {
1407 i = 0; 1310 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1311 ntmp = find_better_arrow (arrow, target, type, &i);
1312
1409 if (i > betterby) 1313 if (i > betterby)
1410 { 1314 {
1411 tmp = ntmp; 1315 tmp = ntmp;
1412 betterby = i; 1316 betterby = i;
1413 } 1317 }
1414 } 1318 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1319 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1320 {
1417 /* allways prefer assasination/slaying */ 1321 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1322 if (target->race && arrow->slaying.contains (target->race))
1419 { 1323 {
1420 if (arrow->attacktype & AT_DEATH) 1324 if (arrow->attacktype & AT_DEATH)
1421 { 1325 {
1422 *better = 100; 1326 *better = 100;
1423 return arrow; 1327 return arrow;
1431 else 1335 else
1432 { 1336 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1337 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1338 {
1435 attacktype = 1 << attacknum; 1339 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1340 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1341 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 { 1342 {
1439 tmp = arrow; 1343 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1344 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1345 }
1442 } 1346 }
1347
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1348 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1349 {
1445 tmp = arrow; 1350 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1351 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1352 }
1353
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1354 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1355 {
1450 tmp = arrow; 1356 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1357 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1358 }
1453 } 1359 }
1454 } 1360 }
1455 } 1361 }
1362
1456 if (tmp == NULL && arrow == NULL) 1363 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1364 return find_arrow (op, type);
1458 1365
1459 *better = betterby; 1366 *better = betterby;
1460 return tmp; 1367 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1371 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1372 * op = the shooter
1466 * type = bow->race 1373 * type = bow->race
1467 * dir = fire direction 1374 * dir = fire direction
1468 */ 1375 */
1469
1470object * 1376object *
1471pick_arrow_target (object *op, const char *type, int dir) 1377pick_arrow_target (object *op, shstr_cmp type, int dir)
1472{ 1378{
1473 object *tmp = NULL; 1379 object *tmp = NULL;
1474 maptile *m; 1380 maptile *m;
1475 int i, mflags, found, number; 1381 int i, mflags, found, number;
1476 sint16 x, y; 1382 sint16 x, y;
1491 for (i = 0, found = 0; i < 20; i++) 1397 for (i = 0, found = 0; i < 20; i++)
1492 { 1398 {
1493 x += freearr_x[dir]; 1399 x += freearr_x[dir];
1494 y += freearr_y[dir]; 1400 y += freearr_y[dir];
1495 mflags = get_map_flags (m, &m, x, y, &x, &y); 1401 mflags = get_map_flags (m, &m, x, y, &x, &y);
1402
1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1403 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 { 1404 {
1498 tmp = NULL; 1405 tmp = 0;
1499 break; 1406 break;
1500 } 1407 }
1501 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1408 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1502 { 1409 {
1503 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1410 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1504 * perhaps a bad assumption. 1411 * perhaps a bad assumption.
1505 */ 1412 */
1506 tmp = NULL; 1413 tmp = 0;
1507 break; 1414 break;
1508 } 1415 }
1416
1509 if (mflags & P_IS_ALIVE) 1417 if (mflags & P_IS_ALIVE)
1510 {
1511 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1418 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1512 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1419 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1513 {
1514 found++;
1515 break;
1516 }
1517 if (found)
1518 break; 1420 break;
1519 }
1520 } 1421 }
1521 if (tmp == NULL) 1422
1423 if (!tmp)
1522 return find_arrow (op, type); 1424 return find_arrow (op, type);
1523 1425
1524 if (tmp->head) 1426 if (tmp->head)
1525 tmp = tmp->head; 1427 tmp = tmp->head;
1526 1428
1539 */ 1441 */
1540int 1442int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1443fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1444{
1543 object *left, *bow; 1445 object *left, *bow;
1544 int bowspeed, mflags; 1446 int mflags;
1545 maptile *m; 1447 maptile *m;
1546 1448
1547 if (!dir) 1449 if (!dir)
1548 { 1450 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1451 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1452 return 0;
1551 } 1453 }
1552 1454
1553 if (op->type == PLAYER) 1455 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1456 bow = op->current_weapon;
1555 else 1457 else
1556 { 1458 {
1557 for (bow = op->inv; bow; bow = bow->below) 1459 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1460 /* 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. 1461 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1466 if (!bow)
1565 { 1467 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1468 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1469 return 0;
1568 } 1470 }
1471
1472 // optimisation: move object to top so we will find it quickly again
1473 splay (bow);
1569 } 1474 }
1570 1475
1571 if (!bow->race || !bow->skill) 1476 if (!bow->race || !bow->skill)
1572 { 1477 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1478 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1479 return 0;
1575 } 1480 }
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 1481
1586 if (arrow == NULL) 1482 if (arrow == NULL)
1587 { 1483 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1484 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1485 {
1608 } 1504 }
1609 1505
1610 /* this should not happen, but sometimes does */ 1506 /* this should not happen, but sometimes does */
1611 if (arrow->nrof == 0) 1507 if (arrow->nrof == 0)
1612 { 1508 {
1509 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1613 arrow->destroy (); 1510 arrow->destroy ();
1614 return 0; 1511 return 0;
1615 } 1512 }
1616 1513
1617 left = arrow; /* these are arrows left to the player */ 1514 left = arrow; /* these are arrows left to the player */
1618 arrow = get_split_ob (arrow, 1); 1515 arrow = arrow->split ();
1619 if (!arrow) 1516 if (!arrow)
1620 { 1517 {
1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1518 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1622 return 0; 1519 return 0;
1623 } 1520 }
1624 1521
1625 arrow->set_owner (op); 1522 arrow->set_owner (op);
1626 arrow->skill = bow->skill; 1523 arrow->skill = bow->skill;
1627 arrow->direction = dir; 1524 arrow->direction = dir;
1628 1525
1629 if (op->type == PLAYER)
1630 {
1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1632 op->update_stats ();
1633 }
1634
1635 SET_ANIMATION (arrow, arrow->direction);
1636
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1526 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1527 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1528 arrow->stats.grace = arrow->attacktype;
1529 arrow->custom_name = arrow->slaying;
1640 1530
1641 if (arrow->slaying) 1531#if 0
1642 arrow->spellarg = strdup (arrow->slaying); 1532 if (player *pl = op->contr)
1533 {
1534 float speed = pl->weapon_sp;
1643 1535
1644 arrow->stats.dam += op->stats.dam + arrow->magic; 1536 /* penalize ROF for bestarrow */
1537 if (pl->bowtype == bow_bestarrow)
1538 speed *= .9f;
1539 else
1540 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1541
1542 op->speed_left += speed - op->speed;
1543 }
1544#endif
1545
1546 SET_ANIMATION (arrow, arrow->direction);
1645 1547
1646 /* update the speed */ 1548 /* update the speed */
1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1549 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1550 + bow->stats.dam / 7.f;
1649 1551
1650 arrow->set_speed (max (arrow->speed, 1.0)); 1552 arrow->set_speed (max (arrow->speed, 2.f));
1651 arrow->speed_left = 0; 1553 arrow->speed_left = 0;
1652 1554
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1555 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654 1556
1655 if (op->type == PLAYER) 1557 if (op->type == PLAYER)
1656 { 1558 {
1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1559 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1560 wc -= dex_bonus[op->stats.Dex];
1659 1561
1660 if (!arrow->slaying) 1562 if (!arrow->slaying)
1661 arrow->slaying = op->slaying; 1563 arrow->slaying = op->slaying;
1564
1565 arrow->attacktype |= op->attacktype;
1662 } 1566 }
1663 else 1567 else
1664 { 1568 {
1665 arrow->level = op->level; 1569 arrow->level = op->level;
1666 arrow->stats.wc -= bow->magic; 1570 arrow->stats.wc -= bow->magic;
1667 1571
1668 if (!arrow->slaying) 1572 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying; 1573 arrow->slaying = bow->slaying;
1670 }
1671 1574
1672 arrow->stats.wc -= arrow->level;
1673
1674 arrow->attacktype |= bow->attacktype; 1575 arrow->attacktype |= bow->attacktype;
1576 }
1675 1577
1578 wc -= arrow->level;
1579 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1580
1581 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1676 arrow->move_type = MOVE_FLY_LOW; 1582 arrow->move_type = MOVE_FLY_LOW;
1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1583 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1678 1584
1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1585 op->play_sound (sound_find ("fire_arrow"));
1680 m->insert (arrow, sx, sy, op); 1586 m->insert (arrow, sx, sy, op);
1681 1587
1682 if (!arrow->destroyed ()) 1588 if (!arrow->destroyed ())
1683 move_arrow (arrow); 1589 move_arrow (arrow);
1684
1685 if (op->type == PLAYER)
1686 {
1687 if (left->destroyed ())
1688 esrv_del_item (op->contr, left->count);
1689 else
1690 esrv_send_item (op, left);
1691 }
1692 1590
1693 return 1; 1591 return 1;
1694} 1592}
1695 1593
1696/* Special fire code for players - this takes into 1594/* Special fire code for players - this takes into
1701 * hence the function name. 1599 * hence the function name.
1702 */ 1600 */
1703int 1601int
1704player_fire_bow (object *op, int dir) 1602player_fire_bow (object *op, int dir)
1705{ 1603{
1706 int ret = 0, wcmod = 0; 1604 int ret;
1707 1605
1708 if (op->contr->bowtype == bow_bestarrow) 1606 if (op->contr->bowtype == bow_bestarrow)
1709 { 1607 {
1710 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1608 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1711 } 1609 }
1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1610 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713 { 1611 {
1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1612 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1715 wcmod = -1;
1716
1717 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1613 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1718 } 1614 }
1719 else if (op->contr->bowtype == bow_threewide) 1615 else if (op->contr->bowtype == bow_threewide)
1720 { 1616 {
1721 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1617 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1722 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1618 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1723 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1619 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1724 } 1620 }
1725 else if (op->contr->bowtype == bow_spreadshot) 1621 else if (op->contr->bowtype == bow_spreadshot)
1726 { 1622 {
1727 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1623 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1624 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1625 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1730
1731 } 1626 }
1732 else 1627 else
1733 { 1628 {
1734 /* Simple case */ 1629 /* Simple case */
1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1630 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736 } 1631 }
1632
1737 return ret; 1633 return ret;
1738} 1634}
1739
1740 1635
1741/* Fires a misc (wand/rod/horn) object in 'dir'. 1636/* Fires a misc (wand/rod/horn) object in 'dir'.
1742 * Broken apart from 'fire' to keep it more readable. 1637 * Broken apart from 'fire' to keep it more readable.
1743 */ 1638 */
1744void 1639void
1745fire_misc_object (object *op, int dir) 1640fire_misc_object (object *op, int dir)
1746{ 1641{
1747 object *item; 1642 object *item = op->contr->ranged_ob;
1748 1643
1749 if (!op->contr->ranges[range_misc]) 1644 if (!item)
1750 { 1645 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1646 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1752 return; 1647 return;
1753 } 1648 }
1754 1649
1755 item = op->contr->ranges[range_misc];
1756 if (!item->inv) 1650 if (!item->inv)
1757 { 1651 {
1758 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1652 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1759 return; 1653 return;
1760 } 1654 }
1655
1656 if (!op->change_weapon (item))
1657 return;
1658
1761 if (item->type == WAND) 1659 if (item->type == WAND)
1762 { 1660 {
1763 if (item->stats.food <= 0) 1661 if (item->stats.food <= 0)
1764 { 1662 {
1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1663 op->contr->play_sound (sound_find ("wand_poof"));
1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1664 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1665
1767 return; 1666 return;
1768 } 1667 }
1769 } 1668 }
1770 else if (item->type == ROD || item->type == HORN) 1669 else if (item->type == ROD || item->type == HORN)
1771 { 1670 {
1772 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1671 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1672
1673 // using the maximum of the rods charge allows at least one spell cast
1674 // for a rod or horn, this fixes some broken rods.
1675 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1773 { 1676 {
1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1677 op->contr->play_sound (sound_find ("wand_poof"));
1678
1775 if (item->type == ROD) 1679 if (item->type == ROD)
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1680 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1777 else 1681 else
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1682 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1683
1779 return; 1684 return;
1780 } 1685 }
1781 } 1686 }
1782 1687
1783 if (cast_spell (op, item, dir, item->inv, NULL)) 1688 if (cast_spell (op, item, dir, item->inv, NULL))
1784 { 1689 {
1785 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1690 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1691
1786 if (item->type == WAND) 1692 if (item->type == WAND)
1787 { 1693 {
1788 if (!(--item->stats.food)) 1694 if (!(--item->stats.food))
1789 { 1695 {
1790 object *tmp; 1696 object *tmp;
1791 1697
1792 if (item->arch) 1698 if (item->arch)
1793 { 1699 {
1794 CLEAR_FLAG (item, FLAG_ANIMATE); 1700 CLEAR_FLAG (item, FLAG_ANIMATE);
1795 item->face = item->arch->clone.face; 1701 item->face = item->arch->face;
1796 item->set_speed (0); 1702 item->set_speed (0);
1797 } 1703 }
1798 1704
1799 if ((tmp = item->in_player ())) 1705 if (object *pl = item->visible_to ())
1800 esrv_update_item (UPD_ANIM, tmp, item); 1706 esrv_update_item (UPD_ANIM, pl, item);
1801 } 1707 }
1802 } 1708 }
1803 else if (item->type == ROD || item->type == HORN) 1709 else if (item->type == ROD || item->type == HORN)
1804 drain_rod_charge (item); 1710 drain_rod_charge (item);
1805 } 1711 }
1806} 1712}
1807 1713
1808/* Received a fire command for the player - go and do it. 1714/* Received a fire command for the player - go and do it.
1809 */ 1715 */
1810void 1716bool
1811fire (object *op, int dir) 1717fire (object *op, int dir)
1812{ 1718{
1813 int spellcost = 0; 1719 int spellcost = 0;
1720
1721 player *pl = op->contr;
1722
1723 if (pl->golem)
1724 {
1725 control_golem (op->contr->golem, dir);
1726 return false;
1727 }
1728
1729 object *ob = pl->ranged_ob;
1730
1731 if (!ob)
1732 return false;
1733
1734 if (op->speed_left > 0.f)
1735 --op->speed_left;
1736 else
1737 return false;
1738
1739 if (!op->change_weapon (ob))
1740 return false;
1814 1741
1815 /* check for loss of invisiblity/hide */ 1742 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op)) 1743 if (action_makes_visible (op))
1817 make_visible (op); 1744 make_visible (op);
1818 1745
1819 switch (op->contr->shoottype) 1746 switch (ob->type)
1820 { 1747 {
1821 case range_none: 1748 case BOW:
1822 return;
1823
1824 case range_bow:
1825 player_fire_bow (op, dir); 1749 player_fire_bow (op, dir);
1826 return; 1750 break;
1827 1751
1828 case range_magic: /* Casting spells */ 1752 case SPELL:
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1753 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1830 return; 1754 break;
1831 1755
1832 case range_misc: 1756 case BUILDER:
1757 apply_map_builder (op, dir);
1758 break;
1759
1760 case SKILL:
1761 do_skill (op, op, ob, dir, 0);
1762 break;
1763
1764 default:
1833 fire_misc_object (op, dir); 1765 fire_misc_object (op, dir);
1834 return; 1766 break;
1835
1836 case range_golem: /* Control summoned monsters from scrolls */
1837 control_golem (op->contr->ranges[range_golem], dir);
1838 return;
1839
1840 case range_skill:
1841 if (!op->chosen_skill)
1842 {
1843 if (op->type == PLAYER)
1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1846 return;
1847 }
1848
1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1850 return;
1851 case range_builder:
1852 apply_map_builder (op, dir);
1853 return;
1854 default:
1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1856 return;
1857 } 1767 }
1768
1769 return true;
1858} 1770}
1859 1771
1860/* find_key 1772/* find_key
1861 * We try to find a key for the door as passed. If we find a key 1773 * We try to find a key for the door as passed. If we find a key
1862 * and successfully use it, we return the key, otherwise NULL 1774 * and successfully use it, we return the key, otherwise NULL
1879 /* First, lets try to find a key in the top level inventory */ 1791 /* First, lets try to find a key in the top level inventory */
1880 for (tmp = container->inv; tmp; tmp = tmp->below) 1792 for (tmp = container->inv; tmp; tmp = tmp->below)
1881 { 1793 {
1882 if (door->type == DOOR && tmp->type == KEY) 1794 if (door->type == DOOR && tmp->type == KEY)
1883 break; 1795 break;
1796
1884 /* For sanity, we should really check door type, but other stuff 1797 /* For sanity, we should really check door type, but other stuff
1885 * (like containers) can be locked with special keys 1798 * (like containers) can be locked with special keys
1886 */ 1799 */
1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1800 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1888 break; 1801 break;
1894 * a key, return 1807 * a key, return
1895 */ 1808 */
1896 if (!tmp) 1809 if (!tmp)
1897 { 1810 {
1898 for (tmp = container->inv; tmp; tmp = tmp->below) 1811 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 {
1900 /* No reason to search empty containers */ 1812 /* No reason to search empty containers */
1901 if (tmp->type == CONTAINER && tmp->inv) 1813 if (tmp->type == CONTAINER && tmp->inv)
1902 {
1903 if ((key = find_key (pl, tmp, door))) 1814 if ((key = find_key (pl, tmp, door)))
1904 return key; 1815 return key;
1905 }
1906 }
1907 1816
1908 if (!tmp) 1817 if (!tmp)
1909 return NULL; 1818 return 0;
1910 } 1819 }
1911 1820
1912 /* We get down here if we have found a key. Now if its in a container, 1821 /* We get down here if we have found a key. Now if its in a container,
1913 * see if we actually want to use it 1822 * see if we actually want to use it
1914 */ 1823 */
1915 if (pl != container) 1824 if (pl != container)
1916 { 1825 {
1917 /* Only let players use keys in containers */ 1826 /* Only let players use keys in containers */
1918 if (!pl->contr) 1827 if (!pl->contr)
1919 return NULL; 1828 return 0;
1829
1920 /* cases where this fails: 1830 /* cases where this fails:
1921 * If we only search the player inventory, return now since we 1831 * If we only search the player inventory, return now since we
1922 * are not in the players inventory. 1832 * are not in the players inventory.
1923 * If the container is not active, return now since only active 1833 * If the container is not active, return now since only active
1924 * containers can be used. 1834 * containers can be used.
1930 * Change the color so that the message doesn't disappear with 1840 * Change the color so that the message doesn't disappear with
1931 * all the others. 1841 * all the others.
1932 */ 1842 */
1933 if (pl->contr->usekeys == key_inventory || 1843 if (pl->contr->usekeys == key_inventory ||
1934 !QUERY_FLAG (container, FLAG_APPLIED) || 1844 !QUERY_FLAG (container, FLAG_APPLIED) ||
1935 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1845 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1936 { 1846 {
1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1847 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1938 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1848 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1939 return NULL; 1849 return NULL;
1940 } 1850 }
1949 * 0 otherwise 1859 * 0 otherwise
1950 */ 1860 */
1951static int 1861static int
1952player_attack_door (object *op, object *door) 1862player_attack_door (object *op, object *door)
1953{ 1863{
1954 /* If its a door, try to find a use a key. If we do destroy the door, 1864 /* If its a door, try to find a key. If we do destroy the door,
1955 * might as well return immediately as there is nothing more to do - 1865 * might as well return immediately as there is nothing more to do -
1956 * otherwise, we fall through to the rest of the code. 1866 * otherwise, we fall through to the rest of the code.
1957 */ 1867 */
1958 object *key = find_key (op, op, door); 1868 object *key = find_key (op, op, door);
1959 1869
1960 /* IF we found a key, do some extra work */ 1870 /* If we found a key, do some extra work */
1961 if (key) 1871 if (key)
1962 { 1872 {
1963 object *container = key->env; 1873 object *container = key->env;
1964 1874
1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1966 if (action_makes_visible (op)) 1875 if (action_makes_visible (op))
1967 make_visible (op); 1876 make_visible (op);
1877
1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1878 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op); 1879 spring_trap (door->inv, op);
1970 1880
1971 if (door->type == DOOR) 1881 if (door->type == DOOR)
1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1882 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1973 else if (door->type == LOCKED_DOOR) 1883 else if (door->type == LOCKED_DOOR)
1974 { 1884 {
1975 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1885 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1976 remove_door2 (door); /* remove door without violence ;-) */ 1886 remove_door2 (door); /* remove door without violence ;-) */
1977 } 1887 }
1978 1888
1979 /* Do this after we print the message */ 1889 /* Do this after we print the message */
1980 decrease_ob (key); /* Use up one of the keys */ 1890 key->decrease (); /* Use up one of the keys */
1981 /* Need to update the weight the container the key was in */
1982 if (container != op)
1983 esrv_update_item (UPD_WEIGHT, op, container);
1984 1891
1985 return 1; /* Nothing more to do below */ 1892 return 1; /* Nothing more to do below */
1986 } 1893 }
1987 else if (door->type == LOCKED_DOOR) 1894 else if (door->type == LOCKED_DOOR)
1988 { 1895 {
1989 /* Might as well return now - no other way to open this */ 1896 /* Might as well return now - no other way to open this */
1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1897 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1991 return 1; 1898 return 1;
1992 } 1899 }
1993 1900
1994 return 0; 1901 return 0;
1995} 1902}
1998 * It should keep the code cleaner. 1905 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 1906 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 1907 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 1908 * going to try and move (not fire weapons).
2002 */ 1909 */
2003void 1910bool
2004move_player_attack (object *op, int dir) 1911move_player_attack (object *op, int dir)
2005{ 1912{
2006 object *tmp, *mon; 1913 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2007 sint16 nx, ny; 1914 {
1915 --op->speed_left;
1916 return true;
1917 }
1918
2008 int on_battleground; 1919 int on_battleground;
2009 maptile *m;
2010 1920
2011 nx = freearr_x[dir] + op->x; 1921 sint16 nx = freearr_x[dir] + op->x;
2012 ny = freearr_y[dir] + op->y; 1922 sint16 ny = freearr_y[dir] + op->y;
2013 1923
2014 on_battleground = op_on_battleground (op, 0, 0); 1924 on_battleground = op_on_battleground (op, 0, 0);
1925
1926 if (out_of_map (op->map, nx, ny))
1927 return false;
2015 1928
2016 /* If braced, or can't move to the square, and it is not out of the 1929 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 1930 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 1931 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 1932 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 1933 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 1934 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 1935 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 1936 * move_ob uses.
2024 */ 1937 */
2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1938 maptile *m = op->map->xy_find (nx, ny);
1939
1940 /* Go through all the objects, and find ones of interest. Only stop if
1941 * we find a monster - that is something we know we want to attack.
1942 * if its a door or barrel (can roll) see if there may be monsters
1943 * on the space
1944 */
1945 object *mon;
1946 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1947 {
1948 if ((mon->flag [FLAG_ALIVE]
1949 || mon->type == LOCKED_DOOR
1950 || mon->flag [FLAG_CAN_ROLL])
1951 && mon != op)
1952 break;
2026 { 1953 }
2027 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1954
1955 if (!mon) /* This happens anytime the player tries to move */
1956 return false; /* into a wall */
1957
1958 mon = mon->head_ ();
1959
1960 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1961 if (op->contr->weapon_sp_left > 0.f)
1962 if (player_attack_door (op, mon))
1963 {
1964 --op->contr->weapon_sp_left;
1965 return true;
2028 { 1966 }
2029 m = op->map->xy_find (nx, ny); 1967
2030 if (!m) 1968 /* The following deals with possibly attacking peaceful
2031 return; /* Don't think this should happen */ 1969 * or friendly creatures. Basically, all players are considered
1970 * unaggressive. If the moving player has peaceful set, then the
1971 * object should be pushed instead of attacked. It is assumed that
1972 * if you are braced, you will not attack friends accidently,
1973 * and thus will not push them.
1974 */
1975
1976 /* If the creature is a pet, push it even if the player is not
1977 * peaceful. Our assumption is the creature is a pet if the
1978 * player owns it and it is either friendly or unagressive.
1979 */
1980 if (op->type == PLAYER
1981 && ((mon->owner && mon->owner->contr
1982 && same_party (mon->owner->contr->party, op->contr->party))
1983 || mon->owner == op)
1984 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1985 {
1986 /* If we're braced, we don't want to switch places with it */
1987 if (op->contr->braced)
1988 return false;
1989
1990 if (op->speed_left > 0.f)
1991 {
1992 --op->speed_left;
1993
1994 op->play_sound (sound_find ("push_player"));
1995 push_ob (mon, dir, op);
1996
1997 if (action_makes_visible (op))
1998 make_visible (op);
1999
2000 return true;
2032 } 2001 }
2033 else 2002 else
2034 m = op->map;
2035
2036 if (!(tmp = m->at (nx, ny).bot))
2037 return; 2003 return false;
2004 }
2038 2005
2039 mon = 0;
2040 /* Go through all the objects, and find ones of interest. Only stop if
2041 * we find a monster - that is something we know we want to attack.
2042 * if its a door or barrel (can roll) see if there may be monsters
2043 * on the space
2044 */
2045 while (tmp)
2046 {
2047 if (tmp == op)
2048 {
2049 tmp = tmp->above;
2050 continue;
2051 }
2052
2053 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2054 {
2055 mon = tmp;
2056 break;
2057 }
2058
2059 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2060 mon = tmp;
2061
2062 tmp = tmp->above;
2063 }
2064
2065 if (!mon) /* This happens anytime the player tries to move */
2066 return; /* into a wall */
2067
2068 if (mon->head)
2069 mon = mon->head;
2070
2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (player_attack_door (op, mon))
2073 return;
2074
2075 /* The following deals with possibly attacking peaceful
2076 * or frienddly creatures. Basically, all players are considered
2077 * unaggressive. If the moving player has peaceful set, then the
2078 * object should be pushed instead of attacked. It is assumed that
2079 * if you are braced, you will not attack friends accidently,
2080 * and thus will not push them.
2081 */
2082
2083 /* If the creature is a pet, push it even if the player is not
2084 * peaceful. Our assumption is the creature is a pet if the
2085 * player owns it and it is either friendly or unagressive.
2086 */
2087 if ((op->type == PLAYER)
2088#if COZY_SERVER
2089 &&
2090 ((mon->owner && mon->owner->contr
2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2092#else
2093 && mon->owner == op
2094#endif
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 {
2097 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced)
2099 return;
2100
2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2102 (void) push_ob (mon, dir, op);
2103 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op);
2105
2106 return;
2107 }
2108
2109 /* in certain circumstances, you shouldn't attack friendly 2006 /* in certain circumstances, you shouldn't attack friendly
2110 * creatures. Note that if you are braced, you can't push 2007 * creatures. Note that if you are braced, you can't push
2111 * someone, but put it inside this loop so that you won't 2008 * someone, but put it inside this loop so that you won't
2112 * attack them either. 2009 * attack them either.
2113 */ 2010 */
2114 if ((mon->type == PLAYER || mon->enemy != op) && 2011 if ((mon->type == PLAYER || mon->enemy != op)
2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2012 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2116#ifdef PROHIBIT_PLAYERKILL
2117 (op->contr->peaceful 2013 && ((op->contr->peaceful
2118 || (mon->type == PLAYER 2014 || (mon->type == PLAYER && mon->contr->peaceful))
2119 && mon->contr->
2120 peaceful)) &&
2121#else
2122 op->contr->peaceful &&
2123#endif
2124 !on_battleground)) 2015 && !on_battleground))
2016 {
2017 if (op->speed_left > 0.f)
2125 { 2018 {
2019 --op->speed_left;
2020
2126 if (!op->contr->braced) 2021 if (!op->contr->braced)
2127 { 2022 {
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2023 op->play_sound (sound_find ("push_player"));
2129 push_ob (mon, dir, op); 2024 push_ob (mon, dir, op);
2130 } 2025 }
2131 else 2026 else
2132 new_draw_info (0, 0, op, "You withhold your attack"); 2027 op->statusmsg ("You withhold your attack");
2133 2028
2134 if (op->contr->tmp_invis || op->hide) 2029 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2135 make_visible (op); 2030 make_visible (op);
2136 }
2137 2031
2032 return true;
2033 }
2034 }
2138 /* If the object is a boulder or other rollable object, then 2035 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2036 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2037 */
2141 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2038 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2039 {
2040 if (op->speed_left > 0.f)
2142 { 2041 {
2042 --op->speed_left;
2043
2143 recursive_roll (mon, dir, op); 2044 recursive_roll (mon, dir, op);
2144 if (action_makes_visible (op)) 2045 if (action_makes_visible (op))
2145 make_visible (op); 2046 make_visible (op);
2146 }
2147 2047
2048 return true;
2049 }
2050 }
2148 /* Any generic living creature. Including things like doors. 2051 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points 2052 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following: 2053 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 2054 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 2055 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2056 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2057 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2058 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 { 2059 {
2157 2060 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2158 /* If the player hasn't hit something this tick, and does
2159 * so, give them speed boost based on weapon speed. Doing
2160 * it here is better than process_players2, which basically
2161 * incurred a 1 tick offset.
2162 */
2163 if (!op->contr->has_hit)
2164 { 2061 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2062 --op->contr->weapon_sp_left;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 }
2169 2063
2170 skill_attack (mon, op, 0, 0, 0); 2064 skill_attack (mon, op, 0, 0, 0);
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2178 {
2179 short luck = mon->stats.luck;
2180
2181 mon->contr->has_hit = 1;
2182 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck;
2184 }
2185 2065
2186 if (action_makes_visible (op)) 2066 if (action_makes_visible (op))
2187 make_visible (op); 2067 make_visible (op);
2188 }
2189 } /* if player should attack something */
2190}
2191 2068
2192int 2069 return true;
2070 }
2071 }
2072
2073 return false;
2074}
2075
2076bool
2193move_player (object *op, int dir) 2077move_player (object *op, int dir)
2194{ 2078{
2195 int pick; 2079 int pick;
2196 2080
2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2081 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2198 return 0; 2082 return 0;
2199 2083
2200 /* Sanity check: make sure dir is valid */ 2084 /* Sanity check: make sure dir is valid */
2201 if ((dir < 0) || (dir >= 9)) 2085 if ((dir < 0) || (dir >= 9))
2202 { 2086 {
2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2092 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2209 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2093 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2210 2094
2211 op->facing = dir; 2095 op->facing = dir;
2212 2096
2213 if (op->hide) 2097 if (op->flag [FLAG_HIDDEN])
2214 do_hidden_move (op); 2098 do_hidden_move (op);
2215 2099
2100 bool retval;
2101
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2102 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 /*nop */ ; 2103 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on) 2104 else if (op->contr->fire_on)
2219 fire (op, dir); 2105 retval = fire (op, dir);
2220 else 2106 else
2221 { 2107 {
2222 move_player_attack (op, dir); 2108 retval = move_player_attack (op, dir);
2223 pick = check_pick (op); 2109 pick = check_pick (op);
2224 } 2110 }
2225 2111
2226 /* Add special check for newcs players and fire on - this way, the 2112 /* Add special check for newcs players and fire on - this way, the
2227 * server can handle repeat firing. 2113 * server can handle repeat firing.
2234 /* Update how the player looks. Use the facing, so direction may 2120 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities 2121 * get reset to zero. This allows for full animation capabilities
2236 * for players. 2122 * for players.
2237 */ 2123 */
2238 animate_object (op, op->facing); 2124 animate_object (op, op->facing);
2239 return 0; 2125
2126 return retval;
2240} 2127}
2241 2128
2242/* This is similar to handle_player, below, but is only used by the 2129/* This is similar to handle_player, below, but is only used by the
2243 * new client/server stuff. 2130 * new client/server stuff.
2244 * This is sort of special, in that the new client/server actually uses 2131 * This is sort of special, in that the new client/server actually uses
2245 * the new speed values for commands. 2132 * the new speed values for commands.
2246 * 2133 *
2247 * Returns true if there are more actions we can do. 2134 * Returns true if there are more actions we can do. Should not do
2135 * many actions in a row, as that would be too unfair to other
2136 * players.
2248 */ 2137 */
2249int 2138bool
2250handle_newcs_player (object *op) 2139handle_newcs_player (object *op)
2251{ 2140{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2141 if (QUERY_FLAG (op, FLAG_SCARED))
2253 { 2142 {
2254 flee_player (op); 2143 if (op->speed_left > 0.f)
2255 /* If player is still scared, that is his action for this tick */
2256 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2144 {
2258 op->speed_left--; 2145 --op->speed_left;
2146 flee_player (op);
2147
2259 return 0; 2148 return true;
2260 } 2149 }
2150 else
2151 return false;
2261 } 2152 }
2262 2153
2263 /* call this here - we also will call this in do_ericserver, but 2154 /* call this here - we also will call this in do_ericserver, but
2264 * the players time has been increased when doericserver has been 2155 * the players time has been increased when doericserver has been
2265 * called, so we recheck it here. 2156 * called, so we recheck it here.
2266 */ 2157 */
2267 if (op->contr->ns->handle_command ()) 2158 if (op->contr->ns->handle_command ())
2268 return 1; 2159 return true;
2269 2160
2270 if (op->speed_left > 0)
2271 {
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2161 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 {
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player (op, op->direction); 2162 return move_player (op, op->direction);
2282 2163
2283 return op->speed_left > 0;
2284 }
2285 }
2286
2287 return 0; 2164 return false;
2288} 2165}
2289 2166
2290int 2167int
2291save_life (object *op) 2168save_life (object *op)
2292{ 2169{
2294 return 0; 2171 return 0;
2295 2172
2296 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2173 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2297 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2174 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2298 { 2175 {
2299 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2176 op->play_sound (sound_find ("ob_evaporate"));
2300 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2177 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2301
2302 if (op->contr)
2303 esrv_del_item (op->contr, tmp->count);
2304 2178
2305 tmp->destroy (); 2179 tmp->destroy ();
2306 CLEAR_FLAG (op, FLAG_LIFESAVE); 2180 CLEAR_FLAG (op, FLAG_LIFESAVE);
2307 2181
2308 if (op->stats.hp < 0) 2182 if (op->stats.hp < 0)
2321 return 0; 2195 return 0;
2322} 2196}
2323 2197
2324/* This goes throws the inventory and removes unpaid objects, and puts them 2198/* This goes throws the inventory and removes unpaid objects, and puts them
2325 * back in the map (location and map determined by values of env). This 2199 * back in the map (location and map determined by values of env). This
2326 * function will descend into containers. op is the object to start the search 2200 * function will descend into containers. op is the object to start the search
2327 * from. 2201 * from.
2328 */ 2202 */
2203static void
2204drop_unpaid_items (object *op, object *env)
2205{
2206 while (op)
2207 {
2208 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2209
2210 if (QUERY_FLAG (op, FLAG_UNPAID))
2211 op->insert_at (env);
2212 else if (op->inv)
2213 drop_unpaid_items (op->inv, env);
2214
2215 op = next;
2216 }
2217}
2218
2329void 2219void
2330remove_unpaid_objects (object *op, object *env) 2220object::drop_unpaid_items ()
2331{ 2221{
2332 while (op) 2222 if (!flag [FLAG_REMOVED])
2333 { 2223 ::drop_unpaid_items (inv, this);
2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2335
2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2337 {
2338 if (env->type == PLAYER)
2339 esrv_del_item (env->contr, op->count);
2340
2341 op->insert_at (env);
2342 }
2343 else if (op->inv)
2344 remove_unpaid_objects (op->inv, env);
2345
2346 op = next;
2347 }
2348} 2224}
2349 2225
2350/* 2226/*
2351 * Returns pointer a static string containing gravestone text 2227 * Returns pointer a static string containing gravestone text
2352 * Moved from apply.c to player.c - player.c is what 2228 * Moved from apply.c to player.c - player.c is what
2353 * actually uses this function. player.c may not be quite the 2229 * actually uses this function. player.c may not be quite the
2354 * best, a misc file for object actions is probably better, 2230 * best, a misc file for object actions is probably better,
2355 * but there isn't one in the server directory. 2231 * but there isn't one in the server directory.
2356 */ 2232 */
2357char * 2233const char *
2358gravestone_text (object *op) 2234gravestone_text (object *op)
2359{ 2235{
2360 static char buf2[MAX_BUF]; 2236 static dynbuf_text buf;
2361 char buf[MAX_BUF];
2362 time_t now = time (NULL);
2363 2237
2364 strcpy (buf2, " R.I.P.\n\n"); 2238 buf << "---- R.I.P. ----\n\n"
2239 << op->name;
2240
2365 if (op->type == PLAYER) 2241 if (op->type == PLAYER)
2366 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2242 buf << " the " << op->contr->title;
2367 else
2368 sprintf (buf, "%s\n", &op->name);
2369 2243
2370 strncat (buf2, " ", 20 - strlen (buf) / 2); 2244 buf << "\n\n";
2371 strcat (buf2, buf); 2245
2246 buf << "who was level ";
2247 buf << (sint32)op->level << "\n\n" // OO breakdown
2248 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2249
2372 if (op->type == PLAYER) 2250 if (op->type == PLAYER)
2373 sprintf (buf, "who was in level %d when killed\n", op->level); 2251 buf << "by " << op->contr->killer_name () << ".\n\n";
2374 else
2375 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2376 2252
2377 strncat (buf2, " ", 20 - strlen (buf) / 2);
2378 strcat (buf2, buf);
2379 if (op->type == PLAYER)
2380 { 2253 {
2381 sprintf (buf, "by %s.\n\n", op->contr->killer); 2254 static char buf2[128];
2382 strncat (buf2, " ", 21 - strlen (buf) / 2); 2255 time_t now = time (NULL);
2383 strcat (buf2, buf);
2384 }
2385
2386 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2256 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2387 strncat (buf2, " ", 20 - strlen (buf) / 2); 2257 buf << buf2;
2388 strcat (buf2, buf); 2258 }
2389 2259
2390 return buf2; 2260 return buf;
2391} 2261}
2392 2262
2393void 2263void
2394do_some_living (object *op) 2264do_some_living (object *op)
2395{ 2265{
2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2317 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2448 else 2318 else
2449 { 2319 {
2450 gen_grace = op->stats.maxgrace; 2320 gen_grace = op->stats.maxgrace;
2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2321 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2452 }
2453
2454 /* Regenerate Spell Points */
2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2456 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2458 if (op->stats.sp < op->stats.maxsp)
2459 {
2460 op->stats.sp++;
2461 /* dms do not consume food */
2462 if (!QUERY_FLAG (op, FLAG_WIZ))
2463 {
2464 op->stats.food--;
2465 if (op->contr->digestion < 0)
2466 op->stats.food += op->contr->digestion;
2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2468 op->stats.food = last_food;
2469 }
2470 }
2471
2472 if (max_sp > 1)
2473 {
2474 over_sp = (gen_sp + 10) / rate_sp;
2475 if (over_sp > 0)
2476 {
2477 if (op->stats.sp < op->stats.maxsp)
2478 {
2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2482 op->stats.sp--;
2483
2484 if (op->stats.sp > op->stats.maxsp)
2485 op->stats.sp = op->stats.maxsp;
2486 }
2487 op->last_sp = 0;
2488 }
2489 else
2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 }
2492 else
2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2494 } 2322 }
2495 2323
2496 /* Regenerate Grace */ 2324 /* Regenerate Grace */
2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2325 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2498 if (--op->last_grace < 0) 2326 if (--op->last_grace < 0)
2519 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2347 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2520 } 2348 }
2521 /* wearing stuff doesn't detract from grace generation. */ 2349 /* wearing stuff doesn't detract from grace generation. */
2522 } 2350 }
2523 2351
2352 if (op->stats.food > 0)
2353 {
2524 /* Regenerate Hit Points */ 2354 /* Regenerate Spell Points */
2525 if (--op->last_heal < 0) 2355 if (!op->contr->golem && --op->last_sp < 0)
2526 {
2527 if (op->stats.hp < op->stats.maxhp)
2528 { 2356 {
2529 op->stats.hp++; 2357 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2530 /* dms do not consume food */ 2358
2531 if (!QUERY_FLAG (op, FLAG_WIZ)) 2359 if (op->stats.sp < op->stats.maxsp)
2532 { 2360 {
2361 op->stats.sp++;
2362
2363 /* dms do not consume food */
2364 if (!QUERY_FLAG (op, FLAG_WIZ))
2365 {
2533 op->stats.food--; 2366 op->stats.food--;
2367
2534 if (op->contr->digestion < 0) 2368 if (op->contr->digestion < 0)
2535 op->stats.food += op->contr->digestion; 2369 op->stats.food += op->contr->digestion;
2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2370 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2537 op->stats.food = last_food; 2371 op->stats.food = last_food;
2372 }
2538 } 2373 }
2539 }
2540 2374
2541 if (max_hp > 1) 2375 if (max_sp > 1)
2542 {
2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2544 if (over_hp > 0)
2545 { 2376 {
2546 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2377 over_sp = (gen_sp + 10) / rate_sp;
2378 if (over_sp > 0)
2379 {
2380 if (op->stats.sp < op->stats.maxsp)
2381 {
2382 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2383
2384 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2385 op->stats.sp--;
2386
2387 if (op->stats.sp > op->stats.maxsp)
2388 op->stats.sp = op->stats.maxsp;
2389 }
2390
2547 op->last_heal = 0; 2391 op->last_sp = 0;
2392 }
2393 else
2394 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2548 } 2395 }
2549 else 2396 else
2397 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2398 }
2399
2400 /* Regenerate Hit Points */
2401 if (--op->last_heal < 0)
2402 {
2403 if (op->stats.hp < op->stats.maxhp)
2550 { 2404 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2405 op->stats.hp++;
2406
2407 /* dms do not consume food */
2408 if (!QUERY_FLAG (op, FLAG_WIZ))
2409 {
2410 op->stats.food--;
2411
2412 if (op->contr->digestion < 0)
2413 op->stats.food += op->contr->digestion;
2414 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2415 op->stats.food = last_food;
2416 }
2552 } 2417 }
2418
2419 if (max_hp > 1)
2420 {
2421 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2422
2423 if (over_hp > 0)
2424 {
2425 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2426 op->last_heal = 0;
2427 }
2428 else
2429 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2553 } 2430 }
2554 else 2431 else
2555 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2432 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2557 } 2433 }
2558 } 2434 }
2559 2435
2560 /* Digestion */ 2436 /* Digestion */
2561 if (--op->last_eat < 0) 2437 if (--op->last_eat < 0)
2562 { 2438 {
2563#ifdef COZY_SERVER 2439 int bonus = max (0, op->contr->digestion),
2564 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2440 penalty = max (0, -op->contr->digestion);
2565 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2566#else
2567 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2568#endif
2569 2441
2570 if (op->contr->gen_hp > 0)
2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2442 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2572 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574 2443
2575 /* dms do not consume food */ 2444 /* dms do not consume food */
2576 if (!QUERY_FLAG (op, FLAG_WIZ)) 2445 if (!QUERY_FLAG (op, FLAG_WIZ))
2577 op->stats.food--; 2446 op->stats.food--;
2578 } 2447 }
2579 2448
2580 if (op->stats.food < 0 && op->stats.hp >= 0) 2449 if (op->stats.food < 0 && op->stats.hp >= 0)
2581 { 2450 {
2582 object *tmp, *flesh = 0; 2451 object *flesh = 0;
2583 2452
2584 for (tmp = op->inv; tmp; tmp = tmp->below) 2453 for_inv_removable (op, tmp)
2585 { 2454 {
2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2455 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2456 continue;
2457
2458 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2587 { 2459 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2460 op->statusmsg ("You blindly grab for a bite of food. "
2589 { 2461 "H<To prevent you from starving, you ate some random item from your backpack.>");
2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2591 manual_apply (op, tmp, 0); 2462 manual_apply (op, tmp, 0);
2463
2592 if (op->stats.food >= 0 || op->stats.hp < 0) 2464 if (op->stats.food >= 0 || op->stats.hp < 0)
2593 break; 2465 break;
2594 } 2466 }
2595 else if (tmp->type == FLESH) 2467 else if (tmp->type == FLESH)
2596 flesh = tmp; 2468 flesh = tmp;
2597 } /* End if paid for object */ 2469 }
2598 } /* end of for loop */
2599 2470
2600 /* If player is still starving, it means they don't have any food, so 2471 /* If player is still starving, it means they don't have any food, so
2601 * eat flesh instead. 2472 * eat flesh instead.
2602 */ 2473 */
2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2474 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2604 { 2475 {
2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2476 op->statusmsg ("You blindly grab for a bite of food. "
2477 "H<To prevent you from starving, you ate some random item from your backpack.>");
2606 manual_apply (op, flesh, 0); 2478 manual_apply (op, flesh, 0);
2607 } 2479 }
2480
2481 // If player is still starving, alert him!
2482 if (op->stats.food < 0)
2483 op->failmsg ("You are starving! "
2484 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2485 }
2486
2487 if (op->stats.food < 0)
2608 } 2488 {
2489 op->stats.hp += op->stats.food;
2490 op->stats.food = 0;
2609 2491
2610 while (op->stats.food < 0 && op->stats.hp >= 0) 2492 if (op->stats.hp < 0)
2611 op->stats.food++, op->stats.hp--; 2493 {
2494 op->contr->killer = archetype::get ("killer_starvation");
2495 op->contr->killer->destroy ();
2496 }
2497 }
2612 2498
2499 /* killer should be set here already */
2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2500 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2614 kill_player (op); 2501 kill_player (op);
2615 } 2502 }
2616} 2503}
2617 2504
2621 * file. 2508 * file.
2622 */ 2509 */
2623void 2510void
2624kill_player (object *op) 2511kill_player (object *op)
2625{ 2512{
2626 char buf[MAX_BUF];
2627 int x, y; 2513 int x, y;
2628
2629 //int i;
2630 maptile *map; /* this is for resurrection */ 2514 maptile *map; /* this is for resurrection */
2631
2632 /* int z;
2633 int num_stats_lose;
2634 int lost_a_stat;
2635 int lose_this_stat;
2636 int this_stat; */
2637 int will_kill_again; 2515 int will_kill_again;
2638 archetype *at; 2516 archetype *at;
2639 object *tmp; 2517 object *tmp;
2640 2518
2641 if (save_life (op)) 2519 if (save_life (op))
2642 return; 2520 return;
2643 2521
2522 dynbuf_text deathtab;
2523
2524 /* restore player */
2525 at = archetype::find ("poisoning");
2526 if (object *tmp = present_arch_in_ob (at, op))
2527 {
2528 tmp->destroy ();
2529 deathtab << "Your body feels cleansed...\r";
2530 }
2531
2532 at = archetype::find ("confusion");
2533 if (object *tmp = present_arch_in_ob (at, op))
2534 {
2535 tmp->destroy ();
2536 deathtab << "Your mind feels clearer...\r";
2537 }
2538
2539 cure_disease (op, 0, 0); /* remove any disease */
2540
2541 max_it (op->stats.hp , op->stats.maxhp);
2542 max_it (op->stats.sp , op->stats.maxsp);
2543 max_it (op->stats.grace, op->stats.maxgrace);
2544
2545 if (op->stats.food <= 0)
2546 op->stats.food = 999;
2547
2548 // remove all spell effects that are active
2549 // to avoid long-term effects such as word-of-recall
2550 for (object *item = op->inv; item; )
2551 {
2552 object *next = item->below;
2553
2554 if (item->type == SPELL_EFFECT && item->active)
2555 item->destroy ();
2556
2557 item = next;
2558 }
2644 2559
2645 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2560 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2646 * in cities ONLY!!! It is very important that this doesn't get abused. 2561 * in cities ONLY!!! It is very important that this doesn't get abused.
2647 * Look at op_on_battleground() for more info --AndreasV 2562 * Look at op_on_battleground() for more info --AndreasV
2648 */ 2563 */
2649 if (op_on_battleground (op, &x, &y)) 2564 if (op_on_battleground (op, &x, &y))
2650 { 2565 {
2651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2566 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2653
2654 /* restore player */
2655 at = archetype::find ("poisoning");
2656 if (object *tmp = present_arch_in_ob (at, op))
2657 {
2658 tmp->destroy ();
2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2660 }
2661
2662 at = archetype::find ("confusion");
2663 if (object *tmp = present_arch_in_ob (at, op))
2664 {
2665 tmp->destroy ();
2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2667 }
2668
2669 cure_disease (op, 0); /* remove any disease */
2670 op->stats.hp = op->stats.maxhp;
2671 if (op->stats.food <= 0)
2672 op->stats.food = 999;
2673 2567
2674 /* create a bodypart-trophy to make the winner happy */ 2568 /* create a bodypart-trophy to make the winner happy */
2675 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2569 if (object *tmp = arch_to_object (archetype::find ("finger")))
2676 { 2570 {
2677 sprintf (buf, "%s's finger", &op->name); 2571 tmp->name = format ("%s's finger" , &op->name);
2678 tmp->name = buf; 2572 tmp->name_pl = format ("%s's fingers", &op->name);
2679 sprintf (buf, " This finger has been cut off %s\n"
2680 " the %s, when he was defeated at\n level %d by %s.\n",
2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2682 tmp->msg = buf; 2573 tmp->msg = format (
2574 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2575 &op->name, op->contr->title,
2576 (int)op->level,
2577 op->contr->killer_name ()
2578 );
2683 tmp->value = 0, tmp->type = 0; 2579 tmp->value = 0, tmp->type = 0;
2684 tmp->materialname = "organics"; 2580 tmp->materialname = "organics";
2685 tmp->insert_at (op, tmp); 2581 tmp->insert_at (op, tmp);
2686 } 2582 }
2687 2583
2688 /* teleport defeated player to new destination */ 2584 /* teleport defeated player to new destination */
2689 transfer_ob (op, x, y, 0, NULL); 2585 transfer_ob (op, x, y, 0, NULL);
2690 op->contr->braced = 0; 2586 op->contr->braced = 0;
2587
2588 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2691 return; 2589 return;
2692 } 2590 }
2693 2591
2592 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2593 deathtab << "T<YOU HAVE DIED>\n\n";
2594
2694 INVOKE_PLAYER (DEATH, op->contr); 2595 INVOKE_PLAYER (DEATH, op->contr);
2695 2596
2696 command_kill_pets (op, 0); 2597 command_kill_pets (op, 0);
2697 2598
2698 if (op->stats.food < 0) 2599 op->contr->play_sound (sound_find ("player_dies"));
2699 {
2700 sprintf (buf, "%s starved to death.", &op->name);
2701 strcpy (op->contr->killer, "starvation");
2702 }
2703 else
2704 sprintf (buf, "%s died.", &op->name);
2705
2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2707 2600
2708 /* save the map location for corpse, gravestone */ 2601 /* save the map location for corpse, gravestone */
2709 x = op->x; 2602 x = op->x;
2710 y = op->y; 2603 y = op->y;
2711 map = op->map; 2604 map = op->map;
2739 2632
2740 lost_a_stat = 0; 2633 lost_a_stat = 0;
2741 2634
2742 for (z = 0; z < num_stats_lose; z++) 2635 for (z = 0; z < num_stats_lose; z++)
2743 { 2636 {
2744 i = RANDOM () % NUM_STATS; 2637 i = rndm (NUM_STATS);
2745 2638
2746 if (settings.stat_loss_on_death) 2639 if (settings.stat_loss_on_death)
2747 { 2640 {
2748 /* Pick a random stat and take a point off it. Tell the player 2641 /* Pick a random stat and take a point off it. Tell the player
2749 * what he lost. 2642 * what he lost.
2800 } 2693 }
2801 } 2694 }
2802 2695
2803 if (lose_this_stat) 2696 if (lose_this_stat)
2804 { 2697 {
2805 this_stat = get_attr_value (&(dep->stats), i); 2698 this_stat = get_attr_value (&dep->stats, i);
2806 /* We could try to do something clever like find another 2699 /* We could try to do something clever like find another
2807 * stat to reduce if this fails. But chances are, if 2700 * stat to reduce if this fails. But chances are, if
2808 * stats have been depleted to -50, all are pretty low 2701 * stats have been depleted to -50, all are pretty low
2809 * and should be roughly the same, so it shouldn't make a 2702 * and should be roughly the same, so it shouldn't make a
2810 * difference. 2703 * difference.
2818 lost_a_stat = 1; 2711 lost_a_stat = 1;
2819 } 2712 }
2820 } 2713 }
2821 } 2714 }
2822 } 2715 }
2716
2823 /* If no stat lost, tell the player. */ 2717 /* If no stat lost, tell the player. */
2824 if (!lost_a_stat) 2718 if (!lost_a_stat)
2825 { 2719 {
2826 /* determine_god() seems to not work sometimes... why is this? 2720 /* determine_god() seems to not work sometimes... why is this?
2827 Should I be using something else? GD */ 2721 Should I be using something else? GD */
2828 const char *god = determine_god (op); 2722 shstr_tmp god = determine_god (op);
2829 2723
2830 if (god && (strcmp (god, "none"))) 2724 if (god != shstr_none)
2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2725 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2832 else 2726 else
2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2727 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2834 } 2728 }
2835#else 2729#else
2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2730 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2837#endif 2731#endif
2838 2732
2839 /* Put a gravestone up where the character 'almost' died. List the 2733 /* Put a gravestone up where the character 'almost' died. List the
2840 * exp loss on the stone. 2734 * exp loss on the stone.
2841 */ 2735 */
2842 tmp = arch_to_object (archetype::find ("gravestone")); 2736 tmp = arch_to_object (archetype::find ("gravestone"));
2843 sprintf (buf, "%s's gravestone", &op->name); 2737 tmp->name = format ("%s's gravestone", &op->name);
2844 tmp->name = buf; 2738 tmp->name_pl = format ("%s's gravestones", &op->name);
2845 sprintf (buf, "%s's gravestones", &op->name); 2739 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2846 tmp->name_pl = buf; 2740 &op->name, op->contr->title, op->contr->killer_name ());
2847 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);
2848 tmp->msg = buf;
2849 tmp->x = op->x, tmp->y = op->y; 2741 tmp->x = op->x, tmp->y = op->y;
2850 insert_ob_in_map (tmp, op->map, NULL, 0); 2742 insert_ob_in_map (tmp, op->map, NULL, 0);
2851 2743
2852 /**************************************/ 2744 /**************************************/
2853 /* */ 2745 /* */
2854 /* Subtract the experience points, */ 2746 /* Subtract the experience points, */
2855 /* if we died cause of food, give us */
2856 /* food, and reset HP's... */
2857 /* */ 2747 /* */
2858 /**************************************/ 2748 /**************************************/
2859 2749
2860 /* remove any poisoning and confusion the character may be suffering. */
2861 /* restore player */
2862 at = archetype::find ("poisoning");
2863 tmp = present_arch_in_ob (at, op);
2864
2865 if (tmp)
2866 {
2867 tmp->destroy ();
2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2869 }
2870
2871 at = archetype::find ("confusion");
2872 tmp = present_arch_in_ob (at, op);
2873 if (tmp)
2874 {
2875 tmp->destroy ();
2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2877 }
2878
2879 cure_disease (op, 0); /* remove any disease */
2880
2881 /*add_exp(op, (op->stats.exp * -0.20)); */ 2750 /*add_exp(op, (op->stats.exp * -0.20)); */
2882 apply_death_exp_penalty (op); 2751 apply_death_exp_penalty (op);
2883 if (op->stats.food < 100)
2884 op->stats.food = 900;
2885 op->stats.hp = op->stats.maxhp;
2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2888 2752
2889 /* 2753 /*
2890 * Check to see if the player has any unpaid items. If so, remove them 2754 * Check to see if the player has any unpaid items. If so, remove them
2891 * and put them back in the map. 2755 * and put them back in the map.
2892 */ 2756 */
2893 remove_unpaid_objects (op->inv, op); 2757 op->drop_unpaid_items ();
2894 2758
2895 /****************************************/ 2759 /****************************************/
2896 /* */ 2760 /* */
2897 /* Move player to his current respawn- */ 2761 /* Move player to his current respawn- */
2898 /* position (usually last savebed) */ 2762 /* position (usually last savebed) */
2918 object *force; 2782 object *force;
2919 int at; 2783 int at;
2920 2784
2921 force = get_archetype (FORCE_NAME); 2785 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */ 2786 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1; 2787 force->speed = 0.1f;
2924 force->speed_left = -5.0; 2788 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED); 2789 SET_FLAG (force, FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++) 2790 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at)) 2791 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2792 force->resist[at] = 100;
2929 2793
2930 insert_ob_in_ob (force, op); 2794 insert_ob_in_ob (force, op);
2931 op->update_stats (); 2795 op->update_stats ();
2932
2933 } 2796 }
2934 2797
2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2798 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2936} 2799}
2937 2800
2938void 2801void
2939loot_object (object *op) 2802loot_object (object *op)
2940{ /* Grab and destroy some treasure */ 2803{ /* Grab and destroy some treasure */
2957 2820
2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2821 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2959 { 2822 {
2960 if (tmp->nrof > 1) 2823 if (tmp->nrof > 1)
2961 { 2824 {
2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2825 tmp->decrease (rndm (1, tmp->nrof - 1));
2963 tmp2->destroy ();
2964 insert_ob_in_map (tmp, op->map, NULL, 0); 2826 insert_ob_in_map (tmp, op->map, NULL, 0);
2965 } 2827 }
2966 else 2828 else
2967 tmp->destroy (); 2829 tmp->destroy ();
2968 } 2830 }
2979void 2841void
2980fix_weight (void) 2842fix_weight (void)
2981{ 2843{
2982 for_all_players (pl) 2844 for_all_players (pl)
2983 { 2845 {
2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2846 sint32 old = pl->ob->carrying;
2985 2847
2986 if (old == sum) 2848 pl->ob->update_weight ();
2987 continue; 2849
2850 if (old != pl->ob->carrying)
2851 {
2988 pl->ob->update_stats (); 2852 pl->ob->update_stats ();
2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2853 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2854 }
2990 } 2855 }
2991} 2856}
2992 2857
2993void 2858void
2994fix_luck (void) 2859fix_luck (void)
3036} 2901}
3037 2902
3038void 2903void
3039make_visible (object *op) 2904make_visible (object *op)
3040{ 2905{
3041 op->hide = 0; 2906 op->flag [FLAG_HIDDEN] = 0;
3042 op->invisible = 0; 2907 op->invisible = 0;
2908
3043 if (op->type == PLAYER) 2909 if (op->type == PLAYER)
3044 { 2910 {
3045 op->contr->tmp_invis = 0; 2911 op->contr->tmp_invis = 0;
3046 op->contr->invis_race = 0; 2912 op->contr->invis_race = 0;
3047 } 2913 }
3050} 2916}
3051 2917
3052int 2918int
3053is_true_undead (object *op) 2919is_true_undead (object *op)
3054{ 2920{
3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2921 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3056 return 1; 2922 return 1;
3057 2923
3058 return 0; 2924 return 0;
3059} 2925}
3060 2926
3061/* look at the surrounding terrain to determine 2927/* look at the surrounding terrain to determine
3062 * the hideability of this object. Positive levels 2928 * the hideability of this object. Positive levels
3063 * indicate greater hideability. 2929 * indicate greater hideability.
3064 */ 2930 */
3065
3066int 2931int
3067hideability (object *ob) 2932hideability (object *ob)
3068{ 2933{
3069 int i, level = 0, mflag; 2934 int i, level = 0, mflag;
3070 sint16 x, y; 2935 sint16 x, y;
3071 2936
3072 if (!ob || !ob->map) 2937 if (!ob || !ob->map)
3073 return 0; 2938 return 0;
3074 2939
3075 /* so, on normal lighted maps, its hard to hide */ 2940 /* so, on normal lighted maps, its hard to hide */
3076 level = ob->map->darkness - 2; 2941 level = ob->map->darklevel () - 2;
3077 2942
3078 /* this also picks up whether the object is glowing. 2943 /* this also picks up whether the object is glowing.
3079 * If you carry a light on a non-dark map, its not 2944 * If you carry a light on a non-dark map, its not
3080 * as bad as carrying a light on a pitch dark map */ 2945 * as bad as carrying a light on a pitch dark map */
3081 if (has_carried_lights (ob)) 2946 if (ob->has_carried_lights ())
3082 level = -(10 + (2 * ob->map->darkness)); 2947 level = -(10 + (2 * ob->map->darklevel ()));
3083 2948
3084 /* scan through all nearby squares for terrain to hide in */ 2949 /* scan through all nearby squares for terrain to hide in */
3085 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2950 for (i = 0, x = ob->x, y = ob->y;
2951 i <= SIZEOFFREE1;
2952 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3086 { 2953 {
3087 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2954 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3088 if (mflag & P_OUT_OF_MAP) 2955 if (mflag & P_OUT_OF_MAP)
3089 {
3090 continue; 2956 continue;
3091 } 2957
3092 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2958 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 2959 level += 2;
3094 else /* open terrain! */ 2960 else /* open terrain! */
3095 level -= 1; 2961 level -= 1;
3096 } 2962 }
3104/* For Hidden creatures - a chance of becoming 'unhidden' 2970/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 2971 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 2972 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 2973 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 2974 */
3109
3110void 2975void
3111do_hidden_move (object *op) 2976do_hidden_move (object *op)
3112{ 2977{
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2978 int hide = 0;
3114 object *skop;
3115 2979
3116 if (!op || !op->map) 2980 if (!op || !op->map)
3117 return; 2981 return;
3118 2982
3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2983 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2984 int num = random_roll (0, 19, op, PREFER_LOW);
3120 2985
3121 /* its *extremely* hard to run and sneak/hide at the same time! */ 2986 /* its *extremely* hard to run and sneak/hide at the same time! */
3122 if (op->type == PLAYER && op->contr->run_on) 2987 if (op->type == PLAYER && op->contr->run_on)
3123 if (!skop || num >= skop->level) 2988 if (!skop || num >= skop->level)
3124 { 2989 {
3134 num -= hide; 2999 num -= hide;
3135 3000
3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3001 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3137 { 3002 {
3138 make_visible (op); 3003 make_visible (op);
3004
3139 if (op->type == PLAYER) 3005 if (op->type == PLAYER)
3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3006 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3141 } 3007 }
3142 else if (op->type == PLAYER && skop) 3008 else if (op->type == PLAYER && skop)
3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3009 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3196 * object op. This function works fine for monsters, 3062 * object op. This function works fine for monsters,
3197 * but we dont worry if the object isnt the top one in 3063 * but we dont worry if the object isnt the top one in
3198 * a pile (say a coin under a table would return "viewable" 3064 * a pile (say a coin under a table would return "viewable"
3199 * by this routine). Another question, should we be 3065 * by this routine). Another question, should we be
3200 * concerned with the direction the player is looking 3066 * concerned with the direction the player is looking
3201 * in? Realistically, most of use cant see stuff behind 3067 * in? Realistically, most of us can't see stuff behind
3202 * our backs...on the other hand, does the "facing" direction 3068 * our backs...on the other hand, does the "facing" direction
3203 * imply the way your head, or body is facing? Its possible 3069 * imply the way your head, or body is facing? It's possible
3204 * for them to differ. Sigh, this fctn could get a bit more complex. 3070 * for them to differ. Sigh, this fctn could get a bit more complex.
3205 * -b.t. 3071 * -b.t.
3206 * This function is now map tiling safe. 3072 * This function is now map tiling safe.
3207 */ 3073 */
3208
3209int 3074int
3210player_can_view (object *pl, object *op) 3075player_can_view (object *pl, object *op)
3211{ 3076{
3212 rv_vector rv; 3077 rv_vector rv;
3213 int dx, dy; 3078 int dx, dy;
3225 3090
3226 get_rangevector (pl, op, &rv, 0x1); 3091 get_rangevector (pl, op, &rv, 0x1);
3227 3092
3228 /* starting with the 'head' part, lets loop 3093 /* starting with the 'head' part, lets loop
3229 * through the object and find if it has any 3094 * through the object and find if it has any
3230 * part that is in the los array but isnt on 3095 * part that is in the los array but isn't on
3231 * a blocked los square. 3096 * a blocked los square.
3232 * we use the archetype to figure out offsets. 3097 * we use the archetype to figure out offsets.
3233 */ 3098 */
3234 while (op) 3099 while (op)
3235 { 3100 {
3236 dx = rv.distance_x + op->arch->clone.x; 3101 dx = rv.distance_x + op->arch->x;
3237 dy = rv.distance_y + op->arch->clone.y; 3102 dy = rv.distance_y + op->arch->y;
3238 3103
3239 /* only the viewable area the player sees is updated by LOS 3104 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3246 return 1; 3105 return 1;
3106
3247 op = op->more; 3107 op = op->more;
3248 } 3108 }
3109
3249 return 0; 3110 return 0;
3250} 3111}
3251 3112
3252/* routine for both players and monsters. We call this when 3113/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3114 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3115 * place or invisiblity spell. Artefact invisiblity causes
3255 * effected by this. If we arent invisible to begin with, we 3116 * "noise" instead. If we arent invisible to begin with, we
3256 * return 0. 3117 * return 0.
3257 */ 3118 */
3258int 3119int
3259action_makes_visible (object *op) 3120action_makes_visible (object *op)
3260{ 3121{
3261
3262 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3122 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3263 { 3123 {
3264 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3124 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3125 {
3126 // artefact invisibility is permanent, but we still make noise
3127 // this is important for game-balance.
3128 if (op->contr)
3129 op->make_noise ();
3130
3265 return 0; 3131 return 0;
3132 }
3266 3133
3267 if (op->contr && op->contr->tmp_invis == 0) 3134 if (op->contr && op->contr->tmp_invis == 0)
3268 return 0; 3135 return 0;
3269 3136
3270 /* If monsters, they should become visible */ 3137 /* If monsters, they should become visible */
3271 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3138 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3272 { 3139 {
3273 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3140 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3274 return 1; 3141 return 1;
3275 } 3142 }
3276 } 3143 }
3144
3277 return 0; 3145 return 0;
3278} 3146}
3279 3147
3280/* op_on_battleground - checks if the given object op (usually 3148/* op_on_battleground - checks if the given object op (usually
3281 * a player) is standing on a valid battleground-tile, 3149 * a player) is standing on a valid battleground-tile,
3286 * Default is to do the same as before, so only people wanting to have different points need worry about this 3154 * Default is to do the same as before, so only people wanting to have different points need worry about this
3287 */ 3155 */
3288int 3156int
3289op_on_battleground (object *op, int *x, int *y) 3157op_on_battleground (object *op, int *x, int *y)
3290{ 3158{
3291 object *tmp;
3292
3293 /* A battleground-tile needs the following attributes to be valid: 3159 /* A battleground-tile needs the following attributes to be valid:
3294 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3160 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3295 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3161 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3296 * and the exit-coordinates sp/hp must both be > 0. 3162 * and the exit-coordinates sp/hp must both be > 0.
3297 * => The intention here is to prevent abuse of the battleground- 3163 * => The intention here is to prevent abuse of the battleground-
3298 * feature (like pickable or hidden battleground tiles). */ 3164 * feature (like pickable or hidden battleground tiles). */
3299 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3165 for (object *tmp = op->below; tmp; tmp = tmp->below)
3300 { 3166 {
3301 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3167 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3302 { 3168 {
3303 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3169 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3304 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3170 && tmp->type == BATTLEGROUND
3171 && tmp->name == shstr_battleground
3172 && EXIT_X (tmp) && EXIT_Y (tmp))
3305 { 3173 {
3306 /*before we assign the exit, check if this is a teambattle */ 3174 /* before we assign the exit, check if this is a teambattle */
3307 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3175 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3308 { 3176 {
3309 object *invtmp;
3310
3311 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3177 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3312 { 3178 {
3313 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3179 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3314 { 3180 {
3315 if (x != NULL && y != NULL) 3181 if (x && y)
3316 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3182 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3183
3317 return 1; 3184 return 1;
3318 } 3185 }
3319 } 3186 }
3320 } 3187 }
3188
3321 if (x != NULL && y != NULL) 3189 if (x && y)
3322 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3190 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3191
3323 return 1; 3192 return 1;
3324 } 3193 }
3325 } 3194 }
3326 } 3195 }
3196
3327 /* If we got here, did not find a battleground */ 3197 /* If we got here, did not find a battleground */
3328 return 0; 3198 return 0;
3329} 3199}
3330 3200
3331/* 3201/*
3347 char buf[MAX_BUF]; /* tmp. string buffer */ 3217 char buf[MAX_BUF]; /* tmp. string buffer */
3348 int i = 0, j = 0; 3218 int i = 0, j = 0;
3349 3219
3350 /* get the appropriate treasurelist */ 3220 /* get the appropriate treasurelist */
3351 if (atnr == ATNR_FIRE) 3221 if (atnr == ATNR_FIRE)
3352 trlist = treasurelist::find ("dragon_ability_fire"); 3222 trlist = treasurelist::find (shstr_dragon_ability_fire);
3353 else if (atnr == ATNR_COLD) 3223 else if (atnr == ATNR_COLD)
3354 trlist = treasurelist::find ("dragon_ability_cold"); 3224 trlist = treasurelist::find (shstr_dragon_ability_cold);
3355 else if (atnr == ATNR_ELECTRICITY) 3225 else if (atnr == ATNR_ELECTRICITY)
3356 trlist = treasurelist::find ("dragon_ability_elec"); 3226 trlist = treasurelist::find (shstr_dragon_ability_elec);
3357 else if (atnr == ATNR_POISON) 3227 else if (atnr == ATNR_POISON)
3358 trlist = treasurelist::find ("dragon_ability_poison"); 3228 trlist = treasurelist::find (shstr_dragon_ability_poison);
3359 3229
3360 if (trlist == NULL || who->type != PLAYER) 3230 if (trlist == NULL || who->type != PLAYER)
3361 return; 3231 return;
3362 3232
3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3233 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3237 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3368 return; 3238 return;
3369 } 3239 }
3370 3240
3371 /* everything seems okay - now bring on the gift: */ 3241 /* everything seems okay - now bring on the gift: */
3372 item = &(tr->item->clone); 3242 item = tr->item;
3373 3243
3374 if (item->type == SPELL) 3244 if (item->type == SPELL)
3375 { 3245 {
3376 if (check_spell_known (who, item->name)) 3246 if (check_spell_known (who, item->name))
3377 return; 3247 return;
3436 { 3306 {
3437 /* forces in the treasurelist can alter the player's stats */ 3307 /* forces in the treasurelist can alter the player's stats */
3438 object *skin; 3308 object *skin;
3439 3309
3440 /* first get the dragon skin force */ 3310 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3311 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3443 ; 3312 ;
3444 3313
3445 if (!skin) 3314 if (!skin)
3446 return; 3315 return;
3447 3316
3482 else 3351 else
3483 { 3352 {
3484 /* generate misc. treasure */ 3353 /* generate misc. treasure */
3485 tmp = arch_to_object (tr->item); 3354 tmp = arch_to_object (tr->item);
3486 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3355 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3487 tmp = insert_ob_in_ob (tmp, who); 3356 who->insert (tmp);
3488 if (who->type == PLAYER)
3489 esrv_send_item (who, tmp);
3490 } 3357 }
3491} 3358}
3492 3359
3493/** 3360/**
3494 * Unready an object for a player. This function does nothing if the object was 3361 * Unready an object for a player. This function does nothing if the object was
3495 * not readied. 3362 * not readied.
3496 */ 3363 */
3497void 3364void
3498player_unready_range_ob (player *pl, object *ob) 3365player_unready_range_ob (player *pl, object *ob)
3499{ 3366{
3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3367 if (pl->ob->current_weapon == ob)
3368 pl->ob->current_weapon = 0;
3369
3370 if (pl->combat_ob == ob)
3371 pl->combat_ob = 0;
3372
3501 if (pl->ranges[i] == ob) 3373 if (pl->ranged_ob == ob)
3502 {
3503 pl->ranges[i] = 0; 3374 pl->ranged_ob = 0;
3504 if (pl->shoottype == i)
3505 pl->shoottype = range_none;
3506 }
3507} 3375}
3508 3376
3509sint8 3377sint8
3510player::visibility_at (maptile *map, int x, int y) const 3378player::darkness_at (maptile *map, int x, int y) const
3511{ 3379{
3512 if (!ns) 3380 if (!ns)
3513 return 0; 3381 return LOS_BLOCKED;
3514 3382
3515 int dx, dy; 3383 int dx, dy;
3516 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3384 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3517 return 0; 3385 return LOS_BLOCKED;
3518 3386
3519 x += dx - ns->current_x + ns->mapx / 2; 3387 x += dx - ns->current_x;
3520 y += dy - ns->current_y + ns->mapy / 2; 3388 y += dy - ns->current_y;
3521 3389
3522 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3523 return 0;
3524
3525 return 100 - blocked_los [x][y]; 3390 return blocked_los (x, y);
3526} 3391}
3392
3393void
3394player::infobox (const char *title, const char *msg, int color)
3395{
3396 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3397}
3398
3399void
3400player::statusmsg (const char *msg, int color)
3401{
3402 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3403}
3404
3405void
3406player::failmsg (const char *msg, int color)
3407{
3408 play_sound (sound_find ("generic_failure"));
3409 statusmsg (msg, color);
3410}
3411

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines