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Comparing deliantra/server/server/player.C (file contents):
Revision 1.70 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.202 by root, Fri Aug 29 02:07:09 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,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
137 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
138 strip_endline (subject); 133 strip_endline (subject);
139 size = 0; 134 size = 0;
140 news[0] = '\0'; 135 news[0] = '\0';
141 } 136 }
150 size += strlen (buf); 145 size += strlen (buf);
151 } 146 }
152 } 147 }
153 148
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 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); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
156 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
157} 152}
158 153
159/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
160static void 155static void
161set_first_map (object *op) 156set_first_map (object *op)
162{ 157{
163 strcpy (op->contr->maplevel, first_map_path); 158 op->contr->maplevel = first_map_path;
164 op->x = -1; 159 op->x = -1;
165 op->y = -1; 160 op->y = -1;
166 enter_exit (op, 0); 161}
162
163void
164player::activate ()
165{
166 if (active)
167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175}
176
177void
178player::deactivate ()
179{
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
167} 198}
168 199
169// connect the player with a specific client 200// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 201// also changes, rationalises, and fixes some incorrect settings
171void 202void
172player::connect (client *ns) 203player::connect (client *ns)
173{ 204{
174 this->ns = ns; 205 this->ns = ns;
175 ns->pl = this; 206 ns->pl = this;
176 207
177 next = first_player; 208 run_on = 0;
178 first_player = this; 209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
179 211
180 ns->update_look = 0; 212 ns->update_look = 0;
181 ns->look_position = 0; 213 ns->look_position = 0;
182 214
183 clear_los (ob); 215 clear_los (this);
216
217 ns->reset_stats ();
184 218
185 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
188 222
189 if (!legal_range (ob, shoottype)) 223 ob->update_weight ();
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 224 link_player_skills (ob);
194 225
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 ob->set_speed (ob->speed);
197 227
198 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 229
210 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
212 { 232 {
213 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
214 234
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
221 abil = tmp; 238 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
223 skin = tmp; 240 skin = tmp;
224 241
225 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
226 } 243 }
227 244
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 246
236 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
237 248
238 ob->update_stats (); 249 ob->update_stats ();
250
239 ns->floorbox_update (); 251 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 253 esrv_add_spells (this, 0);
243 254
244 enter_exit (ob, 0); 255 activate ();
245 256
246 send_rules (ob); 257 send_rules (ob);
247 send_news (ob); 258 send_news (ob);
248 display_motd (ob); 259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 262 INVOKE_PLAYER (LOGIN, this);
250} 263}
251 264
252void 265void
253player::disconnect () 266player::disconnect ()
254{ 267{
255 //TODO: don't be so harsh and destroy :) 268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
256 if (ns) 274 if (ns)
257 destroy (); 275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
258} 289}
259 290
260// the need for this function can be explained 291// the need for this function can be explained
261// by load_object not returning the object 292// by load_object not returning the object
262void 293void
263player::set_object (object *op) 294player::set_object (object *op)
264{ 295{
265 ob = op; 296 ob = observe = op;
266 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
267 298
299 ob->speed = 1.0f;
268 ob->speed_left = 0.5; 300 ob->speed_left = 0.5f;
269 ob->speed = 1.0; 301
270 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273 303
274 set_first_map (ob); 304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
275 307
276 ob->roll_stats (); 308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330}
331
332void
333player::set_observe (object *op)
334{
335 observe = op ? op : ob;
336 do_los = 1;
277} 337}
278 338
279player::player () 339player::player ()
280{ 340{
281 /* There are some elements we want initialized to non zero value - 341 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 342 * we deal with that below this point.
283 */ 343 */
284 outputs_sync = 16; /* Every 2 seconds */ 344 outputs_sync = 4;
285 outputs_count = 8; /* Keeps present behaviour */ 345 outputs_count = 4;
286 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
287 347
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
289 349
290 gen_sp_armour = 10; 350 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal; 351 bowtype = bow_normal;
294 petmode = pet_normal; 352 petmode = pet_normal;
295 listening = 10;
296 usekeys = containers; 353 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
299 do_los = 1; 355 do_los = 1;
300 356
301 /* we need to clear these to -1 and not zero - otherwise, 357 weapon_sp = 1.0f;
302 * if a player quits and starts a new character, we wont 358 weapon_sp_left = 0.5f;
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 359}
315 360
316void 361void
317player::do_destroy () 362player::do_destroy ()
318{ 363{
364 disconnect ();
365
319 attachable::do_destroy (); 366 attachable::do_destroy ();
320
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345 367
346 if (ob) 368 if (ob)
347 { 369 {
348 ob->destroy_inv (false); 370 ob->destroy_inv (false);
349 ob->destroy (); 371 ob->destroy ();
350 } 372 }
351 373
352 if (ns) 374 ob = observe = 0;
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 }
361} 375}
362 376
363player::~player () 377player::~player ()
364{ 378{
365 /* Clear item stack */ 379 /* Clear item stack */
374player::create () 388player::create ()
375{ 389{
376 player *pl = new player; 390 player *pl = new player;
377 391
378 pl->set_object (arch_to_object (get_player_archetype (0))); 392 pl->set_object (arch_to_object (get_player_archetype (0)));
393
394 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
397
398 set_first_map (pl->ob);
379 399
380 return pl; 400 return pl;
381} 401}
382 402
383/* 403/*
386 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
387 */ 407 */
388archetype * 408archetype *
389get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
390{ 410{
391 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
392 418
393 for (;;) 419 for (;;)
394 { 420 {
395 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
396 at = first_archetype; 422 i = archetypes.begin ();
397 else 423 else if (*i == at)
398 at = at->next; 424 cleanup ("not a single player archetype found");
399 425
400 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
401 return at; 427 return *i;
402
403 if (at == start)
404 {
405 LOG (llevError, "No Player archetypes\n");
406 exit (-1);
407 }
408 } 428 }
409} 429}
410 430
411object * 431object *
412get_nearest_player (object *mon) 432get_nearest_player (object *mon)
414 object *op = NULL; 434 object *op = NULL;
415 objectlink *ol; 435 objectlink *ol;
416 unsigned lastdist; 436 unsigned lastdist;
417 rv_vector rv; 437 rv_vector rv;
418 438
419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
420 { 440 {
421 /* We should not find free objects on this friendly list, but it
422 * does periodically happen. Given that, lets deal with it.
423 * While unlikely, it is possible the next object on the friendly
424 * list is also free, so encapsulate this in a while loop.
425 */
426 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
427 {
428 object *tmp = ol->ob;
429
430 /* Can't do much more other than log the fact, because the object
431 * itself will have been cleared.
432 */
433 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
434 ol = ol->next;
435 remove_friendly_object (tmp);
436 if (!ol)
437 return op;
438 }
439
440 /* Remove special check for player from this. First, it looks to cause
441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
442 * complicated method of state checking would be needed in any case -
443 * as it was, a clever player could type quit, and the function would
444 * skip them over while waiting for confirmation. Remove
445 * on_same_map check, as can_detect_enemy also does this
446 */
447 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
448 continue; 442 continue;
449 443
450 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
451 { 445 {
527 x = mon->x; 521 x = mon->x;
528 y = mon->y; 522 y = mon->y;
529 m = mon->map; 523 m = mon->map;
530 dir = rv.direction; 524 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
533 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
534 if (diff > max) 529 if (diff > max)
535 return 0; 530 return 0;
531
536 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
537 { 533 {
538 lastx = x; 534 lastx = x;
539 lasty = y; 535 lasty = y;
540 lastmap = m; 536 lastmap = m;
622 max--; 618 max--;
623 lastdir = dir; 619 lastdir = dir;
624 if (!firstdir) 620 if (!firstdir)
625 firstdir = dir; 621 firstdir = dir;
626 } 622 }
623
627 if (diff <= 1) 624 if (diff <= 1)
628 { 625 {
629 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 627 * headed toward player for entire distance.
631 */ 628 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 631 }
632
635 if (diff > max) 633 if (diff > max)
636 return 0; 634 return 0;
637 } 635 }
636
638 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
639 if (!max) 638 if (!max)
640 return 0; 639 return 0;
641 640
642 return firstdir; 641 return firstdir;
643} 642}
644 643
645void 644void
646give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
647{ 646{
648 object *op, *next = NULL;
649
650 if (pl->randomitems != NULL) 647 if (pl->randomitems)
651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
652 649
653 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
654 { 651 {
655 next = op->below; 652 next = op->below;
656 653
657 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
658 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
663 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
664 * by this player due to race restrictions 661 * by this player due to race restrictions
665 */ 662 */
666 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
667 { 664 {
668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
669 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
670 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
671 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
672 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
673 { 672 {
674 op->destroy (); 673 op->destroy ();
675 continue; 674 continue;
676 } 675 }
677 } 676 }
700 if (op->nrof > 1) 699 if (op->nrof > 1)
701 op->nrof = 1; 700 op->nrof = 1;
702 } 701 }
703 702
704 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
705 {
706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
707 }
708 705
709 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
710 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
711 * merged properly. 708 * merged properly.
712 */ 709 */
713 if (need_identify (op)) 710 if (need_identify (op))
714 { 711 {
715 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
716 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
717 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
718 } 715 }
716
719 if (op->type == SPELL) 717 if (op->type == SPELL)
720 { 718 {
721 op->destroy (); 719 op->destroy ();
722 continue; 720 continue;
723 } 721 }
725 { 723 {
726 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
727 op->stats.exp = 0; 725 op->stats.exp = 0;
728 op->level = 1; 726 op->level = 1;
729 } 727 }
730 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
731 else
732 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
733 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
734 731
735 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
736 link_player_skills (pl); 733 link_player_skills (pl);
756roll_stat (void) 753roll_stat (void)
757{ 754{
758 int a[4], i, j, k; 755 int a[4], i, j, k;
759 756
760 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
761 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
762 759
763 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k) 761 if (a[i] < k)
765 k = a[i], j = i; 762 k = a[i], j = i;
766 763
772} 769}
773 770
774void 771void
775object::roll_stats () 772object::roll_stats ()
776{ 773{
777 int statsort [7]; 774 int statsort [NUM_STATS];
778 775
779 for (;;) 776 for (;;)
780 { 777 {
781 int sum = 0; 778 int sum = 0;
782 for (int i = 7; i--; ) 779 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 780 sum += statsort [i] = roll_stat ();
784 781
785 if (sum >= 82 && sum <= 116) 782 if (sum >= 82 && sum <= 116)
786 break; 783 break;
787 } 784 }
788 785
789 // Sort the stats so that rerolling is easier... 786 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 788
789 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 791
800 stats.exp = 0; 792 stats.exp = 0;
801 stats.ac = 0; 793 stats.ac = 0;
802 794
803 stats.hp = stats.maxhp; 795 stats.hp = stats.maxhp;
815} 807}
816 808
817void 809void
818object::swap_stats (int a, int b) 810object::swap_stats (int a, int b)
819{ 811{
820 int tmp = get_attr_value (&contr->orig_stats, a); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 813
814 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 815 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 816
832 //TODO: the following code looks so borked and should, at the very least, 817 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats 818 // be merged with the similar code in roll_stats
834 stats.ac = 0; 819 stats.ac = 0;
835 820
847 contr->levsp[1] = 6; 832 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3; 833 contr->levgrace[1] = 3;
849 834
850 contr->orig_stats = stats; 835 contr->orig_stats = stats;
851 } 836 }
837}
838
839static void
840start_info (object *op)
841{
842 char buf[MAX_BUF];
843
844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
845 new_draw_info (NDI_UNIQUE, 0, op, buf);
852} 846}
853 847
854/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
855 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
856 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
857 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
858 * not the class. 852 * not the class.
859 */ 853 */
860int 854void
861key_change_class (object *op, char key) 855player::chargen_race_done ()
862{ 856{
863 int tmp_loop;
864
865 if (key == 'd' || key == 'D')
866 {
867 char buf[MAX_BUF];
868
869 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
870 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
871 859
872 treasurelist *tl = find_treasurelist ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
873 if (tl) 861 if (tl)
874 create_treasure (tl, op, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
875 863
876 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
877 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
878 866
879 op->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
880 868
881 if (op->msg) 869 if (ob->msg)
882 op->msg = NULL; 870 ob->msg = 0;
883 871
884 /* We create this now because some of the unique maps will need it
885 * to save here.
886 */
887 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
888 make_path_to_file (buf);
889
890#ifdef AUTOSAVE
891 op->contr->last_save_tick = pticks;
892#endif
893 start_info (op); 872 start_info (ob);
894 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
895 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
896 link_player_skills (op); 875 link_player_skills (ob);
897 esrv_send_inventory (op, op); 876 esrv_send_inventory (ob, ob);
898 op->update_stats (); 877 ob->update_stats ();
899 878
900 /* This moves the player to a different start map, if there 879 /* This moves the player to a different start map, if there
901 * is one for this race 880 * is one for this race
902 */ 881 */
903 if (*first_map_ext_path) 882 if (*first_map_ext_path)
904 { 883 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
905 object *tmp;
906 char mapname[MAX_BUF];
907
908 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
909 tmp = object::create ();
910 EXIT_PATH (tmp) = mapname;
911 EXIT_X (tmp) = op->x;
912 EXIT_Y (tmp) = op->y;
913 enter_exit (op, tmp); /* we don't really care if it succeeded;
914 * if the map isn't there, then stay on the
915 * default initial map */
916 tmp->destroy ();
917 }
918 else 884 else
919 LOG (llevDebug, "first_map_ext_path not set\n"); 885 LOG (llevDebug, "first_map_ext_path not set\n");
886}
920 887
921 return 0; 888void
922 } 889player::chargen_race_next ()
923 890{
924 /* Following actually changes the race - this is the default command 891 /* Following actually changes the race - this is the default command
925 * if we don't match with one of the options above. 892 * if we don't match with one of the options above.
926 */ 893 */
927 894
928 tmp_loop = 0; 895 do
929 while (!tmp_loop)
930 { 896 {
931 shstr name = op->name; 897 shstr name = ob->name;
932 int x = op->x, y = op->y; 898 int x = ob->x, y = ob->y;
933 899
934 op->remove_statbonus (); 900 ob->remove_statbonus ();
935 op->remove (); 901 ob->remove ();
936 op->arch = get_player_archetype (op->arch); 902 ob->arch = get_player_archetype (ob->arch);
937 op->arch->clone.copy_to (op); 903 ob->arch->copy_to (ob);
938 op->instantiate (); 904 ob->instantiate ();
939 op->stats = op->contr->orig_stats; 905 ob->stats = ob->contr->orig_stats;
940 op->name = op->name_pl = name; 906 ob->name = ob->name_pl = name;
941 op->x = x; 907 ob->x = x;
942 op->y = y; 908 ob->y = y;
943 SET_ANIMATION (op, 2); /* So player faces south */ 909 SET_ANIMATION (ob, 2); /* So player faces south */
944 insert_ob_in_map (op, op->map, op, 0); 910 insert_ob_in_map (ob, ob->map, ob, 0);
945 assign (op->contr->title, op->arch->clone.name); 911 assign (ob->contr->title, ob->arch->object::name);
946 op->add_statbonus (); 912 ob->add_statbonus ();
947 tmp_loop = allowed_class (op);
948 } 913 }
914 while (!allowed_class (ob));
949 915
950 update_object (op, UP_OBJ_FACE); 916 update_object (ob, UP_OBJ_FACE);
951 esrv_update_item (UPD_FACE, op, op); 917 esrv_update_item (UPD_FACE, ob, ob);
952 op->update_stats (); 918 ob->update_stats ();
953 op->stats.hp = op->stats.maxhp; 919 ob->stats.hp = ob->stats.maxhp;
954 op->stats.sp = op->stats.maxsp; 920 ob->stats.sp = ob->stats.maxsp;
955 op->stats.grace = 0; 921 ob->stats.grace = 0;
956
957 if (op->msg)
958 new_draw_info (NDI_BLUE, 0, op, op->msg);
959
960 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
961 return 0;
962}
963
964int
965key_confirm_quit (object *op, char key)
966{
967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
968 {
969 op->contr->ns->state = ST_PLAYING;
970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
971 return 1;
972 }
973
974 INVOKE_PLAYER (LOGOUT, op->contr);
975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
978
979 terminate_all_pets (op);
980 leave_map (op);
981 op->direction = 0;
982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
983
984 strcpy (op->contr->killer, "quit");
985 check_score (op);
986 op->contr->party = 0;
987 op->contr->own_title[0] = '\0';
988
989 object_ptr ob = op;
990
991 /* We need to hunt for any per player unique maps in memory and
992 * get rid of them. The trailing slash in the path is intentional,
993 * so that players named 'Ab' won't match against players 'Abe' pathname
994 */
995 char buf[MAX_BUF];
996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
997
998 for (maptile *next, *mp = first_map; mp; mp = next)
999 {
1000 next = mp->next;
1001
1002 if (!strncmp (mp->path, buf, strlen (buf)))
1003 delete_map (mp);
1004 }
1005
1006 delete_character (ob->name, 1);
1007 ob->contr->destroy ();
1008
1009 return 1;
1010} 922}
1011 923
1012void 924void
1013flee_player (object *op) 925flee_player (object *op)
1014{ 926{
1061 /* Cornered, get rid of scared */ 973 /* Cornered, get rid of scared */
1062 CLEAR_FLAG (op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1063 op->enemy = NULL; 975 op->enemy = NULL;
1064} 976}
1065 977
1066
1067/* check_pick sees if there is stuff to be picked up/picks up stuff. 978/* check_pick sees if there is stuff to be picked up/picks up stuff.
1068 * IT returns 1 if the player should keep on moving, 0 if he should 979 * It returns 1 if the player should keep on moving, 0 if he should
1069 * stop. 980 * stop.
1070 */ 981 */
1071int 982int
1072check_pick (object *op) 983check_pick (object *op)
1073{ 984{
1074 object *tmp, *next; 985 object *tmp, *next;
1075 int stop = 0; 986 int stop = 0;
1076 int j, k, wvratio; 987 int wvratio;
1077 char putstring[128], tmpstr[16]; 988 char putstring[128];
1078 989
1079 /* if you're flying, you cna't pick up anything */ 990 /* if you're flying, you cna't pick up anything */
1080 if (op->move_type & MOVE_FLYING) 991 if (op->move_type & MOVE_FLYING)
1081 return 1; 992 return 1;
1082 993
1083 next = op->below; 994 next = op->below;
1084 995
996 int cnt = MAX_ITEM_PER_DROP;
997#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
998
1085 /* loop while there are items on the floor that are not marked as 999 /* loop while there are items on the floor that are not marked as
1086 * destroyed */ 1000 * destroyed */
1087 while (next && !next->destroyed ()) 1001 while (next && !next->destroyed ())
1088 { 1002 {
1089 tmp = next; 1003 tmp = next;
1090 next = tmp->below; 1004 next = tmp->below;
1091 1005
1006 if (cnt <= 0)
1007 {
1008 op->failmsg ("Couldn't pickup all items at once.");
1009 return 0;
1010 }
1011
1092 if (op->destroyed ()) 1012 if (op->destroyed ())
1093 return 0; 1013 return 0;
1094 1014
1095 if (!can_pick (op, tmp)) 1015 if (!can_pick (op, tmp))
1096 continue; 1016 continue;
1097 1017
1098 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1018 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1099 { 1019 {
1100 if (item_matched_string (op, tmp, op->contr->search_str)) 1020 if (item_matched_string (op, tmp, op->contr->search_str))
1101 pick_up (op, tmp); 1021 CHK_PICK_PICKUP;
1102 continue; 1022 continue;
1103 } 1023 }
1104 1024
1105 /* high not bit set? We're using the old autopickup model */ 1025 /* high not bit set? We're using the old autopickup model */
1106 if (!(op->contr->mode & PU_NEWMODE)) 1026 if (!(op->contr->mode & PU_NEWMODE))
1108 switch (op->contr->mode) 1028 switch (op->contr->mode)
1109 { 1029 {
1110 case 0: 1030 case 0:
1111 return 1; /* don't pick up */ 1031 return 1; /* don't pick up */
1112 case 1: 1032 case 1:
1113 pick_up (op, tmp); 1033 CHK_PICK_PICKUP;
1114 return 1; 1034 return 1;
1115 case 2: 1035 case 2:
1116 pick_up (op, tmp); 1036 CHK_PICK_PICKUP;
1117 return 0; 1037 return 0;
1118 case 3: 1038 case 3:
1119 return 0; /* stop before pickup */ 1039 return 0; /* stop before pickup */
1120 case 4: 1040 case 4:
1121 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1122 break; 1042 break;
1123 case 5: 1043 case 5:
1124 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1125 stop = 1; 1045 stop = 1;
1126 break; 1046 break;
1127 case 6: 1047 case 6:
1128 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1048 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1129 pick_up (op, tmp); 1049 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1050 CHK_PICK_PICKUP;
1130 break; 1051 break;
1131 1052
1132 case 7: 1053 case 7:
1133 if (tmp->type == MONEY || tmp->type == GEM) 1054 if (tmp->type == MONEY || tmp->type == GEM)
1134 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1135 break; 1056 break;
1136 1057
1137 default: 1058 default:
1138 /* use value density */ 1059 /* use value density */
1139 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1060 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1140 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1061 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1141 pick_up (op, tmp); 1062 CHK_PICK_PICKUP;
1142 } 1063 }
1143 } 1064 }
1144 else 1065 else
1145 { /* old model */ 1066 { /* old model */
1146 /* NEW pickup handling */ 1067 /* NEW pickup handling */
1150 if (tmp->name != NULL) 1071 if (tmp->name != NULL)
1151 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1072 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1152 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1073 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1153 else 1074 else
1154 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1075 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1155 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1076 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1156 1077
1157 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1078 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1158 } 1079 }
1159 1080
1160 /* philosophy: 1081 /* philosophy:
1201 /* all food and drink if desired */ 1122 /* all food and drink if desired */
1202 /* question: don't pick up known-poisonous stuff? */ 1123 /* question: don't pick up known-poisonous stuff? */
1203 if (op->contr->mode & PU_FOOD) 1124 if (op->contr->mode & PU_FOOD)
1204 if (tmp->type == FOOD) 1125 if (tmp->type == FOOD)
1205 { 1126 {
1206 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1207 continue; 1128 continue;
1208 } 1129 }
1209 1130
1210 if (op->contr->mode & PU_DRINK) 1131 if (op->contr->mode & PU_DRINK)
1211 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1132 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1212 { 1133 {
1213 pick_up (op, tmp); 1134 CHK_PICK_PICKUP;
1214 continue; 1135 continue;
1215 } 1136 }
1216 1137
1217 if (op->contr->mode & PU_POTION) 1138 if (op->contr->mode & PU_POTION)
1218 if (tmp->type == POTION) 1139 if (tmp->type == POTION)
1219 { 1140 {
1220 pick_up (op, tmp); 1141 CHK_PICK_PICKUP;
1221 continue; 1142 continue;
1222 } 1143 }
1223 1144
1224 /* spellbooks, skillscrolls and normal books/scrolls */ 1145 /* spellbooks, skillscrolls and normal books/scrolls */
1225 if (op->contr->mode & PU_SPELLBOOK) 1146 if (op->contr->mode & PU_SPELLBOOK)
1226 if (tmp->type == SPELLBOOK) 1147 if (tmp->type == SPELLBOOK)
1227 { 1148 {
1228 pick_up (op, tmp); 1149 CHK_PICK_PICKUP;
1229 continue; 1150 continue;
1230 } 1151 }
1231 1152
1232 if (op->contr->mode & PU_SKILLSCROLL) 1153 if (op->contr->mode & PU_SKILLSCROLL)
1233 if (tmp->type == SKILLSCROLL) 1154 if (tmp->type == SKILLSCROLL)
1234 { 1155 {
1235 pick_up (op, tmp); 1156 CHK_PICK_PICKUP;
1236 continue; 1157 continue;
1237 } 1158 }
1238 1159
1239 if (op->contr->mode & PU_READABLES) 1160 if (op->contr->mode & PU_READABLES)
1240 if (tmp->type == BOOK || tmp->type == SCROLL) 1161 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1241 { 1162 {
1242 pick_up (op, tmp); 1163 CHK_PICK_PICKUP;
1243 continue; 1164 continue;
1244 } 1165 }
1245 1166
1246 /* wands/staves/rods/horns */ 1167 /* wands/staves/rods/horns */
1247 if (op->contr->mode & PU_MAGIC_DEVICE) 1168 if (op->contr->mode & PU_MAGIC_DEVICE)
1248 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1169 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1249 { 1170 {
1250 pick_up (op, tmp); 1171 CHK_PICK_PICKUP;
1251 continue; 1172 continue;
1252 } 1173 }
1253 1174
1254 /* pick up all magical items */ 1175 /* pick up all magical items */
1255 if (op->contr->mode & PU_MAGICAL) 1176 if (op->contr->mode & PU_MAGICAL)
1256 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1177 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1257 { 1178 {
1258 pick_up (op, tmp); 1179 CHK_PICK_PICKUP;
1259 continue; 1180 continue;
1260 } 1181 }
1261 1182
1262 if (op->contr->mode & PU_VALUABLES) 1183 if (op->contr->mode & PU_VALUABLES)
1263 { 1184 {
1264 if (tmp->type == MONEY || tmp->type == GEM) 1185 if (tmp->type == MONEY || tmp->type == GEM)
1265 { 1186 {
1266 pick_up (op, tmp); 1187 CHK_PICK_PICKUP;
1267 continue; 1188 continue;
1268 } 1189 }
1269 } 1190 }
1270 1191
1271 /* rings & amulets - talismans seems to be typed AMULET */ 1192 /* rings & amulets - talismans seems to be typed AMULET */
1272 if (op->contr->mode & PU_JEWELS) 1193 if (op->contr->mode & PU_JEWELS)
1273 if (tmp->type == RING || tmp->type == AMULET) 1194 if (tmp->type == RING || tmp->type == AMULET)
1274 { 1195 {
1275 pick_up (op, tmp); 1196 CHK_PICK_PICKUP;
1276 continue; 1197 continue;
1277 } 1198 }
1278 1199
1279 /* we don't forget dragon food */ 1200 /* we don't forget dragon food */
1280 if (op->contr->mode & PU_FLESH) 1201 if (op->contr->mode & PU_FLESH)
1281 if (tmp->type == FLESH) 1202 if (tmp->type == FLESH)
1282 { 1203 {
1283 pick_up (op, tmp); 1204 CHK_PICK_PICKUP;
1284 continue; 1205 continue;
1285 } 1206 }
1286 1207
1287 /* bows and arrows. Bows are good for selling! */ 1208 /* bows and arrows. Bows are good for selling! */
1288 if (op->contr->mode & PU_BOW) 1209 if (op->contr->mode & PU_BOW)
1289 if (tmp->type == BOW) 1210 if (tmp->type == BOW)
1290 { 1211 {
1291 pick_up (op, tmp); 1212 CHK_PICK_PICKUP;
1292 continue; 1213 continue;
1293 } 1214 }
1294 1215
1295 if (op->contr->mode & PU_ARROW) 1216 if (op->contr->mode & PU_ARROW)
1296 if (tmp->type == ARROW) 1217 if (tmp->type == ARROW)
1297 { 1218 {
1298 pick_up (op, tmp); 1219 CHK_PICK_PICKUP;
1299 continue; 1220 continue;
1300 } 1221 }
1301 1222
1302 /* all kinds of armor etc. */ 1223 /* all kinds of armor etc. */
1303 if (op->contr->mode & PU_ARMOUR) 1224 if (op->contr->mode & PU_ARMOUR)
1304 if (tmp->type == ARMOUR) 1225 if (tmp->type == ARMOUR)
1305 { 1226 {
1306 pick_up (op, tmp); 1227 CHK_PICK_PICKUP;
1307 continue; 1228 continue;
1308 } 1229 }
1309 1230
1310 if (op->contr->mode & PU_HELMET) 1231 if (op->contr->mode & PU_HELMET)
1311 if (tmp->type == HELMET) 1232 if (tmp->type == HELMET)
1312 { 1233 {
1313 pick_up (op, tmp); 1234 CHK_PICK_PICKUP;
1314 continue; 1235 continue;
1315 } 1236 }
1316 1237
1317 if (op->contr->mode & PU_SHIELD) 1238 if (op->contr->mode & PU_SHIELD)
1318 if (tmp->type == SHIELD) 1239 if (tmp->type == SHIELD)
1319 { 1240 {
1320 pick_up (op, tmp); 1241 CHK_PICK_PICKUP;
1321 continue; 1242 continue;
1322 } 1243 }
1323 1244
1324 if (op->contr->mode & PU_BOOTS) 1245 if (op->contr->mode & PU_BOOTS)
1325 if (tmp->type == BOOTS) 1246 if (tmp->type == BOOTS)
1326 { 1247 {
1327 pick_up (op, tmp); 1248 CHK_PICK_PICKUP;
1328 continue; 1249 continue;
1329 } 1250 }
1330 1251
1331 if (op->contr->mode & PU_GLOVES) 1252 if (op->contr->mode & PU_GLOVES)
1332 if (tmp->type == GLOVES) 1253 if (tmp->type == GLOVES)
1333 { 1254 {
1334 pick_up (op, tmp); 1255 CHK_PICK_PICKUP;
1335 continue; 1256 continue;
1336 } 1257 }
1337 1258
1338 if (op->contr->mode & PU_CLOAK) 1259 if (op->contr->mode & PU_CLOAK)
1339 if (tmp->type == CLOAK) 1260 if (tmp->type == CLOAK)
1340 { 1261 {
1341 pick_up (op, tmp); 1262 CHK_PICK_PICKUP;
1342 continue; 1263 continue;
1343 } 1264 }
1344 1265
1345 /* hoping to catch throwing daggers here */ 1266 /* hoping to catch throwing daggers here */
1346 if (op->contr->mode & PU_MISSILEWEAPON) 1267 if (op->contr->mode & PU_MISSILEWEAPON)
1347 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1268 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1348 { 1269 {
1349 pick_up (op, tmp); 1270 CHK_PICK_PICKUP;
1350 continue; 1271 continue;
1351 } 1272 }
1352 1273
1353 /* careful: chairs and tables are weapons! */ 1274 /* careful: chairs and tables are weapons! */
1354 if (op->contr->mode & PU_ALLWEAPON) 1275 if (op->contr->mode & PU_ALLWEAPON)
1355 { 1276 {
1356 if (tmp->type == WEAPON && tmp->name != NULL) 1277 if (tmp->type == WEAPON && tmp->name != NULL)
1357 { 1278 {
1358 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1279 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1359 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1280 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1360 { 1281 {
1361 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1362 continue; 1283 continue;
1363 } 1284 }
1364 } 1285 }
1365 1286
1366 if (tmp->type == WEAPON && tmp->name == NULL) 1287 if (tmp->type == WEAPON && tmp->name == NULL)
1367 { 1288 {
1368 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1289 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1369 { 1290 {
1370 pick_up (op, tmp); 1291 CHK_PICK_PICKUP;
1371 continue; 1292 continue;
1372 } 1293 }
1373 } 1294 }
1374 } 1295 }
1375 1296
1376 /* misc stuff that's useful */ 1297 /* misc stuff that's useful */
1377 if (op->contr->mode & PU_KEY) 1298 if (op->contr->mode & PU_KEY)
1378 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1299 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1379 { 1300 {
1380 pick_up (op, tmp); 1301 CHK_PICK_PICKUP;
1381 continue; 1302 continue;
1382 } 1303 }
1383 1304
1384 /* any of the last 4 bits set means we use the ratio for value 1305 /* any of the last 4 bits set means we use the ratio for value
1385 * pickups */ 1306 * pickups */
1386 if (op->contr->mode & PU_RATIO) 1307 if (op->contr->mode & PU_RATIO)
1387 { 1308 {
1388 /* use value density to decide what else to grab */ 1309 /* use value density to decide what else to grab */
1389 /* >=7 was >= op->contr->mode */ 1310 /* >=7 was >= op->contr->mode */
1390 /* >=7 is the old standard setting. Now we take the last 4 bits 1311 /* >=7 is the old standard setting. Now we take the last 4 bits
1391 * and multiply them by 5, giving 0..15*5== 5..75 */ 1312 */
1392 wvratio = (op->contr->mode & PU_RATIO) * 5; 1313 wvratio = op->contr->mode & PU_RATIO;
1393 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1314 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1394 { 1315 {
1395 pick_up (op, tmp); 1316 CHK_PICK_PICKUP;
1396#if 0 1317#if 0
1397 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1318 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1398 if (tmp->name != NULL) 1319 if (tmp->name != NULL)
1399 { 1320 {
1400 fprintf (stderr, "%s", tmp->name); 1321 fprintf (stderr, "%s", tmp->name);
1401 } 1322 }
1402 else 1323 else
1403 fprintf (stderr, "%s", tmp->arch->name); 1324 fprintf (stderr, "%s", tmp->arch->archname);
1404 fprintf (stderr, ",%d] = ", tmp->type); 1325 fprintf (stderr, ",%d] = ", tmp->type);
1405 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1326 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1406#endif 1327#endif
1407 continue; 1328 continue;
1408 } 1329 }
1419 * found object is returned. 1340 * found object is returned.
1420 */ 1341 */
1421object * 1342object *
1422find_arrow (object *op, const char *type) 1343find_arrow (object *op, const char *type)
1423{ 1344{
1424 object *tmp = NULL;
1425
1426 for (op = op->inv; op; op = op->below) 1345 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1427 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1428 tmp = find_arrow (op, type);
1429 else if (op->type == ARROW && op->race == type) 1346 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1347 return splay (tmp);
1348
1349 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1350 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1351 if (object *arrow = find_arrow (tmp, type))
1352 {
1353 splay (tmp);
1430 return op; 1354 return arrow;
1355 }
1356
1431 return tmp; 1357 return 0;
1432} 1358}
1433 1359
1434/* 1360/*
1435 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1361 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1436 * against the target. A full test is not performed, simply a basic test 1362 * against the target. A full test is not performed, simply a basic test
1437 * of resistances. The archer is making a quick guess at what he sees down 1363 * of resistances. The archer is making a quick guess at what he sees down
1438 * the hall. Failing that it does it's best to pick the highest plus arrow. 1364 * the hall. Failing that it does it's best to pick the highest plus arrow.
1439 */ 1365 */
1440
1441object * 1366object *
1442find_better_arrow (object *op, object *target, const char *type, int *better) 1367find_better_arrow (object *op, object *target, const char *type, int *better)
1443{ 1368{
1444 object *tmp = NULL, *arrow, *ntmp; 1369 object *tmp = NULL, *arrow, *ntmp;
1445 int attacknum, attacktype, betterby = 0, i; 1370 int attacknum, attacktype, betterby = 0, i;
1460 } 1385 }
1461 } 1386 }
1462 else if (arrow->type == ARROW && arrow->race == type) 1387 else if (arrow->type == ARROW && arrow->race == type)
1463 { 1388 {
1464 /* allways prefer assasination/slaying */ 1389 /* allways prefer assasination/slaying */
1465 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1390 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1466 { 1391 {
1467 if (arrow->attacktype & AT_DEATH) 1392 if (arrow->attacktype & AT_DEATH)
1468 { 1393 {
1469 *better = 100; 1394 *better = 100;
1470 return arrow; 1395 return arrow;
1478 else 1403 else
1479 { 1404 {
1480 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1405 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1481 { 1406 {
1482 attacktype = 1 << attacknum; 1407 attacktype = 1 << attacknum;
1483 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1408 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1484 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1409 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1485 { 1410 {
1486 tmp = arrow; 1411 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1412 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1488 } 1413 }
1489 } 1414 }
1490 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1415 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1491 { 1416 {
1492 tmp = arrow; 1417 tmp = arrow;
1498 betterby = 1 + arrow->magic + arrow->stats.dam; 1423 betterby = 1 + arrow->magic + arrow->stats.dam;
1499 } 1424 }
1500 } 1425 }
1501 } 1426 }
1502 } 1427 }
1428
1503 if (tmp == NULL && arrow == NULL) 1429 if (tmp == NULL && arrow == NULL)
1504 return find_arrow (op, type); 1430 return find_arrow (op, type);
1505 1431
1506 *better = betterby; 1432 *better = betterby;
1507 return tmp; 1433 return tmp;
1511 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1512 * op = the shooter 1438 * op = the shooter
1513 * type = bow->race 1439 * type = bow->race
1514 * dir = fire direction 1440 * dir = fire direction
1515 */ 1441 */
1516
1517object * 1442object *
1518pick_arrow_target (object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1519{ 1444{
1520 object *tmp = NULL; 1445 object *tmp = NULL;
1521 maptile *m; 1446 maptile *m;
1586 */ 1511 */
1587int 1512int
1588fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1513fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1589{ 1514{
1590 object *left, *bow; 1515 object *left, *bow;
1591 int bowspeed, mflags; 1516 int mflags;
1592 maptile *m; 1517 maptile *m;
1593 1518
1594 if (!dir) 1519 if (!dir)
1595 { 1520 {
1596 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1597 return 0; 1522 return 0;
1598 } 1523 }
1599 1524
1600 if (op->type == PLAYER) 1525 if (op->contr)
1601 bow = op->contr->ranges[range_bow]; 1526 bow = op->current_weapon;
1602 else 1527 else
1603 { 1528 {
1604 for (bow = op->inv; bow; bow = bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1605 /* Don't check for applied - monsters don't apply bows - in that way, they 1530 /* Don't check for applied - monsters don't apply bows - in that way, they
1606 * don't need to switch back and forth between bows and weapons. 1531 * don't need to switch back and forth between bows and weapons.
1611 if (!bow) 1536 if (!bow)
1612 { 1537 {
1613 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1614 return 0; 1539 return 0;
1615 } 1540 }
1541
1542 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below)
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1616 } 1549 }
1617 1550
1618 if (!bow->race || !bow->skill) 1551 if (!bow->race || !bow->skill)
1619 { 1552 {
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1621 return 0; 1554 return 0;
1622 } 1555 }
1623
1624 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1625
1626 /* penalize ROF for bestarrow */
1627 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1628 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1629
1630 if (bowspeed < 1)
1631 bowspeed = 1;
1632 1556
1633 if (arrow == NULL) 1557 if (arrow == NULL)
1634 { 1558 {
1635 if ((arrow = find_arrow (op, bow->race)) == NULL) 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1636 { 1560 {
1637 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1638 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1562 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1563 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1640 else 1564 else
1641 CLEAR_FLAG (op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1642 return 0; 1567 return 0;
1643 } 1568 }
1644 } 1569 }
1645 1570
1646 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1659 arrow->destroy (); 1584 arrow->destroy ();
1660 return 0; 1585 return 0;
1661 } 1586 }
1662 1587
1663 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1664 arrow = get_split_ob (arrow, 1); 1589 arrow = arrow->split ();
1665 if (!arrow) 1590 if (!arrow)
1666 { 1591 {
1667 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 return 0; 1593 return 0;
1669 } 1594 }
1670 1595
1671 arrow->set_owner (op); 1596 arrow->set_owner (op);
1672 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1673 arrow->direction = dir; 1598 arrow->direction = dir;
1674 1599
1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype;
1603
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606
1607#if 0
1608 if (player *pl = op->contr)
1609 {
1610 float speed = pl->weapon_sp;
1611
1612 /* penalize ROF for bestarrow */
1613 if (pl->bowtype == bow_bestarrow)
1614 speed *= .9f;
1615 else
1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617
1618 op->speed_left += speed - op->speed;
1619 }
1620#endif
1621
1622 SET_ANIMATION (arrow, arrow->direction);
1623
1624 /* update the speed */
1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1626 + bow->stats.dam / 7.f;
1627
1628 arrow->set_speed (max (arrow->speed, 2.f));
1629 arrow->speed_left = 0;
1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1632
1675 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1676 { 1634 {
1677 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1678 op->update_stats ();
1679 }
1680
1681 SET_ANIMATION (arrow, arrow->direction);
1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1683 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype;
1685 if (arrow->slaying != NULL)
1686 arrow->spellarg = strdup (arrow->slaying);
1687
1688 /* Note that this was different for monsters - they got their level
1689 * added to the damage. I think the strength bonus is more proper.
1690 */
1691
1692 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1693
1694 /* update the speed */
1695 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1697
1698 arrow->set_speed (max (arrow->speed, 1.0));
1699 arrow->speed_left = 0;
1700
1701 if (op->type == PLAYER)
1702 {
1703 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1704 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1705 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1706
1707 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1636 wc -= dex_bonus[op->stats.Dex];
1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1708 } 1642 }
1709 else 1643 else
1710 { 1644 {
1711 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1712 arrow->level = op->level; 1645 arrow->level = op->level;
1713 } 1646 arrow->stats.wc -= bow->magic;
1714 1647
1715 if (arrow->attacktype == AT_PHYSICAL) 1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1716 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1717 1653
1718 if (bow->slaying) 1654 wc -= arrow->level;
1719 arrow->slaying = bow->slaying; 1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1720 1656
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1721 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1722 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1723 1660
1724 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1725 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1726 1663
1727 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1728 move_arrow (arrow); 1665 move_arrow (arrow);
1729
1730 if (op->type == PLAYER)
1731 {
1732 if (left->destroyed ())
1733 esrv_del_item (op->contr, left->count);
1734 else
1735 esrv_send_item (op, left);
1736 }
1737 1666
1738 return 1; 1667 return 1;
1739} 1668}
1740 1669
1741/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1750{ 1679{
1751 int ret = 0, wcmod = 0; 1680 int ret = 0, wcmod = 0;
1752 1681
1753 if (op->contr->bowtype == bow_bestarrow) 1682 if (op->contr->bowtype == bow_bestarrow)
1754 { 1683 {
1755 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1684 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1756 } 1685 }
1757 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1686 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1758 { 1687 {
1759 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1760 wcmod = -1; 1689 wcmod = -1;
1690
1761 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1691 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1762 } 1692 }
1763 else if (op->contr->bowtype == bow_threewide) 1693 else if (op->contr->bowtype == bow_threewide)
1764 { 1694 {
1765 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1695 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 else if (op->contr->bowtype == bow_spreadshot) 1699 else if (op->contr->bowtype == bow_spreadshot)
1770 { 1700 {
1771 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1701 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1772 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1702 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1773 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1703 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1774
1775 } 1704 }
1776 else 1705 else
1777 { 1706 {
1778 /* Simple case */ 1707 /* Simple case */
1779 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1708 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1709 }
1710
1781 return ret; 1711 return ret;
1782} 1712}
1783
1784 1713
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1714/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1715 * Broken apart from 'fire' to keep it more readable.
1787 */ 1716 */
1788void 1717void
1789fire_misc_object (object *op, int dir) 1718fire_misc_object (object *op, int dir)
1790{ 1719{
1791 object *item; 1720 object *item = op->contr->ranged_ob;
1792 1721
1793 if (!op->contr->ranges[range_misc]) 1722 if (!item)
1794 { 1723 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1724 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1796 return; 1725 return;
1797 } 1726 }
1798 1727
1799 item = op->contr->ranges[range_misc];
1800 if (!item->inv) 1728 if (!item->inv)
1801 { 1729 {
1802 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1730 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1803 return; 1731 return;
1804 } 1732 }
1733
1734 if (!op->change_weapon (item))
1735 return;
1736
1805 if (item->type == WAND) 1737 if (item->type == WAND)
1806 { 1738 {
1807 if (item->stats.food <= 0) 1739 if (item->stats.food <= 0)
1808 { 1740 {
1809 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1741 op->contr->play_sound (sound_find ("wand_poof"));
1810 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1742 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1743
1811 return; 1744 return;
1812 } 1745 }
1813 } 1746 }
1814 else if (item->type == ROD || item->type == HORN) 1747 else if (item->type == ROD || item->type == HORN)
1815 { 1748 {
1816 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1749 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1750
1751 // using the maximum of the rods charge allows at least one spell cast
1752 // for a rod or horn, this fixes some broken rods.
1753 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1817 { 1754 {
1818 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1756
1819 if (item->type == ROD) 1757 if (item->type == ROD)
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1821 else 1759 else
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1760 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1761
1823 return; 1762 return;
1824 } 1763 }
1825 } 1764 }
1826 1765
1827 if (cast_spell (op, item, dir, item->inv, NULL)) 1766 if (cast_spell (op, item, dir, item->inv, NULL))
1834 object *tmp; 1773 object *tmp;
1835 1774
1836 if (item->arch) 1775 if (item->arch)
1837 { 1776 {
1838 CLEAR_FLAG (item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1839 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
1840 item->set_speed (0); 1779 item->set_speed (0);
1841 } 1780 }
1842 1781
1843 if ((tmp = item->in_player ())) 1782 if (object *pl = item->visible_to ())
1844 esrv_update_item (UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1845 } 1784 }
1846 } 1785 }
1847 else if (item->type == ROD || item->type == HORN) 1786 else if (item->type == ROD || item->type == HORN)
1848 drain_rod_charge (item); 1787 drain_rod_charge (item);
1849 } 1788 }
1850} 1789}
1851 1790
1852/* Received a fire command for the player - go and do it. 1791/* Received a fire command for the player - go and do it.
1853 */ 1792 */
1854void 1793bool
1855fire (object *op, int dir) 1794fire (object *op, int dir)
1856{ 1795{
1857 int spellcost = 0; 1796 int spellcost = 0;
1858 1797
1859 /* check for loss of invisiblity/hide */ 1798 /* check for loss of invisiblity/hide */
1860 if (action_makes_visible (op)) 1799 if (action_makes_visible (op))
1861 make_visible (op); 1800 make_visible (op);
1862 1801
1863 switch (op->contr->shoottype) 1802 player *pl = op->contr;
1803
1804 if (pl->golem)
1805 {
1806 control_golem (op->contr->golem, dir);
1807 return false;
1864 { 1808 }
1865 case range_none:
1866 return;
1867 1809
1868 case range_bow: 1810 object *ob = pl->ranged_ob;
1811
1812 if (!ob)
1813 return false;
1814
1815 if (!op->change_weapon (ob))
1816 return false;
1817
1818 if (op->speed_left > 0.f)
1819 --op->speed_left;
1820 else
1821 return false;
1822
1823 switch (ob->type)
1824 {
1825 case BOW:
1869 player_fire_bow (op, dir); 1826 player_fire_bow (op, dir);
1870 return; 1827 break;
1871 1828
1872 case range_magic: /* Casting spells */ 1829 case SPELL:
1873 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1830 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1874 return; 1831 break;
1875 1832
1876 case range_misc: 1833 case BUILDER:
1834 apply_map_builder (op, dir);
1835 break;
1836
1837 case SKILL:
1838 do_skill (op, op, ob, dir, 0);
1839 break;
1840
1841 default:
1877 fire_misc_object (op, dir); 1842 fire_misc_object (op, dir);
1878 return; 1843 break;
1879
1880 case range_golem: /* Control summoned monsters from scrolls */
1881 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1882 {
1883 op->contr->ranges[range_golem] = 0;
1884 op->contr->shoottype = range_none;
1885 }
1886 else
1887 control_golem (op->contr->ranges[range_golem], dir);
1888 return;
1889
1890 case range_skill:
1891 if (!op->chosen_skill)
1892 {
1893 if (op->type == PLAYER)
1894 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1895 return;
1896 }
1897 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1898 return;
1899 case range_builder:
1900 apply_map_builder (op, dir);
1901 return;
1902 default:
1903 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1904 return;
1905 } 1844 }
1906}
1907 1845
1908 1846 return true;
1847}
1909 1848
1910/* find_key 1849/* find_key
1911 * We try to find a key for the door as passed. If we find a key 1850 * We try to find a key for the door as passed. If we find a key
1912 * and successfully use it, we return the key, otherwise NULL 1851 * and successfully use it, we return the key, otherwise NULL
1913 * This function merges both normal and locked door, since the logic 1852 * This function merges both normal and locked door, since the logic
1915 * pl is the player, 1854 * pl is the player,
1916 * inv is the objects inventory to searched 1855 * inv is the objects inventory to searched
1917 * door is the door we are trying to match against. 1856 * door is the door we are trying to match against.
1918 * This function can be called recursively to search containers. 1857 * This function can be called recursively to search containers.
1919 */ 1858 */
1920
1921object * 1859object *
1922find_key (object *pl, object *container, object *door) 1860find_key (object *pl, object *container, object *door)
1923{ 1861{
1924 object *tmp, *key; 1862 object *tmp, *key;
1925 1863
1926 /* Should not happen, but sanity checking is never bad */ 1864 /* Should not happen, but sanity checking is never bad */
1927 if (container->inv == NULL) 1865 if (!container->inv)
1928 return NULL; 1866 return 0;
1929 1867
1930 /* First, lets try to find a key in the top level inventory */ 1868 /* First, lets try to find a key in the top level inventory */
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1869 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 { 1870 {
1933 if (door->type == DOOR && tmp->type == KEY) 1871 if (door->type == DOOR && tmp->type == KEY)
1934 break; 1872 break;
1935 /* For sanity, we should really check door type, but other stuff 1873 /* For sanity, we should really check door type, but other stuff
1936 * (like containers) can be locked with special keys 1874 * (like containers) can be locked with special keys
1937 */ 1875 */
1938 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1939 break; 1877 break;
1940 } 1878 }
1879
1941 /* No key found - lets search inventories now */ 1880 /* No key found - lets search inventories now */
1942 /* If we find and use a key in an inventory, return at that time. 1881 /* If we find and use a key in an inventory, return at that time.
1943 * otherwise, if we search all the inventories and still don't find 1882 * otherwise, if we search all the inventories and still don't find
1944 * a key, return 1883 * a key, return
1945 */ 1884 */
1946 if (!tmp) 1885 if (!tmp)
1947 { 1886 {
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
1949 { 1888 {
1950 /* No reason to search empty containers */ 1889 /* No reason to search empty containers */
1951 if (tmp->type == CONTAINER && tmp->inv) 1890 if (tmp->type == CONTAINER && tmp->inv)
1952 { 1891 {
1953 if ((key = find_key (pl, tmp, door)) != NULL) 1892 if ((key = find_key (pl, tmp, door)))
1954 return key; 1893 return key;
1955 } 1894 }
1956 } 1895 }
1896
1957 if (!tmp) 1897 if (!tmp)
1958 return NULL; 1898 return NULL;
1959 } 1899 }
1900
1960 /* We get down here if we have found a key. Now if its in a container, 1901 /* We get down here if we have found a key. Now if its in a container,
1961 * see if we actually want to use it 1902 * see if we actually want to use it
1962 */ 1903 */
1963 if (pl != container) 1904 if (pl != container)
1964 { 1905 {
1985 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1986 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1927 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1987 return NULL; 1928 return NULL;
1988 } 1929 }
1989 } 1930 }
1931
1990 return tmp; 1932 return tmp;
1991} 1933}
1992 1934
1993/* moved door processing out of move_player_attack. 1935/* moved door processing out of move_player_attack.
1994 * returns 1 if player has opened the door with a key 1936 * returns 1 if player has opened the door with a key
1996 * 0 otherwise 1938 * 0 otherwise
1997 */ 1939 */
1998static int 1940static int
1999player_attack_door (object *op, object *door) 1941player_attack_door (object *op, object *door)
2000{ 1942{
2001 /* If its a door, try to find a use a key. If we do destroy the door, 1943 /* If its a door, try to find a key. If we do destroy the door,
2002 * might as well return immediately as there is nothing more to do - 1944 * might as well return immediately as there is nothing more to do -
2003 * otherwise, we fall through to the rest of the code. 1945 * otherwise, we fall through to the rest of the code.
2004 */ 1946 */
2005 object *key = find_key (op, op, door); 1947 object *key = find_key (op, op, door);
2006 1948
2007 /* IF we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
2008 if (key) 1950 if (key)
2009 { 1951 {
2010 object *container = key->env; 1952 object *container = key->env;
2011 1953
2012 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2013 if (action_makes_visible (op)) 1954 if (action_makes_visible (op))
2014 make_visible (op); 1955 make_visible (op);
1956
2015 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1957 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2016 spring_trap (door->inv, op); 1958 spring_trap (door->inv, op);
1959
2017 if (door->type == DOOR) 1960 if (door->type == DOOR)
2018 {
2019 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1961 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2020 }
2021 else if (door->type == LOCKED_DOOR) 1962 else if (door->type == LOCKED_DOOR)
2022 { 1963 {
2023 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1964 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2024 remove_door2 (door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
2025 } 1966 }
1967
2026 /* Do this after we print the message */ 1968 /* Do this after we print the message */
2027 decrease_ob (key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
2028 /* Need to update the weight the container the key was in */ 1970
2029 if (container != op)
2030 esrv_update_item (UPD_WEIGHT, op, container);
2031 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
2032 } 1972 }
2033 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2034 { 1974 {
2035 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
2036 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1976 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2037 return 1; 1977 return 1;
2038 } 1978 }
1979
2039 return 0; 1980 return 0;
2040} 1981}
2041 1982
2042/* This function is just part of a breakup from move_player. 1983/* This function is just part of a breakup from move_player.
2043 * It should keep the code cleaner. 1984 * It should keep the code cleaner.
2044 * When this is called, the players direction has been updated 1985 * When this is called, the players direction has been updated
2045 * (taking into account confusion.) The player is also actually 1986 * (taking into account confusion.) The player is also actually
2046 * going to try and move (not fire weapons). 1987 * going to try and move (not fire weapons).
2047 */ 1988 */
2048void 1989bool
2049move_player_attack (object *op, int dir) 1990move_player_attack (object *op, int dir)
2050{ 1991{
2051 object *tmp, *mon;
2052 sint16 nx, ny;
2053 int on_battleground; 1992 int on_battleground;
2054 maptile *m;
2055 1993
2056 nx = freearr_x[dir] + op->x; 1994 sint16 nx = freearr_x[dir] + op->x;
2057 ny = freearr_y[dir] + op->y; 1995 sint16 ny = freearr_y[dir] + op->y;
2058 1996
2059 on_battleground = op_on_battleground (op, 0, 0); 1997 on_battleground = op_on_battleground (op, 0, 0);
1998
1999 if (out_of_map (op->map, nx, ny))
2000 return false;
2001
2002 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2003 {
2004 --op->speed_left;
2005 return true;
2006 }
2060 2007
2061 /* If braced, or can't move to the square, and it is not out of the 2008 /* If braced, or can't move to the square, and it is not out of the
2062 * map, attack it. Note order of if statement is important - don't 2009 * map, attack it. Note order of if statement is important - don't
2063 * want to be calling move_ob if braced, because move_ob will move the 2010 * want to be calling move_ob if braced, because move_ob will move the
2064 * player. This is a pretty nasty hack, because if we could 2011 * player. This is a pretty nasty hack, because if we could
2065 * move to some space, it then means that if we are braced, we should 2012 * move to some space, it then means that if we are braced, we should
2066 * do nothing at all. As it is, if we are braced, we go through 2013 * do nothing at all. As it is, if we are braced, we go through
2067 * quite a bit of processing. However, it probably is less than what 2014 * quite a bit of processing. However, it probably is less than what
2068 * move_ob uses. 2015 * move_ob uses.
2069 */ 2016 */
2070 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2017 maptile *m = op->map->xy_find (nx, ny);
2071 {
2072 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2073 {
2074 m = get_map_from_coord (op->map, &nx, &ny);
2075 if (!m)
2076 return; /* Don't think this should happen */
2077 }
2078 else
2079 m = op->map;
2080 2018
2081 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2082 {
2083 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2084 return;
2085 }
2086
2087 mon = 0;
2088 /* Go through all the objects, and find ones of interest. Only stop if 2019 /* Go through all the objects, and find ones of interest. Only stop if
2089 * we find a monster - that is something we know we want to attack. 2020 * we find a monster - that is something we know we want to attack.
2090 * if its a door or barrel (can roll) see if there may be monsters 2021 * if its a door or barrel (can roll) see if there may be monsters
2091 * on the space 2022 * on the space
2092 */ 2023 */
2093 while (tmp) 2024 object *mon;
2094 { 2025 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2095 if (tmp == op) 2026 {
2096 { 2027 if ((mon->flag [FLAG_ALIVE]
2097 tmp = tmp->above; 2028 || mon->type == LOCKED_DOOR
2098 continue; 2029 || mon->flag [FLAG_CAN_ROLL])
2099 }
2100
2101 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2102 {
2103 mon = tmp; 2030 && mon != op)
2104 break; 2031 break;
2105 } 2032 }
2106 2033
2107 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2108 mon = tmp;
2109
2110 tmp = tmp->above;
2111 }
2112
2113 if (!mon) /* This happens anytime the player tries to move */ 2034 if (!mon) /* This happens anytime the player tries to move */
2114 return; /* into a wall */ 2035 return false; /* into a wall */
2115 2036
2116 if (mon->head)
2117 mon = mon->head; 2037 mon = mon->head_ ();
2118 2038
2119 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2039 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2040 if (op->contr->weapon_sp_left > 0.f)
2120 if (player_attack_door (op, mon)) 2041 if (player_attack_door (op, mon))
2042 {
2043 --op->contr->weapon_sp_left;
2121 return; 2044 return true;
2045 }
2122 2046
2123 /* The following deals with possibly attacking peaceful 2047 /* The following deals with possibly attacking peaceful
2124 * or frienddly creatures. Basically, all players are considered 2048 * or friendly creatures. Basically, all players are considered
2125 * unaggressive. If the moving player has peaceful set, then the 2049 * unaggressive. If the moving player has peaceful set, then the
2126 * object should be pushed instead of attacked. It is assumed that 2050 * object should be pushed instead of attacked. It is assumed that
2127 * if you are braced, you will not attack friends accidently, 2051 * if you are braced, you will not attack friends accidently,
2128 * and thus will not push them. 2052 * and thus will not push them.
2129 */ 2053 */
2130 2054
2131 /* If the creature is a pet, push it even if the player is not 2055 /* If the creature is a pet, push it even if the player is not
2132 * peaceful. Our assumption is the creature is a pet if the 2056 * peaceful. Our assumption is the creature is a pet if the
2133 * player owns it and it is either friendly or unagressive. 2057 * player owns it and it is either friendly or unagressive.
2134 */ 2058 */
2135 if ((op->type == PLAYER) 2059 if (op->type == PLAYER
2136#if COZY_SERVER
2137 &&
2138 ((mon->owner && mon->owner->contr 2060 && ((mon->owner && mon->owner->contr
2139 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2061 && same_party (mon->owner->contr->party, op->contr->party))
2140#else
2141 && mon->owner == op 2062 || mon->owner == op)
2142#endif
2143 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2144 { 2064 {
2145 /* If we're braced, we don't want to switch places with it */ 2065 /* If we're braced, we don't want to switch places with it */
2146 if (op->contr->braced) 2066 if (op->contr->braced)
2147 return; 2067 return false;
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2068
2069 if (op->speed_left > 0.f)
2070 {
2071 --op->speed_left;
2072
2073 op->play_sound (sound_find ("push_player"));
2149 (void) push_ob (mon, dir, op); 2074 push_ob (mon, dir, op);
2075
2150 if (op->contr->tmp_invis || op->hide) 2076 if (op->contr->tmp_invis || op->hide)
2151 make_visible (op); 2077 make_visible (op);
2078
2152 return; 2079 return true;
2153 } 2080 }
2081 else
2082 return false;
2083 }
2154 2084
2155 /* in certain circumstances, you shouldn't attack friendly 2085 /* in certain circumstances, you shouldn't attack friendly
2156 * creatures. Note that if you are braced, you can't push 2086 * creatures. Note that if you are braced, you can't push
2157 * someone, but put it inside this loop so that you won't 2087 * someone, but put it inside this loop so that you won't
2158 * attack them either. 2088 * attack them either.
2159 */ 2089 */
2160 if ((mon->type == PLAYER || mon->enemy != op) && 2090 if ((mon->type == PLAYER || mon->enemy != op)
2161 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2091 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2162#ifdef PROHIBIT_PLAYERKILL
2163 (op->contr->peaceful 2092 && ((op->contr->peaceful
2164 || (mon->type == PLAYER 2093 || (mon->type == PLAYER && mon->contr->peaceful))
2165 && mon->contr->
2166 peaceful)) &&
2167#else
2168 op->contr->peaceful &&
2169#endif
2170 !on_battleground)) 2094 && !on_battleground))
2095 {
2096 if (op->speed_left > 0.f)
2171 { 2097 {
2098 --op->speed_left;
2099
2172 if (!op->contr->braced) 2100 if (!op->contr->braced)
2173 { 2101 {
2174 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102 op->play_sound (sound_find ("push_player"));
2175 (void) push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2176 } 2104 }
2177 else 2105 else
2178 new_draw_info (0, 0, op, "You withhold your attack"); 2106 op->statusmsg ("You withhold your attack");
2179 2107
2180 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2181 make_visible (op); 2109 make_visible (op);
2182 }
2183 2110
2111 return true;
2112 }
2113 }
2184 /* If the object is a boulder or other rollable object, then 2114 /* If the object is a boulder or other rollable object, then
2185 * roll it if not braced. You can't roll it if you are braced. 2115 * roll it if not braced. You can't roll it if you are braced.
2186 */ 2116 */
2187 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2117 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2118 {
2119 if (op->speed_left > 0.f)
2188 { 2120 {
2121 --op->speed_left;
2122
2189 recursive_roll (mon, dir, op); 2123 recursive_roll (mon, dir, op);
2190 if (action_makes_visible (op)) 2124 if (action_makes_visible (op))
2191 make_visible (op); 2125 make_visible (op);
2192 }
2193 2126
2127 return true;
2128 }
2129 }
2194 /* Any generic living creature. Including things like doors. 2130 /* Any generic living creature. Including things like doors.
2195 * Way it works is like this: First, it must have some hit points 2131 * Way it works is like this: First, it must have some hit points
2196 * and be living. Then, it must be one of the following: 2132 * and be living. Then, it must be one of the following:
2197 * 1) Not a player, 2) A player, but of a different party. Note 2133 * 1) Not a player, 2) A player, but of a different party. Note
2198 * that party_number -1 is no party, so attacks can still happen. 2134 * that party_number -1 is no party, so attacks can still happen.
2199 */ 2135 */
2200
2201 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2202 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2137 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2203 { 2138 {
2204 2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2205 /* If the player hasn't hit something this tick, and does
2206 * so, give them speed boost based on weapon speed. Doing
2207 * it here is better than process_players2, which basically
2208 * incurred a 1 tick offset.
2209 */
2210 if (!op->contr->has_hit)
2211 { 2140 {
2212 op->speed_left += op->speed / op->contr->weapon_sp; 2141 --op->contr->weapon_sp_left;
2213
2214 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2215 }
2216 2142
2217 skill_attack (mon, op, 0, 0, 0); 2143 skill_attack (mon, op, 0, 0, 0);
2218
2219 /* If attacking another player, that player gets automatic
2220 * hitback, and doesn't loose luck either.
2221 * Disable hitback on the battleground or if the target is
2222 * the wiz.
2223 */
2224 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2225 {
2226 short luck = mon->stats.luck;
2227
2228 mon->contr->has_hit = 1;
2229 skill_attack (op, mon, 0, 0, 0);
2230 mon->stats.luck = luck;
2231 }
2232 2144
2233 if (action_makes_visible (op)) 2145 if (action_makes_visible (op))
2234 make_visible (op); 2146 make_visible (op);
2235 }
2236 } /* if player should attack something */
2237}
2238 2147
2239int 2148 return true;
2149 }
2150 }
2151
2152 return false;
2153}
2154
2155bool
2240move_player (object *op, int dir) 2156move_player (object *op, int dir)
2241{ 2157{
2242 int pick; 2158 int pick;
2243 2159
2244 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2245 return 0; 2161 return 0;
2246 2162
2247 /* Sanity check: make sure dir is valid */ 2163 /* Sanity check: make sure dir is valid */
2248 if ((dir < 0) || (dir >= 9)) 2164 if ((dir < 0) || (dir >= 9))
2249 { 2165 {
2250 LOG (llevError, "move_player: invalid direction %d\n", dir); 2166 LOG (llevError, "move_player: invalid direction %d\n", dir);
2251 return 0; 2167 return 0;
2252 } 2168 }
2253 2169
2254 /* peterm: added following line */ 2170 /* peterm: added following line */
2255 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2256 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2172 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2257 2173
2258 op->facing = dir; 2174 op->facing = dir;
2259 2175
2260 if (op->hide) 2176 if (op->hide)
2261 do_hidden_move (op); 2177 do_hidden_move (op);
2262 2178
2179 bool retval;
2180
2263 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2264 /*nop */ ; 2182 retval = RESULT_INT (0);
2265 else if (op->contr->fire_on) 2183 else if (op->contr->fire_on)
2266 fire (op, dir); 2184 retval = fire (op, dir);
2267 else 2185 else
2268 { 2186 {
2269 move_player_attack (op, dir); 2187 retval = move_player_attack (op, dir);
2270 pick = check_pick (op); 2188 pick = check_pick (op);
2271 } 2189 }
2272 2190
2273 /* Add special check for newcs players and fire on - this way, the 2191 /* Add special check for newcs players and fire on - this way, the
2274 * server can handle repeat firing. 2192 * server can handle repeat firing.
2281 /* Update how the player looks. Use the facing, so direction may 2199 /* Update how the player looks. Use the facing, so direction may
2282 * get reset to zero. This allows for full animation capabilities 2200 * get reset to zero. This allows for full animation capabilities
2283 * for players. 2201 * for players.
2284 */ 2202 */
2285 animate_object (op, op->facing); 2203 animate_object (op, op->facing);
2286 return 0; 2204
2205 return retval;
2287} 2206}
2288 2207
2289/* This is similar to handle_player, below, but is only used by the 2208/* This is similar to handle_player, below, but is only used by the
2290 * new client/server stuff. 2209 * new client/server stuff.
2291 * This is sort of special, in that the new client/server actually uses 2210 * This is sort of special, in that the new client/server actually uses
2292 * the new speed values for commands. 2211 * the new speed values for commands.
2293 * 2212 *
2294 * Returns true if there are more actions we can do. 2213 * Returns true if there are more actions we can do. Should not do
2214 * many actions in a row, as that would be too unfair to other
2215 * players.
2295 */ 2216 */
2296int 2217bool
2297handle_newcs_player (object *op) 2218handle_newcs_player (object *op)
2298{ 2219{
2299 if (op->contr->hidden)
2300 {
2301 op->invisible = 1000;
2302 /* the socket code flashes the player visible/invisible
2303 * depending on the value of invisible, so we need to
2304 * alternate it here for it to work correctly.
2305 */
2306 if (pticks & 2)
2307 op->invisible--;
2308 }
2309 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2310 {
2311 op->invisible--;
2312 if (!op->invisible)
2313 {
2314 make_visible (op);
2315 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2316 }
2317 }
2318
2319 if (QUERY_FLAG (op, FLAG_SCARED)) 2220 if (QUERY_FLAG (op, FLAG_SCARED))
2320 { 2221 {
2321 flee_player (op); 2222 if (op->speed_left > 0.f)
2322 /* If player is still scared, that is his action for this tick */
2323 if (QUERY_FLAG (op, FLAG_SCARED))
2324 { 2223 {
2325 op->speed_left--; 2224 --op->speed_left;
2225 flee_player (op);
2226
2326 return 0; 2227 return true;
2327 } 2228 }
2229 else
2230 return false;
2328 } 2231 }
2329
2330 /* I've been seeing crashes where the golem has been destroyed, but
2331 * the player object still points to the defunct golem. The code that
2332 * destroys the golem looks correct, and it doesn't always happen, so
2333 * put this in a a workaround to clean up the golem pointer.
2334 */
2335 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2336 op->contr->ranges[range_golem] = 0;
2337 2232
2338 /* call this here - we also will call this in do_ericserver, but 2233 /* call this here - we also will call this in do_ericserver, but
2339 * the players time has been increased when doericserver has been 2234 * the players time has been increased when doericserver has been
2340 * called, so we recheck it here. 2235 * called, so we recheck it here.
2341 */ 2236 */
2342 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2237 if (op->contr->ns->handle_command ())
2343 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2344 ;
2345
2346 if (op->speed_left < 0)
2347 return 0; 2238 return true;
2348 2239
2349 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2240 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2350 {
2351 /* All move commands take 1 tick, at least for now */
2352 op->speed_left--;
2353
2354 /* Instead of all the stuff below, let move_player take care
2355 * of it. Also, some of the skill stuff is only put in
2356 * there, as well as the confusion stuff.
2357 */
2358 move_player (op, op->direction); 2241 return move_player (op, op->direction);
2359 if (op->speed_left > 0)
2360 return 1;
2361 else
2362 return 0;
2363 }
2364 2242
2365 return 0; 2243 return false;
2366} 2244}
2367 2245
2368int 2246int
2369save_life (object *op) 2247save_life (object *op)
2370{ 2248{
2372 return 0; 2250 return 0;
2373 2251
2374 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2375 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2376 { 2254 {
2377 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2255 op->play_sound (sound_find ("ob_evaporate"));
2378 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2256 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2379
2380 if (op->contr)
2381 esrv_del_item (op->contr, tmp->count);
2382 2257
2383 tmp->destroy (); 2258 tmp->destroy ();
2384 CLEAR_FLAG (op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2385 2260
2386 if (op->stats.hp < 0) 2261 if (op->stats.hp < 0)
2399 return 0; 2274 return 0;
2400} 2275}
2401 2276
2402/* This goes throws the inventory and removes unpaid objects, and puts them 2277/* This goes throws the inventory and removes unpaid objects, and puts them
2403 * back in the map (location and map determined by values of env). This 2278 * back in the map (location and map determined by values of env). This
2404 * function will descend into containers. op is the object to start the search 2279 * function will descend into containers. op is the object to start the search
2405 * from. 2280 * from.
2406 */ 2281 */
2282static void
2283drop_unpaid_items (object *op, object *env)
2284{
2285 while (op)
2286 {
2287 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2288
2289 if (QUERY_FLAG (op, FLAG_UNPAID))
2290 op->insert_at (env);
2291 else if (op->inv)
2292 drop_unpaid_items (op->inv, env);
2293
2294 op = next;
2295 }
2296}
2297
2407void 2298void
2408remove_unpaid_objects (object *op, object *env) 2299object::drop_unpaid_items ()
2409{ 2300{
2410 object *next; 2301 if (!flag [FLAG_REMOVED])
2411 2302 ::drop_unpaid_items (inv, this);
2412 while (op)
2413 {
2414 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2415
2416 if (QUERY_FLAG (op, FLAG_UNPAID))
2417 {
2418 if (env->type == PLAYER)
2419 esrv_del_item (env->contr, op->count);
2420
2421 op->insert_at (env);
2422 }
2423 else if (op->inv)
2424 remove_unpaid_objects (op->inv, env);
2425
2426 op = next;
2427 }
2428} 2303}
2429 2304
2430/* 2305/*
2431 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2432 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2433 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2434 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2435 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2436 */ 2311 */
2437char * 2312const char *
2438gravestone_text (object *op) 2313gravestone_text (object *op)
2439{ 2314{
2440 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2441 char buf[MAX_BUF];
2442 time_t now = time (NULL);
2443 2316
2444 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n";
2318 op->name;
2319
2445 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2446 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2447 else
2448 sprintf (buf, "%s\n", &op->name);
2449 2322
2450 strncat (buf2, " ", 20 - strlen (buf) / 2); 2323 buf << "\n\n";
2451 strcat (buf2, buf); 2324
2325 buf << "who was level ";
2326 buf << (sint32)op->level << "\n\n" // OO breakdown
2327 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2328
2452 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2453 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2454 else
2455 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2456 2331
2457 strncat (buf2, " ", 20 - strlen (buf) / 2);
2458 strcat (buf2, buf);
2459 if (op->type == PLAYER)
2460 { 2332 {
2461 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2462 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2463 strcat (buf2, buf);
2464 }
2465
2466 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2467 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2468 strcat (buf2, buf); 2337 }
2469 2338
2470 return buf2; 2339 return buf;
2471} 2340}
2472 2341
2473void 2342void
2474do_some_living (object *op) 2343do_some_living (object *op)
2475{ 2344{
2482 int rate_grace = 2000; 2351 int rate_grace = 2000;
2483 const int max_hp = 1; 2352 const int max_hp = 1;
2484 const int max_sp = 1; 2353 const int max_sp = 1;
2485 const int max_grace = 1; 2354 const int max_grace = 1;
2486 2355
2487 if (op->contr->outputs_sync) 2356 if (op->contr->hidden)
2357 {
2358 op->invisible = 1000;
2359 /* the socket code flashes the player visible/invisible
2360 * depending on the value of invisible, so we need to
2361 * alternate it here for it to work correctly.
2362 */
2363 if (pticks & 2)
2364 op->invisible--;
2488 { 2365 }
2489 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2366 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2490 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2367 {
2491 flush_output_element (op, &op->contr->outputs[i]); 2368 if (!op->invisible--)
2369 {
2370 make_visible (op);
2371 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2372 }
2492 } 2373 }
2493 2374
2494 if (op->contr->ns->state == ST_PLAYING) 2375 if (op->contr->ns->state == ST_PLAYING)
2495 { 2376 {
2496 /* these next three if clauses make it possible to SLOW DOWN 2377 /* these next three if clauses make it possible to SLOW DOWN
2515 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2516 else 2397 else
2517 { 2398 {
2518 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2519 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2520 }
2521
2522 /* Regenerate Spell Points */
2523 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2524 {
2525 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2526 if (op->stats.sp < op->stats.maxsp)
2527 {
2528 op->stats.sp++;
2529 /* dms do not consume food */
2530 if (!QUERY_FLAG (op, FLAG_WIZ))
2531 {
2532 op->stats.food--;
2533 if (op->contr->digestion < 0)
2534 op->stats.food += op->contr->digestion;
2535 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2536 op->stats.food = last_food;
2537 }
2538 }
2539
2540 if (max_sp > 1)
2541 {
2542 over_sp = (gen_sp + 10) / rate_sp;
2543 if (over_sp > 0)
2544 {
2545 if (op->stats.sp < op->stats.maxsp)
2546 {
2547 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2548
2549 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2550 op->stats.sp--;
2551
2552 if (op->stats.sp > op->stats.maxsp)
2553 op->stats.sp = op->stats.maxsp;
2554 }
2555 op->last_sp = 0;
2556 }
2557 else
2558 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2559 }
2560 else
2561 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2562 } 2401 }
2563 2402
2564 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2565 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2404 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2566 if (--op->last_grace < 0) 2405 if (--op->last_grace < 0)
2587 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2426 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2588 } 2427 }
2589 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2590 } 2429 }
2591 2430
2431 if (op->stats.food > 0)
2432 {
2592 /* Regenerate Hit Points */ 2433 /* Regenerate Spell Points */
2593 if (--op->last_heal < 0) 2434 if (!op->contr->golem && --op->last_sp < 0)
2594 {
2595 if (op->stats.hp < op->stats.maxhp)
2596 { 2435 {
2597 op->stats.hp++; 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2598 /* dms do not consume food */ 2437
2599 if (!QUERY_FLAG (op, FLAG_WIZ)) 2438 if (op->stats.sp < op->stats.maxsp)
2600 { 2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 {
2601 op->stats.food--; 2445 op->stats.food--;
2446
2602 if (op->contr->digestion < 0) 2447 if (op->contr->digestion < 0)
2603 op->stats.food += op->contr->digestion; 2448 op->stats.food += op->contr->digestion;
2604 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2449 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2605 op->stats.food = last_food; 2450 op->stats.food = last_food;
2451 }
2606 } 2452 }
2607 }
2608 2453
2609 if (max_hp > 1) 2454 if (max_sp > 1)
2610 {
2611 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2612 if (over_hp > 0)
2613 { 2455 {
2614 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2456 over_sp = (gen_sp + 10) / rate_sp;
2457 if (over_sp > 0)
2458 {
2459 if (op->stats.sp < op->stats.maxsp)
2460 {
2461 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2462
2463 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2464 op->stats.sp--;
2465
2466 if (op->stats.sp > op->stats.maxsp)
2467 op->stats.sp = op->stats.maxsp;
2468 }
2469
2615 op->last_heal = 0; 2470 op->last_sp = 0;
2471 }
2472 else
2473 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2616 } 2474 }
2617 else 2475 else
2476 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 }
2478
2479 /* Regenerate Hit Points */
2480 if (--op->last_heal < 0)
2481 {
2482 if (op->stats.hp < op->stats.maxhp)
2618 { 2483 {
2619 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2484 op->stats.hp++;
2485
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490
2491 if (op->contr->digestion < 0)
2492 op->stats.food += op->contr->digestion;
2493 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494 op->stats.food = last_food;
2495 }
2620 } 2496 }
2497
2498 if (max_hp > 1)
2499 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501
2502 if (over_hp > 0)
2503 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0;
2506 }
2507 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2621 } 2509 }
2622 else 2510 else
2623 {
2624 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2511 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2625 } 2512 }
2626 } 2513 }
2627 2514
2628 /* Digestion */ 2515 /* Digestion */
2629 if (--op->last_eat < 0) 2516 if (--op->last_eat < 0)
2630 { 2517 {
2631#ifdef COZY_SERVER 2518 int bonus = max (0, op->contr->digestion),
2632 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2519 penalty = max (0, -op->contr->digestion);
2633 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2634#else
2635 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2636#endif
2637 2520
2638 if (op->contr->gen_hp > 0)
2639 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2521 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2640 else
2641 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2642 2522
2643 /* dms do not consume food */ 2523 /* dms do not consume food */
2644 if (!QUERY_FLAG (op, FLAG_WIZ)) 2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2645 op->stats.food--; 2525 op->stats.food--;
2646 } 2526 }
2647 2527
2648 if (op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2649 { 2529 {
2650 object *tmp, *flesh = 0; 2530 object *flesh = 0;
2651 2531
2652 for (tmp = op->inv; tmp; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2653 { 2533 {
2654 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2534 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2535 continue;
2536
2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2655 { 2538 {
2656 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2539 op->statusmsg ("You blindly grab for a bite of food. "
2657 { 2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2658 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2659 manual_apply (op, tmp, 0); 2541 manual_apply (op, tmp, 0);
2542
2660 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2661 break; 2544 break;
2662 } 2545 }
2663 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2664 flesh = tmp; 2547 flesh = tmp;
2665 } /* End if paid for object */ 2548 }
2666 } /* end of for loop */
2667 2549
2668 /* If player is still starving, it means they don't have any food, so 2550 /* If player is still starving, it means they don't have any food, so
2669 * eat flesh instead. 2551 * eat flesh instead.
2670 */ 2552 */
2671 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2672 { 2554 {
2673 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2555 op->statusmsg ("You blindly grab for a bite of food. "
2556 "H<To prevent you from starving, you ate some random item from your backpack.>");
2674 manual_apply (op, flesh, 0); 2557 manual_apply (op, flesh, 0);
2675 } 2558 }
2559
2560 // If player is still starving, alert him!
2561 if (op->stats.food < 0)
2562 op->failmsg ("You are starving! "
2563 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2564 }
2565
2566 if (op->stats.food < 0)
2676 } 2567 {
2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2677 2570
2678 while (op->stats.food < 0 && op->stats.hp >= 0) 2571 if (op->stats.hp < 0)
2679 op->stats.food++, op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2680 2577
2578 /* killer should be set here already */
2681 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2682 kill_player (op); 2580 kill_player (op);
2683 } 2581 }
2684} 2582}
2685 2583
2689 * file. 2587 * file.
2690 */ 2588 */
2691void 2589void
2692kill_player (object *op) 2590kill_player (object *op)
2693{ 2591{
2592 int x, y;
2694 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2695 int x, y;
2696
2697 //int i;
2698 maptile *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2699
2700 /* int z;
2701 int num_stats_lose;
2702 int lost_a_stat;
2703 int lose_this_stat;
2704 int this_stat; */
2705 int will_kill_again; 2595 int will_kill_again;
2706 archetype *at; 2596 archetype *at;
2707 object *tmp; 2597 object *tmp;
2708 2598
2709 if (save_life (op)) 2599 if (save_life (op))
2710 return; 2600 return;
2711
2712 2601
2713 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2602 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2714 * in cities ONLY!!! It is very important that this doesn't get abused. 2603 * in cities ONLY!!! It is very important that this doesn't get abused.
2715 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2716 */ 2605 */
2732 { 2621 {
2733 tmp->destroy (); 2622 tmp->destroy ();
2734 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2735 } 2624 }
2736 2625
2737 cure_disease (op, 0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2738 op->stats.hp = op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2739 if (op->stats.food <= 0) 2628 if (op->stats.food <= 0)
2740 op->stats.food = 999; 2629 op->stats.food = 999;
2741 2630
2742 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2743 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2744 { 2633 {
2745 sprintf (buf, "%s's finger", &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
2746 tmp->name = buf; 2635 tmp->name_pl = format ("%s's fingers", &op->name);
2747 sprintf (buf, " This finger has been cut off %s\n"
2748 " the %s, when he was defeated at\n level %d by %s.\n",
2749 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2750 tmp->msg = buf; 2636 tmp->msg = format (
2637 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2638 &op->name, op->contr->title,
2639 (int)op->level,
2640 op->contr->killer_name ()
2641 );
2751 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
2752 tmp->materialname = NULL; 2643 tmp->materialname = "organics";
2753 op->insert_at (tmp, op); 2644 tmp->insert_at (op, tmp);
2754 } 2645 }
2755 2646
2756 /* teleport defeated player to new destination */ 2647 /* teleport defeated player to new destination */
2757 transfer_ob (op, x, y, 0, NULL); 2648 transfer_ob (op, x, y, 0, NULL);
2758 op->contr->braced = 0; 2649 op->contr->braced = 0;
2761 2652
2762 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2763 2654
2764 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2765 2656
2766 if (op->stats.food < 0) 2657 op->contr->play_sound (sound_find ("player_dies"));
2767 {
2768 if (op->contr->explore)
2769 {
2770 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2771 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2772 op->stats.food = 999;
2773 return;
2774 }
2775 sprintf (buf, "%s starved to death.", &op->name);
2776 strcpy (op->contr->killer, "starvation");
2777 }
2778 else
2779 {
2780 if (op->contr->explore)
2781 {
2782 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2783 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2784 op->stats.hp = op->stats.maxhp;
2785 return;
2786 }
2787 sprintf (buf, "%s died.", &op->name);
2788 }
2789
2790 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2791 2658
2792 /* save the map location for corpse, gravestone */ 2659 /* save the map location for corpse, gravestone */
2793 x = op->x; 2660 x = op->x;
2794 y = op->y; 2661 y = op->y;
2795 map = op->map; 2662 map = op->map;
2902 lost_a_stat = 1; 2769 lost_a_stat = 1;
2903 } 2770 }
2904 } 2771 }
2905 } 2772 }
2906 } 2773 }
2774
2907 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
2908 if (!lost_a_stat) 2776 if (!lost_a_stat)
2909 { 2777 {
2910 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
2911 Should I be using something else? GD */ 2779 Should I be using something else? GD */
2915 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2916 else 2784 else
2917 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2918 } 2786 }
2919#else 2787#else
2920 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2921#endif 2789#endif
2922 2790
2923 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2924 * exp loss on the stone. 2792 * exp loss on the stone.
2925 */ 2793 */
2926 tmp = arch_to_object (archetype::find ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2927 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2928 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2929 sprintf (buf, "%s's gravestones", &op->name);
2930 tmp->name_pl = buf;
2931 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2797 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2932 tmp->msg = buf;
2933 tmp->x = op->x, tmp->y = op->y; 2798 tmp->x = op->x, tmp->y = op->y;
2934 insert_ob_in_map (tmp, op->map, NULL, 0); 2799 insert_ob_in_map (tmp, op->map, NULL, 0);
2935 2800
2936 /**************************************/ 2801 /**************************************/
2937 /* */ 2802 /* */
2958 { 2823 {
2959 tmp->destroy (); 2824 tmp->destroy ();
2960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2961 } 2826 }
2962 2827
2963 cure_disease (op, 0); /* remove any disease */ 2828 cure_disease (op, 0, 0); /* remove any disease */
2829
2830 // remove all spell effects that are active
2831 // to avoid long-term effects such as word-of-recall
2832 for (object *item = op->inv; item; )
2833 {
2834 object *next = item->below;
2835
2836 if (item->type == SPELL_EFFECT && item->active)
2837 item->destroy ();
2838
2839 item = next;
2840 }
2964 2841
2965 /*add_exp(op, (op->stats.exp * -0.20)); */ 2842 /*add_exp(op, (op->stats.exp * -0.20)); */
2966 apply_death_exp_penalty (op); 2843 apply_death_exp_penalty (op);
2844
2967 if (op->stats.food < 100) 2845 if (op->stats.food < 100)
2968 op->stats.food = 900; 2846 op->stats.food = 900;
2847
2969 op->stats.hp = op->stats.maxhp; 2848 op->stats.hp = op->stats.maxhp;
2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2972 2851
2973 /* 2852 /*
2974 * Check to see if the player is in a shop. IF so, then check to see if
2975 * the player has any unpaid items. If so, remove them and put them back 2853 * Check to see if the player has any unpaid items. If so, remove them
2976 * in the map. 2854 * and put them back in the map.
2977 */ 2855 */
2978 2856 op->drop_unpaid_items ();
2979 if (is_in_shop (op))
2980 remove_unpaid_objects (op->inv, op);
2981 2857
2982 /****************************************/ 2858 /****************************************/
2983 /* */ 2859 /* */
2984 /* Move player to his current respawn- */ 2860 /* Move player to his current respawn- */
2985 /* position (usually last savebed) */ 2861 /* position (usually last savebed) */
2986 /* */ 2862 /* */
2987 /****************************************/ 2863 /****************************************/
2988 2864
2989 enter_player_savebed (op); 2865 enter_player_savebed (op);
2990 2866
2991 /* Save the player before inserting the force to reduce
2992 * chance of abuse.
2993 */
2994 op->contr->braced = 0; 2867 op->contr->braced = 0;
2995 op->contr->save ();
2996 2868
2997 /* it is possible that the player has blown something up 2869 /* it is possible that the player has blown something up
2998 * at his savebed location, and that can have long lasting 2870 * at his savebed location, and that can have long lasting
2999 * spell effects. So first see if there is a spell effect 2871 * spell effects. So first see if there is a spell effect
3000 * on the space that might harm the player. 2872 * on the space that might harm the player.
3009 object *force; 2881 object *force;
3010 int at; 2882 int at;
3011 2883
3012 force = get_archetype (FORCE_NAME); 2884 force = get_archetype (FORCE_NAME);
3013 /* 50 ticks should be enough time for the spell to abate */ 2885 /* 50 ticks should be enough time for the spell to abate */
3014 force->speed = 0.1; 2886 force->speed = 0.1f;
3015 force->speed_left = -5.0; 2887 force->speed_left = -5.f;
3016 SET_FLAG (force, FLAG_APPLIED); 2888 SET_FLAG (force, FLAG_APPLIED);
3017 for (at = 0; at < NROFATTACKS; at++) 2889 for (at = 0; at < NROFATTACKS; at++)
3018 if (will_kill_again & (1 << at)) 2890 if (will_kill_again & (1 << at))
3019 force->resist[at] = 100; 2891 force->resist[at] = 100;
3020 2892
3029void 2901void
3030loot_object (object *op) 2902loot_object (object *op)
3031{ /* Grab and destroy some treasure */ 2903{ /* Grab and destroy some treasure */
3032 object *tmp, *tmp2, *next; 2904 object *tmp, *tmp2, *next;
3033 2905
3034 if (op->container) 2906 op->close_container (); /* close open sack first */
3035 esrv_apply_container (op, op->container); /* close open sack first */
3036 2907
3037 for (tmp = op->inv; tmp; tmp = next) 2908 for (tmp = op->inv; tmp; tmp = next)
3038 { 2909 {
3039 next = tmp->below; 2910 next = tmp->below;
3040 2911
3041 if (tmp->invisible) 2912 if (tmp->invisible)
3042 continue; 2913 continue;
3043 2914
3044 tmp->remove (); 2915 tmp->remove ();
3045 tmp->x = op->x, tmp->y = op->y; 2916 tmp->x = op->x, tmp->y = op->y;
2917
3046 if (tmp->type == CONTAINER) 2918 if (tmp->type == CONTAINER)
3047 { /* empty container to ground */ 2919 loot_object (tmp); /* empty container to ground */
3048 loot_object (tmp); 2920
3049 }
3050 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2921 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3051 { 2922 {
3052 if (tmp->nrof > 1) 2923 if (tmp->nrof > 1)
3053 { 2924 {
3054 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
3055 tmp2->destroy ();
3056 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
3057 } 2927 }
3058 else 2928 else
3059 tmp->destroy (); 2929 tmp->destroy ();
3060 } 2930 }
3066/* 2936/*
3067 * fix_weight(): Check recursively the weight of all players, and fix 2937 * fix_weight(): Check recursively the weight of all players, and fix
3068 * what needs to be fixed. Refresh windows and fix speed if anything 2938 * what needs to be fixed. Refresh windows and fix speed if anything
3069 * was changed. 2939 * was changed.
3070 */ 2940 */
3071
3072void 2941void
3073fix_weight (void) 2942fix_weight (void)
3074{ 2943{
3075 for_all_players (pl) 2944 for_all_players (pl)
3076 { 2945 {
3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2946 sint32 old = pl->ob->carrying;
3078 2947
3079 if (old == sum) 2948 pl->ob->update_weight ();
3080 continue; 2949
2950 if (old != pl->ob->carrying)
2951 {
3081 pl->ob->update_stats (); 2952 pl->ob->update_stats ();
3082 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2953 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2954 }
3083 } 2955 }
3084} 2956}
3085 2957
3086void 2958void
3087fix_luck (void) 2959fix_luck (void)
3131void 3003void
3132make_visible (object *op) 3004make_visible (object *op)
3133{ 3005{
3134 op->hide = 0; 3006 op->hide = 0;
3135 op->invisible = 0; 3007 op->invisible = 0;
3008
3136 if (op->type == PLAYER) 3009 if (op->type == PLAYER)
3137 { 3010 {
3138 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3139 op->contr->invis_race = 0; 3012 op->contr->invis_race = 0;
3140 } 3013 }
3014
3141 update_object (op, UP_OBJ_FACE); 3015 update_object (op, UP_OBJ_CHANGE);
3142} 3016}
3143 3017
3144int 3018int
3145is_true_undead (object *op) 3019is_true_undead (object *op)
3146{ 3020{
3147 object *tmp = NULL;
3148
3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3150 return 1; 3022 return 1;
3151 3023
3152 return 0; 3024 return 0;
3153} 3025}
3154 3026
3155/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3156 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3157 * indicate greater hideability. 3029 * indicate greater hideability.
3158 */ 3030 */
3159
3160int 3031int
3161hideability (object *ob) 3032hideability (object *ob)
3162{ 3033{
3163 int i, level = 0, mflag; 3034 int i, level = 0, mflag;
3164 sint16 x, y; 3035 sint16 x, y;
3174 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3175 if (has_carried_lights (ob)) 3046 if (has_carried_lights (ob))
3176 level = -(10 + (2 * ob->map->darkness)); 3047 level = -(10 + (2 * ob->map->darkness));
3177 3048
3178 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3179 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3050 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3180 { 3053 {
3181 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3182 if (mflag & P_OUT_OF_MAP) 3055 if (mflag & P_OUT_OF_MAP)
3183 {
3184 continue; 3056 continue;
3185 } 3057
3186 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3187 level += 2; 3059 level += 2;
3188 else /* open terrain! */ 3060 else /* open terrain! */
3189 level -= 1; 3061 level -= 1;
3190 } 3062 }
3198/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3199 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3200 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3201 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3202 */ 3074 */
3203
3204void 3075void
3205do_hidden_move (object *op) 3076do_hidden_move (object *op)
3206{ 3077{
3207 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3208 object *skop;
3209 3079
3210 if (!op || !op->map) 3080 if (!op || !op->map)
3211 return; 3081 return;
3212 3082
3213 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3083 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3084 int num = random_roll (0, 19, op, PREFER_LOW);
3214 3085
3215 /* its *extremely* hard to run and sneak/hide at the same time! */ 3086 /* its *extremely* hard to run and sneak/hide at the same time! */
3216 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3217 {
3218 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3219 { 3089 {
3220 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3090 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3221 make_visible (op); 3091 make_visible (op);
3222 return; 3092 return;
3223 } 3093 }
3224 else 3094 else
3225 num += 20; 3095 num += 20;
3226 } 3096
3227 num += op->map->difficulty; 3097 num += op->map->difficulty;
3228 hide = hideability (op); /* modify by terrain hidden level */ 3098 hide = hideability (op); /* modify by terrain hidden level */
3229 num -= hide; 3099 num -= hide;
3100
3230 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3231 { 3102 {
3232 make_visible (op); 3103 make_visible (op);
3104
3233 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3234 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3106 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3235 } 3107 }
3236 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3237 {
3238 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3109 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3239 }
3240} 3110}
3241 3111
3242/* determine if who is standing near a hostile creature. */ 3112/* determine if who is standing near a hostile creature. */
3243 3113
3244int 3114int
3292 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3293 * but we dont worry if the object isnt the top one in 3163 * but we dont worry if the object isnt the top one in
3294 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3295 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3296 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3297 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3298 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3299 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3300 * for them to differ. Sigh, this fctn could get a bit more complex. 3170 * for them to differ. Sigh, this fctn could get a bit more complex.
3301 * -b.t. 3171 * -b.t.
3302 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3303 */ 3173 */
3304
3305int 3174int
3306player_can_view (object *pl, object *op) 3175player_can_view (object *pl, object *op)
3307{ 3176{
3308 rv_vector rv; 3177 rv_vector rv;
3309 int dx, dy; 3178 int dx, dy;
3311 if (pl->type != PLAYER) 3180 if (pl->type != PLAYER)
3312 { 3181 {
3313 LOG (llevError, "player_can_view() called for non-player object\n"); 3182 LOG (llevError, "player_can_view() called for non-player object\n");
3314 return -1; 3183 return -1;
3315 } 3184 }
3185
3316 if (!pl || !op) 3186 if (!pl || !op)
3317 return 0; 3187 return 0;
3318 3188
3319 if (op->head)
3320 {
3321 op = op->head; 3189 op = op->head_ ();
3322 } 3190
3323 get_rangevector (pl, op, &rv, 0x1); 3191 get_rangevector (pl, op, &rv, 0x1);
3324 3192
3325 /* starting with the 'head' part, lets loop 3193 /* starting with the 'head' part, lets loop
3326 * through the object and find if it has any 3194 * through the object and find if it has any
3327 * part that is in the los array but isnt on 3195 * part that is in the los array but isn't on
3328 * a blocked los square. 3196 * a blocked los square.
3329 * we use the archetype to figure out offsets. 3197 * we use the archetype to figure out offsets.
3330 */ 3198 */
3331 while (op) 3199 while (op)
3332 { 3200 {
3333 dx = rv.distance_x + op->arch->clone.x; 3201 dx = rv.distance_x + op->arch->x;
3334 dy = rv.distance_y + op->arch->clone.y; 3202 dy = rv.distance_y + op->arch->y;
3335 3203
3336 /* only the viewable area the player sees is updated by LOS 3204 /* only the viewable area the player sees is updated by LOS
3337 * code, so we need to restrict ourselves to that range of values 3205 * code, so we need to restrict ourselves to that range of values
3338 * for any meaningful values. 3206 * for any meaningful values.
3339 */ 3207 */
3340 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3341 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3342 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3210 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3343 return 1; 3211 return 1;
3212
3344 op = op->more; 3213 op = op->more;
3345 } 3214 }
3215
3346 return 0; 3216 return 0;
3347} 3217}
3348 3218
3349/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3350 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3353 * return 0. 3223 * return 0.
3354 */ 3224 */
3355int 3225int
3356action_makes_visible (object *op) 3226action_makes_visible (object *op)
3357{ 3227{
3358
3359 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3360 { 3229 {
3361 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3362 return 0; 3231 return 0;
3363 3232
3369 { 3238 {
3370 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3371 return 1; 3240 return 1;
3372 } 3241 }
3373 } 3242 }
3243
3374 return 0; 3244 return 0;
3375} 3245}
3376 3246
3377/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3378 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3383 * Default is to do the same as before, so only people wanting to have different points need worry about this 3253 * Default is to do the same as before, so only people wanting to have different points need worry about this
3384 */ 3254 */
3385int 3255int
3386op_on_battleground (object *op, int *x, int *y) 3256op_on_battleground (object *op, int *x, int *y)
3387{ 3257{
3388 object *tmp;
3389
3390 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3391 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3259 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3392 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3393 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3394 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3395 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3396 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3397 { 3265 {
3398 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3399 { 3267 {
3400 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3401 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3269 && tmp->type == BATTLEGROUND
3270 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp))
3402 { 3272 {
3403 /*before we assign the exit, check if this is a teambattle */ 3273 /* before we assign the exit, check if this is a teambattle */
3404 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3274 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3405 { 3275 {
3406 object *invtmp;
3407
3408 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3409 { 3277 {
3410 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3411 { 3279 {
3412 if (x != NULL && y != NULL) 3280 if (x && y)
3413 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3414 return 1; 3283 return 1;
3415 } 3284 }
3416 } 3285 }
3417 } 3286 }
3287
3418 if (x != NULL && y != NULL) 3288 if (x && y)
3419 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3420 return 1; 3291 return 1;
3421 } 3292 }
3422 } 3293 }
3423 } 3294 }
3295
3424 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3425 return 0; 3297 return 0;
3426} 3298}
3427 3299
3428/* 3300/*
3444 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3445 int i = 0, j = 0; 3317 int i = 0, j = 0;
3446 3318
3447 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3448 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3449 trlist = find_treasurelist ("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3450 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3451 trlist = find_treasurelist ("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3452 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3453 trlist = find_treasurelist ("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3454 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3455 trlist = find_treasurelist ("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3456 3328
3457 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3458 return; 3330 return;
3459 3331
3460 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3332 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3461 3333
3462 if (tr == NULL || tr->item == NULL) 3334 if (!tr || !tr->item)
3463 { 3335 {
3464 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3336 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3465 return; 3337 return;
3466 } 3338 }
3467 3339
3468 /* everything seems okay - now bring on the gift: */ 3340 /* everything seems okay - now bring on the gift: */
3469 item = &(tr->item->clone); 3341 item = tr->item;
3470 3342
3471 if (item->type == SPELL) 3343 if (item->type == SPELL)
3472 { 3344 {
3473 if (check_spell_known (who, item->name)) 3345 if (check_spell_known (who, item->name))
3474 return; 3346 return;
3533 { 3405 {
3534 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3535 object *skin; 3407 object *skin;
3536 3408
3537 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3538 shstr_cmp dragon_skin_force ("dragon_skin_force");
3539 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3410 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3540 ; 3411 ;
3541 3412
3542 if (!skin) 3413 if (!skin)
3543 return; 3414 return;
3544 3415
3579 else 3450 else
3580 { 3451 {
3581 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3582 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3583 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3454 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3584 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3585 if (who->type == PLAYER)
3586 esrv_send_item (who, tmp);
3587 } 3456 }
3588} 3457}
3589 3458
3590/** 3459/**
3591 * Unready an object for a player. This function does nothing if the object was 3460 * Unready an object for a player. This function does nothing if the object was
3592 * not readied. 3461 * not readied.
3593 */ 3462 */
3594void 3463void
3595player_unready_range_ob (player *pl, object *ob) 3464player_unready_range_ob (player *pl, object *ob)
3596{ 3465{
3597 rangetype i; 3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3598 3468
3599 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3469 if (pl->combat_ob == ob)
3600 { 3470 pl->combat_ob = 0;
3471
3601 if (pl->ranges[i] == ob) 3472 if (pl->ranged_ob == ob)
3602 { 3473 pl->ranged_ob = 0;
3603 pl->ranges[i] = NULL;
3604 if (pl->shoottype == i)
3605 {
3606 pl->shoottype = range_none;
3607 }
3608 }
3609 }
3610} 3474}
3475
3476sint8
3477player::visibility_at (maptile *map, int x, int y) const
3478{
3479 if (!ns)
3480 return 0;
3481
3482 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0;
3485
3486 x += dx - ns->current_x + ns->mapx / 2;
3487 y += dy - ns->current_y + ns->mapy / 2;
3488
3489 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3490 return 0;
3491
3492 return 100 - blocked_los [x][y];
3493}
3494
3495void
3496player::infobox (const char *title, const char *msg, int color)
3497{
3498 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3499}
3500
3501void
3502player::statusmsg (const char *msg, int color)
3503{
3504 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3505}
3506
3507void
3508player::failmsg (const char *msg, int color)
3509{
3510 play_sound (sound_find ("generic_failure"));
3511 statusmsg (msg, color);
3512}
3513

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