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Comparing deliantra/server/server/player.C (file contents):
Revision 1.87 by elmex, Fri Jan 5 16:17:29 2007 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
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_recursive (); 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);
260 257
264 261
265void 262void
266player::disconnect () 263player::disconnect ()
267{ 264{
268 if (ob) 265 if (ob)
269 ob->deactivate_recursive (); 266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270 270
271 //TODO: don't be so harsh and destroy :)
272 if (ns) 271 if (ns)
273 { 272 {
274 if (enable_save) 273 if (active)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279 275
280 INVOKE_PLAYER (DISCONNECT, this); 276 INVOKE_PLAYER (DISCONNECT, this);
281 277
282 client *ns = this->ns; 278 ns->reset_stats ();
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0; 279 ns->pl = 0;
286 this->ns = 0; 280 ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 } 281 }
282
283 observe = ob;
284
285 deactivate ();
291} 286}
292 287
293// the need for this function can be explained 288// the need for this function can be explained
294// by load_object not returning the object 289// by load_object not returning the object
295void 290void
296player::set_object (object *op) 291player::set_object (object *op)
297{ 292{
298 ob = op; 293 ob = observe = op;
299 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
300 295
296 ob->speed = 1.0f;
301 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
302 ob->speed = 1.0; 298
303 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306 300
307 ob->roll_stats (); 301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
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;
308} 334}
309 335
310player::player () 336player::player ()
311{ 337{
312 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
313 * we deal with that below this point. 339 * we deal with that below this point.
314 */ 340 */
315 outputs_sync = 16; /* Every 2 seconds */ 341 outputs_sync = 4;
316 outputs_count = 8; /* Keeps present behaviour */ 342 outputs_count = 4;
317 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
318 344
319 savebed_map = first_map_path; /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
320 346
321 gen_sp_armour = 10; 347 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none;
324 bowtype = bow_normal; 348 bowtype = bow_normal;
325 petmode = pet_normal; 349 petmode = pet_normal;
326 listening = 10; 350 listening = 10;
327 usekeys = containers; 351 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
330 do_los = 1; 353 do_los = 1;
331 354
332 /* we need to clear these to -1 and not zero - otherwise, 355 weapon_sp = 1.0f;
333 * if a player quits and starts a new character, we wont 356 weapon_sp_left = 0.5f;
334 * send new values to the client, as things like exp start
335 * at zero.
336 */
337 for (int i = 0; i < NUM_SKILLS; i++)
338 last_skill_exp[i] = -1;
339
340 for (int i = 0; i < NROFATTACKS; i++)
341 last_resist[i] = -1;
342
343 last_stats.exp = -1;
344 last_weight = (uint32) - 1;
345} 357}
346 358
347void 359void
348player::do_destroy () 360player::do_destroy ()
349{ 361{
350 disconnect (); 362 disconnect ();
351 363
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy (); 364 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376 365
377 if (ob) 366 if (ob)
378 { 367 {
379 ob->destroy_inv (false); 368 ob->destroy_inv (false);
380 ob->destroy (); 369 ob->destroy ();
381 } 370 }
371
372 ob = observe = 0;
382} 373}
383 374
384player::~player () 375player::~player ()
385{ 376{
386 /* Clear item stack */ 377 /* Clear item stack */
395player::create () 386player::create ()
396{ 387{
397 player *pl = new player; 388 player *pl = new player;
398 389
399 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
400 set_first_map (pl->ob); 396 set_first_map (pl->ob);
401 397
402 return pl; 398 return pl;
403} 399}
404 400
408 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
409 */ 405 */
410archetype * 406archetype *
411get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
412{ 408{
413 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);
414 416
415 for (;;) 417 for (;;)
416 { 418 {
417 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
418 at = first_archetype; 420 i = archetypes.begin ();
419 else 421 else if (*i == at)
420 at = at->next; 422 cleanup ("not a single player archetype found");
421 423
422 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
423 return at; 425 return *i;
424
425 if (at == start)
426 {
427 LOG (llevError, "No Player archetypes\n");
428 exit (-1);
429 }
430 } 426 }
431} 427}
432 428
433object * 429object *
434get_nearest_player (object *mon) 430get_nearest_player (object *mon)
436 object *op = NULL; 432 object *op = NULL;
437 objectlink *ol; 433 objectlink *ol;
438 unsigned lastdist; 434 unsigned lastdist;
439 rv_vector rv; 435 rv_vector rv;
440 436
441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
442 { 438 {
443 /* We should not find free objects on this friendly list, but it
444 * does periodically happen. Given that, lets deal with it.
445 * While unlikely, it is possible the next object on the friendly
446 * list is also free, so encapsulate this in a while loop.
447 */
448 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
449 {
450 object *tmp = ol->ob;
451
452 /* Can't do much more other than log the fact, because the object
453 * itself will have been cleared.
454 */
455 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
456 ol = ol->next;
457 remove_friendly_object (tmp);
458 if (!ol)
459 return op;
460 }
461
462 /* Remove special check for player from this. First, it looks to cause
463 * some crashes (ol->ob->contr not set properly?), but secondly, a more
464 * complicated method of state checking would be needed in any case -
465 * as it was, a clever player could type quit, and the function would
466 * skip them over while waiting for confirmation. Remove
467 * on_same_map check, as can_detect_enemy also does this
468 */
469 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
470 continue; 440 continue;
471 441
472 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
473 { 443 {
549 x = mon->x; 519 x = mon->x;
550 y = mon->y; 520 y = mon->y;
551 m = mon->map; 521 m = mon->map;
552 dir = rv.direction; 522 dir = rv.direction;
553 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 */
554 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
555 /* 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. */
556 if (diff > max) 527 if (diff > max)
557 return 0; 528 return 0;
529
558 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
559 { 531 {
560 lastx = x; 532 lastx = x;
561 lasty = y; 533 lasty = y;
562 lastmap = m; 534 lastmap = m;
644 max--; 616 max--;
645 lastdir = dir; 617 lastdir = dir;
646 if (!firstdir) 618 if (!firstdir)
647 firstdir = dir; 619 firstdir = dir;
648 } 620 }
621
649 if (diff <= 1) 622 if (diff <= 1)
650 { 623 {
651 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
652 * headed toward player for entire distance. 625 * headed toward player for entire distance.
653 */ 626 */
654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
655 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));
656 } 629 }
630
657 if (diff > max) 631 if (diff > max)
658 return 0; 632 return 0;
659 } 633 }
634
660 /* 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 */
661 if (!max) 636 if (!max)
662 return 0; 637 return 0;
663 638
664 return firstdir; 639 return firstdir;
665} 640}
666 641
667void 642void
668give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
669{ 644{
670 object *op, *next = NULL;
671
672 if (pl->randomitems != NULL) 645 if (pl->randomitems)
673 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
674 647
675 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
676 { 649 {
677 next = op->below; 650 next = op->below;
678 651
679 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
680 * 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
685 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
686 * by this player due to race restrictions 659 * by this player due to race restrictions
687 */ 660 */
688 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
689 { 662 {
690 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
691 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
692 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
693 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
694 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))
695 { 670 {
696 op->destroy (); 671 op->destroy ();
697 continue; 672 continue;
698 } 673 }
699 } 674 }
722 if (op->nrof > 1) 697 if (op->nrof > 1)
723 op->nrof = 1; 698 op->nrof = 1;
724 } 699 }
725 700
726 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
727 {
728 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
729 }
730 703
731 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
732 * 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
733 * merged properly. 706 * merged properly.
734 */ 707 */
735 if (need_identify (op)) 708 if (need_identify (op))
736 { 709 {
737 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
738 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
739 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
740 } 713 }
714
741 if (op->type == SPELL) 715 if (op->type == SPELL)
742 { 716 {
743 op->destroy (); 717 op->destroy ();
744 continue; 718 continue;
745 } 719 }
747 { 721 {
748 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
749 op->stats.exp = 0; 723 op->stats.exp = 0;
750 op->level = 1; 724 op->level = 1;
751 } 725 }
752 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
753 else
754 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
755 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
756 729
757 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
758 link_player_skills (pl); 731 link_player_skills (pl);
778roll_stat (void) 751roll_stat (void)
779{ 752{
780 int a[4], i, j, k; 753 int a[4], i, j, k;
781 754
782 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
783 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
784 757
785 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
786 if (a[i] < k) 759 if (a[i] < k)
787 k = a[i], j = i; 760 k = a[i], j = i;
788 761
794} 767}
795 768
796void 769void
797object::roll_stats () 770object::roll_stats ()
798{ 771{
799 int statsort [7]; 772 int statsort [NUM_STATS];
800 773
801 for (;;) 774 for (;;)
802 { 775 {
803 int sum = 0; 776 int sum = 0;
804 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
805 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
806 779
807 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
808 break; 781 break;
809 } 782 }
810 783
811 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
812 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
813 786
787 for (int i = 0; i < NUM_STATS; ++i)
814 stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
815 stats.Dex = statsort[1];
816 stats.Con = statsort[2];
817 stats.Int = statsort[3];
818 stats.Wis = statsort[4];
819 stats.Pow = statsort[5];
820 stats.Cha = statsort[6];
821 789
822 stats.exp = 0; 790 stats.exp = 0;
823 stats.ac = 0; 791 stats.ac = 0;
824 792
825 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
837} 805}
838 806
839void 807void
840object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
841{ 809{
842 int tmp = get_attr_value (&contr->orig_stats, a); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
844 set_attr_value (&contr->orig_stats, b, tmp);
845 811
812 for (int i = 0; i < NUM_STATS; ++i)
846 stats.Str = contr->orig_stats.Str; 813 stats.stat (i) = contr->orig_stats.stat (i);
847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853 814
854 //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,
855 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
856 stats.ac = 0; 817 stats.ac = 0;
857 818
876static void 837static void
877start_info (object *op) 838start_info (object *op)
878{ 839{
879 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
880 841
881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
882 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
885} 844}
886 845
887/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
888 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
889 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
890 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
891 * not the class. 850 * not the class.
892 */ 851 */
893int 852void
894key_change_class (object *op, char key) 853player::chargen_race_done ()
895{ 854{
896 int tmp_loop;
897
898 if (key == 'd' || key == 'D')
899 {
900 char buf[MAX_BUF];
901
902 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
903 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr);
904 857
905 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
906 if (tl) 859 if (tl)
907 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
908 861
909 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
910 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
911 864
912 op->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
913 866
914 if (op->msg) 867 if (ob->msg)
915 op->msg = NULL; 868 ob->msg = 0;
916 869
917 /* We create this now because some of the unique maps will need it
918 * to save here.
919 */
920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
921 make_path_to_file (buf);
922
923#ifdef AUTOSAVE
924 op->contr->last_save_tick = pticks;
925#endif
926 start_info (op); 870 start_info (ob);
927 CLEAR_FLAG (op, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
928 give_initial_items (op, op->randomitems); 872 give_initial_items (ob, ob->randomitems);
929 link_player_skills (op); 873 link_player_skills (ob);
930 esrv_send_inventory (op, op); 874 esrv_send_inventory (ob, ob);
931 op->update_stats (); 875 ob->update_stats ();
932 876
933 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
934 * is one for this race 878 * is one for this race
935 */ 879 */
936 if (*first_map_ext_path) 880 if (*first_map_ext_path)
937 { 881 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
938 object *tmp;
939 char mapname[MAX_BUF];
940
941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
942 tmp = object::create ();
943 EXIT_PATH (tmp) = mapname;
944 EXIT_X (tmp) = op->x;
945 EXIT_Y (tmp) = op->y;
946 op->enter_exit (tmp); /* we don't really care if it succeeded;
947 * if the map isn't there, then stay on the
948 * default initial map */
949 tmp->destroy ();
950 }
951 else 882 else
952 LOG (llevDebug, "first_map_ext_path not set\n"); 883 LOG (llevDebug, "first_map_ext_path not set\n");
884}
953 885
954 return 0; 886void
955 } 887player::chargen_race_next ()
956 888{
957 /* Following actually changes the race - this is the default command 889 /* Following actually changes the race - this is the default command
958 * if we don't match with one of the options above. 890 * if we don't match with one of the options above.
959 */ 891 */
960 892
961 tmp_loop = 0; 893 do
962 while (!tmp_loop)
963 { 894 {
964 shstr name = op->name; 895 shstr name = ob->name;
965 int x = op->x, y = op->y; 896 int x = ob->x, y = ob->y;
966 897
967 op->remove_statbonus (); 898 ob->remove_statbonus ();
968 op->remove (); 899 ob->remove ();
969 op->arch = get_player_archetype (op->arch); 900 ob->arch = get_player_archetype (ob->arch);
970 op->arch->clone.copy_to (op); 901 ob->arch->copy_to (ob);
971 op->instantiate (); 902 ob->instantiate ();
972 op->stats = op->contr->orig_stats; 903 ob->stats = ob->contr->orig_stats;
973 op->name = op->name_pl = name; 904 ob->name = ob->name_pl = name;
974 op->x = x; 905 ob->x = x;
975 op->y = y; 906 ob->y = y;
976 SET_ANIMATION (op, 2); /* So player faces south */ 907 SET_ANIMATION (ob, 2); /* So player faces south */
977 insert_ob_in_map (op, op->map, op, 0); 908 insert_ob_in_map (ob, ob->map, ob, 0);
978 assign (op->contr->title, op->arch->clone.name); 909 assign (ob->contr->title, ob->arch->object::name);
979 op->add_statbonus (); 910 ob->add_statbonus ();
980 tmp_loop = allowed_class (op);
981 } 911 }
912 while (!allowed_class (ob));
982 913
983 update_object (op, UP_OBJ_FACE); 914 update_object (ob, UP_OBJ_FACE);
984 esrv_update_item (UPD_FACE, op, op); 915 esrv_update_item (UPD_FACE, ob, ob);
985 op->update_stats (); 916 ob->update_stats ();
986 op->stats.hp = op->stats.maxhp; 917 ob->stats.hp = ob->stats.maxhp;
987 op->stats.sp = op->stats.maxsp; 918 ob->stats.sp = ob->stats.maxsp;
988 op->stats.grace = 0; 919 ob->stats.grace = 0;
989
990 if (op->msg)
991 new_draw_info (NDI_BLUE, 0, op, op->msg);
992
993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
994 return 0;
995}
996
997int
998key_confirm_quit (object *op, char key)
999{
1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001 {
1002 op->contr->ns->state = ST_PLAYING;
1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1004 return 1;
1005 }
1006
1007 INVOKE_PLAYER (LOGOUT, op->contr);
1008 INVOKE_PLAYER (QUIT, op->contr);
1009
1010 op->contr->enable_save = false;
1011 delete_character (op->name);
1012
1013 terminate_all_pets (op);
1014 op->remove ();
1015 op->direction = 0;
1016 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1017
1018 strcpy (op->contr->killer, "quit");
1019 check_score (op);
1020 op->contr->party = 0;
1021 op->contr->own_title[0] = '\0';
1022 op->contr->destroy ();
1023
1024 return 1;
1025} 920}
1026 921
1027void 922void
1028flee_player (object *op) 923flee_player (object *op)
1029{ 924{
1076 /* Cornered, get rid of scared */ 971 /* Cornered, get rid of scared */
1077 CLEAR_FLAG (op, FLAG_SCARED); 972 CLEAR_FLAG (op, FLAG_SCARED);
1078 op->enemy = NULL; 973 op->enemy = NULL;
1079} 974}
1080 975
1081
1082/* 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.
1083 * 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
1084 * stop. 978 * stop.
1085 */ 979 */
1086int 980int
1087check_pick (object *op) 981check_pick (object *op)
1088{ 982{
1089 object *tmp, *next; 983 object *tmp, *next;
1090 int stop = 0; 984 int stop = 0;
1091 int j, k, wvratio; 985 int wvratio;
1092 char putstring[128], tmpstr[16]; 986 char putstring[128];
1093 987
1094 /* if you're flying, you cna't pick up anything */ 988 /* if you're flying, you cna't pick up anything */
1095 if (op->move_type & MOVE_FLYING) 989 if (op->move_type & MOVE_FLYING)
1096 return 1; 990 return 1;
1097 991
1098 next = op->below; 992 next = op->below;
1099 993
994 int cnt = MAX_ITEM_PER_DROP;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996
1100 /* 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
1101 * destroyed */ 998 * destroyed */
1102 while (next && !next->destroyed ()) 999 while (next && !next->destroyed ())
1103 { 1000 {
1104 tmp = next; 1001 tmp = next;
1105 next = tmp->below; 1002 next = tmp->below;
1106 1003
1004 if (cnt <= 0)
1005 {
1006 op->failmsg ("Couldn't pickup all items at once.");
1007 return 0;
1008 }
1009
1107 if (op->destroyed ()) 1010 if (op->destroyed ())
1108 return 0; 1011 return 0;
1109 1012
1110 if (!can_pick (op, tmp)) 1013 if (!can_pick (op, tmp))
1111 continue; 1014 continue;
1112 1015
1113 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1114 { 1017 {
1115 if (item_matched_string (op, tmp, op->contr->search_str)) 1018 if (item_matched_string (op, tmp, op->contr->search_str))
1116 pick_up (op, tmp); 1019 CHK_PICK_PICKUP;
1117 continue; 1020 continue;
1118 } 1021 }
1119 1022
1120 /* high not bit set? We're using the old autopickup model */ 1023 /* high not bit set? We're using the old autopickup model */
1121 if (!(op->contr->mode & PU_NEWMODE)) 1024 if (!(op->contr->mode & PU_NEWMODE))
1123 switch (op->contr->mode) 1026 switch (op->contr->mode)
1124 { 1027 {
1125 case 0: 1028 case 0:
1126 return 1; /* don't pick up */ 1029 return 1; /* don't pick up */
1127 case 1: 1030 case 1:
1128 pick_up (op, tmp); 1031 CHK_PICK_PICKUP;
1129 return 1; 1032 return 1;
1130 case 2: 1033 case 2:
1131 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1132 return 0; 1035 return 0;
1133 case 3: 1036 case 3:
1134 return 0; /* stop before pickup */ 1037 return 0; /* stop before pickup */
1135 case 4: 1038 case 4:
1136 pick_up (op, tmp); 1039 CHK_PICK_PICKUP;
1137 break; 1040 break;
1138 case 5: 1041 case 5:
1139 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1140 stop = 1; 1043 stop = 1;
1141 break; 1044 break;
1142 case 6: 1045 case 6:
1143 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1144 pick_up (op, tmp); 1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1048 CHK_PICK_PICKUP;
1145 break; 1049 break;
1146 1050
1147 case 7: 1051 case 7:
1148 if (tmp->type == MONEY || tmp->type == GEM) 1052 if (tmp->type == MONEY || tmp->type == GEM)
1149 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1150 break; 1054 break;
1151 1055
1152 default: 1056 default:
1153 /* use value density */ 1057 /* use value density */
1154 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1155 && (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)
1156 pick_up (op, tmp); 1060 CHK_PICK_PICKUP;
1157 } 1061 }
1158 } 1062 }
1159 else 1063 else
1160 { /* old model */ 1064 { /* old model */
1161 /* NEW pickup handling */ 1065 /* NEW pickup handling */
1165 if (tmp->name != NULL) 1069 if (tmp->name != NULL)
1166 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1167 &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))));
1168 else 1072 else
1169 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1170 &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))));
1171 1075
1172 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1173 } 1077 }
1174 1078
1175 /* philosophy: 1079 /* philosophy:
1216 /* all food and drink if desired */ 1120 /* all food and drink if desired */
1217 /* question: don't pick up known-poisonous stuff? */ 1121 /* question: don't pick up known-poisonous stuff? */
1218 if (op->contr->mode & PU_FOOD) 1122 if (op->contr->mode & PU_FOOD)
1219 if (tmp->type == FOOD) 1123 if (tmp->type == FOOD)
1220 { 1124 {
1221 pick_up (op, tmp); 1125 CHK_PICK_PICKUP;
1222 continue; 1126 continue;
1223 } 1127 }
1224 1128
1225 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_DRINK)
1226 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)))
1227 { 1131 {
1228 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1229 continue; 1133 continue;
1230 } 1134 }
1231 1135
1232 if (op->contr->mode & PU_POTION) 1136 if (op->contr->mode & PU_POTION)
1233 if (tmp->type == POTION) 1137 if (tmp->type == POTION)
1234 { 1138 {
1235 pick_up (op, tmp); 1139 CHK_PICK_PICKUP;
1236 continue; 1140 continue;
1237 } 1141 }
1238 1142
1239 /* spellbooks, skillscrolls and normal books/scrolls */ 1143 /* spellbooks, skillscrolls and normal books/scrolls */
1240 if (op->contr->mode & PU_SPELLBOOK) 1144 if (op->contr->mode & PU_SPELLBOOK)
1241 if (tmp->type == SPELLBOOK) 1145 if (tmp->type == SPELLBOOK)
1242 { 1146 {
1243 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1244 continue; 1148 continue;
1245 } 1149 }
1246 1150
1247 if (op->contr->mode & PU_SKILLSCROLL) 1151 if (op->contr->mode & PU_SKILLSCROLL)
1248 if (tmp->type == SKILLSCROLL) 1152 if (tmp->type == SKILLSCROLL)
1249 { 1153 {
1250 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1251 continue; 1155 continue;
1252 } 1156 }
1253 1157
1254 if (op->contr->mode & PU_READABLES) 1158 if (op->contr->mode & PU_READABLES)
1255 if (tmp->type == BOOK || tmp->type == SCROLL) 1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1256 { 1160 {
1257 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1258 continue; 1162 continue;
1259 } 1163 }
1260 1164
1261 /* wands/staves/rods/horns */ 1165 /* wands/staves/rods/horns */
1262 if (op->contr->mode & PU_MAGIC_DEVICE) 1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1263 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1264 { 1168 {
1265 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1266 continue; 1170 continue;
1267 } 1171 }
1268 1172
1269 /* pick up all magical items */ 1173 /* pick up all magical items */
1270 if (op->contr->mode & PU_MAGICAL) 1174 if (op->contr->mode & PU_MAGICAL)
1271 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))
1272 { 1176 {
1273 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1274 continue; 1178 continue;
1275 } 1179 }
1276 1180
1277 if (op->contr->mode & PU_VALUABLES) 1181 if (op->contr->mode & PU_VALUABLES)
1278 { 1182 {
1279 if (tmp->type == MONEY || tmp->type == GEM) 1183 if (tmp->type == MONEY || tmp->type == GEM)
1280 { 1184 {
1281 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1282 continue; 1186 continue;
1283 } 1187 }
1284 } 1188 }
1285 1189
1286 /* rings & amulets - talismans seems to be typed AMULET */ 1190 /* rings & amulets - talismans seems to be typed AMULET */
1287 if (op->contr->mode & PU_JEWELS) 1191 if (op->contr->mode & PU_JEWELS)
1288 if (tmp->type == RING || tmp->type == AMULET) 1192 if (tmp->type == RING || tmp->type == AMULET)
1289 { 1193 {
1290 pick_up (op, tmp); 1194 CHK_PICK_PICKUP;
1291 continue; 1195 continue;
1292 } 1196 }
1293 1197
1294 /* we don't forget dragon food */ 1198 /* we don't forget dragon food */
1295 if (op->contr->mode & PU_FLESH) 1199 if (op->contr->mode & PU_FLESH)
1296 if (tmp->type == FLESH) 1200 if (tmp->type == FLESH)
1297 { 1201 {
1298 pick_up (op, tmp); 1202 CHK_PICK_PICKUP;
1299 continue; 1203 continue;
1300 } 1204 }
1301 1205
1302 /* bows and arrows. Bows are good for selling! */ 1206 /* bows and arrows. Bows are good for selling! */
1303 if (op->contr->mode & PU_BOW) 1207 if (op->contr->mode & PU_BOW)
1304 if (tmp->type == BOW) 1208 if (tmp->type == BOW)
1305 { 1209 {
1306 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1307 continue; 1211 continue;
1308 } 1212 }
1309 1213
1310 if (op->contr->mode & PU_ARROW) 1214 if (op->contr->mode & PU_ARROW)
1311 if (tmp->type == ARROW) 1215 if (tmp->type == ARROW)
1312 { 1216 {
1313 pick_up (op, tmp); 1217 CHK_PICK_PICKUP;
1314 continue; 1218 continue;
1315 } 1219 }
1316 1220
1317 /* all kinds of armor etc. */ 1221 /* all kinds of armor etc. */
1318 if (op->contr->mode & PU_ARMOUR) 1222 if (op->contr->mode & PU_ARMOUR)
1319 if (tmp->type == ARMOUR) 1223 if (tmp->type == ARMOUR)
1320 { 1224 {
1321 pick_up (op, tmp); 1225 CHK_PICK_PICKUP;
1322 continue; 1226 continue;
1323 } 1227 }
1324 1228
1325 if (op->contr->mode & PU_HELMET) 1229 if (op->contr->mode & PU_HELMET)
1326 if (tmp->type == HELMET) 1230 if (tmp->type == HELMET)
1327 { 1231 {
1328 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1329 continue; 1233 continue;
1330 } 1234 }
1331 1235
1332 if (op->contr->mode & PU_SHIELD) 1236 if (op->contr->mode & PU_SHIELD)
1333 if (tmp->type == SHIELD) 1237 if (tmp->type == SHIELD)
1334 { 1238 {
1335 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1336 continue; 1240 continue;
1337 } 1241 }
1338 1242
1339 if (op->contr->mode & PU_BOOTS) 1243 if (op->contr->mode & PU_BOOTS)
1340 if (tmp->type == BOOTS) 1244 if (tmp->type == BOOTS)
1341 { 1245 {
1342 pick_up (op, tmp); 1246 CHK_PICK_PICKUP;
1343 continue; 1247 continue;
1344 } 1248 }
1345 1249
1346 if (op->contr->mode & PU_GLOVES) 1250 if (op->contr->mode & PU_GLOVES)
1347 if (tmp->type == GLOVES) 1251 if (tmp->type == GLOVES)
1348 { 1252 {
1349 pick_up (op, tmp); 1253 CHK_PICK_PICKUP;
1350 continue; 1254 continue;
1351 } 1255 }
1352 1256
1353 if (op->contr->mode & PU_CLOAK) 1257 if (op->contr->mode & PU_CLOAK)
1354 if (tmp->type == CLOAK) 1258 if (tmp->type == CLOAK)
1355 { 1259 {
1356 pick_up (op, tmp); 1260 CHK_PICK_PICKUP;
1357 continue; 1261 continue;
1358 } 1262 }
1359 1263
1360 /* hoping to catch throwing daggers here */ 1264 /* hoping to catch throwing daggers here */
1361 if (op->contr->mode & PU_MISSILEWEAPON) 1265 if (op->contr->mode & PU_MISSILEWEAPON)
1362 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1363 { 1267 {
1364 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1365 continue; 1269 continue;
1366 } 1270 }
1367 1271
1368 /* careful: chairs and tables are weapons! */ 1272 /* careful: chairs and tables are weapons! */
1369 if (op->contr->mode & PU_ALLWEAPON) 1273 if (op->contr->mode & PU_ALLWEAPON)
1370 { 1274 {
1371 if (tmp->type == WEAPON && tmp->name != NULL) 1275 if (tmp->type == WEAPON && tmp->name != NULL)
1372 { 1276 {
1373 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 &&
1374 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1375 { 1279 {
1376 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1377 continue; 1281 continue;
1378 } 1282 }
1379 } 1283 }
1380 1284
1381 if (tmp->type == WEAPON && tmp->name == NULL) 1285 if (tmp->type == WEAPON && tmp->name == NULL)
1382 { 1286 {
1383 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)
1384 { 1288 {
1385 pick_up (op, tmp); 1289 CHK_PICK_PICKUP;
1386 continue; 1290 continue;
1387 } 1291 }
1388 } 1292 }
1389 } 1293 }
1390 1294
1391 /* misc stuff that's useful */ 1295 /* misc stuff that's useful */
1392 if (op->contr->mode & PU_KEY) 1296 if (op->contr->mode & PU_KEY)
1393 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1394 { 1298 {
1395 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1396 continue; 1300 continue;
1397 } 1301 }
1398 1302
1399 /* 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
1400 * pickups */ 1304 * pickups */
1405 /* >=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
1406 * and multiply them by 5, giving 0..15*5== 5..75 */ 1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1407 wvratio = (op->contr->mode & PU_RATIO) * 5; 1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1408 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)
1409 { 1313 {
1410 pick_up (op, tmp); 1314 CHK_PICK_PICKUP;
1411#if 0 1315#if 0
1412 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1413 if (tmp->name != NULL) 1317 if (tmp->name != NULL)
1414 { 1318 {
1415 fprintf (stderr, "%s", tmp->name); 1319 fprintf (stderr, "%s", tmp->name);
1416 } 1320 }
1417 else 1321 else
1418 fprintf (stderr, "%s", tmp->arch->name); 1322 fprintf (stderr, "%s", tmp->arch->archname);
1419 fprintf (stderr, ",%d] = ", tmp->type); 1323 fprintf (stderr, ",%d] = ", tmp->type);
1420 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))));
1421#endif 1325#endif
1422 continue; 1326 continue;
1423 } 1327 }
1434 * found object is returned. 1338 * found object is returned.
1435 */ 1339 */
1436object * 1340object *
1437find_arrow (object *op, const char *type) 1341find_arrow (object *op, const char *type)
1438{ 1342{
1439 object *tmp = NULL;
1440
1441 for (op = op->inv; op; op = op->below) 1343 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1442 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1443 tmp = find_arrow (op, type);
1444 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);
1445 return op; 1352 return arrow;
1353 }
1354
1446 return tmp; 1355 return 0;
1447} 1356}
1448 1357
1449/* 1358/*
1450 * 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
1451 * 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
1452 * 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
1453 * 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.
1454 */ 1363 */
1455
1456object * 1364object *
1457find_better_arrow (object *op, object *target, const char *type, int *better) 1365find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1366{
1459 object *tmp = NULL, *arrow, *ntmp; 1367 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby = 0, i; 1368 int attacknum, attacktype, betterby = 0, i;
1475 } 1383 }
1476 } 1384 }
1477 else if (arrow->type == ARROW && arrow->race == type) 1385 else if (arrow->type == ARROW && arrow->race == type)
1478 { 1386 {
1479 /* allways prefer assasination/slaying */ 1387 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1481 { 1389 {
1482 if (arrow->attacktype & AT_DEATH) 1390 if (arrow->attacktype & AT_DEATH)
1483 { 1391 {
1484 *better = 100; 1392 *better = 100;
1485 return arrow; 1393 return arrow;
1493 else 1401 else
1494 { 1402 {
1495 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1403 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1496 { 1404 {
1497 attacktype = 1 << attacknum; 1405 attacktype = 1 << attacknum;
1498 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1406 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1499 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)
1500 { 1408 {
1501 tmp = arrow; 1409 tmp = arrow;
1502 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;
1503 } 1411 }
1504 } 1412 }
1505 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1506 { 1414 {
1507 tmp = arrow; 1415 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1421 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1422 }
1515 } 1423 }
1516 } 1424 }
1517 } 1425 }
1426
1518 if (tmp == NULL && arrow == NULL) 1427 if (tmp == NULL && arrow == NULL)
1519 return find_arrow (op, type); 1428 return find_arrow (op, type);
1520 1429
1521 *better = betterby; 1430 *better = betterby;
1522 return tmp; 1431 return tmp;
1526 * find_better_arrow to find a decent arrow to use. 1435 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1436 * op = the shooter
1528 * type = bow->race 1437 * type = bow->race
1529 * dir = fire direction 1438 * dir = fire direction
1530 */ 1439 */
1531
1532object * 1440object *
1533pick_arrow_target (object *op, const char *type, int dir) 1441pick_arrow_target (object *op, const char *type, int dir)
1534{ 1442{
1535 object *tmp = NULL; 1443 object *tmp = NULL;
1536 maptile *m; 1444 maptile *m;
1601 */ 1509 */
1602int 1510int
1603fire_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)
1604{ 1512{
1605 object *left, *bow; 1513 object *left, *bow;
1606 int bowspeed, mflags; 1514 int mflags;
1607 maptile *m; 1515 maptile *m;
1608 1516
1609 if (!dir) 1517 if (!dir)
1610 { 1518 {
1611 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!");
1612 return 0; 1520 return 0;
1613 } 1521 }
1614 1522
1615 if (op->type == PLAYER) 1523 if (op->contr)
1616 bow = op->contr->ranges[range_bow]; 1524 bow = op->current_weapon;
1617 else 1525 else
1618 { 1526 {
1619 for (bow = op->inv; bow; bow = bow->below) 1527 for (bow = op->inv; bow; bow = bow->below)
1620 /* 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
1621 * 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.
1626 if (!bow) 1534 if (!bow)
1627 { 1535 {
1628 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1629 return 0; 1537 return 0;
1630 } 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
1631 } 1547 }
1632 1548
1633 if (!bow->race || !bow->skill) 1549 if (!bow->race || !bow->skill)
1634 { 1550 {
1635 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);
1636 return 0; 1552 return 0;
1637 } 1553 }
1638
1639 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1640
1641 /* penalize ROF for bestarrow */
1642 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1643 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1644
1645 if (bowspeed < 1)
1646 bowspeed = 1;
1647 1554
1648 if (arrow == NULL) 1555 if (arrow == NULL)
1649 { 1556 {
1650 if ((arrow = find_arrow (op, bow->race)) == NULL) 1557 if ((arrow = find_arrow (op, bow->race)) == NULL)
1651 { 1558 {
1652 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1653 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);
1654 /* 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 */
1655 else 1562 else
1656 CLEAR_FLAG (op, FLAG_READY_BOW); 1563 CLEAR_FLAG (op, FLAG_READY_BOW);
1564
1657 return 0; 1565 return 0;
1658 } 1566 }
1659 } 1567 }
1660 1568
1661 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1569 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1674 arrow->destroy (); 1582 arrow->destroy ();
1675 return 0; 1583 return 0;
1676 } 1584 }
1677 1585
1678 left = arrow; /* these are arrows left to the player */ 1586 left = arrow; /* these are arrows left to the player */
1679 arrow = get_split_ob (arrow, 1); 1587 arrow = arrow->split ();
1680 if (!arrow) 1588 if (!arrow)
1681 { 1589 {
1682 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);
1683 return 0; 1591 return 0;
1684 } 1592 }
1685 1593
1686 arrow->set_owner (op); 1594 arrow->set_owner (op);
1687 arrow->skill = bow->skill; 1595 arrow->skill = bow->skill;
1688 arrow->direction = dir; 1596 arrow->direction = dir;
1689 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
1690 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1691 { 1632 {
1692 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1693 op->update_stats ();
1694 }
1695
1696 SET_ANIMATION (arrow, arrow->direction);
1697 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1698 arrow->stats.hp = arrow->stats.dam;
1699 arrow->stats.grace = arrow->attacktype;
1700 if (arrow->slaying != NULL)
1701 arrow->spellarg = strdup (arrow->slaying);
1702
1703 /* Note that this was different for monsters - they got their level
1704 * added to the damage. I think the strength bonus is more proper.
1705 */
1706
1707 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1708
1709 /* update the speed */
1710 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1711 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1712
1713 arrow->set_speed (max (arrow->speed, 1.0));
1714 arrow->speed_left = 0;
1715
1716 if (op->type == PLAYER)
1717 {
1718 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1719 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1720 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1721
1722 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;
1723 } 1640 }
1724 else 1641 else
1725 { 1642 {
1726 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1727 arrow->level = op->level; 1643 arrow->level = op->level;
1728 } 1644 arrow->stats.wc -= bow->magic;
1729 1645
1730 if (arrow->attacktype == AT_PHYSICAL) 1646 if (!arrow->slaying)
1647 arrow->slaying = bow->slaying;
1648
1731 arrow->attacktype |= bow->attacktype; 1649 arrow->attacktype |= bow->attacktype;
1650 }
1732 1651
1733 if (bow->slaying) 1652 wc -= arrow->level;
1734 arrow->slaying = bow->slaying; 1653 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1735 1654
1655 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1736 arrow->move_type = MOVE_FLY_LOW; 1656 arrow->move_type = MOVE_FLY_LOW;
1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1657 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1738 1658
1739 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1659 op->play_sound (sound_find ("fire_arrow"));
1740 m->insert (arrow, sx, sy, op); 1660 m->insert (arrow, sx, sy, op);
1741 1661
1742 if (!arrow->destroyed ()) 1662 if (!arrow->destroyed ())
1743 move_arrow (arrow); 1663 move_arrow (arrow);
1744
1745 if (op->type == PLAYER)
1746 {
1747 if (left->destroyed ())
1748 esrv_del_item (op->contr, left->count);
1749 else
1750 esrv_send_item (op, left);
1751 }
1752 1664
1753 return 1; 1665 return 1;
1754} 1666}
1755 1667
1756/* Special fire code for players - this takes into 1668/* Special fire code for players - this takes into
1765{ 1677{
1766 int ret = 0, wcmod = 0; 1678 int ret = 0, wcmod = 0;
1767 1679
1768 if (op->contr->bowtype == bow_bestarrow) 1680 if (op->contr->bowtype == bow_bestarrow)
1769 { 1681 {
1770 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);
1771 } 1683 }
1772 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)
1773 { 1685 {
1774 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1775 wcmod = -1; 1687 wcmod = -1;
1785 else if (op->contr->bowtype == bow_spreadshot) 1697 else if (op->contr->bowtype == bow_spreadshot)
1786 { 1698 {
1787 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);
1788 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);
1789 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);
1790
1791 } 1702 }
1792 else 1703 else
1793 { 1704 {
1794 /* Simple case */ 1705 /* Simple case */
1795 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);
1796 } 1707 }
1708
1797 return ret; 1709 return ret;
1798} 1710}
1799
1800 1711
1801/* Fires a misc (wand/rod/horn) object in 'dir'. 1712/* Fires a misc (wand/rod/horn) object in 'dir'.
1802 * Broken apart from 'fire' to keep it more readable. 1713 * Broken apart from 'fire' to keep it more readable.
1803 */ 1714 */
1804void 1715void
1805fire_misc_object (object *op, int dir) 1716fire_misc_object (object *op, int dir)
1806{ 1717{
1807 object *item; 1718 object *item = op->contr->ranged_ob;
1808 1719
1809 if (!op->contr->ranges[range_misc]) 1720 if (!item)
1810 { 1721 {
1811 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.");
1812 return; 1723 return;
1813 } 1724 }
1814 1725
1815 item = op->contr->ranges[range_misc];
1816 if (!item->inv) 1726 if (!item->inv)
1817 { 1727 {
1818 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1728 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1819 return; 1729 return;
1820 } 1730 }
1731
1732 if (!op->change_weapon (item))
1733 return;
1734
1821 if (item->type == WAND) 1735 if (item->type == WAND)
1822 { 1736 {
1823 if (item->stats.food <= 0) 1737 if (item->stats.food <= 0)
1824 { 1738 {
1825 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1739 op->contr->play_sound (sound_find ("wand_poof"));
1826 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
1827 return; 1742 return;
1828 } 1743 }
1829 } 1744 }
1830 else if (item->type == ROD || item->type == HORN) 1745 else if (item->type == ROD || item->type == HORN)
1831 { 1746 {
1832 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))
1833 { 1752 {
1834 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1753 op->contr->play_sound (sound_find ("wand_poof"));
1754
1835 if (item->type == ROD) 1755 if (item->type == ROD)
1836 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));
1837 else 1757 else
1838 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
1839 return; 1760 return;
1840 } 1761 }
1841 } 1762 }
1842 1763
1843 if (cast_spell (op, item, dir, item->inv, NULL)) 1764 if (cast_spell (op, item, dir, item->inv, NULL))
1850 object *tmp; 1771 object *tmp;
1851 1772
1852 if (item->arch) 1773 if (item->arch)
1853 { 1774 {
1854 CLEAR_FLAG (item, FLAG_ANIMATE); 1775 CLEAR_FLAG (item, FLAG_ANIMATE);
1855 item->face = item->arch->clone.face; 1776 item->face = item->arch->face;
1856 item->set_speed (0); 1777 item->set_speed (0);
1857 } 1778 }
1858 1779
1859 if ((tmp = item->in_player ())) 1780 if (object *pl = item->visible_to ())
1860 esrv_update_item (UPD_ANIM, tmp, item); 1781 esrv_update_item (UPD_ANIM, pl, item);
1861 } 1782 }
1862 } 1783 }
1863 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
1864 drain_rod_charge (item); 1785 drain_rod_charge (item);
1865 } 1786 }
1866} 1787}
1867 1788
1868/* Received a fire command for the player - go and do it. 1789/* Received a fire command for the player - go and do it.
1869 */ 1790 */
1870void 1791bool
1871fire (object *op, int dir) 1792fire (object *op, int dir)
1872{ 1793{
1873 int spellcost = 0; 1794 int spellcost = 0;
1874 1795
1875 /* check for loss of invisiblity/hide */ 1796 /* check for loss of invisiblity/hide */
1876 if (action_makes_visible (op)) 1797 if (action_makes_visible (op))
1877 make_visible (op); 1798 make_visible (op);
1878 1799
1879 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;
1880 { 1806 }
1881 case range_none:
1882 return;
1883 1807
1884 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:
1885 player_fire_bow (op, dir); 1824 player_fire_bow (op, dir);
1886 return; 1825 break;
1887 1826
1888 case range_magic: /* Casting spells */ 1827 case SPELL:
1889 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);
1890 return; 1829 break;
1891 1830
1892 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:
1893 fire_misc_object (op, dir); 1840 fire_misc_object (op, dir);
1894 return; 1841 break;
1895
1896 case range_golem: /* Control summoned monsters from scrolls */
1897 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1898 {
1899 op->contr->ranges[range_golem] = 0;
1900 op->contr->shoottype = range_none;
1901 }
1902 else
1903 control_golem (op->contr->ranges[range_golem], dir);
1904 return;
1905
1906 case range_skill:
1907 if (!op->chosen_skill)
1908 {
1909 if (op->type == PLAYER)
1910 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1911 return;
1912 }
1913 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1914 return;
1915 case range_builder:
1916 apply_map_builder (op, dir);
1917 return;
1918 default:
1919 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1920 return;
1921 } 1842 }
1922}
1923 1843
1924 1844 return true;
1845}
1925 1846
1926/* find_key 1847/* find_key
1927 * 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
1928 * and successfully use it, we return the key, otherwise NULL 1849 * and successfully use it, we return the key, otherwise NULL
1929 * This function merges both normal and locked door, since the logic 1850 * This function merges both normal and locked door, since the logic
1931 * pl is the player, 1852 * pl is the player,
1932 * inv is the objects inventory to searched 1853 * inv is the objects inventory to searched
1933 * door is the door we are trying to match against. 1854 * door is the door we are trying to match against.
1934 * This function can be called recursively to search containers. 1855 * This function can be called recursively to search containers.
1935 */ 1856 */
1936
1937object * 1857object *
1938find_key (object *pl, object *container, object *door) 1858find_key (object *pl, object *container, object *door)
1939{ 1859{
1940 object *tmp, *key; 1860 object *tmp, *key;
1941 1861
1942 /* Should not happen, but sanity checking is never bad */ 1862 /* Should not happen, but sanity checking is never bad */
1943 if (container->inv == NULL) 1863 if (!container->inv)
1944 return NULL; 1864 return 0;
1945 1865
1946 /* 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 */
1947 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1867 for (tmp = container->inv; tmp; tmp = tmp->below)
1948 { 1868 {
1949 if (door->type == DOOR && tmp->type == KEY) 1869 if (door->type == DOOR && tmp->type == KEY)
1950 break; 1870 break;
1951 /* For sanity, we should really check door type, but other stuff 1871 /* For sanity, we should really check door type, but other stuff
1952 * (like containers) can be locked with special keys 1872 * (like containers) can be locked with special keys
1953 */ 1873 */
1954 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1955 break; 1875 break;
1956 } 1876 }
1877
1957 /* No key found - lets search inventories now */ 1878 /* No key found - lets search inventories now */
1958 /* 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.
1959 * 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
1960 * a key, return 1881 * a key, return
1961 */ 1882 */
1962 if (!tmp) 1883 if (!tmp)
1963 { 1884 {
1964 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1885 for (tmp = container->inv; tmp; tmp = tmp->below)
1965 { 1886 {
1966 /* No reason to search empty containers */ 1887 /* No reason to search empty containers */
1967 if (tmp->type == CONTAINER && tmp->inv) 1888 if (tmp->type == CONTAINER && tmp->inv)
1968 { 1889 {
1969 if ((key = find_key (pl, tmp, door)) != NULL) 1890 if ((key = find_key (pl, tmp, door)))
1970 return key; 1891 return key;
1971 } 1892 }
1972 } 1893 }
1894
1973 if (!tmp) 1895 if (!tmp)
1974 return NULL; 1896 return NULL;
1975 } 1897 }
1898
1976 /* 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,
1977 * see if we actually want to use it 1900 * see if we actually want to use it
1978 */ 1901 */
1979 if (pl != container) 1902 if (pl != container)
1980 { 1903 {
2001 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2002 "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));
2003 return NULL; 1926 return NULL;
2004 } 1927 }
2005 } 1928 }
1929
2006 return tmp; 1930 return tmp;
2007} 1931}
2008 1932
2009/* moved door processing out of move_player_attack. 1933/* moved door processing out of move_player_attack.
2010 * returns 1 if player has opened the door with a key 1934 * returns 1 if player has opened the door with a key
2012 * 0 otherwise 1936 * 0 otherwise
2013 */ 1937 */
2014static int 1938static int
2015player_attack_door (object *op, object *door) 1939player_attack_door (object *op, object *door)
2016{ 1940{
2017 /* 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,
2018 * 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 -
2019 * otherwise, we fall through to the rest of the code. 1943 * otherwise, we fall through to the rest of the code.
2020 */ 1944 */
2021 object *key = find_key (op, op, door); 1945 object *key = find_key (op, op, door);
2022 1946
2023 /* IF we found a key, do some extra work */ 1947 /* If we found a key, do some extra work */
2024 if (key) 1948 if (key)
2025 { 1949 {
2026 object *container = key->env; 1950 object *container = key->env;
2027 1951
2028 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2029 if (action_makes_visible (op)) 1952 if (action_makes_visible (op))
2030 make_visible (op); 1953 make_visible (op);
1954
2031 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1955 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2032 spring_trap (door->inv, op); 1956 spring_trap (door->inv, op);
1957
2033 if (door->type == DOOR) 1958 if (door->type == DOOR)
2034 {
2035 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 */
2036 }
2037 else if (door->type == LOCKED_DOOR) 1960 else if (door->type == LOCKED_DOOR)
2038 { 1961 {
2039 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);
2040 remove_door2 (door); /* remove door without violence ;-) */ 1963 remove_door2 (door); /* remove door without violence ;-) */
2041 } 1964 }
1965
2042 /* Do this after we print the message */ 1966 /* Do this after we print the message */
2043 decrease_ob (key); /* Use up one of the keys */ 1967 key->decrease (); /* Use up one of the keys */
2044 /* Need to update the weight the container the key was in */ 1968
2045 if (container != op)
2046 esrv_update_item (UPD_WEIGHT, op, container);
2047 return 1; /* Nothing more to do below */ 1969 return 1; /* Nothing more to do below */
2048 } 1970 }
2049 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2050 { 1972 {
2051 /* Might as well return now - no other way to open this */ 1973 /* Might as well return now - no other way to open this */
2052 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...");
2053 return 1; 1975 return 1;
2054 } 1976 }
1977
2055 return 0; 1978 return 0;
2056} 1979}
2057 1980
2058/* This function is just part of a breakup from move_player. 1981/* This function is just part of a breakup from move_player.
2059 * It should keep the code cleaner. 1982 * It should keep the code cleaner.
2060 * When this is called, the players direction has been updated 1983 * When this is called, the players direction has been updated
2061 * (taking into account confusion.) The player is also actually 1984 * (taking into account confusion.) The player is also actually
2062 * going to try and move (not fire weapons). 1985 * going to try and move (not fire weapons).
2063 */ 1986 */
2064void 1987bool
2065move_player_attack (object *op, int dir) 1988move_player_attack (object *op, int dir)
2066{ 1989{
2067 object *tmp, *mon;
2068 sint16 nx, ny;
2069 int on_battleground; 1990 int on_battleground;
2070 maptile *m;
2071 1991
2072 nx = freearr_x[dir] + op->x; 1992 sint16 nx = freearr_x[dir] + op->x;
2073 ny = freearr_y[dir] + op->y; 1993 sint16 ny = freearr_y[dir] + op->y;
2074 1994
2075 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 }
2076 2005
2077 /* 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
2078 * 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
2079 * 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
2080 * player. This is a pretty nasty hack, because if we could 2009 * player. This is a pretty nasty hack, because if we could
2081 * 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
2082 * 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
2083 * 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
2084 * move_ob uses. 2013 * move_ob uses.
2085 */ 2014 */
2086 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2087 {
2088 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2089 {
2090 m = op->map->xy_find (nx, ny); 2015 maptile *m = op->map->xy_find (nx, ny);
2091 if (!m)
2092 return; /* Don't think this should happen */
2093 }
2094 else
2095 m = op->map;
2096 2016
2097 if (!(tmp = m->at (nx, ny).bot))
2098 return;
2099
2100 mon = 0;
2101 /* 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
2102 * 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.
2103 * 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
2104 * on the space 2020 * on the space
2105 */ 2021 */
2106 while (tmp) 2022 object *mon;
2107 { 2023 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2108 if (tmp == op) 2024 {
2109 { 2025 if ((mon->flag [FLAG_ALIVE]
2110 tmp = tmp->above; 2026 || mon->type == LOCKED_DOOR
2111 continue; 2027 || mon->flag [FLAG_CAN_ROLL])
2112 }
2113
2114 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2115 {
2116 mon = tmp; 2028 && mon != op)
2117 break; 2029 break;
2118 } 2030 }
2119 2031
2120 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2121 mon = tmp;
2122
2123 tmp = tmp->above;
2124 }
2125
2126 if (!mon) /* This happens anytime the player tries to move */ 2032 if (!mon) /* This happens anytime the player tries to move */
2127 return; /* into a wall */ 2033 return false; /* into a wall */
2128 2034
2129 if (mon->head)
2130 mon = mon->head; 2035 mon = mon->head_ ();
2131 2036
2132 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)
2133 if (player_attack_door (op, mon)) 2039 if (player_attack_door (op, mon))
2040 {
2041 --op->contr->weapon_sp_left;
2134 return; 2042 return true;
2043 }
2135 2044
2136 /* The following deals with possibly attacking peaceful 2045 /* The following deals with possibly attacking peaceful
2137 * or frienddly creatures. Basically, all players are considered 2046 * or friendly creatures. Basically, all players are considered
2138 * unaggressive. If the moving player has peaceful set, then the 2047 * unaggressive. If the moving player has peaceful set, then the
2139 * object should be pushed instead of attacked. It is assumed that 2048 * object should be pushed instead of attacked. It is assumed that
2140 * if you are braced, you will not attack friends accidently, 2049 * if you are braced, you will not attack friends accidently,
2141 * and thus will not push them. 2050 * and thus will not push them.
2142 */ 2051 */
2143 2052
2144 /* 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
2145 * peaceful. Our assumption is the creature is a pet if the 2054 * peaceful. Our assumption is the creature is a pet if the
2146 * player owns it and it is either friendly or unagressive. 2055 * player owns it and it is either friendly or unagressive.
2147 */ 2056 */
2148 if ((op->type == PLAYER) 2057 if (op->type == PLAYER
2149#if COZY_SERVER
2150 &&
2151 ((mon->owner && mon->owner->contr 2058 && ((mon->owner && mon->owner->contr
2152 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2059 && same_party (mon->owner->contr->party, op->contr->party))
2153#else
2154 && mon->owner == op 2060 || mon->owner == op)
2155#endif
2156 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2061 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2157 { 2062 {
2158 /* 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 */
2159 if (op->contr->braced) 2064 if (op->contr->braced)
2160 return; 2065 return false;
2161 2066
2162 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2067 if (op->speed_left > 0.f)
2068 {
2069 --op->speed_left;
2070
2071 op->play_sound (sound_find ("push_player"));
2163 (void) push_ob (mon, dir, op); 2072 push_ob (mon, dir, op);
2073
2164 if (op->contr->tmp_invis || op->hide) 2074 if (op->contr->tmp_invis || op->hide)
2165 make_visible (op); 2075 make_visible (op);
2166 2076
2167 return; 2077 return true;
2168 } 2078 }
2079 else
2080 return false;
2081 }
2169 2082
2170 /* in certain circumstances, you shouldn't attack friendly 2083 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 2084 * creatures. Note that if you are braced, you can't push
2172 * 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
2173 * attack them either. 2086 * attack them either.
2174 */ 2087 */
2175 if ((mon->type == PLAYER || mon->enemy != op) && 2088 if ((mon->type == PLAYER || mon->enemy != op)
2176 (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))
2177#ifdef PROHIBIT_PLAYERKILL
2178 (op->contr->peaceful 2090 && ((op->contr->peaceful
2179 || (mon->type == PLAYER 2091 || (mon->type == PLAYER && mon->contr->peaceful))
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground)) 2092 && !on_battleground))
2093 {
2094 if (op->speed_left > 0.f)
2186 { 2095 {
2096 --op->speed_left;
2097
2187 if (!op->contr->braced) 2098 if (!op->contr->braced)
2188 { 2099 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2100 op->play_sound (sound_find ("push_player"));
2190 push_ob (mon, dir, op); 2101 push_ob (mon, dir, op);
2191 } 2102 }
2192 else 2103 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 2104 op->statusmsg ("You withhold your attack");
2194 2105
2195 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2196 make_visible (op); 2107 make_visible (op);
2197 }
2198 2108
2109 return true;
2110 }
2111 }
2199 /* If the object is a boulder or other rollable object, then 2112 /* If the object is a boulder or other rollable object, then
2200 * 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.
2201 */ 2114 */
2202 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)
2203 { 2118 {
2119 --op->speed_left;
2120
2204 recursive_roll (mon, dir, op); 2121 recursive_roll (mon, dir, op);
2205 if (action_makes_visible (op)) 2122 if (action_makes_visible (op))
2206 make_visible (op); 2123 make_visible (op);
2207 }
2208 2124
2125 return true;
2126 }
2127 }
2209 /* Any generic living creature. Including things like doors. 2128 /* Any generic living creature. Including things like doors.
2210 * 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
2211 * and be living. Then, it must be one of the following: 2130 * and be living. Then, it must be one of the following:
2212 * 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
2213 * 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.
2214 */ 2133 */
2215 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2134 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2216 ((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)))
2217 { 2136 {
2218 2137 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2219 /* If the player hasn't hit something this tick, and does
2220 * so, give them speed boost based on weapon speed. Doing
2221 * it here is better than process_players2, which basically
2222 * incurred a 1 tick offset.
2223 */
2224 if (!op->contr->has_hit)
2225 { 2138 {
2226 op->speed_left += op->speed / op->contr->weapon_sp; 2139 --op->contr->weapon_sp_left;
2227
2228 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2229 }
2230 2140
2231 skill_attack (mon, op, 0, 0, 0); 2141 skill_attack (mon, op, 0, 0, 0);
2232
2233 /* If attacking another player, that player gets automatic
2234 * hitback, and doesn't loose luck either.
2235 * Disable hitback on the battleground or if the target is
2236 * the wiz.
2237 */
2238 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2239 {
2240 short luck = mon->stats.luck;
2241
2242 mon->contr->has_hit = 1;
2243 skill_attack (op, mon, 0, 0, 0);
2244 mon->stats.luck = luck;
2245 }
2246 2142
2247 if (action_makes_visible (op)) 2143 if (action_makes_visible (op))
2248 make_visible (op); 2144 make_visible (op);
2249 }
2250 } /* if player should attack something */
2251}
2252 2145
2253int 2146 return true;
2147 }
2148 }
2149
2150 return false;
2151}
2152
2153bool
2254move_player (object *op, int dir) 2154move_player (object *op, int dir)
2255{ 2155{
2256 int pick; 2156 int pick;
2257 2157
2258 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2158 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2259 return 0; 2159 return 0;
2260 2160
2261 /* Sanity check: make sure dir is valid */ 2161 /* Sanity check: make sure dir is valid */
2262 if ((dir < 0) || (dir >= 9)) 2162 if ((dir < 0) || (dir >= 9))
2263 { 2163 {
2265 return 0; 2165 return 0;
2266 } 2166 }
2267 2167
2268 /* peterm: added following line */ 2168 /* peterm: added following line */
2269 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2169 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2270 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2170 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2271 2171
2272 op->facing = dir; 2172 op->facing = dir;
2273 2173
2274 if (op->hide) 2174 if (op->hide)
2275 do_hidden_move (op); 2175 do_hidden_move (op);
2276 2176
2177 bool retval;
2178
2277 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2179 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2278 /*nop */ ; 2180 retval = RESULT_INT (0);
2279 else if (op->contr->fire_on) 2181 else if (op->contr->fire_on)
2280 fire (op, dir); 2182 retval = fire (op, dir);
2281 else 2183 else
2282 { 2184 {
2283 move_player_attack (op, dir); 2185 retval = move_player_attack (op, dir);
2284 pick = check_pick (op); 2186 pick = check_pick (op);
2285 } 2187 }
2286 2188
2287 /* 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
2288 * server can handle repeat firing. 2190 * server can handle repeat firing.
2295 /* Update how the player looks. Use the facing, so direction may 2197 /* Update how the player looks. Use the facing, so direction may
2296 * get reset to zero. This allows for full animation capabilities 2198 * get reset to zero. This allows for full animation capabilities
2297 * for players. 2199 * for players.
2298 */ 2200 */
2299 animate_object (op, op->facing); 2201 animate_object (op, op->facing);
2300 return 0; 2202
2203 return retval;
2301} 2204}
2302 2205
2303/* 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
2304 * new client/server stuff. 2207 * new client/server stuff.
2305 * 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
2306 * the new speed values for commands. 2209 * the new speed values for commands.
2307 * 2210 *
2308 * 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.
2309 */ 2214 */
2310int 2215bool
2311handle_newcs_player (object *op) 2216handle_newcs_player (object *op)
2312{ 2217{
2313 if (op->contr->hidden)
2314 {
2315 op->invisible = 1000;
2316 /* the socket code flashes the player visible/invisible
2317 * depending on the value of invisible, so we need to
2318 * alternate it here for it to work correctly.
2319 */
2320 if (pticks & 2)
2321 op->invisible--;
2322 }
2323 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2324 {
2325 op->invisible--;
2326 if (!op->invisible)
2327 {
2328 make_visible (op);
2329 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2330 }
2331 }
2332
2333 if (QUERY_FLAG (op, FLAG_SCARED)) 2218 if (QUERY_FLAG (op, FLAG_SCARED))
2334 { 2219 {
2335 flee_player (op); 2220 if (op->speed_left > 0.f)
2336 /* If player is still scared, that is his action for this tick */
2337 if (QUERY_FLAG (op, FLAG_SCARED))
2338 { 2221 {
2339 op->speed_left--; 2222 --op->speed_left;
2223 flee_player (op);
2224
2340 return 0; 2225 return true;
2341 } 2226 }
2227 else
2228 return false;
2342 } 2229 }
2343
2344 /* I've been seeing crashes where the golem has been destroyed, but
2345 * the player object still points to the defunct golem. The code that
2346 * destroys the golem looks correct, and it doesn't always happen, so
2347 * put this in a a workaround to clean up the golem pointer.
2348 */
2349 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2350 op->contr->ranges[range_golem] = 0;
2351 2230
2352 /* 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
2353 * the players time has been increased when doericserver has been 2232 * the players time has been increased when doericserver has been
2354 * called, so we recheck it here. 2233 * called, so we recheck it here.
2355 */ 2234 */
2356 if (op->contr->ns->handle_command ()) 2235 if (op->contr->ns->handle_command ())
2357 return 1; 2236 return true;
2358 2237
2359 if (op->speed_left > 0)
2360 {
2361 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2238 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2362 {
2363 /* All move commands take 1 tick, at least for now */
2364 op->speed_left--;
2365
2366 /* Instead of all the stuff below, let move_player take care
2367 * of it. Also, some of the skill stuff is only put in
2368 * there, as well as the confusion stuff.
2369 */
2370 move_player (op, op->direction); 2239 return move_player (op, op->direction);
2371 2240
2372 return op->speed_left > 0;
2373 }
2374 }
2375
2376 return 0; 2241 return false;
2377} 2242}
2378 2243
2379int 2244int
2380save_life (object *op) 2245save_life (object *op)
2381{ 2246{
2383 return 0; 2248 return 0;
2384 2249
2385 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2250 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2386 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2387 { 2252 {
2388 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2253 op->play_sound (sound_find ("ob_evaporate"));
2389 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));
2390
2391 if (op->contr)
2392 esrv_del_item (op->contr, tmp->count);
2393 2255
2394 tmp->destroy (); 2256 tmp->destroy ();
2395 CLEAR_FLAG (op, FLAG_LIFESAVE); 2257 CLEAR_FLAG (op, FLAG_LIFESAVE);
2396 2258
2397 if (op->stats.hp < 0) 2259 if (op->stats.hp < 0)
2410 return 0; 2272 return 0;
2411} 2273}
2412 2274
2413/* 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
2414 * 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
2415 * 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
2416 * from. 2278 * from.
2417 */ 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
2418void 2296void
2419remove_unpaid_objects (object *op, object *env) 2297object::drop_unpaid_items ()
2420{ 2298{
2421 object *next; 2299 if (!flag [FLAG_REMOVED])
2422 2300 ::drop_unpaid_items (inv, this);
2423 while (op)
2424 {
2425 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2426
2427 if (QUERY_FLAG (op, FLAG_UNPAID))
2428 {
2429 if (env->type == PLAYER)
2430 esrv_del_item (env->contr, op->count);
2431
2432 op->insert_at (env);
2433 }
2434 else if (op->inv)
2435 remove_unpaid_objects (op->inv, env);
2436
2437 op = next;
2438 }
2439} 2301}
2440 2302
2441/* 2303/*
2442 * Returns pointer a static string containing gravestone text 2304 * Returns pointer a static string containing gravestone text
2443 * Moved from apply.c to player.c - player.c is what 2305 * Moved from apply.c to player.c - player.c is what
2444 * actually uses this function. player.c may not be quite the 2306 * actually uses this function. player.c may not be quite the
2445 * best, a misc file for object actions is probably better, 2307 * best, a misc file for object actions is probably better,
2446 * but there isn't one in the server directory. 2308 * but there isn't one in the server directory.
2447 */ 2309 */
2448char * 2310const char *
2449gravestone_text (object *op) 2311gravestone_text (object *op)
2450{ 2312{
2451 static char buf2[MAX_BUF]; 2313 static dynbuf_text buf;
2452 char buf[MAX_BUF];
2453 time_t now = time (NULL);
2454 2314
2455 strcpy (buf2, " R.I.P.\n\n"); 2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2456 if (op->type == PLAYER) 2318 if (op->type == PLAYER)
2457 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2319 buf << " the " << op->contr->title;
2458 else
2459 sprintf (buf, "%s\n", &op->name);
2460 2320
2461 strncat (buf2, " ", 20 - strlen (buf) / 2); 2321 buf << "\n\n";
2462 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
2463 if (op->type == PLAYER) 2327 if (op->type == PLAYER)
2464 sprintf (buf, "who was in level %d when killed\n", op->level); 2328 buf << "by " << op->contr->killer_name () << ".\n\n";
2465 else
2466 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2467 2329
2468 strncat (buf2, " ", 20 - strlen (buf) / 2);
2469 strcat (buf2, buf);
2470 if (op->type == PLAYER)
2471 { 2330 {
2472 sprintf (buf, "by %s.\n\n", op->contr->killer); 2331 static char buf2[128];
2473 strncat (buf2, " ", 21 - strlen (buf) / 2); 2332 time_t now = time (NULL);
2474 strcat (buf2, buf);
2475 }
2476
2477 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2478 strncat (buf2, " ", 20 - strlen (buf) / 2); 2334 buf << buf2;
2479 strcat (buf2, buf); 2335 }
2480 2336
2481 return buf2; 2337 return buf;
2482} 2338}
2483 2339
2484void 2340void
2485do_some_living (object *op) 2341do_some_living (object *op)
2486{ 2342{
2493 int rate_grace = 2000; 2349 int rate_grace = 2000;
2494 const int max_hp = 1; 2350 const int max_hp = 1;
2495 const int max_sp = 1; 2351 const int max_sp = 1;
2496 const int max_grace = 1; 2352 const int max_grace = 1;
2497 2353
2498 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--;
2499 { 2363 }
2500 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2364 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2501 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2365 {
2502 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 }
2503 } 2371 }
2504 2372
2505 if (op->contr->ns->state == ST_PLAYING) 2373 if (op->contr->ns->state == ST_PLAYING)
2506 { 2374 {
2507 /* these next three if clauses make it possible to SLOW DOWN 2375 /* these next three if clauses make it possible to SLOW DOWN
2526 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2394 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2527 else 2395 else
2528 { 2396 {
2529 gen_grace = op->stats.maxgrace; 2397 gen_grace = op->stats.maxgrace;
2530 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2398 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2531 }
2532
2533 /* Regenerate Spell Points */
2534 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2535 {
2536 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2537 if (op->stats.sp < op->stats.maxsp)
2538 {
2539 op->stats.sp++;
2540 /* dms do not consume food */
2541 if (!QUERY_FLAG (op, FLAG_WIZ))
2542 {
2543 op->stats.food--;
2544 if (op->contr->digestion < 0)
2545 op->stats.food += op->contr->digestion;
2546 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2547 op->stats.food = last_food;
2548 }
2549 }
2550
2551 if (max_sp > 1)
2552 {
2553 over_sp = (gen_sp + 10) / rate_sp;
2554 if (over_sp > 0)
2555 {
2556 if (op->stats.sp < op->stats.maxsp)
2557 {
2558 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2559
2560 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2561 op->stats.sp--;
2562
2563 if (op->stats.sp > op->stats.maxsp)
2564 op->stats.sp = op->stats.maxsp;
2565 }
2566 op->last_sp = 0;
2567 }
2568 else
2569 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2570 }
2571 else
2572 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2573 } 2399 }
2574 2400
2575 /* Regenerate Grace */ 2401 /* Regenerate Grace */
2576 /* 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. */
2577 if (--op->last_grace < 0) 2403 if (--op->last_grace < 0)
2598 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);
2599 } 2425 }
2600 /* wearing stuff doesn't detract from grace generation. */ 2426 /* wearing stuff doesn't detract from grace generation. */
2601 } 2427 }
2602 2428
2429 if (op->stats.food > 0)
2430 {
2603 /* Regenerate Hit Points */ 2431 /* Regenerate Spell Points */
2604 if (--op->last_heal < 0) 2432 if (!op->contr->golem && --op->last_sp < 0)
2605 {
2606 if (op->stats.hp < op->stats.maxhp)
2607 { 2433 {
2608 op->stats.hp++; 2434 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2609 /* dms do not consume food */ 2435
2610 if (!QUERY_FLAG (op, FLAG_WIZ)) 2436 if (op->stats.sp < op->stats.maxsp)
2611 { 2437 {
2438 op->stats.sp++;
2439
2440 /* dms do not consume food */
2441 if (!QUERY_FLAG (op, FLAG_WIZ))
2442 {
2612 op->stats.food--; 2443 op->stats.food--;
2444
2613 if (op->contr->digestion < 0) 2445 if (op->contr->digestion < 0)
2614 op->stats.food += op->contr->digestion; 2446 op->stats.food += op->contr->digestion;
2615 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))
2616 op->stats.food = last_food; 2448 op->stats.food = last_food;
2449 }
2617 } 2450 }
2618 }
2619 2451
2620 if (max_hp > 1) 2452 if (max_sp > 1)
2621 {
2622 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2623 if (over_hp > 0)
2624 { 2453 {
2625 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
2626 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);
2627 } 2472 }
2628 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)
2629 { 2481 {
2630 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 }
2631 } 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);
2632 } 2507 }
2633 else 2508 else
2634 {
2635 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);
2636 } 2510 }
2637 } 2511 }
2638 2512
2639 /* Digestion */ 2513 /* Digestion */
2640 if (--op->last_eat < 0) 2514 if (--op->last_eat < 0)
2641 { 2515 {
2642#ifdef COZY_SERVER 2516 int bonus = max (0, op->contr->digestion),
2643 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2517 penalty = max (0, -op->contr->digestion);
2644 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2645#else
2646 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2647#endif
2648 2518
2649 if (op->contr->gen_hp > 0)
2650 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);
2651 else
2652 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2653 2520
2654 /* dms do not consume food */ 2521 /* dms do not consume food */
2655 if (!QUERY_FLAG (op, FLAG_WIZ)) 2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2656 op->stats.food--; 2523 op->stats.food--;
2657 } 2524 }
2658 2525
2659 if (op->stats.food < 0 && op->stats.hp >= 0) 2526 if (op->stats.food < 0 && op->stats.hp >= 0)
2660 { 2527 {
2661 object *tmp, *flesh = 0; 2528 object *flesh = 0;
2662 2529
2663 for (tmp = op->inv; tmp; tmp = tmp->below) 2530 for_inv_removable (op, tmp)
2664 { 2531 {
2665 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)
2666 { 2536 {
2667 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2537 op->statusmsg ("You blindly grab for a bite of food. "
2668 { 2538 "H<To prevent you from starving, you ate some random item from your backpack.>");
2669 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2670 manual_apply (op, tmp, 0); 2539 manual_apply (op, tmp, 0);
2540
2671 if (op->stats.food >= 0 || op->stats.hp < 0) 2541 if (op->stats.food >= 0 || op->stats.hp < 0)
2672 break; 2542 break;
2673 } 2543 }
2674 else if (tmp->type == FLESH) 2544 else if (tmp->type == FLESH)
2675 flesh = tmp; 2545 flesh = tmp;
2676 } /* End if paid for object */ 2546 }
2677 } /* end of for loop */
2678 2547
2679 /* 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
2680 * eat flesh instead. 2549 * eat flesh instead.
2681 */ 2550 */
2682 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2683 { 2552 {
2684 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.>");
2685 manual_apply (op, flesh, 0); 2555 manual_apply (op, flesh, 0);
2686 } 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)
2687 } 2565 {
2688 2566 op->stats.hp += op->stats.food;
2689 while (op->stats.food < 0 && op->stats.hp >= 0) 2567 op->stats.food = 0;
2690 op->stats.food++, op->stats.hp--; 2568 }
2691 2569
2692 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2693 kill_player (op); 2571 kill_player (op);
2694 } 2572 }
2695} 2573}
2700 * file. 2578 * file.
2701 */ 2579 */
2702void 2580void
2703kill_player (object *op) 2581kill_player (object *op)
2704{ 2582{
2583 int x, y;
2705 char buf[MAX_BUF]; 2584 char buf[MAX_BUF];
2706 int x, y;
2707
2708 //int i;
2709 maptile *map; /* this is for resurrection */ 2585 maptile *map; /* this is for resurrection */
2710
2711 /* int z;
2712 int num_stats_lose;
2713 int lost_a_stat;
2714 int lose_this_stat;
2715 int this_stat; */
2716 int will_kill_again; 2586 int will_kill_again;
2717 archetype *at; 2587 archetype *at;
2718 object *tmp; 2588 object *tmp;
2719 2589
2720 if (save_life (op)) 2590 if (save_life (op))
2721 return; 2591 return;
2722
2723 2592
2724 /* 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
2725 * 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.
2726 * Look at op_on_battleground() for more info --AndreasV 2595 * Look at op_on_battleground() for more info --AndreasV
2727 */ 2596 */
2743 { 2612 {
2744 tmp->destroy (); 2613 tmp->destroy ();
2745 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2746 } 2615 }
2747 2616
2748 cure_disease (op, 0); /* remove any disease */ 2617 cure_disease (op, 0, 0); /* remove any disease */
2749 op->stats.hp = op->stats.maxhp; 2618 op->stats.hp = op->stats.maxhp;
2750 if (op->stats.food <= 0) 2619 if (op->stats.food <= 0)
2751 op->stats.food = 999; 2620 op->stats.food = 999;
2752 2621
2753 /* create a bodypart-trophy to make the winner happy */ 2622 /* create a bodypart-trophy to make the winner happy */
2754 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2623 if (object *tmp = arch_to_object (archetype::find ("finger")))
2755 { 2624 {
2756 sprintf (buf, "%s's finger", &op->name); 2625 tmp->name = format ("%s's finger" , &op->name);
2757 tmp->name = buf; 2626 tmp->name_pl = format ("%s's fingers", &op->name);
2758 sprintf (buf, " This finger has been cut off %s\n"
2759 " the %s, when he was defeated at\n level %d by %s.\n",
2760 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2761 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 );
2762 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2633 tmp->value = 0, tmp->type = 0;
2763 tmp->materialname = NULL; 2634 tmp->materialname = "organics";
2764 tmp->insert_at (op, tmp); 2635 tmp->insert_at (op, tmp);
2765 } 2636 }
2766 2637
2767 /* teleport defeated player to new destination */ 2638 /* teleport defeated player to new destination */
2768 transfer_ob (op, x, y, 0, NULL); 2639 transfer_ob (op, x, y, 0, NULL);
2774 2645
2775 command_kill_pets (op, 0); 2646 command_kill_pets (op, 0);
2776 2647
2777 if (op->stats.food < 0) 2648 if (op->stats.food < 0)
2778 { 2649 {
2779 if (op->contr->explore) 2650 op->contr->killer = archetype::get ("killer_starvation");
2780 { 2651 op->contr->killer->destroy ();
2781 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783 op->stats.food = 999;
2784 return;
2785 }
2786 sprintf (buf, "%s starved to death.", &op->name);
2787 strcpy (op->contr->killer, "starvation");
2788 }
2789 else
2790 { 2652 }
2791 if (op->contr->explore)
2792 {
2793 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2794 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2795 op->stats.hp = op->stats.maxhp;
2796 return;
2797 }
2798 sprintf (buf, "%s died.", &op->name);
2799 }
2800 2653
2801 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2654 op->contr->play_sound (sound_find ("player_dies"));
2802 2655
2803 /* save the map location for corpse, gravestone */ 2656 /* save the map location for corpse, gravestone */
2804 x = op->x; 2657 x = op->x;
2805 y = op->y; 2658 y = op->y;
2806 map = op->map; 2659 map = op->map;
2913 lost_a_stat = 1; 2766 lost_a_stat = 1;
2914 } 2767 }
2915 } 2768 }
2916 } 2769 }
2917 } 2770 }
2771
2918 /* If no stat lost, tell the player. */ 2772 /* If no stat lost, tell the player. */
2919 if (!lost_a_stat) 2773 if (!lost_a_stat)
2920 { 2774 {
2921 /* determine_god() seems to not work sometimes... why is this? 2775 /* determine_god() seems to not work sometimes... why is this?
2922 Should I be using something else? GD */ 2776 Should I be using something else? GD */
2926 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);
2927 else 2781 else
2928 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.");
2929 } 2783 }
2930#else 2784#else
2931 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.");
2932#endif 2786#endif
2933 2787
2934 /* Put a gravestone up where the character 'almost' died. List the 2788 /* Put a gravestone up where the character 'almost' died. List the
2935 * exp loss on the stone. 2789 * exp loss on the stone.
2936 */ 2790 */
2937 tmp = arch_to_object (archetype::find ("gravestone")); 2791 tmp = arch_to_object (archetype::find ("gravestone"));
2938 sprintf (buf, "%s's gravestone", &op->name); 2792 tmp->name = format ("%s's gravestone", &op->name);
2939 tmp->name = buf; 2793 tmp->name_pl = format ("%s's gravestones", &op->name);
2940 sprintf (buf, "%s's gravestones", &op->name);
2941 tmp->name_pl = buf;
2942 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 ());
2943 tmp->msg = buf;
2944 tmp->x = op->x, tmp->y = op->y; 2795 tmp->x = op->x, tmp->y = op->y;
2945 insert_ob_in_map (tmp, op->map, NULL, 0); 2796 insert_ob_in_map (tmp, op->map, NULL, 0);
2946 2797
2947 /**************************************/ 2798 /**************************************/
2948 /* */ 2799 /* */
2969 { 2820 {
2970 tmp->destroy (); 2821 tmp->destroy ();
2971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2972 } 2823 }
2973 2824
2974 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 }
2975 2838
2976 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
2977 apply_death_exp_penalty (op); 2840 apply_death_exp_penalty (op);
2841
2978 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2979 op->stats.food = 900; 2843 op->stats.food = 900;
2844
2980 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2981 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2982 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2983 2848
2984 /* 2849 /*
2985 * Check to see if the player is in a shop. IF so, then check to see if
2986 * 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
2987 * in the map. 2851 * and put them back in the map.
2988 */ 2852 */
2989 2853 op->drop_unpaid_items ();
2990 if (is_in_shop (op))
2991 remove_unpaid_objects (op->inv, op);
2992 2854
2993 /****************************************/ 2855 /****************************************/
2994 /* */ 2856 /* */
2995 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2996 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2997 /* */ 2859 /* */
2998 /****************************************/ 2860 /****************************************/
2999 2861
3000 enter_player_savebed (op); 2862 enter_player_savebed (op);
3001 2863
3002 /* Save the player before inserting the force to reduce
3003 * chance of abuse.
3004 */
3005 op->contr->braced = 0; 2864 op->contr->braced = 0;
3006 op->contr->save ();
3007 2865
3008 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
3009 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
3010 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
3011 * on the space that might harm the player. 2869 * on the space that might harm the player.
3020 object *force; 2878 object *force;
3021 int at; 2879 int at;
3022 2880
3023 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
3024 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
3025 force->speed = 0.1; 2883 force->speed = 0.1f;
3026 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
3027 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
3028 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
3029 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
3030 force->resist[at] = 100; 2888 force->resist[at] = 100;
3031 2889
3040void 2898void
3041loot_object (object *op) 2899loot_object (object *op)
3042{ /* Grab and destroy some treasure */ 2900{ /* Grab and destroy some treasure */
3043 object *tmp, *tmp2, *next; 2901 object *tmp, *tmp2, *next;
3044 2902
3045 if (op->container) 2903 op->close_container (); /* close open sack first */
3046 esrv_apply_container (op, op->container); /* close open sack first */
3047 2904
3048 for (tmp = op->inv; tmp; tmp = next) 2905 for (tmp = op->inv; tmp; tmp = next)
3049 { 2906 {
3050 next = tmp->below; 2907 next = tmp->below;
3051 2908
3052 if (tmp->invisible) 2909 if (tmp->invisible)
3053 continue; 2910 continue;
3054 2911
3055 tmp->remove (); 2912 tmp->remove ();
3056 tmp->x = op->x, tmp->y = op->y; 2913 tmp->x = op->x, tmp->y = op->y;
2914
3057 if (tmp->type == CONTAINER) 2915 if (tmp->type == CONTAINER)
3058 { /* empty container to ground */ 2916 loot_object (tmp); /* empty container to ground */
3059 loot_object (tmp); 2917
3060 }
3061 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))))
3062 { 2919 {
3063 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
3064 { 2921 {
3065 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp->decrease (rndm (1, tmp->nrof - 1));
3066 tmp2->destroy ();
3067 insert_ob_in_map (tmp, op->map, NULL, 0); 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
3068 } 2924 }
3069 else 2925 else
3070 tmp->destroy (); 2926 tmp->destroy ();
3071 } 2927 }
3077/* 2933/*
3078 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3079 * 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
3080 * was changed. 2936 * was changed.
3081 */ 2937 */
3082
3083void 2938void
3084fix_weight (void) 2939fix_weight (void)
3085{ 2940{
3086 for_all_players (pl) 2941 for_all_players (pl)
3087 { 2942 {
3088 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2943 sint32 old = pl->ob->carrying;
3089 2944
3090 if (old == sum) 2945 pl->ob->update_weight ();
3091 continue; 2946
2947 if (old != pl->ob->carrying)
2948 {
3092 pl->ob->update_stats (); 2949 pl->ob->update_stats ();
3093 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 }
3094 } 2952 }
3095} 2953}
3096 2954
3097void 2955void
3098fix_luck (void) 2956fix_luck (void)
3142void 3000void
3143make_visible (object *op) 3001make_visible (object *op)
3144{ 3002{
3145 op->hide = 0; 3003 op->hide = 0;
3146 op->invisible = 0; 3004 op->invisible = 0;
3005
3147 if (op->type == PLAYER) 3006 if (op->type == PLAYER)
3148 { 3007 {
3149 op->contr->tmp_invis = 0; 3008 op->contr->tmp_invis = 0;
3150 op->contr->invis_race = 0; 3009 op->contr->invis_race = 0;
3151 } 3010 }
3011
3152 update_object (op, UP_OBJ_FACE); 3012 update_object (op, UP_OBJ_CHANGE);
3153} 3013}
3154 3014
3155int 3015int
3156is_true_undead (object *op) 3016is_true_undead (object *op)
3157{ 3017{
3158 object *tmp = NULL;
3159
3160 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3161 return 1; 3019 return 1;
3162 3020
3163 return 0; 3021 return 0;
3164} 3022}
3165 3023
3166/* look at the surrounding terrain to determine 3024/* look at the surrounding terrain to determine
3167 * the hideability of this object. Positive levels 3025 * the hideability of this object. Positive levels
3168 * indicate greater hideability. 3026 * indicate greater hideability.
3169 */ 3027 */
3170
3171int 3028int
3172hideability (object *ob) 3029hideability (object *ob)
3173{ 3030{
3174 int i, level = 0, mflag; 3031 int i, level = 0, mflag;
3175 sint16 x, y; 3032 sint16 x, y;
3185 * as bad as carrying a light on a pitch dark map */ 3042 * as bad as carrying a light on a pitch dark map */
3186 if (has_carried_lights (ob)) 3043 if (has_carried_lights (ob))
3187 level = -(10 + (2 * ob->map->darkness)); 3044 level = -(10 + (2 * ob->map->darkness));
3188 3045
3189 /* scan through all nearby squares for terrain to hide in */ 3046 /* scan through all nearby squares for terrain to hide in */
3190 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])
3191 { 3050 {
3192 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3193 if (mflag & P_OUT_OF_MAP) 3052 if (mflag & P_OUT_OF_MAP)
3194 {
3195 continue; 3053 continue;
3196 } 3054
3197 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3055 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3198 level += 2; 3056 level += 2;
3199 else /* open terrain! */ 3057 else /* open terrain! */
3200 level -= 1; 3058 level -= 1;
3201 } 3059 }
3209/* For Hidden creatures - a chance of becoming 'unhidden' 3067/* For Hidden creatures - a chance of becoming 'unhidden'
3210 * every time they move - as we subtract off 'invisibility' 3068 * every time they move - as we subtract off 'invisibility'
3211 * AND, for players, if they move into a ridiculously unhideable 3069 * AND, for players, if they move into a ridiculously unhideable
3212 * spot (surrounded by clear terrain in broad daylight). -b.t. 3070 * spot (surrounded by clear terrain in broad daylight). -b.t.
3213 */ 3071 */
3214
3215void 3072void
3216do_hidden_move (object *op) 3073do_hidden_move (object *op)
3217{ 3074{
3218 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3075 int hide = 0;
3219 object *skop;
3220 3076
3221 if (!op || !op->map) 3077 if (!op || !op->map)
3222 return; 3078 return;
3223 3079
3224 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);
3225 3082
3226 /* 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! */
3227 if (op->type == PLAYER && op->contr->run_on) 3084 if (op->type == PLAYER && op->contr->run_on)
3228 if (!skop || num >= skop->level) 3085 if (!skop || num >= skop->level)
3229 { 3086 {
3239 num -= hide; 3096 num -= hide;
3240 3097
3241 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3098 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3242 { 3099 {
3243 make_visible (op); 3100 make_visible (op);
3101
3244 if (op->type == PLAYER) 3102 if (op->type == PLAYER)
3245 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!");
3246 } 3104 }
3247 else if (op->type == PLAYER && skop) 3105 else if (op->type == PLAYER && skop)
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);
3301 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3302 * 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
3303 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3304 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3305 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3306 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3307 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3308 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3309 * 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.
3310 * -b.t. 3168 * -b.t.
3311 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3312 */ 3170 */
3313
3314int 3171int
3315player_can_view (object *pl, object *op) 3172player_can_view (object *pl, object *op)
3316{ 3173{
3317 rv_vector rv; 3174 rv_vector rv;
3318 int dx, dy; 3175 int dx, dy;
3330 3187
3331 get_rangevector (pl, op, &rv, 0x1); 3188 get_rangevector (pl, op, &rv, 0x1);
3332 3189
3333 /* starting with the 'head' part, lets loop 3190 /* starting with the 'head' part, lets loop
3334 * through the object and find if it has any 3191 * through the object and find if it has any
3335 * part that is in the los array but isnt on 3192 * part that is in the los array but isn't on
3336 * a blocked los square. 3193 * a blocked los square.
3337 * we use the archetype to figure out offsets. 3194 * we use the archetype to figure out offsets.
3338 */ 3195 */
3339 while (op) 3196 while (op)
3340 { 3197 {
3341 dx = rv.distance_x + op->arch->clone.x; 3198 dx = rv.distance_x + op->arch->x;
3342 dy = rv.distance_y + op->arch->clone.y; 3199 dy = rv.distance_y + op->arch->y;
3343 3200
3344 /* only the viewable area the player sees is updated by LOS 3201 /* only the viewable area the player sees is updated by LOS
3345 * code, so we need to restrict ourselves to that range of values 3202 * code, so we need to restrict ourselves to that range of values
3346 * for any meaningful values. 3203 * for any meaningful values.
3347 */ 3204 */
3348 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3349 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3350 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3351 return 1; 3208 return 1;
3209
3352 op = op->more; 3210 op = op->more;
3353 } 3211 }
3212
3354 return 0; 3213 return 0;
3355} 3214}
3356 3215
3357/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3358 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3361 * return 0. 3220 * return 0.
3362 */ 3221 */
3363int 3222int
3364action_makes_visible (object *op) 3223action_makes_visible (object *op)
3365{ 3224{
3366
3367 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3368 { 3226 {
3369 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3370 return 0; 3228 return 0;
3371 3229
3377 { 3235 {
3378 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3379 return 1; 3237 return 1;
3380 } 3238 }
3381 } 3239 }
3240
3382 return 0; 3241 return 0;
3383} 3242}
3384 3243
3385/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3386 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3391 * Default is to do the same as before, so only people wanting to have different points need worry about this 3250 * Default is to do the same as before, so only people wanting to have different points need worry about this
3392 */ 3251 */
3393int 3252int
3394op_on_battleground (object *op, int *x, int *y) 3253op_on_battleground (object *op, int *x, int *y)
3395{ 3254{
3396 object *tmp;
3397
3398 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3399 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3256 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3400 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3401 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3402 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3403 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3404 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3405 { 3262 {
3406 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3407 { 3264 {
3408 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3409 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3266 && tmp->type == BATTLEGROUND
3267 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp))
3410 { 3269 {
3411 /*before we assign the exit, check if this is a teambattle */ 3270 /* before we assign the exit, check if this is a teambattle */
3412 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3413 { 3272 {
3414 object *invtmp;
3415
3416 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3417 { 3274 {
3418 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3419 { 3276 {
3420 if (x != NULL && y != NULL) 3277 if (x && y)
3421 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3422 return 1; 3280 return 1;
3423 } 3281 }
3424 } 3282 }
3425 } 3283 }
3284
3426 if (x != NULL && y != NULL) 3285 if (x && y)
3427 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3428 return 1; 3288 return 1;
3429 } 3289 }
3430 } 3290 }
3431 } 3291 }
3292
3432 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3433 return 0; 3294 return 0;
3434} 3295}
3435 3296
3436/* 3297/*
3452 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3453 int i = 0, j = 0; 3314 int i = 0, j = 0;
3454 3315
3455 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3456 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3457 trlist = find_treasurelist ("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3458 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3459 trlist = find_treasurelist ("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3460 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3461 trlist = find_treasurelist ("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3462 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3463 trlist = find_treasurelist ("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3464 3325
3465 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3466 return; 3327 return;
3467 3328
3468 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3329 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3472 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3473 return; 3334 return;
3474 } 3335 }
3475 3336
3476 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3477 item = &(tr->item->clone); 3338 item = tr->item;
3478 3339
3479 if (item->type == SPELL) 3340 if (item->type == SPELL)
3480 { 3341 {
3481 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3482 return; 3343 return;
3541 { 3402 {
3542 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3543 object *skin; 3404 object *skin;
3544 3405
3545 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3546 shstr_cmp dragon_skin_force ("dragon_skin_force");
3547 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3407 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3548 ; 3408 ;
3549 3409
3550 if (!skin) 3410 if (!skin)
3551 return; 3411 return;
3552 3412
3587 else 3447 else
3588 { 3448 {
3589 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3590 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3591 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3451 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3592 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3593 if (who->type == PLAYER)
3594 esrv_send_item (who, tmp);
3595 } 3453 }
3596} 3454}
3597 3455
3598/** 3456/**
3599 * Unready an object for a player. This function does nothing if the object was 3457 * Unready an object for a player. This function does nothing if the object was
3600 * not readied. 3458 * not readied.
3601 */ 3459 */
3602void 3460void
3603player_unready_range_ob (player *pl, object *ob) 3461player_unready_range_ob (player *pl, object *ob)
3604{ 3462{
3605 rangetype i; 3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3606 3465
3607 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3466 if (pl->combat_ob == ob)
3608 { 3467 pl->combat_ob = 0;
3468
3609 if (pl->ranges[i] == ob) 3469 if (pl->ranged_ob == ob)
3610 { 3470 pl->ranged_ob = 0;
3611 pl->ranges[i] = NULL;
3612 if (pl->shoottype == i)
3613 {
3614 pl->shoottype = range_none;
3615 }
3616 }
3617 }
3618} 3471}
3472
3473sint8
3474player::visibility_at (maptile *map, int x, int y) const
3475{
3476 if (!ns)
3477 return 0;
3478
3479 int dx, dy;
3480 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3481 return 0;
3482
3483 x += dx - ns->current_x + ns->mapx / 2;
3484 y += dy - ns->current_y + ns->mapy / 2;
3485
3486 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3487 return 0;
3488
3489 return 100 - blocked_los [x][y];
3490}
3491
3492void
3493player::infobox (const char *title, const char *msg, int color)
3494{
3495 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3496}
3497
3498void
3499player::statusmsg (const char *msg, int color)
3500{
3501 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3502}
3503
3504void
3505player::failmsg (const char *msg, int color)
3506{
3507 play_sound (sound_find ("generic_failure"));
3508 statusmsg (msg, color);
3509}
3510

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