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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.75 by root, Sat Dec 30 21:15:59 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} 158}
167 159
168void 160void
169player::enter_map () 161player::activate ()
170{ 162{
171 object *tmp = object::create (); 163 if (active)
164 return;
172 165
173 EXIT_PATH (tmp) = maplevel; 166 players.insert (this);
174 EXIT_X (tmp) = ob->x; 167 ob->remove ();
175 EXIT_Y (tmp) = ob->y; 168 ob->map = 0;
176 ob->enter_exit (tmp); 169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
177 173
178 tmp->destroy (); 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);
179} 195}
180 196
181// connect the player with a specific client 197// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
183void 199void
184player::connect (client *ns) 200player::connect (client *ns)
185{ 201{
186 this->ns = ns; 202 this->ns = ns;
187 ns->pl = this; 203 ns->pl = this;
188 204
189 next = first_player; 205 run_on = 0;
190 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
191 208
192 ns->update_look = 0; 209 ns->update_look = 0;
193 ns->look_position = 0; 210 ns->look_position = 0;
194 211
195 clear_los (ob); 212 clear_los (this);
213
214 ns->reset_stats ();
196 215
197 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
200 219
201 if (!legal_range (ob, shoottype)) 220 ob->update_weight ();
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob); 221 link_player_skills (ob);
206 222
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208 224
209 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220 226
221 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
223 { 229 {
224 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
225 231
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
232 abil = tmp; 235 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
234 skin = tmp; 237 skin = tmp;
235 238
236 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
237 } 240 }
238 241
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 243
246 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this);
247 245
248 ob->update_stats (); 246 ob->update_stats ();
247
249 ns->floorbox_update (); 248 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
253 251
254 ob->activate (1); 252 activate ();
255 enter_map ();
256 253
257 send_rules (ob); 254 send_rules (ob);
258 send_news (ob); 255 send_news (ob);
259 display_motd (ob); 256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
260 INVOKE_PLAYER (LOGIN, this); 259 INVOKE_PLAYER (LOGIN, this);
261} 260}
262 261
263void 262void
264player::disconnect () 263player::disconnect ()
265{ 264{
266 if (ob) 265 if (ob)
267 ob->deactivate (1); 266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
268 270
269 //TODO: don't be so harsh and destroy :)
270 if (ns) 271 if (ns)
271 { 272 {
272 if (enable_save) 273 if (active)
273 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
274 275
275 client *ns = this->ns; 276 INVOKE_PLAYER (DISCONNECT, this);
276 ns->send_packet ("goodbye"); 277
277 ns->flush (); 278 ns->reset_stats ();
278 ns->pl = 0; 279 ns->pl = 0;
279 this->ns = 0; 280 ns = 0;
280
281 ns->destroy ();
282 destroy ();
283 } 281 }
282
283 observe = ob;
284
285 deactivate ();
284} 286}
285 287
286// the need for this function can be explained 288// the need for this function can be explained
287// by load_object not returning the object 289// by load_object not returning the object
288void 290void
289player::set_object (object *op) 291player::set_object (object *op)
290{ 292{
291 ob = op; 293 ob = observe = op;
292 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
293 295
296 ob->speed = 1.0f;
294 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
295 ob->speed = 1.0; 298
296 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
297 ob->stats.wc = 2;
298 ob->run_away = 25; /* Then we panick... */
299 300
300 set_first_map (ob); 301 ob->flag [FLAG_READY_WEAPON] = false;
301 enter_map (); 302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
302 304
303 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;
304} 334}
305 335
306player::player () 336player::player ()
307{ 337{
308 /* There are some elements we want initialized to non zero value - 338 /* There are some elements we want initialised to non zero value -
309 * we deal with that below this point. 339 * we deal with that below this point.
310 */ 340 */
311 outputs_sync = 16; /* Every 2 seconds */ 341 outputs_sync = 4;
312 outputs_count = 8; /* Keeps present behaviour */ 342 outputs_count = 4;
313 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
314 344
315 assign (savebed_map, first_map_path); /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
316 346
317 gen_sp_armour = 10; 347 gen_sp_armour = 10;
318 last_speed = -1;
319 shoottype = range_none;
320 bowtype = bow_normal; 348 bowtype = bow_normal;
321 petmode = pet_normal; 349 petmode = pet_normal;
322 listening = 10; 350 listening = 10;
323 usekeys = containers; 351 usekeys = containers;
324 last_weapon_sp = -1;
325 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
326 do_los = 1; 353 do_los = 1;
327 354
328 /* we need to clear these to -1 and not zero - otherwise, 355 weapon_sp = 1.0f;
329 * if a player quits and starts a new character, we wont 356 weapon_sp_left = 0.5f;
330 * send new values to the client, as things like exp start
331 * at zero.
332 */
333 for (int i = 0; i < NUM_SKILLS; i++)
334 last_skill_exp[i] = -1;
335
336 for (int i = 0; i < NROFATTACKS; i++)
337 last_resist[i] = -1;
338
339 last_stats.exp = -1;
340 last_weight = (uint32) - 1;
341} 357}
342 358
343void 359void
344player::do_destroy () 360player::do_destroy ()
345{ 361{
346 disconnect (); 362 disconnect ();
347 363
348 save (false);
349 enable_save = false;
350
351 attachable::do_destroy (); 364 attachable::do_destroy ();
352
353 terminate_all_pets (ob);
354
355 if (first_player != this)
356 {
357 player *prev = first_player;
358
359 while (prev && prev->next && prev->next != this)
360 prev = prev->next;
361
362 if (prev->next != this)
363 {
364 LOG (llevError, "Free_player: Can't find previous player.\n");
365 abort ();
366 }
367
368 prev->next = next;
369 }
370 else
371 first_player = next;
372 365
373 if (ob) 366 if (ob)
374 { 367 {
375 ob->destroy_inv (false); 368 ob->destroy_inv (false);
376 ob->destroy (); 369 ob->destroy ();
377 } 370 }
371
372 ob = observe = 0;
378} 373}
379 374
380player::~player () 375player::~player ()
381{ 376{
382 /* Clear item stack */ 377 /* Clear item stack */
391player::create () 386player::create ()
392{ 387{
393 player *pl = new player; 388 player *pl = new player;
394 389
395 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);
396 397
397 return pl; 398 return pl;
398} 399}
399 400
400/* 401/*
403 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
404 */ 405 */
405archetype * 406archetype *
406get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
407{ 408{
408 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);
409 416
410 for (;;) 417 for (;;)
411 { 418 {
412 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
413 at = first_archetype; 420 i = archetypes.begin ();
414 else 421 else if (*i == at)
415 at = at->next; 422 cleanup ("not a single player archetype found");
416 423
417 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
418 return at; 425 return *i;
419
420 if (at == start)
421 {
422 LOG (llevError, "No Player archetypes\n");
423 exit (-1);
424 }
425 } 426 }
426} 427}
427 428
428object * 429object *
429get_nearest_player (object *mon) 430get_nearest_player (object *mon)
431 object *op = NULL; 432 object *op = NULL;
432 objectlink *ol; 433 objectlink *ol;
433 unsigned lastdist; 434 unsigned lastdist;
434 rv_vector rv; 435 rv_vector rv;
435 436
436 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
437 { 438 {
438 /* We should not find free objects on this friendly list, but it
439 * does periodically happen. Given that, lets deal with it.
440 * While unlikely, it is possible the next object on the friendly
441 * list is also free, so encapsulate this in a while loop.
442 */
443 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
444 {
445 object *tmp = ol->ob;
446
447 /* Can't do much more other than log the fact, because the object
448 * itself will have been cleared.
449 */
450 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
451 ol = ol->next;
452 remove_friendly_object (tmp);
453 if (!ol)
454 return op;
455 }
456
457 /* Remove special check for player from this. First, it looks to cause
458 * some crashes (ol->ob->contr not set properly?), but secondly, a more
459 * complicated method of state checking would be needed in any case -
460 * as it was, a clever player could type quit, and the function would
461 * skip them over while waiting for confirmation. Remove
462 * on_same_map check, as can_detect_enemy also does this
463 */
464 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
465 continue; 440 continue;
466 441
467 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
468 { 443 {
544 x = mon->x; 519 x = mon->x;
545 y = mon->y; 520 y = mon->y;
546 m = mon->map; 521 m = mon->map;
547 dir = rv.direction; 522 dir = rv.direction;
548 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 */
549 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
550 /* 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. */
551 if (diff > max) 527 if (diff > max)
552 return 0; 528 return 0;
529
553 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
554 { 531 {
555 lastx = x; 532 lastx = x;
556 lasty = y; 533 lasty = y;
557 lastmap = m; 534 lastmap = m;
639 max--; 616 max--;
640 lastdir = dir; 617 lastdir = dir;
641 if (!firstdir) 618 if (!firstdir)
642 firstdir = dir; 619 firstdir = dir;
643 } 620 }
621
644 if (diff <= 1) 622 if (diff <= 1)
645 { 623 {
646 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
647 * headed toward player for entire distance. 625 * headed toward player for entire distance.
648 */ 626 */
649 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
650 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));
651 } 629 }
630
652 if (diff > max) 631 if (diff > max)
653 return 0; 632 return 0;
654 } 633 }
634
655 /* 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 */
656 if (!max) 636 if (!max)
657 return 0; 637 return 0;
658 638
659 return firstdir; 639 return firstdir;
660} 640}
661 641
662void 642void
663give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
664{ 644{
665 object *op, *next = NULL;
666
667 if (pl->randomitems != NULL) 645 if (pl->randomitems)
668 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
669 647
670 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
671 { 649 {
672 next = op->below; 650 next = op->below;
673 651
674 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
675 * 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
680 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
681 * by this player due to race restrictions 659 * by this player due to race restrictions
682 */ 660 */
683 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
684 { 662 {
685 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
686 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
687 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
688 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
689 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))
690 { 670 {
691 op->destroy (); 671 op->destroy ();
692 continue; 672 continue;
693 } 673 }
694 } 674 }
717 if (op->nrof > 1) 697 if (op->nrof > 1)
718 op->nrof = 1; 698 op->nrof = 1;
719 } 699 }
720 700
721 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
722 {
723 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
724 }
725 703
726 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
727 * 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
728 * merged properly. 706 * merged properly.
729 */ 707 */
730 if (need_identify (op)) 708 if (need_identify (op))
731 { 709 {
732 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
733 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
734 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
735 } 713 }
714
736 if (op->type == SPELL) 715 if (op->type == SPELL)
737 { 716 {
738 op->destroy (); 717 op->destroy ();
739 continue; 718 continue;
740 } 719 }
742 { 721 {
743 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
744 op->stats.exp = 0; 723 op->stats.exp = 0;
745 op->level = 1; 724 op->level = 1;
746 } 725 }
747 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
748 else
749 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
750 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
751 729
752 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
753 link_player_skills (pl); 731 link_player_skills (pl);
773roll_stat (void) 751roll_stat (void)
774{ 752{
775 int a[4], i, j, k; 753 int a[4], i, j, k;
776 754
777 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
778 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
779 757
780 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
781 if (a[i] < k) 759 if (a[i] < k)
782 k = a[i], j = i; 760 k = a[i], j = i;
783 761
789} 767}
790 768
791void 769void
792object::roll_stats () 770object::roll_stats ()
793{ 771{
794 int statsort [7]; 772 int statsort [NUM_STATS];
795 773
796 for (;;) 774 for (;;)
797 { 775 {
798 int sum = 0; 776 int sum = 0;
799 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
800 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
801 779
802 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
803 break; 781 break;
804 } 782 }
805 783
806 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
807 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
808 786
787 for (int i = 0; i < NUM_STATS; ++i)
809 stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
810 stats.Dex = statsort[1];
811 stats.Con = statsort[2];
812 stats.Int = statsort[3];
813 stats.Wis = statsort[4];
814 stats.Pow = statsort[5];
815 stats.Cha = statsort[6];
816 789
817 stats.exp = 0; 790 stats.exp = 0;
818 stats.ac = 0; 791 stats.ac = 0;
819 792
820 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
832} 805}
833 806
834void 807void
835object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
836{ 809{
837 int tmp = get_attr_value (&contr->orig_stats, a); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
838 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
839 set_attr_value (&contr->orig_stats, b, tmp);
840 811
812 for (int i = 0; i < NUM_STATS; ++i)
841 stats.Str = contr->orig_stats.Str; 813 stats.stat (i) = contr->orig_stats.stat (i);
842 stats.Dex = contr->orig_stats.Dex;
843 stats.Con = contr->orig_stats.Con;
844 stats.Int = contr->orig_stats.Int;
845 stats.Wis = contr->orig_stats.Wis;
846 stats.Pow = contr->orig_stats.Pow;
847 stats.Cha = contr->orig_stats.Cha;
848 814
849 //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,
850 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
851 stats.ac = 0; 817 stats.ac = 0;
852 818
871static void 837static void
872start_info (object *op) 838start_info (object *op)
873{ 839{
874 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
875 841
876 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
877 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
878 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
879 //new_draw_info (NDI_UNIQUE, 0, op, " ");
880} 844}
881 845
882/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
883 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
884 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
885 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
886 * not the class. 850 * not the class.
887 */ 851 */
888int 852void
889key_change_class (object *op, char key) 853player::chargen_race_done ()
890{ 854{
891 int tmp_loop;
892
893 if (key == 'd' || key == 'D')
894 {
895 char buf[MAX_BUF];
896
897 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
898 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr);
899 857
900 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
901 if (tl) 859 if (tl)
902 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
903 861
904 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
905 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
906 864
907 op->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
908 866
909 if (op->msg) 867 if (ob->msg)
910 op->msg = NULL; 868 ob->msg = 0;
911 869
912 /* We create this now because some of the unique maps will need it
913 * to save here.
914 */
915 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
916 make_path_to_file (buf);
917
918#ifdef AUTOSAVE
919 op->contr->last_save_tick = pticks;
920#endif
921 start_info (op); 870 start_info (ob);
922 CLEAR_FLAG (op, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
923 give_initial_items (op, op->randomitems); 872 give_initial_items (ob, ob->randomitems);
924 link_player_skills (op); 873 link_player_skills (ob);
925 esrv_send_inventory (op, op); 874 esrv_send_inventory (ob, ob);
926 op->update_stats (); 875 ob->update_stats ();
927 876
928 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
929 * is one for this race 878 * is one for this race
930 */ 879 */
931 if (*first_map_ext_path) 880 if (*first_map_ext_path)
932 { 881 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
933 object *tmp;
934 char mapname[MAX_BUF];
935
936 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
937 tmp = object::create ();
938 EXIT_PATH (tmp) = mapname;
939 EXIT_X (tmp) = op->x;
940 EXIT_Y (tmp) = op->y;
941 op->enter_exit (tmp); /* we don't really care if it succeeded;
942 * if the map isn't there, then stay on the
943 * default initial map */
944 tmp->destroy ();
945 }
946 else 882 else
947 LOG (llevDebug, "first_map_ext_path not set\n"); 883 LOG (llevDebug, "first_map_ext_path not set\n");
884}
948 885
949 return 0; 886void
950 } 887player::chargen_race_next ()
951 888{
952 /* Following actually changes the race - this is the default command 889 /* Following actually changes the race - this is the default command
953 * if we don't match with one of the options above. 890 * if we don't match with one of the options above.
954 */ 891 */
955 892
956 tmp_loop = 0; 893 do
957 while (!tmp_loop)
958 { 894 {
959 shstr name = op->name; 895 shstr name = ob->name;
960 int x = op->x, y = op->y; 896 int x = ob->x, y = ob->y;
961 897
962 op->remove_statbonus (); 898 ob->remove_statbonus ();
963 op->remove (); 899 ob->remove ();
964 op->arch = get_player_archetype (op->arch); 900 ob->arch = get_player_archetype (ob->arch);
965 op->arch->clone.copy_to (op); 901 ob->arch->copy_to (ob);
966 op->instantiate (); 902 ob->instantiate ();
967 op->stats = op->contr->orig_stats; 903 ob->stats = ob->contr->orig_stats;
968 op->name = op->name_pl = name; 904 ob->name = ob->name_pl = name;
969 op->x = x; 905 ob->x = x;
970 op->y = y; 906 ob->y = y;
971 SET_ANIMATION (op, 2); /* So player faces south */ 907 SET_ANIMATION (ob, 2); /* So player faces south */
972 insert_ob_in_map (op, op->map, op, 0); 908 insert_ob_in_map (ob, ob->map, ob, 0);
973 assign (op->contr->title, op->arch->clone.name); 909 assign (ob->contr->title, ob->arch->object::name);
974 op->add_statbonus (); 910 ob->add_statbonus ();
975 tmp_loop = allowed_class (op);
976 } 911 }
912 while (!allowed_class (ob));
977 913
978 update_object (op, UP_OBJ_FACE); 914 update_object (ob, UP_OBJ_FACE);
979 esrv_update_item (UPD_FACE, op, op); 915 esrv_update_item (UPD_FACE, ob, ob);
980 op->update_stats (); 916 ob->update_stats ();
981 op->stats.hp = op->stats.maxhp; 917 ob->stats.hp = ob->stats.maxhp;
982 op->stats.sp = op->stats.maxsp; 918 ob->stats.sp = ob->stats.maxsp;
983 op->stats.grace = 0; 919 ob->stats.grace = 0;
984
985 if (op->msg)
986 new_draw_info (NDI_BLUE, 0, op, op->msg);
987
988 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
989 return 0;
990}
991
992int
993key_confirm_quit (object *op, char key)
994{
995 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
996 {
997 op->contr->ns->state = ST_PLAYING;
998 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
999 return 1;
1000 }
1001
1002 INVOKE_PLAYER (LOGOUT, op->contr);
1003 INVOKE_PLAYER (QUIT, op->contr);
1004
1005 op->contr->enable_save = false;
1006
1007 terminate_all_pets (op);
1008 op->remove ();
1009 op->direction = 0;
1010 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1011
1012 strcpy (op->contr->killer, "quit");
1013 check_score (op);
1014 op->contr->party = 0;
1015 op->contr->own_title[0] = '\0';
1016 op->contr->destroy ();
1017
1018 return 1;
1019} 920}
1020 921
1021void 922void
1022flee_player (object *op) 923flee_player (object *op)
1023{ 924{
1070 /* Cornered, get rid of scared */ 971 /* Cornered, get rid of scared */
1071 CLEAR_FLAG (op, FLAG_SCARED); 972 CLEAR_FLAG (op, FLAG_SCARED);
1072 op->enemy = NULL; 973 op->enemy = NULL;
1073} 974}
1074 975
1075
1076/* 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.
1077 * 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
1078 * stop. 978 * stop.
1079 */ 979 */
1080int 980int
1081check_pick (object *op) 981check_pick (object *op)
1082{ 982{
1083 object *tmp, *next; 983 object *tmp, *next;
1084 int stop = 0; 984 int stop = 0;
1085 int j, k, wvratio; 985 int wvratio;
1086 char putstring[128], tmpstr[16]; 986 char putstring[128];
1087 987
1088 /* if you're flying, you cna't pick up anything */ 988 /* if you're flying, you cna't pick up anything */
1089 if (op->move_type & MOVE_FLYING) 989 if (op->move_type & MOVE_FLYING)
1090 return 1; 990 return 1;
1091 991
1092 next = op->below; 992 next = op->below;
1093 993
994 int cnt = MAX_ITEM_PER_DROP;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996
1094 /* 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
1095 * destroyed */ 998 * destroyed */
1096 while (next && !next->destroyed ()) 999 while (next && !next->destroyed ())
1097 { 1000 {
1098 tmp = next; 1001 tmp = next;
1099 next = tmp->below; 1002 next = tmp->below;
1100 1003
1004 if (cnt <= 0)
1005 {
1006 op->failmsg ("Couldn't pickup all items at once.");
1007 return 0;
1008 }
1009
1101 if (op->destroyed ()) 1010 if (op->destroyed ())
1102 return 0; 1011 return 0;
1103 1012
1104 if (!can_pick (op, tmp)) 1013 if (!can_pick (op, tmp))
1105 continue; 1014 continue;
1106 1015
1107 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1108 { 1017 {
1109 if (item_matched_string (op, tmp, op->contr->search_str)) 1018 if (item_matched_string (op, tmp, op->contr->search_str))
1110 pick_up (op, tmp); 1019 CHK_PICK_PICKUP;
1111 continue; 1020 continue;
1112 } 1021 }
1113 1022
1114 /* high not bit set? We're using the old autopickup model */ 1023 /* high not bit set? We're using the old autopickup model */
1115 if (!(op->contr->mode & PU_NEWMODE)) 1024 if (!(op->contr->mode & PU_NEWMODE))
1117 switch (op->contr->mode) 1026 switch (op->contr->mode)
1118 { 1027 {
1119 case 0: 1028 case 0:
1120 return 1; /* don't pick up */ 1029 return 1; /* don't pick up */
1121 case 1: 1030 case 1:
1122 pick_up (op, tmp); 1031 CHK_PICK_PICKUP;
1123 return 1; 1032 return 1;
1124 case 2: 1033 case 2:
1125 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1126 return 0; 1035 return 0;
1127 case 3: 1036 case 3:
1128 return 0; /* stop before pickup */ 1037 return 0; /* stop before pickup */
1129 case 4: 1038 case 4:
1130 pick_up (op, tmp); 1039 CHK_PICK_PICKUP;
1131 break; 1040 break;
1132 case 5: 1041 case 5:
1133 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1134 stop = 1; 1043 stop = 1;
1135 break; 1044 break;
1136 case 6: 1045 case 6:
1137 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1138 pick_up (op, tmp); 1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1048 CHK_PICK_PICKUP;
1139 break; 1049 break;
1140 1050
1141 case 7: 1051 case 7:
1142 if (tmp->type == MONEY || tmp->type == GEM) 1052 if (tmp->type == MONEY || tmp->type == GEM)
1143 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1144 break; 1054 break;
1145 1055
1146 default: 1056 default:
1147 /* use value density */ 1057 /* use value density */
1148 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1149 && (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)
1150 pick_up (op, tmp); 1060 CHK_PICK_PICKUP;
1151 } 1061 }
1152 } 1062 }
1153 else 1063 else
1154 { /* old model */ 1064 { /* old model */
1155 /* NEW pickup handling */ 1065 /* NEW pickup handling */
1159 if (tmp->name != NULL) 1069 if (tmp->name != NULL)
1160 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1161 &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))));
1162 else 1072 else
1163 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1164 &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))));
1165 1075
1166 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1167 } 1077 }
1168 1078
1169 /* philosophy: 1079 /* philosophy:
1210 /* all food and drink if desired */ 1120 /* all food and drink if desired */
1211 /* question: don't pick up known-poisonous stuff? */ 1121 /* question: don't pick up known-poisonous stuff? */
1212 if (op->contr->mode & PU_FOOD) 1122 if (op->contr->mode & PU_FOOD)
1213 if (tmp->type == FOOD) 1123 if (tmp->type == FOOD)
1214 { 1124 {
1215 pick_up (op, tmp); 1125 CHK_PICK_PICKUP;
1216 continue; 1126 continue;
1217 } 1127 }
1218 1128
1219 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_DRINK)
1220 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)))
1221 { 1131 {
1222 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1223 continue; 1133 continue;
1224 } 1134 }
1225 1135
1226 if (op->contr->mode & PU_POTION) 1136 if (op->contr->mode & PU_POTION)
1227 if (tmp->type == POTION) 1137 if (tmp->type == POTION)
1228 { 1138 {
1229 pick_up (op, tmp); 1139 CHK_PICK_PICKUP;
1230 continue; 1140 continue;
1231 } 1141 }
1232 1142
1233 /* spellbooks, skillscrolls and normal books/scrolls */ 1143 /* spellbooks, skillscrolls and normal books/scrolls */
1234 if (op->contr->mode & PU_SPELLBOOK) 1144 if (op->contr->mode & PU_SPELLBOOK)
1235 if (tmp->type == SPELLBOOK) 1145 if (tmp->type == SPELLBOOK)
1236 { 1146 {
1237 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1238 continue; 1148 continue;
1239 } 1149 }
1240 1150
1241 if (op->contr->mode & PU_SKILLSCROLL) 1151 if (op->contr->mode & PU_SKILLSCROLL)
1242 if (tmp->type == SKILLSCROLL) 1152 if (tmp->type == SKILLSCROLL)
1243 { 1153 {
1244 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1245 continue; 1155 continue;
1246 } 1156 }
1247 1157
1248 if (op->contr->mode & PU_READABLES) 1158 if (op->contr->mode & PU_READABLES)
1249 if (tmp->type == BOOK || tmp->type == SCROLL) 1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1250 { 1160 {
1251 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1252 continue; 1162 continue;
1253 } 1163 }
1254 1164
1255 /* wands/staves/rods/horns */ 1165 /* wands/staves/rods/horns */
1256 if (op->contr->mode & PU_MAGIC_DEVICE) 1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1257 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1258 { 1168 {
1259 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1260 continue; 1170 continue;
1261 } 1171 }
1262 1172
1263 /* pick up all magical items */ 1173 /* pick up all magical items */
1264 if (op->contr->mode & PU_MAGICAL) 1174 if (op->contr->mode & PU_MAGICAL)
1265 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))
1266 { 1176 {
1267 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1268 continue; 1178 continue;
1269 } 1179 }
1270 1180
1271 if (op->contr->mode & PU_VALUABLES) 1181 if (op->contr->mode & PU_VALUABLES)
1272 { 1182 {
1273 if (tmp->type == MONEY || tmp->type == GEM) 1183 if (tmp->type == MONEY || tmp->type == GEM)
1274 { 1184 {
1275 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1276 continue; 1186 continue;
1277 } 1187 }
1278 } 1188 }
1279 1189
1280 /* rings & amulets - talismans seems to be typed AMULET */ 1190 /* rings & amulets - talismans seems to be typed AMULET */
1281 if (op->contr->mode & PU_JEWELS) 1191 if (op->contr->mode & PU_JEWELS)
1282 if (tmp->type == RING || tmp->type == AMULET) 1192 if (tmp->type == RING || tmp->type == AMULET)
1283 { 1193 {
1284 pick_up (op, tmp); 1194 CHK_PICK_PICKUP;
1285 continue; 1195 continue;
1286 } 1196 }
1287 1197
1288 /* we don't forget dragon food */ 1198 /* we don't forget dragon food */
1289 if (op->contr->mode & PU_FLESH) 1199 if (op->contr->mode & PU_FLESH)
1290 if (tmp->type == FLESH) 1200 if (tmp->type == FLESH)
1291 { 1201 {
1292 pick_up (op, tmp); 1202 CHK_PICK_PICKUP;
1293 continue; 1203 continue;
1294 } 1204 }
1295 1205
1296 /* bows and arrows. Bows are good for selling! */ 1206 /* bows and arrows. Bows are good for selling! */
1297 if (op->contr->mode & PU_BOW) 1207 if (op->contr->mode & PU_BOW)
1298 if (tmp->type == BOW) 1208 if (tmp->type == BOW)
1299 { 1209 {
1300 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1301 continue; 1211 continue;
1302 } 1212 }
1303 1213
1304 if (op->contr->mode & PU_ARROW) 1214 if (op->contr->mode & PU_ARROW)
1305 if (tmp->type == ARROW) 1215 if (tmp->type == ARROW)
1306 { 1216 {
1307 pick_up (op, tmp); 1217 CHK_PICK_PICKUP;
1308 continue; 1218 continue;
1309 } 1219 }
1310 1220
1311 /* all kinds of armor etc. */ 1221 /* all kinds of armor etc. */
1312 if (op->contr->mode & PU_ARMOUR) 1222 if (op->contr->mode & PU_ARMOUR)
1313 if (tmp->type == ARMOUR) 1223 if (tmp->type == ARMOUR)
1314 { 1224 {
1315 pick_up (op, tmp); 1225 CHK_PICK_PICKUP;
1316 continue; 1226 continue;
1317 } 1227 }
1318 1228
1319 if (op->contr->mode & PU_HELMET) 1229 if (op->contr->mode & PU_HELMET)
1320 if (tmp->type == HELMET) 1230 if (tmp->type == HELMET)
1321 { 1231 {
1322 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1323 continue; 1233 continue;
1324 } 1234 }
1325 1235
1326 if (op->contr->mode & PU_SHIELD) 1236 if (op->contr->mode & PU_SHIELD)
1327 if (tmp->type == SHIELD) 1237 if (tmp->type == SHIELD)
1328 { 1238 {
1329 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1330 continue; 1240 continue;
1331 } 1241 }
1332 1242
1333 if (op->contr->mode & PU_BOOTS) 1243 if (op->contr->mode & PU_BOOTS)
1334 if (tmp->type == BOOTS) 1244 if (tmp->type == BOOTS)
1335 { 1245 {
1336 pick_up (op, tmp); 1246 CHK_PICK_PICKUP;
1337 continue; 1247 continue;
1338 } 1248 }
1339 1249
1340 if (op->contr->mode & PU_GLOVES) 1250 if (op->contr->mode & PU_GLOVES)
1341 if (tmp->type == GLOVES) 1251 if (tmp->type == GLOVES)
1342 { 1252 {
1343 pick_up (op, tmp); 1253 CHK_PICK_PICKUP;
1344 continue; 1254 continue;
1345 } 1255 }
1346 1256
1347 if (op->contr->mode & PU_CLOAK) 1257 if (op->contr->mode & PU_CLOAK)
1348 if (tmp->type == CLOAK) 1258 if (tmp->type == CLOAK)
1349 { 1259 {
1350 pick_up (op, tmp); 1260 CHK_PICK_PICKUP;
1351 continue; 1261 continue;
1352 } 1262 }
1353 1263
1354 /* hoping to catch throwing daggers here */ 1264 /* hoping to catch throwing daggers here */
1355 if (op->contr->mode & PU_MISSILEWEAPON) 1265 if (op->contr->mode & PU_MISSILEWEAPON)
1356 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1357 { 1267 {
1358 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1359 continue; 1269 continue;
1360 } 1270 }
1361 1271
1362 /* careful: chairs and tables are weapons! */ 1272 /* careful: chairs and tables are weapons! */
1363 if (op->contr->mode & PU_ALLWEAPON) 1273 if (op->contr->mode & PU_ALLWEAPON)
1364 { 1274 {
1365 if (tmp->type == WEAPON && tmp->name != NULL) 1275 if (tmp->type == WEAPON && tmp->name != NULL)
1366 { 1276 {
1367 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 &&
1368 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1369 { 1279 {
1370 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1371 continue; 1281 continue;
1372 } 1282 }
1373 } 1283 }
1374 1284
1375 if (tmp->type == WEAPON && tmp->name == NULL) 1285 if (tmp->type == WEAPON && tmp->name == NULL)
1376 { 1286 {
1377 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)
1378 { 1288 {
1379 pick_up (op, tmp); 1289 CHK_PICK_PICKUP;
1380 continue; 1290 continue;
1381 } 1291 }
1382 } 1292 }
1383 } 1293 }
1384 1294
1385 /* misc stuff that's useful */ 1295 /* misc stuff that's useful */
1386 if (op->contr->mode & PU_KEY) 1296 if (op->contr->mode & PU_KEY)
1387 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1388 { 1298 {
1389 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1390 continue; 1300 continue;
1391 } 1301 }
1392 1302
1393 /* 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
1394 * pickups */ 1304 * pickups */
1399 /* >=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
1400 * and multiply them by 5, giving 0..15*5== 5..75 */ 1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1401 wvratio = (op->contr->mode & PU_RATIO) * 5; 1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1402 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)
1403 { 1313 {
1404 pick_up (op, tmp); 1314 CHK_PICK_PICKUP;
1405#if 0 1315#if 0
1406 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1407 if (tmp->name != NULL) 1317 if (tmp->name != NULL)
1408 { 1318 {
1409 fprintf (stderr, "%s", tmp->name); 1319 fprintf (stderr, "%s", tmp->name);
1410 } 1320 }
1411 else 1321 else
1412 fprintf (stderr, "%s", tmp->arch->name); 1322 fprintf (stderr, "%s", tmp->arch->archname);
1413 fprintf (stderr, ",%d] = ", tmp->type); 1323 fprintf (stderr, ",%d] = ", tmp->type);
1414 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))));
1415#endif 1325#endif
1416 continue; 1326 continue;
1417 } 1327 }
1428 * found object is returned. 1338 * found object is returned.
1429 */ 1339 */
1430object * 1340object *
1431find_arrow (object *op, const char *type) 1341find_arrow (object *op, const char *type)
1432{ 1342{
1433 object *tmp = NULL;
1434
1435 for (op = op->inv; op; op = op->below) 1343 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1436 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1437 tmp = find_arrow (op, type);
1438 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);
1439 return op; 1352 return arrow;
1353 }
1354
1440 return tmp; 1355 return 0;
1441} 1356}
1442 1357
1443/* 1358/*
1444 * 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
1445 * 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
1446 * 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
1447 * 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.
1448 */ 1363 */
1449
1450object * 1364object *
1451find_better_arrow (object *op, object *target, const char *type, int *better) 1365find_better_arrow (object *op, object *target, const char *type, int *better)
1452{ 1366{
1453 object *tmp = NULL, *arrow, *ntmp; 1367 object *tmp = NULL, *arrow, *ntmp;
1454 int attacknum, attacktype, betterby = 0, i; 1368 int attacknum, attacktype, betterby = 0, i;
1469 } 1383 }
1470 } 1384 }
1471 else if (arrow->type == ARROW && arrow->race == type) 1385 else if (arrow->type == ARROW && arrow->race == type)
1472 { 1386 {
1473 /* allways prefer assasination/slaying */ 1387 /* allways prefer assasination/slaying */
1474 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1475 { 1389 {
1476 if (arrow->attacktype & AT_DEATH) 1390 if (arrow->attacktype & AT_DEATH)
1477 { 1391 {
1478 *better = 100; 1392 *better = 100;
1479 return arrow; 1393 return arrow;
1487 else 1401 else
1488 { 1402 {
1489 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1403 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1490 { 1404 {
1491 attacktype = 1 << attacknum; 1405 attacktype = 1 << attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1406 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1493 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)
1494 { 1408 {
1495 tmp = arrow; 1409 tmp = arrow;
1496 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;
1497 } 1411 }
1498 } 1412 }
1499 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1500 { 1414 {
1501 tmp = arrow; 1415 tmp = arrow;
1507 betterby = 1 + arrow->magic + arrow->stats.dam; 1421 betterby = 1 + arrow->magic + arrow->stats.dam;
1508 } 1422 }
1509 } 1423 }
1510 } 1424 }
1511 } 1425 }
1426
1512 if (tmp == NULL && arrow == NULL) 1427 if (tmp == NULL && arrow == NULL)
1513 return find_arrow (op, type); 1428 return find_arrow (op, type);
1514 1429
1515 *better = betterby; 1430 *better = betterby;
1516 return tmp; 1431 return tmp;
1520 * find_better_arrow to find a decent arrow to use. 1435 * find_better_arrow to find a decent arrow to use.
1521 * op = the shooter 1436 * op = the shooter
1522 * type = bow->race 1437 * type = bow->race
1523 * dir = fire direction 1438 * dir = fire direction
1524 */ 1439 */
1525
1526object * 1440object *
1527pick_arrow_target (object *op, const char *type, int dir) 1441pick_arrow_target (object *op, const char *type, int dir)
1528{ 1442{
1529 object *tmp = NULL; 1443 object *tmp = NULL;
1530 maptile *m; 1444 maptile *m;
1595 */ 1509 */
1596int 1510int
1597fire_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)
1598{ 1512{
1599 object *left, *bow; 1513 object *left, *bow;
1600 int bowspeed, mflags; 1514 int mflags;
1601 maptile *m; 1515 maptile *m;
1602 1516
1603 if (!dir) 1517 if (!dir)
1604 { 1518 {
1605 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!");
1606 return 0; 1520 return 0;
1607 } 1521 }
1608 1522
1609 if (op->type == PLAYER) 1523 if (op->contr)
1610 bow = op->contr->ranges[range_bow]; 1524 bow = op->current_weapon;
1611 else 1525 else
1612 { 1526 {
1613 for (bow = op->inv; bow; bow = bow->below) 1527 for (bow = op->inv; bow; bow = bow->below)
1614 /* 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
1615 * 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.
1620 if (!bow) 1534 if (!bow)
1621 { 1535 {
1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1623 return 0; 1537 return 0;
1624 } 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
1625 } 1547 }
1626 1548
1627 if (!bow->race || !bow->skill) 1549 if (!bow->race || !bow->skill)
1628 { 1550 {
1629 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);
1630 return 0; 1552 return 0;
1631 } 1553 }
1632
1633 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1634
1635 /* penalize ROF for bestarrow */
1636 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1637 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638
1639 if (bowspeed < 1)
1640 bowspeed = 1;
1641 1554
1642 if (arrow == NULL) 1555 if (arrow == NULL)
1643 { 1556 {
1644 if ((arrow = find_arrow (op, bow->race)) == NULL) 1557 if ((arrow = find_arrow (op, bow->race)) == NULL)
1645 { 1558 {
1646 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1647 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);
1648 /* 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 */
1649 else 1562 else
1650 CLEAR_FLAG (op, FLAG_READY_BOW); 1563 CLEAR_FLAG (op, FLAG_READY_BOW);
1564
1651 return 0; 1565 return 0;
1652 } 1566 }
1653 } 1567 }
1654 1568
1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1569 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1668 arrow->destroy (); 1582 arrow->destroy ();
1669 return 0; 1583 return 0;
1670 } 1584 }
1671 1585
1672 left = arrow; /* these are arrows left to the player */ 1586 left = arrow; /* these are arrows left to the player */
1673 arrow = get_split_ob (arrow, 1); 1587 arrow = arrow->split ();
1674 if (!arrow) 1588 if (!arrow)
1675 { 1589 {
1676 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);
1677 return 0; 1591 return 0;
1678 } 1592 }
1679 1593
1680 arrow->set_owner (op); 1594 arrow->set_owner (op);
1681 arrow->skill = bow->skill; 1595 arrow->skill = bow->skill;
1682 arrow->direction = dir; 1596 arrow->direction = dir;
1683 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
1684 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1685 { 1632 {
1686 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1687 op->update_stats ();
1688 }
1689
1690 SET_ANIMATION (arrow, arrow->direction);
1691 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1692 arrow->stats.hp = arrow->stats.dam;
1693 arrow->stats.grace = arrow->attacktype;
1694 if (arrow->slaying != NULL)
1695 arrow->spellarg = strdup (arrow->slaying);
1696
1697 /* Note that this was different for monsters - they got their level
1698 * added to the damage. I think the strength bonus is more proper.
1699 */
1700
1701 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1702
1703 /* update the speed */
1704 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1705 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1706
1707 arrow->set_speed (max (arrow->speed, 1.0));
1708 arrow->speed_left = 0;
1709
1710 if (op->type == PLAYER)
1711 {
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1713 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1715
1716 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;
1717 } 1640 }
1718 else 1641 else
1719 { 1642 {
1720 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1721 arrow->level = op->level; 1643 arrow->level = op->level;
1722 } 1644 arrow->stats.wc -= bow->magic;
1723 1645
1724 if (arrow->attacktype == AT_PHYSICAL) 1646 if (!arrow->slaying)
1647 arrow->slaying = bow->slaying;
1648
1725 arrow->attacktype |= bow->attacktype; 1649 arrow->attacktype |= bow->attacktype;
1650 }
1726 1651
1727 if (bow->slaying) 1652 wc -= arrow->level;
1728 arrow->slaying = bow->slaying; 1653 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1729 1654
1655 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1730 arrow->move_type = MOVE_FLY_LOW; 1656 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1657 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1658
1733 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1659 op->play_sound (sound_find ("fire_arrow"));
1734 m->insert (arrow, sx, sy, op); 1660 m->insert (arrow, sx, sy, op);
1735 1661
1736 if (!arrow->destroyed ()) 1662 if (!arrow->destroyed ())
1737 move_arrow (arrow); 1663 move_arrow (arrow);
1738
1739 if (op->type == PLAYER)
1740 {
1741 if (left->destroyed ())
1742 esrv_del_item (op->contr, left->count);
1743 else
1744 esrv_send_item (op, left);
1745 }
1746 1664
1747 return 1; 1665 return 1;
1748} 1666}
1749 1667
1750/* Special fire code for players - this takes into 1668/* Special fire code for players - this takes into
1759{ 1677{
1760 int ret = 0, wcmod = 0; 1678 int ret = 0, wcmod = 0;
1761 1679
1762 if (op->contr->bowtype == bow_bestarrow) 1680 if (op->contr->bowtype == bow_bestarrow)
1763 { 1681 {
1764 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);
1765 } 1683 }
1766 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)
1767 { 1685 {
1768 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1769 wcmod = -1; 1687 wcmod = -1;
1779 else if (op->contr->bowtype == bow_spreadshot) 1697 else if (op->contr->bowtype == bow_spreadshot)
1780 { 1698 {
1781 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);
1782 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);
1783 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);
1784
1785 } 1702 }
1786 else 1703 else
1787 { 1704 {
1788 /* Simple case */ 1705 /* Simple case */
1789 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);
1790 } 1707 }
1708
1791 return ret; 1709 return ret;
1792} 1710}
1793
1794 1711
1795/* Fires a misc (wand/rod/horn) object in 'dir'. 1712/* Fires a misc (wand/rod/horn) object in 'dir'.
1796 * Broken apart from 'fire' to keep it more readable. 1713 * Broken apart from 'fire' to keep it more readable.
1797 */ 1714 */
1798void 1715void
1799fire_misc_object (object *op, int dir) 1716fire_misc_object (object *op, int dir)
1800{ 1717{
1801 object *item; 1718 object *item = op->contr->ranged_ob;
1802 1719
1803 if (!op->contr->ranges[range_misc]) 1720 if (!item)
1804 { 1721 {
1805 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.");
1806 return; 1723 return;
1807 } 1724 }
1808 1725
1809 item = op->contr->ranges[range_misc];
1810 if (!item->inv) 1726 if (!item->inv)
1811 { 1727 {
1812 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1728 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1813 return; 1729 return;
1814 } 1730 }
1731
1732 if (!op->change_weapon (item))
1733 return;
1734
1815 if (item->type == WAND) 1735 if (item->type == WAND)
1816 { 1736 {
1817 if (item->stats.food <= 0) 1737 if (item->stats.food <= 0)
1818 { 1738 {
1819 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1739 op->contr->play_sound (sound_find ("wand_poof"));
1820 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
1821 return; 1742 return;
1822 } 1743 }
1823 } 1744 }
1824 else if (item->type == ROD || item->type == HORN) 1745 else if (item->type == ROD || item->type == HORN)
1825 { 1746 {
1826 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))
1827 { 1752 {
1828 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1753 op->contr->play_sound (sound_find ("wand_poof"));
1754
1829 if (item->type == ROD) 1755 if (item->type == ROD)
1830 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));
1831 else 1757 else
1832 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
1833 return; 1760 return;
1834 } 1761 }
1835 } 1762 }
1836 1763
1837 if (cast_spell (op, item, dir, item->inv, NULL)) 1764 if (cast_spell (op, item, dir, item->inv, NULL))
1844 object *tmp; 1771 object *tmp;
1845 1772
1846 if (item->arch) 1773 if (item->arch)
1847 { 1774 {
1848 CLEAR_FLAG (item, FLAG_ANIMATE); 1775 CLEAR_FLAG (item, FLAG_ANIMATE);
1849 item->face = item->arch->clone.face; 1776 item->face = item->arch->face;
1850 item->set_speed (0); 1777 item->set_speed (0);
1851 } 1778 }
1852 1779
1853 if ((tmp = item->in_player ())) 1780 if (object *pl = item->visible_to ())
1854 esrv_update_item (UPD_ANIM, tmp, item); 1781 esrv_update_item (UPD_ANIM, pl, item);
1855 } 1782 }
1856 } 1783 }
1857 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
1858 drain_rod_charge (item); 1785 drain_rod_charge (item);
1859 } 1786 }
1860} 1787}
1861 1788
1862/* Received a fire command for the player - go and do it. 1789/* Received a fire command for the player - go and do it.
1863 */ 1790 */
1864void 1791bool
1865fire (object *op, int dir) 1792fire (object *op, int dir)
1866{ 1793{
1867 int spellcost = 0; 1794 int spellcost = 0;
1868 1795
1869 /* check for loss of invisiblity/hide */ 1796 /* check for loss of invisiblity/hide */
1870 if (action_makes_visible (op)) 1797 if (action_makes_visible (op))
1871 make_visible (op); 1798 make_visible (op);
1872 1799
1873 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;
1874 { 1806 }
1875 case range_none:
1876 return;
1877 1807
1878 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:
1879 player_fire_bow (op, dir); 1824 player_fire_bow (op, dir);
1880 return; 1825 break;
1881 1826
1882 case range_magic: /* Casting spells */ 1827 case SPELL:
1883 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);
1884 return; 1829 break;
1885 1830
1886 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:
1887 fire_misc_object (op, dir); 1840 fire_misc_object (op, dir);
1888 return; 1841 break;
1889
1890 case range_golem: /* Control summoned monsters from scrolls */
1891 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1892 {
1893 op->contr->ranges[range_golem] = 0;
1894 op->contr->shoottype = range_none;
1895 }
1896 else
1897 control_golem (op->contr->ranges[range_golem], dir);
1898 return;
1899
1900 case range_skill:
1901 if (!op->chosen_skill)
1902 {
1903 if (op->type == PLAYER)
1904 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1905 return;
1906 }
1907 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1908 return;
1909 case range_builder:
1910 apply_map_builder (op, dir);
1911 return;
1912 default:
1913 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1914 return;
1915 } 1842 }
1916}
1917 1843
1918 1844 return true;
1845}
1919 1846
1920/* find_key 1847/* find_key
1921 * 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
1922 * and successfully use it, we return the key, otherwise NULL 1849 * and successfully use it, we return the key, otherwise NULL
1923 * This function merges both normal and locked door, since the logic 1850 * This function merges both normal and locked door, since the logic
1925 * pl is the player, 1852 * pl is the player,
1926 * inv is the objects inventory to searched 1853 * inv is the objects inventory to searched
1927 * door is the door we are trying to match against. 1854 * door is the door we are trying to match against.
1928 * This function can be called recursively to search containers. 1855 * This function can be called recursively to search containers.
1929 */ 1856 */
1930
1931object * 1857object *
1932find_key (object *pl, object *container, object *door) 1858find_key (object *pl, object *container, object *door)
1933{ 1859{
1934 object *tmp, *key; 1860 object *tmp, *key;
1935 1861
1936 /* Should not happen, but sanity checking is never bad */ 1862 /* Should not happen, but sanity checking is never bad */
1937 if (container->inv == NULL) 1863 if (!container->inv)
1938 return NULL; 1864 return 0;
1939 1865
1940 /* 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 */
1941 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1867 for (tmp = container->inv; tmp; tmp = tmp->below)
1942 { 1868 {
1943 if (door->type == DOOR && tmp->type == KEY) 1869 if (door->type == DOOR && tmp->type == KEY)
1944 break; 1870 break;
1945 /* For sanity, we should really check door type, but other stuff 1871 /* For sanity, we should really check door type, but other stuff
1946 * (like containers) can be locked with special keys 1872 * (like containers) can be locked with special keys
1947 */ 1873 */
1948 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1949 break; 1875 break;
1950 } 1876 }
1877
1951 /* No key found - lets search inventories now */ 1878 /* No key found - lets search inventories now */
1952 /* 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.
1953 * 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
1954 * a key, return 1881 * a key, return
1955 */ 1882 */
1956 if (!tmp) 1883 if (!tmp)
1957 { 1884 {
1958 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1885 for (tmp = container->inv; tmp; tmp = tmp->below)
1959 { 1886 {
1960 /* No reason to search empty containers */ 1887 /* No reason to search empty containers */
1961 if (tmp->type == CONTAINER && tmp->inv) 1888 if (tmp->type == CONTAINER && tmp->inv)
1962 { 1889 {
1963 if ((key = find_key (pl, tmp, door)) != NULL) 1890 if ((key = find_key (pl, tmp, door)))
1964 return key; 1891 return key;
1965 } 1892 }
1966 } 1893 }
1894
1967 if (!tmp) 1895 if (!tmp)
1968 return NULL; 1896 return NULL;
1969 } 1897 }
1898
1970 /* 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,
1971 * see if we actually want to use it 1900 * see if we actually want to use it
1972 */ 1901 */
1973 if (pl != container) 1902 if (pl != container)
1974 { 1903 {
1995 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1996 "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));
1997 return NULL; 1926 return NULL;
1998 } 1927 }
1999 } 1928 }
1929
2000 return tmp; 1930 return tmp;
2001} 1931}
2002 1932
2003/* moved door processing out of move_player_attack. 1933/* moved door processing out of move_player_attack.
2004 * returns 1 if player has opened the door with a key 1934 * returns 1 if player has opened the door with a key
2006 * 0 otherwise 1936 * 0 otherwise
2007 */ 1937 */
2008static int 1938static int
2009player_attack_door (object *op, object *door) 1939player_attack_door (object *op, object *door)
2010{ 1940{
2011 /* 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,
2012 * 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 -
2013 * otherwise, we fall through to the rest of the code. 1943 * otherwise, we fall through to the rest of the code.
2014 */ 1944 */
2015 object *key = find_key (op, op, door); 1945 object *key = find_key (op, op, door);
2016 1946
2017 /* IF we found a key, do some extra work */ 1947 /* If we found a key, do some extra work */
2018 if (key) 1948 if (key)
2019 { 1949 {
2020 object *container = key->env; 1950 object *container = key->env;
2021 1951
2022 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2023 if (action_makes_visible (op)) 1952 if (action_makes_visible (op))
2024 make_visible (op); 1953 make_visible (op);
1954
2025 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1955 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2026 spring_trap (door->inv, op); 1956 spring_trap (door->inv, op);
1957
2027 if (door->type == DOOR) 1958 if (door->type == DOOR)
2028 {
2029 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 */
2030 }
2031 else if (door->type == LOCKED_DOOR) 1960 else if (door->type == LOCKED_DOOR)
2032 { 1961 {
2033 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);
2034 remove_door2 (door); /* remove door without violence ;-) */ 1963 remove_door2 (door); /* remove door without violence ;-) */
2035 } 1964 }
1965
2036 /* Do this after we print the message */ 1966 /* Do this after we print the message */
2037 decrease_ob (key); /* Use up one of the keys */ 1967 key->decrease (); /* Use up one of the keys */
2038 /* Need to update the weight the container the key was in */ 1968
2039 if (container != op)
2040 esrv_update_item (UPD_WEIGHT, op, container);
2041 return 1; /* Nothing more to do below */ 1969 return 1; /* Nothing more to do below */
2042 } 1970 }
2043 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2044 { 1972 {
2045 /* Might as well return now - no other way to open this */ 1973 /* Might as well return now - no other way to open this */
2046 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...");
2047 return 1; 1975 return 1;
2048 } 1976 }
1977
2049 return 0; 1978 return 0;
2050} 1979}
2051 1980
2052/* This function is just part of a breakup from move_player. 1981/* This function is just part of a breakup from move_player.
2053 * It should keep the code cleaner. 1982 * It should keep the code cleaner.
2054 * When this is called, the players direction has been updated 1983 * When this is called, the players direction has been updated
2055 * (taking into account confusion.) The player is also actually 1984 * (taking into account confusion.) The player is also actually
2056 * going to try and move (not fire weapons). 1985 * going to try and move (not fire weapons).
2057 */ 1986 */
2058void 1987bool
2059move_player_attack (object *op, int dir) 1988move_player_attack (object *op, int dir)
2060{ 1989{
2061 object *tmp, *mon;
2062 sint16 nx, ny;
2063 int on_battleground; 1990 int on_battleground;
2064 maptile *m;
2065 1991
2066 nx = freearr_x[dir] + op->x; 1992 sint16 nx = freearr_x[dir] + op->x;
2067 ny = freearr_y[dir] + op->y; 1993 sint16 ny = freearr_y[dir] + op->y;
2068 1994
2069 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 }
2070 2005
2071 /* 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
2072 * 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
2073 * 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
2074 * player. This is a pretty nasty hack, because if we could 2009 * player. This is a pretty nasty hack, because if we could
2075 * 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
2076 * 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
2077 * 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
2078 * move_ob uses. 2013 * move_ob uses.
2079 */ 2014 */
2080 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);
2081 {
2082 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2083 {
2084 m = get_map_from_coord (op->map, &nx, &ny);
2085 if (!m)
2086 return; /* Don't think this should happen */
2087 }
2088 else
2089 m = op->map;
2090 2016
2091 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2092 {
2093 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2094 return;
2095 }
2096
2097 mon = 0;
2098 /* 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
2099 * 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.
2100 * 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
2101 * on the space 2020 * on the space
2102 */ 2021 */
2103 while (tmp) 2022 object *mon;
2104 { 2023 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2105 if (tmp == op) 2024 {
2106 { 2025 if ((mon->flag [FLAG_ALIVE]
2107 tmp = tmp->above; 2026 || mon->type == LOCKED_DOOR
2108 continue; 2027 || mon->flag [FLAG_CAN_ROLL])
2109 }
2110
2111 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2112 {
2113 mon = tmp; 2028 && mon != op)
2114 break; 2029 break;
2115 } 2030 }
2116 2031
2117 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2118 mon = tmp;
2119
2120 tmp = tmp->above;
2121 }
2122
2123 if (!mon) /* This happens anytime the player tries to move */ 2032 if (!mon) /* This happens anytime the player tries to move */
2124 return; /* into a wall */ 2033 return false; /* into a wall */
2125 2034
2126 if (mon->head)
2127 mon = mon->head; 2035 mon = mon->head_ ();
2128 2036
2129 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)
2130 if (player_attack_door (op, mon)) 2039 if (player_attack_door (op, mon))
2040 {
2041 --op->contr->weapon_sp_left;
2131 return; 2042 return true;
2043 }
2132 2044
2133 /* The following deals with possibly attacking peaceful 2045 /* The following deals with possibly attacking peaceful
2134 * or frienddly creatures. Basically, all players are considered 2046 * or friendly creatures. Basically, all players are considered
2135 * unaggressive. If the moving player has peaceful set, then the 2047 * unaggressive. If the moving player has peaceful set, then the
2136 * object should be pushed instead of attacked. It is assumed that 2048 * object should be pushed instead of attacked. It is assumed that
2137 * if you are braced, you will not attack friends accidently, 2049 * if you are braced, you will not attack friends accidently,
2138 * and thus will not push them. 2050 * and thus will not push them.
2139 */ 2051 */
2140 2052
2141 /* 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
2142 * peaceful. Our assumption is the creature is a pet if the 2054 * peaceful. Our assumption is the creature is a pet if the
2143 * player owns it and it is either friendly or unagressive. 2055 * player owns it and it is either friendly or unagressive.
2144 */ 2056 */
2145 if ((op->type == PLAYER) 2057 if (op->type == PLAYER
2146#if COZY_SERVER
2147 &&
2148 ((mon->owner && mon->owner->contr 2058 && ((mon->owner && mon->owner->contr
2149 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2059 && same_party (mon->owner->contr->party, op->contr->party))
2150#else
2151 && mon->owner == op 2060 || mon->owner == op)
2152#endif
2153 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2061 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2154 { 2062 {
2155 /* 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 */
2156 if (op->contr->braced) 2064 if (op->contr->braced)
2157 return; 2065 return false;
2158 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"));
2159 (void) push_ob (mon, dir, op); 2072 push_ob (mon, dir, op);
2073
2160 if (op->contr->tmp_invis || op->hide) 2074 if (op->contr->tmp_invis || op->hide)
2161 make_visible (op); 2075 make_visible (op);
2076
2162 return; 2077 return true;
2163 } 2078 }
2079 else
2080 return false;
2081 }
2164 2082
2165 /* in certain circumstances, you shouldn't attack friendly 2083 /* in certain circumstances, you shouldn't attack friendly
2166 * creatures. Note that if you are braced, you can't push 2084 * creatures. Note that if you are braced, you can't push
2167 * 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
2168 * attack them either. 2086 * attack them either.
2169 */ 2087 */
2170 if ((mon->type == PLAYER || mon->enemy != op) && 2088 if ((mon->type == PLAYER || mon->enemy != op)
2171 (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))
2172#ifdef PROHIBIT_PLAYERKILL
2173 (op->contr->peaceful 2090 && ((op->contr->peaceful
2174 || (mon->type == PLAYER 2091 || (mon->type == PLAYER && mon->contr->peaceful))
2175 && mon->contr->
2176 peaceful)) &&
2177#else
2178 op->contr->peaceful &&
2179#endif
2180 !on_battleground)) 2092 && !on_battleground))
2093 {
2094 if (op->speed_left > 0.f)
2181 { 2095 {
2096 --op->speed_left;
2097
2182 if (!op->contr->braced) 2098 if (!op->contr->braced)
2183 { 2099 {
2184 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2100 op->play_sound (sound_find ("push_player"));
2185 (void) push_ob (mon, dir, op); 2101 push_ob (mon, dir, op);
2186 } 2102 }
2187 else 2103 else
2188 new_draw_info (0, 0, op, "You withhold your attack"); 2104 op->statusmsg ("You withhold your attack");
2189 2105
2190 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2191 make_visible (op); 2107 make_visible (op);
2192 }
2193 2108
2109 return true;
2110 }
2111 }
2194 /* If the object is a boulder or other rollable object, then 2112 /* If the object is a boulder or other rollable object, then
2195 * 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.
2196 */ 2114 */
2197 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)
2198 { 2118 {
2119 --op->speed_left;
2120
2199 recursive_roll (mon, dir, op); 2121 recursive_roll (mon, dir, op);
2200 if (action_makes_visible (op)) 2122 if (action_makes_visible (op))
2201 make_visible (op); 2123 make_visible (op);
2202 }
2203 2124
2125 return true;
2126 }
2127 }
2204 /* Any generic living creature. Including things like doors. 2128 /* Any generic living creature. Including things like doors.
2205 * 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
2206 * and be living. Then, it must be one of the following: 2130 * and be living. Then, it must be one of the following:
2207 * 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
2208 * 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.
2209 */ 2133 */
2210
2211 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2134 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2212 ((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)))
2213 { 2136 {
2214 2137 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2215 /* If the player hasn't hit something this tick, and does
2216 * so, give them speed boost based on weapon speed. Doing
2217 * it here is better than process_players2, which basically
2218 * incurred a 1 tick offset.
2219 */
2220 if (!op->contr->has_hit)
2221 { 2138 {
2222 op->speed_left += op->speed / op->contr->weapon_sp; 2139 --op->contr->weapon_sp_left;
2223
2224 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2225 }
2226 2140
2227 skill_attack (mon, op, 0, 0, 0); 2141 skill_attack (mon, op, 0, 0, 0);
2228
2229 /* If attacking another player, that player gets automatic
2230 * hitback, and doesn't loose luck either.
2231 * Disable hitback on the battleground or if the target is
2232 * the wiz.
2233 */
2234 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2235 {
2236 short luck = mon->stats.luck;
2237
2238 mon->contr->has_hit = 1;
2239 skill_attack (op, mon, 0, 0, 0);
2240 mon->stats.luck = luck;
2241 }
2242 2142
2243 if (action_makes_visible (op)) 2143 if (action_makes_visible (op))
2244 make_visible (op); 2144 make_visible (op);
2245 }
2246 } /* if player should attack something */
2247}
2248 2145
2249int 2146 return true;
2147 }
2148 }
2149
2150 return false;
2151}
2152
2153bool
2250move_player (object *op, int dir) 2154move_player (object *op, int dir)
2251{ 2155{
2252 int pick; 2156 int pick;
2253 2157
2254 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2158 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2255 return 0; 2159 return 0;
2256 2160
2257 /* Sanity check: make sure dir is valid */ 2161 /* Sanity check: make sure dir is valid */
2258 if ((dir < 0) || (dir >= 9)) 2162 if ((dir < 0) || (dir >= 9))
2259 { 2163 {
2260 LOG (llevError, "move_player: invalid direction %d\n", dir); 2164 LOG (llevError, "move_player: invalid direction %d\n", dir);
2261 return 0; 2165 return 0;
2262 } 2166 }
2263 2167
2264 /* peterm: added following line */ 2168 /* peterm: added following line */
2265 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2169 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2266 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2170 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2267 2171
2268 op->facing = dir; 2172 op->facing = dir;
2269 2173
2270 if (op->hide) 2174 if (op->hide)
2271 do_hidden_move (op); 2175 do_hidden_move (op);
2272 2176
2177 bool retval;
2178
2273 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2179 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2274 /*nop */ ; 2180 retval = RESULT_INT (0);
2275 else if (op->contr->fire_on) 2181 else if (op->contr->fire_on)
2276 fire (op, dir); 2182 retval = fire (op, dir);
2277 else 2183 else
2278 { 2184 {
2279 move_player_attack (op, dir); 2185 retval = move_player_attack (op, dir);
2280 pick = check_pick (op); 2186 pick = check_pick (op);
2281 } 2187 }
2282 2188
2283 /* 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
2284 * server can handle repeat firing. 2190 * server can handle repeat firing.
2291 /* Update how the player looks. Use the facing, so direction may 2197 /* Update how the player looks. Use the facing, so direction may
2292 * get reset to zero. This allows for full animation capabilities 2198 * get reset to zero. This allows for full animation capabilities
2293 * for players. 2199 * for players.
2294 */ 2200 */
2295 animate_object (op, op->facing); 2201 animate_object (op, op->facing);
2296 return 0; 2202
2203 return retval;
2297} 2204}
2298 2205
2299/* 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
2300 * new client/server stuff. 2207 * new client/server stuff.
2301 * 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
2302 * the new speed values for commands. 2209 * the new speed values for commands.
2303 * 2210 *
2304 * 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.
2305 */ 2214 */
2306int 2215bool
2307handle_newcs_player (object *op) 2216handle_newcs_player (object *op)
2308{ 2217{
2309 if (op->contr->hidden)
2310 {
2311 op->invisible = 1000;
2312 /* the socket code flashes the player visible/invisible
2313 * depending on the value of invisible, so we need to
2314 * alternate it here for it to work correctly.
2315 */
2316 if (pticks & 2)
2317 op->invisible--;
2318 }
2319 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2320 {
2321 op->invisible--;
2322 if (!op->invisible)
2323 {
2324 make_visible (op);
2325 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2326 }
2327 }
2328
2329 if (QUERY_FLAG (op, FLAG_SCARED)) 2218 if (QUERY_FLAG (op, FLAG_SCARED))
2330 { 2219 {
2331 flee_player (op); 2220 if (op->speed_left > 0.f)
2332 /* If player is still scared, that is his action for this tick */
2333 if (QUERY_FLAG (op, FLAG_SCARED))
2334 { 2221 {
2335 op->speed_left--; 2222 --op->speed_left;
2223 flee_player (op);
2224
2336 return 0; 2225 return true;
2337 } 2226 }
2227 else
2228 return false;
2338 } 2229 }
2339
2340 /* I've been seeing crashes where the golem has been destroyed, but
2341 * the player object still points to the defunct golem. The code that
2342 * destroys the golem looks correct, and it doesn't always happen, so
2343 * put this in a a workaround to clean up the golem pointer.
2344 */
2345 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2346 op->contr->ranges[range_golem] = 0;
2347 2230
2348 /* 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
2349 * the players time has been increased when doericserver has been 2232 * the players time has been increased when doericserver has been
2350 * called, so we recheck it here. 2233 * called, so we recheck it here.
2351 */ 2234 */
2352 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2235 if (op->contr->ns->handle_command ())
2353 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2354 ;
2355
2356 if (op->speed_left < 0)
2357 return 0; 2236 return true;
2358 2237
2359 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2238 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2360 {
2361 /* All move commands take 1 tick, at least for now */
2362 op->speed_left--;
2363
2364 /* Instead of all the stuff below, let move_player take care
2365 * of it. Also, some of the skill stuff is only put in
2366 * there, as well as the confusion stuff.
2367 */
2368 move_player (op, op->direction); 2239 return move_player (op, op->direction);
2369 if (op->speed_left > 0)
2370 return 1;
2371 else
2372 return 0;
2373 }
2374 2240
2375 return 0; 2241 return false;
2376} 2242}
2377 2243
2378int 2244int
2379save_life (object *op) 2245save_life (object *op)
2380{ 2246{
2382 return 0; 2248 return 0;
2383 2249
2384 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2250 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2385 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2386 { 2252 {
2387 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2253 op->play_sound (sound_find ("ob_evaporate"));
2388 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));
2389
2390 if (op->contr)
2391 esrv_del_item (op->contr, tmp->count);
2392 2255
2393 tmp->destroy (); 2256 tmp->destroy ();
2394 CLEAR_FLAG (op, FLAG_LIFESAVE); 2257 CLEAR_FLAG (op, FLAG_LIFESAVE);
2395 2258
2396 if (op->stats.hp < 0) 2259 if (op->stats.hp < 0)
2409 return 0; 2272 return 0;
2410} 2273}
2411 2274
2412/* 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
2413 * 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
2414 * 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
2415 * from. 2278 * from.
2416 */ 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
2417void 2296void
2418remove_unpaid_objects (object *op, object *env) 2297object::drop_unpaid_items ()
2419{ 2298{
2420 object *next; 2299 if (!flag [FLAG_REMOVED])
2421 2300 ::drop_unpaid_items (inv, this);
2422 while (op)
2423 {
2424 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2425
2426 if (QUERY_FLAG (op, FLAG_UNPAID))
2427 {
2428 if (env->type == PLAYER)
2429 esrv_del_item (env->contr, op->count);
2430
2431 op->insert_at (env);
2432 }
2433 else if (op->inv)
2434 remove_unpaid_objects (op->inv, env);
2435
2436 op = next;
2437 }
2438} 2301}
2439 2302
2440/* 2303/*
2441 * Returns pointer a static string containing gravestone text 2304 * Returns pointer a static string containing gravestone text
2442 * Moved from apply.c to player.c - player.c is what 2305 * Moved from apply.c to player.c - player.c is what
2443 * actually uses this function. player.c may not be quite the 2306 * actually uses this function. player.c may not be quite the
2444 * best, a misc file for object actions is probably better, 2307 * best, a misc file for object actions is probably better,
2445 * but there isn't one in the server directory. 2308 * but there isn't one in the server directory.
2446 */ 2309 */
2447char * 2310const char *
2448gravestone_text (object *op) 2311gravestone_text (object *op)
2449{ 2312{
2450 static char buf2[MAX_BUF]; 2313 static dynbuf_text buf;
2451 char buf[MAX_BUF];
2452 time_t now = time (NULL);
2453 2314
2454 strcpy (buf2, " R.I.P.\n\n"); 2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2455 if (op->type == PLAYER) 2318 if (op->type == PLAYER)
2456 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2319 buf << " the " << op->contr->title;
2457 else
2458 sprintf (buf, "%s\n", &op->name);
2459 2320
2460 strncat (buf2, " ", 20 - strlen (buf) / 2); 2321 buf << "\n\n";
2461 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
2462 if (op->type == PLAYER) 2327 if (op->type == PLAYER)
2463 sprintf (buf, "who was in level %d when killed\n", op->level); 2328 buf << "by " << op->contr->killer_name () << ".\n\n";
2464 else
2465 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2466 2329
2467 strncat (buf2, " ", 20 - strlen (buf) / 2);
2468 strcat (buf2, buf);
2469 if (op->type == PLAYER)
2470 { 2330 {
2471 sprintf (buf, "by %s.\n\n", op->contr->killer); 2331 static char buf2[128];
2472 strncat (buf2, " ", 21 - strlen (buf) / 2); 2332 time_t now = time (NULL);
2473 strcat (buf2, buf);
2474 }
2475
2476 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2477 strncat (buf2, " ", 20 - strlen (buf) / 2); 2334 buf << buf2;
2478 strcat (buf2, buf); 2335 }
2479 2336
2480 return buf2; 2337 return buf;
2481} 2338}
2482 2339
2483void 2340void
2484do_some_living (object *op) 2341do_some_living (object *op)
2485{ 2342{
2492 int rate_grace = 2000; 2349 int rate_grace = 2000;
2493 const int max_hp = 1; 2350 const int max_hp = 1;
2494 const int max_sp = 1; 2351 const int max_sp = 1;
2495 const int max_grace = 1; 2352 const int max_grace = 1;
2496 2353
2497 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--;
2498 { 2363 }
2499 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2364 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2500 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2365 {
2501 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 }
2502 } 2371 }
2503 2372
2504 if (op->contr->ns->state == ST_PLAYING) 2373 if (op->contr->ns->state == ST_PLAYING)
2505 { 2374 {
2506 /* these next three if clauses make it possible to SLOW DOWN 2375 /* these next three if clauses make it possible to SLOW DOWN
2525 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2394 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2526 else 2395 else
2527 { 2396 {
2528 gen_grace = op->stats.maxgrace; 2397 gen_grace = op->stats.maxgrace;
2529 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2398 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2530 }
2531
2532 /* Regenerate Spell Points */
2533 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2534 {
2535 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2536 if (op->stats.sp < op->stats.maxsp)
2537 {
2538 op->stats.sp++;
2539 /* dms do not consume food */
2540 if (!QUERY_FLAG (op, FLAG_WIZ))
2541 {
2542 op->stats.food--;
2543 if (op->contr->digestion < 0)
2544 op->stats.food += op->contr->digestion;
2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2546 op->stats.food = last_food;
2547 }
2548 }
2549
2550 if (max_sp > 1)
2551 {
2552 over_sp = (gen_sp + 10) / rate_sp;
2553 if (over_sp > 0)
2554 {
2555 if (op->stats.sp < op->stats.maxsp)
2556 {
2557 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2558
2559 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2560 op->stats.sp--;
2561
2562 if (op->stats.sp > op->stats.maxsp)
2563 op->stats.sp = op->stats.maxsp;
2564 }
2565 op->last_sp = 0;
2566 }
2567 else
2568 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2569 }
2570 else
2571 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2572 } 2399 }
2573 2400
2574 /* Regenerate Grace */ 2401 /* Regenerate Grace */
2575 /* 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. */
2576 if (--op->last_grace < 0) 2403 if (--op->last_grace < 0)
2597 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);
2598 } 2425 }
2599 /* wearing stuff doesn't detract from grace generation. */ 2426 /* wearing stuff doesn't detract from grace generation. */
2600 } 2427 }
2601 2428
2429 if (op->stats.food > 0)
2430 {
2602 /* Regenerate Hit Points */ 2431 /* Regenerate Spell Points */
2603 if (--op->last_heal < 0) 2432 if (!op->contr->golem && --op->last_sp < 0)
2604 {
2605 if (op->stats.hp < op->stats.maxhp)
2606 { 2433 {
2607 op->stats.hp++; 2434 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2608 /* dms do not consume food */ 2435
2609 if (!QUERY_FLAG (op, FLAG_WIZ)) 2436 if (op->stats.sp < op->stats.maxsp)
2610 { 2437 {
2438 op->stats.sp++;
2439
2440 /* dms do not consume food */
2441 if (!QUERY_FLAG (op, FLAG_WIZ))
2442 {
2611 op->stats.food--; 2443 op->stats.food--;
2444
2612 if (op->contr->digestion < 0) 2445 if (op->contr->digestion < 0)
2613 op->stats.food += op->contr->digestion; 2446 op->stats.food += op->contr->digestion;
2614 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))
2615 op->stats.food = last_food; 2448 op->stats.food = last_food;
2449 }
2616 } 2450 }
2617 }
2618 2451
2619 if (max_hp > 1) 2452 if (max_sp > 1)
2620 {
2621 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2622 if (over_hp > 0)
2623 { 2453 {
2624 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
2625 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);
2626 } 2472 }
2627 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)
2628 { 2481 {
2629 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 }
2630 } 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);
2631 } 2507 }
2632 else 2508 else
2633 {
2634 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);
2635 } 2510 }
2636 } 2511 }
2637 2512
2638 /* Digestion */ 2513 /* Digestion */
2639 if (--op->last_eat < 0) 2514 if (--op->last_eat < 0)
2640 { 2515 {
2641#ifdef COZY_SERVER 2516 int bonus = max (0, op->contr->digestion),
2642 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2517 penalty = max (0, -op->contr->digestion);
2643 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2644#else
2645 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2646#endif
2647 2518
2648 if (op->contr->gen_hp > 0)
2649 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);
2650 else
2651 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2652 2520
2653 /* dms do not consume food */ 2521 /* dms do not consume food */
2654 if (!QUERY_FLAG (op, FLAG_WIZ)) 2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2655 op->stats.food--; 2523 op->stats.food--;
2656 } 2524 }
2657 2525
2658 if (op->stats.food < 0 && op->stats.hp >= 0) 2526 if (op->stats.food < 0 && op->stats.hp >= 0)
2659 { 2527 {
2660 object *tmp, *flesh = 0; 2528 object *flesh = 0;
2661 2529
2662 for (tmp = op->inv; tmp; tmp = tmp->below) 2530 for_inv_removable (op, tmp)
2663 { 2531 {
2664 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)
2665 { 2536 {
2666 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2537 op->statusmsg ("You blindly grab for a bite of food. "
2667 { 2538 "H<To prevent you from starving, you ate some random item from your backpack.>");
2668 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2669 manual_apply (op, tmp, 0); 2539 manual_apply (op, tmp, 0);
2540
2670 if (op->stats.food >= 0 || op->stats.hp < 0) 2541 if (op->stats.food >= 0 || op->stats.hp < 0)
2671 break; 2542 break;
2672 } 2543 }
2673 else if (tmp->type == FLESH) 2544 else if (tmp->type == FLESH)
2674 flesh = tmp; 2545 flesh = tmp;
2675 } /* End if paid for object */ 2546 }
2676 } /* end of for loop */
2677 2547
2678 /* 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
2679 * eat flesh instead. 2549 * eat flesh instead.
2680 */ 2550 */
2681 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2682 { 2552 {
2683 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.>");
2684 manual_apply (op, flesh, 0); 2555 manual_apply (op, flesh, 0);
2685 } 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)
2686 } 2565 {
2687 2566 op->stats.hp += op->stats.food;
2688 while (op->stats.food < 0 && op->stats.hp >= 0) 2567 op->stats.food = 0;
2689 op->stats.food++, op->stats.hp--; 2568 }
2690 2569
2691 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2692 kill_player (op); 2571 kill_player (op);
2693 } 2572 }
2694} 2573}
2699 * file. 2578 * file.
2700 */ 2579 */
2701void 2580void
2702kill_player (object *op) 2581kill_player (object *op)
2703{ 2582{
2583 int x, y;
2704 char buf[MAX_BUF]; 2584 char buf[MAX_BUF];
2705 int x, y;
2706
2707 //int i;
2708 maptile *map; /* this is for resurrection */ 2585 maptile *map; /* this is for resurrection */
2709
2710 /* int z;
2711 int num_stats_lose;
2712 int lost_a_stat;
2713 int lose_this_stat;
2714 int this_stat; */
2715 int will_kill_again; 2586 int will_kill_again;
2716 archetype *at; 2587 archetype *at;
2717 object *tmp; 2588 object *tmp;
2718 2589
2719 if (save_life (op)) 2590 if (save_life (op))
2720 return; 2591 return;
2721
2722 2592
2723 /* 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
2724 * 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.
2725 * Look at op_on_battleground() for more info --AndreasV 2595 * Look at op_on_battleground() for more info --AndreasV
2726 */ 2596 */
2742 { 2612 {
2743 tmp->destroy (); 2613 tmp->destroy ();
2744 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2745 } 2615 }
2746 2616
2747 cure_disease (op, 0); /* remove any disease */ 2617 cure_disease (op, 0, 0); /* remove any disease */
2748 op->stats.hp = op->stats.maxhp; 2618 op->stats.hp = op->stats.maxhp;
2749 if (op->stats.food <= 0) 2619 if (op->stats.food <= 0)
2750 op->stats.food = 999; 2620 op->stats.food = 999;
2751 2621
2752 /* create a bodypart-trophy to make the winner happy */ 2622 /* create a bodypart-trophy to make the winner happy */
2753 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2623 if (object *tmp = arch_to_object (archetype::find ("finger")))
2754 { 2624 {
2755 sprintf (buf, "%s's finger", &op->name); 2625 tmp->name = format ("%s's finger" , &op->name);
2756 tmp->name = buf; 2626 tmp->name_pl = format ("%s's fingers", &op->name);
2757 sprintf (buf, " This finger has been cut off %s\n"
2758 " the %s, when he was defeated at\n level %d by %s.\n",
2759 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2760 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 );
2761 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2633 tmp->value = 0, tmp->type = 0;
2762 tmp->materialname = NULL; 2634 tmp->materialname = "organics";
2763 op->insert_at (tmp, op); 2635 tmp->insert_at (op, tmp);
2764 } 2636 }
2765 2637
2766 /* teleport defeated player to new destination */ 2638 /* teleport defeated player to new destination */
2767 transfer_ob (op, x, y, 0, NULL); 2639 transfer_ob (op, x, y, 0, NULL);
2768 op->contr->braced = 0; 2640 op->contr->braced = 0;
2773 2645
2774 command_kill_pets (op, 0); 2646 command_kill_pets (op, 0);
2775 2647
2776 if (op->stats.food < 0) 2648 if (op->stats.food < 0)
2777 { 2649 {
2778 if (op->contr->explore) 2650 op->contr->killer = archetype::get ("killer_starvation");
2779 { 2651 op->contr->killer->destroy ();
2780 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2781 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2782 op->stats.food = 999;
2783 return;
2784 }
2785 sprintf (buf, "%s starved to death.", &op->name);
2786 strcpy (op->contr->killer, "starvation");
2787 }
2788 else
2789 { 2652 }
2790 if (op->contr->explore)
2791 {
2792 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2793 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2794 op->stats.hp = op->stats.maxhp;
2795 return;
2796 }
2797 sprintf (buf, "%s died.", &op->name);
2798 }
2799 2653
2800 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2654 op->contr->play_sound (sound_find ("player_dies"));
2801 2655
2802 /* save the map location for corpse, gravestone */ 2656 /* save the map location for corpse, gravestone */
2803 x = op->x; 2657 x = op->x;
2804 y = op->y; 2658 y = op->y;
2805 map = op->map; 2659 map = op->map;
2912 lost_a_stat = 1; 2766 lost_a_stat = 1;
2913 } 2767 }
2914 } 2768 }
2915 } 2769 }
2916 } 2770 }
2771
2917 /* If no stat lost, tell the player. */ 2772 /* If no stat lost, tell the player. */
2918 if (!lost_a_stat) 2773 if (!lost_a_stat)
2919 { 2774 {
2920 /* determine_god() seems to not work sometimes... why is this? 2775 /* determine_god() seems to not work sometimes... why is this?
2921 Should I be using something else? GD */ 2776 Should I be using something else? GD */
2925 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);
2926 else 2781 else
2927 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.");
2928 } 2783 }
2929#else 2784#else
2930 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.");
2931#endif 2786#endif
2932 2787
2933 /* Put a gravestone up where the character 'almost' died. List the 2788 /* Put a gravestone up where the character 'almost' died. List the
2934 * exp loss on the stone. 2789 * exp loss on the stone.
2935 */ 2790 */
2936 tmp = arch_to_object (archetype::find ("gravestone")); 2791 tmp = arch_to_object (archetype::find ("gravestone"));
2937 sprintf (buf, "%s's gravestone", &op->name); 2792 tmp->name = format ("%s's gravestone", &op->name);
2938 tmp->name = buf; 2793 tmp->name_pl = format ("%s's gravestones", &op->name);
2939 sprintf (buf, "%s's gravestones", &op->name);
2940 tmp->name_pl = buf;
2941 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 ());
2942 tmp->msg = buf;
2943 tmp->x = op->x, tmp->y = op->y; 2795 tmp->x = op->x, tmp->y = op->y;
2944 insert_ob_in_map (tmp, op->map, NULL, 0); 2796 insert_ob_in_map (tmp, op->map, NULL, 0);
2945 2797
2946 /**************************************/ 2798 /**************************************/
2947 /* */ 2799 /* */
2968 { 2820 {
2969 tmp->destroy (); 2821 tmp->destroy ();
2970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2971 } 2823 }
2972 2824
2973 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 }
2974 2838
2975 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
2976 apply_death_exp_penalty (op); 2840 apply_death_exp_penalty (op);
2841
2977 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2978 op->stats.food = 900; 2843 op->stats.food = 900;
2844
2979 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2980 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2981 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2982 2848
2983 /* 2849 /*
2984 * Check to see if the player is in a shop. IF so, then check to see if
2985 * 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
2986 * in the map. 2851 * and put them back in the map.
2987 */ 2852 */
2988 2853 op->drop_unpaid_items ();
2989 if (is_in_shop (op))
2990 remove_unpaid_objects (op->inv, op);
2991 2854
2992 /****************************************/ 2855 /****************************************/
2993 /* */ 2856 /* */
2994 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2995 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2996 /* */ 2859 /* */
2997 /****************************************/ 2860 /****************************************/
2998 2861
2999 enter_player_savebed (op); 2862 enter_player_savebed (op);
3000 2863
3001 /* Save the player before inserting the force to reduce
3002 * chance of abuse.
3003 */
3004 op->contr->braced = 0; 2864 op->contr->braced = 0;
3005 op->contr->save ();
3006 2865
3007 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
3008 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
3009 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
3010 * on the space that might harm the player. 2869 * on the space that might harm the player.
3019 object *force; 2878 object *force;
3020 int at; 2879 int at;
3021 2880
3022 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
3023 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
3024 force->speed = 0.1; 2883 force->speed = 0.1f;
3025 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
3026 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
3027 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
3028 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
3029 force->resist[at] = 100; 2888 force->resist[at] = 100;
3030 2889
3039void 2898void
3040loot_object (object *op) 2899loot_object (object *op)
3041{ /* Grab and destroy some treasure */ 2900{ /* Grab and destroy some treasure */
3042 object *tmp, *tmp2, *next; 2901 object *tmp, *tmp2, *next;
3043 2902
3044 if (op->container) 2903 op->close_container (); /* close open sack first */
3045 esrv_apply_container (op, op->container); /* close open sack first */
3046 2904
3047 for (tmp = op->inv; tmp; tmp = next) 2905 for (tmp = op->inv; tmp; tmp = next)
3048 { 2906 {
3049 next = tmp->below; 2907 next = tmp->below;
3050 2908
3051 if (tmp->invisible) 2909 if (tmp->invisible)
3052 continue; 2910 continue;
3053 2911
3054 tmp->remove (); 2912 tmp->remove ();
3055 tmp->x = op->x, tmp->y = op->y; 2913 tmp->x = op->x, tmp->y = op->y;
2914
3056 if (tmp->type == CONTAINER) 2915 if (tmp->type == CONTAINER)
3057 { /* empty container to ground */ 2916 loot_object (tmp); /* empty container to ground */
3058 loot_object (tmp); 2917
3059 }
3060 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))))
3061 { 2919 {
3062 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
3063 { 2921 {
3064 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp->decrease (rndm (1, tmp->nrof - 1));
3065 tmp2->destroy ();
3066 insert_ob_in_map (tmp, op->map, NULL, 0); 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
3067 } 2924 }
3068 else 2925 else
3069 tmp->destroy (); 2926 tmp->destroy ();
3070 } 2927 }
3076/* 2933/*
3077 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3078 * 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
3079 * was changed. 2936 * was changed.
3080 */ 2937 */
3081
3082void 2938void
3083fix_weight (void) 2939fix_weight (void)
3084{ 2940{
3085 for_all_players (pl) 2941 for_all_players (pl)
3086 { 2942 {
3087 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2943 sint32 old = pl->ob->carrying;
3088 2944
3089 if (old == sum) 2945 pl->ob->update_weight ();
3090 continue; 2946
2947 if (old != pl->ob->carrying)
2948 {
3091 pl->ob->update_stats (); 2949 pl->ob->update_stats ();
3092 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 }
3093 } 2952 }
3094} 2953}
3095 2954
3096void 2955void
3097fix_luck (void) 2956fix_luck (void)
3141void 3000void
3142make_visible (object *op) 3001make_visible (object *op)
3143{ 3002{
3144 op->hide = 0; 3003 op->hide = 0;
3145 op->invisible = 0; 3004 op->invisible = 0;
3005
3146 if (op->type == PLAYER) 3006 if (op->type == PLAYER)
3147 { 3007 {
3148 op->contr->tmp_invis = 0; 3008 op->contr->tmp_invis = 0;
3149 op->contr->invis_race = 0; 3009 op->contr->invis_race = 0;
3150 } 3010 }
3011
3151 update_object (op, UP_OBJ_FACE); 3012 update_object (op, UP_OBJ_CHANGE);
3152} 3013}
3153 3014
3154int 3015int
3155is_true_undead (object *op) 3016is_true_undead (object *op)
3156{ 3017{
3157 object *tmp = NULL;
3158
3159 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3160 return 1; 3019 return 1;
3161 3020
3162 return 0; 3021 return 0;
3163} 3022}
3164 3023
3165/* look at the surrounding terrain to determine 3024/* look at the surrounding terrain to determine
3166 * the hideability of this object. Positive levels 3025 * the hideability of this object. Positive levels
3167 * indicate greater hideability. 3026 * indicate greater hideability.
3168 */ 3027 */
3169
3170int 3028int
3171hideability (object *ob) 3029hideability (object *ob)
3172{ 3030{
3173 int i, level = 0, mflag; 3031 int i, level = 0, mflag;
3174 sint16 x, y; 3032 sint16 x, y;
3184 * as bad as carrying a light on a pitch dark map */ 3042 * as bad as carrying a light on a pitch dark map */
3185 if (has_carried_lights (ob)) 3043 if (has_carried_lights (ob))
3186 level = -(10 + (2 * ob->map->darkness)); 3044 level = -(10 + (2 * ob->map->darkness));
3187 3045
3188 /* scan through all nearby squares for terrain to hide in */ 3046 /* scan through all nearby squares for terrain to hide in */
3189 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])
3190 { 3050 {
3191 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3192 if (mflag & P_OUT_OF_MAP) 3052 if (mflag & P_OUT_OF_MAP)
3193 {
3194 continue; 3053 continue;
3195 } 3054
3196 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3055 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3197 level += 2; 3056 level += 2;
3198 else /* open terrain! */ 3057 else /* open terrain! */
3199 level -= 1; 3058 level -= 1;
3200 } 3059 }
3208/* For Hidden creatures - a chance of becoming 'unhidden' 3067/* For Hidden creatures - a chance of becoming 'unhidden'
3209 * every time they move - as we subtract off 'invisibility' 3068 * every time they move - as we subtract off 'invisibility'
3210 * AND, for players, if they move into a ridiculously unhideable 3069 * AND, for players, if they move into a ridiculously unhideable
3211 * spot (surrounded by clear terrain in broad daylight). -b.t. 3070 * spot (surrounded by clear terrain in broad daylight). -b.t.
3212 */ 3071 */
3213
3214void 3072void
3215do_hidden_move (object *op) 3073do_hidden_move (object *op)
3216{ 3074{
3217 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3075 int hide = 0;
3218 object *skop;
3219 3076
3220 if (!op || !op->map) 3077 if (!op || !op->map)
3221 return; 3078 return;
3222 3079
3223 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);
3224 3082
3225 /* 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! */
3226 if (op->type == PLAYER && op->contr->run_on) 3084 if (op->type == PLAYER && op->contr->run_on)
3227 {
3228 if (!skop || num >= skop->level) 3085 if (!skop || num >= skop->level)
3229 { 3086 {
3230 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!");
3231 make_visible (op); 3088 make_visible (op);
3232 return; 3089 return;
3233 } 3090 }
3234 else 3091 else
3235 num += 20; 3092 num += 20;
3236 } 3093
3237 num += op->map->difficulty; 3094 num += op->map->difficulty;
3238 hide = hideability (op); /* modify by terrain hidden level */ 3095 hide = hideability (op); /* modify by terrain hidden level */
3239 num -= hide; 3096 num -= hide;
3097
3240 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3098 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3241 { 3099 {
3242 make_visible (op); 3100 make_visible (op);
3101
3243 if (op->type == PLAYER) 3102 if (op->type == PLAYER)
3244 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!");
3245 } 3104 }
3246 else if (op->type == PLAYER && skop) 3105 else if (op->type == PLAYER && skop)
3247 {
3248 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);
3249 }
3250} 3107}
3251 3108
3252/* determine if who is standing near a hostile creature. */ 3109/* determine if who is standing near a hostile creature. */
3253 3110
3254int 3111int
3302 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3303 * 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
3304 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3305 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3306 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3307 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3308 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3309 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3310 * 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.
3311 * -b.t. 3168 * -b.t.
3312 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3313 */ 3170 */
3314
3315int 3171int
3316player_can_view (object *pl, object *op) 3172player_can_view (object *pl, object *op)
3317{ 3173{
3318 rv_vector rv; 3174 rv_vector rv;
3319 int dx, dy; 3175 int dx, dy;
3331 3187
3332 get_rangevector (pl, op, &rv, 0x1); 3188 get_rangevector (pl, op, &rv, 0x1);
3333 3189
3334 /* starting with the 'head' part, lets loop 3190 /* starting with the 'head' part, lets loop
3335 * through the object and find if it has any 3191 * through the object and find if it has any
3336 * part that is in the los array but isnt on 3192 * part that is in the los array but isn't on
3337 * a blocked los square. 3193 * a blocked los square.
3338 * we use the archetype to figure out offsets. 3194 * we use the archetype to figure out offsets.
3339 */ 3195 */
3340 while (op) 3196 while (op)
3341 { 3197 {
3342 dx = rv.distance_x + op->arch->clone.x; 3198 dx = rv.distance_x + op->arch->x;
3343 dy = rv.distance_y + op->arch->clone.y; 3199 dy = rv.distance_y + op->arch->y;
3344 3200
3345 /* only the viewable area the player sees is updated by LOS 3201 /* only the viewable area the player sees is updated by LOS
3346 * 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
3347 * for any meaningful values. 3203 * for any meaningful values.
3348 */ 3204 */
3349 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3350 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3351 !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)])
3352 return 1; 3208 return 1;
3209
3353 op = op->more; 3210 op = op->more;
3354 } 3211 }
3212
3355 return 0; 3213 return 0;
3356} 3214}
3357 3215
3358/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3359 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3362 * return 0. 3220 * return 0.
3363 */ 3221 */
3364int 3222int
3365action_makes_visible (object *op) 3223action_makes_visible (object *op)
3366{ 3224{
3367
3368 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3369 { 3226 {
3370 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3371 return 0; 3228 return 0;
3372 3229
3378 { 3235 {
3379 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");
3380 return 1; 3237 return 1;
3381 } 3238 }
3382 } 3239 }
3240
3383 return 0; 3241 return 0;
3384} 3242}
3385 3243
3386/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3387 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3392 * 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
3393 */ 3251 */
3394int 3252int
3395op_on_battleground (object *op, int *x, int *y) 3253op_on_battleground (object *op, int *x, int *y)
3396{ 3254{
3397 object *tmp;
3398
3399 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3400 * 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),
3401 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3402 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3403 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3404 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3405 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3406 { 3262 {
3407 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3408 { 3264 {
3409 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3410 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))
3411 { 3269 {
3412 /*before we assign the exit, check if this is a teambattle */ 3270 /* before we assign the exit, check if this is a teambattle */
3413 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))
3414 { 3272 {
3415 object *invtmp;
3416
3417 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3418 { 3274 {
3419 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3420 { 3276 {
3421 if (x != NULL && y != NULL) 3277 if (x && y)
3422 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3423 return 1; 3280 return 1;
3424 } 3281 }
3425 } 3282 }
3426 } 3283 }
3284
3427 if (x != NULL && y != NULL) 3285 if (x && y)
3428 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3429 return 1; 3288 return 1;
3430 } 3289 }
3431 } 3290 }
3432 } 3291 }
3292
3433 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3434 return 0; 3294 return 0;
3435} 3295}
3436 3296
3437/* 3297/*
3453 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3454 int i = 0, j = 0; 3314 int i = 0, j = 0;
3455 3315
3456 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3457 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3458 trlist = find_treasurelist ("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3459 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3460 trlist = find_treasurelist ("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3461 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3462 trlist = find_treasurelist ("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3463 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3464 trlist = find_treasurelist ("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3465 3325
3466 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3467 return; 3327 return;
3468 3328
3469 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++);
3470 3330
3471 if (tr == NULL || tr->item == NULL) 3331 if (!tr || !tr->item)
3472 { 3332 {
3473 /* 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]); */
3474 return; 3334 return;
3475 } 3335 }
3476 3336
3477 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3478 item = &(tr->item->clone); 3338 item = tr->item;
3479 3339
3480 if (item->type == SPELL) 3340 if (item->type == SPELL)
3481 { 3341 {
3482 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3483 return; 3343 return;
3542 { 3402 {
3543 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3544 object *skin; 3404 object *skin;
3545 3405
3546 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3547 shstr_cmp dragon_skin_force ("dragon_skin_force");
3548 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)
3549 ; 3408 ;
3550 3409
3551 if (!skin) 3410 if (!skin)
3552 return; 3411 return;
3553 3412
3588 else 3447 else
3589 { 3448 {
3590 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3591 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3592 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));
3593 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3594 if (who->type == PLAYER)
3595 esrv_send_item (who, tmp);
3596 } 3453 }
3597} 3454}
3598 3455
3599/** 3456/**
3600 * 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
3601 * not readied. 3458 * not readied.
3602 */ 3459 */
3603void 3460void
3604player_unready_range_ob (player *pl, object *ob) 3461player_unready_range_ob (player *pl, object *ob)
3605{ 3462{
3606 rangetype i; 3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3607 3465
3608 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3466 if (pl->combat_ob == ob)
3609 { 3467 pl->combat_ob = 0;
3468
3610 if (pl->ranges[i] == ob) 3469 if (pl->ranged_ob == ob)
3611 { 3470 pl->ranged_ob = 0;
3612 pl->ranges[i] = NULL;
3613 if (pl->shoottype == i)
3614 {
3615 pl->shoottype = range_none;
3616 }
3617 }
3618 }
3619} 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines