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Comparing deliantra/server/server/player.C (file contents):
Revision 1.71 by root, Wed Dec 27 09:28:02 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_all_maps (mp)
999 if (!strncmp (mp->path, buf, strlen (buf)))
1000 delete_map (mp);
1001
1002 delete_character (ob->name, 1);
1003 ob->contr->destroy ();
1004
1005 return 1;
1006} 922}
1007 923
1008void 924void
1009flee_player (object *op) 925flee_player (object *op)
1010{ 926{
1057 /* Cornered, get rid of scared */ 973 /* Cornered, get rid of scared */
1058 CLEAR_FLAG (op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1059 op->enemy = NULL; 975 op->enemy = NULL;
1060} 976}
1061 977
1062
1063/* 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.
1064 * 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
1065 * stop. 980 * stop.
1066 */ 981 */
1067int 982int
1068check_pick (object *op) 983check_pick (object *op)
1069{ 984{
1070 object *tmp, *next; 985 object *tmp, *next;
1071 int stop = 0; 986 int stop = 0;
1072 int j, k, wvratio; 987 int wvratio;
1073 char putstring[128], tmpstr[16]; 988 char putstring[128];
1074 989
1075 /* if you're flying, you cna't pick up anything */ 990 /* if you're flying, you cna't pick up anything */
1076 if (op->move_type & MOVE_FLYING) 991 if (op->move_type & MOVE_FLYING)
1077 return 1; 992 return 1;
1078 993
1079 next = op->below; 994 next = op->below;
1080 995
996 int cnt = MAX_ITEM_PER_DROP;
997#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
998
1081 /* 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
1082 * destroyed */ 1000 * destroyed */
1083 while (next && !next->destroyed ()) 1001 while (next && !next->destroyed ())
1084 { 1002 {
1085 tmp = next; 1003 tmp = next;
1086 next = tmp->below; 1004 next = tmp->below;
1087 1005
1006 if (cnt <= 0)
1007 {
1008 op->failmsg ("Couldn't pickup all items at once.");
1009 return 0;
1010 }
1011
1088 if (op->destroyed ()) 1012 if (op->destroyed ())
1089 return 0; 1013 return 0;
1090 1014
1091 if (!can_pick (op, tmp)) 1015 if (!can_pick (op, tmp))
1092 continue; 1016 continue;
1093 1017
1094 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1018 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1095 { 1019 {
1096 if (item_matched_string (op, tmp, op->contr->search_str)) 1020 if (item_matched_string (op, tmp, op->contr->search_str))
1097 pick_up (op, tmp); 1021 CHK_PICK_PICKUP;
1098 continue; 1022 continue;
1099 } 1023 }
1100 1024
1101 /* high not bit set? We're using the old autopickup model */ 1025 /* high not bit set? We're using the old autopickup model */
1102 if (!(op->contr->mode & PU_NEWMODE)) 1026 if (!(op->contr->mode & PU_NEWMODE))
1104 switch (op->contr->mode) 1028 switch (op->contr->mode)
1105 { 1029 {
1106 case 0: 1030 case 0:
1107 return 1; /* don't pick up */ 1031 return 1; /* don't pick up */
1108 case 1: 1032 case 1:
1109 pick_up (op, tmp); 1033 CHK_PICK_PICKUP;
1110 return 1; 1034 return 1;
1111 case 2: 1035 case 2:
1112 pick_up (op, tmp); 1036 CHK_PICK_PICKUP;
1113 return 0; 1037 return 0;
1114 case 3: 1038 case 3:
1115 return 0; /* stop before pickup */ 1039 return 0; /* stop before pickup */
1116 case 4: 1040 case 4:
1117 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1118 break; 1042 break;
1119 case 5: 1043 case 5:
1120 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1121 stop = 1; 1045 stop = 1;
1122 break; 1046 break;
1123 case 6: 1047 case 6:
1124 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1048 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1125 pick_up (op, tmp); 1049 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1050 CHK_PICK_PICKUP;
1126 break; 1051 break;
1127 1052
1128 case 7: 1053 case 7:
1129 if (tmp->type == MONEY || tmp->type == GEM) 1054 if (tmp->type == MONEY || tmp->type == GEM)
1130 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1131 break; 1056 break;
1132 1057
1133 default: 1058 default:
1134 /* use value density */ 1059 /* use value density */
1135 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1060 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1136 && (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)
1137 pick_up (op, tmp); 1062 CHK_PICK_PICKUP;
1138 } 1063 }
1139 } 1064 }
1140 else 1065 else
1141 { /* old model */ 1066 { /* old model */
1142 /* NEW pickup handling */ 1067 /* NEW pickup handling */
1146 if (tmp->name != NULL) 1071 if (tmp->name != NULL)
1147 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1072 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1148 &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))));
1149 else 1074 else
1150 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1075 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1151 &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))));
1152 1077
1153 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1078 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1154 } 1079 }
1155 1080
1156 /* philosophy: 1081 /* philosophy:
1197 /* all food and drink if desired */ 1122 /* all food and drink if desired */
1198 /* question: don't pick up known-poisonous stuff? */ 1123 /* question: don't pick up known-poisonous stuff? */
1199 if (op->contr->mode & PU_FOOD) 1124 if (op->contr->mode & PU_FOOD)
1200 if (tmp->type == FOOD) 1125 if (tmp->type == FOOD)
1201 { 1126 {
1202 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1203 continue; 1128 continue;
1204 } 1129 }
1205 1130
1206 if (op->contr->mode & PU_DRINK) 1131 if (op->contr->mode & PU_DRINK)
1207 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)))
1208 { 1133 {
1209 pick_up (op, tmp); 1134 CHK_PICK_PICKUP;
1210 continue; 1135 continue;
1211 } 1136 }
1212 1137
1213 if (op->contr->mode & PU_POTION) 1138 if (op->contr->mode & PU_POTION)
1214 if (tmp->type == POTION) 1139 if (tmp->type == POTION)
1215 { 1140 {
1216 pick_up (op, tmp); 1141 CHK_PICK_PICKUP;
1217 continue; 1142 continue;
1218 } 1143 }
1219 1144
1220 /* spellbooks, skillscrolls and normal books/scrolls */ 1145 /* spellbooks, skillscrolls and normal books/scrolls */
1221 if (op->contr->mode & PU_SPELLBOOK) 1146 if (op->contr->mode & PU_SPELLBOOK)
1222 if (tmp->type == SPELLBOOK) 1147 if (tmp->type == SPELLBOOK)
1223 { 1148 {
1224 pick_up (op, tmp); 1149 CHK_PICK_PICKUP;
1225 continue; 1150 continue;
1226 } 1151 }
1227 1152
1228 if (op->contr->mode & PU_SKILLSCROLL) 1153 if (op->contr->mode & PU_SKILLSCROLL)
1229 if (tmp->type == SKILLSCROLL) 1154 if (tmp->type == SKILLSCROLL)
1230 { 1155 {
1231 pick_up (op, tmp); 1156 CHK_PICK_PICKUP;
1232 continue; 1157 continue;
1233 } 1158 }
1234 1159
1235 if (op->contr->mode & PU_READABLES) 1160 if (op->contr->mode & PU_READABLES)
1236 if (tmp->type == BOOK || tmp->type == SCROLL) 1161 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1237 { 1162 {
1238 pick_up (op, tmp); 1163 CHK_PICK_PICKUP;
1239 continue; 1164 continue;
1240 } 1165 }
1241 1166
1242 /* wands/staves/rods/horns */ 1167 /* wands/staves/rods/horns */
1243 if (op->contr->mode & PU_MAGIC_DEVICE) 1168 if (op->contr->mode & PU_MAGIC_DEVICE)
1244 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1169 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1245 { 1170 {
1246 pick_up (op, tmp); 1171 CHK_PICK_PICKUP;
1247 continue; 1172 continue;
1248 } 1173 }
1249 1174
1250 /* pick up all magical items */ 1175 /* pick up all magical items */
1251 if (op->contr->mode & PU_MAGICAL) 1176 if (op->contr->mode & PU_MAGICAL)
1252 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))
1253 { 1178 {
1254 pick_up (op, tmp); 1179 CHK_PICK_PICKUP;
1255 continue; 1180 continue;
1256 } 1181 }
1257 1182
1258 if (op->contr->mode & PU_VALUABLES) 1183 if (op->contr->mode & PU_VALUABLES)
1259 { 1184 {
1260 if (tmp->type == MONEY || tmp->type == GEM) 1185 if (tmp->type == MONEY || tmp->type == GEM)
1261 { 1186 {
1262 pick_up (op, tmp); 1187 CHK_PICK_PICKUP;
1263 continue; 1188 continue;
1264 } 1189 }
1265 } 1190 }
1266 1191
1267 /* rings & amulets - talismans seems to be typed AMULET */ 1192 /* rings & amulets - talismans seems to be typed AMULET */
1268 if (op->contr->mode & PU_JEWELS) 1193 if (op->contr->mode & PU_JEWELS)
1269 if (tmp->type == RING || tmp->type == AMULET) 1194 if (tmp->type == RING || tmp->type == AMULET)
1270 { 1195 {
1271 pick_up (op, tmp); 1196 CHK_PICK_PICKUP;
1272 continue; 1197 continue;
1273 } 1198 }
1274 1199
1275 /* we don't forget dragon food */ 1200 /* we don't forget dragon food */
1276 if (op->contr->mode & PU_FLESH) 1201 if (op->contr->mode & PU_FLESH)
1277 if (tmp->type == FLESH) 1202 if (tmp->type == FLESH)
1278 { 1203 {
1279 pick_up (op, tmp); 1204 CHK_PICK_PICKUP;
1280 continue; 1205 continue;
1281 } 1206 }
1282 1207
1283 /* bows and arrows. Bows are good for selling! */ 1208 /* bows and arrows. Bows are good for selling! */
1284 if (op->contr->mode & PU_BOW) 1209 if (op->contr->mode & PU_BOW)
1285 if (tmp->type == BOW) 1210 if (tmp->type == BOW)
1286 { 1211 {
1287 pick_up (op, tmp); 1212 CHK_PICK_PICKUP;
1288 continue; 1213 continue;
1289 } 1214 }
1290 1215
1291 if (op->contr->mode & PU_ARROW) 1216 if (op->contr->mode & PU_ARROW)
1292 if (tmp->type == ARROW) 1217 if (tmp->type == ARROW)
1293 { 1218 {
1294 pick_up (op, tmp); 1219 CHK_PICK_PICKUP;
1295 continue; 1220 continue;
1296 } 1221 }
1297 1222
1298 /* all kinds of armor etc. */ 1223 /* all kinds of armor etc. */
1299 if (op->contr->mode & PU_ARMOUR) 1224 if (op->contr->mode & PU_ARMOUR)
1300 if (tmp->type == ARMOUR) 1225 if (tmp->type == ARMOUR)
1301 { 1226 {
1302 pick_up (op, tmp); 1227 CHK_PICK_PICKUP;
1303 continue; 1228 continue;
1304 } 1229 }
1305 1230
1306 if (op->contr->mode & PU_HELMET) 1231 if (op->contr->mode & PU_HELMET)
1307 if (tmp->type == HELMET) 1232 if (tmp->type == HELMET)
1308 { 1233 {
1309 pick_up (op, tmp); 1234 CHK_PICK_PICKUP;
1310 continue; 1235 continue;
1311 } 1236 }
1312 1237
1313 if (op->contr->mode & PU_SHIELD) 1238 if (op->contr->mode & PU_SHIELD)
1314 if (tmp->type == SHIELD) 1239 if (tmp->type == SHIELD)
1315 { 1240 {
1316 pick_up (op, tmp); 1241 CHK_PICK_PICKUP;
1317 continue; 1242 continue;
1318 } 1243 }
1319 1244
1320 if (op->contr->mode & PU_BOOTS) 1245 if (op->contr->mode & PU_BOOTS)
1321 if (tmp->type == BOOTS) 1246 if (tmp->type == BOOTS)
1322 { 1247 {
1323 pick_up (op, tmp); 1248 CHK_PICK_PICKUP;
1324 continue; 1249 continue;
1325 } 1250 }
1326 1251
1327 if (op->contr->mode & PU_GLOVES) 1252 if (op->contr->mode & PU_GLOVES)
1328 if (tmp->type == GLOVES) 1253 if (tmp->type == GLOVES)
1329 { 1254 {
1330 pick_up (op, tmp); 1255 CHK_PICK_PICKUP;
1331 continue; 1256 continue;
1332 } 1257 }
1333 1258
1334 if (op->contr->mode & PU_CLOAK) 1259 if (op->contr->mode & PU_CLOAK)
1335 if (tmp->type == CLOAK) 1260 if (tmp->type == CLOAK)
1336 { 1261 {
1337 pick_up (op, tmp); 1262 CHK_PICK_PICKUP;
1338 continue; 1263 continue;
1339 } 1264 }
1340 1265
1341 /* hoping to catch throwing daggers here */ 1266 /* hoping to catch throwing daggers here */
1342 if (op->contr->mode & PU_MISSILEWEAPON) 1267 if (op->contr->mode & PU_MISSILEWEAPON)
1343 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1268 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1344 { 1269 {
1345 pick_up (op, tmp); 1270 CHK_PICK_PICKUP;
1346 continue; 1271 continue;
1347 } 1272 }
1348 1273
1349 /* careful: chairs and tables are weapons! */ 1274 /* careful: chairs and tables are weapons! */
1350 if (op->contr->mode & PU_ALLWEAPON) 1275 if (op->contr->mode & PU_ALLWEAPON)
1351 { 1276 {
1352 if (tmp->type == WEAPON && tmp->name != NULL) 1277 if (tmp->type == WEAPON && tmp->name != NULL)
1353 { 1278 {
1354 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 &&
1355 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1280 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1356 { 1281 {
1357 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1358 continue; 1283 continue;
1359 } 1284 }
1360 } 1285 }
1361 1286
1362 if (tmp->type == WEAPON && tmp->name == NULL) 1287 if (tmp->type == WEAPON && tmp->name == NULL)
1363 { 1288 {
1364 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)
1365 { 1290 {
1366 pick_up (op, tmp); 1291 CHK_PICK_PICKUP;
1367 continue; 1292 continue;
1368 } 1293 }
1369 } 1294 }
1370 } 1295 }
1371 1296
1372 /* misc stuff that's useful */ 1297 /* misc stuff that's useful */
1373 if (op->contr->mode & PU_KEY) 1298 if (op->contr->mode & PU_KEY)
1374 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1299 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1375 { 1300 {
1376 pick_up (op, tmp); 1301 CHK_PICK_PICKUP;
1377 continue; 1302 continue;
1378 } 1303 }
1379 1304
1380 /* 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
1381 * pickups */ 1306 * pickups */
1382 if (op->contr->mode & PU_RATIO) 1307 if (op->contr->mode & PU_RATIO)
1383 { 1308 {
1384 /* use value density to decide what else to grab */ 1309 /* use value density to decide what else to grab */
1385 /* >=7 was >= op->contr->mode */ 1310 /* >=7 was >= op->contr->mode */
1386 /* >=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
1387 * and multiply them by 5, giving 0..15*5== 5..75 */ 1312 */
1388 wvratio = (op->contr->mode & PU_RATIO) * 5; 1313 wvratio = op->contr->mode & PU_RATIO;
1389 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)
1390 { 1315 {
1391 pick_up (op, tmp); 1316 CHK_PICK_PICKUP;
1392#if 0 1317#if 0
1393 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1318 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1394 if (tmp->name != NULL) 1319 if (tmp->name != NULL)
1395 { 1320 {
1396 fprintf (stderr, "%s", tmp->name); 1321 fprintf (stderr, "%s", tmp->name);
1397 } 1322 }
1398 else 1323 else
1399 fprintf (stderr, "%s", tmp->arch->name); 1324 fprintf (stderr, "%s", tmp->arch->archname);
1400 fprintf (stderr, ",%d] = ", tmp->type); 1325 fprintf (stderr, ",%d] = ", tmp->type);
1401 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))));
1402#endif 1327#endif
1403 continue; 1328 continue;
1404 } 1329 }
1415 * found object is returned. 1340 * found object is returned.
1416 */ 1341 */
1417object * 1342object *
1418find_arrow (object *op, const char *type) 1343find_arrow (object *op, const char *type)
1419{ 1344{
1420 object *tmp = NULL;
1421
1422 for (op = op->inv; op; op = op->below) 1345 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1423 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1424 tmp = find_arrow (op, type);
1425 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);
1426 return op; 1354 return arrow;
1355 }
1356
1427 return tmp; 1357 return 0;
1428} 1358}
1429 1359
1430/* 1360/*
1431 * 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
1432 * 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
1433 * 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
1434 * 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.
1435 */ 1365 */
1436
1437object * 1366object *
1438find_better_arrow (object *op, object *target, const char *type, int *better) 1367find_better_arrow (object *op, object *target, const char *type, int *better)
1439{ 1368{
1440 object *tmp = NULL, *arrow, *ntmp; 1369 object *tmp = NULL, *arrow, *ntmp;
1441 int attacknum, attacktype, betterby = 0, i; 1370 int attacknum, attacktype, betterby = 0, i;
1456 } 1385 }
1457 } 1386 }
1458 else if (arrow->type == ARROW && arrow->race == type) 1387 else if (arrow->type == ARROW && arrow->race == type)
1459 { 1388 {
1460 /* allways prefer assasination/slaying */ 1389 /* allways prefer assasination/slaying */
1461 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1390 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1462 { 1391 {
1463 if (arrow->attacktype & AT_DEATH) 1392 if (arrow->attacktype & AT_DEATH)
1464 { 1393 {
1465 *better = 100; 1394 *better = 100;
1466 return arrow; 1395 return arrow;
1474 else 1403 else
1475 { 1404 {
1476 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1405 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1477 { 1406 {
1478 attacktype = 1 << attacknum; 1407 attacktype = 1 << attacknum;
1479 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1408 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1480 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)
1481 { 1410 {
1482 tmp = arrow; 1411 tmp = arrow;
1483 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;
1484 } 1413 }
1485 } 1414 }
1486 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1415 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1487 { 1416 {
1488 tmp = arrow; 1417 tmp = arrow;
1494 betterby = 1 + arrow->magic + arrow->stats.dam; 1423 betterby = 1 + arrow->magic + arrow->stats.dam;
1495 } 1424 }
1496 } 1425 }
1497 } 1426 }
1498 } 1427 }
1428
1499 if (tmp == NULL && arrow == NULL) 1429 if (tmp == NULL && arrow == NULL)
1500 return find_arrow (op, type); 1430 return find_arrow (op, type);
1501 1431
1502 *better = betterby; 1432 *better = betterby;
1503 return tmp; 1433 return tmp;
1507 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1508 * op = the shooter 1438 * op = the shooter
1509 * type = bow->race 1439 * type = bow->race
1510 * dir = fire direction 1440 * dir = fire direction
1511 */ 1441 */
1512
1513object * 1442object *
1514pick_arrow_target (object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1515{ 1444{
1516 object *tmp = NULL; 1445 object *tmp = NULL;
1517 maptile *m; 1446 maptile *m;
1582 */ 1511 */
1583int 1512int
1584fire_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)
1585{ 1514{
1586 object *left, *bow; 1515 object *left, *bow;
1587 int bowspeed, mflags; 1516 int mflags;
1588 maptile *m; 1517 maptile *m;
1589 1518
1590 if (!dir) 1519 if (!dir)
1591 { 1520 {
1592 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!");
1593 return 0; 1522 return 0;
1594 } 1523 }
1595 1524
1596 if (op->type == PLAYER) 1525 if (op->contr)
1597 bow = op->contr->ranges[range_bow]; 1526 bow = op->current_weapon;
1598 else 1527 else
1599 { 1528 {
1600 for (bow = op->inv; bow; bow = bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1601 /* 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
1602 * 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.
1607 if (!bow) 1536 if (!bow)
1608 { 1537 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1539 return 0;
1611 } 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
1612 } 1549 }
1613 1550
1614 if (!bow->race || !bow->skill) 1551 if (!bow->race || !bow->skill)
1615 { 1552 {
1616 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);
1617 return 0; 1554 return 0;
1618 } 1555 }
1619
1620 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1621
1622 /* penalize ROF for bestarrow */
1623 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1624 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1625
1626 if (bowspeed < 1)
1627 bowspeed = 1;
1628 1556
1629 if (arrow == NULL) 1557 if (arrow == NULL)
1630 { 1558 {
1631 if ((arrow = find_arrow (op, bow->race)) == NULL) 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1632 { 1560 {
1633 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1634 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);
1635 /* 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 */
1636 else 1564 else
1637 CLEAR_FLAG (op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1638 return 0; 1567 return 0;
1639 } 1568 }
1640 } 1569 }
1641 1570
1642 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1655 arrow->destroy (); 1584 arrow->destroy ();
1656 return 0; 1585 return 0;
1657 } 1586 }
1658 1587
1659 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1660 arrow = get_split_ob (arrow, 1); 1589 arrow = arrow->split ();
1661 if (!arrow) 1590 if (!arrow)
1662 { 1591 {
1663 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);
1664 return 0; 1593 return 0;
1665 } 1594 }
1666 1595
1667 arrow->set_owner (op); 1596 arrow->set_owner (op);
1668 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1669 arrow->direction = dir; 1598 arrow->direction = dir;
1670 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
1671 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1672 { 1634 {
1673 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1674 op->update_stats ();
1675 }
1676
1677 SET_ANIMATION (arrow, arrow->direction);
1678 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1679 arrow->stats.hp = arrow->stats.dam;
1680 arrow->stats.grace = arrow->attacktype;
1681 if (arrow->slaying != NULL)
1682 arrow->spellarg = strdup (arrow->slaying);
1683
1684 /* Note that this was different for monsters - they got their level
1685 * added to the damage. I think the strength bonus is more proper.
1686 */
1687
1688 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1689
1690 /* update the speed */
1691 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1692 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1693
1694 arrow->set_speed (max (arrow->speed, 1.0));
1695 arrow->speed_left = 0;
1696
1697 if (op->type == PLAYER)
1698 {
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1700 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1701 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1702
1703 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;
1704 } 1642 }
1705 else 1643 else
1706 { 1644 {
1707 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1708 arrow->level = op->level; 1645 arrow->level = op->level;
1709 } 1646 arrow->stats.wc -= bow->magic;
1710 1647
1711 if (arrow->attacktype == AT_PHYSICAL) 1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1712 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1713 1653
1714 if (bow->slaying) 1654 wc -= arrow->level;
1715 arrow->slaying = bow->slaying; 1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1716 1656
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1717 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1660
1720 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1721 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1722 1663
1723 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1724 move_arrow (arrow); 1665 move_arrow (arrow);
1725
1726 if (op->type == PLAYER)
1727 {
1728 if (left->destroyed ())
1729 esrv_del_item (op->contr, left->count);
1730 else
1731 esrv_send_item (op, left);
1732 }
1733 1666
1734 return 1; 1667 return 1;
1735} 1668}
1736 1669
1737/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1746{ 1679{
1747 int ret = 0, wcmod = 0; 1680 int ret = 0, wcmod = 0;
1748 1681
1749 if (op->contr->bowtype == bow_bestarrow) 1682 if (op->contr->bowtype == bow_bestarrow)
1750 { 1683 {
1751 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);
1752 } 1685 }
1753 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)
1754 { 1687 {
1755 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1756 wcmod = -1; 1689 wcmod = -1;
1690
1757 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);
1758 } 1692 }
1759 else if (op->contr->bowtype == bow_threewide) 1693 else if (op->contr->bowtype == bow_threewide)
1760 { 1694 {
1761 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);
1765 else if (op->contr->bowtype == bow_spreadshot) 1699 else if (op->contr->bowtype == bow_spreadshot)
1766 { 1700 {
1767 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);
1768 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);
1769 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);
1770
1771 } 1704 }
1772 else 1705 else
1773 { 1706 {
1774 /* Simple case */ 1707 /* Simple case */
1775 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);
1776 } 1709 }
1710
1777 return ret; 1711 return ret;
1778} 1712}
1779
1780 1713
1781/* Fires a misc (wand/rod/horn) object in 'dir'. 1714/* Fires a misc (wand/rod/horn) object in 'dir'.
1782 * Broken apart from 'fire' to keep it more readable. 1715 * Broken apart from 'fire' to keep it more readable.
1783 */ 1716 */
1784void 1717void
1785fire_misc_object (object *op, int dir) 1718fire_misc_object (object *op, int dir)
1786{ 1719{
1787 object *item; 1720 object *item = op->contr->ranged_ob;
1788 1721
1789 if (!op->contr->ranges[range_misc]) 1722 if (!item)
1790 { 1723 {
1791 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.");
1792 return; 1725 return;
1793 } 1726 }
1794 1727
1795 item = op->contr->ranges[range_misc];
1796 if (!item->inv) 1728 if (!item->inv)
1797 { 1729 {
1798 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1730 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1731 return;
1800 } 1732 }
1733
1734 if (!op->change_weapon (item))
1735 return;
1736
1801 if (item->type == WAND) 1737 if (item->type == WAND)
1802 { 1738 {
1803 if (item->stats.food <= 0) 1739 if (item->stats.food <= 0)
1804 { 1740 {
1805 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1741 op->contr->play_sound (sound_find ("wand_poof"));
1806 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
1807 return; 1744 return;
1808 } 1745 }
1809 } 1746 }
1810 else if (item->type == ROD || item->type == HORN) 1747 else if (item->type == ROD || item->type == HORN)
1811 { 1748 {
1812 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))
1813 { 1754 {
1814 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1756
1815 if (item->type == ROD) 1757 if (item->type == ROD)
1816 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));
1817 else 1759 else
1818 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
1819 return; 1762 return;
1820 } 1763 }
1821 } 1764 }
1822 1765
1823 if (cast_spell (op, item, dir, item->inv, NULL)) 1766 if (cast_spell (op, item, dir, item->inv, NULL))
1830 object *tmp; 1773 object *tmp;
1831 1774
1832 if (item->arch) 1775 if (item->arch)
1833 { 1776 {
1834 CLEAR_FLAG (item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1835 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
1836 item->set_speed (0); 1779 item->set_speed (0);
1837 } 1780 }
1838 1781
1839 if ((tmp = item->in_player ())) 1782 if (object *pl = item->visible_to ())
1840 esrv_update_item (UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1841 } 1784 }
1842 } 1785 }
1843 else if (item->type == ROD || item->type == HORN) 1786 else if (item->type == ROD || item->type == HORN)
1844 drain_rod_charge (item); 1787 drain_rod_charge (item);
1845 } 1788 }
1846} 1789}
1847 1790
1848/* Received a fire command for the player - go and do it. 1791/* Received a fire command for the player - go and do it.
1849 */ 1792 */
1850void 1793bool
1851fire (object *op, int dir) 1794fire (object *op, int dir)
1852{ 1795{
1853 int spellcost = 0; 1796 int spellcost = 0;
1854 1797
1855 /* check for loss of invisiblity/hide */ 1798 /* check for loss of invisiblity/hide */
1856 if (action_makes_visible (op)) 1799 if (action_makes_visible (op))
1857 make_visible (op); 1800 make_visible (op);
1858 1801
1859 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;
1860 { 1808 }
1861 case range_none:
1862 return;
1863 1809
1864 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:
1865 player_fire_bow (op, dir); 1826 player_fire_bow (op, dir);
1866 return; 1827 break;
1867 1828
1868 case range_magic: /* Casting spells */ 1829 case SPELL:
1869 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);
1870 return; 1831 break;
1871 1832
1872 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:
1873 fire_misc_object (op, dir); 1842 fire_misc_object (op, dir);
1874 return; 1843 break;
1875
1876 case range_golem: /* Control summoned monsters from scrolls */
1877 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1878 {
1879 op->contr->ranges[range_golem] = 0;
1880 op->contr->shoottype = range_none;
1881 }
1882 else
1883 control_golem (op->contr->ranges[range_golem], dir);
1884 return;
1885
1886 case range_skill:
1887 if (!op->chosen_skill)
1888 {
1889 if (op->type == PLAYER)
1890 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1891 return;
1892 }
1893 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1894 return;
1895 case range_builder:
1896 apply_map_builder (op, dir);
1897 return;
1898 default:
1899 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1900 return;
1901 } 1844 }
1902}
1903 1845
1904 1846 return true;
1847}
1905 1848
1906/* find_key 1849/* find_key
1907 * 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
1908 * and successfully use it, we return the key, otherwise NULL 1851 * and successfully use it, we return the key, otherwise NULL
1909 * This function merges both normal and locked door, since the logic 1852 * This function merges both normal and locked door, since the logic
1911 * pl is the player, 1854 * pl is the player,
1912 * inv is the objects inventory to searched 1855 * inv is the objects inventory to searched
1913 * door is the door we are trying to match against. 1856 * door is the door we are trying to match against.
1914 * This function can be called recursively to search containers. 1857 * This function can be called recursively to search containers.
1915 */ 1858 */
1916
1917object * 1859object *
1918find_key (object *pl, object *container, object *door) 1860find_key (object *pl, object *container, object *door)
1919{ 1861{
1920 object *tmp, *key; 1862 object *tmp, *key;
1921 1863
1922 /* Should not happen, but sanity checking is never bad */ 1864 /* Should not happen, but sanity checking is never bad */
1923 if (container->inv == NULL) 1865 if (!container->inv)
1924 return NULL; 1866 return 0;
1925 1867
1926 /* 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 */
1927 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1869 for (tmp = container->inv; tmp; tmp = tmp->below)
1928 { 1870 {
1929 if (door->type == DOOR && tmp->type == KEY) 1871 if (door->type == DOOR && tmp->type == KEY)
1930 break; 1872 break;
1931 /* For sanity, we should really check door type, but other stuff 1873 /* For sanity, we should really check door type, but other stuff
1932 * (like containers) can be locked with special keys 1874 * (like containers) can be locked with special keys
1933 */ 1875 */
1934 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1935 break; 1877 break;
1936 } 1878 }
1879
1937 /* No key found - lets search inventories now */ 1880 /* No key found - lets search inventories now */
1938 /* 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.
1939 * 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
1940 * a key, return 1883 * a key, return
1941 */ 1884 */
1942 if (!tmp) 1885 if (!tmp)
1943 { 1886 {
1944 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
1945 { 1888 {
1946 /* No reason to search empty containers */ 1889 /* No reason to search empty containers */
1947 if (tmp->type == CONTAINER && tmp->inv) 1890 if (tmp->type == CONTAINER && tmp->inv)
1948 { 1891 {
1949 if ((key = find_key (pl, tmp, door)) != NULL) 1892 if ((key = find_key (pl, tmp, door)))
1950 return key; 1893 return key;
1951 } 1894 }
1952 } 1895 }
1896
1953 if (!tmp) 1897 if (!tmp)
1954 return NULL; 1898 return NULL;
1955 } 1899 }
1900
1956 /* 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,
1957 * see if we actually want to use it 1902 * see if we actually want to use it
1958 */ 1903 */
1959 if (pl != container) 1904 if (pl != container)
1960 { 1905 {
1981 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1982 "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));
1983 return NULL; 1928 return NULL;
1984 } 1929 }
1985 } 1930 }
1931
1986 return tmp; 1932 return tmp;
1987} 1933}
1988 1934
1989/* moved door processing out of move_player_attack. 1935/* moved door processing out of move_player_attack.
1990 * returns 1 if player has opened the door with a key 1936 * returns 1 if player has opened the door with a key
1992 * 0 otherwise 1938 * 0 otherwise
1993 */ 1939 */
1994static int 1940static int
1995player_attack_door (object *op, object *door) 1941player_attack_door (object *op, object *door)
1996{ 1942{
1997 /* 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,
1998 * 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 -
1999 * otherwise, we fall through to the rest of the code. 1945 * otherwise, we fall through to the rest of the code.
2000 */ 1946 */
2001 object *key = find_key (op, op, door); 1947 object *key = find_key (op, op, door);
2002 1948
2003 /* IF we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
2004 if (key) 1950 if (key)
2005 { 1951 {
2006 object *container = key->env; 1952 object *container = key->env;
2007 1953
2008 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2009 if (action_makes_visible (op)) 1954 if (action_makes_visible (op))
2010 make_visible (op); 1955 make_visible (op);
1956
2011 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1957 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2012 spring_trap (door->inv, op); 1958 spring_trap (door->inv, op);
1959
2013 if (door->type == DOOR) 1960 if (door->type == DOOR)
2014 {
2015 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 */
2016 }
2017 else if (door->type == LOCKED_DOOR) 1962 else if (door->type == LOCKED_DOOR)
2018 { 1963 {
2019 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);
2020 remove_door2 (door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
2021 } 1966 }
1967
2022 /* Do this after we print the message */ 1968 /* Do this after we print the message */
2023 decrease_ob (key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
2024 /* Need to update the weight the container the key was in */ 1970
2025 if (container != op)
2026 esrv_update_item (UPD_WEIGHT, op, container);
2027 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
2028 } 1972 }
2029 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2030 { 1974 {
2031 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
2032 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...");
2033 return 1; 1977 return 1;
2034 } 1978 }
1979
2035 return 0; 1980 return 0;
2036} 1981}
2037 1982
2038/* This function is just part of a breakup from move_player. 1983/* This function is just part of a breakup from move_player.
2039 * It should keep the code cleaner. 1984 * It should keep the code cleaner.
2040 * When this is called, the players direction has been updated 1985 * When this is called, the players direction has been updated
2041 * (taking into account confusion.) The player is also actually 1986 * (taking into account confusion.) The player is also actually
2042 * going to try and move (not fire weapons). 1987 * going to try and move (not fire weapons).
2043 */ 1988 */
2044void 1989bool
2045move_player_attack (object *op, int dir) 1990move_player_attack (object *op, int dir)
2046{ 1991{
2047 object *tmp, *mon;
2048 sint16 nx, ny;
2049 int on_battleground; 1992 int on_battleground;
2050 maptile *m;
2051 1993
2052 nx = freearr_x[dir] + op->x; 1994 sint16 nx = freearr_x[dir] + op->x;
2053 ny = freearr_y[dir] + op->y; 1995 sint16 ny = freearr_y[dir] + op->y;
2054 1996
2055 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 }
2056 2007
2057 /* 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
2058 * 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
2059 * 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
2060 * player. This is a pretty nasty hack, because if we could 2011 * player. This is a pretty nasty hack, because if we could
2061 * 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
2062 * 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
2063 * 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
2064 * move_ob uses. 2015 * move_ob uses.
2065 */ 2016 */
2066 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);
2067 {
2068 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2069 {
2070 m = get_map_from_coord (op->map, &nx, &ny);
2071 if (!m)
2072 return; /* Don't think this should happen */
2073 }
2074 else
2075 m = op->map;
2076 2018
2077 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2078 {
2079 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2080 return;
2081 }
2082
2083 mon = 0;
2084 /* 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
2085 * 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.
2086 * 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
2087 * on the space 2022 * on the space
2088 */ 2023 */
2089 while (tmp) 2024 object *mon;
2090 { 2025 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2091 if (tmp == op) 2026 {
2092 { 2027 if ((mon->flag [FLAG_ALIVE]
2093 tmp = tmp->above; 2028 || mon->type == LOCKED_DOOR
2094 continue; 2029 || mon->flag [FLAG_CAN_ROLL])
2095 }
2096
2097 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2098 {
2099 mon = tmp; 2030 && mon != op)
2100 break; 2031 break;
2101 } 2032 }
2102 2033
2103 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2104 mon = tmp;
2105
2106 tmp = tmp->above;
2107 }
2108
2109 if (!mon) /* This happens anytime the player tries to move */ 2034 if (!mon) /* This happens anytime the player tries to move */
2110 return; /* into a wall */ 2035 return false; /* into a wall */
2111 2036
2112 if (mon->head)
2113 mon = mon->head; 2037 mon = mon->head_ ();
2114 2038
2115 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)
2116 if (player_attack_door (op, mon)) 2041 if (player_attack_door (op, mon))
2042 {
2043 --op->contr->weapon_sp_left;
2117 return; 2044 return true;
2045 }
2118 2046
2119 /* The following deals with possibly attacking peaceful 2047 /* The following deals with possibly attacking peaceful
2120 * or frienddly creatures. Basically, all players are considered 2048 * or friendly creatures. Basically, all players are considered
2121 * unaggressive. If the moving player has peaceful set, then the 2049 * unaggressive. If the moving player has peaceful set, then the
2122 * object should be pushed instead of attacked. It is assumed that 2050 * object should be pushed instead of attacked. It is assumed that
2123 * if you are braced, you will not attack friends accidently, 2051 * if you are braced, you will not attack friends accidently,
2124 * and thus will not push them. 2052 * and thus will not push them.
2125 */ 2053 */
2126 2054
2127 /* 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
2128 * peaceful. Our assumption is the creature is a pet if the 2056 * peaceful. Our assumption is the creature is a pet if the
2129 * player owns it and it is either friendly or unagressive. 2057 * player owns it and it is either friendly or unagressive.
2130 */ 2058 */
2131 if ((op->type == PLAYER) 2059 if (op->type == PLAYER
2132#if COZY_SERVER
2133 &&
2134 ((mon->owner && mon->owner->contr 2060 && ((mon->owner && mon->owner->contr
2135 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2061 && same_party (mon->owner->contr->party, op->contr->party))
2136#else
2137 && mon->owner == op 2062 || mon->owner == op)
2138#endif
2139 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2140 { 2064 {
2141 /* 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 */
2142 if (op->contr->braced) 2066 if (op->contr->braced)
2143 return; 2067 return false;
2144 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"));
2145 (void) push_ob (mon, dir, op); 2074 push_ob (mon, dir, op);
2075
2146 if (op->contr->tmp_invis || op->hide) 2076 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op); 2077 make_visible (op);
2078
2148 return; 2079 return true;
2149 } 2080 }
2081 else
2082 return false;
2083 }
2150 2084
2151 /* in certain circumstances, you shouldn't attack friendly 2085 /* in certain circumstances, you shouldn't attack friendly
2152 * creatures. Note that if you are braced, you can't push 2086 * creatures. Note that if you are braced, you can't push
2153 * 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
2154 * attack them either. 2088 * attack them either.
2155 */ 2089 */
2156 if ((mon->type == PLAYER || mon->enemy != op) && 2090 if ((mon->type == PLAYER || mon->enemy != op)
2157 (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))
2158#ifdef PROHIBIT_PLAYERKILL
2159 (op->contr->peaceful 2092 && ((op->contr->peaceful
2160 || (mon->type == PLAYER 2093 || (mon->type == PLAYER && mon->contr->peaceful))
2161 && mon->contr->
2162 peaceful)) &&
2163#else
2164 op->contr->peaceful &&
2165#endif
2166 !on_battleground)) 2094 && !on_battleground))
2095 {
2096 if (op->speed_left > 0.f)
2167 { 2097 {
2098 --op->speed_left;
2099
2168 if (!op->contr->braced) 2100 if (!op->contr->braced)
2169 { 2101 {
2170 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102 op->play_sound (sound_find ("push_player"));
2171 (void) push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2172 } 2104 }
2173 else 2105 else
2174 new_draw_info (0, 0, op, "You withhold your attack"); 2106 op->statusmsg ("You withhold your attack");
2175 2107
2176 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2177 make_visible (op); 2109 make_visible (op);
2178 }
2179 2110
2111 return true;
2112 }
2113 }
2180 /* If the object is a boulder or other rollable object, then 2114 /* If the object is a boulder or other rollable object, then
2181 * 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.
2182 */ 2116 */
2183 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)
2184 { 2120 {
2121 --op->speed_left;
2122
2185 recursive_roll (mon, dir, op); 2123 recursive_roll (mon, dir, op);
2186 if (action_makes_visible (op)) 2124 if (action_makes_visible (op))
2187 make_visible (op); 2125 make_visible (op);
2188 }
2189 2126
2127 return true;
2128 }
2129 }
2190 /* Any generic living creature. Including things like doors. 2130 /* Any generic living creature. Including things like doors.
2191 * 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
2192 * and be living. Then, it must be one of the following: 2132 * and be living. Then, it must be one of the following:
2193 * 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
2194 * 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.
2195 */ 2135 */
2196
2197 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2198 ((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)))
2199 { 2138 {
2200 2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2201 /* If the player hasn't hit something this tick, and does
2202 * so, give them speed boost based on weapon speed. Doing
2203 * it here is better than process_players2, which basically
2204 * incurred a 1 tick offset.
2205 */
2206 if (!op->contr->has_hit)
2207 { 2140 {
2208 op->speed_left += op->speed / op->contr->weapon_sp; 2141 --op->contr->weapon_sp_left;
2209
2210 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2211 }
2212 2142
2213 skill_attack (mon, op, 0, 0, 0); 2143 skill_attack (mon, op, 0, 0, 0);
2214
2215 /* If attacking another player, that player gets automatic
2216 * hitback, and doesn't loose luck either.
2217 * Disable hitback on the battleground or if the target is
2218 * the wiz.
2219 */
2220 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2221 {
2222 short luck = mon->stats.luck;
2223
2224 mon->contr->has_hit = 1;
2225 skill_attack (op, mon, 0, 0, 0);
2226 mon->stats.luck = luck;
2227 }
2228 2144
2229 if (action_makes_visible (op)) 2145 if (action_makes_visible (op))
2230 make_visible (op); 2146 make_visible (op);
2231 }
2232 } /* if player should attack something */
2233}
2234 2147
2235int 2148 return true;
2149 }
2150 }
2151
2152 return false;
2153}
2154
2155bool
2236move_player (object *op, int dir) 2156move_player (object *op, int dir)
2237{ 2157{
2238 int pick; 2158 int pick;
2239 2159
2240 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2241 return 0; 2161 return 0;
2242 2162
2243 /* Sanity check: make sure dir is valid */ 2163 /* Sanity check: make sure dir is valid */
2244 if ((dir < 0) || (dir >= 9)) 2164 if ((dir < 0) || (dir >= 9))
2245 { 2165 {
2246 LOG (llevError, "move_player: invalid direction %d\n", dir); 2166 LOG (llevError, "move_player: invalid direction %d\n", dir);
2247 return 0; 2167 return 0;
2248 } 2168 }
2249 2169
2250 /* peterm: added following line */ 2170 /* peterm: added following line */
2251 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2252 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2172 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2253 2173
2254 op->facing = dir; 2174 op->facing = dir;
2255 2175
2256 if (op->hide) 2176 if (op->hide)
2257 do_hidden_move (op); 2177 do_hidden_move (op);
2258 2178
2179 bool retval;
2180
2259 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2260 /*nop */ ; 2182 retval = RESULT_INT (0);
2261 else if (op->contr->fire_on) 2183 else if (op->contr->fire_on)
2262 fire (op, dir); 2184 retval = fire (op, dir);
2263 else 2185 else
2264 { 2186 {
2265 move_player_attack (op, dir); 2187 retval = move_player_attack (op, dir);
2266 pick = check_pick (op); 2188 pick = check_pick (op);
2267 } 2189 }
2268 2190
2269 /* 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
2270 * server can handle repeat firing. 2192 * server can handle repeat firing.
2277 /* Update how the player looks. Use the facing, so direction may 2199 /* Update how the player looks. Use the facing, so direction may
2278 * get reset to zero. This allows for full animation capabilities 2200 * get reset to zero. This allows for full animation capabilities
2279 * for players. 2201 * for players.
2280 */ 2202 */
2281 animate_object (op, op->facing); 2203 animate_object (op, op->facing);
2282 return 0; 2204
2205 return retval;
2283} 2206}
2284 2207
2285/* 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
2286 * new client/server stuff. 2209 * new client/server stuff.
2287 * 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
2288 * the new speed values for commands. 2211 * the new speed values for commands.
2289 * 2212 *
2290 * 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.
2291 */ 2216 */
2292int 2217bool
2293handle_newcs_player (object *op) 2218handle_newcs_player (object *op)
2294{ 2219{
2295 if (op->contr->hidden)
2296 {
2297 op->invisible = 1000;
2298 /* the socket code flashes the player visible/invisible
2299 * depending on the value of invisible, so we need to
2300 * alternate it here for it to work correctly.
2301 */
2302 if (pticks & 2)
2303 op->invisible--;
2304 }
2305 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2306 {
2307 op->invisible--;
2308 if (!op->invisible)
2309 {
2310 make_visible (op);
2311 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2312 }
2313 }
2314
2315 if (QUERY_FLAG (op, FLAG_SCARED)) 2220 if (QUERY_FLAG (op, FLAG_SCARED))
2316 { 2221 {
2317 flee_player (op); 2222 if (op->speed_left > 0.f)
2318 /* If player is still scared, that is his action for this tick */
2319 if (QUERY_FLAG (op, FLAG_SCARED))
2320 { 2223 {
2321 op->speed_left--; 2224 --op->speed_left;
2225 flee_player (op);
2226
2322 return 0; 2227 return true;
2323 } 2228 }
2229 else
2230 return false;
2324 } 2231 }
2325
2326 /* I've been seeing crashes where the golem has been destroyed, but
2327 * the player object still points to the defunct golem. The code that
2328 * destroys the golem looks correct, and it doesn't always happen, so
2329 * put this in a a workaround to clean up the golem pointer.
2330 */
2331 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2332 op->contr->ranges[range_golem] = 0;
2333 2232
2334 /* 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
2335 * the players time has been increased when doericserver has been 2234 * the players time has been increased when doericserver has been
2336 * called, so we recheck it here. 2235 * called, so we recheck it here.
2337 */ 2236 */
2338 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2237 if (op->contr->ns->handle_command ())
2339 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2340 ;
2341
2342 if (op->speed_left < 0)
2343 return 0; 2238 return true;
2344 2239
2345 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2240 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2346 {
2347 /* All move commands take 1 tick, at least for now */
2348 op->speed_left--;
2349
2350 /* Instead of all the stuff below, let move_player take care
2351 * of it. Also, some of the skill stuff is only put in
2352 * there, as well as the confusion stuff.
2353 */
2354 move_player (op, op->direction); 2241 return move_player (op, op->direction);
2355 if (op->speed_left > 0)
2356 return 1;
2357 else
2358 return 0;
2359 }
2360 2242
2361 return 0; 2243 return false;
2362} 2244}
2363 2245
2364int 2246int
2365save_life (object *op) 2247save_life (object *op)
2366{ 2248{
2368 return 0; 2250 return 0;
2369 2251
2370 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2371 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2372 { 2254 {
2373 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2255 op->play_sound (sound_find ("ob_evaporate"));
2374 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));
2375
2376 if (op->contr)
2377 esrv_del_item (op->contr, tmp->count);
2378 2257
2379 tmp->destroy (); 2258 tmp->destroy ();
2380 CLEAR_FLAG (op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2381 2260
2382 if (op->stats.hp < 0) 2261 if (op->stats.hp < 0)
2395 return 0; 2274 return 0;
2396} 2275}
2397 2276
2398/* 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
2399 * 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
2400 * 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
2401 * from. 2280 * from.
2402 */ 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
2403void 2298void
2404remove_unpaid_objects (object *op, object *env) 2299object::drop_unpaid_items ()
2405{ 2300{
2406 object *next; 2301 if (!flag [FLAG_REMOVED])
2407 2302 ::drop_unpaid_items (inv, this);
2408 while (op)
2409 {
2410 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2411
2412 if (QUERY_FLAG (op, FLAG_UNPAID))
2413 {
2414 if (env->type == PLAYER)
2415 esrv_del_item (env->contr, op->count);
2416
2417 op->insert_at (env);
2418 }
2419 else if (op->inv)
2420 remove_unpaid_objects (op->inv, env);
2421
2422 op = next;
2423 }
2424} 2303}
2425 2304
2426/* 2305/*
2427 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2428 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2429 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2430 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2431 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2432 */ 2311 */
2433char * 2312const char *
2434gravestone_text (object *op) 2313gravestone_text (object *op)
2435{ 2314{
2436 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2437 char buf[MAX_BUF];
2438 time_t now = time (NULL);
2439 2316
2440 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n";
2318 op->name;
2319
2441 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2442 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2443 else
2444 sprintf (buf, "%s\n", &op->name);
2445 2322
2446 strncat (buf2, " ", 20 - strlen (buf) / 2); 2323 buf << "\n\n";
2447 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
2448 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2449 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2450 else
2451 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2452 2331
2453 strncat (buf2, " ", 20 - strlen (buf) / 2);
2454 strcat (buf2, buf);
2455 if (op->type == PLAYER)
2456 { 2332 {
2457 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2458 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2459 strcat (buf2, buf);
2460 }
2461
2462 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2463 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2464 strcat (buf2, buf); 2337 }
2465 2338
2466 return buf2; 2339 return buf;
2467} 2340}
2468 2341
2469void 2342void
2470do_some_living (object *op) 2343do_some_living (object *op)
2471{ 2344{
2478 int rate_grace = 2000; 2351 int rate_grace = 2000;
2479 const int max_hp = 1; 2352 const int max_hp = 1;
2480 const int max_sp = 1; 2353 const int max_sp = 1;
2481 const int max_grace = 1; 2354 const int max_grace = 1;
2482 2355
2483 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--;
2484 { 2365 }
2485 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2366 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2486 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2367 {
2487 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 }
2488 } 2373 }
2489 2374
2490 if (op->contr->ns->state == ST_PLAYING) 2375 if (op->contr->ns->state == ST_PLAYING)
2491 { 2376 {
2492 /* these next three if clauses make it possible to SLOW DOWN 2377 /* these next three if clauses make it possible to SLOW DOWN
2511 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2512 else 2397 else
2513 { 2398 {
2514 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2515 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2516 }
2517
2518 /* Regenerate Spell Points */
2519 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2520 {
2521 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2522 if (op->stats.sp < op->stats.maxsp)
2523 {
2524 op->stats.sp++;
2525 /* dms do not consume food */
2526 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 {
2528 op->stats.food--;
2529 if (op->contr->digestion < 0)
2530 op->stats.food += op->contr->digestion;
2531 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2532 op->stats.food = last_food;
2533 }
2534 }
2535
2536 if (max_sp > 1)
2537 {
2538 over_sp = (gen_sp + 10) / rate_sp;
2539 if (over_sp > 0)
2540 {
2541 if (op->stats.sp < op->stats.maxsp)
2542 {
2543 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2544
2545 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2546 op->stats.sp--;
2547
2548 if (op->stats.sp > op->stats.maxsp)
2549 op->stats.sp = op->stats.maxsp;
2550 }
2551 op->last_sp = 0;
2552 }
2553 else
2554 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2555 }
2556 else
2557 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2558 } 2401 }
2559 2402
2560 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2561 /* 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. */
2562 if (--op->last_grace < 0) 2405 if (--op->last_grace < 0)
2583 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);
2584 } 2427 }
2585 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2586 } 2429 }
2587 2430
2431 if (op->stats.food > 0)
2432 {
2588 /* Regenerate Hit Points */ 2433 /* Regenerate Spell Points */
2589 if (--op->last_heal < 0) 2434 if (!op->contr->golem && --op->last_sp < 0)
2590 {
2591 if (op->stats.hp < op->stats.maxhp)
2592 { 2435 {
2593 op->stats.hp++; 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2594 /* dms do not consume food */ 2437
2595 if (!QUERY_FLAG (op, FLAG_WIZ)) 2438 if (op->stats.sp < op->stats.maxsp)
2596 { 2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 {
2597 op->stats.food--; 2445 op->stats.food--;
2446
2598 if (op->contr->digestion < 0) 2447 if (op->contr->digestion < 0)
2599 op->stats.food += op->contr->digestion; 2448 op->stats.food += op->contr->digestion;
2600 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))
2601 op->stats.food = last_food; 2450 op->stats.food = last_food;
2451 }
2602 } 2452 }
2603 }
2604 2453
2605 if (max_hp > 1) 2454 if (max_sp > 1)
2606 {
2607 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2608 if (over_hp > 0)
2609 { 2455 {
2610 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
2611 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);
2612 } 2474 }
2613 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)
2614 { 2483 {
2615 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 }
2616 } 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);
2617 } 2509 }
2618 else 2510 else
2619 {
2620 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);
2621 } 2512 }
2622 } 2513 }
2623 2514
2624 /* Digestion */ 2515 /* Digestion */
2625 if (--op->last_eat < 0) 2516 if (--op->last_eat < 0)
2626 { 2517 {
2627#ifdef COZY_SERVER 2518 int bonus = max (0, op->contr->digestion),
2628 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2519 penalty = max (0, -op->contr->digestion);
2629 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2630#else
2631 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2632#endif
2633 2520
2634 if (op->contr->gen_hp > 0)
2635 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);
2636 else
2637 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2638 2522
2639 /* dms do not consume food */ 2523 /* dms do not consume food */
2640 if (!QUERY_FLAG (op, FLAG_WIZ)) 2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2641 op->stats.food--; 2525 op->stats.food--;
2642 } 2526 }
2643 2527
2644 if (op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2645 { 2529 {
2646 object *tmp, *flesh = 0; 2530 object *flesh = 0;
2647 2531
2648 for (tmp = op->inv; tmp; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2649 { 2533 {
2650 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)
2651 { 2538 {
2652 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2539 op->statusmsg ("You blindly grab for a bite of food. "
2653 { 2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2654 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2655 manual_apply (op, tmp, 0); 2541 manual_apply (op, tmp, 0);
2542
2656 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2657 break; 2544 break;
2658 } 2545 }
2659 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2660 flesh = tmp; 2547 flesh = tmp;
2661 } /* End if paid for object */ 2548 }
2662 } /* end of for loop */
2663 2549
2664 /* 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
2665 * eat flesh instead. 2551 * eat flesh instead.
2666 */ 2552 */
2667 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2668 { 2554 {
2669 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.>");
2670 manual_apply (op, flesh, 0); 2557 manual_apply (op, flesh, 0);
2671 } 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)
2672 } 2567 {
2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2673 2570
2674 while (op->stats.food < 0 && op->stats.hp >= 0) 2571 if (op->stats.hp < 0)
2675 op->stats.food++, op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2676 2577
2578 /* killer should be set here already */
2677 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2678 kill_player (op); 2580 kill_player (op);
2679 } 2581 }
2680} 2582}
2681 2583
2685 * file. 2587 * file.
2686 */ 2588 */
2687void 2589void
2688kill_player (object *op) 2590kill_player (object *op)
2689{ 2591{
2592 int x, y;
2690 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2691 int x, y;
2692
2693 //int i;
2694 maptile *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2695
2696 /* int z;
2697 int num_stats_lose;
2698 int lost_a_stat;
2699 int lose_this_stat;
2700 int this_stat; */
2701 int will_kill_again; 2595 int will_kill_again;
2702 archetype *at; 2596 archetype *at;
2703 object *tmp; 2597 object *tmp;
2704 2598
2705 if (save_life (op)) 2599 if (save_life (op))
2706 return; 2600 return;
2707
2708 2601
2709 /* 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
2710 * 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.
2711 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2712 */ 2605 */
2728 { 2621 {
2729 tmp->destroy (); 2622 tmp->destroy ();
2730 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2731 } 2624 }
2732 2625
2733 cure_disease (op, 0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2734 op->stats.hp = op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2735 if (op->stats.food <= 0) 2628 if (op->stats.food <= 0)
2736 op->stats.food = 999; 2629 op->stats.food = 999;
2737 2630
2738 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2739 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2740 { 2633 {
2741 sprintf (buf, "%s's finger", &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
2742 tmp->name = buf; 2635 tmp->name_pl = format ("%s's fingers", &op->name);
2743 sprintf (buf, " This finger has been cut off %s\n"
2744 " the %s, when he was defeated at\n level %d by %s.\n",
2745 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2746 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 );
2747 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
2748 tmp->materialname = NULL; 2643 tmp->materialname = "organics";
2749 op->insert_at (tmp, op); 2644 tmp->insert_at (op, tmp);
2750 } 2645 }
2751 2646
2752 /* teleport defeated player to new destination */ 2647 /* teleport defeated player to new destination */
2753 transfer_ob (op, x, y, 0, NULL); 2648 transfer_ob (op, x, y, 0, NULL);
2754 op->contr->braced = 0; 2649 op->contr->braced = 0;
2757 2652
2758 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2759 2654
2760 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2761 2656
2762 if (op->stats.food < 0) 2657 op->contr->play_sound (sound_find ("player_dies"));
2763 {
2764 if (op->contr->explore)
2765 {
2766 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2767 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2768 op->stats.food = 999;
2769 return;
2770 }
2771 sprintf (buf, "%s starved to death.", &op->name);
2772 strcpy (op->contr->killer, "starvation");
2773 }
2774 else
2775 {
2776 if (op->contr->explore)
2777 {
2778 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780 op->stats.hp = op->stats.maxhp;
2781 return;
2782 }
2783 sprintf (buf, "%s died.", &op->name);
2784 }
2785
2786 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2787 2658
2788 /* save the map location for corpse, gravestone */ 2659 /* save the map location for corpse, gravestone */
2789 x = op->x; 2660 x = op->x;
2790 y = op->y; 2661 y = op->y;
2791 map = op->map; 2662 map = op->map;
2898 lost_a_stat = 1; 2769 lost_a_stat = 1;
2899 } 2770 }
2900 } 2771 }
2901 } 2772 }
2902 } 2773 }
2774
2903 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
2904 if (!lost_a_stat) 2776 if (!lost_a_stat)
2905 { 2777 {
2906 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
2907 Should I be using something else? GD */ 2779 Should I be using something else? GD */
2911 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);
2912 else 2784 else
2913 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.");
2914 } 2786 }
2915#else 2787#else
2916 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.");
2917#endif 2789#endif
2918 2790
2919 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2920 * exp loss on the stone. 2792 * exp loss on the stone.
2921 */ 2793 */
2922 tmp = arch_to_object (archetype::find ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2923 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2924 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2925 sprintf (buf, "%s's gravestones", &op->name);
2926 tmp->name_pl = buf;
2927 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 ());
2928 tmp->msg = buf;
2929 tmp->x = op->x, tmp->y = op->y; 2798 tmp->x = op->x, tmp->y = op->y;
2930 insert_ob_in_map (tmp, op->map, NULL, 0); 2799 insert_ob_in_map (tmp, op->map, NULL, 0);
2931 2800
2932 /**************************************/ 2801 /**************************************/
2933 /* */ 2802 /* */
2954 { 2823 {
2955 tmp->destroy (); 2824 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2826 }
2958 2827
2959 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 }
2960 2841
2961 /*add_exp(op, (op->stats.exp * -0.20)); */ 2842 /*add_exp(op, (op->stats.exp * -0.20)); */
2962 apply_death_exp_penalty (op); 2843 apply_death_exp_penalty (op);
2844
2963 if (op->stats.food < 100) 2845 if (op->stats.food < 100)
2964 op->stats.food = 900; 2846 op->stats.food = 900;
2847
2965 op->stats.hp = op->stats.maxhp; 2848 op->stats.hp = op->stats.maxhp;
2966 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2967 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2968 2851
2969 /* 2852 /*
2970 * Check to see if the player is in a shop. IF so, then check to see if
2971 * 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
2972 * in the map. 2854 * and put them back in the map.
2973 */ 2855 */
2974 2856 op->drop_unpaid_items ();
2975 if (is_in_shop (op))
2976 remove_unpaid_objects (op->inv, op);
2977 2857
2978 /****************************************/ 2858 /****************************************/
2979 /* */ 2859 /* */
2980 /* Move player to his current respawn- */ 2860 /* Move player to his current respawn- */
2981 /* position (usually last savebed) */ 2861 /* position (usually last savebed) */
2982 /* */ 2862 /* */
2983 /****************************************/ 2863 /****************************************/
2984 2864
2985 enter_player_savebed (op); 2865 enter_player_savebed (op);
2986 2866
2987 /* Save the player before inserting the force to reduce
2988 * chance of abuse.
2989 */
2990 op->contr->braced = 0; 2867 op->contr->braced = 0;
2991 op->contr->save ();
2992 2868
2993 /* it is possible that the player has blown something up 2869 /* it is possible that the player has blown something up
2994 * at his savebed location, and that can have long lasting 2870 * at his savebed location, and that can have long lasting
2995 * spell effects. So first see if there is a spell effect 2871 * spell effects. So first see if there is a spell effect
2996 * on the space that might harm the player. 2872 * on the space that might harm the player.
3005 object *force; 2881 object *force;
3006 int at; 2882 int at;
3007 2883
3008 force = get_archetype (FORCE_NAME); 2884 force = get_archetype (FORCE_NAME);
3009 /* 50 ticks should be enough time for the spell to abate */ 2885 /* 50 ticks should be enough time for the spell to abate */
3010 force->speed = 0.1; 2886 force->speed = 0.1f;
3011 force->speed_left = -5.0; 2887 force->speed_left = -5.f;
3012 SET_FLAG (force, FLAG_APPLIED); 2888 SET_FLAG (force, FLAG_APPLIED);
3013 for (at = 0; at < NROFATTACKS; at++) 2889 for (at = 0; at < NROFATTACKS; at++)
3014 if (will_kill_again & (1 << at)) 2890 if (will_kill_again & (1 << at))
3015 force->resist[at] = 100; 2891 force->resist[at] = 100;
3016 2892
3025void 2901void
3026loot_object (object *op) 2902loot_object (object *op)
3027{ /* Grab and destroy some treasure */ 2903{ /* Grab and destroy some treasure */
3028 object *tmp, *tmp2, *next; 2904 object *tmp, *tmp2, *next;
3029 2905
3030 if (op->container) 2906 op->close_container (); /* close open sack first */
3031 esrv_apply_container (op, op->container); /* close open sack first */
3032 2907
3033 for (tmp = op->inv; tmp; tmp = next) 2908 for (tmp = op->inv; tmp; tmp = next)
3034 { 2909 {
3035 next = tmp->below; 2910 next = tmp->below;
3036 2911
3037 if (tmp->invisible) 2912 if (tmp->invisible)
3038 continue; 2913 continue;
3039 2914
3040 tmp->remove (); 2915 tmp->remove ();
3041 tmp->x = op->x, tmp->y = op->y; 2916 tmp->x = op->x, tmp->y = op->y;
2917
3042 if (tmp->type == CONTAINER) 2918 if (tmp->type == CONTAINER)
3043 { /* empty container to ground */ 2919 loot_object (tmp); /* empty container to ground */
3044 loot_object (tmp); 2920
3045 }
3046 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))))
3047 { 2922 {
3048 if (tmp->nrof > 1) 2923 if (tmp->nrof > 1)
3049 { 2924 {
3050 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
3051 tmp2->destroy ();
3052 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
3053 } 2927 }
3054 else 2928 else
3055 tmp->destroy (); 2929 tmp->destroy ();
3056 } 2930 }
3062/* 2936/*
3063 * fix_weight(): Check recursively the weight of all players, and fix 2937 * fix_weight(): Check recursively the weight of all players, and fix
3064 * 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
3065 * was changed. 2939 * was changed.
3066 */ 2940 */
3067
3068void 2941void
3069fix_weight (void) 2942fix_weight (void)
3070{ 2943{
3071 for_all_players (pl) 2944 for_all_players (pl)
3072 { 2945 {
3073 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2946 sint32 old = pl->ob->carrying;
3074 2947
3075 if (old == sum) 2948 pl->ob->update_weight ();
3076 continue; 2949
2950 if (old != pl->ob->carrying)
2951 {
3077 pl->ob->update_stats (); 2952 pl->ob->update_stats ();
3078 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 }
3079 } 2955 }
3080} 2956}
3081 2957
3082void 2958void
3083fix_luck (void) 2959fix_luck (void)
3127void 3003void
3128make_visible (object *op) 3004make_visible (object *op)
3129{ 3005{
3130 op->hide = 0; 3006 op->hide = 0;
3131 op->invisible = 0; 3007 op->invisible = 0;
3008
3132 if (op->type == PLAYER) 3009 if (op->type == PLAYER)
3133 { 3010 {
3134 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3135 op->contr->invis_race = 0; 3012 op->contr->invis_race = 0;
3136 } 3013 }
3014
3137 update_object (op, UP_OBJ_FACE); 3015 update_object (op, UP_OBJ_CHANGE);
3138} 3016}
3139 3017
3140int 3018int
3141is_true_undead (object *op) 3019is_true_undead (object *op)
3142{ 3020{
3143 object *tmp = NULL;
3144
3145 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3146 return 1; 3022 return 1;
3147 3023
3148 return 0; 3024 return 0;
3149} 3025}
3150 3026
3151/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3152 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3153 * indicate greater hideability. 3029 * indicate greater hideability.
3154 */ 3030 */
3155
3156int 3031int
3157hideability (object *ob) 3032hideability (object *ob)
3158{ 3033{
3159 int i, level = 0, mflag; 3034 int i, level = 0, mflag;
3160 sint16 x, y; 3035 sint16 x, y;
3170 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3171 if (has_carried_lights (ob)) 3046 if (has_carried_lights (ob))
3172 level = -(10 + (2 * ob->map->darkness)); 3047 level = -(10 + (2 * ob->map->darkness));
3173 3048
3174 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3175 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])
3176 { 3053 {
3177 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3178 if (mflag & P_OUT_OF_MAP) 3055 if (mflag & P_OUT_OF_MAP)
3179 {
3180 continue; 3056 continue;
3181 } 3057
3182 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3183 level += 2; 3059 level += 2;
3184 else /* open terrain! */ 3060 else /* open terrain! */
3185 level -= 1; 3061 level -= 1;
3186 } 3062 }
3194/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3195 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3196 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3197 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3198 */ 3074 */
3199
3200void 3075void
3201do_hidden_move (object *op) 3076do_hidden_move (object *op)
3202{ 3077{
3203 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3204 object *skop;
3205 3079
3206 if (!op || !op->map) 3080 if (!op || !op->map)
3207 return; 3081 return;
3208 3082
3209 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);
3210 3085
3211 /* 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! */
3212 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3213 {
3214 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3215 { 3089 {
3216 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!");
3217 make_visible (op); 3091 make_visible (op);
3218 return; 3092 return;
3219 } 3093 }
3220 else 3094 else
3221 num += 20; 3095 num += 20;
3222 } 3096
3223 num += op->map->difficulty; 3097 num += op->map->difficulty;
3224 hide = hideability (op); /* modify by terrain hidden level */ 3098 hide = hideability (op); /* modify by terrain hidden level */
3225 num -= hide; 3099 num -= hide;
3100
3226 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3227 { 3102 {
3228 make_visible (op); 3103 make_visible (op);
3104
3229 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3230 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!");
3231 } 3107 }
3232 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3233 {
3234 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);
3235 }
3236} 3110}
3237 3111
3238/* determine if who is standing near a hostile creature. */ 3112/* determine if who is standing near a hostile creature. */
3239 3113
3240int 3114int
3288 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3289 * 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
3290 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3291 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3292 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3293 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3294 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3295 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3296 * 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.
3297 * -b.t. 3171 * -b.t.
3298 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3299 */ 3173 */
3300
3301int 3174int
3302player_can_view (object *pl, object *op) 3175player_can_view (object *pl, object *op)
3303{ 3176{
3304 rv_vector rv; 3177 rv_vector rv;
3305 int dx, dy; 3178 int dx, dy;
3307 if (pl->type != PLAYER) 3180 if (pl->type != PLAYER)
3308 { 3181 {
3309 LOG (llevError, "player_can_view() called for non-player object\n"); 3182 LOG (llevError, "player_can_view() called for non-player object\n");
3310 return -1; 3183 return -1;
3311 } 3184 }
3185
3312 if (!pl || !op) 3186 if (!pl || !op)
3313 return 0; 3187 return 0;
3314 3188
3315 if (op->head)
3316 {
3317 op = op->head; 3189 op = op->head_ ();
3318 } 3190
3319 get_rangevector (pl, op, &rv, 0x1); 3191 get_rangevector (pl, op, &rv, 0x1);
3320 3192
3321 /* starting with the 'head' part, lets loop 3193 /* starting with the 'head' part, lets loop
3322 * through the object and find if it has any 3194 * through the object and find if it has any
3323 * part that is in the los array but isnt on 3195 * part that is in the los array but isn't on
3324 * a blocked los square. 3196 * a blocked los square.
3325 * we use the archetype to figure out offsets. 3197 * we use the archetype to figure out offsets.
3326 */ 3198 */
3327 while (op) 3199 while (op)
3328 { 3200 {
3329 dx = rv.distance_x + op->arch->clone.x; 3201 dx = rv.distance_x + op->arch->x;
3330 dy = rv.distance_y + op->arch->clone.y; 3202 dy = rv.distance_y + op->arch->y;
3331 3203
3332 /* only the viewable area the player sees is updated by LOS 3204 /* only the viewable area the player sees is updated by LOS
3333 * 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
3334 * for any meaningful values. 3206 * for any meaningful values.
3335 */ 3207 */
3336 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3337 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3338 !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)])
3339 return 1; 3211 return 1;
3212
3340 op = op->more; 3213 op = op->more;
3341 } 3214 }
3215
3342 return 0; 3216 return 0;
3343} 3217}
3344 3218
3345/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3346 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3349 * return 0. 3223 * return 0.
3350 */ 3224 */
3351int 3225int
3352action_makes_visible (object *op) 3226action_makes_visible (object *op)
3353{ 3227{
3354
3355 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3356 { 3229 {
3357 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3358 return 0; 3231 return 0;
3359 3232
3365 { 3238 {
3366 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");
3367 return 1; 3240 return 1;
3368 } 3241 }
3369 } 3242 }
3243
3370 return 0; 3244 return 0;
3371} 3245}
3372 3246
3373/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3374 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3379 * 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
3380 */ 3254 */
3381int 3255int
3382op_on_battleground (object *op, int *x, int *y) 3256op_on_battleground (object *op, int *x, int *y)
3383{ 3257{
3384 object *tmp;
3385
3386 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3387 * 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),
3388 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3389 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3390 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3391 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3392 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3393 { 3265 {
3394 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3395 { 3267 {
3396 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3397 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))
3398 { 3272 {
3399 /*before we assign the exit, check if this is a teambattle */ 3273 /* before we assign the exit, check if this is a teambattle */
3400 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))
3401 { 3275 {
3402 object *invtmp;
3403
3404 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3405 { 3277 {
3406 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3407 { 3279 {
3408 if (x != NULL && y != NULL) 3280 if (x && y)
3409 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3410 return 1; 3283 return 1;
3411 } 3284 }
3412 } 3285 }
3413 } 3286 }
3287
3414 if (x != NULL && y != NULL) 3288 if (x && y)
3415 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3416 return 1; 3291 return 1;
3417 } 3292 }
3418 } 3293 }
3419 } 3294 }
3295
3420 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3421 return 0; 3297 return 0;
3422} 3298}
3423 3299
3424/* 3300/*
3440 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3441 int i = 0, j = 0; 3317 int i = 0, j = 0;
3442 3318
3443 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3444 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3445 trlist = find_treasurelist ("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3446 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3447 trlist = find_treasurelist ("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3448 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3449 trlist = find_treasurelist ("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3450 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3451 trlist = find_treasurelist ("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3452 3328
3453 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3454 return; 3330 return;
3455 3331
3456 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++);
3457 3333
3458 if (tr == NULL || tr->item == NULL) 3334 if (!tr || !tr->item)
3459 { 3335 {
3460 /* 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]); */
3461 return; 3337 return;
3462 } 3338 }
3463 3339
3464 /* everything seems okay - now bring on the gift: */ 3340 /* everything seems okay - now bring on the gift: */
3465 item = &(tr->item->clone); 3341 item = tr->item;
3466 3342
3467 if (item->type == SPELL) 3343 if (item->type == SPELL)
3468 { 3344 {
3469 if (check_spell_known (who, item->name)) 3345 if (check_spell_known (who, item->name))
3470 return; 3346 return;
3529 { 3405 {
3530 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3531 object *skin; 3407 object *skin;
3532 3408
3533 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3534 shstr_cmp dragon_skin_force ("dragon_skin_force");
3535 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)
3536 ; 3411 ;
3537 3412
3538 if (!skin) 3413 if (!skin)
3539 return; 3414 return;
3540 3415
3575 else 3450 else
3576 { 3451 {
3577 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3578 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3579 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));
3580 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3581 if (who->type == PLAYER)
3582 esrv_send_item (who, tmp);
3583 } 3456 }
3584} 3457}
3585 3458
3586/** 3459/**
3587 * 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
3588 * not readied. 3461 * not readied.
3589 */ 3462 */
3590void 3463void
3591player_unready_range_ob (player *pl, object *ob) 3464player_unready_range_ob (player *pl, object *ob)
3592{ 3465{
3593 rangetype i; 3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3594 3468
3595 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3469 if (pl->combat_ob == ob)
3596 { 3470 pl->combat_ob = 0;
3471
3597 if (pl->ranges[i] == ob) 3472 if (pl->ranged_ob == ob)
3598 { 3473 pl->ranged_ob = 0;
3599 pl->ranges[i] = NULL;
3600 if (pl->shoottype == i)
3601 {
3602 pl->shoottype = range_none;
3603 }
3604 }
3605 }
3606} 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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