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Comparing deliantra/server/server/player.C (file contents):
Revision 1.61 by root, Sat Dec 23 13:56:25 2006 UTC vs.
Revision 1.198 by root, Sat May 17 00:17:02 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#include <algorithm> 32#include <algorithm>
34#include <functional> 33#include <functional>
35 34
36player * 35playervec players;
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 36
46void 37void
47display_motd (const object *op) 38display_motd (const object *op)
48{ 39{
49 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
123 114
124 news[0] = '\0'; 115 news[0] = '\0';
125 subject[0] = '\0'; 116 subject[0] = '\0';
126 size = 0; 117 size = 0;
127 118
128 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
129 { 120 {
130 if (*buf == '#') 121 if (*buf == '#')
131 continue; 122 continue;
132 123
133 if (*buf == '%') 124 if (*buf == '%')
134 { /* send one news */ 125 { /* send one news */
135 if (size > 0) 126 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 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
137 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
138 strip_endline (subject); 130 strip_endline (subject);
139 size = 0; 131 size = 0;
140 news[0] = '\0'; 132 news[0] = '\0';
141 } 133 }
150 size += strlen (buf); 142 size += strlen (buf);
151 } 143 }
152 } 144 }
153 145
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
156 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
157} 149}
158 150
159/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
160static void 152static void
161set_first_map (object *op) 153set_first_map (object *op)
162{ 154{
163 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
164 op->x = -1; 156 op->x = -1;
165 op->y = -1; 157 op->y = -1;
166 enter_exit (op, 0); 158}
159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
167} 195}
168 196
169// connect the player with a specific client 197// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
171void 199void
172player::connect (client *ns) 200player::connect (client *ns)
173{ 201{
174 this->ns = ns; 202 this->ns = ns;
175 ns->pl = this; 203 ns->pl = this;
176 204
177 next = first_player; 205 run_on = 0;
178 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
179 208
180 ns->update_look = 0; 209 ns->update_look = 0;
181 ns->look_position = 0; 210 ns->look_position = 0;
182 211
183 clear_los (ob); 212 clear_los (this);
213
214 ns->reset_stats ();
184 215
185 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
188 219
189 if (!legal_range (ob, shoottype)) 220 ob->update_weight ();
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 221 link_player_skills (ob);
194 222
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197 224
198 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 226
210 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
212 { 229 {
213 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
214 231
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
221 abil = tmp; 235 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
223 skin = tmp; 237 skin = tmp;
224 238
225 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
226 } 240 }
227 241
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 243
236 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this);
237 245
238 ob->update_stats (); 246 ob->update_stats ();
247
239 ns->floorbox_update (); 248 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
243 251
244 enter_exit (ob, 0); 252 activate ();
245 253
246 send_rules (ob); 254 send_rules (ob);
247 send_news (ob); 255 send_news (ob);
248 display_motd (ob); 256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
250} 286}
251 287
252// the need for this function can be explained 288// the need for this function can be explained
253// by load_object not returning the object 289// by load_object not returning the object
254void 290void
255player::set_object (object *op) 291player::set_object (object *op)
256{ 292{
257 ob = op; 293 ob = observe = op;
258 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
259 295
296 ob->speed = 1.0f;
260 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
261 ob->speed = 1.0; 298
262 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265 300
266 set_first_map (ob); 301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
267 304
268 ob->roll_stats (); 305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_weapon activates, fix this better
327}
328
329void
330player::set_observe (object *op)
331{
332 observe = op ? op : ob;
333 do_los = 1;
269} 334}
270 335
271player::player () 336player::player ()
272{ 337{
273 /* There are some elements we want initialized to non zero value - 338 /* There are some elements we want initialised to non zero value -
274 * we deal with that below this point. 339 * we deal with that below this point.
275 */ 340 */
276 outputs_sync = 16; /* Every 2 seconds */ 341 outputs_sync = 4;
277 outputs_count = 8; /* Keeps present behaviour */ 342 outputs_count = 4;
278 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
279 344
280 assign (savebed_map, first_map_path); /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
281 346
282 gen_sp_armour = 10; 347 gen_sp_armour = 10;
283 last_speed = -1;
284 shoottype = range_none;
285 bowtype = bow_normal; 348 bowtype = bow_normal;
286 petmode = pet_normal; 349 petmode = pet_normal;
287 listening = 10; 350 listening = 10;
288 usekeys = containers; 351 usekeys = containers;
289 last_weapon_sp = -1;
290 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
291 do_los = 1; 353 do_los = 1;
292 354
293 /* we need to clear these to -1 and not zero - otherwise, 355 weapon_sp = 1.0f;
294 * if a player quits and starts a new character, we wont 356 weapon_sp_left = 0.5f;
295 * send new values to the client, as things like exp start 357}
296 * at zero.
297 */
298 for (int i = 0; i < NUM_SKILLS; i++)
299 last_skill_exp[i] = -1;
300 358
301 for (int i = 0; i < NROFATTACKS; i++) 359void
302 last_resist[i] = -1; 360player::do_destroy ()
361{
362 disconnect ();
303 363
304 last_stats.exp = -1; 364 attachable::do_destroy ();
305 last_weight = (uint32) - 1; 365
366 if (ob)
367 {
368 ob->destroy_inv (false);
369 ob->destroy ();
370 }
371
372 ob = observe = 0;
306} 373}
307 374
308player::~player () 375player::~player ()
309{ 376{
310 terminate_all_pets (ob);
311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */ 377 /* Clear item stack */
345 free (stack_items); 378 free (stack_items);
346} 379}
347 380
348/* Tries to add player on the connection passed in ns. 381/* Tries to add player on the connection passed in ns.
353player::create () 386player::create ()
354{ 387{
355 player *pl = new player; 388 player *pl = new player;
356 389
357 pl->set_object (arch_to_object (get_player_archetype (0))); 390 pl->set_object (arch_to_object (get_player_archetype (0)));
391
392 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */
395
396 set_first_map (pl->ob);
358 397
359 return pl; 398 return pl;
360} 399}
361 400
362/* 401/*
365 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
366 */ 405 */
367archetype * 406archetype *
368get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
369{ 408{
370 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
371 416
372 for (;;) 417 for (;;)
373 { 418 {
374 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
375 at = first_archetype; 420 i = archetypes.begin ();
376 else 421 else if (*i == at)
377 at = at->next; 422 cleanup ("not a single player archetype found");
378 423
379 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
380 return at; 425 return *i;
381
382 if (at == start)
383 {
384 LOG (llevError, "No Player archetypes\n");
385 exit (-1);
386 }
387 } 426 }
388} 427}
389 428
390object * 429object *
391get_nearest_player (object *mon) 430get_nearest_player (object *mon)
393 object *op = NULL; 432 object *op = NULL;
394 objectlink *ol; 433 objectlink *ol;
395 unsigned lastdist; 434 unsigned lastdist;
396 rv_vector rv; 435 rv_vector rv;
397 436
398 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
399 { 438 {
400 /* We should not find free objects on this friendly list, but it
401 * does periodically happen. Given that, lets deal with it.
402 * While unlikely, it is possible the next object on the friendly
403 * list is also free, so encapsulate this in a while loop.
404 */
405 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
406 {
407 object *tmp = ol->ob;
408
409 /* Can't do much more other than log the fact, because the object
410 * itself will have been cleared.
411 */
412 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
413 ol = ol->next;
414 remove_friendly_object (tmp);
415 if (!ol)
416 return op;
417 }
418
419 /* Remove special check for player from this. First, it looks to cause
420 * some crashes (ol->ob->contr not set properly?), but secondly, a more
421 * complicated method of state checking would be needed in any case -
422 * as it was, a clever player could type quit, and the function would
423 * skip them over while waiting for confirmation. Remove
424 * on_same_map check, as can_detect_enemy also does this
425 */
426 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
427 continue; 440 continue;
428 441
429 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
430 { 443 {
506 x = mon->x; 519 x = mon->x;
507 y = mon->y; 520 y = mon->y;
508 m = mon->map; 521 m = mon->map;
509 dir = rv.direction; 522 dir = rv.direction;
510 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
511 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
512 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
513 if (diff > max) 527 if (diff > max)
514 return 0; 528 return 0;
529
515 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
516 { 531 {
517 lastx = x; 532 lastx = x;
518 lasty = y; 533 lasty = y;
519 lastmap = m; 534 lastmap = m;
601 max--; 616 max--;
602 lastdir = dir; 617 lastdir = dir;
603 if (!firstdir) 618 if (!firstdir)
604 firstdir = dir; 619 firstdir = dir;
605 } 620 }
621
606 if (diff <= 1) 622 if (diff <= 1)
607 { 623 {
608 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
609 * headed toward player for entire distance. 625 * headed toward player for entire distance.
610 */ 626 */
611 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
612 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
613 } 629 }
630
614 if (diff > max) 631 if (diff > max)
615 return 0; 632 return 0;
616 } 633 }
634
617 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
618 if (!max) 636 if (!max)
619 return 0; 637 return 0;
620 638
621 return firstdir; 639 return firstdir;
622} 640}
623 641
624void 642void
625give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
626{ 644{
627 object *op, *next = NULL;
628
629 if (pl->randomitems != NULL) 645 if (pl->randomitems)
630 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
631 647
632 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
633 { 649 {
634 next = op->below; 650 next = op->below;
635 651
636 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
637 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
642 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
643 * by this player due to race restrictions 659 * by this player due to race restrictions
644 */ 660 */
645 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
646 { 662 {
647 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
648 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
649 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
650 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
651 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
652 { 670 {
653 op->destroy (); 671 op->destroy ();
654 continue; 672 continue;
655 } 673 }
656 } 674 }
679 if (op->nrof > 1) 697 if (op->nrof > 1)
680 op->nrof = 1; 698 op->nrof = 1;
681 } 699 }
682 700
683 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
684 {
685 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
686 }
687 703
688 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
689 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
690 * merged properly. 706 * merged properly.
691 */ 707 */
692 if (need_identify (op)) 708 if (need_identify (op))
693 { 709 {
694 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
695 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
696 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
697 } 713 }
714
698 if (op->type == SPELL) 715 if (op->type == SPELL)
699 { 716 {
700 op->destroy (); 717 op->destroy ();
701 continue; 718 continue;
702 } 719 }
704 { 721 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
706 op->stats.exp = 0; 723 op->stats.exp = 0;
707 op->level = 1; 724 op->level = 1;
708 } 725 }
709 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
710 else
711 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
712 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
713 729
714 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
715 link_player_skills (pl); 731 link_player_skills (pl);
735roll_stat (void) 751roll_stat (void)
736{ 752{
737 int a[4], i, j, k; 753 int a[4], i, j, k;
738 754
739 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
740 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
741 757
742 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
743 if (a[i] < k) 759 if (a[i] < k)
744 k = a[i], j = i; 760 k = a[i], j = i;
745 761
751} 767}
752 768
753void 769void
754object::roll_stats () 770object::roll_stats ()
755{ 771{
756 int statsort [7]; 772 int statsort [NUM_STATS];
757 773
758 for (;;) 774 for (;;)
759 { 775 {
760 int sum = 0; 776 int sum = 0;
761 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
762 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
763 779
764 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
765 break; 781 break;
766 } 782 }
767 783
768 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
769 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
770 786
787 for (int i = 0; i < NUM_STATS; ++i)
771 stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
772 stats.Dex = statsort[1];
773 stats.Con = statsort[2];
774 stats.Int = statsort[3];
775 stats.Wis = statsort[4];
776 stats.Pow = statsort[5];
777 stats.Cha = statsort[6];
778 789
779 stats.exp = 0; 790 stats.exp = 0;
780 stats.ac = 0; 791 stats.ac = 0;
781 792
782 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
794} 805}
795 806
796void 807void
797object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
798{ 809{
799 int tmp = get_attr_value (&contr->orig_stats, a); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
800 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
801 set_attr_value (&contr->orig_stats, b, tmp);
802 811
812 for (int i = 0; i < NUM_STATS; ++i)
803 stats.Str = contr->orig_stats.Str; 813 stats.stat (i) = contr->orig_stats.stat (i);
804 stats.Dex = contr->orig_stats.Dex;
805 stats.Con = contr->orig_stats.Con;
806 stats.Int = contr->orig_stats.Int;
807 stats.Wis = contr->orig_stats.Wis;
808 stats.Pow = contr->orig_stats.Pow;
809 stats.Cha = contr->orig_stats.Cha;
810 814
811 //TODO: the following code looks so borked and should, at the very least, 815 //TODO: the following code looks so borked and should, at the very least,
812 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
813 stats.ac = 0; 817 stats.ac = 0;
814 818
826 contr->levsp[1] = 6; 830 contr->levsp[1] = 6;
827 contr->levgrace[1] = 3; 831 contr->levgrace[1] = 3;
828 832
829 contr->orig_stats = stats; 833 contr->orig_stats = stats;
830 } 834 }
835}
836
837static void
838start_info (object *op)
839{
840 char buf[MAX_BUF];
841
842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
843 new_draw_info (NDI_UNIQUE, 0, op, buf);
831} 844}
832 845
833/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
834 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
835 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
836 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
837 * not the class. 850 * not the class.
838 */ 851 */
839int 852void
840key_change_class (object *op, char key) 853player::chargen_race_done ()
841{ 854{
842 int tmp_loop;
843
844 if (key == 'd' || key == 'D')
845 {
846 char buf[MAX_BUF];
847
848 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
849 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr);
850 857
851 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
852 if (tl) 859 if (tl)
853 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
854 861
855 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
856 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
857 864
858 op->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
859 866
860 if (op->msg) 867 if (ob->msg)
861 op->msg = NULL; 868 ob->msg = 0;
862 869
863 /* We create this now because some of the unique maps will need it
864 * to save here.
865 */
866 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
867 make_path_to_file (buf);
868
869#ifdef AUTOSAVE
870 op->contr->last_save_tick = pticks;
871#endif
872 start_info (op); 870 start_info (ob);
873 CLEAR_FLAG (op, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
874 give_initial_items (op, op->randomitems); 872 give_initial_items (ob, ob->randomitems);
875 link_player_skills (op); 873 link_player_skills (ob);
876 esrv_send_inventory (op, op); 874 esrv_send_inventory (ob, ob);
877 op->update_stats (); 875 ob->update_stats ();
878 876
879 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
880 * is one for this race 878 * is one for this race
881 */ 879 */
882 if (*first_map_ext_path) 880 if (*first_map_ext_path)
883 { 881 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
884 object *tmp;
885 char mapname[MAX_BUF];
886
887 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
888 tmp = object::create ();
889 EXIT_PATH (tmp) = mapname;
890 EXIT_X (tmp) = op->x;
891 EXIT_Y (tmp) = op->y;
892 enter_exit (op, tmp); /* we don't really care if it succeeded;
893 * if the map isn't there, then stay on the
894 * default initial map */
895 tmp->destroy ();
896 }
897 else 882 else
898 LOG (llevDebug, "first_map_ext_path not set\n"); 883 LOG (llevDebug, "first_map_ext_path not set\n");
884}
899 885
900 return 0; 886void
901 } 887player::chargen_race_next ()
902 888{
903 /* Following actually changes the race - this is the default command 889 /* Following actually changes the race - this is the default command
904 * if we don't match with one of the options above. 890 * if we don't match with one of the options above.
905 */ 891 */
906 892
907 tmp_loop = 0; 893 do
908 while (!tmp_loop)
909 { 894 {
910 shstr name = op->name; 895 shstr name = ob->name;
911 int x = op->x, y = op->y; 896 int x = ob->x, y = ob->y;
912 897
913 op->remove_statbonus (); 898 ob->remove_statbonus ();
914 op->remove (); 899 ob->remove ();
915 op->arch = get_player_archetype (op->arch); 900 ob->arch = get_player_archetype (ob->arch);
916 op->arch->clone.copy_to (op); 901 ob->arch->copy_to (ob);
917 op->instantiate (); 902 ob->instantiate ();
918 op->stats = op->contr->orig_stats; 903 ob->stats = ob->contr->orig_stats;
919 op->name = op->name_pl = name; 904 ob->name = ob->name_pl = name;
920 op->x = x; 905 ob->x = x;
921 op->y = y; 906 ob->y = y;
922 SET_ANIMATION (op, 2); /* So player faces south */ 907 SET_ANIMATION (ob, 2); /* So player faces south */
923 insert_ob_in_map (op, op->map, op, 0); 908 insert_ob_in_map (ob, ob->map, ob, 0);
924 assign (op->contr->title, op->arch->clone.name); 909 assign (ob->contr->title, ob->arch->object::name);
925 op->add_statbonus (); 910 ob->add_statbonus ();
926 tmp_loop = allowed_class (op);
927 } 911 }
912 while (!allowed_class (ob));
928 913
929 update_object (op, UP_OBJ_FACE); 914 update_object (ob, UP_OBJ_FACE);
930 esrv_update_item (UPD_FACE, op, op); 915 esrv_update_item (UPD_FACE, ob, ob);
931 op->update_stats (); 916 ob->update_stats ();
932 op->stats.hp = op->stats.maxhp; 917 ob->stats.hp = ob->stats.maxhp;
933 op->stats.sp = op->stats.maxsp; 918 ob->stats.sp = ob->stats.maxsp;
934 op->stats.grace = 0; 919 ob->stats.grace = 0;
935
936 if (op->msg)
937 new_draw_info (NDI_BLUE, 0, op, op->msg);
938
939 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
940 return 0;
941}
942
943int
944key_confirm_quit (object *op, char key)
945{
946 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
947 {
948 op->contr->ns->state = ST_PLAYING;
949 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
950 return 1;
951 }
952
953 INVOKE_PLAYER (LOGOUT, op->contr);
954 INVOKE_PLAYER (QUIT, op->contr);
955
956 terminate_all_pets (op);
957 leave_map (op);
958 op->direction = 0;
959 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
960
961 strcpy (op->contr->killer, "quit");
962 check_score (op);
963 op->contr->party = 0;
964 op->contr->own_title[0] = '\0';
965
966 object_ptr ob = op;
967
968 delete ob->contr;
969
970 /* We need to hunt for any per player unique maps in memory and
971 * get rid of them. The trailing slash in the path is intentional,
972 * so that players named 'Ab' won't match against players 'Abe' pathname
973 */
974 char buf[MAX_BUF];
975 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
976
977 for (maptile *next, *mp = first_map; mp; mp = next)
978 {
979 next = mp->next;
980
981 if (!strncmp (mp->path, buf, strlen (buf)))
982 delete_map (mp);
983 }
984
985 delete_character (ob->name, 1);
986
987 return 1;
988} 920}
989 921
990void 922void
991flee_player (object *op) 923flee_player (object *op)
992{ 924{
1039 /* Cornered, get rid of scared */ 971 /* Cornered, get rid of scared */
1040 CLEAR_FLAG (op, FLAG_SCARED); 972 CLEAR_FLAG (op, FLAG_SCARED);
1041 op->enemy = NULL; 973 op->enemy = NULL;
1042} 974}
1043 975
1044
1045/* check_pick sees if there is stuff to be picked up/picks up stuff. 976/* check_pick sees if there is stuff to be picked up/picks up stuff.
1046 * IT returns 1 if the player should keep on moving, 0 if he should 977 * It returns 1 if the player should keep on moving, 0 if he should
1047 * stop. 978 * stop.
1048 */ 979 */
1049int 980int
1050check_pick (object *op) 981check_pick (object *op)
1051{ 982{
1052 object *tmp, *next; 983 object *tmp, *next;
1053 int stop = 0; 984 int stop = 0;
1054 int j, k, wvratio; 985 int wvratio;
1055 char putstring[128], tmpstr[16]; 986 char putstring[128];
1056 987
1057 /* if you're flying, you cna't pick up anything */ 988 /* if you're flying, you cna't pick up anything */
1058 if (op->move_type & MOVE_FLYING) 989 if (op->move_type & MOVE_FLYING)
1059 return 1; 990 return 1;
1060 991
1061 next = op->below; 992 next = op->below;
1062 993
994 int cnt = MAX_ITEM_PER_DROP;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996
1063 /* loop while there are items on the floor that are not marked as 997 /* loop while there are items on the floor that are not marked as
1064 * destroyed */ 998 * destroyed */
1065 while (next && !next->destroyed ()) 999 while (next && !next->destroyed ())
1066 { 1000 {
1067 tmp = next; 1001 tmp = next;
1068 next = tmp->below; 1002 next = tmp->below;
1069 1003
1004 if (cnt <= 0)
1005 {
1006 op->failmsg ("Couldn't pickup all items at once.");
1007 return 0;
1008 }
1009
1070 if (op->destroyed ()) 1010 if (op->destroyed ())
1071 return 0; 1011 return 0;
1072 1012
1073 if (!can_pick (op, tmp)) 1013 if (!can_pick (op, tmp))
1074 continue; 1014 continue;
1075 1015
1076 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1077 { 1017 {
1078 if (item_matched_string (op, tmp, op->contr->search_str)) 1018 if (item_matched_string (op, tmp, op->contr->search_str))
1079 pick_up (op, tmp); 1019 CHK_PICK_PICKUP;
1080 continue; 1020 continue;
1081 } 1021 }
1082 1022
1083 /* high not bit set? We're using the old autopickup model */ 1023 /* high not bit set? We're using the old autopickup model */
1084 if (!(op->contr->mode & PU_NEWMODE)) 1024 if (!(op->contr->mode & PU_NEWMODE))
1086 switch (op->contr->mode) 1026 switch (op->contr->mode)
1087 { 1027 {
1088 case 0: 1028 case 0:
1089 return 1; /* don't pick up */ 1029 return 1; /* don't pick up */
1090 case 1: 1030 case 1:
1091 pick_up (op, tmp); 1031 CHK_PICK_PICKUP;
1092 return 1; 1032 return 1;
1093 case 2: 1033 case 2:
1094 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1095 return 0; 1035 return 0;
1096 case 3: 1036 case 3:
1097 return 0; /* stop before pickup */ 1037 return 0; /* stop before pickup */
1098 case 4: 1038 case 4:
1099 pick_up (op, tmp); 1039 CHK_PICK_PICKUP;
1100 break; 1040 break;
1101 case 5: 1041 case 5:
1102 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1103 stop = 1; 1043 stop = 1;
1104 break; 1044 break;
1105 case 6: 1045 case 6:
1106 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1107 pick_up (op, tmp); 1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1048 CHK_PICK_PICKUP;
1108 break; 1049 break;
1109 1050
1110 case 7: 1051 case 7:
1111 if (tmp->type == MONEY || tmp->type == GEM) 1052 if (tmp->type == MONEY || tmp->type == GEM)
1112 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1113 break; 1054 break;
1114 1055
1115 default: 1056 default:
1116 /* use value density */ 1057 /* use value density */
1117 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1118 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1059 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1119 pick_up (op, tmp); 1060 CHK_PICK_PICKUP;
1120 } 1061 }
1121 } 1062 }
1122 else 1063 else
1123 { /* old model */ 1064 { /* old model */
1124 /* NEW pickup handling */ 1065 /* NEW pickup handling */
1128 if (tmp->name != NULL) 1069 if (tmp->name != NULL)
1129 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1130 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1071 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1131 else 1072 else
1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1133 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1074 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1134 1075
1135 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1136 } 1077 }
1137 1078
1138 /* philosophy: 1079 /* philosophy:
1179 /* all food and drink if desired */ 1120 /* all food and drink if desired */
1180 /* question: don't pick up known-poisonous stuff? */ 1121 /* question: don't pick up known-poisonous stuff? */
1181 if (op->contr->mode & PU_FOOD) 1122 if (op->contr->mode & PU_FOOD)
1182 if (tmp->type == FOOD) 1123 if (tmp->type == FOOD)
1183 { 1124 {
1184 pick_up (op, tmp); 1125 CHK_PICK_PICKUP;
1185 continue; 1126 continue;
1186 } 1127 }
1187 1128
1188 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_DRINK)
1189 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1130 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1190 { 1131 {
1191 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1192 continue; 1133 continue;
1193 } 1134 }
1194 1135
1195 if (op->contr->mode & PU_POTION) 1136 if (op->contr->mode & PU_POTION)
1196 if (tmp->type == POTION) 1137 if (tmp->type == POTION)
1197 { 1138 {
1198 pick_up (op, tmp); 1139 CHK_PICK_PICKUP;
1199 continue; 1140 continue;
1200 } 1141 }
1201 1142
1202 /* spellbooks, skillscrolls and normal books/scrolls */ 1143 /* spellbooks, skillscrolls and normal books/scrolls */
1203 if (op->contr->mode & PU_SPELLBOOK) 1144 if (op->contr->mode & PU_SPELLBOOK)
1204 if (tmp->type == SPELLBOOK) 1145 if (tmp->type == SPELLBOOK)
1205 { 1146 {
1206 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1207 continue; 1148 continue;
1208 } 1149 }
1209 1150
1210 if (op->contr->mode & PU_SKILLSCROLL) 1151 if (op->contr->mode & PU_SKILLSCROLL)
1211 if (tmp->type == SKILLSCROLL) 1152 if (tmp->type == SKILLSCROLL)
1212 { 1153 {
1213 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1214 continue; 1155 continue;
1215 } 1156 }
1216 1157
1217 if (op->contr->mode & PU_READABLES) 1158 if (op->contr->mode & PU_READABLES)
1218 if (tmp->type == BOOK || tmp->type == SCROLL) 1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1219 { 1160 {
1220 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1221 continue; 1162 continue;
1222 } 1163 }
1223 1164
1224 /* wands/staves/rods/horns */ 1165 /* wands/staves/rods/horns */
1225 if (op->contr->mode & PU_MAGIC_DEVICE) 1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1226 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1227 { 1168 {
1228 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1229 continue; 1170 continue;
1230 } 1171 }
1231 1172
1232 /* pick up all magical items */ 1173 /* pick up all magical items */
1233 if (op->contr->mode & PU_MAGICAL) 1174 if (op->contr->mode & PU_MAGICAL)
1234 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1235 { 1176 {
1236 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1237 continue; 1178 continue;
1238 } 1179 }
1239 1180
1240 if (op->contr->mode & PU_VALUABLES) 1181 if (op->contr->mode & PU_VALUABLES)
1241 { 1182 {
1242 if (tmp->type == MONEY || tmp->type == GEM) 1183 if (tmp->type == MONEY || tmp->type == GEM)
1243 { 1184 {
1244 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1245 continue; 1186 continue;
1246 } 1187 }
1247 } 1188 }
1248 1189
1249 /* rings & amulets - talismans seems to be typed AMULET */ 1190 /* rings & amulets - talismans seems to be typed AMULET */
1250 if (op->contr->mode & PU_JEWELS) 1191 if (op->contr->mode & PU_JEWELS)
1251 if (tmp->type == RING || tmp->type == AMULET) 1192 if (tmp->type == RING || tmp->type == AMULET)
1252 { 1193 {
1253 pick_up (op, tmp); 1194 CHK_PICK_PICKUP;
1254 continue; 1195 continue;
1255 } 1196 }
1256 1197
1257 /* we don't forget dragon food */ 1198 /* we don't forget dragon food */
1258 if (op->contr->mode & PU_FLESH) 1199 if (op->contr->mode & PU_FLESH)
1259 if (tmp->type == FLESH) 1200 if (tmp->type == FLESH)
1260 { 1201 {
1261 pick_up (op, tmp); 1202 CHK_PICK_PICKUP;
1262 continue; 1203 continue;
1263 } 1204 }
1264 1205
1265 /* bows and arrows. Bows are good for selling! */ 1206 /* bows and arrows. Bows are good for selling! */
1266 if (op->contr->mode & PU_BOW) 1207 if (op->contr->mode & PU_BOW)
1267 if (tmp->type == BOW) 1208 if (tmp->type == BOW)
1268 { 1209 {
1269 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1270 continue; 1211 continue;
1271 } 1212 }
1272 1213
1273 if (op->contr->mode & PU_ARROW) 1214 if (op->contr->mode & PU_ARROW)
1274 if (tmp->type == ARROW) 1215 if (tmp->type == ARROW)
1275 { 1216 {
1276 pick_up (op, tmp); 1217 CHK_PICK_PICKUP;
1277 continue; 1218 continue;
1278 } 1219 }
1279 1220
1280 /* all kinds of armor etc. */ 1221 /* all kinds of armor etc. */
1281 if (op->contr->mode & PU_ARMOUR) 1222 if (op->contr->mode & PU_ARMOUR)
1282 if (tmp->type == ARMOUR) 1223 if (tmp->type == ARMOUR)
1283 { 1224 {
1284 pick_up (op, tmp); 1225 CHK_PICK_PICKUP;
1285 continue; 1226 continue;
1286 } 1227 }
1287 1228
1288 if (op->contr->mode & PU_HELMET) 1229 if (op->contr->mode & PU_HELMET)
1289 if (tmp->type == HELMET) 1230 if (tmp->type == HELMET)
1290 { 1231 {
1291 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1292 continue; 1233 continue;
1293 } 1234 }
1294 1235
1295 if (op->contr->mode & PU_SHIELD) 1236 if (op->contr->mode & PU_SHIELD)
1296 if (tmp->type == SHIELD) 1237 if (tmp->type == SHIELD)
1297 { 1238 {
1298 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1299 continue; 1240 continue;
1300 } 1241 }
1301 1242
1302 if (op->contr->mode & PU_BOOTS) 1243 if (op->contr->mode & PU_BOOTS)
1303 if (tmp->type == BOOTS) 1244 if (tmp->type == BOOTS)
1304 { 1245 {
1305 pick_up (op, tmp); 1246 CHK_PICK_PICKUP;
1306 continue; 1247 continue;
1307 } 1248 }
1308 1249
1309 if (op->contr->mode & PU_GLOVES) 1250 if (op->contr->mode & PU_GLOVES)
1310 if (tmp->type == GLOVES) 1251 if (tmp->type == GLOVES)
1311 { 1252 {
1312 pick_up (op, tmp); 1253 CHK_PICK_PICKUP;
1313 continue; 1254 continue;
1314 } 1255 }
1315 1256
1316 if (op->contr->mode & PU_CLOAK) 1257 if (op->contr->mode & PU_CLOAK)
1317 if (tmp->type == CLOAK) 1258 if (tmp->type == CLOAK)
1318 { 1259 {
1319 pick_up (op, tmp); 1260 CHK_PICK_PICKUP;
1320 continue; 1261 continue;
1321 } 1262 }
1322 1263
1323 /* hoping to catch throwing daggers here */ 1264 /* hoping to catch throwing daggers here */
1324 if (op->contr->mode & PU_MISSILEWEAPON) 1265 if (op->contr->mode & PU_MISSILEWEAPON)
1325 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1326 { 1267 {
1327 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1328 continue; 1269 continue;
1329 } 1270 }
1330 1271
1331 /* careful: chairs and tables are weapons! */ 1272 /* careful: chairs and tables are weapons! */
1332 if (op->contr->mode & PU_ALLWEAPON) 1273 if (op->contr->mode & PU_ALLWEAPON)
1333 { 1274 {
1334 if (tmp->type == WEAPON && tmp->name != NULL) 1275 if (tmp->type == WEAPON && tmp->name != NULL)
1335 { 1276 {
1336 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1277 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1337 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1338 { 1279 {
1339 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1340 continue; 1281 continue;
1341 } 1282 }
1342 } 1283 }
1343 1284
1344 if (tmp->type == WEAPON && tmp->name == NULL) 1285 if (tmp->type == WEAPON && tmp->name == NULL)
1345 { 1286 {
1346 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1287 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1347 { 1288 {
1348 pick_up (op, tmp); 1289 CHK_PICK_PICKUP;
1349 continue; 1290 continue;
1350 } 1291 }
1351 } 1292 }
1352 } 1293 }
1353 1294
1354 /* misc stuff that's useful */ 1295 /* misc stuff that's useful */
1355 if (op->contr->mode & PU_KEY) 1296 if (op->contr->mode & PU_KEY)
1356 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1357 { 1298 {
1358 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1359 continue; 1300 continue;
1360 } 1301 }
1361 1302
1362 /* any of the last 4 bits set means we use the ratio for value 1303 /* any of the last 4 bits set means we use the ratio for value
1363 * pickups */ 1304 * pickups */
1368 /* >=7 is the old standard setting. Now we take the last 4 bits 1309 /* >=7 is the old standard setting. Now we take the last 4 bits
1369 * and multiply them by 5, giving 0..15*5== 5..75 */ 1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1370 wvratio = (op->contr->mode & PU_RATIO) * 5; 1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1371 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1312 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1372 { 1313 {
1373 pick_up (op, tmp); 1314 CHK_PICK_PICKUP;
1374#if 0 1315#if 0
1375 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1376 if (tmp->name != NULL) 1317 if (tmp->name != NULL)
1377 { 1318 {
1378 fprintf (stderr, "%s", tmp->name); 1319 fprintf (stderr, "%s", tmp->name);
1379 } 1320 }
1380 else 1321 else
1381 fprintf (stderr, "%s", tmp->arch->name); 1322 fprintf (stderr, "%s", tmp->arch->archname);
1382 fprintf (stderr, ",%d] = ", tmp->type); 1323 fprintf (stderr, ",%d] = ", tmp->type);
1383 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1324 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1384#endif 1325#endif
1385 continue; 1326 continue;
1386 } 1327 }
1397 * found object is returned. 1338 * found object is returned.
1398 */ 1339 */
1399object * 1340object *
1400find_arrow (object *op, const char *type) 1341find_arrow (object *op, const char *type)
1401{ 1342{
1402 object *tmp = NULL;
1403
1404 for (op = op->inv; op; op = op->below) 1343 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1405 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1406 tmp = find_arrow (op, type);
1407 else if (op->type == ARROW && op->race == type) 1344 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1345 return splay (tmp);
1346
1347 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1348 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1349 if (object *arrow = find_arrow (tmp, type))
1350 {
1351 splay (tmp);
1408 return op; 1352 return arrow;
1353 }
1354
1409 return tmp; 1355 return 0;
1410} 1356}
1411 1357
1412/* 1358/*
1413 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1359 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1414 * against the target. A full test is not performed, simply a basic test 1360 * against the target. A full test is not performed, simply a basic test
1415 * of resistances. The archer is making a quick guess at what he sees down 1361 * of resistances. The archer is making a quick guess at what he sees down
1416 * the hall. Failing that it does it's best to pick the highest plus arrow. 1362 * the hall. Failing that it does it's best to pick the highest plus arrow.
1417 */ 1363 */
1418
1419object * 1364object *
1420find_better_arrow (object *op, object *target, const char *type, int *better) 1365find_better_arrow (object *op, object *target, const char *type, int *better)
1421{ 1366{
1422 object *tmp = NULL, *arrow, *ntmp; 1367 object *tmp = NULL, *arrow, *ntmp;
1423 int attacknum, attacktype, betterby = 0, i; 1368 int attacknum, attacktype, betterby = 0, i;
1438 } 1383 }
1439 } 1384 }
1440 else if (arrow->type == ARROW && arrow->race == type) 1385 else if (arrow->type == ARROW && arrow->race == type)
1441 { 1386 {
1442 /* allways prefer assasination/slaying */ 1387 /* allways prefer assasination/slaying */
1443 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1444 { 1389 {
1445 if (arrow->attacktype & AT_DEATH) 1390 if (arrow->attacktype & AT_DEATH)
1446 { 1391 {
1447 *better = 100; 1392 *better = 100;
1448 return arrow; 1393 return arrow;
1456 else 1401 else
1457 { 1402 {
1458 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1403 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1459 { 1404 {
1460 attacktype = 1 << attacknum; 1405 attacktype = 1 << attacknum;
1461 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1406 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1462 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1407 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1463 { 1408 {
1464 tmp = arrow; 1409 tmp = arrow;
1465 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1410 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1466 } 1411 }
1467 } 1412 }
1468 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1469 { 1414 {
1470 tmp = arrow; 1415 tmp = arrow;
1476 betterby = 1 + arrow->magic + arrow->stats.dam; 1421 betterby = 1 + arrow->magic + arrow->stats.dam;
1477 } 1422 }
1478 } 1423 }
1479 } 1424 }
1480 } 1425 }
1426
1481 if (tmp == NULL && arrow == NULL) 1427 if (tmp == NULL && arrow == NULL)
1482 return find_arrow (op, type); 1428 return find_arrow (op, type);
1483 1429
1484 *better = betterby; 1430 *better = betterby;
1485 return tmp; 1431 return tmp;
1489 * find_better_arrow to find a decent arrow to use. 1435 * find_better_arrow to find a decent arrow to use.
1490 * op = the shooter 1436 * op = the shooter
1491 * type = bow->race 1437 * type = bow->race
1492 * dir = fire direction 1438 * dir = fire direction
1493 */ 1439 */
1494
1495object * 1440object *
1496pick_arrow_target (object *op, const char *type, int dir) 1441pick_arrow_target (object *op, const char *type, int dir)
1497{ 1442{
1498 object *tmp = NULL; 1443 object *tmp = NULL;
1499 maptile *m; 1444 maptile *m;
1564 */ 1509 */
1565int 1510int
1566fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1511fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1567{ 1512{
1568 object *left, *bow; 1513 object *left, *bow;
1569 int bowspeed, mflags; 1514 int mflags;
1570 maptile *m; 1515 maptile *m;
1571 1516
1572 if (!dir) 1517 if (!dir)
1573 { 1518 {
1574 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1519 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1575 return 0; 1520 return 0;
1576 } 1521 }
1577 1522
1578 if (op->type == PLAYER) 1523 if (op->contr)
1579 bow = op->contr->ranges[range_bow]; 1524 bow = op->current_weapon;
1580 else 1525 else
1581 { 1526 {
1582 for (bow = op->inv; bow; bow = bow->below) 1527 for (bow = op->inv; bow; bow = bow->below)
1583 /* Don't check for applied - monsters don't apply bows - in that way, they 1528 /* Don't check for applied - monsters don't apply bows - in that way, they
1584 * don't need to switch back and forth between bows and weapons. 1529 * don't need to switch back and forth between bows and weapons.
1589 if (!bow) 1534 if (!bow)
1590 { 1535 {
1591 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1592 return 0; 1537 return 0;
1593 } 1538 }
1539
1540 // optimisation: move object to top so we will find it quickly again
1541 if (bow->below)
1542 {
1543 bow->remove ();
1544 op->insert (bow);
1545 }
1546
1594 } 1547 }
1595 1548
1596 if (!bow->race || !bow->skill) 1549 if (!bow->race || !bow->skill)
1597 { 1550 {
1598 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1551 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1599 return 0; 1552 return 0;
1600 } 1553 }
1601
1602 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1603
1604 /* penalize ROF for bestarrow */
1605 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1606 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1607
1608 if (bowspeed < 1)
1609 bowspeed = 1;
1610 1554
1611 if (arrow == NULL) 1555 if (arrow == NULL)
1612 { 1556 {
1613 if ((arrow = find_arrow (op, bow->race)) == NULL) 1557 if ((arrow = find_arrow (op, bow->race)) == NULL)
1614 { 1558 {
1615 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1560 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1617 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1561 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1618 else 1562 else
1619 CLEAR_FLAG (op, FLAG_READY_BOW); 1563 CLEAR_FLAG (op, FLAG_READY_BOW);
1564
1620 return 0; 1565 return 0;
1621 } 1566 }
1622 } 1567 }
1623 1568
1624 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1569 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1637 arrow->destroy (); 1582 arrow->destroy ();
1638 return 0; 1583 return 0;
1639 } 1584 }
1640 1585
1641 left = arrow; /* these are arrows left to the player */ 1586 left = arrow; /* these are arrows left to the player */
1642 arrow = get_split_ob (arrow, 1); 1587 arrow = arrow->split ();
1643 if (!arrow) 1588 if (!arrow)
1644 { 1589 {
1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1646 return 0; 1591 return 0;
1647 } 1592 }
1648 1593
1649 arrow->set_owner (op); 1594 arrow->set_owner (op);
1650 arrow->skill = bow->skill; 1595 arrow->skill = bow->skill;
1651
1652 arrow->direction = dir; 1596 arrow->direction = dir;
1653 arrow->x = sx; 1597
1654 arrow->y = sy; 1598 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1599 arrow->stats.hp = arrow->stats.dam;
1600 arrow->stats.grace = arrow->attacktype;
1601
1602 if (arrow->slaying)
1603 arrow->spellarg = strdup (arrow->slaying);
1604
1605#if 0
1606 if (player *pl = op->contr)
1607 {
1608 float speed = pl->weapon_sp;
1609
1610 /* penalize ROF for bestarrow */
1611 if (pl->bowtype == bow_bestarrow)
1612 speed *= .9f;
1613 else
1614 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1615
1616 op->speed_left += speed - op->speed;
1617 }
1618#endif
1619
1620 SET_ANIMATION (arrow, arrow->direction);
1621
1622 /* update the speed */
1623 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1624 + bow->stats.dam / 7.f;
1625
1626 arrow->set_speed (max (arrow->speed, 2.f));
1627 arrow->speed_left = 0;
1628
1629 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1655 1630
1656 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1657 { 1632 {
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats ();
1660 }
1661
1662 SET_ANIMATION (arrow, arrow->direction);
1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1664 arrow->stats.hp = arrow->stats.dam;
1665 arrow->stats.grace = arrow->attacktype;
1666 if (arrow->slaying != NULL)
1667 arrow->spellarg = strdup (arrow->slaying);
1668
1669 /* Note that this was different for monsters - they got their level
1670 * added to the damage. I think the strength bonus is more proper.
1671 */
1672
1673 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1674
1675 /* update the speed */
1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1678
1679 if (arrow->speed < 1.0)
1680 arrow->speed = 1.0;
1681 update_ob_speed (arrow);
1682 arrow->speed_left = 0;
1683
1684 if (op->type == PLAYER)
1685 {
1686 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1687 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1688 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1689
1690 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1633 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1634 wc -= dex_bonus[op->stats.Dex];
1635
1636 if (!arrow->slaying)
1637 arrow->slaying = op->slaying;
1638
1639 arrow->attacktype |= op->attacktype;
1691 } 1640 }
1692 else 1641 else
1693 { 1642 {
1694 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1695 arrow->level = op->level; 1643 arrow->level = op->level;
1696 } 1644 arrow->stats.wc -= bow->magic;
1697 1645
1698 if (arrow->attacktype == AT_PHYSICAL) 1646 if (!arrow->slaying)
1647 arrow->slaying = bow->slaying;
1648
1699 arrow->attacktype |= bow->attacktype; 1649 arrow->attacktype |= bow->attacktype;
1650 }
1700 1651
1701 if (bow->slaying) 1652 wc -= arrow->level;
1702 arrow->slaying = bow->slaying; 1653 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1703 1654
1704 arrow->map = m; 1655 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1705 arrow->move_type = MOVE_FLY_LOW; 1656 arrow->move_type = MOVE_FLY_LOW;
1706 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1657 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1707 1658
1708 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1659 op->play_sound (sound_find ("fire_arrow"));
1709 insert_ob_in_map (arrow, m, op, 0); 1660 m->insert (arrow, sx, sy, op);
1710 1661
1711 if (!arrow->destroyed ()) 1662 if (!arrow->destroyed ())
1712 move_arrow (arrow); 1663 move_arrow (arrow);
1713
1714 if (op->type == PLAYER)
1715 {
1716 if (left->destroyed ())
1717 esrv_del_item (op->contr, left->count);
1718 else
1719 esrv_send_item (op, left);
1720 }
1721 1664
1722 return 1; 1665 return 1;
1723} 1666}
1724 1667
1725/* Special fire code for players - this takes into 1668/* Special fire code for players - this takes into
1734{ 1677{
1735 int ret = 0, wcmod = 0; 1678 int ret = 0, wcmod = 0;
1736 1679
1737 if (op->contr->bowtype == bow_bestarrow) 1680 if (op->contr->bowtype == bow_bestarrow)
1738 { 1681 {
1739 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1682 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1740 } 1683 }
1741 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1684 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1742 { 1685 {
1743 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1744 wcmod = -1; 1687 wcmod = -1;
1688
1745 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1689 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1746 } 1690 }
1747 else if (op->contr->bowtype == bow_threewide) 1691 else if (op->contr->bowtype == bow_threewide)
1748 { 1692 {
1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1693 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1753 else if (op->contr->bowtype == bow_spreadshot) 1697 else if (op->contr->bowtype == bow_spreadshot)
1754 { 1698 {
1755 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1699 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1756 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1700 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1757 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1701 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1758
1759 } 1702 }
1760 else 1703 else
1761 { 1704 {
1762 /* Simple case */ 1705 /* Simple case */
1763 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1706 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764 } 1707 }
1708
1765 return ret; 1709 return ret;
1766} 1710}
1767
1768 1711
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1712/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1713 * Broken apart from 'fire' to keep it more readable.
1771 */ 1714 */
1772void 1715void
1773fire_misc_object (object *op, int dir) 1716fire_misc_object (object *op, int dir)
1774{ 1717{
1775 object *item; 1718 object *item = op->contr->ranged_ob;
1776 1719
1777 if (!op->contr->ranges[range_misc]) 1720 if (!item)
1778 { 1721 {
1779 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1722 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1780 return; 1723 return;
1781 } 1724 }
1782 1725
1783 item = op->contr->ranges[range_misc];
1784 if (!item->inv) 1726 if (!item->inv)
1785 { 1727 {
1786 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1728 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1729 return;
1788 } 1730 }
1731
1732 if (!op->change_weapon (item))
1733 return;
1734
1789 if (item->type == WAND) 1735 if (item->type == WAND)
1790 { 1736 {
1791 if (item->stats.food <= 0) 1737 if (item->stats.food <= 0)
1792 { 1738 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1739 op->contr->play_sound (sound_find ("wand_poof"));
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1740 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1741
1795 return; 1742 return;
1796 } 1743 }
1797 } 1744 }
1798 else if (item->type == ROD || item->type == HORN) 1745 else if (item->type == ROD || item->type == HORN)
1799 { 1746 {
1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1747 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1748
1749 // using the maximum of the rods charge allows at least one spell cast
1750 // for a rod or horn, this fixes some broken rods.
1751 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1801 { 1752 {
1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1753 op->contr->play_sound (sound_find ("wand_poof"));
1754
1803 if (item->type == ROD) 1755 if (item->type == ROD)
1804 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1756 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1805 else 1757 else
1806 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1759
1807 return; 1760 return;
1808 } 1761 }
1809 } 1762 }
1810 1763
1811 if (cast_spell (op, item, dir, item->inv, NULL)) 1764 if (cast_spell (op, item, dir, item->inv, NULL))
1818 object *tmp; 1771 object *tmp;
1819 1772
1820 if (item->arch) 1773 if (item->arch)
1821 { 1774 {
1822 CLEAR_FLAG (item, FLAG_ANIMATE); 1775 CLEAR_FLAG (item, FLAG_ANIMATE);
1823 item->face = item->arch->clone.face; 1776 item->face = item->arch->face;
1824 item->speed = 0; 1777 item->set_speed (0);
1825 update_ob_speed (item);
1826 } 1778 }
1827 if ((tmp = item->in_player ())) 1779
1780 if (object *pl = item->visible_to ())
1828 esrv_update_item (UPD_ANIM, tmp, item); 1781 esrv_update_item (UPD_ANIM, pl, item);
1829 } 1782 }
1830 } 1783 }
1831 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
1832 {
1833 drain_rod_charge (item); 1785 drain_rod_charge (item);
1834 }
1835 } 1786 }
1836} 1787}
1837 1788
1838/* Received a fire command for the player - go and do it. 1789/* Received a fire command for the player - go and do it.
1839 */ 1790 */
1840void 1791bool
1841fire (object *op, int dir) 1792fire (object *op, int dir)
1842{ 1793{
1843 int spellcost = 0; 1794 int spellcost = 0;
1844 1795
1845 /* check for loss of invisiblity/hide */ 1796 /* check for loss of invisiblity/hide */
1846 if (action_makes_visible (op)) 1797 if (action_makes_visible (op))
1847 make_visible (op); 1798 make_visible (op);
1848 1799
1849 switch (op->contr->shoottype) 1800 player *pl = op->contr;
1801
1802 if (pl->golem)
1803 {
1804 control_golem (op->contr->golem, dir);
1805 return false;
1850 { 1806 }
1851 case range_none:
1852 return;
1853 1807
1854 case range_bow: 1808 object *ob = pl->ranged_ob;
1809
1810 if (!ob)
1811 return false;
1812
1813 if (!op->change_weapon (ob))
1814 return false;
1815
1816 if (op->speed_left > 0.f)
1817 --op->speed_left;
1818 else
1819 return false;
1820
1821 switch (ob->type)
1822 {
1823 case BOW:
1855 player_fire_bow (op, dir); 1824 player_fire_bow (op, dir);
1856 return; 1825 break;
1857 1826
1858 case range_magic: /* Casting spells */ 1827 case SPELL:
1859 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1828 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1860 return; 1829 break;
1861 1830
1862 case range_misc: 1831 case BUILDER:
1832 apply_map_builder (op, dir);
1833 break;
1834
1835 case SKILL:
1836 do_skill (op, op, ob, dir, 0);
1837 break;
1838
1839 default:
1863 fire_misc_object (op, dir); 1840 fire_misc_object (op, dir);
1864 return; 1841 break;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1868 {
1869 op->contr->ranges[range_golem] = 0;
1870 op->contr->shoottype = range_none;
1871 }
1872 else
1873 control_golem (op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if (!op->chosen_skill)
1878 {
1879 if (op->type == PLAYER)
1880 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1884 return;
1885 case range_builder:
1886 apply_map_builder (op, dir);
1887 return;
1888 default:
1889 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return;
1891 } 1842 }
1892}
1893 1843
1894 1844 return true;
1845}
1895 1846
1896/* find_key 1847/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1848 * We try to find a key for the door as passed. If we find a key
1898 * and successfully use it, we return the key, otherwise NULL 1849 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1850 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1852 * pl is the player,
1902 * inv is the objects inventory to searched 1853 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1854 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1855 * This function can be called recursively to search containers.
1905 */ 1856 */
1906
1907object * 1857object *
1908find_key (object *pl, object *container, object *door) 1858find_key (object *pl, object *container, object *door)
1909{ 1859{
1910 object *tmp, *key; 1860 object *tmp, *key;
1911 1861
1912 /* Should not happen, but sanity checking is never bad */ 1862 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) 1863 if (!container->inv)
1914 return NULL; 1864 return 0;
1915 1865
1916 /* First, lets try to find a key in the top level inventory */ 1866 /* First, lets try to find a key in the top level inventory */
1917 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1867 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 { 1868 {
1919 if (door->type == DOOR && tmp->type == KEY) 1869 if (door->type == DOOR && tmp->type == KEY)
1920 break; 1870 break;
1921 /* For sanity, we should really check door type, but other stuff 1871 /* For sanity, we should really check door type, but other stuff
1922 * (like containers) can be locked with special keys 1872 * (like containers) can be locked with special keys
1923 */ 1873 */
1924 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1925 break; 1875 break;
1926 } 1876 }
1877
1927 /* No key found - lets search inventories now */ 1878 /* No key found - lets search inventories now */
1928 /* If we find and use a key in an inventory, return at that time. 1879 /* If we find and use a key in an inventory, return at that time.
1929 * otherwise, if we search all the inventories and still don't find 1880 * otherwise, if we search all the inventories and still don't find
1930 * a key, return 1881 * a key, return
1931 */ 1882 */
1932 if (!tmp) 1883 if (!tmp)
1933 { 1884 {
1934 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1885 for (tmp = container->inv; tmp; tmp = tmp->below)
1935 { 1886 {
1936 /* No reason to search empty containers */ 1887 /* No reason to search empty containers */
1937 if (tmp->type == CONTAINER && tmp->inv) 1888 if (tmp->type == CONTAINER && tmp->inv)
1938 { 1889 {
1939 if ((key = find_key (pl, tmp, door)) != NULL) 1890 if ((key = find_key (pl, tmp, door)))
1940 return key; 1891 return key;
1941 } 1892 }
1942 } 1893 }
1894
1943 if (!tmp) 1895 if (!tmp)
1944 return NULL; 1896 return NULL;
1945 } 1897 }
1898
1946 /* We get down here if we have found a key. Now if its in a container, 1899 /* We get down here if we have found a key. Now if its in a container,
1947 * see if we actually want to use it 1900 * see if we actually want to use it
1948 */ 1901 */
1949 if (pl != container) 1902 if (pl != container)
1950 { 1903 {
1971 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1972 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1925 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1973 return NULL; 1926 return NULL;
1974 } 1927 }
1975 } 1928 }
1929
1976 return tmp; 1930 return tmp;
1977} 1931}
1978 1932
1979/* moved door processing out of move_player_attack. 1933/* moved door processing out of move_player_attack.
1980 * returns 1 if player has opened the door with a key 1934 * returns 1 if player has opened the door with a key
1982 * 0 otherwise 1936 * 0 otherwise
1983 */ 1937 */
1984static int 1938static int
1985player_attack_door (object *op, object *door) 1939player_attack_door (object *op, object *door)
1986{ 1940{
1987 /* If its a door, try to find a use a key. If we do destroy the door, 1941 /* If its a door, try to find a key. If we do destroy the door,
1988 * might as well return immediately as there is nothing more to do - 1942 * might as well return immediately as there is nothing more to do -
1989 * otherwise, we fall through to the rest of the code. 1943 * otherwise, we fall through to the rest of the code.
1990 */ 1944 */
1991 object *key = find_key (op, op, door); 1945 object *key = find_key (op, op, door);
1992 1946
1993 /* IF we found a key, do some extra work */ 1947 /* If we found a key, do some extra work */
1994 if (key) 1948 if (key)
1995 { 1949 {
1996 object *container = key->env; 1950 object *container = key->env;
1997 1951
1998 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1999 if (action_makes_visible (op)) 1952 if (action_makes_visible (op))
2000 make_visible (op); 1953 make_visible (op);
1954
2001 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1955 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2002 spring_trap (door->inv, op); 1956 spring_trap (door->inv, op);
1957
2003 if (door->type == DOOR) 1958 if (door->type == DOOR)
2004 {
2005 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1959 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2006 }
2007 else if (door->type == LOCKED_DOOR) 1960 else if (door->type == LOCKED_DOOR)
2008 { 1961 {
2009 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1962 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2010 remove_door2 (door); /* remove door without violence ;-) */ 1963 remove_door2 (door); /* remove door without violence ;-) */
2011 } 1964 }
1965
2012 /* Do this after we print the message */ 1966 /* Do this after we print the message */
2013 decrease_ob (key); /* Use up one of the keys */ 1967 key->decrease (); /* Use up one of the keys */
2014 /* Need to update the weight the container the key was in */ 1968
2015 if (container != op)
2016 esrv_update_item (UPD_WEIGHT, op, container);
2017 return 1; /* Nothing more to do below */ 1969 return 1; /* Nothing more to do below */
2018 } 1970 }
2019 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2020 { 1972 {
2021 /* Might as well return now - no other way to open this */ 1973 /* Might as well return now - no other way to open this */
2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1974 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2023 return 1; 1975 return 1;
2024 } 1976 }
1977
2025 return 0; 1978 return 0;
2026} 1979}
2027 1980
2028/* This function is just part of a breakup from move_player. 1981/* This function is just part of a breakup from move_player.
2029 * It should keep the code cleaner. 1982 * It should keep the code cleaner.
2030 * When this is called, the players direction has been updated 1983 * When this is called, the players direction has been updated
2031 * (taking into account confusion.) The player is also actually 1984 * (taking into account confusion.) The player is also actually
2032 * going to try and move (not fire weapons). 1985 * going to try and move (not fire weapons).
2033 */ 1986 */
2034void 1987bool
2035move_player_attack (object *op, int dir) 1988move_player_attack (object *op, int dir)
2036{ 1989{
2037 object *tmp, *mon;
2038 sint16 nx, ny;
2039 int on_battleground; 1990 int on_battleground;
2040 maptile *m;
2041 1991
2042 nx = freearr_x[dir] + op->x; 1992 sint16 nx = freearr_x[dir] + op->x;
2043 ny = freearr_y[dir] + op->y; 1993 sint16 ny = freearr_y[dir] + op->y;
2044 1994
2045 on_battleground = op_on_battleground (op, 0, 0); 1995 on_battleground = op_on_battleground (op, 0, 0);
1996
1997 if (out_of_map (op->map, nx, ny))
1998 return false;
1999
2000 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2001 {
2002 --op->speed_left;
2003 return true;
2004 }
2046 2005
2047 /* If braced, or can't move to the square, and it is not out of the 2006 /* If braced, or can't move to the square, and it is not out of the
2048 * map, attack it. Note order of if statement is important - don't 2007 * map, attack it. Note order of if statement is important - don't
2049 * want to be calling move_ob if braced, because move_ob will move the 2008 * want to be calling move_ob if braced, because move_ob will move the
2050 * player. This is a pretty nasty hack, because if we could 2009 * player. This is a pretty nasty hack, because if we could
2051 * move to some space, it then means that if we are braced, we should 2010 * move to some space, it then means that if we are braced, we should
2052 * do nothing at all. As it is, if we are braced, we go through 2011 * do nothing at all. As it is, if we are braced, we go through
2053 * quite a bit of processing. However, it probably is less than what 2012 * quite a bit of processing. However, it probably is less than what
2054 * move_ob uses. 2013 * move_ob uses.
2055 */ 2014 */
2056 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2015 maptile *m = op->map->xy_find (nx, ny);
2057 {
2058 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2059 {
2060 m = get_map_from_coord (op->map, &nx, &ny);
2061 if (!m)
2062 return; /* Don't think this should happen */
2063 }
2064 else
2065 m = op->map;
2066 2016
2067 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2068 {
2069 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2070 return;
2071 }
2072
2073 mon = 0;
2074 /* Go through all the objects, and find ones of interest. Only stop if 2017 /* Go through all the objects, and find ones of interest. Only stop if
2075 * we find a monster - that is something we know we want to attack. 2018 * we find a monster - that is something we know we want to attack.
2076 * if its a door or barrel (can roll) see if there may be monsters 2019 * if its a door or barrel (can roll) see if there may be monsters
2077 * on the space 2020 * on the space
2078 */ 2021 */
2079 while (tmp) 2022 object *mon;
2080 { 2023 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2081 if (tmp == op) 2024 {
2082 { 2025 if ((mon->flag [FLAG_ALIVE]
2083 tmp = tmp->above; 2026 || mon->type == LOCKED_DOOR
2084 continue; 2027 || mon->flag [FLAG_CAN_ROLL])
2085 }
2086
2087 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2088 {
2089 mon = tmp; 2028 && mon != op)
2090 break; 2029 break;
2091 } 2030 }
2092 2031
2093 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2094 mon = tmp;
2095
2096 tmp = tmp->above;
2097 }
2098
2099 if (!mon) /* This happens anytime the player tries to move */ 2032 if (!mon) /* This happens anytime the player tries to move */
2100 return; /* into a wall */ 2033 return false; /* into a wall */
2101 2034
2102 if (mon->head)
2103 mon = mon->head; 2035 mon = mon->head_ ();
2104 2036
2105 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2037 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2038 if (op->contr->weapon_sp_left > 0.f)
2106 if (player_attack_door (op, mon)) 2039 if (player_attack_door (op, mon))
2040 {
2041 --op->contr->weapon_sp_left;
2107 return; 2042 return true;
2043 }
2108 2044
2109 /* The following deals with possibly attacking peaceful 2045 /* The following deals with possibly attacking peaceful
2110 * or frienddly creatures. Basically, all players are considered 2046 * or friendly creatures. Basically, all players are considered
2111 * unaggressive. If the moving player has peaceful set, then the 2047 * unaggressive. If the moving player has peaceful set, then the
2112 * object should be pushed instead of attacked. It is assumed that 2048 * object should be pushed instead of attacked. It is assumed that
2113 * if you are braced, you will not attack friends accidently, 2049 * if you are braced, you will not attack friends accidently,
2114 * and thus will not push them. 2050 * and thus will not push them.
2115 */ 2051 */
2116 2052
2117 /* If the creature is a pet, push it even if the player is not 2053 /* If the creature is a pet, push it even if the player is not
2118 * peaceful. Our assumption is the creature is a pet if the 2054 * peaceful. Our assumption is the creature is a pet if the
2119 * player owns it and it is either friendly or unagressive. 2055 * player owns it and it is either friendly or unagressive.
2120 */ 2056 */
2121 if ((op->type == PLAYER) 2057 if (op->type == PLAYER
2122#if COZY_SERVER
2123 &&
2124 ((mon->owner && mon->owner->contr 2058 && ((mon->owner && mon->owner->contr
2125 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2059 && same_party (mon->owner->contr->party, op->contr->party))
2126#else
2127 && mon->owner == op 2060 || mon->owner == op)
2128#endif
2129 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2061 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2130 { 2062 {
2131 /* If we're braced, we don't want to switch places with it */ 2063 /* If we're braced, we don't want to switch places with it */
2132 if (op->contr->braced) 2064 if (op->contr->braced)
2133 return; 2065 return false;
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2066
2067 if (op->speed_left > 0.f)
2068 {
2069 --op->speed_left;
2070
2071 op->play_sound (sound_find ("push_player"));
2135 (void) push_ob (mon, dir, op); 2072 push_ob (mon, dir, op);
2073
2136 if (op->contr->tmp_invis || op->hide) 2074 if (op->contr->tmp_invis || op->hide)
2137 make_visible (op); 2075 make_visible (op);
2076
2138 return; 2077 return true;
2139 } 2078 }
2079 else
2080 return false;
2081 }
2140 2082
2141 /* in certain circumstances, you shouldn't attack friendly 2083 /* in certain circumstances, you shouldn't attack friendly
2142 * creatures. Note that if you are braced, you can't push 2084 * creatures. Note that if you are braced, you can't push
2143 * someone, but put it inside this loop so that you won't 2085 * someone, but put it inside this loop so that you won't
2144 * attack them either. 2086 * attack them either.
2145 */ 2087 */
2146 if ((mon->type == PLAYER || mon->enemy != op) && 2088 if ((mon->type == PLAYER || mon->enemy != op)
2147 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2089 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2148#ifdef PROHIBIT_PLAYERKILL
2149 (op->contr->peaceful 2090 && ((op->contr->peaceful
2150 || (mon->type == PLAYER 2091 || (mon->type == PLAYER && mon->contr->peaceful))
2151 && mon->contr->
2152 peaceful)) &&
2153#else
2154 op->contr->peaceful &&
2155#endif
2156 !on_battleground)) 2092 && !on_battleground))
2093 {
2094 if (op->speed_left > 0.f)
2157 { 2095 {
2096 --op->speed_left;
2097
2158 if (!op->contr->braced) 2098 if (!op->contr->braced)
2159 { 2099 {
2160 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2100 op->play_sound (sound_find ("push_player"));
2161 (void) push_ob (mon, dir, op); 2101 push_ob (mon, dir, op);
2162 } 2102 }
2163 else 2103 else
2164 new_draw_info (0, 0, op, "You withhold your attack"); 2104 op->statusmsg ("You withhold your attack");
2165 2105
2166 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2167 make_visible (op); 2107 make_visible (op);
2168 }
2169 2108
2109 return true;
2110 }
2111 }
2170 /* If the object is a boulder or other rollable object, then 2112 /* If the object is a boulder or other rollable object, then
2171 * roll it if not braced. You can't roll it if you are braced. 2113 * roll it if not braced. You can't roll it if you are braced.
2172 */ 2114 */
2173 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2115 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2116 {
2117 if (op->speed_left > 0.f)
2174 { 2118 {
2119 --op->speed_left;
2120
2175 recursive_roll (mon, dir, op); 2121 recursive_roll (mon, dir, op);
2176 if (action_makes_visible (op)) 2122 if (action_makes_visible (op))
2177 make_visible (op); 2123 make_visible (op);
2178 }
2179 2124
2125 return true;
2126 }
2127 }
2180 /* Any generic living creature. Including things like doors. 2128 /* Any generic living creature. Including things like doors.
2181 * Way it works is like this: First, it must have some hit points 2129 * Way it works is like this: First, it must have some hit points
2182 * and be living. Then, it must be one of the following: 2130 * and be living. Then, it must be one of the following:
2183 * 1) Not a player, 2) A player, but of a different party. Note 2131 * 1) Not a player, 2) A player, but of a different party. Note
2184 * that party_number -1 is no party, so attacks can still happen. 2132 * that party_number -1 is no party, so attacks can still happen.
2185 */ 2133 */
2186
2187 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2134 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2188 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2135 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2189 { 2136 {
2190 2137 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2191 /* If the player hasn't hit something this tick, and does
2192 * so, give them speed boost based on weapon speed. Doing
2193 * it here is better than process_players2, which basically
2194 * incurred a 1 tick offset.
2195 */
2196 if (!op->contr->has_hit)
2197 { 2138 {
2198 op->speed_left += op->speed / op->contr->weapon_sp; 2139 --op->contr->weapon_sp_left;
2199
2200 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2201 }
2202 2140
2203 skill_attack (mon, op, 0, 0, 0); 2141 skill_attack (mon, op, 0, 0, 0);
2204
2205 /* If attacking another player, that player gets automatic
2206 * hitback, and doesn't loose luck either.
2207 * Disable hitback on the battleground or if the target is
2208 * the wiz.
2209 */
2210 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2211 {
2212 short luck = mon->stats.luck;
2213
2214 mon->contr->has_hit = 1;
2215 skill_attack (op, mon, 0, 0, 0);
2216 mon->stats.luck = luck;
2217 }
2218 2142
2219 if (action_makes_visible (op)) 2143 if (action_makes_visible (op))
2220 make_visible (op); 2144 make_visible (op);
2221 }
2222 } /* if player should attack something */
2223}
2224 2145
2225int 2146 return true;
2147 }
2148 }
2149
2150 return false;
2151}
2152
2153bool
2226move_player (object *op, int dir) 2154move_player (object *op, int dir)
2227{ 2155{
2228 int pick; 2156 int pick;
2229 2157
2230 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2158 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2231 return 0; 2159 return 0;
2232 2160
2233 /* Sanity check: make sure dir is valid */ 2161 /* Sanity check: make sure dir is valid */
2234 if ((dir < 0) || (dir >= 9)) 2162 if ((dir < 0) || (dir >= 9))
2235 { 2163 {
2236 LOG (llevError, "move_player: invalid direction %d\n", dir); 2164 LOG (llevError, "move_player: invalid direction %d\n", dir);
2237 return 0; 2165 return 0;
2238 } 2166 }
2239 2167
2240 /* peterm: added following line */ 2168 /* peterm: added following line */
2241 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2169 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2242 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2170 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2243 2171
2244 op->facing = dir; 2172 op->facing = dir;
2245 2173
2246 if (op->hide) 2174 if (op->hide)
2247 do_hidden_move (op); 2175 do_hidden_move (op);
2248 2176
2177 bool retval;
2178
2249 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2179 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2250 /*nop */ ; 2180 retval = RESULT_INT (0);
2251 else if (op->contr->fire_on) 2181 else if (op->contr->fire_on)
2252 fire (op, dir); 2182 retval = fire (op, dir);
2253 else 2183 else
2254 { 2184 {
2255 move_player_attack (op, dir); 2185 retval = move_player_attack (op, dir);
2256 pick = check_pick (op); 2186 pick = check_pick (op);
2257 } 2187 }
2258 2188
2259 /* Add special check for newcs players and fire on - this way, the 2189 /* Add special check for newcs players and fire on - this way, the
2260 * server can handle repeat firing. 2190 * server can handle repeat firing.
2267 /* Update how the player looks. Use the facing, so direction may 2197 /* Update how the player looks. Use the facing, so direction may
2268 * get reset to zero. This allows for full animation capabilities 2198 * get reset to zero. This allows for full animation capabilities
2269 * for players. 2199 * for players.
2270 */ 2200 */
2271 animate_object (op, op->facing); 2201 animate_object (op, op->facing);
2272 return 0; 2202
2203 return retval;
2273} 2204}
2274 2205
2275/* This is similar to handle_player, below, but is only used by the 2206/* This is similar to handle_player, below, but is only used by the
2276 * new client/server stuff. 2207 * new client/server stuff.
2277 * This is sort of special, in that the new client/server actually uses 2208 * This is sort of special, in that the new client/server actually uses
2278 * the new speed values for commands. 2209 * the new speed values for commands.
2279 * 2210 *
2280 * Returns true if there are more actions we can do. 2211 * Returns true if there are more actions we can do. Should not do
2212 * many actions in a row, as that would be too unfair to other
2213 * players.
2281 */ 2214 */
2282int 2215bool
2283handle_newcs_player (object *op) 2216handle_newcs_player (object *op)
2284{ 2217{
2285 if (op->contr->hidden)
2286 {
2287 op->invisible = 1000;
2288 /* the socket code flashes the player visible/invisible
2289 * depending on the value of invisible, so we need to
2290 * alternate it here for it to work correctly.
2291 */
2292 if (pticks & 2)
2293 op->invisible--;
2294 }
2295 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2296 {
2297 op->invisible--;
2298 if (!op->invisible)
2299 {
2300 make_visible (op);
2301 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2302 }
2303 }
2304
2305 if (QUERY_FLAG (op, FLAG_SCARED)) 2218 if (QUERY_FLAG (op, FLAG_SCARED))
2306 { 2219 {
2307 flee_player (op); 2220 if (op->speed_left > 0.f)
2308 /* If player is still scared, that is his action for this tick */
2309 if (QUERY_FLAG (op, FLAG_SCARED))
2310 { 2221 {
2311 op->speed_left--; 2222 --op->speed_left;
2223 flee_player (op);
2224
2312 return 0; 2225 return true;
2313 } 2226 }
2227 else
2228 return false;
2314 } 2229 }
2315
2316 /* I've been seeing crashes where the golem has been destroyed, but
2317 * the player object still points to the defunct golem. The code that
2318 * destroys the golem looks correct, and it doesn't always happen, so
2319 * put this in a a workaround to clean up the golem pointer.
2320 */
2321 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2322 op->contr->ranges[range_golem] = 0;
2323 2230
2324 /* call this here - we also will call this in do_ericserver, but 2231 /* call this here - we also will call this in do_ericserver, but
2325 * the players time has been increased when doericserver has been 2232 * the players time has been increased when doericserver has been
2326 * called, so we recheck it here. 2233 * called, so we recheck it here.
2327 */ 2234 */
2328 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2235 if (op->contr->ns->handle_command ())
2329 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2330 ;
2331
2332 if (op->speed_left < 0)
2333 return 0; 2236 return true;
2334 2237
2335 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2238 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2336 {
2337 /* All move commands take 1 tick, at least for now */
2338 op->speed_left--;
2339
2340 /* Instead of all the stuff below, let move_player take care
2341 * of it. Also, some of the skill stuff is only put in
2342 * there, as well as the confusion stuff.
2343 */
2344 move_player (op, op->direction); 2239 return move_player (op, op->direction);
2345 if (op->speed_left > 0)
2346 return 1;
2347 else
2348 return 0;
2349 }
2350 2240
2351 return 0; 2241 return false;
2352} 2242}
2353 2243
2354int 2244int
2355save_life (object *op) 2245save_life (object *op)
2356{ 2246{
2358 return 0; 2248 return 0;
2359 2249
2360 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2250 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2361 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2362 { 2252 {
2363 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2253 op->play_sound (sound_find ("ob_evaporate"));
2364 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2254 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2365
2366 if (op->contr)
2367 esrv_del_item (op->contr, tmp->count);
2368 2255
2369 tmp->destroy (); 2256 tmp->destroy ();
2370 CLEAR_FLAG (op, FLAG_LIFESAVE); 2257 CLEAR_FLAG (op, FLAG_LIFESAVE);
2371 2258
2372 if (op->stats.hp < 0) 2259 if (op->stats.hp < 0)
2385 return 0; 2272 return 0;
2386} 2273}
2387 2274
2388/* This goes throws the inventory and removes unpaid objects, and puts them 2275/* This goes throws the inventory and removes unpaid objects, and puts them
2389 * back in the map (location and map determined by values of env). This 2276 * back in the map (location and map determined by values of env). This
2390 * function will descend into containers. op is the object to start the search 2277 * function will descend into containers. op is the object to start the search
2391 * from. 2278 * from.
2392 */ 2279 */
2280static void
2281drop_unpaid_items (object *op, object *env)
2282{
2283 while (op)
2284 {
2285 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2286
2287 if (QUERY_FLAG (op, FLAG_UNPAID))
2288 op->insert_at (env);
2289 else if (op->inv)
2290 drop_unpaid_items (op->inv, env);
2291
2292 op = next;
2293 }
2294}
2295
2393void 2296void
2394remove_unpaid_objects (object *op, object *env) 2297object::drop_unpaid_items ()
2395{ 2298{
2396 object *next; 2299 if (!flag [FLAG_REMOVED])
2397 2300 ::drop_unpaid_items (inv, this);
2398 while (op)
2399 {
2400 next = op->below; /* Make sure we have a good value, in case
2401 * we remove object 'op'
2402 */
2403 if (QUERY_FLAG (op, FLAG_UNPAID))
2404 {
2405 op->remove ();
2406 op->x = env->x;
2407 op->y = env->y;
2408 if (env->type == PLAYER)
2409 esrv_del_item (env->contr, op->count);
2410 insert_ob_in_map (op, env->map, NULL, 0);
2411 }
2412 else if (op->inv)
2413 remove_unpaid_objects (op->inv, env);
2414
2415 op = next;
2416 }
2417} 2301}
2418 2302
2419/* 2303/*
2420 * Returns pointer a static string containing gravestone text 2304 * Returns pointer a static string containing gravestone text
2421 * Moved from apply.c to player.c - player.c is what 2305 * Moved from apply.c to player.c - player.c is what
2422 * actually uses this function. player.c may not be quite the 2306 * actually uses this function. player.c may not be quite the
2423 * best, a misc file for object actions is probably better, 2307 * best, a misc file for object actions is probably better,
2424 * but there isn't one in the server directory. 2308 * but there isn't one in the server directory.
2425 */ 2309 */
2426char * 2310const char *
2427gravestone_text (object *op) 2311gravestone_text (object *op)
2428{ 2312{
2429 static char buf2[MAX_BUF]; 2313 static dynbuf_text buf;
2430 char buf[MAX_BUF];
2431 time_t now = time (NULL);
2432 2314
2433 strcpy (buf2, " R.I.P.\n\n"); 2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2434 if (op->type == PLAYER) 2318 if (op->type == PLAYER)
2435 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2319 buf << " the " << op->contr->title;
2436 else
2437 sprintf (buf, "%s\n", &op->name);
2438 2320
2439 strncat (buf2, " ", 20 - strlen (buf) / 2); 2321 buf << "\n\n";
2440 strcat (buf2, buf); 2322
2323 buf << "who was level ";
2324 buf << (sint32)op->level << "\n\n" // OO breakdown
2325 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2326
2441 if (op->type == PLAYER) 2327 if (op->type == PLAYER)
2442 sprintf (buf, "who was in level %d when killed\n", op->level); 2328 buf << "by " << op->contr->killer_name () << ".\n\n";
2443 else
2444 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2445 2329
2446 strncat (buf2, " ", 20 - strlen (buf) / 2);
2447 strcat (buf2, buf);
2448 if (op->type == PLAYER)
2449 { 2330 {
2450 sprintf (buf, "by %s.\n\n", op->contr->killer); 2331 static char buf2[128];
2451 strncat (buf2, " ", 21 - strlen (buf) / 2); 2332 time_t now = time (NULL);
2452 strcat (buf2, buf);
2453 }
2454
2455 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2456 strncat (buf2, " ", 20 - strlen (buf) / 2); 2334 buf << buf2;
2457 strcat (buf2, buf); 2335 }
2458 2336
2459 return buf2; 2337 return buf;
2460} 2338}
2461 2339
2462void 2340void
2463do_some_living (object *op) 2341do_some_living (object *op)
2464{ 2342{
2471 int rate_grace = 2000; 2349 int rate_grace = 2000;
2472 const int max_hp = 1; 2350 const int max_hp = 1;
2473 const int max_sp = 1; 2351 const int max_sp = 1;
2474 const int max_grace = 1; 2352 const int max_grace = 1;
2475 2353
2476 if (op->contr->outputs_sync) 2354 if (op->contr->hidden)
2355 {
2356 op->invisible = 1000;
2357 /* the socket code flashes the player visible/invisible
2358 * depending on the value of invisible, so we need to
2359 * alternate it here for it to work correctly.
2360 */
2361 if (pticks & 2)
2362 op->invisible--;
2477 { 2363 }
2478 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2364 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2479 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2365 {
2480 flush_output_element (op, &op->contr->outputs[i]); 2366 if (!op->invisible--)
2367 {
2368 make_visible (op);
2369 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2370 }
2481 } 2371 }
2482 2372
2483 if (op->contr->ns->state == ST_PLAYING) 2373 if (op->contr->ns->state == ST_PLAYING)
2484 { 2374 {
2485 /* these next three if clauses make it possible to SLOW DOWN 2375 /* these next three if clauses make it possible to SLOW DOWN
2504 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2394 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2505 else 2395 else
2506 { 2396 {
2507 gen_grace = op->stats.maxgrace; 2397 gen_grace = op->stats.maxgrace;
2508 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2398 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2509 }
2510
2511 /* Regenerate Spell Points */
2512 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2513 {
2514 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2515 if (op->stats.sp < op->stats.maxsp)
2516 {
2517 op->stats.sp++;
2518 /* dms do not consume food */
2519 if (!QUERY_FLAG (op, FLAG_WIZ))
2520 {
2521 op->stats.food--;
2522 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food;
2526 }
2527 }
2528
2529 if (max_sp > 1)
2530 {
2531 over_sp = (gen_sp + 10) / rate_sp;
2532 if (over_sp > 0)
2533 {
2534 if (op->stats.sp < op->stats.maxsp)
2535 {
2536 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2537
2538 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2539 op->stats.sp--;
2540
2541 if (op->stats.sp > op->stats.maxsp)
2542 op->stats.sp = op->stats.maxsp;
2543 }
2544 op->last_sp = 0;
2545 }
2546 else
2547 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2548 }
2549 else
2550 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2551 } 2399 }
2552 2400
2553 /* Regenerate Grace */ 2401 /* Regenerate Grace */
2554 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2402 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2555 if (--op->last_grace < 0) 2403 if (--op->last_grace < 0)
2576 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2424 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2577 } 2425 }
2578 /* wearing stuff doesn't detract from grace generation. */ 2426 /* wearing stuff doesn't detract from grace generation. */
2579 } 2427 }
2580 2428
2429 if (op->stats.food > 0)
2430 {
2581 /* Regenerate Hit Points */ 2431 /* Regenerate Spell Points */
2582 if (--op->last_heal < 0) 2432 if (!op->contr->golem && --op->last_sp < 0)
2583 {
2584 if (op->stats.hp < op->stats.maxhp)
2585 { 2433 {
2586 op->stats.hp++; 2434 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2587 /* dms do not consume food */ 2435
2588 if (!QUERY_FLAG (op, FLAG_WIZ)) 2436 if (op->stats.sp < op->stats.maxsp)
2589 { 2437 {
2438 op->stats.sp++;
2439
2440 /* dms do not consume food */
2441 if (!QUERY_FLAG (op, FLAG_WIZ))
2442 {
2590 op->stats.food--; 2443 op->stats.food--;
2444
2591 if (op->contr->digestion < 0) 2445 if (op->contr->digestion < 0)
2592 op->stats.food += op->contr->digestion; 2446 op->stats.food += op->contr->digestion;
2593 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2447 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2594 op->stats.food = last_food; 2448 op->stats.food = last_food;
2449 }
2595 } 2450 }
2596 }
2597 2451
2598 if (max_hp > 1) 2452 if (max_sp > 1)
2599 {
2600 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2601 if (over_hp > 0)
2602 { 2453 {
2603 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2454 over_sp = (gen_sp + 10) / rate_sp;
2455 if (over_sp > 0)
2456 {
2457 if (op->stats.sp < op->stats.maxsp)
2458 {
2459 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2460
2461 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2462 op->stats.sp--;
2463
2464 if (op->stats.sp > op->stats.maxsp)
2465 op->stats.sp = op->stats.maxsp;
2466 }
2467
2604 op->last_heal = 0; 2468 op->last_sp = 0;
2469 }
2470 else
2471 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2605 } 2472 }
2606 else 2473 else
2474 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2475 }
2476
2477 /* Regenerate Hit Points */
2478 if (--op->last_heal < 0)
2479 {
2480 if (op->stats.hp < op->stats.maxhp)
2607 { 2481 {
2608 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2482 op->stats.hp++;
2483
2484 /* dms do not consume food */
2485 if (!QUERY_FLAG (op, FLAG_WIZ))
2486 {
2487 op->stats.food--;
2488
2489 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2493 }
2609 } 2494 }
2495
2496 if (max_hp > 1)
2497 {
2498 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2499
2500 if (over_hp > 0)
2501 {
2502 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2503 op->last_heal = 0;
2504 }
2505 else
2506 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2610 } 2507 }
2611 else 2508 else
2612 {
2613 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2614 } 2510 }
2615 } 2511 }
2616 2512
2617 /* Digestion */ 2513 /* Digestion */
2618 if (--op->last_eat < 0) 2514 if (--op->last_eat < 0)
2619 { 2515 {
2620#ifdef COZY_SERVER 2516 int bonus = max (0, op->contr->digestion),
2621 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2517 penalty = max (0, -op->contr->digestion);
2622 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2623#else
2624 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2625#endif
2626 2518
2627 if (op->contr->gen_hp > 0)
2628 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2519 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2629 else
2630 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2631 2520
2632 /* dms do not consume food */ 2521 /* dms do not consume food */
2633 if (!QUERY_FLAG (op, FLAG_WIZ)) 2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2634 op->stats.food--; 2523 op->stats.food--;
2635 } 2524 }
2636 2525
2637 if (op->stats.food < 0 && op->stats.hp >= 0) 2526 if (op->stats.food < 0 && op->stats.hp >= 0)
2638 { 2527 {
2639 object *tmp, *flesh = 0; 2528 object *flesh = 0;
2640 2529
2641 for (tmp = op->inv; tmp; tmp = tmp->below) 2530 for_inv_removable (op, tmp)
2642 { 2531 {
2643 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2532 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2533 continue;
2534
2535 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2644 { 2536 {
2645 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2537 op->statusmsg ("You blindly grab for a bite of food. "
2646 { 2538 "H<To prevent you from starving, you ate some random item from your backpack.>");
2647 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2648 manual_apply (op, tmp, 0); 2539 manual_apply (op, tmp, 0);
2540
2649 if (op->stats.food >= 0 || op->stats.hp < 0) 2541 if (op->stats.food >= 0 || op->stats.hp < 0)
2650 break; 2542 break;
2651 } 2543 }
2652 else if (tmp->type == FLESH) 2544 else if (tmp->type == FLESH)
2653 flesh = tmp; 2545 flesh = tmp;
2654 } /* End if paid for object */ 2546 }
2655 } /* end of for loop */
2656 2547
2657 /* If player is still starving, it means they don't have any food, so 2548 /* If player is still starving, it means they don't have any food, so
2658 * eat flesh instead. 2549 * eat flesh instead.
2659 */ 2550 */
2660 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2661 { 2552 {
2662 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2553 op->statusmsg ("You blindly grab for a bite of food. "
2554 "H<To prevent you from starving, you ate some random item from your backpack.>");
2663 manual_apply (op, flesh, 0); 2555 manual_apply (op, flesh, 0);
2664 } 2556 }
2557
2558 // If player is still starving, alert him!
2559 if (op->stats.food < 0)
2560 op->failmsg ("You are starving! "
2561 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2562 }
2563
2564 if (op->stats.food < 0)
2665 } 2565 {
2666 2566 op->stats.hp += op->stats.food;
2667 while (op->stats.food < 0 && op->stats.hp >= 0) 2567 op->stats.food = 0;
2668 op->stats.food++, op->stats.hp--; 2568 }
2669 2569
2670 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2671 kill_player (op); 2571 kill_player (op);
2672 } 2572 }
2673} 2573}
2678 * file. 2578 * file.
2679 */ 2579 */
2680void 2580void
2681kill_player (object *op) 2581kill_player (object *op)
2682{ 2582{
2583 int x, y;
2683 char buf[MAX_BUF]; 2584 char buf[MAX_BUF];
2684 int x, y;
2685
2686 //int i;
2687 maptile *map; /* this is for resurrection */ 2585 maptile *map; /* this is for resurrection */
2688
2689 /* int z;
2690 int num_stats_lose;
2691 int lost_a_stat;
2692 int lose_this_stat;
2693 int this_stat; */
2694 int will_kill_again; 2586 int will_kill_again;
2695 archetype *at; 2587 archetype *at;
2696 object *tmp; 2588 object *tmp;
2697 2589
2698 if (save_life (op)) 2590 if (save_life (op))
2699 return; 2591 return;
2700
2701 2592
2702 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2593 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2703 * in cities ONLY!!! It is very important that this doesn't get abused. 2594 * in cities ONLY!!! It is very important that this doesn't get abused.
2704 * Look at op_on_battleground() for more info --AndreasV 2595 * Look at op_on_battleground() for more info --AndreasV
2705 */ 2596 */
2708 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2599 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2709 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2600 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2710 2601
2711 /* restore player */ 2602 /* restore player */
2712 at = archetype::find ("poisoning"); 2603 at = archetype::find ("poisoning");
2713 tmp = present_arch_in_ob (at, op); 2604 if (object *tmp = present_arch_in_ob (at, op))
2714 if (tmp)
2715 { 2605 {
2716 tmp->destroy (); 2606 tmp->destroy ();
2717 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2607 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2718 } 2608 }
2719 2609
2720 at = archetype::find ("confusion"); 2610 at = archetype::find ("confusion");
2721 tmp = present_arch_in_ob (at, op); 2611 if (object *tmp = present_arch_in_ob (at, op))
2722 if (tmp)
2723 { 2612 {
2724 tmp->destroy (); 2613 tmp->destroy ();
2725 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2726 } 2615 }
2727 2616
2728 cure_disease (op, 0); /* remove any disease */ 2617 cure_disease (op, 0, 0); /* remove any disease */
2729 op->stats.hp = op->stats.maxhp; 2618 op->stats.hp = op->stats.maxhp;
2730 if (op->stats.food <= 0) 2619 if (op->stats.food <= 0)
2731 op->stats.food = 999; 2620 op->stats.food = 999;
2732 2621
2733 /* create a bodypart-trophy to make the winner happy */ 2622 /* create a bodypart-trophy to make the winner happy */
2734 tmp = arch_to_object (archetype::find ("finger")); 2623 if (object *tmp = arch_to_object (archetype::find ("finger")))
2735 if (tmp != NULL)
2736 { 2624 {
2737 sprintf (buf, "%s's finger", &op->name); 2625 tmp->name = format ("%s's finger" , &op->name);
2738 tmp->name = buf; 2626 tmp->name_pl = format ("%s's fingers", &op->name);
2739 sprintf (buf, " This finger has been cut off %s\n"
2740 " the %s, when he was defeated at\n level %d by %s.\n",
2741 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2742 tmp->msg = buf; 2627 tmp->msg = format (
2628 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2629 &op->name, op->contr->title,
2630 (int)op->level,
2631 op->contr->killer_name ()
2632 );
2743 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2633 tmp->value = 0, tmp->type = 0;
2744 tmp->materialname = NULL; 2634 tmp->materialname = "organics";
2745 tmp->x = op->x, tmp->y = op->y; 2635 tmp->insert_at (op, tmp);
2746 insert_ob_in_map (tmp, op->map, op, 0);
2747 } 2636 }
2748 2637
2749 /* teleport defeated player to new destination */ 2638 /* teleport defeated player to new destination */
2750 transfer_ob (op, x, y, 0, NULL); 2639 transfer_ob (op, x, y, 0, NULL);
2751 op->contr->braced = 0; 2640 op->contr->braced = 0;
2756 2645
2757 command_kill_pets (op, 0); 2646 command_kill_pets (op, 0);
2758 2647
2759 if (op->stats.food < 0) 2648 if (op->stats.food < 0)
2760 { 2649 {
2761 if (op->contr->explore) 2650 op->contr->killer = archetype::get ("killer_starvation");
2762 { 2651 op->contr->killer->destroy ();
2763 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2764 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2765 op->stats.food = 999;
2766 return;
2767 }
2768 sprintf (buf, "%s starved to death.", &op->name);
2769 strcpy (op->contr->killer, "starvation");
2770 }
2771 else
2772 { 2652 }
2773 if (op->contr->explore) 2653
2774 { 2654 op->contr->play_sound (sound_find ("player_dies"));
2775 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2776 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2777 op->stats.hp = op->stats.maxhp;
2778 return;
2779 }
2780 sprintf (buf, "%s died.", &op->name);
2781 }
2782 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2783 2655
2784 /* save the map location for corpse, gravestone */ 2656 /* save the map location for corpse, gravestone */
2785 x = op->x; 2657 x = op->x;
2786 y = op->y; 2658 y = op->y;
2787 map = op->map; 2659 map = op->map;
2788
2789 2660
2790 /* NOT_PERMADEATH code. This basically brings the character back to 2661 /* NOT_PERMADEATH code. This basically brings the character back to
2791 * life if they are dead - it takes some exp and a random stat. 2662 * life if they are dead - it takes some exp and a random stat.
2792 * See the config.h file for a little more in depth detail about this. 2663 * See the config.h file for a little more in depth detail about this.
2793 */ 2664 */
2810 num_stats_lose = 1; 2681 num_stats_lose = 1;
2811 else 2682 else
2812 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2683 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2813 } 2684 }
2814 else 2685 else
2815 {
2816 num_stats_lose = 1; 2686 num_stats_lose = 1;
2817 } 2687
2818 lost_a_stat = 0; 2688 lost_a_stat = 0;
2819 2689
2820 for (z = 0; z < num_stats_lose; z++) 2690 for (z = 0; z < num_stats_lose; z++)
2821 { 2691 {
2822 i = RANDOM () % NUM_STATS; 2692 i = RANDOM () % NUM_STATS;
2896 lost_a_stat = 1; 2766 lost_a_stat = 1;
2897 } 2767 }
2898 } 2768 }
2899 } 2769 }
2900 } 2770 }
2771
2901 /* If no stat lost, tell the player. */ 2772 /* If no stat lost, tell the player. */
2902 if (!lost_a_stat) 2773 if (!lost_a_stat)
2903 { 2774 {
2904 /* determine_god() seems to not work sometimes... why is this? 2775 /* determine_god() seems to not work sometimes... why is this?
2905 Should I be using something else? GD */ 2776 Should I be using something else? GD */
2909 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2780 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2910 else 2781 else
2911 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2782 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2912 } 2783 }
2913#else 2784#else
2914 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2915#endif 2786#endif
2916 2787
2917 /* Put a gravestone up where the character 'almost' died. List the 2788 /* Put a gravestone up where the character 'almost' died. List the
2918 * exp loss on the stone. 2789 * exp loss on the stone.
2919 */ 2790 */
2920 tmp = arch_to_object (archetype::find ("gravestone")); 2791 tmp = arch_to_object (archetype::find ("gravestone"));
2921 sprintf (buf, "%s's gravestone", &op->name); 2792 tmp->name = format ("%s's gravestone", &op->name);
2922 tmp->name = buf; 2793 tmp->name_pl = format ("%s's gravestones", &op->name);
2923 sprintf (buf, "%s's gravestones", &op->name);
2924 tmp->name_pl = buf;
2925 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2794 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2926 tmp->msg = buf;
2927 tmp->x = op->x, tmp->y = op->y; 2795 tmp->x = op->x, tmp->y = op->y;
2928 insert_ob_in_map (tmp, op->map, NULL, 0); 2796 insert_ob_in_map (tmp, op->map, NULL, 0);
2929 2797
2930 /**************************************/ 2798 /**************************************/
2931 /* */ 2799 /* */
2952 { 2820 {
2953 tmp->destroy (); 2821 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2955 } 2823 }
2956 2824
2957 cure_disease (op, 0); /* remove any disease */ 2825 cure_disease (op, 0, 0); /* remove any disease */
2826
2827 // remove all spell effects that are active
2828 // to avoid long-term effects such as word-of-recall
2829 for (object *item = op->inv; item; )
2830 {
2831 object *next = item->below;
2832
2833 if (item->type == SPELL_EFFECT && item->active)
2834 item->destroy ();
2835
2836 item = next;
2837 }
2958 2838
2959 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
2960 apply_death_exp_penalty (op); 2840 apply_death_exp_penalty (op);
2841
2961 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2962 op->stats.food = 900; 2843 op->stats.food = 900;
2844
2963 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2964 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2965 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2966 2848
2967 /* 2849 /*
2968 * Check to see if the player is in a shop. IF so, then check to see if
2969 * the player has any unpaid items. If so, remove them and put them back 2850 * Check to see if the player has any unpaid items. If so, remove them
2970 * in the map. 2851 * and put them back in the map.
2971 */ 2852 */
2972 2853 op->drop_unpaid_items ();
2973 if (is_in_shop (op))
2974 remove_unpaid_objects (op->inv, op);
2975 2854
2976 /****************************************/ 2855 /****************************************/
2977 /* */ 2856 /* */
2978 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2979 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2980 /* */ 2859 /* */
2981 /****************************************/ 2860 /****************************************/
2982 2861
2983 enter_player_savebed (op); 2862 enter_player_savebed (op);
2984 2863
2985 /* Save the player before inserting the force to reduce
2986 * chance of abuse.
2987 */
2988 op->contr->braced = 0; 2864 op->contr->braced = 0;
2989 op->contr->save ();
2990 2865
2991 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
2992 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
2993 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
2994 * on the space that might harm the player. 2869 * on the space that might harm the player.
3003 object *force; 2878 object *force;
3004 int at; 2879 int at;
3005 2880
3006 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
3007 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
3008 force->speed = 0.1; 2883 force->speed = 0.1f;
3009 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
3010 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
3011 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
3012 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
3013 force->resist[at] = 100; 2888 force->resist[at] = 100;
3014 2889
3023void 2898void
3024loot_object (object *op) 2899loot_object (object *op)
3025{ /* Grab and destroy some treasure */ 2900{ /* Grab and destroy some treasure */
3026 object *tmp, *tmp2, *next; 2901 object *tmp, *tmp2, *next;
3027 2902
3028 if (op->container) 2903 op->close_container (); /* close open sack first */
3029 esrv_apply_container (op, op->container); /* close open sack first */
3030 2904
3031 for (tmp = op->inv; tmp; tmp = next) 2905 for (tmp = op->inv; tmp; tmp = next)
3032 { 2906 {
3033 next = tmp->below; 2907 next = tmp->below;
3034 2908
3035 if (tmp->invisible) 2909 if (tmp->invisible)
3036 continue; 2910 continue;
3037 2911
3038 tmp->remove (); 2912 tmp->remove ();
3039 tmp->x = op->x, tmp->y = op->y; 2913 tmp->x = op->x, tmp->y = op->y;
2914
3040 if (tmp->type == CONTAINER) 2915 if (tmp->type == CONTAINER)
3041 { /* empty container to ground */ 2916 loot_object (tmp); /* empty container to ground */
3042 loot_object (tmp); 2917
3043 }
3044 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3045 { 2919 {
3046 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
3047 { 2921 {
3048 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp->decrease (rndm (1, tmp->nrof - 1));
3049 tmp2->destroy ();
3050 insert_ob_in_map (tmp, op->map, NULL, 0); 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
3051 } 2924 }
3052 else 2925 else
3053 tmp->destroy (); 2926 tmp->destroy ();
3054 } 2927 }
3060/* 2933/*
3061 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3062 * what needs to be fixed. Refresh windows and fix speed if anything 2935 * what needs to be fixed. Refresh windows and fix speed if anything
3063 * was changed. 2936 * was changed.
3064 */ 2937 */
3065
3066void 2938void
3067fix_weight (void) 2939fix_weight (void)
3068{ 2940{
3069 for_all_players (pl) 2941 for_all_players (pl)
3070 { 2942 {
3071 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2943 sint32 old = pl->ob->carrying;
3072 2944
3073 if (old == sum) 2945 pl->ob->update_weight ();
3074 continue; 2946
2947 if (old != pl->ob->carrying)
2948 {
3075 pl->ob->update_stats (); 2949 pl->ob->update_stats ();
3076 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2950 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2951 }
3077 } 2952 }
3078} 2953}
3079 2954
3080void 2955void
3081fix_luck (void) 2956fix_luck (void)
3125void 3000void
3126make_visible (object *op) 3001make_visible (object *op)
3127{ 3002{
3128 op->hide = 0; 3003 op->hide = 0;
3129 op->invisible = 0; 3004 op->invisible = 0;
3005
3130 if (op->type == PLAYER) 3006 if (op->type == PLAYER)
3131 { 3007 {
3132 op->contr->tmp_invis = 0; 3008 op->contr->tmp_invis = 0;
3133 op->contr->invis_race = 0; 3009 op->contr->invis_race = 0;
3134 } 3010 }
3011
3135 update_object (op, UP_OBJ_FACE); 3012 update_object (op, UP_OBJ_CHANGE);
3136} 3013}
3137 3014
3138int 3015int
3139is_true_undead (object *op) 3016is_true_undead (object *op)
3140{ 3017{
3141 object *tmp = NULL;
3142
3143 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3144 return 1; 3019 return 1;
3145 3020
3146 return 0; 3021 return 0;
3147} 3022}
3148 3023
3149/* look at the surrounding terrain to determine 3024/* look at the surrounding terrain to determine
3150 * the hideability of this object. Positive levels 3025 * the hideability of this object. Positive levels
3151 * indicate greater hideability. 3026 * indicate greater hideability.
3152 */ 3027 */
3153
3154int 3028int
3155hideability (object *ob) 3029hideability (object *ob)
3156{ 3030{
3157 int i, level = 0, mflag; 3031 int i, level = 0, mflag;
3158 sint16 x, y; 3032 sint16 x, y;
3168 * as bad as carrying a light on a pitch dark map */ 3042 * as bad as carrying a light on a pitch dark map */
3169 if (has_carried_lights (ob)) 3043 if (has_carried_lights (ob))
3170 level = -(10 + (2 * ob->map->darkness)); 3044 level = -(10 + (2 * ob->map->darkness));
3171 3045
3172 /* scan through all nearby squares for terrain to hide in */ 3046 /* scan through all nearby squares for terrain to hide in */
3173 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3047 for (i = 0, x = ob->x, y = ob->y;
3048 i <= SIZEOFFREE1;
3049 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3174 { 3050 {
3175 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3176 if (mflag & P_OUT_OF_MAP) 3052 if (mflag & P_OUT_OF_MAP)
3177 {
3178 continue; 3053 continue;
3179 } 3054
3180 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3055 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3181 level += 2; 3056 level += 2;
3182 else /* open terrain! */ 3057 else /* open terrain! */
3183 level -= 1; 3058 level -= 1;
3184 } 3059 }
3192/* For Hidden creatures - a chance of becoming 'unhidden' 3067/* For Hidden creatures - a chance of becoming 'unhidden'
3193 * every time they move - as we subtract off 'invisibility' 3068 * every time they move - as we subtract off 'invisibility'
3194 * AND, for players, if they move into a ridiculously unhideable 3069 * AND, for players, if they move into a ridiculously unhideable
3195 * spot (surrounded by clear terrain in broad daylight). -b.t. 3070 * spot (surrounded by clear terrain in broad daylight). -b.t.
3196 */ 3071 */
3197
3198void 3072void
3199do_hidden_move (object *op) 3073do_hidden_move (object *op)
3200{ 3074{
3201 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3075 int hide = 0;
3202 object *skop;
3203 3076
3204 if (!op || !op->map) 3077 if (!op || !op->map)
3205 return; 3078 return;
3206 3079
3207 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3080 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3081 int num = random_roll (0, 19, op, PREFER_LOW);
3208 3082
3209 /* its *extremely* hard to run and sneak/hide at the same time! */ 3083 /* its *extremely* hard to run and sneak/hide at the same time! */
3210 if (op->type == PLAYER && op->contr->run_on) 3084 if (op->type == PLAYER && op->contr->run_on)
3211 {
3212 if (!skop || num >= skop->level) 3085 if (!skop || num >= skop->level)
3213 { 3086 {
3214 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3087 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3215 make_visible (op); 3088 make_visible (op);
3216 return; 3089 return;
3217 } 3090 }
3218 else 3091 else
3219 num += 20; 3092 num += 20;
3220 } 3093
3221 num += op->map->difficulty; 3094 num += op->map->difficulty;
3222 hide = hideability (op); /* modify by terrain hidden level */ 3095 hide = hideability (op); /* modify by terrain hidden level */
3223 num -= hide; 3096 num -= hide;
3097
3224 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3098 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3225 { 3099 {
3226 make_visible (op); 3100 make_visible (op);
3101
3227 if (op->type == PLAYER) 3102 if (op->type == PLAYER)
3228 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3103 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3229 } 3104 }
3230 else if (op->type == PLAYER && skop) 3105 else if (op->type == PLAYER && skop)
3231 {
3232 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3106 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3233 }
3234} 3107}
3235 3108
3236/* determine if who is standing near a hostile creature. */ 3109/* determine if who is standing near a hostile creature. */
3237 3110
3238int 3111int
3286 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3287 * but we dont worry if the object isnt the top one in 3160 * but we dont worry if the object isnt the top one in
3288 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3289 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3290 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3291 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3292 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3293 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3294 * for them to differ. Sigh, this fctn could get a bit more complex. 3167 * for them to differ. Sigh, this fctn could get a bit more complex.
3295 * -b.t. 3168 * -b.t.
3296 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3297 */ 3170 */
3298
3299int 3171int
3300player_can_view (object *pl, object *op) 3172player_can_view (object *pl, object *op)
3301{ 3173{
3302 rv_vector rv; 3174 rv_vector rv;
3303 int dx, dy; 3175 int dx, dy;
3305 if (pl->type != PLAYER) 3177 if (pl->type != PLAYER)
3306 { 3178 {
3307 LOG (llevError, "player_can_view() called for non-player object\n"); 3179 LOG (llevError, "player_can_view() called for non-player object\n");
3308 return -1; 3180 return -1;
3309 } 3181 }
3182
3310 if (!pl || !op) 3183 if (!pl || !op)
3311 return 0; 3184 return 0;
3312 3185
3313 if (op->head)
3314 {
3315 op = op->head; 3186 op = op->head_ ();
3316 } 3187
3317 get_rangevector (pl, op, &rv, 0x1); 3188 get_rangevector (pl, op, &rv, 0x1);
3318 3189
3319 /* starting with the 'head' part, lets loop 3190 /* starting with the 'head' part, lets loop
3320 * through the object and find if it has any 3191 * through the object and find if it has any
3321 * part that is in the los array but isnt on 3192 * part that is in the los array but isn't on
3322 * a blocked los square. 3193 * a blocked los square.
3323 * we use the archetype to figure out offsets. 3194 * we use the archetype to figure out offsets.
3324 */ 3195 */
3325 while (op) 3196 while (op)
3326 { 3197 {
3327 dx = rv.distance_x + op->arch->clone.x; 3198 dx = rv.distance_x + op->arch->x;
3328 dy = rv.distance_y + op->arch->clone.y; 3199 dy = rv.distance_y + op->arch->y;
3329 3200
3330 /* only the viewable area the player sees is updated by LOS 3201 /* only the viewable area the player sees is updated by LOS
3331 * code, so we need to restrict ourselves to that range of values 3202 * code, so we need to restrict ourselves to that range of values
3332 * for any meaningful values. 3203 * for any meaningful values.
3333 */ 3204 */
3334 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3335 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3336 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3337 return 1; 3208 return 1;
3209
3338 op = op->more; 3210 op = op->more;
3339 } 3211 }
3212
3340 return 0; 3213 return 0;
3341} 3214}
3342 3215
3343/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3344 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3347 * return 0. 3220 * return 0.
3348 */ 3221 */
3349int 3222int
3350action_makes_visible (object *op) 3223action_makes_visible (object *op)
3351{ 3224{
3352
3353 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3354 { 3226 {
3355 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3356 return 0; 3228 return 0;
3357 3229
3363 { 3235 {
3364 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3365 return 1; 3237 return 1;
3366 } 3238 }
3367 } 3239 }
3240
3368 return 0; 3241 return 0;
3369} 3242}
3370 3243
3371/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3372 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3377 * Default is to do the same as before, so only people wanting to have different points need worry about this 3250 * Default is to do the same as before, so only people wanting to have different points need worry about this
3378 */ 3251 */
3379int 3252int
3380op_on_battleground (object *op, int *x, int *y) 3253op_on_battleground (object *op, int *x, int *y)
3381{ 3254{
3382 object *tmp;
3383
3384 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3385 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3256 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3386 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3387 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3388 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3389 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3390 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3391 { 3262 {
3392 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3393 { 3264 {
3394 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3395 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3266 && tmp->type == BATTLEGROUND
3267 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp))
3396 { 3269 {
3397 /*before we assign the exit, check if this is a teambattle */ 3270 /* before we assign the exit, check if this is a teambattle */
3398 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3399 { 3272 {
3400 object *invtmp;
3401
3402 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3403 { 3274 {
3404 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3405 { 3276 {
3406 if (x != NULL && y != NULL) 3277 if (x && y)
3407 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3408 return 1; 3280 return 1;
3409 } 3281 }
3410 } 3282 }
3411 } 3283 }
3284
3412 if (x != NULL && y != NULL) 3285 if (x && y)
3413 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3414 return 1; 3288 return 1;
3415 } 3289 }
3416 } 3290 }
3417 } 3291 }
3292
3418 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3419 return 0; 3294 return 0;
3420} 3295}
3421 3296
3422/* 3297/*
3438 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3439 int i = 0, j = 0; 3314 int i = 0, j = 0;
3440 3315
3441 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3442 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3443 trlist = find_treasurelist ("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3444 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3445 trlist = find_treasurelist ("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3446 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3447 trlist = find_treasurelist ("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3448 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3449 trlist = find_treasurelist ("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3450 3325
3451 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3452 return; 3327 return;
3453 3328
3454 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3329 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3455 3330
3456 if (tr == NULL || tr->item == NULL) 3331 if (!tr || !tr->item)
3457 { 3332 {
3458 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3459 return; 3334 return;
3460 } 3335 }
3461 3336
3462 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3463 item = &(tr->item->clone); 3338 item = tr->item;
3464 3339
3465 if (item->type == SPELL) 3340 if (item->type == SPELL)
3466 { 3341 {
3467 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3468 return; 3343 return;
3527 { 3402 {
3528 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3529 object *skin; 3404 object *skin;
3530 3405
3531 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3532 shstr_cmp dragon_skin_force ("dragon_skin_force");
3533 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3407 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3534 ; 3408 ;
3535 3409
3536 if (!skin) 3410 if (!skin)
3537 return; 3411 return;
3538 3412
3573 else 3447 else
3574 { 3448 {
3575 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3576 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3577 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3451 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3578 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3579 if (who->type == PLAYER)
3580 esrv_send_item (who, tmp);
3581 } 3453 }
3582} 3454}
3583 3455
3584/** 3456/**
3585 * Unready an object for a player. This function does nothing if the object was 3457 * Unready an object for a player. This function does nothing if the object was
3586 * not readied. 3458 * not readied.
3587 */ 3459 */
3588void 3460void
3589player_unready_range_ob (player *pl, object *ob) 3461player_unready_range_ob (player *pl, object *ob)
3590{ 3462{
3591 rangetype i; 3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3592 3465
3593 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3466 if (pl->combat_ob == ob)
3594 { 3467 pl->combat_ob = 0;
3468
3595 if (pl->ranges[i] == ob) 3469 if (pl->ranged_ob == ob)
3596 { 3470 pl->ranged_ob = 0;
3597 pl->ranges[i] = NULL;
3598 if (pl->shoottype == i)
3599 {
3600 pl->shoottype = range_none;
3601 }
3602 }
3603 }
3604} 3471}
3472
3473sint8
3474player::visibility_at (maptile *map, int x, int y) const
3475{
3476 if (!ns)
3477 return 0;
3478
3479 int dx, dy;
3480 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3481 return 0;
3482
3483 x += dx - ns->current_x + ns->mapx / 2;
3484 y += dy - ns->current_y + ns->mapy / 2;
3485
3486 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3487 return 0;
3488
3489 return 100 - blocked_los [x][y];
3490}
3491
3492void
3493player::infobox (const char *title, const char *msg, int color)
3494{
3495 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3496}
3497
3498void
3499player::statusmsg (const char *msg, int color)
3500{
3501 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3502}
3503
3504void
3505player::failmsg (const char *msg, int color)
3506{
3507 play_sound (sound_find ("generic_failure"));
3508 statusmsg (msg, color);
3509}
3510

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