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Comparing deliantra/server/server/player.C (file contents):
Revision 1.73 by root, Wed Dec 27 18:09:49 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!");
234 243
235 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this);
236 245
237 ob->update_stats (); 246 ob->update_stats ();
247
238 ns->floorbox_update (); 248 ns->floorbox_update ();
239
240 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
241 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
242 251
243 enter_exit (ob, 0); 252 activate ();
244 253
245 send_rules (ob); 254 send_rules (ob);
246 send_news (ob); 255 send_news (ob);
247 display_motd (ob); 256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
248 INVOKE_PLAYER (LOGIN, this); 259 INVOKE_PLAYER (LOGIN, this);
249} 260}
250 261
251void 262void
252player::disconnect () 263player::disconnect ()
253{ 264{
254 //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
255 if (ns) 271 if (ns)
256 { 272 {
257 if (enable_save) 273 if (active)
258 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
259 275
260 client *ns = this->ns; 276 INVOKE_PLAYER (DISCONNECT, this);
261 ns->send_packet ("goodbye"); 277
262 ns->flush (); 278 ns->reset_stats ();
263 ns->pl = 0; 279 ns->pl = 0;
264 this->ns = 0; 280 ns = 0;
265
266 ns->destroy ();
267 destroy ();
268 } 281 }
282
283 observe = ob;
284
285 deactivate ();
269} 286}
270 287
271// the need for this function can be explained 288// the need for this function can be explained
272// by load_object not returning the object 289// by load_object not returning the object
273void 290void
274player::set_object (object *op) 291player::set_object (object *op)
275{ 292{
276 ob = op; 293 ob = observe = op;
277 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
278 295
296 ob->speed = 1.0f;
279 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
280 ob->speed = 1.0; 298
281 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
282 ob->stats.wc = 2;
283 ob->run_away = 25; /* Then we panick... */
284 300
285 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;
286 304
287 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;
288} 334}
289 335
290player::player () 336player::player ()
291{ 337{
292 /* There are some elements we want initialized to non zero value - 338 /* There are some elements we want initialised to non zero value -
293 * we deal with that below this point. 339 * we deal with that below this point.
294 */ 340 */
295 outputs_sync = 16; /* Every 2 seconds */ 341 outputs_sync = 4;
296 outputs_count = 8; /* Keeps present behaviour */ 342 outputs_count = 4;
297 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
298 344
299 assign (savebed_map, first_map_path); /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
300 346
301 gen_sp_armour = 10; 347 gen_sp_armour = 10;
302 last_speed = -1;
303 shoottype = range_none;
304 bowtype = bow_normal; 348 bowtype = bow_normal;
305 petmode = pet_normal; 349 petmode = pet_normal;
306 listening = 10; 350 listening = 10;
307 usekeys = containers; 351 usekeys = containers;
308 last_weapon_sp = -1;
309 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
310 do_los = 1; 353 do_los = 1;
311 354
312 /* we need to clear these to -1 and not zero - otherwise, 355 weapon_sp = 1.0f;
313 * if a player quits and starts a new character, we wont 356 weapon_sp_left = 0.5f;
314 * send new values to the client, as things like exp start
315 * at zero.
316 */
317 for (int i = 0; i < NUM_SKILLS; i++)
318 last_skill_exp[i] = -1;
319
320 for (int i = 0; i < NROFATTACKS; i++)
321 last_resist[i] = -1;
322
323 last_stats.exp = -1;
324 last_weight = (uint32) - 1;
325} 357}
326 358
327void 359void
328player::do_destroy () 360player::do_destroy ()
329{ 361{
330 disconnect (); 362 disconnect ();
331 363
332 save (false);
333 enable_save = false;
334
335 attachable::do_destroy (); 364 attachable::do_destroy ();
336
337 terminate_all_pets (ob);
338
339 if (first_player != this)
340 {
341 player *prev = first_player;
342
343 while (prev && prev->next && prev->next != this)
344 prev = prev->next;
345
346 if (prev->next != this)
347 {
348 LOG (llevError, "Free_player: Can't find previous player.\n");
349 abort ();
350 }
351
352 prev->next = next;
353 }
354 else
355 first_player = next;
356 365
357 if (ob) 366 if (ob)
358 { 367 {
359 ob->destroy_inv (false); 368 ob->destroy_inv (false);
360 ob->destroy (); 369 ob->destroy ();
361 } 370 }
371
372 ob = observe = 0;
362} 373}
363 374
364player::~player () 375player::~player ()
365{ 376{
366 /* Clear item stack */ 377 /* Clear item stack */
375player::create () 386player::create ()
376{ 387{
377 player *pl = new player; 388 player *pl = new player;
378 389
379 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);
380 397
381 return pl; 398 return pl;
382} 399}
383 400
384/* 401/*
387 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
388 */ 405 */
389archetype * 406archetype *
390get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
391{ 408{
392 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);
393 416
394 for (;;) 417 for (;;)
395 { 418 {
396 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
397 at = first_archetype; 420 i = archetypes.begin ();
398 else 421 else if (*i == at)
399 at = at->next; 422 cleanup ("not a single player archetype found");
400 423
401 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
402 return at; 425 return *i;
403
404 if (at == start)
405 {
406 LOG (llevError, "No Player archetypes\n");
407 exit (-1);
408 }
409 } 426 }
410} 427}
411 428
412object * 429object *
413get_nearest_player (object *mon) 430get_nearest_player (object *mon)
415 object *op = NULL; 432 object *op = NULL;
416 objectlink *ol; 433 objectlink *ol;
417 unsigned lastdist; 434 unsigned lastdist;
418 rv_vector rv; 435 rv_vector rv;
419 436
420 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
421 { 438 {
422 /* We should not find free objects on this friendly list, but it
423 * does periodically happen. Given that, lets deal with it.
424 * While unlikely, it is possible the next object on the friendly
425 * list is also free, so encapsulate this in a while loop.
426 */
427 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
428 {
429 object *tmp = ol->ob;
430
431 /* Can't do much more other than log the fact, because the object
432 * itself will have been cleared.
433 */
434 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
435 ol = ol->next;
436 remove_friendly_object (tmp);
437 if (!ol)
438 return op;
439 }
440
441 /* Remove special check for player from this. First, it looks to cause
442 * some crashes (ol->ob->contr not set properly?), but secondly, a more
443 * complicated method of state checking would be needed in any case -
444 * as it was, a clever player could type quit, and the function would
445 * skip them over while waiting for confirmation. Remove
446 * on_same_map check, as can_detect_enemy also does this
447 */
448 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
449 continue; 440 continue;
450 441
451 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
452 { 443 {
528 x = mon->x; 519 x = mon->x;
529 y = mon->y; 520 y = mon->y;
530 m = mon->map; 521 m = mon->map;
531 dir = rv.direction; 522 dir = rv.direction;
532 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 */
533 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
534 /* 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. */
535 if (diff > max) 527 if (diff > max)
536 return 0; 528 return 0;
529
537 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
538 { 531 {
539 lastx = x; 532 lastx = x;
540 lasty = y; 533 lasty = y;
541 lastmap = m; 534 lastmap = m;
623 max--; 616 max--;
624 lastdir = dir; 617 lastdir = dir;
625 if (!firstdir) 618 if (!firstdir)
626 firstdir = dir; 619 firstdir = dir;
627 } 620 }
621
628 if (diff <= 1) 622 if (diff <= 1)
629 { 623 {
630 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
631 * headed toward player for entire distance. 625 * headed toward player for entire distance.
632 */ 626 */
633 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
634 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));
635 } 629 }
630
636 if (diff > max) 631 if (diff > max)
637 return 0; 632 return 0;
638 } 633 }
634
639 /* 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 */
640 if (!max) 636 if (!max)
641 return 0; 637 return 0;
642 638
643 return firstdir; 639 return firstdir;
644} 640}
645 641
646void 642void
647give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
648{ 644{
649 object *op, *next = NULL;
650
651 if (pl->randomitems != NULL) 645 if (pl->randomitems)
652 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
653 647
654 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
655 { 649 {
656 next = op->below; 650 next = op->below;
657 651
658 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
659 * 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
664 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
665 * by this player due to race restrictions 659 * by this player due to race restrictions
666 */ 660 */
667 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
668 { 662 {
669 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
670 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
671 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
672 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
673 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))
674 { 670 {
675 op->destroy (); 671 op->destroy ();
676 continue; 672 continue;
677 } 673 }
678 } 674 }
701 if (op->nrof > 1) 697 if (op->nrof > 1)
702 op->nrof = 1; 698 op->nrof = 1;
703 } 699 }
704 700
705 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
706 {
707 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
708 }
709 703
710 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
711 * 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
712 * merged properly. 706 * merged properly.
713 */ 707 */
714 if (need_identify (op)) 708 if (need_identify (op))
715 { 709 {
716 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
717 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
718 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
719 } 713 }
714
720 if (op->type == SPELL) 715 if (op->type == SPELL)
721 { 716 {
722 op->destroy (); 717 op->destroy ();
723 continue; 718 continue;
724 } 719 }
726 { 721 {
727 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
728 op->stats.exp = 0; 723 op->stats.exp = 0;
729 op->level = 1; 724 op->level = 1;
730 } 725 }
731 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
732 else
733 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
734 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
735 729
736 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
737 link_player_skills (pl); 731 link_player_skills (pl);
757roll_stat (void) 751roll_stat (void)
758{ 752{
759 int a[4], i, j, k; 753 int a[4], i, j, k;
760 754
761 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
762 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
763 757
764 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
765 if (a[i] < k) 759 if (a[i] < k)
766 k = a[i], j = i; 760 k = a[i], j = i;
767 761
773} 767}
774 768
775void 769void
776object::roll_stats () 770object::roll_stats ()
777{ 771{
778 int statsort [7]; 772 int statsort [NUM_STATS];
779 773
780 for (;;) 774 for (;;)
781 { 775 {
782 int sum = 0; 776 int sum = 0;
783 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
784 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
785 779
786 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
787 break; 781 break;
788 } 782 }
789 783
790 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
791 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
792 786
787 for (int i = 0; i < NUM_STATS; ++i)
793 stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
794 stats.Dex = statsort[1];
795 stats.Con = statsort[2];
796 stats.Int = statsort[3];
797 stats.Wis = statsort[4];
798 stats.Pow = statsort[5];
799 stats.Cha = statsort[6];
800 789
801 stats.exp = 0; 790 stats.exp = 0;
802 stats.ac = 0; 791 stats.ac = 0;
803 792
804 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
816} 805}
817 806
818void 807void
819object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
820{ 809{
821 int tmp = get_attr_value (&contr->orig_stats, a); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
822 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
823 set_attr_value (&contr->orig_stats, b, tmp);
824 811
812 for (int i = 0; i < NUM_STATS; ++i)
825 stats.Str = contr->orig_stats.Str; 813 stats.stat (i) = contr->orig_stats.stat (i);
826 stats.Dex = contr->orig_stats.Dex;
827 stats.Con = contr->orig_stats.Con;
828 stats.Int = contr->orig_stats.Int;
829 stats.Wis = contr->orig_stats.Wis;
830 stats.Pow = contr->orig_stats.Pow;
831 stats.Cha = contr->orig_stats.Cha;
832 814
833 //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,
834 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
835 stats.ac = 0; 817 stats.ac = 0;
836 818
855static void 837static void
856start_info (object *op) 838start_info (object *op)
857{ 839{
858 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
859 841
860 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
861 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
863 //new_draw_info (NDI_UNIQUE, 0, op, " ");
864} 844}
865 845
866/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
867 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
868 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
869 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
870 * not the class. 850 * not the class.
871 */ 851 */
872int 852void
873key_change_class (object *op, char key) 853player::chargen_race_done ()
874{ 854{
875 int tmp_loop;
876
877 if (key == 'd' || key == 'D')
878 {
879 char buf[MAX_BUF];
880
881 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
882 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr);
883 857
884 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
885 if (tl) 859 if (tl)
886 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
887 861
888 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
889 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
890 864
891 op->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
892 866
893 if (op->msg) 867 if (ob->msg)
894 op->msg = NULL; 868 ob->msg = 0;
895 869
896 /* We create this now because some of the unique maps will need it
897 * to save here.
898 */
899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
900 make_path_to_file (buf);
901
902#ifdef AUTOSAVE
903 op->contr->last_save_tick = pticks;
904#endif
905 start_info (op); 870 start_info (ob);
906 CLEAR_FLAG (op, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
907 give_initial_items (op, op->randomitems); 872 give_initial_items (ob, ob->randomitems);
908 link_player_skills (op); 873 link_player_skills (ob);
909 esrv_send_inventory (op, op); 874 esrv_send_inventory (ob, ob);
910 op->update_stats (); 875 ob->update_stats ();
911 876
912 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
913 * is one for this race 878 * is one for this race
914 */ 879 */
915 if (*first_map_ext_path) 880 if (*first_map_ext_path)
916 { 881 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
917 object *tmp;
918 char mapname[MAX_BUF];
919
920 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
921 tmp = object::create ();
922 EXIT_PATH (tmp) = mapname;
923 EXIT_X (tmp) = op->x;
924 EXIT_Y (tmp) = op->y;
925 enter_exit (op, tmp); /* we don't really care if it succeeded;
926 * if the map isn't there, then stay on the
927 * default initial map */
928 tmp->destroy ();
929 }
930 else 882 else
931 LOG (llevDebug, "first_map_ext_path not set\n"); 883 LOG (llevDebug, "first_map_ext_path not set\n");
884}
932 885
933 return 0; 886void
934 } 887player::chargen_race_next ()
935 888{
936 /* Following actually changes the race - this is the default command 889 /* Following actually changes the race - this is the default command
937 * if we don't match with one of the options above. 890 * if we don't match with one of the options above.
938 */ 891 */
939 892
940 tmp_loop = 0; 893 do
941 while (!tmp_loop)
942 { 894 {
943 shstr name = op->name; 895 shstr name = ob->name;
944 int x = op->x, y = op->y; 896 int x = ob->x, y = ob->y;
945 897
946 op->remove_statbonus (); 898 ob->remove_statbonus ();
947 op->remove (); 899 ob->remove ();
948 op->arch = get_player_archetype (op->arch); 900 ob->arch = get_player_archetype (ob->arch);
949 op->arch->clone.copy_to (op); 901 ob->arch->copy_to (ob);
950 op->instantiate (); 902 ob->instantiate ();
951 op->stats = op->contr->orig_stats; 903 ob->stats = ob->contr->orig_stats;
952 op->name = op->name_pl = name; 904 ob->name = ob->name_pl = name;
953 op->x = x; 905 ob->x = x;
954 op->y = y; 906 ob->y = y;
955 SET_ANIMATION (op, 2); /* So player faces south */ 907 SET_ANIMATION (ob, 2); /* So player faces south */
956 insert_ob_in_map (op, op->map, op, 0); 908 insert_ob_in_map (ob, ob->map, ob, 0);
957 assign (op->contr->title, op->arch->clone.name); 909 assign (ob->contr->title, ob->arch->object::name);
958 op->add_statbonus (); 910 ob->add_statbonus ();
959 tmp_loop = allowed_class (op);
960 } 911 }
912 while (!allowed_class (ob));
961 913
962 update_object (op, UP_OBJ_FACE); 914 update_object (ob, UP_OBJ_FACE);
963 esrv_update_item (UPD_FACE, op, op); 915 esrv_update_item (UPD_FACE, ob, ob);
964 op->update_stats (); 916 ob->update_stats ();
965 op->stats.hp = op->stats.maxhp; 917 ob->stats.hp = ob->stats.maxhp;
966 op->stats.sp = op->stats.maxsp; 918 ob->stats.sp = ob->stats.maxsp;
967 op->stats.grace = 0; 919 ob->stats.grace = 0;
968
969 if (op->msg)
970 new_draw_info (NDI_BLUE, 0, op, op->msg);
971
972 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
973 return 0;
974}
975
976int
977key_confirm_quit (object *op, char key)
978{
979 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
980 {
981 op->contr->ns->state = ST_PLAYING;
982 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
983 return 1;
984 }
985
986 INVOKE_PLAYER (LOGOUT, op->contr);
987 INVOKE_PLAYER (QUIT, op->contr);
988
989 op->contr->enable_save = false;
990
991 terminate_all_pets (op);
992 leave_map (op);
993 op->direction = 0;
994 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
995
996 strcpy (op->contr->killer, "quit");
997 check_score (op);
998 op->contr->party = 0;
999 op->contr->own_title[0] = '\0';
1000
1001 object_ptr ob = op;
1002
1003 /* We need to hunt for any per player unique maps in memory and
1004 * get rid of them. The trailing slash in the path is intentional,
1005 * so that players named 'Ab' won't match against players 'Abe' pathname
1006 */
1007 char buf[MAX_BUF];
1008 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1009
1010 for_all_maps (mp)
1011 if (!strncmp (mp->path, buf, strlen (buf)))
1012 delete_map (mp);
1013
1014 delete_character (ob->name, 1);
1015 ob->contr->destroy ();
1016
1017 return 1;
1018} 920}
1019 921
1020void 922void
1021flee_player (object *op) 923flee_player (object *op)
1022{ 924{
1069 /* Cornered, get rid of scared */ 971 /* Cornered, get rid of scared */
1070 CLEAR_FLAG (op, FLAG_SCARED); 972 CLEAR_FLAG (op, FLAG_SCARED);
1071 op->enemy = NULL; 973 op->enemy = NULL;
1072} 974}
1073 975
1074
1075/* 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.
1076 * 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
1077 * stop. 978 * stop.
1078 */ 979 */
1079int 980int
1080check_pick (object *op) 981check_pick (object *op)
1081{ 982{
1082 object *tmp, *next; 983 object *tmp, *next;
1083 int stop = 0; 984 int stop = 0;
1084 int j, k, wvratio; 985 int wvratio;
1085 char putstring[128], tmpstr[16]; 986 char putstring[128];
1086 987
1087 /* if you're flying, you cna't pick up anything */ 988 /* if you're flying, you cna't pick up anything */
1088 if (op->move_type & MOVE_FLYING) 989 if (op->move_type & MOVE_FLYING)
1089 return 1; 990 return 1;
1090 991
1091 next = op->below; 992 next = op->below;
1092 993
994 int cnt = MAX_ITEM_PER_DROP;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996
1093 /* 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
1094 * destroyed */ 998 * destroyed */
1095 while (next && !next->destroyed ()) 999 while (next && !next->destroyed ())
1096 { 1000 {
1097 tmp = next; 1001 tmp = next;
1098 next = tmp->below; 1002 next = tmp->below;
1099 1003
1004 if (cnt <= 0)
1005 {
1006 op->failmsg ("Couldn't pickup all items at once.");
1007 return 0;
1008 }
1009
1100 if (op->destroyed ()) 1010 if (op->destroyed ())
1101 return 0; 1011 return 0;
1102 1012
1103 if (!can_pick (op, tmp)) 1013 if (!can_pick (op, tmp))
1104 continue; 1014 continue;
1105 1015
1106 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1107 { 1017 {
1108 if (item_matched_string (op, tmp, op->contr->search_str)) 1018 if (item_matched_string (op, tmp, op->contr->search_str))
1109 pick_up (op, tmp); 1019 CHK_PICK_PICKUP;
1110 continue; 1020 continue;
1111 } 1021 }
1112 1022
1113 /* high not bit set? We're using the old autopickup model */ 1023 /* high not bit set? We're using the old autopickup model */
1114 if (!(op->contr->mode & PU_NEWMODE)) 1024 if (!(op->contr->mode & PU_NEWMODE))
1116 switch (op->contr->mode) 1026 switch (op->contr->mode)
1117 { 1027 {
1118 case 0: 1028 case 0:
1119 return 1; /* don't pick up */ 1029 return 1; /* don't pick up */
1120 case 1: 1030 case 1:
1121 pick_up (op, tmp); 1031 CHK_PICK_PICKUP;
1122 return 1; 1032 return 1;
1123 case 2: 1033 case 2:
1124 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1125 return 0; 1035 return 0;
1126 case 3: 1036 case 3:
1127 return 0; /* stop before pickup */ 1037 return 0; /* stop before pickup */
1128 case 4: 1038 case 4:
1129 pick_up (op, tmp); 1039 CHK_PICK_PICKUP;
1130 break; 1040 break;
1131 case 5: 1041 case 5:
1132 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1133 stop = 1; 1043 stop = 1;
1134 break; 1044 break;
1135 case 6: 1045 case 6:
1136 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1137 pick_up (op, tmp); 1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1048 CHK_PICK_PICKUP;
1138 break; 1049 break;
1139 1050
1140 case 7: 1051 case 7:
1141 if (tmp->type == MONEY || tmp->type == GEM) 1052 if (tmp->type == MONEY || tmp->type == GEM)
1142 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1143 break; 1054 break;
1144 1055
1145 default: 1056 default:
1146 /* use value density */ 1057 /* use value density */
1147 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1148 && (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)
1149 pick_up (op, tmp); 1060 CHK_PICK_PICKUP;
1150 } 1061 }
1151 } 1062 }
1152 else 1063 else
1153 { /* old model */ 1064 { /* old model */
1154 /* NEW pickup handling */ 1065 /* NEW pickup handling */
1158 if (tmp->name != NULL) 1069 if (tmp->name != NULL)
1159 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1160 &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))));
1161 else 1072 else
1162 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1163 &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))));
1164 1075
1165 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1166 } 1077 }
1167 1078
1168 /* philosophy: 1079 /* philosophy:
1209 /* all food and drink if desired */ 1120 /* all food and drink if desired */
1210 /* question: don't pick up known-poisonous stuff? */ 1121 /* question: don't pick up known-poisonous stuff? */
1211 if (op->contr->mode & PU_FOOD) 1122 if (op->contr->mode & PU_FOOD)
1212 if (tmp->type == FOOD) 1123 if (tmp->type == FOOD)
1213 { 1124 {
1214 pick_up (op, tmp); 1125 CHK_PICK_PICKUP;
1215 continue; 1126 continue;
1216 } 1127 }
1217 1128
1218 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_DRINK)
1219 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)))
1220 { 1131 {
1221 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1222 continue; 1133 continue;
1223 } 1134 }
1224 1135
1225 if (op->contr->mode & PU_POTION) 1136 if (op->contr->mode & PU_POTION)
1226 if (tmp->type == POTION) 1137 if (tmp->type == POTION)
1227 { 1138 {
1228 pick_up (op, tmp); 1139 CHK_PICK_PICKUP;
1229 continue; 1140 continue;
1230 } 1141 }
1231 1142
1232 /* spellbooks, skillscrolls and normal books/scrolls */ 1143 /* spellbooks, skillscrolls and normal books/scrolls */
1233 if (op->contr->mode & PU_SPELLBOOK) 1144 if (op->contr->mode & PU_SPELLBOOK)
1234 if (tmp->type == SPELLBOOK) 1145 if (tmp->type == SPELLBOOK)
1235 { 1146 {
1236 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1237 continue; 1148 continue;
1238 } 1149 }
1239 1150
1240 if (op->contr->mode & PU_SKILLSCROLL) 1151 if (op->contr->mode & PU_SKILLSCROLL)
1241 if (tmp->type == SKILLSCROLL) 1152 if (tmp->type == SKILLSCROLL)
1242 { 1153 {
1243 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1244 continue; 1155 continue;
1245 } 1156 }
1246 1157
1247 if (op->contr->mode & PU_READABLES) 1158 if (op->contr->mode & PU_READABLES)
1248 if (tmp->type == BOOK || tmp->type == SCROLL) 1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1249 { 1160 {
1250 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1251 continue; 1162 continue;
1252 } 1163 }
1253 1164
1254 /* wands/staves/rods/horns */ 1165 /* wands/staves/rods/horns */
1255 if (op->contr->mode & PU_MAGIC_DEVICE) 1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1256 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1257 { 1168 {
1258 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1259 continue; 1170 continue;
1260 } 1171 }
1261 1172
1262 /* pick up all magical items */ 1173 /* pick up all magical items */
1263 if (op->contr->mode & PU_MAGICAL) 1174 if (op->contr->mode & PU_MAGICAL)
1264 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))
1265 { 1176 {
1266 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1267 continue; 1178 continue;
1268 } 1179 }
1269 1180
1270 if (op->contr->mode & PU_VALUABLES) 1181 if (op->contr->mode & PU_VALUABLES)
1271 { 1182 {
1272 if (tmp->type == MONEY || tmp->type == GEM) 1183 if (tmp->type == MONEY || tmp->type == GEM)
1273 { 1184 {
1274 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1275 continue; 1186 continue;
1276 } 1187 }
1277 } 1188 }
1278 1189
1279 /* rings & amulets - talismans seems to be typed AMULET */ 1190 /* rings & amulets - talismans seems to be typed AMULET */
1280 if (op->contr->mode & PU_JEWELS) 1191 if (op->contr->mode & PU_JEWELS)
1281 if (tmp->type == RING || tmp->type == AMULET) 1192 if (tmp->type == RING || tmp->type == AMULET)
1282 { 1193 {
1283 pick_up (op, tmp); 1194 CHK_PICK_PICKUP;
1284 continue; 1195 continue;
1285 } 1196 }
1286 1197
1287 /* we don't forget dragon food */ 1198 /* we don't forget dragon food */
1288 if (op->contr->mode & PU_FLESH) 1199 if (op->contr->mode & PU_FLESH)
1289 if (tmp->type == FLESH) 1200 if (tmp->type == FLESH)
1290 { 1201 {
1291 pick_up (op, tmp); 1202 CHK_PICK_PICKUP;
1292 continue; 1203 continue;
1293 } 1204 }
1294 1205
1295 /* bows and arrows. Bows are good for selling! */ 1206 /* bows and arrows. Bows are good for selling! */
1296 if (op->contr->mode & PU_BOW) 1207 if (op->contr->mode & PU_BOW)
1297 if (tmp->type == BOW) 1208 if (tmp->type == BOW)
1298 { 1209 {
1299 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1300 continue; 1211 continue;
1301 } 1212 }
1302 1213
1303 if (op->contr->mode & PU_ARROW) 1214 if (op->contr->mode & PU_ARROW)
1304 if (tmp->type == ARROW) 1215 if (tmp->type == ARROW)
1305 { 1216 {
1306 pick_up (op, tmp); 1217 CHK_PICK_PICKUP;
1307 continue; 1218 continue;
1308 } 1219 }
1309 1220
1310 /* all kinds of armor etc. */ 1221 /* all kinds of armor etc. */
1311 if (op->contr->mode & PU_ARMOUR) 1222 if (op->contr->mode & PU_ARMOUR)
1312 if (tmp->type == ARMOUR) 1223 if (tmp->type == ARMOUR)
1313 { 1224 {
1314 pick_up (op, tmp); 1225 CHK_PICK_PICKUP;
1315 continue; 1226 continue;
1316 } 1227 }
1317 1228
1318 if (op->contr->mode & PU_HELMET) 1229 if (op->contr->mode & PU_HELMET)
1319 if (tmp->type == HELMET) 1230 if (tmp->type == HELMET)
1320 { 1231 {
1321 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1322 continue; 1233 continue;
1323 } 1234 }
1324 1235
1325 if (op->contr->mode & PU_SHIELD) 1236 if (op->contr->mode & PU_SHIELD)
1326 if (tmp->type == SHIELD) 1237 if (tmp->type == SHIELD)
1327 { 1238 {
1328 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1329 continue; 1240 continue;
1330 } 1241 }
1331 1242
1332 if (op->contr->mode & PU_BOOTS) 1243 if (op->contr->mode & PU_BOOTS)
1333 if (tmp->type == BOOTS) 1244 if (tmp->type == BOOTS)
1334 { 1245 {
1335 pick_up (op, tmp); 1246 CHK_PICK_PICKUP;
1336 continue; 1247 continue;
1337 } 1248 }
1338 1249
1339 if (op->contr->mode & PU_GLOVES) 1250 if (op->contr->mode & PU_GLOVES)
1340 if (tmp->type == GLOVES) 1251 if (tmp->type == GLOVES)
1341 { 1252 {
1342 pick_up (op, tmp); 1253 CHK_PICK_PICKUP;
1343 continue; 1254 continue;
1344 } 1255 }
1345 1256
1346 if (op->contr->mode & PU_CLOAK) 1257 if (op->contr->mode & PU_CLOAK)
1347 if (tmp->type == CLOAK) 1258 if (tmp->type == CLOAK)
1348 { 1259 {
1349 pick_up (op, tmp); 1260 CHK_PICK_PICKUP;
1350 continue; 1261 continue;
1351 } 1262 }
1352 1263
1353 /* hoping to catch throwing daggers here */ 1264 /* hoping to catch throwing daggers here */
1354 if (op->contr->mode & PU_MISSILEWEAPON) 1265 if (op->contr->mode & PU_MISSILEWEAPON)
1355 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1356 { 1267 {
1357 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1358 continue; 1269 continue;
1359 } 1270 }
1360 1271
1361 /* careful: chairs and tables are weapons! */ 1272 /* careful: chairs and tables are weapons! */
1362 if (op->contr->mode & PU_ALLWEAPON) 1273 if (op->contr->mode & PU_ALLWEAPON)
1363 { 1274 {
1364 if (tmp->type == WEAPON && tmp->name != NULL) 1275 if (tmp->type == WEAPON && tmp->name != NULL)
1365 { 1276 {
1366 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 &&
1367 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1368 { 1279 {
1369 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1370 continue; 1281 continue;
1371 } 1282 }
1372 } 1283 }
1373 1284
1374 if (tmp->type == WEAPON && tmp->name == NULL) 1285 if (tmp->type == WEAPON && tmp->name == NULL)
1375 { 1286 {
1376 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)
1377 { 1288 {
1378 pick_up (op, tmp); 1289 CHK_PICK_PICKUP;
1379 continue; 1290 continue;
1380 } 1291 }
1381 } 1292 }
1382 } 1293 }
1383 1294
1384 /* misc stuff that's useful */ 1295 /* misc stuff that's useful */
1385 if (op->contr->mode & PU_KEY) 1296 if (op->contr->mode & PU_KEY)
1386 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1387 { 1298 {
1388 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1389 continue; 1300 continue;
1390 } 1301 }
1391 1302
1392 /* 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
1393 * pickups */ 1304 * pickups */
1398 /* >=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
1399 * and multiply them by 5, giving 0..15*5== 5..75 */ 1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1400 wvratio = (op->contr->mode & PU_RATIO) * 5; 1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1401 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)
1402 { 1313 {
1403 pick_up (op, tmp); 1314 CHK_PICK_PICKUP;
1404#if 0 1315#if 0
1405 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1406 if (tmp->name != NULL) 1317 if (tmp->name != NULL)
1407 { 1318 {
1408 fprintf (stderr, "%s", tmp->name); 1319 fprintf (stderr, "%s", tmp->name);
1409 } 1320 }
1410 else 1321 else
1411 fprintf (stderr, "%s", tmp->arch->name); 1322 fprintf (stderr, "%s", tmp->arch->archname);
1412 fprintf (stderr, ",%d] = ", tmp->type); 1323 fprintf (stderr, ",%d] = ", tmp->type);
1413 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))));
1414#endif 1325#endif
1415 continue; 1326 continue;
1416 } 1327 }
1427 * found object is returned. 1338 * found object is returned.
1428 */ 1339 */
1429object * 1340object *
1430find_arrow (object *op, const char *type) 1341find_arrow (object *op, const char *type)
1431{ 1342{
1432 object *tmp = NULL;
1433
1434 for (op = op->inv; op; op = op->below) 1343 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1435 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1436 tmp = find_arrow (op, type);
1437 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);
1438 return op; 1352 return arrow;
1353 }
1354
1439 return tmp; 1355 return 0;
1440} 1356}
1441 1357
1442/* 1358/*
1443 * 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
1444 * 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
1445 * 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
1446 * 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.
1447 */ 1363 */
1448
1449object * 1364object *
1450find_better_arrow (object *op, object *target, const char *type, int *better) 1365find_better_arrow (object *op, object *target, const char *type, int *better)
1451{ 1366{
1452 object *tmp = NULL, *arrow, *ntmp; 1367 object *tmp = NULL, *arrow, *ntmp;
1453 int attacknum, attacktype, betterby = 0, i; 1368 int attacknum, attacktype, betterby = 0, i;
1468 } 1383 }
1469 } 1384 }
1470 else if (arrow->type == ARROW && arrow->race == type) 1385 else if (arrow->type == ARROW && arrow->race == type)
1471 { 1386 {
1472 /* allways prefer assasination/slaying */ 1387 /* allways prefer assasination/slaying */
1473 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1474 { 1389 {
1475 if (arrow->attacktype & AT_DEATH) 1390 if (arrow->attacktype & AT_DEATH)
1476 { 1391 {
1477 *better = 100; 1392 *better = 100;
1478 return arrow; 1393 return arrow;
1486 else 1401 else
1487 { 1402 {
1488 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1403 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1489 { 1404 {
1490 attacktype = 1 << attacknum; 1405 attacktype = 1 << attacknum;
1491 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1406 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1492 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)
1493 { 1408 {
1494 tmp = arrow; 1409 tmp = arrow;
1495 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;
1496 } 1411 }
1497 } 1412 }
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1499 { 1414 {
1500 tmp = arrow; 1415 tmp = arrow;
1506 betterby = 1 + arrow->magic + arrow->stats.dam; 1421 betterby = 1 + arrow->magic + arrow->stats.dam;
1507 } 1422 }
1508 } 1423 }
1509 } 1424 }
1510 } 1425 }
1426
1511 if (tmp == NULL && arrow == NULL) 1427 if (tmp == NULL && arrow == NULL)
1512 return find_arrow (op, type); 1428 return find_arrow (op, type);
1513 1429
1514 *better = betterby; 1430 *better = betterby;
1515 return tmp; 1431 return tmp;
1519 * find_better_arrow to find a decent arrow to use. 1435 * find_better_arrow to find a decent arrow to use.
1520 * op = the shooter 1436 * op = the shooter
1521 * type = bow->race 1437 * type = bow->race
1522 * dir = fire direction 1438 * dir = fire direction
1523 */ 1439 */
1524
1525object * 1440object *
1526pick_arrow_target (object *op, const char *type, int dir) 1441pick_arrow_target (object *op, const char *type, int dir)
1527{ 1442{
1528 object *tmp = NULL; 1443 object *tmp = NULL;
1529 maptile *m; 1444 maptile *m;
1594 */ 1509 */
1595int 1510int
1596fire_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)
1597{ 1512{
1598 object *left, *bow; 1513 object *left, *bow;
1599 int bowspeed, mflags; 1514 int mflags;
1600 maptile *m; 1515 maptile *m;
1601 1516
1602 if (!dir) 1517 if (!dir)
1603 { 1518 {
1604 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!");
1605 return 0; 1520 return 0;
1606 } 1521 }
1607 1522
1608 if (op->type == PLAYER) 1523 if (op->contr)
1609 bow = op->contr->ranges[range_bow]; 1524 bow = op->current_weapon;
1610 else 1525 else
1611 { 1526 {
1612 for (bow = op->inv; bow; bow = bow->below) 1527 for (bow = op->inv; bow; bow = bow->below)
1613 /* 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
1614 * 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.
1619 if (!bow) 1534 if (!bow)
1620 { 1535 {
1621 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1622 return 0; 1537 return 0;
1623 } 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
1624 } 1547 }
1625 1548
1626 if (!bow->race || !bow->skill) 1549 if (!bow->race || !bow->skill)
1627 { 1550 {
1628 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);
1629 return 0; 1552 return 0;
1630 } 1553 }
1631
1632 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1633
1634 /* penalize ROF for bestarrow */
1635 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1636 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1637
1638 if (bowspeed < 1)
1639 bowspeed = 1;
1640 1554
1641 if (arrow == NULL) 1555 if (arrow == NULL)
1642 { 1556 {
1643 if ((arrow = find_arrow (op, bow->race)) == NULL) 1557 if ((arrow = find_arrow (op, bow->race)) == NULL)
1644 { 1558 {
1645 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1646 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);
1647 /* 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 */
1648 else 1562 else
1649 CLEAR_FLAG (op, FLAG_READY_BOW); 1563 CLEAR_FLAG (op, FLAG_READY_BOW);
1564
1650 return 0; 1565 return 0;
1651 } 1566 }
1652 } 1567 }
1653 1568
1654 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1569 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1667 arrow->destroy (); 1582 arrow->destroy ();
1668 return 0; 1583 return 0;
1669 } 1584 }
1670 1585
1671 left = arrow; /* these are arrows left to the player */ 1586 left = arrow; /* these are arrows left to the player */
1672 arrow = get_split_ob (arrow, 1); 1587 arrow = arrow->split ();
1673 if (!arrow) 1588 if (!arrow)
1674 { 1589 {
1675 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);
1676 return 0; 1591 return 0;
1677 } 1592 }
1678 1593
1679 arrow->set_owner (op); 1594 arrow->set_owner (op);
1680 arrow->skill = bow->skill; 1595 arrow->skill = bow->skill;
1681 arrow->direction = dir; 1596 arrow->direction = dir;
1682 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
1683 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1684 { 1632 {
1685 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1686 op->update_stats ();
1687 }
1688
1689 SET_ANIMATION (arrow, arrow->direction);
1690 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1691 arrow->stats.hp = arrow->stats.dam;
1692 arrow->stats.grace = arrow->attacktype;
1693 if (arrow->slaying != NULL)
1694 arrow->spellarg = strdup (arrow->slaying);
1695
1696 /* Note that this was different for monsters - they got their level
1697 * added to the damage. I think the strength bonus is more proper.
1698 */
1699
1700 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1701
1702 /* update the speed */
1703 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1704 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1705
1706 arrow->set_speed (max (arrow->speed, 1.0));
1707 arrow->speed_left = 0;
1708
1709 if (op->type == PLAYER)
1710 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 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;
1716 } 1640 }
1717 else 1641 else
1718 { 1642 {
1719 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1720 arrow->level = op->level; 1643 arrow->level = op->level;
1721 } 1644 arrow->stats.wc -= bow->magic;
1722 1645
1723 if (arrow->attacktype == AT_PHYSICAL) 1646 if (!arrow->slaying)
1647 arrow->slaying = bow->slaying;
1648
1724 arrow->attacktype |= bow->attacktype; 1649 arrow->attacktype |= bow->attacktype;
1650 }
1725 1651
1726 if (bow->slaying) 1652 wc -= arrow->level;
1727 arrow->slaying = bow->slaying; 1653 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1728 1654
1655 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1656 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1657 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1658
1732 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1659 op->play_sound (sound_find ("fire_arrow"));
1733 m->insert (arrow, sx, sy, op); 1660 m->insert (arrow, sx, sy, op);
1734 1661
1735 if (!arrow->destroyed ()) 1662 if (!arrow->destroyed ())
1736 move_arrow (arrow); 1663 move_arrow (arrow);
1737
1738 if (op->type == PLAYER)
1739 {
1740 if (left->destroyed ())
1741 esrv_del_item (op->contr, left->count);
1742 else
1743 esrv_send_item (op, left);
1744 }
1745 1664
1746 return 1; 1665 return 1;
1747} 1666}
1748 1667
1749/* Special fire code for players - this takes into 1668/* Special fire code for players - this takes into
1758{ 1677{
1759 int ret = 0, wcmod = 0; 1678 int ret = 0, wcmod = 0;
1760 1679
1761 if (op->contr->bowtype == bow_bestarrow) 1680 if (op->contr->bowtype == bow_bestarrow)
1762 { 1681 {
1763 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);
1764 } 1683 }
1765 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)
1766 { 1685 {
1767 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1768 wcmod = -1; 1687 wcmod = -1;
1688
1769 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);
1770 } 1690 }
1771 else if (op->contr->bowtype == bow_threewide) 1691 else if (op->contr->bowtype == bow_threewide)
1772 { 1692 {
1773 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);
1777 else if (op->contr->bowtype == bow_spreadshot) 1697 else if (op->contr->bowtype == bow_spreadshot)
1778 { 1698 {
1779 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);
1780 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);
1781 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);
1782
1783 } 1702 }
1784 else 1703 else
1785 { 1704 {
1786 /* Simple case */ 1705 /* Simple case */
1787 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);
1788 } 1707 }
1708
1789 return ret; 1709 return ret;
1790} 1710}
1791
1792 1711
1793/* Fires a misc (wand/rod/horn) object in 'dir'. 1712/* Fires a misc (wand/rod/horn) object in 'dir'.
1794 * Broken apart from 'fire' to keep it more readable. 1713 * Broken apart from 'fire' to keep it more readable.
1795 */ 1714 */
1796void 1715void
1797fire_misc_object (object *op, int dir) 1716fire_misc_object (object *op, int dir)
1798{ 1717{
1799 object *item; 1718 object *item = op->contr->ranged_ob;
1800 1719
1801 if (!op->contr->ranges[range_misc]) 1720 if (!item)
1802 { 1721 {
1803 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.");
1804 return; 1723 return;
1805 } 1724 }
1806 1725
1807 item = op->contr->ranges[range_misc];
1808 if (!item->inv) 1726 if (!item->inv)
1809 { 1727 {
1810 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1728 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1811 return; 1729 return;
1812 } 1730 }
1731
1732 if (!op->change_weapon (item))
1733 return;
1734
1813 if (item->type == WAND) 1735 if (item->type == WAND)
1814 { 1736 {
1815 if (item->stats.food <= 0) 1737 if (item->stats.food <= 0)
1816 { 1738 {
1817 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1739 op->contr->play_sound (sound_find ("wand_poof"));
1818 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
1819 return; 1742 return;
1820 } 1743 }
1821 } 1744 }
1822 else if (item->type == ROD || item->type == HORN) 1745 else if (item->type == ROD || item->type == HORN)
1823 { 1746 {
1824 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))
1825 { 1752 {
1826 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1753 op->contr->play_sound (sound_find ("wand_poof"));
1754
1827 if (item->type == ROD) 1755 if (item->type == ROD)
1828 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));
1829 else 1757 else
1830 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
1831 return; 1760 return;
1832 } 1761 }
1833 } 1762 }
1834 1763
1835 if (cast_spell (op, item, dir, item->inv, NULL)) 1764 if (cast_spell (op, item, dir, item->inv, NULL))
1842 object *tmp; 1771 object *tmp;
1843 1772
1844 if (item->arch) 1773 if (item->arch)
1845 { 1774 {
1846 CLEAR_FLAG (item, FLAG_ANIMATE); 1775 CLEAR_FLAG (item, FLAG_ANIMATE);
1847 item->face = item->arch->clone.face; 1776 item->face = item->arch->face;
1848 item->set_speed (0); 1777 item->set_speed (0);
1849 } 1778 }
1850 1779
1851 if ((tmp = item->in_player ())) 1780 if (object *pl = item->visible_to ())
1852 esrv_update_item (UPD_ANIM, tmp, item); 1781 esrv_update_item (UPD_ANIM, pl, item);
1853 } 1782 }
1854 } 1783 }
1855 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
1856 drain_rod_charge (item); 1785 drain_rod_charge (item);
1857 } 1786 }
1858} 1787}
1859 1788
1860/* Received a fire command for the player - go and do it. 1789/* Received a fire command for the player - go and do it.
1861 */ 1790 */
1862void 1791bool
1863fire (object *op, int dir) 1792fire (object *op, int dir)
1864{ 1793{
1865 int spellcost = 0; 1794 int spellcost = 0;
1866 1795
1867 /* check for loss of invisiblity/hide */ 1796 /* check for loss of invisiblity/hide */
1868 if (action_makes_visible (op)) 1797 if (action_makes_visible (op))
1869 make_visible (op); 1798 make_visible (op);
1870 1799
1871 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;
1872 { 1806 }
1873 case range_none:
1874 return;
1875 1807
1876 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:
1877 player_fire_bow (op, dir); 1824 player_fire_bow (op, dir);
1878 return; 1825 break;
1879 1826
1880 case range_magic: /* Casting spells */ 1827 case SPELL:
1881 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);
1882 return; 1829 break;
1883 1830
1884 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:
1885 fire_misc_object (op, dir); 1840 fire_misc_object (op, dir);
1886 return; 1841 break;
1887
1888 case range_golem: /* Control summoned monsters from scrolls */
1889 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1890 {
1891 op->contr->ranges[range_golem] = 0;
1892 op->contr->shoottype = range_none;
1893 }
1894 else
1895 control_golem (op->contr->ranges[range_golem], dir);
1896 return;
1897
1898 case range_skill:
1899 if (!op->chosen_skill)
1900 {
1901 if (op->type == PLAYER)
1902 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1903 return;
1904 }
1905 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1906 return;
1907 case range_builder:
1908 apply_map_builder (op, dir);
1909 return;
1910 default:
1911 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1912 return;
1913 } 1842 }
1914}
1915 1843
1916 1844 return true;
1845}
1917 1846
1918/* find_key 1847/* find_key
1919 * 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
1920 * and successfully use it, we return the key, otherwise NULL 1849 * and successfully use it, we return the key, otherwise NULL
1921 * This function merges both normal and locked door, since the logic 1850 * This function merges both normal and locked door, since the logic
1923 * pl is the player, 1852 * pl is the player,
1924 * inv is the objects inventory to searched 1853 * inv is the objects inventory to searched
1925 * door is the door we are trying to match against. 1854 * door is the door we are trying to match against.
1926 * This function can be called recursively to search containers. 1855 * This function can be called recursively to search containers.
1927 */ 1856 */
1928
1929object * 1857object *
1930find_key (object *pl, object *container, object *door) 1858find_key (object *pl, object *container, object *door)
1931{ 1859{
1932 object *tmp, *key; 1860 object *tmp, *key;
1933 1861
1934 /* Should not happen, but sanity checking is never bad */ 1862 /* Should not happen, but sanity checking is never bad */
1935 if (container->inv == NULL) 1863 if (!container->inv)
1936 return NULL; 1864 return 0;
1937 1865
1938 /* 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 */
1939 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1867 for (tmp = container->inv; tmp; tmp = tmp->below)
1940 { 1868 {
1941 if (door->type == DOOR && tmp->type == KEY) 1869 if (door->type == DOOR && tmp->type == KEY)
1942 break; 1870 break;
1943 /* For sanity, we should really check door type, but other stuff 1871 /* For sanity, we should really check door type, but other stuff
1944 * (like containers) can be locked with special keys 1872 * (like containers) can be locked with special keys
1945 */ 1873 */
1946 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1947 break; 1875 break;
1948 } 1876 }
1877
1949 /* No key found - lets search inventories now */ 1878 /* No key found - lets search inventories now */
1950 /* 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.
1951 * 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
1952 * a key, return 1881 * a key, return
1953 */ 1882 */
1954 if (!tmp) 1883 if (!tmp)
1955 { 1884 {
1956 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1885 for (tmp = container->inv; tmp; tmp = tmp->below)
1957 { 1886 {
1958 /* No reason to search empty containers */ 1887 /* No reason to search empty containers */
1959 if (tmp->type == CONTAINER && tmp->inv) 1888 if (tmp->type == CONTAINER && tmp->inv)
1960 { 1889 {
1961 if ((key = find_key (pl, tmp, door)) != NULL) 1890 if ((key = find_key (pl, tmp, door)))
1962 return key; 1891 return key;
1963 } 1892 }
1964 } 1893 }
1894
1965 if (!tmp) 1895 if (!tmp)
1966 return NULL; 1896 return NULL;
1967 } 1897 }
1898
1968 /* 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,
1969 * see if we actually want to use it 1900 * see if we actually want to use it
1970 */ 1901 */
1971 if (pl != container) 1902 if (pl != container)
1972 { 1903 {
1993 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1994 "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));
1995 return NULL; 1926 return NULL;
1996 } 1927 }
1997 } 1928 }
1929
1998 return tmp; 1930 return tmp;
1999} 1931}
2000 1932
2001/* moved door processing out of move_player_attack. 1933/* moved door processing out of move_player_attack.
2002 * returns 1 if player has opened the door with a key 1934 * returns 1 if player has opened the door with a key
2004 * 0 otherwise 1936 * 0 otherwise
2005 */ 1937 */
2006static int 1938static int
2007player_attack_door (object *op, object *door) 1939player_attack_door (object *op, object *door)
2008{ 1940{
2009 /* 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,
2010 * 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 -
2011 * otherwise, we fall through to the rest of the code. 1943 * otherwise, we fall through to the rest of the code.
2012 */ 1944 */
2013 object *key = find_key (op, op, door); 1945 object *key = find_key (op, op, door);
2014 1946
2015 /* IF we found a key, do some extra work */ 1947 /* If we found a key, do some extra work */
2016 if (key) 1948 if (key)
2017 { 1949 {
2018 object *container = key->env; 1950 object *container = key->env;
2019 1951
2020 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2021 if (action_makes_visible (op)) 1952 if (action_makes_visible (op))
2022 make_visible (op); 1953 make_visible (op);
1954
2023 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1955 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2024 spring_trap (door->inv, op); 1956 spring_trap (door->inv, op);
1957
2025 if (door->type == DOOR) 1958 if (door->type == DOOR)
2026 {
2027 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 */
2028 }
2029 else if (door->type == LOCKED_DOOR) 1960 else if (door->type == LOCKED_DOOR)
2030 { 1961 {
2031 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);
2032 remove_door2 (door); /* remove door without violence ;-) */ 1963 remove_door2 (door); /* remove door without violence ;-) */
2033 } 1964 }
1965
2034 /* Do this after we print the message */ 1966 /* Do this after we print the message */
2035 decrease_ob (key); /* Use up one of the keys */ 1967 key->decrease (); /* Use up one of the keys */
2036 /* Need to update the weight the container the key was in */ 1968
2037 if (container != op)
2038 esrv_update_item (UPD_WEIGHT, op, container);
2039 return 1; /* Nothing more to do below */ 1969 return 1; /* Nothing more to do below */
2040 } 1970 }
2041 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2042 { 1972 {
2043 /* Might as well return now - no other way to open this */ 1973 /* Might as well return now - no other way to open this */
2044 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...");
2045 return 1; 1975 return 1;
2046 } 1976 }
1977
2047 return 0; 1978 return 0;
2048} 1979}
2049 1980
2050/* This function is just part of a breakup from move_player. 1981/* This function is just part of a breakup from move_player.
2051 * It should keep the code cleaner. 1982 * It should keep the code cleaner.
2052 * When this is called, the players direction has been updated 1983 * When this is called, the players direction has been updated
2053 * (taking into account confusion.) The player is also actually 1984 * (taking into account confusion.) The player is also actually
2054 * going to try and move (not fire weapons). 1985 * going to try and move (not fire weapons).
2055 */ 1986 */
2056void 1987bool
2057move_player_attack (object *op, int dir) 1988move_player_attack (object *op, int dir)
2058{ 1989{
2059 object *tmp, *mon;
2060 sint16 nx, ny;
2061 int on_battleground; 1990 int on_battleground;
2062 maptile *m;
2063 1991
2064 nx = freearr_x[dir] + op->x; 1992 sint16 nx = freearr_x[dir] + op->x;
2065 ny = freearr_y[dir] + op->y; 1993 sint16 ny = freearr_y[dir] + op->y;
2066 1994
2067 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 }
2068 2005
2069 /* 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
2070 * 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
2071 * 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
2072 * player. This is a pretty nasty hack, because if we could 2009 * player. This is a pretty nasty hack, because if we could
2073 * 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
2074 * 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
2075 * 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
2076 * move_ob uses. 2013 * move_ob uses.
2077 */ 2014 */
2078 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);
2079 {
2080 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2081 {
2082 m = get_map_from_coord (op->map, &nx, &ny);
2083 if (!m)
2084 return; /* Don't think this should happen */
2085 }
2086 else
2087 m = op->map;
2088 2016
2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2090 {
2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2092 return;
2093 }
2094
2095 mon = 0;
2096 /* 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
2097 * 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.
2098 * 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
2099 * on the space 2020 * on the space
2100 */ 2021 */
2101 while (tmp) 2022 object *mon;
2102 { 2023 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2103 if (tmp == op) 2024 {
2104 { 2025 if ((mon->flag [FLAG_ALIVE]
2105 tmp = tmp->above; 2026 || mon->type == LOCKED_DOOR
2106 continue; 2027 || mon->flag [FLAG_CAN_ROLL])
2107 }
2108
2109 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2110 {
2111 mon = tmp; 2028 && mon != op)
2112 break; 2029 break;
2113 } 2030 }
2114 2031
2115 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2116 mon = tmp;
2117
2118 tmp = tmp->above;
2119 }
2120
2121 if (!mon) /* This happens anytime the player tries to move */ 2032 if (!mon) /* This happens anytime the player tries to move */
2122 return; /* into a wall */ 2033 return false; /* into a wall */
2123 2034
2124 if (mon->head)
2125 mon = mon->head; 2035 mon = mon->head_ ();
2126 2036
2127 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)
2128 if (player_attack_door (op, mon)) 2039 if (player_attack_door (op, mon))
2040 {
2041 --op->contr->weapon_sp_left;
2129 return; 2042 return true;
2043 }
2130 2044
2131 /* The following deals with possibly attacking peaceful 2045 /* The following deals with possibly attacking peaceful
2132 * or frienddly creatures. Basically, all players are considered 2046 * or friendly creatures. Basically, all players are considered
2133 * unaggressive. If the moving player has peaceful set, then the 2047 * unaggressive. If the moving player has peaceful set, then the
2134 * object should be pushed instead of attacked. It is assumed that 2048 * object should be pushed instead of attacked. It is assumed that
2135 * if you are braced, you will not attack friends accidently, 2049 * if you are braced, you will not attack friends accidently,
2136 * and thus will not push them. 2050 * and thus will not push them.
2137 */ 2051 */
2138 2052
2139 /* 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
2140 * peaceful. Our assumption is the creature is a pet if the 2054 * peaceful. Our assumption is the creature is a pet if the
2141 * player owns it and it is either friendly or unagressive. 2055 * player owns it and it is either friendly or unagressive.
2142 */ 2056 */
2143 if ((op->type == PLAYER) 2057 if (op->type == PLAYER
2144#if COZY_SERVER
2145 &&
2146 ((mon->owner && mon->owner->contr 2058 && ((mon->owner && mon->owner->contr
2147 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2059 && same_party (mon->owner->contr->party, op->contr->party))
2148#else
2149 && mon->owner == op 2060 || mon->owner == op)
2150#endif
2151 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2061 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2152 { 2062 {
2153 /* 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 */
2154 if (op->contr->braced) 2064 if (op->contr->braced)
2155 return; 2065 return false;
2156 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"));
2157 (void) push_ob (mon, dir, op); 2072 push_ob (mon, dir, op);
2073
2158 if (op->contr->tmp_invis || op->hide) 2074 if (op->contr->tmp_invis || op->hide)
2159 make_visible (op); 2075 make_visible (op);
2076
2160 return; 2077 return true;
2161 } 2078 }
2079 else
2080 return false;
2081 }
2162 2082
2163 /* in certain circumstances, you shouldn't attack friendly 2083 /* in certain circumstances, you shouldn't attack friendly
2164 * creatures. Note that if you are braced, you can't push 2084 * creatures. Note that if you are braced, you can't push
2165 * 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
2166 * attack them either. 2086 * attack them either.
2167 */ 2087 */
2168 if ((mon->type == PLAYER || mon->enemy != op) && 2088 if ((mon->type == PLAYER || mon->enemy != op)
2169 (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))
2170#ifdef PROHIBIT_PLAYERKILL
2171 (op->contr->peaceful 2090 && ((op->contr->peaceful
2172 || (mon->type == PLAYER 2091 || (mon->type == PLAYER && mon->contr->peaceful))
2173 && mon->contr->
2174 peaceful)) &&
2175#else
2176 op->contr->peaceful &&
2177#endif
2178 !on_battleground)) 2092 && !on_battleground))
2093 {
2094 if (op->speed_left > 0.f)
2179 { 2095 {
2096 --op->speed_left;
2097
2180 if (!op->contr->braced) 2098 if (!op->contr->braced)
2181 { 2099 {
2182 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2100 op->play_sound (sound_find ("push_player"));
2183 (void) push_ob (mon, dir, op); 2101 push_ob (mon, dir, op);
2184 } 2102 }
2185 else 2103 else
2186 new_draw_info (0, 0, op, "You withhold your attack"); 2104 op->statusmsg ("You withhold your attack");
2187 2105
2188 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2189 make_visible (op); 2107 make_visible (op);
2190 }
2191 2108
2109 return true;
2110 }
2111 }
2192 /* If the object is a boulder or other rollable object, then 2112 /* If the object is a boulder or other rollable object, then
2193 * 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.
2194 */ 2114 */
2195 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)
2196 { 2118 {
2119 --op->speed_left;
2120
2197 recursive_roll (mon, dir, op); 2121 recursive_roll (mon, dir, op);
2198 if (action_makes_visible (op)) 2122 if (action_makes_visible (op))
2199 make_visible (op); 2123 make_visible (op);
2200 }
2201 2124
2125 return true;
2126 }
2127 }
2202 /* Any generic living creature. Including things like doors. 2128 /* Any generic living creature. Including things like doors.
2203 * 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
2204 * and be living. Then, it must be one of the following: 2130 * and be living. Then, it must be one of the following:
2205 * 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
2206 * 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.
2207 */ 2133 */
2208
2209 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2134 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2210 ((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)))
2211 { 2136 {
2212 2137 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2213 /* If the player hasn't hit something this tick, and does
2214 * so, give them speed boost based on weapon speed. Doing
2215 * it here is better than process_players2, which basically
2216 * incurred a 1 tick offset.
2217 */
2218 if (!op->contr->has_hit)
2219 { 2138 {
2220 op->speed_left += op->speed / op->contr->weapon_sp; 2139 --op->contr->weapon_sp_left;
2221
2222 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2223 }
2224 2140
2225 skill_attack (mon, op, 0, 0, 0); 2141 skill_attack (mon, op, 0, 0, 0);
2226
2227 /* If attacking another player, that player gets automatic
2228 * hitback, and doesn't loose luck either.
2229 * Disable hitback on the battleground or if the target is
2230 * the wiz.
2231 */
2232 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2233 {
2234 short luck = mon->stats.luck;
2235
2236 mon->contr->has_hit = 1;
2237 skill_attack (op, mon, 0, 0, 0);
2238 mon->stats.luck = luck;
2239 }
2240 2142
2241 if (action_makes_visible (op)) 2143 if (action_makes_visible (op))
2242 make_visible (op); 2144 make_visible (op);
2243 }
2244 } /* if player should attack something */
2245}
2246 2145
2247int 2146 return true;
2147 }
2148 }
2149
2150 return false;
2151}
2152
2153bool
2248move_player (object *op, int dir) 2154move_player (object *op, int dir)
2249{ 2155{
2250 int pick; 2156 int pick;
2251 2157
2252 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2158 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2253 return 0; 2159 return 0;
2254 2160
2255 /* Sanity check: make sure dir is valid */ 2161 /* Sanity check: make sure dir is valid */
2256 if ((dir < 0) || (dir >= 9)) 2162 if ((dir < 0) || (dir >= 9))
2257 { 2163 {
2258 LOG (llevError, "move_player: invalid direction %d\n", dir); 2164 LOG (llevError, "move_player: invalid direction %d\n", dir);
2259 return 0; 2165 return 0;
2260 } 2166 }
2261 2167
2262 /* peterm: added following line */ 2168 /* peterm: added following line */
2263 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2169 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2264 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2170 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2265 2171
2266 op->facing = dir; 2172 op->facing = dir;
2267 2173
2268 if (op->hide) 2174 if (op->hide)
2269 do_hidden_move (op); 2175 do_hidden_move (op);
2270 2176
2177 bool retval;
2178
2271 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2179 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2272 /*nop */ ; 2180 retval = RESULT_INT (0);
2273 else if (op->contr->fire_on) 2181 else if (op->contr->fire_on)
2274 fire (op, dir); 2182 retval = fire (op, dir);
2275 else 2183 else
2276 { 2184 {
2277 move_player_attack (op, dir); 2185 retval = move_player_attack (op, dir);
2278 pick = check_pick (op); 2186 pick = check_pick (op);
2279 } 2187 }
2280 2188
2281 /* 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
2282 * server can handle repeat firing. 2190 * server can handle repeat firing.
2289 /* Update how the player looks. Use the facing, so direction may 2197 /* Update how the player looks. Use the facing, so direction may
2290 * get reset to zero. This allows for full animation capabilities 2198 * get reset to zero. This allows for full animation capabilities
2291 * for players. 2199 * for players.
2292 */ 2200 */
2293 animate_object (op, op->facing); 2201 animate_object (op, op->facing);
2294 return 0; 2202
2203 return retval;
2295} 2204}
2296 2205
2297/* 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
2298 * new client/server stuff. 2207 * new client/server stuff.
2299 * 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
2300 * the new speed values for commands. 2209 * the new speed values for commands.
2301 * 2210 *
2302 * 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.
2303 */ 2214 */
2304int 2215bool
2305handle_newcs_player (object *op) 2216handle_newcs_player (object *op)
2306{ 2217{
2307 if (op->contr->hidden)
2308 {
2309 op->invisible = 1000;
2310 /* the socket code flashes the player visible/invisible
2311 * depending on the value of invisible, so we need to
2312 * alternate it here for it to work correctly.
2313 */
2314 if (pticks & 2)
2315 op->invisible--;
2316 }
2317 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2318 {
2319 op->invisible--;
2320 if (!op->invisible)
2321 {
2322 make_visible (op);
2323 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2324 }
2325 }
2326
2327 if (QUERY_FLAG (op, FLAG_SCARED)) 2218 if (QUERY_FLAG (op, FLAG_SCARED))
2328 { 2219 {
2329 flee_player (op); 2220 if (op->speed_left > 0.f)
2330 /* If player is still scared, that is his action for this tick */
2331 if (QUERY_FLAG (op, FLAG_SCARED))
2332 { 2221 {
2333 op->speed_left--; 2222 --op->speed_left;
2223 flee_player (op);
2224
2334 return 0; 2225 return true;
2335 } 2226 }
2227 else
2228 return false;
2336 } 2229 }
2337
2338 /* I've been seeing crashes where the golem has been destroyed, but
2339 * the player object still points to the defunct golem. The code that
2340 * destroys the golem looks correct, and it doesn't always happen, so
2341 * put this in a a workaround to clean up the golem pointer.
2342 */
2343 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2344 op->contr->ranges[range_golem] = 0;
2345 2230
2346 /* 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
2347 * the players time has been increased when doericserver has been 2232 * the players time has been increased when doericserver has been
2348 * called, so we recheck it here. 2233 * called, so we recheck it here.
2349 */ 2234 */
2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2235 if (op->contr->ns->handle_command ())
2351 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2352 ;
2353
2354 if (op->speed_left < 0)
2355 return 0; 2236 return true;
2356 2237
2357 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2238 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2358 {
2359 /* All move commands take 1 tick, at least for now */
2360 op->speed_left--;
2361
2362 /* Instead of all the stuff below, let move_player take care
2363 * of it. Also, some of the skill stuff is only put in
2364 * there, as well as the confusion stuff.
2365 */
2366 move_player (op, op->direction); 2239 return move_player (op, op->direction);
2367 if (op->speed_left > 0)
2368 return 1;
2369 else
2370 return 0;
2371 }
2372 2240
2373 return 0; 2241 return false;
2374} 2242}
2375 2243
2376int 2244int
2377save_life (object *op) 2245save_life (object *op)
2378{ 2246{
2380 return 0; 2248 return 0;
2381 2249
2382 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2250 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2383 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2384 { 2252 {
2385 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2253 op->play_sound (sound_find ("ob_evaporate"));
2386 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));
2387
2388 if (op->contr)
2389 esrv_del_item (op->contr, tmp->count);
2390 2255
2391 tmp->destroy (); 2256 tmp->destroy ();
2392 CLEAR_FLAG (op, FLAG_LIFESAVE); 2257 CLEAR_FLAG (op, FLAG_LIFESAVE);
2393 2258
2394 if (op->stats.hp < 0) 2259 if (op->stats.hp < 0)
2407 return 0; 2272 return 0;
2408} 2273}
2409 2274
2410/* 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
2411 * 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
2412 * 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
2413 * from. 2278 * from.
2414 */ 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
2415void 2296void
2416remove_unpaid_objects (object *op, object *env) 2297object::drop_unpaid_items ()
2417{ 2298{
2418 object *next; 2299 if (!flag [FLAG_REMOVED])
2419 2300 ::drop_unpaid_items (inv, this);
2420 while (op)
2421 {
2422 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2423
2424 if (QUERY_FLAG (op, FLAG_UNPAID))
2425 {
2426 if (env->type == PLAYER)
2427 esrv_del_item (env->contr, op->count);
2428
2429 op->insert_at (env);
2430 }
2431 else if (op->inv)
2432 remove_unpaid_objects (op->inv, env);
2433
2434 op = next;
2435 }
2436} 2301}
2437 2302
2438/* 2303/*
2439 * Returns pointer a static string containing gravestone text 2304 * Returns pointer a static string containing gravestone text
2440 * Moved from apply.c to player.c - player.c is what 2305 * Moved from apply.c to player.c - player.c is what
2441 * actually uses this function. player.c may not be quite the 2306 * actually uses this function. player.c may not be quite the
2442 * best, a misc file for object actions is probably better, 2307 * best, a misc file for object actions is probably better,
2443 * but there isn't one in the server directory. 2308 * but there isn't one in the server directory.
2444 */ 2309 */
2445char * 2310const char *
2446gravestone_text (object *op) 2311gravestone_text (object *op)
2447{ 2312{
2448 static char buf2[MAX_BUF]; 2313 static dynbuf_text buf;
2449 char buf[MAX_BUF];
2450 time_t now = time (NULL);
2451 2314
2452 strcpy (buf2, " R.I.P.\n\n"); 2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2453 if (op->type == PLAYER) 2318 if (op->type == PLAYER)
2454 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2319 buf << " the " << op->contr->title;
2455 else
2456 sprintf (buf, "%s\n", &op->name);
2457 2320
2458 strncat (buf2, " ", 20 - strlen (buf) / 2); 2321 buf << "\n\n";
2459 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
2460 if (op->type == PLAYER) 2327 if (op->type == PLAYER)
2461 sprintf (buf, "who was in level %d when killed\n", op->level); 2328 buf << "by " << op->contr->killer_name () << ".\n\n";
2462 else
2463 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2464 2329
2465 strncat (buf2, " ", 20 - strlen (buf) / 2);
2466 strcat (buf2, buf);
2467 if (op->type == PLAYER)
2468 { 2330 {
2469 sprintf (buf, "by %s.\n\n", op->contr->killer); 2331 static char buf2[128];
2470 strncat (buf2, " ", 21 - strlen (buf) / 2); 2332 time_t now = time (NULL);
2471 strcat (buf2, buf);
2472 }
2473
2474 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2475 strncat (buf2, " ", 20 - strlen (buf) / 2); 2334 buf << buf2;
2476 strcat (buf2, buf); 2335 }
2477 2336
2478 return buf2; 2337 return buf;
2479} 2338}
2480 2339
2481void 2340void
2482do_some_living (object *op) 2341do_some_living (object *op)
2483{ 2342{
2490 int rate_grace = 2000; 2349 int rate_grace = 2000;
2491 const int max_hp = 1; 2350 const int max_hp = 1;
2492 const int max_sp = 1; 2351 const int max_sp = 1;
2493 const int max_grace = 1; 2352 const int max_grace = 1;
2494 2353
2495 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--;
2496 { 2363 }
2497 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2364 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2498 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2365 {
2499 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 }
2500 } 2371 }
2501 2372
2502 if (op->contr->ns->state == ST_PLAYING) 2373 if (op->contr->ns->state == ST_PLAYING)
2503 { 2374 {
2504 /* these next three if clauses make it possible to SLOW DOWN 2375 /* these next three if clauses make it possible to SLOW DOWN
2523 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2394 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2524 else 2395 else
2525 { 2396 {
2526 gen_grace = op->stats.maxgrace; 2397 gen_grace = op->stats.maxgrace;
2527 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2398 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2528 }
2529
2530 /* Regenerate Spell Points */
2531 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2532 {
2533 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2534 if (op->stats.sp < op->stats.maxsp)
2535 {
2536 op->stats.sp++;
2537 /* dms do not consume food */
2538 if (!QUERY_FLAG (op, FLAG_WIZ))
2539 {
2540 op->stats.food--;
2541 if (op->contr->digestion < 0)
2542 op->stats.food += op->contr->digestion;
2543 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2544 op->stats.food = last_food;
2545 }
2546 }
2547
2548 if (max_sp > 1)
2549 {
2550 over_sp = (gen_sp + 10) / rate_sp;
2551 if (over_sp > 0)
2552 {
2553 if (op->stats.sp < op->stats.maxsp)
2554 {
2555 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2556
2557 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2558 op->stats.sp--;
2559
2560 if (op->stats.sp > op->stats.maxsp)
2561 op->stats.sp = op->stats.maxsp;
2562 }
2563 op->last_sp = 0;
2564 }
2565 else
2566 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2567 }
2568 else
2569 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2570 } 2399 }
2571 2400
2572 /* Regenerate Grace */ 2401 /* Regenerate Grace */
2573 /* 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. */
2574 if (--op->last_grace < 0) 2403 if (--op->last_grace < 0)
2595 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);
2596 } 2425 }
2597 /* wearing stuff doesn't detract from grace generation. */ 2426 /* wearing stuff doesn't detract from grace generation. */
2598 } 2427 }
2599 2428
2429 if (op->stats.food > 0)
2430 {
2600 /* Regenerate Hit Points */ 2431 /* Regenerate Spell Points */
2601 if (--op->last_heal < 0) 2432 if (!op->contr->golem && --op->last_sp < 0)
2602 {
2603 if (op->stats.hp < op->stats.maxhp)
2604 { 2433 {
2605 op->stats.hp++; 2434 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2606 /* dms do not consume food */ 2435
2607 if (!QUERY_FLAG (op, FLAG_WIZ)) 2436 if (op->stats.sp < op->stats.maxsp)
2608 { 2437 {
2438 op->stats.sp++;
2439
2440 /* dms do not consume food */
2441 if (!QUERY_FLAG (op, FLAG_WIZ))
2442 {
2609 op->stats.food--; 2443 op->stats.food--;
2444
2610 if (op->contr->digestion < 0) 2445 if (op->contr->digestion < 0)
2611 op->stats.food += op->contr->digestion; 2446 op->stats.food += op->contr->digestion;
2612 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))
2613 op->stats.food = last_food; 2448 op->stats.food = last_food;
2449 }
2614 } 2450 }
2615 }
2616 2451
2617 if (max_hp > 1) 2452 if (max_sp > 1)
2618 {
2619 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2620 if (over_hp > 0)
2621 { 2453 {
2622 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
2623 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);
2624 } 2472 }
2625 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)
2626 { 2481 {
2627 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 }
2628 } 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);
2629 } 2507 }
2630 else 2508 else
2631 {
2632 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);
2633 } 2510 }
2634 } 2511 }
2635 2512
2636 /* Digestion */ 2513 /* Digestion */
2637 if (--op->last_eat < 0) 2514 if (--op->last_eat < 0)
2638 { 2515 {
2639#ifdef COZY_SERVER 2516 int bonus = max (0, op->contr->digestion),
2640 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2517 penalty = max (0, -op->contr->digestion);
2641 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2642#else
2643 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2644#endif
2645 2518
2646 if (op->contr->gen_hp > 0)
2647 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);
2648 else
2649 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2650 2520
2651 /* dms do not consume food */ 2521 /* dms do not consume food */
2652 if (!QUERY_FLAG (op, FLAG_WIZ)) 2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2653 op->stats.food--; 2523 op->stats.food--;
2654 } 2524 }
2655 2525
2656 if (op->stats.food < 0 && op->stats.hp >= 0) 2526 if (op->stats.food < 0 && op->stats.hp >= 0)
2657 { 2527 {
2658 object *tmp, *flesh = 0; 2528 object *flesh = 0;
2659 2529
2660 for (tmp = op->inv; tmp; tmp = tmp->below) 2530 for_inv_removable (op, tmp)
2661 { 2531 {
2662 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)
2663 { 2536 {
2664 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2537 op->statusmsg ("You blindly grab for a bite of food. "
2665 { 2538 "H<To prevent you from starving, you ate some random item from your backpack.>");
2666 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2667 manual_apply (op, tmp, 0); 2539 manual_apply (op, tmp, 0);
2540
2668 if (op->stats.food >= 0 || op->stats.hp < 0) 2541 if (op->stats.food >= 0 || op->stats.hp < 0)
2669 break; 2542 break;
2670 } 2543 }
2671 else if (tmp->type == FLESH) 2544 else if (tmp->type == FLESH)
2672 flesh = tmp; 2545 flesh = tmp;
2673 } /* End if paid for object */ 2546 }
2674 } /* end of for loop */
2675 2547
2676 /* 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
2677 * eat flesh instead. 2549 * eat flesh instead.
2678 */ 2550 */
2679 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2680 { 2552 {
2681 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.>");
2682 manual_apply (op, flesh, 0); 2555 manual_apply (op, flesh, 0);
2683 } 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)
2684 } 2565 {
2685 2566 op->stats.hp += op->stats.food;
2686 while (op->stats.food < 0 && op->stats.hp >= 0) 2567 op->stats.food = 0;
2687 op->stats.food++, op->stats.hp--; 2568 }
2688 2569
2689 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2690 kill_player (op); 2571 kill_player (op);
2691 } 2572 }
2692} 2573}
2697 * file. 2578 * file.
2698 */ 2579 */
2699void 2580void
2700kill_player (object *op) 2581kill_player (object *op)
2701{ 2582{
2583 int x, y;
2702 char buf[MAX_BUF]; 2584 char buf[MAX_BUF];
2703 int x, y;
2704
2705 //int i;
2706 maptile *map; /* this is for resurrection */ 2585 maptile *map; /* this is for resurrection */
2707
2708 /* int z;
2709 int num_stats_lose;
2710 int lost_a_stat;
2711 int lose_this_stat;
2712 int this_stat; */
2713 int will_kill_again; 2586 int will_kill_again;
2714 archetype *at; 2587 archetype *at;
2715 object *tmp; 2588 object *tmp;
2716 2589
2717 if (save_life (op)) 2590 if (save_life (op))
2718 return; 2591 return;
2719
2720 2592
2721 /* 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
2722 * 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.
2723 * Look at op_on_battleground() for more info --AndreasV 2595 * Look at op_on_battleground() for more info --AndreasV
2724 */ 2596 */
2740 { 2612 {
2741 tmp->destroy (); 2613 tmp->destroy ();
2742 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2743 } 2615 }
2744 2616
2745 cure_disease (op, 0); /* remove any disease */ 2617 cure_disease (op, 0, 0); /* remove any disease */
2746 op->stats.hp = op->stats.maxhp; 2618 op->stats.hp = op->stats.maxhp;
2747 if (op->stats.food <= 0) 2619 if (op->stats.food <= 0)
2748 op->stats.food = 999; 2620 op->stats.food = 999;
2749 2621
2750 /* create a bodypart-trophy to make the winner happy */ 2622 /* create a bodypart-trophy to make the winner happy */
2751 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2623 if (object *tmp = arch_to_object (archetype::find ("finger")))
2752 { 2624 {
2753 sprintf (buf, "%s's finger", &op->name); 2625 tmp->name = format ("%s's finger" , &op->name);
2754 tmp->name = buf; 2626 tmp->name_pl = format ("%s's fingers", &op->name);
2755 sprintf (buf, " This finger has been cut off %s\n"
2756 " the %s, when he was defeated at\n level %d by %s.\n",
2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2758 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 );
2759 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2633 tmp->value = 0, tmp->type = 0;
2760 tmp->materialname = NULL; 2634 tmp->materialname = "organics";
2761 op->insert_at (tmp, op); 2635 tmp->insert_at (op, tmp);
2762 } 2636 }
2763 2637
2764 /* teleport defeated player to new destination */ 2638 /* teleport defeated player to new destination */
2765 transfer_ob (op, x, y, 0, NULL); 2639 transfer_ob (op, x, y, 0, NULL);
2766 op->contr->braced = 0; 2640 op->contr->braced = 0;
2771 2645
2772 command_kill_pets (op, 0); 2646 command_kill_pets (op, 0);
2773 2647
2774 if (op->stats.food < 0) 2648 if (op->stats.food < 0)
2775 { 2649 {
2776 if (op->contr->explore) 2650 op->contr->killer = archetype::get ("killer_starvation");
2777 { 2651 op->contr->killer->destroy ();
2778 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780 op->stats.food = 999;
2781 return;
2782 }
2783 sprintf (buf, "%s starved to death.", &op->name);
2784 strcpy (op->contr->killer, "starvation");
2785 }
2786 else
2787 { 2652 }
2788 if (op->contr->explore)
2789 {
2790 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2791 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2792 op->stats.hp = op->stats.maxhp;
2793 return;
2794 }
2795 sprintf (buf, "%s died.", &op->name);
2796 }
2797 2653
2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2654 op->contr->play_sound (sound_find ("player_dies"));
2799 2655
2800 /* save the map location for corpse, gravestone */ 2656 /* save the map location for corpse, gravestone */
2801 x = op->x; 2657 x = op->x;
2802 y = op->y; 2658 y = op->y;
2803 map = op->map; 2659 map = op->map;
2910 lost_a_stat = 1; 2766 lost_a_stat = 1;
2911 } 2767 }
2912 } 2768 }
2913 } 2769 }
2914 } 2770 }
2771
2915 /* If no stat lost, tell the player. */ 2772 /* If no stat lost, tell the player. */
2916 if (!lost_a_stat) 2773 if (!lost_a_stat)
2917 { 2774 {
2918 /* determine_god() seems to not work sometimes... why is this? 2775 /* determine_god() seems to not work sometimes... why is this?
2919 Should I be using something else? GD */ 2776 Should I be using something else? GD */
2923 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);
2924 else 2781 else
2925 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.");
2926 } 2783 }
2927#else 2784#else
2928 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.");
2929#endif 2786#endif
2930 2787
2931 /* Put a gravestone up where the character 'almost' died. List the 2788 /* Put a gravestone up where the character 'almost' died. List the
2932 * exp loss on the stone. 2789 * exp loss on the stone.
2933 */ 2790 */
2934 tmp = arch_to_object (archetype::find ("gravestone")); 2791 tmp = arch_to_object (archetype::find ("gravestone"));
2935 sprintf (buf, "%s's gravestone", &op->name); 2792 tmp->name = format ("%s's gravestone", &op->name);
2936 tmp->name = buf; 2793 tmp->name_pl = format ("%s's gravestones", &op->name);
2937 sprintf (buf, "%s's gravestones", &op->name);
2938 tmp->name_pl = buf;
2939 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 ());
2940 tmp->msg = buf;
2941 tmp->x = op->x, tmp->y = op->y; 2795 tmp->x = op->x, tmp->y = op->y;
2942 insert_ob_in_map (tmp, op->map, NULL, 0); 2796 insert_ob_in_map (tmp, op->map, NULL, 0);
2943 2797
2944 /**************************************/ 2798 /**************************************/
2945 /* */ 2799 /* */
2966 { 2820 {
2967 tmp->destroy (); 2821 tmp->destroy ();
2968 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2969 } 2823 }
2970 2824
2971 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 }
2972 2838
2973 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
2974 apply_death_exp_penalty (op); 2840 apply_death_exp_penalty (op);
2841
2975 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2976 op->stats.food = 900; 2843 op->stats.food = 900;
2844
2977 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2978 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2979 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2980 2848
2981 /* 2849 /*
2982 * Check to see if the player is in a shop. IF so, then check to see if
2983 * 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
2984 * in the map. 2851 * and put them back in the map.
2985 */ 2852 */
2986 2853 op->drop_unpaid_items ();
2987 if (is_in_shop (op))
2988 remove_unpaid_objects (op->inv, op);
2989 2854
2990 /****************************************/ 2855 /****************************************/
2991 /* */ 2856 /* */
2992 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2993 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2994 /* */ 2859 /* */
2995 /****************************************/ 2860 /****************************************/
2996 2861
2997 enter_player_savebed (op); 2862 enter_player_savebed (op);
2998 2863
2999 /* Save the player before inserting the force to reduce
3000 * chance of abuse.
3001 */
3002 op->contr->braced = 0; 2864 op->contr->braced = 0;
3003 op->contr->save ();
3004 2865
3005 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
3006 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
3007 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
3008 * on the space that might harm the player. 2869 * on the space that might harm the player.
3017 object *force; 2878 object *force;
3018 int at; 2879 int at;
3019 2880
3020 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
3021 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
3022 force->speed = 0.1; 2883 force->speed = 0.1f;
3023 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
3024 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
3025 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
3026 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
3027 force->resist[at] = 100; 2888 force->resist[at] = 100;
3028 2889
3037void 2898void
3038loot_object (object *op) 2899loot_object (object *op)
3039{ /* Grab and destroy some treasure */ 2900{ /* Grab and destroy some treasure */
3040 object *tmp, *tmp2, *next; 2901 object *tmp, *tmp2, *next;
3041 2902
3042 if (op->container) 2903 op->close_container (); /* close open sack first */
3043 esrv_apply_container (op, op->container); /* close open sack first */
3044 2904
3045 for (tmp = op->inv; tmp; tmp = next) 2905 for (tmp = op->inv; tmp; tmp = next)
3046 { 2906 {
3047 next = tmp->below; 2907 next = tmp->below;
3048 2908
3049 if (tmp->invisible) 2909 if (tmp->invisible)
3050 continue; 2910 continue;
3051 2911
3052 tmp->remove (); 2912 tmp->remove ();
3053 tmp->x = op->x, tmp->y = op->y; 2913 tmp->x = op->x, tmp->y = op->y;
2914
3054 if (tmp->type == CONTAINER) 2915 if (tmp->type == CONTAINER)
3055 { /* empty container to ground */ 2916 loot_object (tmp); /* empty container to ground */
3056 loot_object (tmp); 2917
3057 }
3058 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))))
3059 { 2919 {
3060 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
3061 { 2921 {
3062 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp->decrease (rndm (1, tmp->nrof - 1));
3063 tmp2->destroy ();
3064 insert_ob_in_map (tmp, op->map, NULL, 0); 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
3065 } 2924 }
3066 else 2925 else
3067 tmp->destroy (); 2926 tmp->destroy ();
3068 } 2927 }
3074/* 2933/*
3075 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3076 * 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
3077 * was changed. 2936 * was changed.
3078 */ 2937 */
3079
3080void 2938void
3081fix_weight (void) 2939fix_weight (void)
3082{ 2940{
3083 for_all_players (pl) 2941 for_all_players (pl)
3084 { 2942 {
3085 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2943 sint32 old = pl->ob->carrying;
3086 2944
3087 if (old == sum) 2945 pl->ob->update_weight ();
3088 continue; 2946
2947 if (old != pl->ob->carrying)
2948 {
3089 pl->ob->update_stats (); 2949 pl->ob->update_stats ();
3090 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 }
3091 } 2952 }
3092} 2953}
3093 2954
3094void 2955void
3095fix_luck (void) 2956fix_luck (void)
3139void 3000void
3140make_visible (object *op) 3001make_visible (object *op)
3141{ 3002{
3142 op->hide = 0; 3003 op->hide = 0;
3143 op->invisible = 0; 3004 op->invisible = 0;
3005
3144 if (op->type == PLAYER) 3006 if (op->type == PLAYER)
3145 { 3007 {
3146 op->contr->tmp_invis = 0; 3008 op->contr->tmp_invis = 0;
3147 op->contr->invis_race = 0; 3009 op->contr->invis_race = 0;
3148 } 3010 }
3011
3149 update_object (op, UP_OBJ_FACE); 3012 update_object (op, UP_OBJ_CHANGE);
3150} 3013}
3151 3014
3152int 3015int
3153is_true_undead (object *op) 3016is_true_undead (object *op)
3154{ 3017{
3155 object *tmp = NULL;
3156
3157 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3158 return 1; 3019 return 1;
3159 3020
3160 return 0; 3021 return 0;
3161} 3022}
3162 3023
3163/* look at the surrounding terrain to determine 3024/* look at the surrounding terrain to determine
3164 * the hideability of this object. Positive levels 3025 * the hideability of this object. Positive levels
3165 * indicate greater hideability. 3026 * indicate greater hideability.
3166 */ 3027 */
3167
3168int 3028int
3169hideability (object *ob) 3029hideability (object *ob)
3170{ 3030{
3171 int i, level = 0, mflag; 3031 int i, level = 0, mflag;
3172 sint16 x, y; 3032 sint16 x, y;
3182 * as bad as carrying a light on a pitch dark map */ 3042 * as bad as carrying a light on a pitch dark map */
3183 if (has_carried_lights (ob)) 3043 if (has_carried_lights (ob))
3184 level = -(10 + (2 * ob->map->darkness)); 3044 level = -(10 + (2 * ob->map->darkness));
3185 3045
3186 /* scan through all nearby squares for terrain to hide in */ 3046 /* scan through all nearby squares for terrain to hide in */
3187 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])
3188 { 3050 {
3189 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3190 if (mflag & P_OUT_OF_MAP) 3052 if (mflag & P_OUT_OF_MAP)
3191 {
3192 continue; 3053 continue;
3193 } 3054
3194 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3055 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3195 level += 2; 3056 level += 2;
3196 else /* open terrain! */ 3057 else /* open terrain! */
3197 level -= 1; 3058 level -= 1;
3198 } 3059 }
3206/* For Hidden creatures - a chance of becoming 'unhidden' 3067/* For Hidden creatures - a chance of becoming 'unhidden'
3207 * every time they move - as we subtract off 'invisibility' 3068 * every time they move - as we subtract off 'invisibility'
3208 * AND, for players, if they move into a ridiculously unhideable 3069 * AND, for players, if they move into a ridiculously unhideable
3209 * spot (surrounded by clear terrain in broad daylight). -b.t. 3070 * spot (surrounded by clear terrain in broad daylight). -b.t.
3210 */ 3071 */
3211
3212void 3072void
3213do_hidden_move (object *op) 3073do_hidden_move (object *op)
3214{ 3074{
3215 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3075 int hide = 0;
3216 object *skop;
3217 3076
3218 if (!op || !op->map) 3077 if (!op || !op->map)
3219 return; 3078 return;
3220 3079
3221 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);
3222 3082
3223 /* 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! */
3224 if (op->type == PLAYER && op->contr->run_on) 3084 if (op->type == PLAYER && op->contr->run_on)
3225 {
3226 if (!skop || num >= skop->level) 3085 if (!skop || num >= skop->level)
3227 { 3086 {
3228 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!");
3229 make_visible (op); 3088 make_visible (op);
3230 return; 3089 return;
3231 } 3090 }
3232 else 3091 else
3233 num += 20; 3092 num += 20;
3234 } 3093
3235 num += op->map->difficulty; 3094 num += op->map->difficulty;
3236 hide = hideability (op); /* modify by terrain hidden level */ 3095 hide = hideability (op); /* modify by terrain hidden level */
3237 num -= hide; 3096 num -= hide;
3097
3238 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3098 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3239 { 3099 {
3240 make_visible (op); 3100 make_visible (op);
3101
3241 if (op->type == PLAYER) 3102 if (op->type == PLAYER)
3242 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!");
3243 } 3104 }
3244 else if (op->type == PLAYER && skop) 3105 else if (op->type == PLAYER && skop)
3245 {
3246 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);
3247 }
3248} 3107}
3249 3108
3250/* determine if who is standing near a hostile creature. */ 3109/* determine if who is standing near a hostile creature. */
3251 3110
3252int 3111int
3300 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3301 * 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
3302 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3303 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3304 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3305 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3306 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3307 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3308 * 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.
3309 * -b.t. 3168 * -b.t.
3310 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3311 */ 3170 */
3312
3313int 3171int
3314player_can_view (object *pl, object *op) 3172player_can_view (object *pl, object *op)
3315{ 3173{
3316 rv_vector rv; 3174 rv_vector rv;
3317 int dx, dy; 3175 int dx, dy;
3319 if (pl->type != PLAYER) 3177 if (pl->type != PLAYER)
3320 { 3178 {
3321 LOG (llevError, "player_can_view() called for non-player object\n"); 3179 LOG (llevError, "player_can_view() called for non-player object\n");
3322 return -1; 3180 return -1;
3323 } 3181 }
3182
3324 if (!pl || !op) 3183 if (!pl || !op)
3325 return 0; 3184 return 0;
3326 3185
3327 if (op->head)
3328 {
3329 op = op->head; 3186 op = op->head_ ();
3330 } 3187
3331 get_rangevector (pl, op, &rv, 0x1); 3188 get_rangevector (pl, op, &rv, 0x1);
3332 3189
3333 /* starting with the 'head' part, lets loop 3190 /* starting with the 'head' part, lets loop
3334 * through the object and find if it has any 3191 * through the object and find if it has any
3335 * part that is in the los array but isnt on 3192 * part that is in the los array but isn't on
3336 * a blocked los square. 3193 * a blocked los square.
3337 * we use the archetype to figure out offsets. 3194 * we use the archetype to figure out offsets.
3338 */ 3195 */
3339 while (op) 3196 while (op)
3340 { 3197 {
3341 dx = rv.distance_x + op->arch->clone.x; 3198 dx = rv.distance_x + op->arch->x;
3342 dy = rv.distance_y + op->arch->clone.y; 3199 dy = rv.distance_y + op->arch->y;
3343 3200
3344 /* only the viewable area the player sees is updated by LOS 3201 /* only the viewable area the player sees is updated by LOS
3345 * 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
3346 * for any meaningful values. 3203 * for any meaningful values.
3347 */ 3204 */
3348 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3349 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3350 !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)])
3351 return 1; 3208 return 1;
3209
3352 op = op->more; 3210 op = op->more;
3353 } 3211 }
3212
3354 return 0; 3213 return 0;
3355} 3214}
3356 3215
3357/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3358 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3361 * return 0. 3220 * return 0.
3362 */ 3221 */
3363int 3222int
3364action_makes_visible (object *op) 3223action_makes_visible (object *op)
3365{ 3224{
3366
3367 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3368 { 3226 {
3369 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3370 return 0; 3228 return 0;
3371 3229
3377 { 3235 {
3378 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");
3379 return 1; 3237 return 1;
3380 } 3238 }
3381 } 3239 }
3240
3382 return 0; 3241 return 0;
3383} 3242}
3384 3243
3385/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3386 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3391 * 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
3392 */ 3251 */
3393int 3252int
3394op_on_battleground (object *op, int *x, int *y) 3253op_on_battleground (object *op, int *x, int *y)
3395{ 3254{
3396 object *tmp;
3397
3398 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3399 * 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),
3400 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3401 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3402 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3403 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3404 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3405 { 3262 {
3406 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3407 { 3264 {
3408 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3409 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))
3410 { 3269 {
3411 /*before we assign the exit, check if this is a teambattle */ 3270 /* before we assign the exit, check if this is a teambattle */
3412 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))
3413 { 3272 {
3414 object *invtmp;
3415
3416 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3417 { 3274 {
3418 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3419 { 3276 {
3420 if (x != NULL && y != NULL) 3277 if (x && y)
3421 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3422 return 1; 3280 return 1;
3423 } 3281 }
3424 } 3282 }
3425 } 3283 }
3284
3426 if (x != NULL && y != NULL) 3285 if (x && y)
3427 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3428 return 1; 3288 return 1;
3429 } 3289 }
3430 } 3290 }
3431 } 3291 }
3292
3432 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3433 return 0; 3294 return 0;
3434} 3295}
3435 3296
3436/* 3297/*
3452 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3453 int i = 0, j = 0; 3314 int i = 0, j = 0;
3454 3315
3455 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3456 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3457 trlist = find_treasurelist ("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3458 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3459 trlist = find_treasurelist ("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3460 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3461 trlist = find_treasurelist ("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3462 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3463 trlist = find_treasurelist ("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3464 3325
3465 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3466 return; 3327 return;
3467 3328
3468 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++);
3469 3330
3470 if (tr == NULL || tr->item == NULL) 3331 if (!tr || !tr->item)
3471 { 3332 {
3472 /* 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]); */
3473 return; 3334 return;
3474 } 3335 }
3475 3336
3476 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3477 item = &(tr->item->clone); 3338 item = tr->item;
3478 3339
3479 if (item->type == SPELL) 3340 if (item->type == SPELL)
3480 { 3341 {
3481 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3482 return; 3343 return;
3541 { 3402 {
3542 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3543 object *skin; 3404 object *skin;
3544 3405
3545 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3546 shstr_cmp dragon_skin_force ("dragon_skin_force");
3547 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)
3548 ; 3408 ;
3549 3409
3550 if (!skin) 3410 if (!skin)
3551 return; 3411 return;
3552 3412
3587 else 3447 else
3588 { 3448 {
3589 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3590 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3591 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));
3592 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3593 if (who->type == PLAYER)
3594 esrv_send_item (who, tmp);
3595 } 3453 }
3596} 3454}
3597 3455
3598/** 3456/**
3599 * 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
3600 * not readied. 3458 * not readied.
3601 */ 3459 */
3602void 3460void
3603player_unready_range_ob (player *pl, object *ob) 3461player_unready_range_ob (player *pl, object *ob)
3604{ 3462{
3605 rangetype i; 3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3606 3465
3607 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3466 if (pl->combat_ob == ob)
3608 { 3467 pl->combat_ob = 0;
3468
3609 if (pl->ranges[i] == ob) 3469 if (pl->ranged_ob == ob)
3610 { 3470 pl->ranged_ob = 0;
3611 pl->ranges[i] = NULL;
3612 if (pl->shoottype == i)
3613 {
3614 pl->shoottype = range_none;
3615 }
3616 }
3617 }
3618} 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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