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Comparing deliantra/server/server/player.C (file contents):
Revision 1.70 by root, Tue Dec 26 20:04:09 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 ob->set_speed (ob->speed);
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);
250} 260}
251 261
252void 262void
253player::disconnect () 263player::disconnect ()
254{ 264{
255 //TODO: don't be so harsh and destroy :) 265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
256 if (ns) 271 if (ns)
257 destroy (); 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 ();
258} 286}
259 287
260// the need for this function can be explained 288// the need for this function can be explained
261// by load_object not returning the object 289// by load_object not returning the object
262void 290void
263player::set_object (object *op) 291player::set_object (object *op)
264{ 292{
265 ob = op; 293 ob = observe = op;
266 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
267 295
296 ob->speed = 1.0f;
268 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
269 ob->speed = 1.0; 298
270 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273 300
274 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;
275 304
276 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;
277} 334}
278 335
279player::player () 336player::player ()
280{ 337{
281 /* There are some elements we want initialized to non zero value - 338 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 339 * we deal with that below this point.
283 */ 340 */
284 outputs_sync = 16; /* Every 2 seconds */ 341 outputs_sync = 4;
285 outputs_count = 8; /* Keeps present behaviour */ 342 outputs_count = 4;
286 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
287 344
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
289 346
290 gen_sp_armour = 10; 347 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal; 348 bowtype = bow_normal;
294 petmode = pet_normal; 349 petmode = pet_normal;
295 listening = 10; 350 listening = 10;
296 usekeys = containers; 351 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
299 do_los = 1; 353 do_los = 1;
300 354
301 /* we need to clear these to -1 and not zero - otherwise, 355 weapon_sp = 1.0f;
302 * if a player quits and starts a new character, we wont 356 weapon_sp_left = 0.5f;
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 357}
315 358
316void 359void
317player::do_destroy () 360player::do_destroy ()
318{ 361{
362 disconnect ();
363
319 attachable::do_destroy (); 364 attachable::do_destroy ();
320
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345 365
346 if (ob) 366 if (ob)
347 { 367 {
348 ob->destroy_inv (false); 368 ob->destroy_inv (false);
349 ob->destroy (); 369 ob->destroy ();
350 } 370 }
351 371
352 if (ns) 372 ob = observe = 0;
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 }
361} 373}
362 374
363player::~player () 375player::~player ()
364{ 376{
365 /* Clear item stack */ 377 /* Clear item stack */
374player::create () 386player::create ()
375{ 387{
376 player *pl = new player; 388 player *pl = new player;
377 389
378 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);
379 397
380 return pl; 398 return pl;
381} 399}
382 400
383/* 401/*
386 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
387 */ 405 */
388archetype * 406archetype *
389get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
390{ 408{
391 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);
392 416
393 for (;;) 417 for (;;)
394 { 418 {
395 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
396 at = first_archetype; 420 i = archetypes.begin ();
397 else 421 else if (*i == at)
398 at = at->next; 422 cleanup ("not a single player archetype found");
399 423
400 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
401 return at; 425 return *i;
402
403 if (at == start)
404 {
405 LOG (llevError, "No Player archetypes\n");
406 exit (-1);
407 }
408 } 426 }
409} 427}
410 428
411object * 429object *
412get_nearest_player (object *mon) 430get_nearest_player (object *mon)
414 object *op = NULL; 432 object *op = NULL;
415 objectlink *ol; 433 objectlink *ol;
416 unsigned lastdist; 434 unsigned lastdist;
417 rv_vector rv; 435 rv_vector rv;
418 436
419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
420 { 438 {
421 /* We should not find free objects on this friendly list, but it
422 * does periodically happen. Given that, lets deal with it.
423 * While unlikely, it is possible the next object on the friendly
424 * list is also free, so encapsulate this in a while loop.
425 */
426 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
427 {
428 object *tmp = ol->ob;
429
430 /* Can't do much more other than log the fact, because the object
431 * itself will have been cleared.
432 */
433 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
434 ol = ol->next;
435 remove_friendly_object (tmp);
436 if (!ol)
437 return op;
438 }
439
440 /* Remove special check for player from this. First, it looks to cause
441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
442 * complicated method of state checking would be needed in any case -
443 * as it was, a clever player could type quit, and the function would
444 * skip them over while waiting for confirmation. Remove
445 * on_same_map check, as can_detect_enemy also does this
446 */
447 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
448 continue; 440 continue;
449 441
450 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
451 { 443 {
527 x = mon->x; 519 x = mon->x;
528 y = mon->y; 520 y = mon->y;
529 m = mon->map; 521 m = mon->map;
530 dir = rv.direction; 522 dir = rv.direction;
531 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 */
532 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
533 /* 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. */
534 if (diff > max) 527 if (diff > max)
535 return 0; 528 return 0;
529
536 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
537 { 531 {
538 lastx = x; 532 lastx = x;
539 lasty = y; 533 lasty = y;
540 lastmap = m; 534 lastmap = m;
622 max--; 616 max--;
623 lastdir = dir; 617 lastdir = dir;
624 if (!firstdir) 618 if (!firstdir)
625 firstdir = dir; 619 firstdir = dir;
626 } 620 }
621
627 if (diff <= 1) 622 if (diff <= 1)
628 { 623 {
629 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 625 * headed toward player for entire distance.
631 */ 626 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 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));
634 } 629 }
630
635 if (diff > max) 631 if (diff > max)
636 return 0; 632 return 0;
637 } 633 }
634
638 /* 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 */
639 if (!max) 636 if (!max)
640 return 0; 637 return 0;
641 638
642 return firstdir; 639 return firstdir;
643} 640}
644 641
645void 642void
646give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
647{ 644{
648 object *op, *next = NULL;
649
650 if (pl->randomitems != NULL) 645 if (pl->randomitems)
651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
652 647
653 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
654 { 649 {
655 next = op->below; 650 next = op->below;
656 651
657 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
658 * 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
663 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
664 * by this player due to race restrictions 659 * by this player due to race restrictions
665 */ 660 */
666 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
667 { 662 {
668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
669 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
670 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
671 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
672 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))
673 { 670 {
674 op->destroy (); 671 op->destroy ();
675 continue; 672 continue;
676 } 673 }
677 } 674 }
700 if (op->nrof > 1) 697 if (op->nrof > 1)
701 op->nrof = 1; 698 op->nrof = 1;
702 } 699 }
703 700
704 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
705 {
706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
707 }
708 703
709 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
710 * 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
711 * merged properly. 706 * merged properly.
712 */ 707 */
713 if (need_identify (op)) 708 if (need_identify (op))
714 { 709 {
715 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
716 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
717 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
718 } 713 }
714
719 if (op->type == SPELL) 715 if (op->type == SPELL)
720 { 716 {
721 op->destroy (); 717 op->destroy ();
722 continue; 718 continue;
723 } 719 }
725 { 721 {
726 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
727 op->stats.exp = 0; 723 op->stats.exp = 0;
728 op->level = 1; 724 op->level = 1;
729 } 725 }
730 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
731 else
732 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
733 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
734 729
735 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
736 link_player_skills (pl); 731 link_player_skills (pl);
756roll_stat (void) 751roll_stat (void)
757{ 752{
758 int a[4], i, j, k; 753 int a[4], i, j, k;
759 754
760 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
761 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
762 757
763 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k) 759 if (a[i] < k)
765 k = a[i], j = i; 760 k = a[i], j = i;
766 761
772} 767}
773 768
774void 769void
775object::roll_stats () 770object::roll_stats ()
776{ 771{
777 int statsort [7]; 772 int statsort [NUM_STATS];
778 773
779 for (;;) 774 for (;;)
780 { 775 {
781 int sum = 0; 776 int sum = 0;
782 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
784 779
785 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
786 break; 781 break;
787 } 782 }
788 783
789 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 786
787 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 789
800 stats.exp = 0; 790 stats.exp = 0;
801 stats.ac = 0; 791 stats.ac = 0;
802 792
803 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
815} 805}
816 806
817void 807void
818object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
819{ 809{
820 int tmp = get_attr_value (&contr->orig_stats, a); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 811
812 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 813 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 814
832 //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,
833 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
834 stats.ac = 0; 817 stats.ac = 0;
835 818
847 contr->levsp[1] = 6; 830 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3; 831 contr->levgrace[1] = 3;
849 832
850 contr->orig_stats = stats; 833 contr->orig_stats = stats;
851 } 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);
852} 844}
853 845
854/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
855 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
856 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
857 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
858 * not the class. 850 * not the class.
859 */ 851 */
860int 852void
861key_change_class (object *op, char key) 853player::chargen_race_done ()
862{ 854{
863 int tmp_loop;
864
865 if (key == 'd' || key == 'D')
866 {
867 char buf[MAX_BUF];
868
869 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
870 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr);
871 857
872 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
873 if (tl) 859 if (tl)
874 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
875 861
876 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
877 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
878 864
879 op->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
880 866
881 if (op->msg) 867 if (ob->msg)
882 op->msg = NULL; 868 ob->msg = 0;
883 869
884 /* We create this now because some of the unique maps will need it
885 * to save here.
886 */
887 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
888 make_path_to_file (buf);
889
890#ifdef AUTOSAVE
891 op->contr->last_save_tick = pticks;
892#endif
893 start_info (op); 870 start_info (ob);
894 CLEAR_FLAG (op, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
895 give_initial_items (op, op->randomitems); 872 give_initial_items (ob, ob->randomitems);
896 link_player_skills (op); 873 link_player_skills (ob);
897 esrv_send_inventory (op, op); 874 esrv_send_inventory (ob, ob);
898 op->update_stats (); 875 ob->update_stats ();
899 876
900 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
901 * is one for this race 878 * is one for this race
902 */ 879 */
903 if (*first_map_ext_path) 880 if (*first_map_ext_path)
904 { 881 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
905 object *tmp;
906 char mapname[MAX_BUF];
907
908 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
909 tmp = object::create ();
910 EXIT_PATH (tmp) = mapname;
911 EXIT_X (tmp) = op->x;
912 EXIT_Y (tmp) = op->y;
913 enter_exit (op, tmp); /* we don't really care if it succeeded;
914 * if the map isn't there, then stay on the
915 * default initial map */
916 tmp->destroy ();
917 }
918 else 882 else
919 LOG (llevDebug, "first_map_ext_path not set\n"); 883 LOG (llevDebug, "first_map_ext_path not set\n");
884}
920 885
921 return 0; 886void
922 } 887player::chargen_race_next ()
923 888{
924 /* Following actually changes the race - this is the default command 889 /* Following actually changes the race - this is the default command
925 * if we don't match with one of the options above. 890 * if we don't match with one of the options above.
926 */ 891 */
927 892
928 tmp_loop = 0; 893 do
929 while (!tmp_loop)
930 { 894 {
931 shstr name = op->name; 895 shstr name = ob->name;
932 int x = op->x, y = op->y; 896 int x = ob->x, y = ob->y;
933 897
934 op->remove_statbonus (); 898 ob->remove_statbonus ();
935 op->remove (); 899 ob->remove ();
936 op->arch = get_player_archetype (op->arch); 900 ob->arch = get_player_archetype (ob->arch);
937 op->arch->clone.copy_to (op); 901 ob->arch->copy_to (ob);
938 op->instantiate (); 902 ob->instantiate ();
939 op->stats = op->contr->orig_stats; 903 ob->stats = ob->contr->orig_stats;
940 op->name = op->name_pl = name; 904 ob->name = ob->name_pl = name;
941 op->x = x; 905 ob->x = x;
942 op->y = y; 906 ob->y = y;
943 SET_ANIMATION (op, 2); /* So player faces south */ 907 SET_ANIMATION (ob, 2); /* So player faces south */
944 insert_ob_in_map (op, op->map, op, 0); 908 insert_ob_in_map (ob, ob->map, ob, 0);
945 assign (op->contr->title, op->arch->clone.name); 909 assign (ob->contr->title, ob->arch->object::name);
946 op->add_statbonus (); 910 ob->add_statbonus ();
947 tmp_loop = allowed_class (op);
948 } 911 }
912 while (!allowed_class (ob));
949 913
950 update_object (op, UP_OBJ_FACE); 914 update_object (ob, UP_OBJ_FACE);
951 esrv_update_item (UPD_FACE, op, op); 915 esrv_update_item (UPD_FACE, ob, ob);
952 op->update_stats (); 916 ob->update_stats ();
953 op->stats.hp = op->stats.maxhp; 917 ob->stats.hp = ob->stats.maxhp;
954 op->stats.sp = op->stats.maxsp; 918 ob->stats.sp = ob->stats.maxsp;
955 op->stats.grace = 0; 919 ob->stats.grace = 0;
956
957 if (op->msg)
958 new_draw_info (NDI_BLUE, 0, op, op->msg);
959
960 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
961 return 0;
962}
963
964int
965key_confirm_quit (object *op, char key)
966{
967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
968 {
969 op->contr->ns->state = ST_PLAYING;
970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
971 return 1;
972 }
973
974 INVOKE_PLAYER (LOGOUT, op->contr);
975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
978
979 terminate_all_pets (op);
980 leave_map (op);
981 op->direction = 0;
982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
983
984 strcpy (op->contr->killer, "quit");
985 check_score (op);
986 op->contr->party = 0;
987 op->contr->own_title[0] = '\0';
988
989 object_ptr ob = op;
990
991 /* We need to hunt for any per player unique maps in memory and
992 * get rid of them. The trailing slash in the path is intentional,
993 * so that players named 'Ab' won't match against players 'Abe' pathname
994 */
995 char buf[MAX_BUF];
996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
997
998 for (maptile *next, *mp = first_map; mp; mp = next)
999 {
1000 next = mp->next;
1001
1002 if (!strncmp (mp->path, buf, strlen (buf)))
1003 delete_map (mp);
1004 }
1005
1006 delete_character (ob->name, 1);
1007 ob->contr->destroy ();
1008
1009 return 1;
1010} 920}
1011 921
1012void 922void
1013flee_player (object *op) 923flee_player (object *op)
1014{ 924{
1061 /* Cornered, get rid of scared */ 971 /* Cornered, get rid of scared */
1062 CLEAR_FLAG (op, FLAG_SCARED); 972 CLEAR_FLAG (op, FLAG_SCARED);
1063 op->enemy = NULL; 973 op->enemy = NULL;
1064} 974}
1065 975
1066
1067/* 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.
1068 * 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
1069 * stop. 978 * stop.
1070 */ 979 */
1071int 980int
1072check_pick (object *op) 981check_pick (object *op)
1073{ 982{
1074 object *tmp, *next; 983 object *tmp, *next;
1075 int stop = 0; 984 int stop = 0;
1076 int j, k, wvratio; 985 int wvratio;
1077 char putstring[128], tmpstr[16]; 986 char putstring[128];
1078 987
1079 /* if you're flying, you cna't pick up anything */ 988 /* if you're flying, you cna't pick up anything */
1080 if (op->move_type & MOVE_FLYING) 989 if (op->move_type & MOVE_FLYING)
1081 return 1; 990 return 1;
1082 991
1083 next = op->below; 992 next = op->below;
1084 993
994 int cnt = MAX_ITEM_PER_DROP;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996
1085 /* 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
1086 * destroyed */ 998 * destroyed */
1087 while (next && !next->destroyed ()) 999 while (next && !next->destroyed ())
1088 { 1000 {
1089 tmp = next; 1001 tmp = next;
1090 next = tmp->below; 1002 next = tmp->below;
1091 1003
1004 if (cnt <= 0)
1005 {
1006 op->failmsg ("Couldn't pickup all items at once.");
1007 return 0;
1008 }
1009
1092 if (op->destroyed ()) 1010 if (op->destroyed ())
1093 return 0; 1011 return 0;
1094 1012
1095 if (!can_pick (op, tmp)) 1013 if (!can_pick (op, tmp))
1096 continue; 1014 continue;
1097 1015
1098 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1099 { 1017 {
1100 if (item_matched_string (op, tmp, op->contr->search_str)) 1018 if (item_matched_string (op, tmp, op->contr->search_str))
1101 pick_up (op, tmp); 1019 CHK_PICK_PICKUP;
1102 continue; 1020 continue;
1103 } 1021 }
1104 1022
1105 /* high not bit set? We're using the old autopickup model */ 1023 /* high not bit set? We're using the old autopickup model */
1106 if (!(op->contr->mode & PU_NEWMODE)) 1024 if (!(op->contr->mode & PU_NEWMODE))
1108 switch (op->contr->mode) 1026 switch (op->contr->mode)
1109 { 1027 {
1110 case 0: 1028 case 0:
1111 return 1; /* don't pick up */ 1029 return 1; /* don't pick up */
1112 case 1: 1030 case 1:
1113 pick_up (op, tmp); 1031 CHK_PICK_PICKUP;
1114 return 1; 1032 return 1;
1115 case 2: 1033 case 2:
1116 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1117 return 0; 1035 return 0;
1118 case 3: 1036 case 3:
1119 return 0; /* stop before pickup */ 1037 return 0; /* stop before pickup */
1120 case 4: 1038 case 4:
1121 pick_up (op, tmp); 1039 CHK_PICK_PICKUP;
1122 break; 1040 break;
1123 case 5: 1041 case 5:
1124 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1125 stop = 1; 1043 stop = 1;
1126 break; 1044 break;
1127 case 6: 1045 case 6:
1128 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1129 pick_up (op, tmp); 1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1048 CHK_PICK_PICKUP;
1130 break; 1049 break;
1131 1050
1132 case 7: 1051 case 7:
1133 if (tmp->type == MONEY || tmp->type == GEM) 1052 if (tmp->type == MONEY || tmp->type == GEM)
1134 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1135 break; 1054 break;
1136 1055
1137 default: 1056 default:
1138 /* use value density */ 1057 /* use value density */
1139 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1140 && (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)
1141 pick_up (op, tmp); 1060 CHK_PICK_PICKUP;
1142 } 1061 }
1143 } 1062 }
1144 else 1063 else
1145 { /* old model */ 1064 { /* old model */
1146 /* NEW pickup handling */ 1065 /* NEW pickup handling */
1150 if (tmp->name != NULL) 1069 if (tmp->name != NULL)
1151 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1152 &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))));
1153 else 1072 else
1154 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1155 &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))));
1156 1075
1157 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1158 } 1077 }
1159 1078
1160 /* philosophy: 1079 /* philosophy:
1201 /* all food and drink if desired */ 1120 /* all food and drink if desired */
1202 /* question: don't pick up known-poisonous stuff? */ 1121 /* question: don't pick up known-poisonous stuff? */
1203 if (op->contr->mode & PU_FOOD) 1122 if (op->contr->mode & PU_FOOD)
1204 if (tmp->type == FOOD) 1123 if (tmp->type == FOOD)
1205 { 1124 {
1206 pick_up (op, tmp); 1125 CHK_PICK_PICKUP;
1207 continue; 1126 continue;
1208 } 1127 }
1209 1128
1210 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_DRINK)
1211 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)))
1212 { 1131 {
1213 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1214 continue; 1133 continue;
1215 } 1134 }
1216 1135
1217 if (op->contr->mode & PU_POTION) 1136 if (op->contr->mode & PU_POTION)
1218 if (tmp->type == POTION) 1137 if (tmp->type == POTION)
1219 { 1138 {
1220 pick_up (op, tmp); 1139 CHK_PICK_PICKUP;
1221 continue; 1140 continue;
1222 } 1141 }
1223 1142
1224 /* spellbooks, skillscrolls and normal books/scrolls */ 1143 /* spellbooks, skillscrolls and normal books/scrolls */
1225 if (op->contr->mode & PU_SPELLBOOK) 1144 if (op->contr->mode & PU_SPELLBOOK)
1226 if (tmp->type == SPELLBOOK) 1145 if (tmp->type == SPELLBOOK)
1227 { 1146 {
1228 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1229 continue; 1148 continue;
1230 } 1149 }
1231 1150
1232 if (op->contr->mode & PU_SKILLSCROLL) 1151 if (op->contr->mode & PU_SKILLSCROLL)
1233 if (tmp->type == SKILLSCROLL) 1152 if (tmp->type == SKILLSCROLL)
1234 { 1153 {
1235 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1236 continue; 1155 continue;
1237 } 1156 }
1238 1157
1239 if (op->contr->mode & PU_READABLES) 1158 if (op->contr->mode & PU_READABLES)
1240 if (tmp->type == BOOK || tmp->type == SCROLL) 1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1241 { 1160 {
1242 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1243 continue; 1162 continue;
1244 } 1163 }
1245 1164
1246 /* wands/staves/rods/horns */ 1165 /* wands/staves/rods/horns */
1247 if (op->contr->mode & PU_MAGIC_DEVICE) 1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1248 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1249 { 1168 {
1250 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1251 continue; 1170 continue;
1252 } 1171 }
1253 1172
1254 /* pick up all magical items */ 1173 /* pick up all magical items */
1255 if (op->contr->mode & PU_MAGICAL) 1174 if (op->contr->mode & PU_MAGICAL)
1256 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))
1257 { 1176 {
1258 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1259 continue; 1178 continue;
1260 } 1179 }
1261 1180
1262 if (op->contr->mode & PU_VALUABLES) 1181 if (op->contr->mode & PU_VALUABLES)
1263 { 1182 {
1264 if (tmp->type == MONEY || tmp->type == GEM) 1183 if (tmp->type == MONEY || tmp->type == GEM)
1265 { 1184 {
1266 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1267 continue; 1186 continue;
1268 } 1187 }
1269 } 1188 }
1270 1189
1271 /* rings & amulets - talismans seems to be typed AMULET */ 1190 /* rings & amulets - talismans seems to be typed AMULET */
1272 if (op->contr->mode & PU_JEWELS) 1191 if (op->contr->mode & PU_JEWELS)
1273 if (tmp->type == RING || tmp->type == AMULET) 1192 if (tmp->type == RING || tmp->type == AMULET)
1274 { 1193 {
1275 pick_up (op, tmp); 1194 CHK_PICK_PICKUP;
1276 continue; 1195 continue;
1277 } 1196 }
1278 1197
1279 /* we don't forget dragon food */ 1198 /* we don't forget dragon food */
1280 if (op->contr->mode & PU_FLESH) 1199 if (op->contr->mode & PU_FLESH)
1281 if (tmp->type == FLESH) 1200 if (tmp->type == FLESH)
1282 { 1201 {
1283 pick_up (op, tmp); 1202 CHK_PICK_PICKUP;
1284 continue; 1203 continue;
1285 } 1204 }
1286 1205
1287 /* bows and arrows. Bows are good for selling! */ 1206 /* bows and arrows. Bows are good for selling! */
1288 if (op->contr->mode & PU_BOW) 1207 if (op->contr->mode & PU_BOW)
1289 if (tmp->type == BOW) 1208 if (tmp->type == BOW)
1290 { 1209 {
1291 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1292 continue; 1211 continue;
1293 } 1212 }
1294 1213
1295 if (op->contr->mode & PU_ARROW) 1214 if (op->contr->mode & PU_ARROW)
1296 if (tmp->type == ARROW) 1215 if (tmp->type == ARROW)
1297 { 1216 {
1298 pick_up (op, tmp); 1217 CHK_PICK_PICKUP;
1299 continue; 1218 continue;
1300 } 1219 }
1301 1220
1302 /* all kinds of armor etc. */ 1221 /* all kinds of armor etc. */
1303 if (op->contr->mode & PU_ARMOUR) 1222 if (op->contr->mode & PU_ARMOUR)
1304 if (tmp->type == ARMOUR) 1223 if (tmp->type == ARMOUR)
1305 { 1224 {
1306 pick_up (op, tmp); 1225 CHK_PICK_PICKUP;
1307 continue; 1226 continue;
1308 } 1227 }
1309 1228
1310 if (op->contr->mode & PU_HELMET) 1229 if (op->contr->mode & PU_HELMET)
1311 if (tmp->type == HELMET) 1230 if (tmp->type == HELMET)
1312 { 1231 {
1313 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1314 continue; 1233 continue;
1315 } 1234 }
1316 1235
1317 if (op->contr->mode & PU_SHIELD) 1236 if (op->contr->mode & PU_SHIELD)
1318 if (tmp->type == SHIELD) 1237 if (tmp->type == SHIELD)
1319 { 1238 {
1320 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1321 continue; 1240 continue;
1322 } 1241 }
1323 1242
1324 if (op->contr->mode & PU_BOOTS) 1243 if (op->contr->mode & PU_BOOTS)
1325 if (tmp->type == BOOTS) 1244 if (tmp->type == BOOTS)
1326 { 1245 {
1327 pick_up (op, tmp); 1246 CHK_PICK_PICKUP;
1328 continue; 1247 continue;
1329 } 1248 }
1330 1249
1331 if (op->contr->mode & PU_GLOVES) 1250 if (op->contr->mode & PU_GLOVES)
1332 if (tmp->type == GLOVES) 1251 if (tmp->type == GLOVES)
1333 { 1252 {
1334 pick_up (op, tmp); 1253 CHK_PICK_PICKUP;
1335 continue; 1254 continue;
1336 } 1255 }
1337 1256
1338 if (op->contr->mode & PU_CLOAK) 1257 if (op->contr->mode & PU_CLOAK)
1339 if (tmp->type == CLOAK) 1258 if (tmp->type == CLOAK)
1340 { 1259 {
1341 pick_up (op, tmp); 1260 CHK_PICK_PICKUP;
1342 continue; 1261 continue;
1343 } 1262 }
1344 1263
1345 /* hoping to catch throwing daggers here */ 1264 /* hoping to catch throwing daggers here */
1346 if (op->contr->mode & PU_MISSILEWEAPON) 1265 if (op->contr->mode & PU_MISSILEWEAPON)
1347 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1348 { 1267 {
1349 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1350 continue; 1269 continue;
1351 } 1270 }
1352 1271
1353 /* careful: chairs and tables are weapons! */ 1272 /* careful: chairs and tables are weapons! */
1354 if (op->contr->mode & PU_ALLWEAPON) 1273 if (op->contr->mode & PU_ALLWEAPON)
1355 { 1274 {
1356 if (tmp->type == WEAPON && tmp->name != NULL) 1275 if (tmp->type == WEAPON && tmp->name != NULL)
1357 { 1276 {
1358 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 &&
1359 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1360 { 1279 {
1361 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1362 continue; 1281 continue;
1363 } 1282 }
1364 } 1283 }
1365 1284
1366 if (tmp->type == WEAPON && tmp->name == NULL) 1285 if (tmp->type == WEAPON && tmp->name == NULL)
1367 { 1286 {
1368 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)
1369 { 1288 {
1370 pick_up (op, tmp); 1289 CHK_PICK_PICKUP;
1371 continue; 1290 continue;
1372 } 1291 }
1373 } 1292 }
1374 } 1293 }
1375 1294
1376 /* misc stuff that's useful */ 1295 /* misc stuff that's useful */
1377 if (op->contr->mode & PU_KEY) 1296 if (op->contr->mode & PU_KEY)
1378 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1379 { 1298 {
1380 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1381 continue; 1300 continue;
1382 } 1301 }
1383 1302
1384 /* 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
1385 * pickups */ 1304 * pickups */
1390 /* >=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
1391 * and multiply them by 5, giving 0..15*5== 5..75 */ 1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1392 wvratio = (op->contr->mode & PU_RATIO) * 5; 1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1393 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)
1394 { 1313 {
1395 pick_up (op, tmp); 1314 CHK_PICK_PICKUP;
1396#if 0 1315#if 0
1397 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1398 if (tmp->name != NULL) 1317 if (tmp->name != NULL)
1399 { 1318 {
1400 fprintf (stderr, "%s", tmp->name); 1319 fprintf (stderr, "%s", tmp->name);
1401 } 1320 }
1402 else 1321 else
1403 fprintf (stderr, "%s", tmp->arch->name); 1322 fprintf (stderr, "%s", tmp->arch->archname);
1404 fprintf (stderr, ",%d] = ", tmp->type); 1323 fprintf (stderr, ",%d] = ", tmp->type);
1405 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))));
1406#endif 1325#endif
1407 continue; 1326 continue;
1408 } 1327 }
1419 * found object is returned. 1338 * found object is returned.
1420 */ 1339 */
1421object * 1340object *
1422find_arrow (object *op, const char *type) 1341find_arrow (object *op, const char *type)
1423{ 1342{
1424 object *tmp = NULL;
1425
1426 for (op = op->inv; op; op = op->below) 1343 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1427 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1428 tmp = find_arrow (op, type);
1429 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);
1430 return op; 1352 return arrow;
1353 }
1354
1431 return tmp; 1355 return 0;
1432} 1356}
1433 1357
1434/* 1358/*
1435 * 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
1436 * 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
1437 * 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
1438 * 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.
1439 */ 1363 */
1440
1441object * 1364object *
1442find_better_arrow (object *op, object *target, const char *type, int *better) 1365find_better_arrow (object *op, object *target, const char *type, int *better)
1443{ 1366{
1444 object *tmp = NULL, *arrow, *ntmp; 1367 object *tmp = NULL, *arrow, *ntmp;
1445 int attacknum, attacktype, betterby = 0, i; 1368 int attacknum, attacktype, betterby = 0, i;
1460 } 1383 }
1461 } 1384 }
1462 else if (arrow->type == ARROW && arrow->race == type) 1385 else if (arrow->type == ARROW && arrow->race == type)
1463 { 1386 {
1464 /* allways prefer assasination/slaying */ 1387 /* allways prefer assasination/slaying */
1465 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1466 { 1389 {
1467 if (arrow->attacktype & AT_DEATH) 1390 if (arrow->attacktype & AT_DEATH)
1468 { 1391 {
1469 *better = 100; 1392 *better = 100;
1470 return arrow; 1393 return arrow;
1478 else 1401 else
1479 { 1402 {
1480 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1403 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1481 { 1404 {
1482 attacktype = 1 << attacknum; 1405 attacktype = 1 << attacknum;
1483 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1406 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1484 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)
1485 { 1408 {
1486 tmp = arrow; 1409 tmp = arrow;
1487 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;
1488 } 1411 }
1489 } 1412 }
1490 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1491 { 1414 {
1492 tmp = arrow; 1415 tmp = arrow;
1498 betterby = 1 + arrow->magic + arrow->stats.dam; 1421 betterby = 1 + arrow->magic + arrow->stats.dam;
1499 } 1422 }
1500 } 1423 }
1501 } 1424 }
1502 } 1425 }
1426
1503 if (tmp == NULL && arrow == NULL) 1427 if (tmp == NULL && arrow == NULL)
1504 return find_arrow (op, type); 1428 return find_arrow (op, type);
1505 1429
1506 *better = betterby; 1430 *better = betterby;
1507 return tmp; 1431 return tmp;
1511 * find_better_arrow to find a decent arrow to use. 1435 * find_better_arrow to find a decent arrow to use.
1512 * op = the shooter 1436 * op = the shooter
1513 * type = bow->race 1437 * type = bow->race
1514 * dir = fire direction 1438 * dir = fire direction
1515 */ 1439 */
1516
1517object * 1440object *
1518pick_arrow_target (object *op, const char *type, int dir) 1441pick_arrow_target (object *op, const char *type, int dir)
1519{ 1442{
1520 object *tmp = NULL; 1443 object *tmp = NULL;
1521 maptile *m; 1444 maptile *m;
1586 */ 1509 */
1587int 1510int
1588fire_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)
1589{ 1512{
1590 object *left, *bow; 1513 object *left, *bow;
1591 int bowspeed, mflags; 1514 int mflags;
1592 maptile *m; 1515 maptile *m;
1593 1516
1594 if (!dir) 1517 if (!dir)
1595 { 1518 {
1596 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!");
1597 return 0; 1520 return 0;
1598 } 1521 }
1599 1522
1600 if (op->type == PLAYER) 1523 if (op->contr)
1601 bow = op->contr->ranges[range_bow]; 1524 bow = op->current_weapon;
1602 else 1525 else
1603 { 1526 {
1604 for (bow = op->inv; bow; bow = bow->below) 1527 for (bow = op->inv; bow; bow = bow->below)
1605 /* 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
1606 * 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.
1611 if (!bow) 1534 if (!bow)
1612 { 1535 {
1613 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1614 return 0; 1537 return 0;
1615 } 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
1616 } 1547 }
1617 1548
1618 if (!bow->race || !bow->skill) 1549 if (!bow->race || !bow->skill)
1619 { 1550 {
1620 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);
1621 return 0; 1552 return 0;
1622 } 1553 }
1623
1624 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1625
1626 /* penalize ROF for bestarrow */
1627 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1628 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1629
1630 if (bowspeed < 1)
1631 bowspeed = 1;
1632 1554
1633 if (arrow == NULL) 1555 if (arrow == NULL)
1634 { 1556 {
1635 if ((arrow = find_arrow (op, bow->race)) == NULL) 1557 if ((arrow = find_arrow (op, bow->race)) == NULL)
1636 { 1558 {
1637 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1638 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);
1639 /* 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 */
1640 else 1562 else
1641 CLEAR_FLAG (op, FLAG_READY_BOW); 1563 CLEAR_FLAG (op, FLAG_READY_BOW);
1564
1642 return 0; 1565 return 0;
1643 } 1566 }
1644 } 1567 }
1645 1568
1646 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1569 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1659 arrow->destroy (); 1582 arrow->destroy ();
1660 return 0; 1583 return 0;
1661 } 1584 }
1662 1585
1663 left = arrow; /* these are arrows left to the player */ 1586 left = arrow; /* these are arrows left to the player */
1664 arrow = get_split_ob (arrow, 1); 1587 arrow = arrow->split ();
1665 if (!arrow) 1588 if (!arrow)
1666 { 1589 {
1667 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);
1668 return 0; 1591 return 0;
1669 } 1592 }
1670 1593
1671 arrow->set_owner (op); 1594 arrow->set_owner (op);
1672 arrow->skill = bow->skill; 1595 arrow->skill = bow->skill;
1673 arrow->direction = dir; 1596 arrow->direction = dir;
1674 1597
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;
1630
1675 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1676 { 1632 {
1677 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1678 op->update_stats ();
1679 }
1680
1681 SET_ANIMATION (arrow, arrow->direction);
1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1683 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype;
1685 if (arrow->slaying != NULL)
1686 arrow->spellarg = strdup (arrow->slaying);
1687
1688 /* Note that this was different for monsters - they got their level
1689 * added to the damage. I think the strength bonus is more proper.
1690 */
1691
1692 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1693
1694 /* update the speed */
1695 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1697
1698 arrow->set_speed (max (arrow->speed, 1.0));
1699 arrow->speed_left = 0;
1700
1701 if (op->type == PLAYER)
1702 {
1703 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1704 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1705 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1706
1707 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;
1708 } 1640 }
1709 else 1641 else
1710 { 1642 {
1711 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1712 arrow->level = op->level; 1643 arrow->level = op->level;
1713 } 1644 arrow->stats.wc -= bow->magic;
1714 1645
1715 if (arrow->attacktype == AT_PHYSICAL) 1646 if (!arrow->slaying)
1647 arrow->slaying = bow->slaying;
1648
1716 arrow->attacktype |= bow->attacktype; 1649 arrow->attacktype |= bow->attacktype;
1650 }
1717 1651
1718 if (bow->slaying) 1652 wc -= arrow->level;
1719 arrow->slaying = bow->slaying; 1653 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1720 1654
1655 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1721 arrow->move_type = MOVE_FLY_LOW; 1656 arrow->move_type = MOVE_FLY_LOW;
1722 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1657 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1723 1658
1724 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1659 op->play_sound (sound_find ("fire_arrow"));
1725 m->insert (arrow, sx, sy, op); 1660 m->insert (arrow, sx, sy, op);
1726 1661
1727 if (!arrow->destroyed ()) 1662 if (!arrow->destroyed ())
1728 move_arrow (arrow); 1663 move_arrow (arrow);
1729
1730 if (op->type == PLAYER)
1731 {
1732 if (left->destroyed ())
1733 esrv_del_item (op->contr, left->count);
1734 else
1735 esrv_send_item (op, left);
1736 }
1737 1664
1738 return 1; 1665 return 1;
1739} 1666}
1740 1667
1741/* Special fire code for players - this takes into 1668/* Special fire code for players - this takes into
1750{ 1677{
1751 int ret = 0, wcmod = 0; 1678 int ret = 0, wcmod = 0;
1752 1679
1753 if (op->contr->bowtype == bow_bestarrow) 1680 if (op->contr->bowtype == bow_bestarrow)
1754 { 1681 {
1755 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);
1756 } 1683 }
1757 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)
1758 { 1685 {
1759 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1760 wcmod = -1; 1687 wcmod = -1;
1688
1761 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);
1762 } 1690 }
1763 else if (op->contr->bowtype == bow_threewide) 1691 else if (op->contr->bowtype == bow_threewide)
1764 { 1692 {
1765 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);
1769 else if (op->contr->bowtype == bow_spreadshot) 1697 else if (op->contr->bowtype == bow_spreadshot)
1770 { 1698 {
1771 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);
1772 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);
1773 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);
1774
1775 } 1702 }
1776 else 1703 else
1777 { 1704 {
1778 /* Simple case */ 1705 /* Simple case */
1779 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);
1780 } 1707 }
1708
1781 return ret; 1709 return ret;
1782} 1710}
1783
1784 1711
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1712/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1713 * Broken apart from 'fire' to keep it more readable.
1787 */ 1714 */
1788void 1715void
1789fire_misc_object (object *op, int dir) 1716fire_misc_object (object *op, int dir)
1790{ 1717{
1791 object *item; 1718 object *item = op->contr->ranged_ob;
1792 1719
1793 if (!op->contr->ranges[range_misc]) 1720 if (!item)
1794 { 1721 {
1795 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.");
1796 return; 1723 return;
1797 } 1724 }
1798 1725
1799 item = op->contr->ranges[range_misc];
1800 if (!item->inv) 1726 if (!item->inv)
1801 { 1727 {
1802 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1728 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1803 return; 1729 return;
1804 } 1730 }
1731
1732 if (!op->change_weapon (item))
1733 return;
1734
1805 if (item->type == WAND) 1735 if (item->type == WAND)
1806 { 1736 {
1807 if (item->stats.food <= 0) 1737 if (item->stats.food <= 0)
1808 { 1738 {
1809 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1739 op->contr->play_sound (sound_find ("wand_poof"));
1810 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
1811 return; 1742 return;
1812 } 1743 }
1813 } 1744 }
1814 else if (item->type == ROD || item->type == HORN) 1745 else if (item->type == ROD || item->type == HORN)
1815 { 1746 {
1816 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))
1817 { 1752 {
1818 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1753 op->contr->play_sound (sound_find ("wand_poof"));
1754
1819 if (item->type == ROD) 1755 if (item->type == ROD)
1820 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));
1821 else 1757 else
1822 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
1823 return; 1760 return;
1824 } 1761 }
1825 } 1762 }
1826 1763
1827 if (cast_spell (op, item, dir, item->inv, NULL)) 1764 if (cast_spell (op, item, dir, item->inv, NULL))
1834 object *tmp; 1771 object *tmp;
1835 1772
1836 if (item->arch) 1773 if (item->arch)
1837 { 1774 {
1838 CLEAR_FLAG (item, FLAG_ANIMATE); 1775 CLEAR_FLAG (item, FLAG_ANIMATE);
1839 item->face = item->arch->clone.face; 1776 item->face = item->arch->face;
1840 item->set_speed (0); 1777 item->set_speed (0);
1841 } 1778 }
1842 1779
1843 if ((tmp = item->in_player ())) 1780 if (object *pl = item->visible_to ())
1844 esrv_update_item (UPD_ANIM, tmp, item); 1781 esrv_update_item (UPD_ANIM, pl, item);
1845 } 1782 }
1846 } 1783 }
1847 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
1848 drain_rod_charge (item); 1785 drain_rod_charge (item);
1849 } 1786 }
1850} 1787}
1851 1788
1852/* Received a fire command for the player - go and do it. 1789/* Received a fire command for the player - go and do it.
1853 */ 1790 */
1854void 1791bool
1855fire (object *op, int dir) 1792fire (object *op, int dir)
1856{ 1793{
1857 int spellcost = 0; 1794 int spellcost = 0;
1858 1795
1859 /* check for loss of invisiblity/hide */ 1796 /* check for loss of invisiblity/hide */
1860 if (action_makes_visible (op)) 1797 if (action_makes_visible (op))
1861 make_visible (op); 1798 make_visible (op);
1862 1799
1863 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;
1864 { 1806 }
1865 case range_none:
1866 return;
1867 1807
1868 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:
1869 player_fire_bow (op, dir); 1824 player_fire_bow (op, dir);
1870 return; 1825 break;
1871 1826
1872 case range_magic: /* Casting spells */ 1827 case SPELL:
1873 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);
1874 return; 1829 break;
1875 1830
1876 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:
1877 fire_misc_object (op, dir); 1840 fire_misc_object (op, dir);
1878 return; 1841 break;
1879
1880 case range_golem: /* Control summoned monsters from scrolls */
1881 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1882 {
1883 op->contr->ranges[range_golem] = 0;
1884 op->contr->shoottype = range_none;
1885 }
1886 else
1887 control_golem (op->contr->ranges[range_golem], dir);
1888 return;
1889
1890 case range_skill:
1891 if (!op->chosen_skill)
1892 {
1893 if (op->type == PLAYER)
1894 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1895 return;
1896 }
1897 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1898 return;
1899 case range_builder:
1900 apply_map_builder (op, dir);
1901 return;
1902 default:
1903 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1904 return;
1905 } 1842 }
1906}
1907 1843
1908 1844 return true;
1845}
1909 1846
1910/* find_key 1847/* find_key
1911 * 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
1912 * and successfully use it, we return the key, otherwise NULL 1849 * and successfully use it, we return the key, otherwise NULL
1913 * This function merges both normal and locked door, since the logic 1850 * This function merges both normal and locked door, since the logic
1915 * pl is the player, 1852 * pl is the player,
1916 * inv is the objects inventory to searched 1853 * inv is the objects inventory to searched
1917 * door is the door we are trying to match against. 1854 * door is the door we are trying to match against.
1918 * This function can be called recursively to search containers. 1855 * This function can be called recursively to search containers.
1919 */ 1856 */
1920
1921object * 1857object *
1922find_key (object *pl, object *container, object *door) 1858find_key (object *pl, object *container, object *door)
1923{ 1859{
1924 object *tmp, *key; 1860 object *tmp, *key;
1925 1861
1926 /* Should not happen, but sanity checking is never bad */ 1862 /* Should not happen, but sanity checking is never bad */
1927 if (container->inv == NULL) 1863 if (!container->inv)
1928 return NULL; 1864 return 0;
1929 1865
1930 /* 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 */
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1867 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 { 1868 {
1933 if (door->type == DOOR && tmp->type == KEY) 1869 if (door->type == DOOR && tmp->type == KEY)
1934 break; 1870 break;
1935 /* For sanity, we should really check door type, but other stuff 1871 /* For sanity, we should really check door type, but other stuff
1936 * (like containers) can be locked with special keys 1872 * (like containers) can be locked with special keys
1937 */ 1873 */
1938 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1939 break; 1875 break;
1940 } 1876 }
1877
1941 /* No key found - lets search inventories now */ 1878 /* No key found - lets search inventories now */
1942 /* 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.
1943 * 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
1944 * a key, return 1881 * a key, return
1945 */ 1882 */
1946 if (!tmp) 1883 if (!tmp)
1947 { 1884 {
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1885 for (tmp = container->inv; tmp; tmp = tmp->below)
1949 { 1886 {
1950 /* No reason to search empty containers */ 1887 /* No reason to search empty containers */
1951 if (tmp->type == CONTAINER && tmp->inv) 1888 if (tmp->type == CONTAINER && tmp->inv)
1952 { 1889 {
1953 if ((key = find_key (pl, tmp, door)) != NULL) 1890 if ((key = find_key (pl, tmp, door)))
1954 return key; 1891 return key;
1955 } 1892 }
1956 } 1893 }
1894
1957 if (!tmp) 1895 if (!tmp)
1958 return NULL; 1896 return NULL;
1959 } 1897 }
1898
1960 /* 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,
1961 * see if we actually want to use it 1900 * see if we actually want to use it
1962 */ 1901 */
1963 if (pl != container) 1902 if (pl != container)
1964 { 1903 {
1985 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1986 "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));
1987 return NULL; 1926 return NULL;
1988 } 1927 }
1989 } 1928 }
1929
1990 return tmp; 1930 return tmp;
1991} 1931}
1992 1932
1993/* moved door processing out of move_player_attack. 1933/* moved door processing out of move_player_attack.
1994 * returns 1 if player has opened the door with a key 1934 * returns 1 if player has opened the door with a key
1996 * 0 otherwise 1936 * 0 otherwise
1997 */ 1937 */
1998static int 1938static int
1999player_attack_door (object *op, object *door) 1939player_attack_door (object *op, object *door)
2000{ 1940{
2001 /* 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,
2002 * 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 -
2003 * otherwise, we fall through to the rest of the code. 1943 * otherwise, we fall through to the rest of the code.
2004 */ 1944 */
2005 object *key = find_key (op, op, door); 1945 object *key = find_key (op, op, door);
2006 1946
2007 /* IF we found a key, do some extra work */ 1947 /* If we found a key, do some extra work */
2008 if (key) 1948 if (key)
2009 { 1949 {
2010 object *container = key->env; 1950 object *container = key->env;
2011 1951
2012 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2013 if (action_makes_visible (op)) 1952 if (action_makes_visible (op))
2014 make_visible (op); 1953 make_visible (op);
1954
2015 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1955 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2016 spring_trap (door->inv, op); 1956 spring_trap (door->inv, op);
1957
2017 if (door->type == DOOR) 1958 if (door->type == DOOR)
2018 {
2019 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 */
2020 }
2021 else if (door->type == LOCKED_DOOR) 1960 else if (door->type == LOCKED_DOOR)
2022 { 1961 {
2023 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);
2024 remove_door2 (door); /* remove door without violence ;-) */ 1963 remove_door2 (door); /* remove door without violence ;-) */
2025 } 1964 }
1965
2026 /* Do this after we print the message */ 1966 /* Do this after we print the message */
2027 decrease_ob (key); /* Use up one of the keys */ 1967 key->decrease (); /* Use up one of the keys */
2028 /* Need to update the weight the container the key was in */ 1968
2029 if (container != op)
2030 esrv_update_item (UPD_WEIGHT, op, container);
2031 return 1; /* Nothing more to do below */ 1969 return 1; /* Nothing more to do below */
2032 } 1970 }
2033 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2034 { 1972 {
2035 /* Might as well return now - no other way to open this */ 1973 /* Might as well return now - no other way to open this */
2036 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...");
2037 return 1; 1975 return 1;
2038 } 1976 }
1977
2039 return 0; 1978 return 0;
2040} 1979}
2041 1980
2042/* This function is just part of a breakup from move_player. 1981/* This function is just part of a breakup from move_player.
2043 * It should keep the code cleaner. 1982 * It should keep the code cleaner.
2044 * When this is called, the players direction has been updated 1983 * When this is called, the players direction has been updated
2045 * (taking into account confusion.) The player is also actually 1984 * (taking into account confusion.) The player is also actually
2046 * going to try and move (not fire weapons). 1985 * going to try and move (not fire weapons).
2047 */ 1986 */
2048void 1987bool
2049move_player_attack (object *op, int dir) 1988move_player_attack (object *op, int dir)
2050{ 1989{
2051 object *tmp, *mon;
2052 sint16 nx, ny;
2053 int on_battleground; 1990 int on_battleground;
2054 maptile *m;
2055 1991
2056 nx = freearr_x[dir] + op->x; 1992 sint16 nx = freearr_x[dir] + op->x;
2057 ny = freearr_y[dir] + op->y; 1993 sint16 ny = freearr_y[dir] + op->y;
2058 1994
2059 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 }
2060 2005
2061 /* 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
2062 * 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
2063 * 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
2064 * player. This is a pretty nasty hack, because if we could 2009 * player. This is a pretty nasty hack, because if we could
2065 * 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
2066 * 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
2067 * 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
2068 * move_ob uses. 2013 * move_ob uses.
2069 */ 2014 */
2070 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);
2071 {
2072 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2073 {
2074 m = get_map_from_coord (op->map, &nx, &ny);
2075 if (!m)
2076 return; /* Don't think this should happen */
2077 }
2078 else
2079 m = op->map;
2080 2016
2081 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2082 {
2083 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2084 return;
2085 }
2086
2087 mon = 0;
2088 /* 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
2089 * 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.
2090 * 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
2091 * on the space 2020 * on the space
2092 */ 2021 */
2093 while (tmp) 2022 object *mon;
2094 { 2023 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2095 if (tmp == op) 2024 {
2096 { 2025 if ((mon->flag [FLAG_ALIVE]
2097 tmp = tmp->above; 2026 || mon->type == LOCKED_DOOR
2098 continue; 2027 || mon->flag [FLAG_CAN_ROLL])
2099 }
2100
2101 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2102 {
2103 mon = tmp; 2028 && mon != op)
2104 break; 2029 break;
2105 } 2030 }
2106 2031
2107 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2108 mon = tmp;
2109
2110 tmp = tmp->above;
2111 }
2112
2113 if (!mon) /* This happens anytime the player tries to move */ 2032 if (!mon) /* This happens anytime the player tries to move */
2114 return; /* into a wall */ 2033 return false; /* into a wall */
2115 2034
2116 if (mon->head)
2117 mon = mon->head; 2035 mon = mon->head_ ();
2118 2036
2119 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)
2120 if (player_attack_door (op, mon)) 2039 if (player_attack_door (op, mon))
2040 {
2041 --op->contr->weapon_sp_left;
2121 return; 2042 return true;
2043 }
2122 2044
2123 /* The following deals with possibly attacking peaceful 2045 /* The following deals with possibly attacking peaceful
2124 * or frienddly creatures. Basically, all players are considered 2046 * or friendly creatures. Basically, all players are considered
2125 * unaggressive. If the moving player has peaceful set, then the 2047 * unaggressive. If the moving player has peaceful set, then the
2126 * object should be pushed instead of attacked. It is assumed that 2048 * object should be pushed instead of attacked. It is assumed that
2127 * if you are braced, you will not attack friends accidently, 2049 * if you are braced, you will not attack friends accidently,
2128 * and thus will not push them. 2050 * and thus will not push them.
2129 */ 2051 */
2130 2052
2131 /* 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
2132 * peaceful. Our assumption is the creature is a pet if the 2054 * peaceful. Our assumption is the creature is a pet if the
2133 * player owns it and it is either friendly or unagressive. 2055 * player owns it and it is either friendly or unagressive.
2134 */ 2056 */
2135 if ((op->type == PLAYER) 2057 if (op->type == PLAYER
2136#if COZY_SERVER
2137 &&
2138 ((mon->owner && mon->owner->contr 2058 && ((mon->owner && mon->owner->contr
2139 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2059 && same_party (mon->owner->contr->party, op->contr->party))
2140#else
2141 && mon->owner == op 2060 || mon->owner == op)
2142#endif
2143 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2061 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2144 { 2062 {
2145 /* 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 */
2146 if (op->contr->braced) 2064 if (op->contr->braced)
2147 return; 2065 return false;
2148 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"));
2149 (void) push_ob (mon, dir, op); 2072 push_ob (mon, dir, op);
2073
2150 if (op->contr->tmp_invis || op->hide) 2074 if (op->contr->tmp_invis || op->hide)
2151 make_visible (op); 2075 make_visible (op);
2076
2152 return; 2077 return true;
2153 } 2078 }
2079 else
2080 return false;
2081 }
2154 2082
2155 /* in certain circumstances, you shouldn't attack friendly 2083 /* in certain circumstances, you shouldn't attack friendly
2156 * creatures. Note that if you are braced, you can't push 2084 * creatures. Note that if you are braced, you can't push
2157 * 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
2158 * attack them either. 2086 * attack them either.
2159 */ 2087 */
2160 if ((mon->type == PLAYER || mon->enemy != op) && 2088 if ((mon->type == PLAYER || mon->enemy != op)
2161 (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))
2162#ifdef PROHIBIT_PLAYERKILL
2163 (op->contr->peaceful 2090 && ((op->contr->peaceful
2164 || (mon->type == PLAYER 2091 || (mon->type == PLAYER && mon->contr->peaceful))
2165 && mon->contr->
2166 peaceful)) &&
2167#else
2168 op->contr->peaceful &&
2169#endif
2170 !on_battleground)) 2092 && !on_battleground))
2093 {
2094 if (op->speed_left > 0.f)
2171 { 2095 {
2096 --op->speed_left;
2097
2172 if (!op->contr->braced) 2098 if (!op->contr->braced)
2173 { 2099 {
2174 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2100 op->play_sound (sound_find ("push_player"));
2175 (void) push_ob (mon, dir, op); 2101 push_ob (mon, dir, op);
2176 } 2102 }
2177 else 2103 else
2178 new_draw_info (0, 0, op, "You withhold your attack"); 2104 op->statusmsg ("You withhold your attack");
2179 2105
2180 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2181 make_visible (op); 2107 make_visible (op);
2182 }
2183 2108
2109 return true;
2110 }
2111 }
2184 /* If the object is a boulder or other rollable object, then 2112 /* If the object is a boulder or other rollable object, then
2185 * 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.
2186 */ 2114 */
2187 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)
2188 { 2118 {
2119 --op->speed_left;
2120
2189 recursive_roll (mon, dir, op); 2121 recursive_roll (mon, dir, op);
2190 if (action_makes_visible (op)) 2122 if (action_makes_visible (op))
2191 make_visible (op); 2123 make_visible (op);
2192 }
2193 2124
2125 return true;
2126 }
2127 }
2194 /* Any generic living creature. Including things like doors. 2128 /* Any generic living creature. Including things like doors.
2195 * 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
2196 * and be living. Then, it must be one of the following: 2130 * and be living. Then, it must be one of the following:
2197 * 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
2198 * 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.
2199 */ 2133 */
2200
2201 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2134 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2202 ((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)))
2203 { 2136 {
2204 2137 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2205 /* If the player hasn't hit something this tick, and does
2206 * so, give them speed boost based on weapon speed. Doing
2207 * it here is better than process_players2, which basically
2208 * incurred a 1 tick offset.
2209 */
2210 if (!op->contr->has_hit)
2211 { 2138 {
2212 op->speed_left += op->speed / op->contr->weapon_sp; 2139 --op->contr->weapon_sp_left;
2213
2214 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2215 }
2216 2140
2217 skill_attack (mon, op, 0, 0, 0); 2141 skill_attack (mon, op, 0, 0, 0);
2218
2219 /* If attacking another player, that player gets automatic
2220 * hitback, and doesn't loose luck either.
2221 * Disable hitback on the battleground or if the target is
2222 * the wiz.
2223 */
2224 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2225 {
2226 short luck = mon->stats.luck;
2227
2228 mon->contr->has_hit = 1;
2229 skill_attack (op, mon, 0, 0, 0);
2230 mon->stats.luck = luck;
2231 }
2232 2142
2233 if (action_makes_visible (op)) 2143 if (action_makes_visible (op))
2234 make_visible (op); 2144 make_visible (op);
2235 }
2236 } /* if player should attack something */
2237}
2238 2145
2239int 2146 return true;
2147 }
2148 }
2149
2150 return false;
2151}
2152
2153bool
2240move_player (object *op, int dir) 2154move_player (object *op, int dir)
2241{ 2155{
2242 int pick; 2156 int pick;
2243 2157
2244 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2158 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2245 return 0; 2159 return 0;
2246 2160
2247 /* Sanity check: make sure dir is valid */ 2161 /* Sanity check: make sure dir is valid */
2248 if ((dir < 0) || (dir >= 9)) 2162 if ((dir < 0) || (dir >= 9))
2249 { 2163 {
2250 LOG (llevError, "move_player: invalid direction %d\n", dir); 2164 LOG (llevError, "move_player: invalid direction %d\n", dir);
2251 return 0; 2165 return 0;
2252 } 2166 }
2253 2167
2254 /* peterm: added following line */ 2168 /* peterm: added following line */
2255 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2169 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2256 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2170 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2257 2171
2258 op->facing = dir; 2172 op->facing = dir;
2259 2173
2260 if (op->hide) 2174 if (op->hide)
2261 do_hidden_move (op); 2175 do_hidden_move (op);
2262 2176
2177 bool retval;
2178
2263 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2179 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2264 /*nop */ ; 2180 retval = RESULT_INT (0);
2265 else if (op->contr->fire_on) 2181 else if (op->contr->fire_on)
2266 fire (op, dir); 2182 retval = fire (op, dir);
2267 else 2183 else
2268 { 2184 {
2269 move_player_attack (op, dir); 2185 retval = move_player_attack (op, dir);
2270 pick = check_pick (op); 2186 pick = check_pick (op);
2271 } 2187 }
2272 2188
2273 /* 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
2274 * server can handle repeat firing. 2190 * server can handle repeat firing.
2281 /* Update how the player looks. Use the facing, so direction may 2197 /* Update how the player looks. Use the facing, so direction may
2282 * get reset to zero. This allows for full animation capabilities 2198 * get reset to zero. This allows for full animation capabilities
2283 * for players. 2199 * for players.
2284 */ 2200 */
2285 animate_object (op, op->facing); 2201 animate_object (op, op->facing);
2286 return 0; 2202
2203 return retval;
2287} 2204}
2288 2205
2289/* 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
2290 * new client/server stuff. 2207 * new client/server stuff.
2291 * 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
2292 * the new speed values for commands. 2209 * the new speed values for commands.
2293 * 2210 *
2294 * 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.
2295 */ 2214 */
2296int 2215bool
2297handle_newcs_player (object *op) 2216handle_newcs_player (object *op)
2298{ 2217{
2299 if (op->contr->hidden)
2300 {
2301 op->invisible = 1000;
2302 /* the socket code flashes the player visible/invisible
2303 * depending on the value of invisible, so we need to
2304 * alternate it here for it to work correctly.
2305 */
2306 if (pticks & 2)
2307 op->invisible--;
2308 }
2309 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2310 {
2311 op->invisible--;
2312 if (!op->invisible)
2313 {
2314 make_visible (op);
2315 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2316 }
2317 }
2318
2319 if (QUERY_FLAG (op, FLAG_SCARED)) 2218 if (QUERY_FLAG (op, FLAG_SCARED))
2320 { 2219 {
2321 flee_player (op); 2220 if (op->speed_left > 0.f)
2322 /* If player is still scared, that is his action for this tick */
2323 if (QUERY_FLAG (op, FLAG_SCARED))
2324 { 2221 {
2325 op->speed_left--; 2222 --op->speed_left;
2223 flee_player (op);
2224
2326 return 0; 2225 return true;
2327 } 2226 }
2227 else
2228 return false;
2328 } 2229 }
2329
2330 /* I've been seeing crashes where the golem has been destroyed, but
2331 * the player object still points to the defunct golem. The code that
2332 * destroys the golem looks correct, and it doesn't always happen, so
2333 * put this in a a workaround to clean up the golem pointer.
2334 */
2335 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2336 op->contr->ranges[range_golem] = 0;
2337 2230
2338 /* 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
2339 * the players time has been increased when doericserver has been 2232 * the players time has been increased when doericserver has been
2340 * called, so we recheck it here. 2233 * called, so we recheck it here.
2341 */ 2234 */
2342 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2235 if (op->contr->ns->handle_command ())
2343 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2344 ;
2345
2346 if (op->speed_left < 0)
2347 return 0; 2236 return true;
2348 2237
2349 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2238 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2350 {
2351 /* All move commands take 1 tick, at least for now */
2352 op->speed_left--;
2353
2354 /* Instead of all the stuff below, let move_player take care
2355 * of it. Also, some of the skill stuff is only put in
2356 * there, as well as the confusion stuff.
2357 */
2358 move_player (op, op->direction); 2239 return move_player (op, op->direction);
2359 if (op->speed_left > 0)
2360 return 1;
2361 else
2362 return 0;
2363 }
2364 2240
2365 return 0; 2241 return false;
2366} 2242}
2367 2243
2368int 2244int
2369save_life (object *op) 2245save_life (object *op)
2370{ 2246{
2372 return 0; 2248 return 0;
2373 2249
2374 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2250 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2375 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2376 { 2252 {
2377 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2253 op->play_sound (sound_find ("ob_evaporate"));
2378 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));
2379
2380 if (op->contr)
2381 esrv_del_item (op->contr, tmp->count);
2382 2255
2383 tmp->destroy (); 2256 tmp->destroy ();
2384 CLEAR_FLAG (op, FLAG_LIFESAVE); 2257 CLEAR_FLAG (op, FLAG_LIFESAVE);
2385 2258
2386 if (op->stats.hp < 0) 2259 if (op->stats.hp < 0)
2399 return 0; 2272 return 0;
2400} 2273}
2401 2274
2402/* 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
2403 * 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
2404 * 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
2405 * from. 2278 * from.
2406 */ 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
2407void 2296void
2408remove_unpaid_objects (object *op, object *env) 2297object::drop_unpaid_items ()
2409{ 2298{
2410 object *next; 2299 if (!flag [FLAG_REMOVED])
2411 2300 ::drop_unpaid_items (inv, this);
2412 while (op)
2413 {
2414 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2415
2416 if (QUERY_FLAG (op, FLAG_UNPAID))
2417 {
2418 if (env->type == PLAYER)
2419 esrv_del_item (env->contr, op->count);
2420
2421 op->insert_at (env);
2422 }
2423 else if (op->inv)
2424 remove_unpaid_objects (op->inv, env);
2425
2426 op = next;
2427 }
2428} 2301}
2429 2302
2430/* 2303/*
2431 * Returns pointer a static string containing gravestone text 2304 * Returns pointer a static string containing gravestone text
2432 * Moved from apply.c to player.c - player.c is what 2305 * Moved from apply.c to player.c - player.c is what
2433 * actually uses this function. player.c may not be quite the 2306 * actually uses this function. player.c may not be quite the
2434 * best, a misc file for object actions is probably better, 2307 * best, a misc file for object actions is probably better,
2435 * but there isn't one in the server directory. 2308 * but there isn't one in the server directory.
2436 */ 2309 */
2437char * 2310const char *
2438gravestone_text (object *op) 2311gravestone_text (object *op)
2439{ 2312{
2440 static char buf2[MAX_BUF]; 2313 static dynbuf_text buf;
2441 char buf[MAX_BUF];
2442 time_t now = time (NULL);
2443 2314
2444 strcpy (buf2, " R.I.P.\n\n"); 2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2445 if (op->type == PLAYER) 2318 if (op->type == PLAYER)
2446 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2319 buf << " the " << op->contr->title;
2447 else
2448 sprintf (buf, "%s\n", &op->name);
2449 2320
2450 strncat (buf2, " ", 20 - strlen (buf) / 2); 2321 buf << "\n\n";
2451 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
2452 if (op->type == PLAYER) 2327 if (op->type == PLAYER)
2453 sprintf (buf, "who was in level %d when killed\n", op->level); 2328 buf << "by " << op->contr->killer_name () << ".\n\n";
2454 else
2455 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2456 2329
2457 strncat (buf2, " ", 20 - strlen (buf) / 2);
2458 strcat (buf2, buf);
2459 if (op->type == PLAYER)
2460 { 2330 {
2461 sprintf (buf, "by %s.\n\n", op->contr->killer); 2331 static char buf2[128];
2462 strncat (buf2, " ", 21 - strlen (buf) / 2); 2332 time_t now = time (NULL);
2463 strcat (buf2, buf);
2464 }
2465
2466 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2467 strncat (buf2, " ", 20 - strlen (buf) / 2); 2334 buf << buf2;
2468 strcat (buf2, buf); 2335 }
2469 2336
2470 return buf2; 2337 return buf;
2471} 2338}
2472 2339
2473void 2340void
2474do_some_living (object *op) 2341do_some_living (object *op)
2475{ 2342{
2482 int rate_grace = 2000; 2349 int rate_grace = 2000;
2483 const int max_hp = 1; 2350 const int max_hp = 1;
2484 const int max_sp = 1; 2351 const int max_sp = 1;
2485 const int max_grace = 1; 2352 const int max_grace = 1;
2486 2353
2487 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--;
2488 { 2363 }
2489 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2364 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2490 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2365 {
2491 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 }
2492 } 2371 }
2493 2372
2494 if (op->contr->ns->state == ST_PLAYING) 2373 if (op->contr->ns->state == ST_PLAYING)
2495 { 2374 {
2496 /* these next three if clauses make it possible to SLOW DOWN 2375 /* these next three if clauses make it possible to SLOW DOWN
2515 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2394 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2516 else 2395 else
2517 { 2396 {
2518 gen_grace = op->stats.maxgrace; 2397 gen_grace = op->stats.maxgrace;
2519 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2398 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2520 }
2521
2522 /* Regenerate Spell Points */
2523 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2524 {
2525 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2526 if (op->stats.sp < op->stats.maxsp)
2527 {
2528 op->stats.sp++;
2529 /* dms do not consume food */
2530 if (!QUERY_FLAG (op, FLAG_WIZ))
2531 {
2532 op->stats.food--;
2533 if (op->contr->digestion < 0)
2534 op->stats.food += op->contr->digestion;
2535 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2536 op->stats.food = last_food;
2537 }
2538 }
2539
2540 if (max_sp > 1)
2541 {
2542 over_sp = (gen_sp + 10) / rate_sp;
2543 if (over_sp > 0)
2544 {
2545 if (op->stats.sp < op->stats.maxsp)
2546 {
2547 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2548
2549 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2550 op->stats.sp--;
2551
2552 if (op->stats.sp > op->stats.maxsp)
2553 op->stats.sp = op->stats.maxsp;
2554 }
2555 op->last_sp = 0;
2556 }
2557 else
2558 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2559 }
2560 else
2561 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2562 } 2399 }
2563 2400
2564 /* Regenerate Grace */ 2401 /* Regenerate Grace */
2565 /* 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. */
2566 if (--op->last_grace < 0) 2403 if (--op->last_grace < 0)
2587 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);
2588 } 2425 }
2589 /* wearing stuff doesn't detract from grace generation. */ 2426 /* wearing stuff doesn't detract from grace generation. */
2590 } 2427 }
2591 2428
2429 if (op->stats.food > 0)
2430 {
2592 /* Regenerate Hit Points */ 2431 /* Regenerate Spell Points */
2593 if (--op->last_heal < 0) 2432 if (!op->contr->golem && --op->last_sp < 0)
2594 {
2595 if (op->stats.hp < op->stats.maxhp)
2596 { 2433 {
2597 op->stats.hp++; 2434 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2598 /* dms do not consume food */ 2435
2599 if (!QUERY_FLAG (op, FLAG_WIZ)) 2436 if (op->stats.sp < op->stats.maxsp)
2600 { 2437 {
2438 op->stats.sp++;
2439
2440 /* dms do not consume food */
2441 if (!QUERY_FLAG (op, FLAG_WIZ))
2442 {
2601 op->stats.food--; 2443 op->stats.food--;
2444
2602 if (op->contr->digestion < 0) 2445 if (op->contr->digestion < 0)
2603 op->stats.food += op->contr->digestion; 2446 op->stats.food += op->contr->digestion;
2604 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))
2605 op->stats.food = last_food; 2448 op->stats.food = last_food;
2449 }
2606 } 2450 }
2607 }
2608 2451
2609 if (max_hp > 1) 2452 if (max_sp > 1)
2610 {
2611 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2612 if (over_hp > 0)
2613 { 2453 {
2614 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
2615 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);
2616 } 2472 }
2617 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)
2618 { 2481 {
2619 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 }
2620 } 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);
2621 } 2507 }
2622 else 2508 else
2623 {
2624 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);
2625 } 2510 }
2626 } 2511 }
2627 2512
2628 /* Digestion */ 2513 /* Digestion */
2629 if (--op->last_eat < 0) 2514 if (--op->last_eat < 0)
2630 { 2515 {
2631#ifdef COZY_SERVER 2516 int bonus = max (0, op->contr->digestion),
2632 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2517 penalty = max (0, -op->contr->digestion);
2633 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2634#else
2635 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2636#endif
2637 2518
2638 if (op->contr->gen_hp > 0)
2639 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);
2640 else
2641 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2642 2520
2643 /* dms do not consume food */ 2521 /* dms do not consume food */
2644 if (!QUERY_FLAG (op, FLAG_WIZ)) 2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2645 op->stats.food--; 2523 op->stats.food--;
2646 } 2524 }
2647 2525
2648 if (op->stats.food < 0 && op->stats.hp >= 0) 2526 if (op->stats.food < 0 && op->stats.hp >= 0)
2649 { 2527 {
2650 object *tmp, *flesh = 0; 2528 object *flesh = 0;
2651 2529
2652 for (tmp = op->inv; tmp; tmp = tmp->below) 2530 for_inv_removable (op, tmp)
2653 { 2531 {
2654 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)
2655 { 2536 {
2656 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2537 op->statusmsg ("You blindly grab for a bite of food. "
2657 { 2538 "H<To prevent you from starving, you ate some random item from your backpack.>");
2658 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2659 manual_apply (op, tmp, 0); 2539 manual_apply (op, tmp, 0);
2540
2660 if (op->stats.food >= 0 || op->stats.hp < 0) 2541 if (op->stats.food >= 0 || op->stats.hp < 0)
2661 break; 2542 break;
2662 } 2543 }
2663 else if (tmp->type == FLESH) 2544 else if (tmp->type == FLESH)
2664 flesh = tmp; 2545 flesh = tmp;
2665 } /* End if paid for object */ 2546 }
2666 } /* end of for loop */
2667 2547
2668 /* 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
2669 * eat flesh instead. 2549 * eat flesh instead.
2670 */ 2550 */
2671 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2672 { 2552 {
2673 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.>");
2674 manual_apply (op, flesh, 0); 2555 manual_apply (op, flesh, 0);
2675 } 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)
2676 } 2565 {
2677 2566 op->stats.hp += op->stats.food;
2678 while (op->stats.food < 0 && op->stats.hp >= 0) 2567 op->stats.food = 0;
2679 op->stats.food++, op->stats.hp--; 2568 }
2680 2569
2681 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2682 kill_player (op); 2571 kill_player (op);
2683 } 2572 }
2684} 2573}
2689 * file. 2578 * file.
2690 */ 2579 */
2691void 2580void
2692kill_player (object *op) 2581kill_player (object *op)
2693{ 2582{
2583 int x, y;
2694 char buf[MAX_BUF]; 2584 char buf[MAX_BUF];
2695 int x, y;
2696
2697 //int i;
2698 maptile *map; /* this is for resurrection */ 2585 maptile *map; /* this is for resurrection */
2699
2700 /* int z;
2701 int num_stats_lose;
2702 int lost_a_stat;
2703 int lose_this_stat;
2704 int this_stat; */
2705 int will_kill_again; 2586 int will_kill_again;
2706 archetype *at; 2587 archetype *at;
2707 object *tmp; 2588 object *tmp;
2708 2589
2709 if (save_life (op)) 2590 if (save_life (op))
2710 return; 2591 return;
2711
2712 2592
2713 /* 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
2714 * 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.
2715 * Look at op_on_battleground() for more info --AndreasV 2595 * Look at op_on_battleground() for more info --AndreasV
2716 */ 2596 */
2732 { 2612 {
2733 tmp->destroy (); 2613 tmp->destroy ();
2734 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2735 } 2615 }
2736 2616
2737 cure_disease (op, 0); /* remove any disease */ 2617 cure_disease (op, 0, 0); /* remove any disease */
2738 op->stats.hp = op->stats.maxhp; 2618 op->stats.hp = op->stats.maxhp;
2739 if (op->stats.food <= 0) 2619 if (op->stats.food <= 0)
2740 op->stats.food = 999; 2620 op->stats.food = 999;
2741 2621
2742 /* create a bodypart-trophy to make the winner happy */ 2622 /* create a bodypart-trophy to make the winner happy */
2743 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2623 if (object *tmp = arch_to_object (archetype::find ("finger")))
2744 { 2624 {
2745 sprintf (buf, "%s's finger", &op->name); 2625 tmp->name = format ("%s's finger" , &op->name);
2746 tmp->name = buf; 2626 tmp->name_pl = format ("%s's fingers", &op->name);
2747 sprintf (buf, " This finger has been cut off %s\n"
2748 " the %s, when he was defeated at\n level %d by %s.\n",
2749 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2750 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 );
2751 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2633 tmp->value = 0, tmp->type = 0;
2752 tmp->materialname = NULL; 2634 tmp->materialname = "organics";
2753 op->insert_at (tmp, op); 2635 tmp->insert_at (op, tmp);
2754 } 2636 }
2755 2637
2756 /* teleport defeated player to new destination */ 2638 /* teleport defeated player to new destination */
2757 transfer_ob (op, x, y, 0, NULL); 2639 transfer_ob (op, x, y, 0, NULL);
2758 op->contr->braced = 0; 2640 op->contr->braced = 0;
2763 2645
2764 command_kill_pets (op, 0); 2646 command_kill_pets (op, 0);
2765 2647
2766 if (op->stats.food < 0) 2648 if (op->stats.food < 0)
2767 { 2649 {
2768 if (op->contr->explore) 2650 op->contr->killer = archetype::get ("killer_starvation");
2769 { 2651 op->contr->killer->destroy ();
2770 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2771 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2772 op->stats.food = 999;
2773 return;
2774 }
2775 sprintf (buf, "%s starved to death.", &op->name);
2776 strcpy (op->contr->killer, "starvation");
2777 }
2778 else
2779 { 2652 }
2780 if (op->contr->explore)
2781 {
2782 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2783 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2784 op->stats.hp = op->stats.maxhp;
2785 return;
2786 }
2787 sprintf (buf, "%s died.", &op->name);
2788 }
2789 2653
2790 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2654 op->contr->play_sound (sound_find ("player_dies"));
2791 2655
2792 /* save the map location for corpse, gravestone */ 2656 /* save the map location for corpse, gravestone */
2793 x = op->x; 2657 x = op->x;
2794 y = op->y; 2658 y = op->y;
2795 map = op->map; 2659 map = op->map;
2902 lost_a_stat = 1; 2766 lost_a_stat = 1;
2903 } 2767 }
2904 } 2768 }
2905 } 2769 }
2906 } 2770 }
2771
2907 /* If no stat lost, tell the player. */ 2772 /* If no stat lost, tell the player. */
2908 if (!lost_a_stat) 2773 if (!lost_a_stat)
2909 { 2774 {
2910 /* determine_god() seems to not work sometimes... why is this? 2775 /* determine_god() seems to not work sometimes... why is this?
2911 Should I be using something else? GD */ 2776 Should I be using something else? GD */
2915 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);
2916 else 2781 else
2917 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.");
2918 } 2783 }
2919#else 2784#else
2920 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.");
2921#endif 2786#endif
2922 2787
2923 /* Put a gravestone up where the character 'almost' died. List the 2788 /* Put a gravestone up where the character 'almost' died. List the
2924 * exp loss on the stone. 2789 * exp loss on the stone.
2925 */ 2790 */
2926 tmp = arch_to_object (archetype::find ("gravestone")); 2791 tmp = arch_to_object (archetype::find ("gravestone"));
2927 sprintf (buf, "%s's gravestone", &op->name); 2792 tmp->name = format ("%s's gravestone", &op->name);
2928 tmp->name = buf; 2793 tmp->name_pl = format ("%s's gravestones", &op->name);
2929 sprintf (buf, "%s's gravestones", &op->name);
2930 tmp->name_pl = buf;
2931 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 ());
2932 tmp->msg = buf;
2933 tmp->x = op->x, tmp->y = op->y; 2795 tmp->x = op->x, tmp->y = op->y;
2934 insert_ob_in_map (tmp, op->map, NULL, 0); 2796 insert_ob_in_map (tmp, op->map, NULL, 0);
2935 2797
2936 /**************************************/ 2798 /**************************************/
2937 /* */ 2799 /* */
2958 { 2820 {
2959 tmp->destroy (); 2821 tmp->destroy ();
2960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2961 } 2823 }
2962 2824
2963 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 }
2964 2838
2965 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
2966 apply_death_exp_penalty (op); 2840 apply_death_exp_penalty (op);
2841
2967 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2968 op->stats.food = 900; 2843 op->stats.food = 900;
2844
2969 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2972 2848
2973 /* 2849 /*
2974 * Check to see if the player is in a shop. IF so, then check to see if
2975 * 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
2976 * in the map. 2851 * and put them back in the map.
2977 */ 2852 */
2978 2853 op->drop_unpaid_items ();
2979 if (is_in_shop (op))
2980 remove_unpaid_objects (op->inv, op);
2981 2854
2982 /****************************************/ 2855 /****************************************/
2983 /* */ 2856 /* */
2984 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2985 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2986 /* */ 2859 /* */
2987 /****************************************/ 2860 /****************************************/
2988 2861
2989 enter_player_savebed (op); 2862 enter_player_savebed (op);
2990 2863
2991 /* Save the player before inserting the force to reduce
2992 * chance of abuse.
2993 */
2994 op->contr->braced = 0; 2864 op->contr->braced = 0;
2995 op->contr->save ();
2996 2865
2997 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
2998 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
2999 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
3000 * on the space that might harm the player. 2869 * on the space that might harm the player.
3009 object *force; 2878 object *force;
3010 int at; 2879 int at;
3011 2880
3012 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
3013 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
3014 force->speed = 0.1; 2883 force->speed = 0.1f;
3015 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
3016 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
3017 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
3018 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
3019 force->resist[at] = 100; 2888 force->resist[at] = 100;
3020 2889
3029void 2898void
3030loot_object (object *op) 2899loot_object (object *op)
3031{ /* Grab and destroy some treasure */ 2900{ /* Grab and destroy some treasure */
3032 object *tmp, *tmp2, *next; 2901 object *tmp, *tmp2, *next;
3033 2902
3034 if (op->container) 2903 op->close_container (); /* close open sack first */
3035 esrv_apply_container (op, op->container); /* close open sack first */
3036 2904
3037 for (tmp = op->inv; tmp; tmp = next) 2905 for (tmp = op->inv; tmp; tmp = next)
3038 { 2906 {
3039 next = tmp->below; 2907 next = tmp->below;
3040 2908
3041 if (tmp->invisible) 2909 if (tmp->invisible)
3042 continue; 2910 continue;
3043 2911
3044 tmp->remove (); 2912 tmp->remove ();
3045 tmp->x = op->x, tmp->y = op->y; 2913 tmp->x = op->x, tmp->y = op->y;
2914
3046 if (tmp->type == CONTAINER) 2915 if (tmp->type == CONTAINER)
3047 { /* empty container to ground */ 2916 loot_object (tmp); /* empty container to ground */
3048 loot_object (tmp); 2917
3049 }
3050 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))))
3051 { 2919 {
3052 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
3053 { 2921 {
3054 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp->decrease (rndm (1, tmp->nrof - 1));
3055 tmp2->destroy ();
3056 insert_ob_in_map (tmp, op->map, NULL, 0); 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
3057 } 2924 }
3058 else 2925 else
3059 tmp->destroy (); 2926 tmp->destroy ();
3060 } 2927 }
3066/* 2933/*
3067 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3068 * 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
3069 * was changed. 2936 * was changed.
3070 */ 2937 */
3071
3072void 2938void
3073fix_weight (void) 2939fix_weight (void)
3074{ 2940{
3075 for_all_players (pl) 2941 for_all_players (pl)
3076 { 2942 {
3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2943 sint32 old = pl->ob->carrying;
3078 2944
3079 if (old == sum) 2945 pl->ob->update_weight ();
3080 continue; 2946
2947 if (old != pl->ob->carrying)
2948 {
3081 pl->ob->update_stats (); 2949 pl->ob->update_stats ();
3082 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 }
3083 } 2952 }
3084} 2953}
3085 2954
3086void 2955void
3087fix_luck (void) 2956fix_luck (void)
3131void 3000void
3132make_visible (object *op) 3001make_visible (object *op)
3133{ 3002{
3134 op->hide = 0; 3003 op->hide = 0;
3135 op->invisible = 0; 3004 op->invisible = 0;
3005
3136 if (op->type == PLAYER) 3006 if (op->type == PLAYER)
3137 { 3007 {
3138 op->contr->tmp_invis = 0; 3008 op->contr->tmp_invis = 0;
3139 op->contr->invis_race = 0; 3009 op->contr->invis_race = 0;
3140 } 3010 }
3011
3141 update_object (op, UP_OBJ_FACE); 3012 update_object (op, UP_OBJ_CHANGE);
3142} 3013}
3143 3014
3144int 3015int
3145is_true_undead (object *op) 3016is_true_undead (object *op)
3146{ 3017{
3147 object *tmp = NULL;
3148
3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3150 return 1; 3019 return 1;
3151 3020
3152 return 0; 3021 return 0;
3153} 3022}
3154 3023
3155/* look at the surrounding terrain to determine 3024/* look at the surrounding terrain to determine
3156 * the hideability of this object. Positive levels 3025 * the hideability of this object. Positive levels
3157 * indicate greater hideability. 3026 * indicate greater hideability.
3158 */ 3027 */
3159
3160int 3028int
3161hideability (object *ob) 3029hideability (object *ob)
3162{ 3030{
3163 int i, level = 0, mflag; 3031 int i, level = 0, mflag;
3164 sint16 x, y; 3032 sint16 x, y;
3174 * as bad as carrying a light on a pitch dark map */ 3042 * as bad as carrying a light on a pitch dark map */
3175 if (has_carried_lights (ob)) 3043 if (has_carried_lights (ob))
3176 level = -(10 + (2 * ob->map->darkness)); 3044 level = -(10 + (2 * ob->map->darkness));
3177 3045
3178 /* scan through all nearby squares for terrain to hide in */ 3046 /* scan through all nearby squares for terrain to hide in */
3179 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])
3180 { 3050 {
3181 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3182 if (mflag & P_OUT_OF_MAP) 3052 if (mflag & P_OUT_OF_MAP)
3183 {
3184 continue; 3053 continue;
3185 } 3054
3186 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3055 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3187 level += 2; 3056 level += 2;
3188 else /* open terrain! */ 3057 else /* open terrain! */
3189 level -= 1; 3058 level -= 1;
3190 } 3059 }
3198/* For Hidden creatures - a chance of becoming 'unhidden' 3067/* For Hidden creatures - a chance of becoming 'unhidden'
3199 * every time they move - as we subtract off 'invisibility' 3068 * every time they move - as we subtract off 'invisibility'
3200 * AND, for players, if they move into a ridiculously unhideable 3069 * AND, for players, if they move into a ridiculously unhideable
3201 * spot (surrounded by clear terrain in broad daylight). -b.t. 3070 * spot (surrounded by clear terrain in broad daylight). -b.t.
3202 */ 3071 */
3203
3204void 3072void
3205do_hidden_move (object *op) 3073do_hidden_move (object *op)
3206{ 3074{
3207 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3075 int hide = 0;
3208 object *skop;
3209 3076
3210 if (!op || !op->map) 3077 if (!op || !op->map)
3211 return; 3078 return;
3212 3079
3213 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);
3214 3082
3215 /* 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! */
3216 if (op->type == PLAYER && op->contr->run_on) 3084 if (op->type == PLAYER && op->contr->run_on)
3217 {
3218 if (!skop || num >= skop->level) 3085 if (!skop || num >= skop->level)
3219 { 3086 {
3220 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!");
3221 make_visible (op); 3088 make_visible (op);
3222 return; 3089 return;
3223 } 3090 }
3224 else 3091 else
3225 num += 20; 3092 num += 20;
3226 } 3093
3227 num += op->map->difficulty; 3094 num += op->map->difficulty;
3228 hide = hideability (op); /* modify by terrain hidden level */ 3095 hide = hideability (op); /* modify by terrain hidden level */
3229 num -= hide; 3096 num -= hide;
3097
3230 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3098 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3231 { 3099 {
3232 make_visible (op); 3100 make_visible (op);
3101
3233 if (op->type == PLAYER) 3102 if (op->type == PLAYER)
3234 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!");
3235 } 3104 }
3236 else if (op->type == PLAYER && skop) 3105 else if (op->type == PLAYER && skop)
3237 {
3238 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);
3239 }
3240} 3107}
3241 3108
3242/* determine if who is standing near a hostile creature. */ 3109/* determine if who is standing near a hostile creature. */
3243 3110
3244int 3111int
3292 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3293 * 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
3294 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3295 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3296 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3297 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3298 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3299 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3300 * 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.
3301 * -b.t. 3168 * -b.t.
3302 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3303 */ 3170 */
3304
3305int 3171int
3306player_can_view (object *pl, object *op) 3172player_can_view (object *pl, object *op)
3307{ 3173{
3308 rv_vector rv; 3174 rv_vector rv;
3309 int dx, dy; 3175 int dx, dy;
3311 if (pl->type != PLAYER) 3177 if (pl->type != PLAYER)
3312 { 3178 {
3313 LOG (llevError, "player_can_view() called for non-player object\n"); 3179 LOG (llevError, "player_can_view() called for non-player object\n");
3314 return -1; 3180 return -1;
3315 } 3181 }
3182
3316 if (!pl || !op) 3183 if (!pl || !op)
3317 return 0; 3184 return 0;
3318 3185
3319 if (op->head)
3320 {
3321 op = op->head; 3186 op = op->head_ ();
3322 } 3187
3323 get_rangevector (pl, op, &rv, 0x1); 3188 get_rangevector (pl, op, &rv, 0x1);
3324 3189
3325 /* starting with the 'head' part, lets loop 3190 /* starting with the 'head' part, lets loop
3326 * through the object and find if it has any 3191 * through the object and find if it has any
3327 * part that is in the los array but isnt on 3192 * part that is in the los array but isn't on
3328 * a blocked los square. 3193 * a blocked los square.
3329 * we use the archetype to figure out offsets. 3194 * we use the archetype to figure out offsets.
3330 */ 3195 */
3331 while (op) 3196 while (op)
3332 { 3197 {
3333 dx = rv.distance_x + op->arch->clone.x; 3198 dx = rv.distance_x + op->arch->x;
3334 dy = rv.distance_y + op->arch->clone.y; 3199 dy = rv.distance_y + op->arch->y;
3335 3200
3336 /* only the viewable area the player sees is updated by LOS 3201 /* only the viewable area the player sees is updated by LOS
3337 * 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
3338 * for any meaningful values. 3203 * for any meaningful values.
3339 */ 3204 */
3340 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3341 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3342 !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)])
3343 return 1; 3208 return 1;
3209
3344 op = op->more; 3210 op = op->more;
3345 } 3211 }
3212
3346 return 0; 3213 return 0;
3347} 3214}
3348 3215
3349/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3350 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3353 * return 0. 3220 * return 0.
3354 */ 3221 */
3355int 3222int
3356action_makes_visible (object *op) 3223action_makes_visible (object *op)
3357{ 3224{
3358
3359 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3360 { 3226 {
3361 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3362 return 0; 3228 return 0;
3363 3229
3369 { 3235 {
3370 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");
3371 return 1; 3237 return 1;
3372 } 3238 }
3373 } 3239 }
3240
3374 return 0; 3241 return 0;
3375} 3242}
3376 3243
3377/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3378 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3383 * 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
3384 */ 3251 */
3385int 3252int
3386op_on_battleground (object *op, int *x, int *y) 3253op_on_battleground (object *op, int *x, int *y)
3387{ 3254{
3388 object *tmp;
3389
3390 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3391 * 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),
3392 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3393 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3394 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3395 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3396 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3397 { 3262 {
3398 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3399 { 3264 {
3400 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3401 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))
3402 { 3269 {
3403 /*before we assign the exit, check if this is a teambattle */ 3270 /* before we assign the exit, check if this is a teambattle */
3404 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))
3405 { 3272 {
3406 object *invtmp;
3407
3408 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3409 { 3274 {
3410 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3411 { 3276 {
3412 if (x != NULL && y != NULL) 3277 if (x && y)
3413 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3414 return 1; 3280 return 1;
3415 } 3281 }
3416 } 3282 }
3417 } 3283 }
3284
3418 if (x != NULL && y != NULL) 3285 if (x && y)
3419 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3420 return 1; 3288 return 1;
3421 } 3289 }
3422 } 3290 }
3423 } 3291 }
3292
3424 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3425 return 0; 3294 return 0;
3426} 3295}
3427 3296
3428/* 3297/*
3444 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3445 int i = 0, j = 0; 3314 int i = 0, j = 0;
3446 3315
3447 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3448 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3449 trlist = find_treasurelist ("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3450 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3451 trlist = find_treasurelist ("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3452 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3453 trlist = find_treasurelist ("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3454 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3455 trlist = find_treasurelist ("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3456 3325
3457 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3458 return; 3327 return;
3459 3328
3460 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++);
3461 3330
3462 if (tr == NULL || tr->item == NULL) 3331 if (!tr || !tr->item)
3463 { 3332 {
3464 /* 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]); */
3465 return; 3334 return;
3466 } 3335 }
3467 3336
3468 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3469 item = &(tr->item->clone); 3338 item = tr->item;
3470 3339
3471 if (item->type == SPELL) 3340 if (item->type == SPELL)
3472 { 3341 {
3473 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3474 return; 3343 return;
3533 { 3402 {
3534 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3535 object *skin; 3404 object *skin;
3536 3405
3537 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3538 shstr_cmp dragon_skin_force ("dragon_skin_force");
3539 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)
3540 ; 3408 ;
3541 3409
3542 if (!skin) 3410 if (!skin)
3543 return; 3411 return;
3544 3412
3579 else 3447 else
3580 { 3448 {
3581 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3582 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3583 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));
3584 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3585 if (who->type == PLAYER)
3586 esrv_send_item (who, tmp);
3587 } 3453 }
3588} 3454}
3589 3455
3590/** 3456/**
3591 * 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
3592 * not readied. 3458 * not readied.
3593 */ 3459 */
3594void 3460void
3595player_unready_range_ob (player *pl, object *ob) 3461player_unready_range_ob (player *pl, object *ob)
3596{ 3462{
3597 rangetype i; 3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3598 3465
3599 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3466 if (pl->combat_ob == ob)
3600 { 3467 pl->combat_ob = 0;
3468
3601 if (pl->ranges[i] == ob) 3469 if (pl->ranged_ob == ob)
3602 { 3470 pl->ranged_ob = 0;
3603 pl->ranges[i] = NULL;
3604 if (pl->shoottype == i)
3605 {
3606 pl->shoottype = range_none;
3607 }
3608 }
3609 }
3610} 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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