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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.90 by root, Sun Jan 7 21:54:59 2007 UTC vs.
Revision 1.206 by root, Mon Sep 29 10:20:49 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 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 */
130 131
131 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
132 strip_endline (subject); 133 strip_endline (subject);
133 size = 0; 134 size = 0;
134 news[0] = '\0'; 135 news[0] = '\0';
144 size += strlen (buf); 145 size += strlen (buf);
145 } 146 }
146 } 147 }
147 148
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 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);
150 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
151} 152}
152 153
153/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
154static void 155static void
155set_first_map (object *op) 156set_first_map (object *op)
156{ 157{
157 op->contr->maplevel = first_map_path; 158 op->contr->maplevel = first_map_path;
158 op->x = -1; 159 op->x = -1;
159 op->y = -1; 160 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 161}
174 162
175void 163void
176player::activate () 164player::activate ()
177{ 165{
180 168
181 players.insert (this); 169 players.insert (this);
182 ob->remove (); 170 ob->remove ();
183 ob->map = 0; 171 ob->map = 0;
184 ob->activate_recursive (); 172 ob->activate_recursive ();
185 enter_map (); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
186} 175}
187 176
188void 177void
189player::deactivate () 178player::deactivate ()
190{ 179{
191 if (!active) 180 if (!active)
192 return; 181 return;
193 182
194 terminate_all_pets (ob); 183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
195 ob->deactivate_recursive (); 185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
196 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
197 ob->map = 0; 192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
198 196
199 players.erase (this); 197 players.erase (this);
200} 198}
201 199
202// connect the player with a specific client 200// connect the player with a specific client
203// also changed, rationalises, and fixes some incorrect settings 201// also changes, rationalises, and fixes some incorrect settings
204void 202void
205player::connect (client *ns) 203player::connect (client *ns)
206{ 204{
207 this->ns = ns; 205 this->ns = ns;
208 ns->pl = this; 206 ns->pl = this;
209 207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
210 ns->update_look = 0; 212 ns->update_look = 0;
211 ns->look_position = 0; 213 ns->look_position = 0;
212 214
213 clear_los (ob); 215 clear_los (this);
216
217 ns->reset_stats ();
214 218
215 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
218 222
219 if (!legal_range (ob, shoottype)) 223 ob->update_weight ();
220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob); 224 link_skills ();
224 225
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226 227
227 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
235 */
236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
238 229
239 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
241 { 232 {
242 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
243 234
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246
247 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
250 abil = tmp; 238 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
252 skin = tmp; 240 skin = tmp;
253 241
254 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
255 } 243 }
256 244
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
261
262 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
263 246
264 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
265 248
266 ob->update_stats (); 249 ob->update_stats ();
250
267 ns->floorbox_update (); 251 ns->floorbox_update ();
268
269 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
270 esrv_add_spells (this, 0); 253 esrv_add_spells (this, 0);
271 254
272 activate (); 255 activate ();
273 256
280} 263}
281 264
282void 265void
283player::disconnect () 266player::disconnect ()
284{ 267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
285 if (ns) 274 if (ns)
286 { 275 {
287 if (active) 276 if (active)
288 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
289 278
290 INVOKE_PLAYER (DISCONNECT, this); 279 INVOKE_PLAYER (DISCONNECT, this);
291 280
281 ns->reset_stats ();
292 ns->pl = 0; 282 ns->pl = 0;
293 this->ns = 0; 283 ns = 0;
294 } 284 }
285
286 observe = ob;
295 287
296 deactivate (); 288 deactivate ();
297} 289}
298 290
299// the need for this function can be explained 291// the need for this function can be explained
300// by load_object not returning the object 292// by load_object not returning the object
301void 293void
302player::set_object (object *op) 294player::set_object (object *op)
303{ 295{
304 ob = op; 296 ob = observe = op;
305 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
306 298
299 ob->speed = 1.0f;
307 ob->speed_left = 0.5; 300 ob->speed_left = 0.5f;
308 ob->speed = 1.0; 301
309 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
310 ob->stats.wc = 2;
311 ob->run_away = 25; /* Then we panick... */
312 303
313 ob->roll_stats (); 304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
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;
314} 337}
315 338
316player::player () 339player::player ()
317{ 340{
318 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
319 * we deal with that below this point. 342 * we deal with that below this point.
320 */ 343 */
321 outputs_sync = 16; /* Every 2 seconds */ 344 outputs_sync = 4;
322 outputs_count = 8; /* Keeps present behaviour */ 345 outputs_count = 4;
323 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
324 347
325 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
326 349
327 gen_sp_armour = 10; 350 gen_sp_armour = 10;
328 last_speed = -1;
329 shoottype = range_none;
330 bowtype = bow_normal; 351 bowtype = bow_normal;
331 petmode = pet_normal; 352 petmode = pet_normal;
332 listening = 10;
333 usekeys = containers; 353 usekeys = containers;
334 last_weapon_sp = -1;
335 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
336 do_los = 1; 355 do_los = 1;
337 356
338 /* we need to clear these to -1 and not zero - otherwise, 357 weapon_sp = 1.0f;
339 * if a player quits and starts a new character, we wont 358 weapon_sp_left = 0.5f;
340 * send new values to the client, as things like exp start
341 * at zero.
342 */
343 for (int i = 0; i < NUM_SKILLS; i++)
344 last_skill_exp[i] = -1;
345
346 for (int i = 0; i < NROFATTACKS; i++)
347 last_resist[i] = -1;
348
349 last_stats.exp = -1;
350 last_weight = (uint32) - 1;
351} 359}
352 360
353void 361void
354player::do_destroy () 362player::do_destroy ()
355{ 363{
358 attachable::do_destroy (); 366 attachable::do_destroy ();
359 367
360 if (ob) 368 if (ob)
361 { 369 {
362 ob->destroy_inv (false); 370 ob->destroy_inv (false);
363 ob->destroy (); 371 ob->destroy (true);
364 } 372 }
373
374 ob = observe = 0;
365} 375}
366 376
367player::~player () 377player::~player ()
368{ 378{
369 /* Clear item stack */ 379 /* Clear item stack */
378player::create () 388player::create ()
379{ 389{
380 player *pl = new player; 390 player *pl = new player;
381 391
382 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
383 set_first_map (pl->ob); 398 set_first_map (pl->ob);
384 399
385 return pl; 400 return pl;
386} 401}
387 402
391 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
392 */ 407 */
393archetype * 408archetype *
394get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
395{ 410{
396 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);
397 418
398 for (;;) 419 for (;;)
399 { 420 {
400 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
401 at = first_archetype; 422 i = archetypes.begin ();
402 else 423 else if (*i == at)
403 at = at->next; 424 cleanup ("not a single player archetype found");
404 425
405 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
406 return at; 427 return *i;
407
408 if (at == start)
409 {
410 LOG (llevError, "No Player archetypes\n");
411 exit (-1);
412 }
413 } 428 }
414} 429}
415 430
416object * 431object *
417get_nearest_player (object *mon) 432get_nearest_player (object *mon)
419 object *op = NULL; 434 object *op = NULL;
420 objectlink *ol; 435 objectlink *ol;
421 unsigned lastdist; 436 unsigned lastdist;
422 rv_vector rv; 437 rv_vector rv;
423 438
424 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 { 440 {
426 /* We should not find free objects on this friendly list, but it
427 * does periodically happen. Given that, lets deal with it.
428 * While unlikely, it is possible the next object on the friendly
429 * list is also free, so encapsulate this in a while loop.
430 */
431 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
432 {
433 object *tmp = ol->ob;
434
435 /* Can't do much more other than log the fact, because the object
436 * itself will have been cleared.
437 */
438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
439 ol = ol->next;
440 remove_friendly_object (tmp);
441 if (!ol)
442 return op;
443 }
444
445 /* Remove special check for player from this. First, it looks to cause
446 * some crashes (ol->ob->contr not set properly?), but secondly, a more
447 * complicated method of state checking would be needed in any case -
448 * as it was, a clever player could type quit, and the function would
449 * skip them over while waiting for confirmation. Remove
450 * on_same_map check, as can_detect_enemy also does this
451 */
452 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
453 continue; 442 continue;
454 443
455 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
456 { 445 {
532 x = mon->x; 521 x = mon->x;
533 y = mon->y; 522 y = mon->y;
534 m = mon->map; 523 m = mon->map;
535 dir = rv.direction; 524 dir = rv.direction;
536 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 */
537 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
538 /* 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. */
539 if (diff > max) 529 if (diff > max)
540 return 0; 530 return 0;
531
541 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
542 { 533 {
543 lastx = x; 534 lastx = x;
544 lasty = y; 535 lasty = y;
545 lastmap = m; 536 lastmap = m;
627 max--; 618 max--;
628 lastdir = dir; 619 lastdir = dir;
629 if (!firstdir) 620 if (!firstdir)
630 firstdir = dir; 621 firstdir = dir;
631 } 622 }
623
632 if (diff <= 1) 624 if (diff <= 1)
633 { 625 {
634 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
635 * headed toward player for entire distance. 627 * headed toward player for entire distance.
636 */ 628 */
637 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
638 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));
639 } 631 }
632
640 if (diff > max) 633 if (diff > max)
641 return 0; 634 return 0;
642 } 635 }
636
643 /* 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 */
644 if (!max) 638 if (!max)
645 return 0; 639 return 0;
646 640
647 return firstdir; 641 return firstdir;
648} 642}
649 643
650void 644void
651give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
652{ 646{
653 object *op, *next = NULL;
654
655 if (pl->randomitems != NULL) 647 if (pl->randomitems)
656 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
657 649
658 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
659 { 651 {
660 next = op->below; 652 next = op->below;
661 653
662 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
663 * 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
668 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
669 * by this player due to race restrictions 661 * by this player due to race restrictions
670 */ 662 */
671 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
672 { 664 {
673 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
674 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
675 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
676 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
677 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))
678 { 672 {
679 op->destroy (); 673 op->destroy (true);
680 continue; 674 continue;
681 } 675 }
682 } 676 }
683 677
684 /* This really needs to be better - we should really give 678 /* This really needs to be better - we should really give
695 if (tmp->type == op->type && tmp->name == op->name) 689 if (tmp->type == op->type && tmp->name == op->name)
696 break; 690 break;
697 691
698 if (tmp) 692 if (tmp)
699 { 693 {
700 op->destroy (); 694 op->destroy (true);
701 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
702 continue; 696 continue;
703 } 697 }
704 698
705 if (op->nrof > 1) 699 if (op->nrof > 1)
706 op->nrof = 1; 700 op->nrof = 1;
707 } 701 }
708 702
709 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
710 {
711 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
712 }
713 705
714 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
715 * 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
716 * merged properly. 708 * merged properly.
717 */ 709 */
718 if (need_identify (op)) 710 if (need_identify (op))
719 { 711 {
720 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
721 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
722 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
723 } 715 }
716
724 if (op->type == SPELL) 717 if (op->type == SPELL)
725 { 718 {
726 op->destroy (); 719 op->destroy (true);
727 continue; 720 continue;
728 } 721 }
729 else if (op->type == SKILL) 722 else if (op->type == SKILL)
730 { 723 {
731 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
732 op->stats.exp = 0; 725 op->stats.exp = 0;
733 op->level = 1; 726 op->level = 1;
734 } 727 }
735 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
736 else
737 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
738 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
739 731
740 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
741 link_player_skills (pl); 733 pl->contr->link_skills ();
742} 734}
743 735
744void 736void
745get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
746{ 738{
761roll_stat (void) 753roll_stat (void)
762{ 754{
763 int a[4], i, j, k; 755 int a[4], i, j, k;
764 756
765 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
766 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
767 759
768 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
769 if (a[i] < k) 761 if (a[i] < k)
770 k = a[i], j = i; 762 k = a[i], j = i;
771 763
777} 769}
778 770
779void 771void
780object::roll_stats () 772object::roll_stats ()
781{ 773{
782 int statsort [7]; 774 int statsort [NUM_STATS];
783 775
784 for (;;) 776 for (;;)
785 { 777 {
786 int sum = 0; 778 int sum = 0;
787 for (int i = 7; i--; ) 779 for (int i = NUM_STATS; i--; )
788 sum += statsort [i] = roll_stat (); 780 sum += statsort [i] = roll_stat ();
789 781
790 if (sum >= 82 && sum <= 116) 782 if (sum >= 82 && sum <= 116)
791 break; 783 break;
792 } 784 }
793 785
794 // Sort the stats so that rerolling is easier... 786 // Sort the stats so that rerolling is easier...
795 std::sort (statsort, statsort + 7, std::greater<int>()); 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
796 788
789 for (int i = 0; i < NUM_STATS; ++i)
797 stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
798 stats.Dex = statsort[1];
799 stats.Con = statsort[2];
800 stats.Int = statsort[3];
801 stats.Wis = statsort[4];
802 stats.Pow = statsort[5];
803 stats.Cha = statsort[6];
804 791
805 stats.exp = 0; 792 stats.exp = 0;
806 stats.ac = 0; 793 stats.ac = 0;
807 794
808 stats.hp = stats.maxhp; 795 stats.hp = stats.maxhp;
820} 807}
821 808
822void 809void
823object::swap_stats (int a, int b) 810object::swap_stats (int a, int b)
824{ 811{
825 int tmp = get_attr_value (&contr->orig_stats, a); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
827 set_attr_value (&contr->orig_stats, b, tmp);
828 813
814 for (int i = 0; i < NUM_STATS; ++i)
829 stats.Str = contr->orig_stats.Str; 815 stats.stat (i) = contr->orig_stats.stat (i);
830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836 816
837 //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,
838 // be merged with the similar code in roll_stats 818 // be merged with the similar code in roll_stats
839 stats.ac = 0; 819 stats.ac = 0;
840 820
859static void 839static void
860start_info (object *op) 840start_info (object *op)
861{ 841{
862 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
863 843
864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
865 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
868} 846}
869 847
870/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
871 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
873 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
874 * not the class. 852 * not the class.
875 */ 853 */
876int 854void
877key_change_class (object *op, char key) 855player::chargen_race_done ()
878{ 856{
879 int tmp_loop;
880
881 if (key == 'd' || key == 'D')
882 {
883 char buf[MAX_BUF];
884
885 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
886 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
887 859
888 treasurelist *tl = find_treasurelist ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
889 if (tl) 861 if (tl)
890 create_treasure (tl, op, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
891 863
892 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
893 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
894 866
895 op->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
896 868
897 if (op->msg) 869 if (ob->msg)
898 op->msg = NULL; 870 ob->msg = 0;
899 871
900 /* We create this now because some of the unique maps will need it
901 * to save here.
902 */
903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
904 make_path_to_file (buf);
905
906#ifdef AUTOSAVE
907 op->contr->last_save_tick = pticks;
908#endif
909 start_info (op); 872 start_info (ob);
910 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
911 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
912 link_player_skills (op);
913 esrv_send_inventory (op, op); 875 esrv_send_inventory (ob, ob);
914 op->update_stats (); 876 ob->update_stats ();
915 877
916 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
917 * is one for this race 879 * is one for this race
918 */ 880 */
919 if (*first_map_ext_path) 881 if (*first_map_ext_path)
920 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
921 object *tmp;
922 char mapname[MAX_BUF];
923
924 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
925 tmp = object::create ();
926 EXIT_PATH (tmp) = mapname;
927 EXIT_X (tmp) = op->x;
928 EXIT_Y (tmp) = op->y;
929 op->enter_exit (tmp); /* we don't really care if it succeeded;
930 * if the map isn't there, then stay on the
931 * default initial map */
932 tmp->destroy ();
933 }
934 else 883 else
935 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
885}
936 886
937 return 0; 887void
938 } 888player::chargen_race_next ()
939 889{
940 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
941 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
942 */ 892 */
943 893
944 tmp_loop = 0; 894 do
945 while (!tmp_loop)
946 { 895 {
947 shstr name = op->name; 896 shstr name = ob->name;
948 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
949 898
950 op->remove_statbonus (); 899 ob->remove_statbonus ();
951 op->remove (); 900 ob->remove ();
952 op->arch = get_player_archetype (op->arch); 901 ob->arch = get_player_archetype (ob->arch);
953 op->arch->clone.copy_to (op); 902 ob->arch->copy_to (ob);
954 op->instantiate (); 903 ob->instantiate ();
955 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
956 op->name = op->name_pl = name; 905 ob->name = ob->name_pl = name;
957 op->x = x; 906 ob->x = x;
958 op->y = y; 907 ob->y = y;
959 SET_ANIMATION (op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
960 insert_ob_in_map (op, op->map, op, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
961 assign (op->contr->title, op->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
962 op->add_statbonus (); 911 ob->add_statbonus ();
963 tmp_loop = allowed_class (op);
964 } 912 }
913 while (!allowed_class (ob));
965 914
966 update_object (op, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
967 esrv_update_item (UPD_FACE, op, op); 916 esrv_update_item (UPD_FACE, ob, ob);
968 op->update_stats (); 917 ob->update_stats ();
969 op->stats.hp = op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
970 op->stats.sp = op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
971 op->stats.grace = 0; 920 ob->stats.grace = 0;
972
973 if (op->msg)
974 new_draw_info (NDI_BLUE, 0, op, op->msg);
975
976 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
977 return 0;
978} 921}
979 922
980void 923void
981flee_player (object *op) 924flee_player (object *op)
982{ 925{
1029 /* Cornered, get rid of scared */ 972 /* Cornered, get rid of scared */
1030 CLEAR_FLAG (op, FLAG_SCARED); 973 CLEAR_FLAG (op, FLAG_SCARED);
1031 op->enemy = NULL; 974 op->enemy = NULL;
1032} 975}
1033 976
1034
1035/* check_pick sees if there is stuff to be picked up/picks up stuff. 977/* check_pick sees if there is stuff to be picked up/picks up stuff.
1036 * IT returns 1 if the player should keep on moving, 0 if he should 978 * It returns 1 if the player should keep on moving, 0 if he should
1037 * stop. 979 * stop.
1038 */ 980 */
1039int 981int
1040check_pick (object *op) 982check_pick (object *op)
1041{ 983{
1042 object *tmp, *next; 984 object *tmp, *next;
1043 int stop = 0; 985 int stop = 0;
1044 int j, k, wvratio; 986 int wvratio;
1045 char putstring[128], tmpstr[16]; 987 char putstring[128];
1046 988
1047 /* if you're flying, you cna't pick up anything */ 989 /* if you're flying, you cna't pick up anything */
1048 if (op->move_type & MOVE_FLYING) 990 if (op->move_type & MOVE_FLYING)
1049 return 1; 991 return 1;
1050 992
1051 next = op->below; 993 next = op->below;
1052 994
995 int cnt = MAX_ITEM_PER_DROP;
996#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
997
1053 /* loop while there are items on the floor that are not marked as 998 /* loop while there are items on the floor that are not marked as
1054 * destroyed */ 999 * destroyed */
1055 while (next && !next->destroyed ()) 1000 while (next && !next->destroyed ())
1056 { 1001 {
1057 tmp = next; 1002 tmp = next;
1058 next = tmp->below; 1003 next = tmp->below;
1059 1004
1005 if (cnt <= 0)
1006 {
1007 op->failmsg ("Couldn't pickup all items at once.");
1008 return 0;
1009 }
1010
1060 if (op->destroyed ()) 1011 if (op->destroyed ())
1061 return 0; 1012 return 0;
1062 1013
1063 if (!can_pick (op, tmp)) 1014 if (!can_pick (op, tmp))
1064 continue; 1015 continue;
1065 1016
1066 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1067 { 1018 {
1068 if (item_matched_string (op, tmp, op->contr->search_str)) 1019 if (item_matched_string (op, tmp, op->contr->search_str))
1069 pick_up (op, tmp); 1020 CHK_PICK_PICKUP;
1070 continue; 1021 continue;
1071 } 1022 }
1072 1023
1073 /* high not bit set? We're using the old autopickup model */ 1024 /* high not bit set? We're using the old autopickup model */
1074 if (!(op->contr->mode & PU_NEWMODE)) 1025 if (!(op->contr->mode & PU_NEWMODE))
1076 switch (op->contr->mode) 1027 switch (op->contr->mode)
1077 { 1028 {
1078 case 0: 1029 case 0:
1079 return 1; /* don't pick up */ 1030 return 1; /* don't pick up */
1080 case 1: 1031 case 1:
1081 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1082 return 1; 1033 return 1;
1083 case 2: 1034 case 2:
1084 pick_up (op, tmp); 1035 CHK_PICK_PICKUP;
1085 return 0; 1036 return 0;
1086 case 3: 1037 case 3:
1087 return 0; /* stop before pickup */ 1038 return 0; /* stop before pickup */
1088 case 4: 1039 case 4:
1089 pick_up (op, tmp); 1040 CHK_PICK_PICKUP;
1090 break; 1041 break;
1091 case 5: 1042 case 5:
1092 pick_up (op, tmp); 1043 CHK_PICK_PICKUP;
1093 stop = 1; 1044 stop = 1;
1094 break; 1045 break;
1095 case 6: 1046 case 6:
1096 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1047 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1097 pick_up (op, tmp); 1048 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1049 CHK_PICK_PICKUP;
1098 break; 1050 break;
1099 1051
1100 case 7: 1052 case 7:
1101 if (tmp->type == MONEY || tmp->type == GEM) 1053 if (tmp->type == MONEY || tmp->type == GEM)
1102 pick_up (op, tmp); 1054 CHK_PICK_PICKUP;
1103 break; 1055 break;
1104 1056
1105 default: 1057 default:
1106 /* use value density */ 1058 /* use value density */
1107 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1059 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1108 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1060 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1109 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1110 } 1062 }
1111 } 1063 }
1112 else 1064 else
1113 { /* old model */ 1065 { /* old model */
1114 /* NEW pickup handling */ 1066 /* NEW pickup handling */
1118 if (tmp->name != NULL) 1070 if (tmp->name != NULL)
1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1071 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1120 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1072 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121 else 1073 else
1122 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1074 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1123 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1075 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1124 1076
1125 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1077 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1126 } 1078 }
1127 1079
1128 /* philosophy: 1080 /* philosophy:
1169 /* all food and drink if desired */ 1121 /* all food and drink if desired */
1170 /* question: don't pick up known-poisonous stuff? */ 1122 /* question: don't pick up known-poisonous stuff? */
1171 if (op->contr->mode & PU_FOOD) 1123 if (op->contr->mode & PU_FOOD)
1172 if (tmp->type == FOOD) 1124 if (tmp->type == FOOD)
1173 { 1125 {
1174 pick_up (op, tmp); 1126 CHK_PICK_PICKUP;
1175 continue; 1127 continue;
1176 } 1128 }
1177 1129
1178 if (op->contr->mode & PU_DRINK) 1130 if (op->contr->mode & PU_DRINK)
1179 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1131 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1180 { 1132 {
1181 pick_up (op, tmp); 1133 CHK_PICK_PICKUP;
1182 continue; 1134 continue;
1183 } 1135 }
1184 1136
1185 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_POTION)
1186 if (tmp->type == POTION) 1138 if (tmp->type == POTION)
1187 { 1139 {
1188 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1189 continue; 1141 continue;
1190 } 1142 }
1191 1143
1192 /* spellbooks, skillscrolls and normal books/scrolls */ 1144 /* spellbooks, skillscrolls and normal books/scrolls */
1193 if (op->contr->mode & PU_SPELLBOOK) 1145 if (op->contr->mode & PU_SPELLBOOK)
1194 if (tmp->type == SPELLBOOK) 1146 if (tmp->type == SPELLBOOK)
1195 { 1147 {
1196 pick_up (op, tmp); 1148 CHK_PICK_PICKUP;
1197 continue; 1149 continue;
1198 } 1150 }
1199 1151
1200 if (op->contr->mode & PU_SKILLSCROLL) 1152 if (op->contr->mode & PU_SKILLSCROLL)
1201 if (tmp->type == SKILLSCROLL) 1153 if (tmp->type == SKILLSCROLL)
1202 { 1154 {
1203 pick_up (op, tmp); 1155 CHK_PICK_PICKUP;
1204 continue; 1156 continue;
1205 } 1157 }
1206 1158
1207 if (op->contr->mode & PU_READABLES) 1159 if (op->contr->mode & PU_READABLES)
1208 if (tmp->type == BOOK || tmp->type == SCROLL) 1160 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1209 { 1161 {
1210 pick_up (op, tmp); 1162 CHK_PICK_PICKUP;
1211 continue; 1163 continue;
1212 } 1164 }
1213 1165
1214 /* wands/staves/rods/horns */ 1166 /* wands/staves/rods/horns */
1215 if (op->contr->mode & PU_MAGIC_DEVICE) 1167 if (op->contr->mode & PU_MAGIC_DEVICE)
1216 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1168 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1217 { 1169 {
1218 pick_up (op, tmp); 1170 CHK_PICK_PICKUP;
1219 continue; 1171 continue;
1220 } 1172 }
1221 1173
1222 /* pick up all magical items */ 1174 /* pick up all magical items */
1223 if (op->contr->mode & PU_MAGICAL) 1175 if (op->contr->mode & PU_MAGICAL)
1224 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1176 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1225 { 1177 {
1226 pick_up (op, tmp); 1178 CHK_PICK_PICKUP;
1227 continue; 1179 continue;
1228 } 1180 }
1229 1181
1230 if (op->contr->mode & PU_VALUABLES) 1182 if (op->contr->mode & PU_VALUABLES)
1231 { 1183 {
1232 if (tmp->type == MONEY || tmp->type == GEM) 1184 if (tmp->type == MONEY || tmp->type == GEM)
1233 { 1185 {
1234 pick_up (op, tmp); 1186 CHK_PICK_PICKUP;
1235 continue; 1187 continue;
1236 } 1188 }
1237 } 1189 }
1238 1190
1239 /* rings & amulets - talismans seems to be typed AMULET */ 1191 /* rings & amulets - talismans seems to be typed AMULET */
1240 if (op->contr->mode & PU_JEWELS) 1192 if (op->contr->mode & PU_JEWELS)
1241 if (tmp->type == RING || tmp->type == AMULET) 1193 if (tmp->type == RING || tmp->type == AMULET)
1242 { 1194 {
1243 pick_up (op, tmp); 1195 CHK_PICK_PICKUP;
1244 continue; 1196 continue;
1245 } 1197 }
1246 1198
1247 /* we don't forget dragon food */ 1199 /* we don't forget dragon food */
1248 if (op->contr->mode & PU_FLESH) 1200 if (op->contr->mode & PU_FLESH)
1249 if (tmp->type == FLESH) 1201 if (tmp->type == FLESH)
1250 { 1202 {
1251 pick_up (op, tmp); 1203 CHK_PICK_PICKUP;
1252 continue; 1204 continue;
1253 } 1205 }
1254 1206
1255 /* bows and arrows. Bows are good for selling! */ 1207 /* bows and arrows. Bows are good for selling! */
1256 if (op->contr->mode & PU_BOW) 1208 if (op->contr->mode & PU_BOW)
1257 if (tmp->type == BOW) 1209 if (tmp->type == BOW)
1258 { 1210 {
1259 pick_up (op, tmp); 1211 CHK_PICK_PICKUP;
1260 continue; 1212 continue;
1261 } 1213 }
1262 1214
1263 if (op->contr->mode & PU_ARROW) 1215 if (op->contr->mode & PU_ARROW)
1264 if (tmp->type == ARROW) 1216 if (tmp->type == ARROW)
1265 { 1217 {
1266 pick_up (op, tmp); 1218 CHK_PICK_PICKUP;
1267 continue; 1219 continue;
1268 } 1220 }
1269 1221
1270 /* all kinds of armor etc. */ 1222 /* all kinds of armor etc. */
1271 if (op->contr->mode & PU_ARMOUR) 1223 if (op->contr->mode & PU_ARMOUR)
1272 if (tmp->type == ARMOUR) 1224 if (tmp->type == ARMOUR)
1273 { 1225 {
1274 pick_up (op, tmp); 1226 CHK_PICK_PICKUP;
1275 continue; 1227 continue;
1276 } 1228 }
1277 1229
1278 if (op->contr->mode & PU_HELMET) 1230 if (op->contr->mode & PU_HELMET)
1279 if (tmp->type == HELMET) 1231 if (tmp->type == HELMET)
1280 { 1232 {
1281 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1282 continue; 1234 continue;
1283 } 1235 }
1284 1236
1285 if (op->contr->mode & PU_SHIELD) 1237 if (op->contr->mode & PU_SHIELD)
1286 if (tmp->type == SHIELD) 1238 if (tmp->type == SHIELD)
1287 { 1239 {
1288 pick_up (op, tmp); 1240 CHK_PICK_PICKUP;
1289 continue; 1241 continue;
1290 } 1242 }
1291 1243
1292 if (op->contr->mode & PU_BOOTS) 1244 if (op->contr->mode & PU_BOOTS)
1293 if (tmp->type == BOOTS) 1245 if (tmp->type == BOOTS)
1294 { 1246 {
1295 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1296 continue; 1248 continue;
1297 } 1249 }
1298 1250
1299 if (op->contr->mode & PU_GLOVES) 1251 if (op->contr->mode & PU_GLOVES)
1300 if (tmp->type == GLOVES) 1252 if (tmp->type == GLOVES)
1301 { 1253 {
1302 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1303 continue; 1255 continue;
1304 } 1256 }
1305 1257
1306 if (op->contr->mode & PU_CLOAK) 1258 if (op->contr->mode & PU_CLOAK)
1307 if (tmp->type == CLOAK) 1259 if (tmp->type == CLOAK)
1308 { 1260 {
1309 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1310 continue; 1262 continue;
1311 } 1263 }
1312 1264
1313 /* hoping to catch throwing daggers here */ 1265 /* hoping to catch throwing daggers here */
1314 if (op->contr->mode & PU_MISSILEWEAPON) 1266 if (op->contr->mode & PU_MISSILEWEAPON)
1315 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1267 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1316 { 1268 {
1317 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1318 continue; 1270 continue;
1319 } 1271 }
1320 1272
1321 /* careful: chairs and tables are weapons! */ 1273 /* careful: chairs and tables are weapons! */
1322 if (op->contr->mode & PU_ALLWEAPON) 1274 if (op->contr->mode & PU_ALLWEAPON)
1323 { 1275 {
1324 if (tmp->type == WEAPON && tmp->name != NULL) 1276 if (tmp->type == WEAPON && tmp->name != NULL)
1325 { 1277 {
1326 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1278 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1327 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1279 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1328 { 1280 {
1329 pick_up (op, tmp); 1281 CHK_PICK_PICKUP;
1330 continue; 1282 continue;
1331 } 1283 }
1332 } 1284 }
1333 1285
1334 if (tmp->type == WEAPON && tmp->name == NULL) 1286 if (tmp->type == WEAPON && tmp->name == NULL)
1335 { 1287 {
1336 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1288 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1337 { 1289 {
1338 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1339 continue; 1291 continue;
1340 } 1292 }
1341 } 1293 }
1342 } 1294 }
1343 1295
1344 /* misc stuff that's useful */ 1296 /* misc stuff that's useful */
1345 if (op->contr->mode & PU_KEY) 1297 if (op->contr->mode & PU_KEY)
1346 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1298 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1347 { 1299 {
1348 pick_up (op, tmp); 1300 CHK_PICK_PICKUP;
1349 continue; 1301 continue;
1350 } 1302 }
1351 1303
1352 /* any of the last 4 bits set means we use the ratio for value 1304 /* any of the last 4 bits set means we use the ratio for value
1353 * pickups */ 1305 * pickups */
1354 if (op->contr->mode & PU_RATIO) 1306 if (op->contr->mode & PU_RATIO)
1355 { 1307 {
1356 /* use value density to decide what else to grab */ 1308 /* use value density to decide what else to grab */
1357 /* >=7 was >= op->contr->mode */ 1309 /* >=7 was >= op->contr->mode */
1358 /* >=7 is the old standard setting. Now we take the last 4 bits 1310 /* >=7 is the old standard setting. Now we take the last 4 bits
1359 * and multiply them by 5, giving 0..15*5== 5..75 */ 1311 */
1360 wvratio = (op->contr->mode & PU_RATIO) * 5; 1312 wvratio = op->contr->mode & PU_RATIO;
1361 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1313 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1362 { 1314 {
1363 pick_up (op, tmp); 1315 CHK_PICK_PICKUP;
1364#if 0 1316#if 0
1365 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1366 if (tmp->name != NULL) 1318 if (tmp->name != NULL)
1367 { 1319 {
1368 fprintf (stderr, "%s", tmp->name); 1320 fprintf (stderr, "%s", tmp->name);
1369 } 1321 }
1370 else 1322 else
1371 fprintf (stderr, "%s", tmp->arch->name); 1323 fprintf (stderr, "%s", tmp->arch->archname);
1372 fprintf (stderr, ",%d] = ", tmp->type); 1324 fprintf (stderr, ",%d] = ", tmp->type);
1373 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1325 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1374#endif 1326#endif
1375 continue; 1327 continue;
1376 } 1328 }
1387 * found object is returned. 1339 * found object is returned.
1388 */ 1340 */
1389object * 1341object *
1390find_arrow (object *op, const char *type) 1342find_arrow (object *op, const char *type)
1391{ 1343{
1392 object *tmp = NULL;
1393
1394 for (op = op->inv; op; op = op->below) 1344 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1395 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1396 tmp = find_arrow (op, type);
1397 else if (op->type == ARROW && op->race == type) 1345 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1346 return splay (tmp);
1347
1348 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1349 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1350 if (object *arrow = find_arrow (tmp, type))
1351 {
1352 splay (tmp);
1398 return op; 1353 return arrow;
1354 }
1355
1399 return tmp; 1356 return 0;
1400} 1357}
1401 1358
1402/* 1359/*
1403 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1360 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1404 * against the target. A full test is not performed, simply a basic test 1361 * against the target. A full test is not performed, simply a basic test
1405 * of resistances. The archer is making a quick guess at what he sees down 1362 * of resistances. The archer is making a quick guess at what he sees down
1406 * the hall. Failing that it does it's best to pick the highest plus arrow. 1363 * the hall. Failing that it does it's best to pick the highest plus arrow.
1407 */ 1364 */
1408
1409object * 1365object *
1410find_better_arrow (object *op, object *target, const char *type, int *better) 1366find_better_arrow (object *op, object *target, const char *type, int *better)
1411{ 1367{
1412 object *tmp = NULL, *arrow, *ntmp; 1368 object *tmp = NULL, *arrow, *ntmp;
1413 int attacknum, attacktype, betterby = 0, i; 1369 int attacknum, attacktype, betterby = 0, i;
1428 } 1384 }
1429 } 1385 }
1430 else if (arrow->type == ARROW && arrow->race == type) 1386 else if (arrow->type == ARROW && arrow->race == type)
1431 { 1387 {
1432 /* allways prefer assasination/slaying */ 1388 /* allways prefer assasination/slaying */
1433 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1434 { 1390 {
1435 if (arrow->attacktype & AT_DEATH) 1391 if (arrow->attacktype & AT_DEATH)
1436 { 1392 {
1437 *better = 100; 1393 *better = 100;
1438 return arrow; 1394 return arrow;
1446 else 1402 else
1447 { 1403 {
1448 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1404 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1449 { 1405 {
1450 attacktype = 1 << attacknum; 1406 attacktype = 1 << attacknum;
1451 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1407 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1452 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1408 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1453 { 1409 {
1454 tmp = arrow; 1410 tmp = arrow;
1455 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1411 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1456 } 1412 }
1457 } 1413 }
1458 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1459 { 1415 {
1460 tmp = arrow; 1416 tmp = arrow;
1466 betterby = 1 + arrow->magic + arrow->stats.dam; 1422 betterby = 1 + arrow->magic + arrow->stats.dam;
1467 } 1423 }
1468 } 1424 }
1469 } 1425 }
1470 } 1426 }
1427
1471 if (tmp == NULL && arrow == NULL) 1428 if (tmp == NULL && arrow == NULL)
1472 return find_arrow (op, type); 1429 return find_arrow (op, type);
1473 1430
1474 *better = betterby; 1431 *better = betterby;
1475 return tmp; 1432 return tmp;
1479 * find_better_arrow to find a decent arrow to use. 1436 * find_better_arrow to find a decent arrow to use.
1480 * op = the shooter 1437 * op = the shooter
1481 * type = bow->race 1438 * type = bow->race
1482 * dir = fire direction 1439 * dir = fire direction
1483 */ 1440 */
1484
1485object * 1441object *
1486pick_arrow_target (object *op, const char *type, int dir) 1442pick_arrow_target (object *op, const char *type, int dir)
1487{ 1443{
1488 object *tmp = NULL; 1444 object *tmp = NULL;
1489 maptile *m; 1445 maptile *m;
1554 */ 1510 */
1555int 1511int
1556fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1512fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1557{ 1513{
1558 object *left, *bow; 1514 object *left, *bow;
1559 int bowspeed, mflags; 1515 int mflags;
1560 maptile *m; 1516 maptile *m;
1561 1517
1562 if (!dir) 1518 if (!dir)
1563 { 1519 {
1564 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1520 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1565 return 0; 1521 return 0;
1566 } 1522 }
1567 1523
1568 if (op->type == PLAYER) 1524 if (op->contr)
1569 bow = op->contr->ranges[range_bow]; 1525 bow = op->current_weapon;
1570 else 1526 else
1571 { 1527 {
1572 for (bow = op->inv; bow; bow = bow->below) 1528 for (bow = op->inv; bow; bow = bow->below)
1573 /* Don't check for applied - monsters don't apply bows - in that way, they 1529 /* Don't check for applied - monsters don't apply bows - in that way, they
1574 * don't need to switch back and forth between bows and weapons. 1530 * don't need to switch back and forth between bows and weapons.
1579 if (!bow) 1535 if (!bow)
1580 { 1536 {
1581 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1537 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1582 return 0; 1538 return 0;
1583 } 1539 }
1540
1541 // optimisation: move object to top so we will find it quickly again
1542 if (bow->below)
1543 {
1544 bow->remove ();
1545 op->insert (bow);
1546 }
1547
1584 } 1548 }
1585 1549
1586 if (!bow->race || !bow->skill) 1550 if (!bow->race || !bow->skill)
1587 { 1551 {
1588 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1552 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1589 return 0; 1553 return 0;
1590 } 1554 }
1591
1592 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1593
1594 /* penalize ROF for bestarrow */
1595 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1596 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1597
1598 if (bowspeed < 1)
1599 bowspeed = 1;
1600 1555
1601 if (arrow == NULL) 1556 if (arrow == NULL)
1602 { 1557 {
1603 if ((arrow = find_arrow (op, bow->race)) == NULL) 1558 if ((arrow = find_arrow (op, bow->race)) == NULL)
1604 { 1559 {
1605 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1606 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1561 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1607 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1562 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1608 else 1563 else
1609 CLEAR_FLAG (op, FLAG_READY_BOW); 1564 CLEAR_FLAG (op, FLAG_READY_BOW);
1565
1610 return 0; 1566 return 0;
1611 } 1567 }
1612 } 1568 }
1613 1569
1614 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1570 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1622 } 1578 }
1623 1579
1624 /* this should not happen, but sometimes does */ 1580 /* this should not happen, but sometimes does */
1625 if (arrow->nrof == 0) 1581 if (arrow->nrof == 0)
1626 { 1582 {
1583 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1627 arrow->destroy (); 1584 arrow->destroy (true);
1628 return 0; 1585 return 0;
1629 } 1586 }
1630 1587
1631 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1632 arrow = get_split_ob (arrow, 1); 1589 arrow = arrow->split ();
1633 if (!arrow) 1590 if (!arrow)
1634 { 1591 {
1635 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);
1636 return 0; 1593 return 0;
1637 } 1594 }
1638 1595
1639 arrow->set_owner (op); 1596 arrow->set_owner (op);
1640 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1641 arrow->direction = dir; 1598 arrow->direction = dir;
1642 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
1643 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1644 { 1634 {
1645 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1646 op->update_stats ();
1647 }
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1651 arrow->stats.hp = arrow->stats.dam;
1652 arrow->stats.grace = arrow->attacktype;
1653 if (arrow->slaying != NULL)
1654 arrow->spellarg = strdup (arrow->slaying);
1655
1656 /* Note that this was different for monsters - they got their level
1657 * added to the damage. I think the strength bonus is more proper.
1658 */
1659
1660 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1661
1662 /* update the speed */
1663 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1664 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1665
1666 arrow->set_speed (max (arrow->speed, 1.0));
1667 arrow->speed_left = 0;
1668
1669 if (op->type == PLAYER)
1670 {
1671 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1672 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1673 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1674
1675 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;
1676 } 1642 }
1677 else 1643 else
1678 { 1644 {
1679 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1680 arrow->level = op->level; 1645 arrow->level = op->level;
1681 } 1646 arrow->stats.wc -= bow->magic;
1682 1647
1683 if (arrow->attacktype == AT_PHYSICAL) 1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1684 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1685 1653
1686 if (bow->slaying) 1654 wc -= arrow->level;
1687 arrow->slaying = bow->slaying; 1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1688 1656
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1689 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1690 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1691 1660
1692 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1693 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1694 1663
1695 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1696 move_arrow (arrow); 1665 move_arrow (arrow);
1697
1698 if (op->type == PLAYER)
1699 {
1700 if (left->destroyed ())
1701 esrv_del_item (op->contr, left->count);
1702 else
1703 esrv_send_item (op, left);
1704 }
1705 1666
1706 return 1; 1667 return 1;
1707} 1668}
1708 1669
1709/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1718{ 1679{
1719 int ret = 0, wcmod = 0; 1680 int ret = 0, wcmod = 0;
1720 1681
1721 if (op->contr->bowtype == bow_bestarrow) 1682 if (op->contr->bowtype == bow_bestarrow)
1722 { 1683 {
1723 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);
1724 } 1685 }
1725 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)
1726 { 1687 {
1727 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1728 wcmod = -1; 1689 wcmod = -1;
1738 else if (op->contr->bowtype == bow_spreadshot) 1699 else if (op->contr->bowtype == bow_spreadshot)
1739 { 1700 {
1740 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);
1741 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);
1742 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);
1743
1744 } 1704 }
1745 else 1705 else
1746 { 1706 {
1747 /* Simple case */ 1707 /* Simple case */
1748 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);
1749 } 1709 }
1710
1750 return ret; 1711 return ret;
1751} 1712}
1752
1753 1713
1754/* Fires a misc (wand/rod/horn) object in 'dir'. 1714/* Fires a misc (wand/rod/horn) object in 'dir'.
1755 * Broken apart from 'fire' to keep it more readable. 1715 * Broken apart from 'fire' to keep it more readable.
1756 */ 1716 */
1757void 1717void
1758fire_misc_object (object *op, int dir) 1718fire_misc_object (object *op, int dir)
1759{ 1719{
1760 object *item; 1720 object *item = op->contr->ranged_ob;
1761 1721
1762 if (!op->contr->ranges[range_misc]) 1722 if (!item)
1763 { 1723 {
1764 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.");
1765 return; 1725 return;
1766 } 1726 }
1767 1727
1768 item = op->contr->ranges[range_misc];
1769 if (!item->inv) 1728 if (!item->inv)
1770 { 1729 {
1771 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1730 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1772 return; 1731 return;
1773 } 1732 }
1733
1734 if (!op->change_weapon (item))
1735 return;
1736
1774 if (item->type == WAND) 1737 if (item->type == WAND)
1775 { 1738 {
1776 if (item->stats.food <= 0) 1739 if (item->stats.food <= 0)
1777 { 1740 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1741 op->contr->play_sound (sound_find ("wand_poof"));
1779 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
1780 return; 1744 return;
1781 } 1745 }
1782 } 1746 }
1783 else if (item->type == ROD || item->type == HORN) 1747 else if (item->type == ROD || item->type == HORN)
1784 { 1748 {
1785 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))
1786 { 1754 {
1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1756
1788 if (item->type == ROD) 1757 if (item->type == ROD)
1789 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));
1790 else 1759 else
1791 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
1792 return; 1762 return;
1793 } 1763 }
1794 } 1764 }
1795 1765
1796 if (cast_spell (op, item, dir, item->inv, NULL)) 1766 if (cast_spell (op, item, dir, item->inv, NULL))
1803 object *tmp; 1773 object *tmp;
1804 1774
1805 if (item->arch) 1775 if (item->arch)
1806 { 1776 {
1807 CLEAR_FLAG (item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1808 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
1809 item->set_speed (0); 1779 item->set_speed (0);
1810 } 1780 }
1811 1781
1812 if ((tmp = item->in_player ())) 1782 if (object *pl = item->visible_to ())
1813 esrv_update_item (UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1814 } 1784 }
1815 } 1785 }
1816 else if (item->type == ROD || item->type == HORN) 1786 else if (item->type == ROD || item->type == HORN)
1817 drain_rod_charge (item); 1787 drain_rod_charge (item);
1818 } 1788 }
1819} 1789}
1820 1790
1821/* Received a fire command for the player - go and do it. 1791/* Received a fire command for the player - go and do it.
1822 */ 1792 */
1823void 1793bool
1824fire (object *op, int dir) 1794fire (object *op, int dir)
1825{ 1795{
1826 int spellcost = 0; 1796 int spellcost = 0;
1827 1797
1828 /* check for loss of invisiblity/hide */ 1798 /* check for loss of invisiblity/hide */
1829 if (action_makes_visible (op)) 1799 if (action_makes_visible (op))
1830 make_visible (op); 1800 make_visible (op);
1831 1801
1832 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;
1833 { 1808 }
1834 case range_none:
1835 return;
1836 1809
1837 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:
1838 player_fire_bow (op, dir); 1826 player_fire_bow (op, dir);
1839 return; 1827 break;
1840 1828
1841 case range_magic: /* Casting spells */ 1829 case SPELL:
1842 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);
1843 return; 1831 break;
1844 1832
1845 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:
1846 fire_misc_object (op, dir); 1842 fire_misc_object (op, dir);
1847 return; 1843 break;
1848
1849 case range_golem: /* Control summoned monsters from scrolls */
1850 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1851 {
1852 op->contr->ranges[range_golem] = 0;
1853 op->contr->shoottype = range_none;
1854 }
1855 else
1856 control_golem (op->contr->ranges[range_golem], dir);
1857 return;
1858
1859 case range_skill:
1860 if (!op->chosen_skill)
1861 {
1862 if (op->type == PLAYER)
1863 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1864 return;
1865 }
1866 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1867 return;
1868 case range_builder:
1869 apply_map_builder (op, dir);
1870 return;
1871 default:
1872 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1873 return;
1874 } 1844 }
1875}
1876 1845
1877 1846 return true;
1847}
1878 1848
1879/* find_key 1849/* find_key
1880 * 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
1881 * and successfully use it, we return the key, otherwise NULL 1851 * and successfully use it, we return the key, otherwise NULL
1882 * This function merges both normal and locked door, since the logic 1852 * This function merges both normal and locked door, since the logic
1884 * pl is the player, 1854 * pl is the player,
1885 * inv is the objects inventory to searched 1855 * inv is the objects inventory to searched
1886 * door is the door we are trying to match against. 1856 * door is the door we are trying to match against.
1887 * This function can be called recursively to search containers. 1857 * This function can be called recursively to search containers.
1888 */ 1858 */
1889
1890object * 1859object *
1891find_key (object *pl, object *container, object *door) 1860find_key (object *pl, object *container, object *door)
1892{ 1861{
1893 object *tmp, *key; 1862 object *tmp, *key;
1894 1863
1895 /* Should not happen, but sanity checking is never bad */ 1864 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) 1865 if (!container->inv)
1897 return NULL; 1866 return 0;
1898 1867
1899 /* 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 */
1900 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1869 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 { 1870 {
1902 if (door->type == DOOR && tmp->type == KEY) 1871 if (door->type == DOOR && tmp->type == KEY)
1903 break; 1872 break;
1904 /* For sanity, we should really check door type, but other stuff 1873 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1874 * (like containers) can be locked with special keys
1906 */ 1875 */
1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 break; 1877 break;
1909 } 1878 }
1879
1910 /* No key found - lets search inventories now */ 1880 /* No key found - lets search inventories now */
1911 /* 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.
1912 * 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
1913 * a key, return 1883 * a key, return
1914 */ 1884 */
1915 if (!tmp) 1885 if (!tmp)
1916 { 1886 {
1917 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 { 1888 {
1919 /* No reason to search empty containers */ 1889 /* No reason to search empty containers */
1920 if (tmp->type == CONTAINER && tmp->inv) 1890 if (tmp->type == CONTAINER && tmp->inv)
1921 { 1891 {
1922 if ((key = find_key (pl, tmp, door)) != NULL) 1892 if ((key = find_key (pl, tmp, door)))
1923 return key; 1893 return key;
1924 } 1894 }
1925 } 1895 }
1896
1926 if (!tmp) 1897 if (!tmp)
1927 return NULL; 1898 return NULL;
1928 } 1899 }
1900
1929 /* 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,
1930 * see if we actually want to use it 1902 * see if we actually want to use it
1931 */ 1903 */
1932 if (pl != container) 1904 if (pl != container)
1933 { 1905 {
1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1955 "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));
1956 return NULL; 1928 return NULL;
1957 } 1929 }
1958 } 1930 }
1931
1959 return tmp; 1932 return tmp;
1960} 1933}
1961 1934
1962/* moved door processing out of move_player_attack. 1935/* moved door processing out of move_player_attack.
1963 * returns 1 if player has opened the door with a key 1936 * returns 1 if player has opened the door with a key
1965 * 0 otherwise 1938 * 0 otherwise
1966 */ 1939 */
1967static int 1940static int
1968player_attack_door (object *op, object *door) 1941player_attack_door (object *op, object *door)
1969{ 1942{
1970 /* 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,
1971 * 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 -
1972 * otherwise, we fall through to the rest of the code. 1945 * otherwise, we fall through to the rest of the code.
1973 */ 1946 */
1974 object *key = find_key (op, op, door); 1947 object *key = find_key (op, op, door);
1975 1948
1976 /* IF we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
1977 if (key) 1950 if (key)
1978 { 1951 {
1979 object *container = key->env; 1952 object *container = key->env;
1980 1953
1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982 if (action_makes_visible (op)) 1954 if (action_makes_visible (op))
1983 make_visible (op); 1955 make_visible (op);
1956
1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1957 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1985 spring_trap (door->inv, op); 1958 spring_trap (door->inv, op);
1959
1986 if (door->type == DOOR) 1960 if (door->type == DOOR)
1987 {
1988 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 */
1989 }
1990 else if (door->type == LOCKED_DOOR) 1962 else if (door->type == LOCKED_DOOR)
1991 { 1963 {
1992 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);
1993 remove_door2 (door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
1994 } 1966 }
1967
1995 /* Do this after we print the message */ 1968 /* Do this after we print the message */
1996 decrease_ob (key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
1997 /* Need to update the weight the container the key was in */ 1970
1998 if (container != op)
1999 esrv_update_item (UPD_WEIGHT, op, container);
2000 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
2001 } 1972 }
2002 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2003 { 1974 {
2004 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
2005 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...");
2006 return 1; 1977 return 1;
2007 } 1978 }
1979
2008 return 0; 1980 return 0;
2009} 1981}
2010 1982
2011/* This function is just part of a breakup from move_player. 1983/* This function is just part of a breakup from move_player.
2012 * It should keep the code cleaner. 1984 * It should keep the code cleaner.
2013 * When this is called, the players direction has been updated 1985 * When this is called, the players direction has been updated
2014 * (taking into account confusion.) The player is also actually 1986 * (taking into account confusion.) The player is also actually
2015 * going to try and move (not fire weapons). 1987 * going to try and move (not fire weapons).
2016 */ 1988 */
2017void 1989bool
2018move_player_attack (object *op, int dir) 1990move_player_attack (object *op, int dir)
2019{ 1991{
2020 object *tmp, *mon;
2021 sint16 nx, ny;
2022 int on_battleground; 1992 int on_battleground;
2023 maptile *m;
2024 1993
2025 nx = freearr_x[dir] + op->x; 1994 sint16 nx = freearr_x[dir] + op->x;
2026 ny = freearr_y[dir] + op->y; 1995 sint16 ny = freearr_y[dir] + op->y;
2027 1996
2028 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 }
2029 2007
2030 /* 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
2031 * 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
2032 * 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
2033 * player. This is a pretty nasty hack, because if we could 2011 * player. This is a pretty nasty hack, because if we could
2034 * 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
2035 * 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
2036 * 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
2037 * move_ob uses. 2015 * move_ob uses.
2038 */ 2016 */
2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2040 {
2041 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2042 {
2043 m = op->map->xy_find (nx, ny); 2017 maptile *m = op->map->xy_find (nx, ny);
2044 if (!m)
2045 return; /* Don't think this should happen */
2046 }
2047 else
2048 m = op->map;
2049 2018
2050 if (!(tmp = m->at (nx, ny).bot))
2051 return;
2052
2053 mon = 0;
2054 /* 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
2055 * 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.
2056 * 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
2057 * on the space 2022 * on the space
2058 */ 2023 */
2059 while (tmp) 2024 object *mon;
2060 { 2025 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2061 if (tmp == op) 2026 {
2062 { 2027 if ((mon->flag [FLAG_ALIVE]
2063 tmp = tmp->above; 2028 || mon->type == LOCKED_DOOR
2064 continue; 2029 || mon->flag [FLAG_CAN_ROLL])
2065 }
2066
2067 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 {
2069 mon = tmp; 2030 && mon != op)
2070 break; 2031 break;
2071 } 2032 }
2072 2033
2073 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2074 mon = tmp;
2075
2076 tmp = tmp->above;
2077 }
2078
2079 if (!mon) /* This happens anytime the player tries to move */ 2034 if (!mon) /* This happens anytime the player tries to move */
2080 return; /* into a wall */ 2035 return false; /* into a wall */
2081 2036
2082 if (mon->head)
2083 mon = mon->head; 2037 mon = mon->head_ ();
2084 2038
2085 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)
2086 if (player_attack_door (op, mon)) 2041 if (player_attack_door (op, mon))
2042 {
2043 --op->contr->weapon_sp_left;
2087 return; 2044 return true;
2045 }
2088 2046
2089 /* The following deals with possibly attacking peaceful 2047 /* The following deals with possibly attacking peaceful
2090 * or frienddly creatures. Basically, all players are considered 2048 * or friendly creatures. Basically, all players are considered
2091 * unaggressive. If the moving player has peaceful set, then the 2049 * unaggressive. If the moving player has peaceful set, then the
2092 * object should be pushed instead of attacked. It is assumed that 2050 * object should be pushed instead of attacked. It is assumed that
2093 * if you are braced, you will not attack friends accidently, 2051 * if you are braced, you will not attack friends accidently,
2094 * and thus will not push them. 2052 * and thus will not push them.
2095 */ 2053 */
2096 2054
2097 /* 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
2098 * peaceful. Our assumption is the creature is a pet if the 2056 * peaceful. Our assumption is the creature is a pet if the
2099 * player owns it and it is either friendly or unagressive. 2057 * player owns it and it is either friendly or unagressive.
2100 */ 2058 */
2101 if ((op->type == PLAYER) 2059 if (op->type == PLAYER
2102#if COZY_SERVER
2103 &&
2104 ((mon->owner && mon->owner->contr 2060 && ((mon->owner && mon->owner->contr
2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2061 && same_party (mon->owner->contr->party, op->contr->party))
2106#else
2107 && mon->owner == op 2062 || mon->owner == op)
2108#endif
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2110 { 2064 {
2111 /* 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 */
2112 if (op->contr->braced) 2066 if (op->contr->braced)
2113 return; 2067 return false;
2114 2068
2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2069 if (op->speed_left > 0.f)
2070 {
2071 --op->speed_left;
2072
2073 op->play_sound (sound_find ("push_player"));
2116 (void) push_ob (mon, dir, op); 2074 push_ob (mon, dir, op);
2075
2117 if (op->contr->tmp_invis || op->hide) 2076 if (op->contr->tmp_invis || op->hide)
2118 make_visible (op); 2077 make_visible (op);
2119 2078
2120 return; 2079 return true;
2121 } 2080 }
2081 else
2082 return false;
2083 }
2122 2084
2123 /* in certain circumstances, you shouldn't attack friendly 2085 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push 2086 * creatures. Note that if you are braced, you can't push
2125 * 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
2126 * attack them either. 2088 * attack them either.
2127 */ 2089 */
2128 if ((mon->type == PLAYER || mon->enemy != op) && 2090 if ((mon->type == PLAYER || mon->enemy != op)
2129 (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))
2130#ifdef PROHIBIT_PLAYERKILL
2131 (op->contr->peaceful 2092 && ((op->contr->peaceful
2132 || (mon->type == PLAYER 2093 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && mon->contr->
2134 peaceful)) &&
2135#else
2136 op->contr->peaceful &&
2137#endif
2138 !on_battleground)) 2094 && !on_battleground))
2095 {
2096 if (op->speed_left > 0.f)
2139 { 2097 {
2098 --op->speed_left;
2099
2140 if (!op->contr->braced) 2100 if (!op->contr->braced)
2141 { 2101 {
2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102 op->play_sound (sound_find ("push_player"));
2143 push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2144 } 2104 }
2145 else 2105 else
2146 new_draw_info (0, 0, op, "You withhold your attack"); 2106 op->statusmsg ("You withhold your attack");
2147 2107
2148 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2149 make_visible (op); 2109 make_visible (op);
2150 }
2151 2110
2111 return true;
2112 }
2113 }
2152 /* If the object is a boulder or other rollable object, then 2114 /* If the object is a boulder or other rollable object, then
2153 * 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.
2154 */ 2116 */
2155 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)
2156 { 2120 {
2121 --op->speed_left;
2122
2157 recursive_roll (mon, dir, op); 2123 recursive_roll (mon, dir, op);
2158 if (action_makes_visible (op)) 2124 if (action_makes_visible (op))
2159 make_visible (op); 2125 make_visible (op);
2160 }
2161 2126
2127 return true;
2128 }
2129 }
2162 /* Any generic living creature. Including things like doors. 2130 /* Any generic living creature. Including things like doors.
2163 * 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
2164 * and be living. Then, it must be one of the following: 2132 * and be living. Then, it must be one of the following:
2165 * 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
2166 * 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.
2167 */ 2135 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2169 ((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)))
2170 { 2138 {
2171 2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2172 /* If the player hasn't hit something this tick, and does
2173 * so, give them speed boost based on weapon speed. Doing
2174 * it here is better than process_players2, which basically
2175 * incurred a 1 tick offset.
2176 */
2177 if (!op->contr->has_hit)
2178 { 2140 {
2179 op->speed_left += op->speed / op->contr->weapon_sp; 2141 --op->contr->weapon_sp_left;
2180
2181 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2182 }
2183 2142
2184 skill_attack (mon, op, 0, 0, 0); 2143 skill_attack (mon, op, 0, 0, 0);
2185
2186 /* If attacking another player, that player gets automatic
2187 * hitback, and doesn't loose luck either.
2188 * Disable hitback on the battleground or if the target is
2189 * the wiz.
2190 */
2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2192 {
2193 short luck = mon->stats.luck;
2194
2195 mon->contr->has_hit = 1;
2196 skill_attack (op, mon, 0, 0, 0);
2197 mon->stats.luck = luck;
2198 }
2199 2144
2200 if (action_makes_visible (op)) 2145 if (action_makes_visible (op))
2201 make_visible (op); 2146 make_visible (op);
2202 }
2203 } /* if player should attack something */
2204}
2205 2147
2206int 2148 return true;
2149 }
2150 }
2151
2152 return false;
2153}
2154
2155bool
2207move_player (object *op, int dir) 2156move_player (object *op, int dir)
2208{ 2157{
2209 int pick; 2158 int pick;
2210 2159
2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2212 return 0; 2161 return 0;
2213 2162
2214 /* Sanity check: make sure dir is valid */ 2163 /* Sanity check: make sure dir is valid */
2215 if ((dir < 0) || (dir >= 9)) 2164 if ((dir < 0) || (dir >= 9))
2216 { 2165 {
2218 return 0; 2167 return 0;
2219 } 2168 }
2220 2169
2221 /* peterm: added following line */ 2170 /* peterm: added following line */
2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2223 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2172 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2224 2173
2225 op->facing = dir; 2174 op->facing = dir;
2226 2175
2227 if (op->hide) 2176 if (op->hide)
2228 do_hidden_move (op); 2177 do_hidden_move (op);
2229 2178
2179 bool retval;
2180
2230 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2231 /*nop */ ; 2182 retval = RESULT_INT (0);
2232 else if (op->contr->fire_on) 2183 else if (op->contr->fire_on)
2233 fire (op, dir); 2184 retval = fire (op, dir);
2234 else 2185 else
2235 { 2186 {
2236 move_player_attack (op, dir); 2187 retval = move_player_attack (op, dir);
2237 pick = check_pick (op); 2188 pick = check_pick (op);
2238 } 2189 }
2239 2190
2240 /* 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
2241 * server can handle repeat firing. 2192 * server can handle repeat firing.
2248 /* Update how the player looks. Use the facing, so direction may 2199 /* Update how the player looks. Use the facing, so direction may
2249 * get reset to zero. This allows for full animation capabilities 2200 * get reset to zero. This allows for full animation capabilities
2250 * for players. 2201 * for players.
2251 */ 2202 */
2252 animate_object (op, op->facing); 2203 animate_object (op, op->facing);
2253 return 0; 2204
2205 return retval;
2254} 2206}
2255 2207
2256/* 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
2257 * new client/server stuff. 2209 * new client/server stuff.
2258 * 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
2259 * the new speed values for commands. 2211 * the new speed values for commands.
2260 * 2212 *
2261 * 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.
2262 */ 2216 */
2263int 2217bool
2264handle_newcs_player (object *op) 2218handle_newcs_player (object *op)
2265{ 2219{
2266 if (op->contr->hidden)
2267 {
2268 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly.
2272 */
2273 if (pticks & 2)
2274 op->invisible--;
2275 }
2276 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2277 {
2278 op->invisible--;
2279 if (!op->invisible)
2280 {
2281 make_visible (op);
2282 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2283 }
2284 }
2285
2286 if (QUERY_FLAG (op, FLAG_SCARED)) 2220 if (QUERY_FLAG (op, FLAG_SCARED))
2287 { 2221 {
2288 flee_player (op); 2222 if (op->speed_left > 0.f)
2289 /* If player is still scared, that is his action for this tick */
2290 if (QUERY_FLAG (op, FLAG_SCARED))
2291 { 2223 {
2292 op->speed_left--; 2224 --op->speed_left;
2225 flee_player (op);
2226
2293 return 0; 2227 return true;
2294 } 2228 }
2229 else
2230 return false;
2295 } 2231 }
2296
2297 /* I've been seeing crashes where the golem has been destroyed, but
2298 * the player object still points to the defunct golem. The code that
2299 * destroys the golem looks correct, and it doesn't always happen, so
2300 * put this in a a workaround to clean up the golem pointer.
2301 */
2302 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2303 op->contr->ranges[range_golem] = 0;
2304 2232
2305 /* 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
2306 * the players time has been increased when doericserver has been 2234 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2235 * called, so we recheck it here.
2308 */ 2236 */
2309 if (op->contr->ns->handle_command ()) 2237 if (op->contr->ns->handle_command ())
2310 return 1; 2238 return true;
2311 2239
2312 if (op->speed_left > 0)
2313 {
2314 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2240 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2315 {
2316 /* All move commands take 1 tick, at least for now */
2317 op->speed_left--;
2318
2319 /* Instead of all the stuff below, let move_player take care
2320 * of it. Also, some of the skill stuff is only put in
2321 * there, as well as the confusion stuff.
2322 */
2323 move_player (op, op->direction); 2241 return move_player (op, op->direction);
2324 2242
2325 return op->speed_left > 0;
2326 }
2327 }
2328
2329 return 0; 2243 return false;
2330} 2244}
2331 2245
2332int 2246int
2333save_life (object *op) 2247save_life (object *op)
2334{ 2248{
2336 return 0; 2250 return 0;
2337 2251
2338 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2339 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2340 { 2254 {
2341 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2255 op->play_sound (sound_find ("ob_evaporate"));
2342 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));
2343 2257
2344 if (op->contr)
2345 esrv_del_item (op->contr, tmp->count);
2346
2347 tmp->destroy (); 2258 tmp->destroy (true);
2348 CLEAR_FLAG (op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2349 2260
2350 if (op->stats.hp < 0) 2261 if (op->stats.hp < 0)
2351 op->stats.hp = op->stats.maxhp; 2262 op->stats.hp = op->stats.maxhp;
2352 2263
2363 return 0; 2274 return 0;
2364} 2275}
2365 2276
2366/* 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
2367 * 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
2368 * 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
2369 * from. 2280 * from.
2370 */ 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
2371void 2298void
2372remove_unpaid_objects (object *op, object *env) 2299object::drop_unpaid_items ()
2373{ 2300{
2374 object *next; 2301 if (!flag [FLAG_REMOVED])
2375 2302 ::drop_unpaid_items (inv, this);
2376 while (op)
2377 {
2378 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2379
2380 if (QUERY_FLAG (op, FLAG_UNPAID))
2381 {
2382 if (env->type == PLAYER)
2383 esrv_del_item (env->contr, op->count);
2384
2385 op->insert_at (env);
2386 }
2387 else if (op->inv)
2388 remove_unpaid_objects (op->inv, env);
2389
2390 op = next;
2391 }
2392} 2303}
2393 2304
2394/* 2305/*
2395 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2396 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2397 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2398 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2399 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2400 */ 2311 */
2401char * 2312const char *
2402gravestone_text (object *op) 2313gravestone_text (object *op)
2403{ 2314{
2404 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2405 char buf[MAX_BUF];
2406 time_t now = time (NULL);
2407 2316
2408 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n"
2318 << op->name;
2319
2409 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2410 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2411 else
2412 sprintf (buf, "%s\n", &op->name);
2413 2322
2414 strncat (buf2, " ", 20 - strlen (buf) / 2); 2323 buf << "\n\n";
2415 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
2416 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2417 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2418 else
2419 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2420 2331
2421 strncat (buf2, " ", 20 - strlen (buf) / 2);
2422 strcat (buf2, buf);
2423 if (op->type == PLAYER)
2424 { 2332 {
2425 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2426 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2427 strcat (buf2, buf);
2428 }
2429
2430 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2431 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2432 strcat (buf2, buf); 2337 }
2433 2338
2434 return buf2; 2339 return buf;
2435} 2340}
2436 2341
2437void 2342void
2438do_some_living (object *op) 2343do_some_living (object *op)
2439{ 2344{
2446 int rate_grace = 2000; 2351 int rate_grace = 2000;
2447 const int max_hp = 1; 2352 const int max_hp = 1;
2448 const int max_sp = 1; 2353 const int max_sp = 1;
2449 const int max_grace = 1; 2354 const int max_grace = 1;
2450 2355
2451 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--;
2452 { 2365 }
2453 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2366 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2454 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2367 {
2455 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 }
2456 } 2373 }
2457 2374
2458 if (op->contr->ns->state == ST_PLAYING) 2375 if (op->contr->ns->state == ST_PLAYING)
2459 { 2376 {
2460 /* these next three if clauses make it possible to SLOW DOWN 2377 /* these next three if clauses make it possible to SLOW DOWN
2479 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2480 else 2397 else
2481 { 2398 {
2482 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2483 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2484 }
2485
2486 /* Regenerate Spell Points */
2487 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2488 {
2489 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2490 if (op->stats.sp < op->stats.maxsp)
2491 {
2492 op->stats.sp++;
2493 /* dms do not consume food */
2494 if (!QUERY_FLAG (op, FLAG_WIZ))
2495 {
2496 op->stats.food--;
2497 if (op->contr->digestion < 0)
2498 op->stats.food += op->contr->digestion;
2499 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2500 op->stats.food = last_food;
2501 }
2502 }
2503
2504 if (max_sp > 1)
2505 {
2506 over_sp = (gen_sp + 10) / rate_sp;
2507 if (over_sp > 0)
2508 {
2509 if (op->stats.sp < op->stats.maxsp)
2510 {
2511 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2512
2513 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2514 op->stats.sp--;
2515
2516 if (op->stats.sp > op->stats.maxsp)
2517 op->stats.sp = op->stats.maxsp;
2518 }
2519 op->last_sp = 0;
2520 }
2521 else
2522 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2523 }
2524 else
2525 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2526 } 2401 }
2527 2402
2528 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2529 /* 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. */
2530 if (--op->last_grace < 0) 2405 if (--op->last_grace < 0)
2551 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);
2552 } 2427 }
2553 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2554 } 2429 }
2555 2430
2431 if (op->stats.food > 0)
2432 {
2556 /* Regenerate Hit Points */ 2433 /* Regenerate Spell Points */
2557 if (--op->last_heal < 0) 2434 if (!op->contr->golem && --op->last_sp < 0)
2558 {
2559 if (op->stats.hp < op->stats.maxhp)
2560 { 2435 {
2561 op->stats.hp++; 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2562 /* dms do not consume food */ 2437
2563 if (!QUERY_FLAG (op, FLAG_WIZ)) 2438 if (op->stats.sp < op->stats.maxsp)
2564 { 2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 {
2565 op->stats.food--; 2445 op->stats.food--;
2446
2566 if (op->contr->digestion < 0) 2447 if (op->contr->digestion < 0)
2567 op->stats.food += op->contr->digestion; 2448 op->stats.food += op->contr->digestion;
2568 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))
2569 op->stats.food = last_food; 2450 op->stats.food = last_food;
2451 }
2570 } 2452 }
2571 }
2572 2453
2573 if (max_hp > 1) 2454 if (max_sp > 1)
2574 {
2575 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2576 if (over_hp > 0)
2577 { 2455 {
2578 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
2579 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);
2580 } 2474 }
2581 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)
2582 { 2483 {
2583 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 }
2584 } 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);
2585 } 2509 }
2586 else 2510 else
2587 {
2588 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);
2589 } 2512 }
2590 } 2513 }
2591 2514
2592 /* Digestion */ 2515 /* Digestion */
2593 if (--op->last_eat < 0) 2516 if (--op->last_eat < 0)
2594 { 2517 {
2595#ifdef COZY_SERVER 2518 int bonus = max (0, op->contr->digestion),
2596 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2519 penalty = max (0, -op->contr->digestion);
2597 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2598#else
2599 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2600#endif
2601 2520
2602 if (op->contr->gen_hp > 0)
2603 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);
2604 else
2605 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2606 2522
2607 /* dms do not consume food */ 2523 /* dms do not consume food */
2608 if (!QUERY_FLAG (op, FLAG_WIZ)) 2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2609 op->stats.food--; 2525 op->stats.food--;
2610 } 2526 }
2611 2527
2612 if (op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2613 { 2529 {
2614 object *tmp, *flesh = 0; 2530 object *flesh = 0;
2615 2531
2616 for (tmp = op->inv; tmp; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2617 { 2533 {
2618 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)
2619 { 2538 {
2620 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2539 op->statusmsg ("You blindly grab for a bite of food. "
2621 { 2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2622 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2623 manual_apply (op, tmp, 0); 2541 manual_apply (op, tmp, 0);
2542
2624 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2625 break; 2544 break;
2626 } 2545 }
2627 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2628 flesh = tmp; 2547 flesh = tmp;
2629 } /* End if paid for object */ 2548 }
2630 } /* end of for loop */
2631 2549
2632 /* 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
2633 * eat flesh instead. 2551 * eat flesh instead.
2634 */ 2552 */
2635 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2636 { 2554 {
2637 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.>");
2638 manual_apply (op, flesh, 0); 2557 manual_apply (op, flesh, 0);
2639 } 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)
2640 } 2567 {
2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2641 2570
2642 while (op->stats.food < 0 && op->stats.hp >= 0) 2571 if (op->stats.hp < 0)
2643 op->stats.food++, op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy (true);
2575 }
2576 }
2644 2577
2578 /* killer should be set here already */
2645 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2646 kill_player (op); 2580 kill_player (op);
2647 } 2581 }
2648} 2582}
2649 2583
2653 * file. 2587 * file.
2654 */ 2588 */
2655void 2589void
2656kill_player (object *op) 2590kill_player (object *op)
2657{ 2591{
2592 int x, y;
2658 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2659 int x, y;
2660
2661 //int i;
2662 maptile *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2663
2664 /* int z;
2665 int num_stats_lose;
2666 int lost_a_stat;
2667 int lose_this_stat;
2668 int this_stat; */
2669 int will_kill_again; 2595 int will_kill_again;
2670 archetype *at; 2596 archetype *at;
2671 object *tmp; 2597 object *tmp;
2672 2598
2673 if (save_life (op)) 2599 if (save_life (op))
2674 return; 2600 return;
2675
2676 2601
2677 /* 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
2678 * 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.
2679 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2680 */ 2605 */
2685 2610
2686 /* restore player */ 2611 /* restore player */
2687 at = archetype::find ("poisoning"); 2612 at = archetype::find ("poisoning");
2688 if (object *tmp = present_arch_in_ob (at, op)) 2613 if (object *tmp = present_arch_in_ob (at, op))
2689 { 2614 {
2690 tmp->destroy (); 2615 tmp->destroy (true);
2691 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2692 } 2617 }
2693 2618
2694 at = archetype::find ("confusion"); 2619 at = archetype::find ("confusion");
2695 if (object *tmp = present_arch_in_ob (at, op)) 2620 if (object *tmp = present_arch_in_ob (at, op))
2696 { 2621 {
2697 tmp->destroy (); 2622 tmp->destroy (true);
2698 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2699 } 2624 }
2700 2625
2701 cure_disease (op, 0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2702 op->stats.hp = op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2703 if (op->stats.food <= 0) 2628 if (op->stats.food <= 0)
2704 op->stats.food = 999; 2629 op->stats.food = 999;
2705 2630
2706 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2707 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2708 { 2633 {
2709 sprintf (buf, "%s's finger", &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
2710 tmp->name = buf; 2635 tmp->name_pl = format ("%s's fingers", &op->name);
2711 sprintf (buf, " This finger has been cut off %s\n"
2712 " the %s, when he was defeated at\n level %d by %s.\n",
2713 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2714 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 );
2715 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
2716 tmp->materialname = NULL; 2643 tmp->materialname = "organics";
2717 tmp->insert_at (op, tmp); 2644 tmp->insert_at (op, tmp);
2718 } 2645 }
2719 2646
2720 /* teleport defeated player to new destination */ 2647 /* teleport defeated player to new destination */
2721 transfer_ob (op, x, y, 0, NULL); 2648 transfer_ob (op, x, y, 0, NULL);
2725 2652
2726 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2727 2654
2728 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2729 2656
2730 if (op->stats.food < 0) 2657 op->contr->play_sound (sound_find ("player_dies"));
2731 {
2732 sprintf (buf, "%s starved to death.", &op->name);
2733 strcpy (op->contr->killer, "starvation");
2734 }
2735 else
2736 sprintf (buf, "%s died.", &op->name);
2737
2738 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2739 2658
2740 /* save the map location for corpse, gravestone */ 2659 /* save the map location for corpse, gravestone */
2741 x = op->x; 2660 x = op->x;
2742 y = op->y; 2661 y = op->y;
2743 map = op->map; 2662 map = op->map;
2850 lost_a_stat = 1; 2769 lost_a_stat = 1;
2851 } 2770 }
2852 } 2771 }
2853 } 2772 }
2854 } 2773 }
2774
2855 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
2856 if (!lost_a_stat) 2776 if (!lost_a_stat)
2857 { 2777 {
2858 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
2859 Should I be using something else? GD */ 2779 Should I be using something else? GD */
2863 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);
2864 else 2784 else
2865 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.");
2866 } 2786 }
2867#else 2787#else
2868 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.");
2869#endif 2789#endif
2870 2790
2871 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2872 * exp loss on the stone. 2792 * exp loss on the stone.
2873 */ 2793 */
2874 tmp = arch_to_object (archetype::find ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2875 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2876 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2877 sprintf (buf, "%s's gravestones", &op->name); 2797 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2878 tmp->name_pl = buf; 2798 &op->name, op->contr->title, op->contr->killer_name ());
2879 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);
2880 tmp->msg = buf;
2881 tmp->x = op->x, tmp->y = op->y; 2799 tmp->x = op->x, tmp->y = op->y;
2882 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2883 2801
2884 /**************************************/ 2802 /**************************************/
2885 /* */ 2803 /* */
2894 at = archetype::find ("poisoning"); 2812 at = archetype::find ("poisoning");
2895 tmp = present_arch_in_ob (at, op); 2813 tmp = present_arch_in_ob (at, op);
2896 2814
2897 if (tmp) 2815 if (tmp)
2898 { 2816 {
2899 tmp->destroy (); 2817 tmp->destroy (true);
2900 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2818 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2901 } 2819 }
2902 2820
2903 at = archetype::find ("confusion"); 2821 at = archetype::find ("confusion");
2904 tmp = present_arch_in_ob (at, op); 2822 tmp = present_arch_in_ob (at, op);
2905 if (tmp) 2823 if (tmp)
2906 { 2824 {
2907 tmp->destroy (); 2825 tmp->destroy (true);
2908 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2909 } 2827 }
2910 2828
2911 cure_disease (op, 0); /* remove any disease */ 2829 cure_disease (op, 0, 0); /* remove any disease */
2830
2831 // remove all spell effects that are active
2832 // to avoid long-term effects such as word-of-recall
2833 for (object *item = op->inv; item; )
2834 {
2835 object *next = item->below;
2836
2837 if (item->type == SPELL_EFFECT && item->active)
2838 item->destroy (true);
2839
2840 item = next;
2841 }
2912 2842
2913 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2914 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
2915 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
2916 op->stats.food = 900; 2847 op->stats.food = 900;
2848
2917 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2918 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2919 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2920 2852
2921 /* 2853 /*
2922 * Check to see if the player is in a shop. IF so, then check to see if
2923 * the player has any unpaid items. If so, remove them and put them back 2854 * Check to see if the player has any unpaid items. If so, remove them
2924 * in the map. 2855 * and put them back in the map.
2925 */ 2856 */
2926 2857 op->drop_unpaid_items ();
2927 if (is_in_shop (op))
2928 remove_unpaid_objects (op->inv, op);
2929 2858
2930 /****************************************/ 2859 /****************************************/
2931 /* */ 2860 /* */
2932 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2933 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
2953 object *force; 2882 object *force;
2954 int at; 2883 int at;
2955 2884
2956 force = get_archetype (FORCE_NAME); 2885 force = get_archetype (FORCE_NAME);
2957 /* 50 ticks should be enough time for the spell to abate */ 2886 /* 50 ticks should be enough time for the spell to abate */
2958 force->speed = 0.1; 2887 force->speed = 0.1f;
2959 force->speed_left = -5.0; 2888 force->speed_left = -5.f;
2960 SET_FLAG (force, FLAG_APPLIED); 2889 SET_FLAG (force, FLAG_APPLIED);
2961 for (at = 0; at < NROFATTACKS; at++) 2890 for (at = 0; at < NROFATTACKS; at++)
2962 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
2963 force->resist[at] = 100; 2892 force->resist[at] = 100;
2964 2893
2965 insert_ob_in_ob (force, op); 2894 insert_ob_in_ob (force, op);
2966 op->update_stats (); 2895 op->update_stats ();
2967
2968 } 2896 }
2969 2897
2970 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2971} 2899}
2972 2900
2973void 2901void
2974loot_object (object *op) 2902loot_object (object *op)
2975{ /* Grab and destroy some treasure */ 2903{ /* Grab and destroy some treasure */
2976 object *tmp, *tmp2, *next; 2904 object *tmp, *tmp2, *next;
2977 2905
2978 if (op->container) 2906 op->close_container (); /* close open sack first */
2979 esrv_apply_container (op, op->container); /* close open sack first */
2980 2907
2981 for (tmp = op->inv; tmp; tmp = next) 2908 for (tmp = op->inv; tmp; tmp = next)
2982 { 2909 {
2983 next = tmp->below; 2910 next = tmp->below;
2984 2911
2985 if (tmp->invisible) 2912 if (tmp->invisible)
2986 continue; 2913 continue;
2987 2914
2988 tmp->remove (); 2915 tmp->remove ();
2989 tmp->x = op->x, tmp->y = op->y; 2916 tmp->x = op->x, tmp->y = op->y;
2917
2990 if (tmp->type == CONTAINER) 2918 if (tmp->type == CONTAINER)
2991 { /* empty container to ground */ 2919 loot_object (tmp); /* empty container to ground */
2992 loot_object (tmp); 2920
2993 }
2994 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))))
2995 { 2922 {
2996 if (tmp->nrof > 1) 2923 if (tmp->nrof > 1)
2997 { 2924 {
2998 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
2999 tmp2->destroy ();
3000 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
3001 } 2927 }
3002 else 2928 else
3003 tmp->destroy (); 2929 tmp->destroy (true);
3004 } 2930 }
3005 else 2931 else
3006 insert_ob_in_map (tmp, op->map, NULL, 0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
3007 } 2933 }
3008} 2934}
3010/* 2936/*
3011 * fix_weight(): Check recursively the weight of all players, and fix 2937 * fix_weight(): Check recursively the weight of all players, and fix
3012 * 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
3013 * was changed. 2939 * was changed.
3014 */ 2940 */
3015
3016void 2941void
3017fix_weight (void) 2942fix_weight (void)
3018{ 2943{
3019 for_all_players (pl) 2944 for_all_players (pl)
3020 { 2945 {
3021 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2946 sint32 old = pl->ob->carrying;
3022 2947
3023 if (old == sum) 2948 pl->ob->update_weight ();
3024 continue; 2949
2950 if (old != pl->ob->carrying)
2951 {
3025 pl->ob->update_stats (); 2952 pl->ob->update_stats ();
3026 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 }
3027 } 2955 }
3028} 2956}
3029 2957
3030void 2958void
3031fix_luck (void) 2959fix_luck (void)
3067 if (op->type == PLAYER) 2995 if (op->type == PLAYER)
3068 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2996 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3069 2997
3070 cast_spell (op, throw_ob, dir, spob, NULL); 2998 cast_spell (op, throw_ob, dir, spob, NULL);
3071 2999
3072 throw_ob->destroy (); 3000 throw_ob->destroy (true);
3073} 3001}
3074 3002
3075void 3003void
3076make_visible (object *op) 3004make_visible (object *op)
3077{ 3005{
3078 op->hide = 0; 3006 op->hide = 0;
3079 op->invisible = 0; 3007 op->invisible = 0;
3008
3080 if (op->type == PLAYER) 3009 if (op->type == PLAYER)
3081 { 3010 {
3082 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3083 op->contr->invis_race = 0; 3012 op->contr->invis_race = 0;
3084 } 3013 }
3014
3085 update_object (op, UP_OBJ_FACE); 3015 update_object (op, UP_OBJ_CHANGE);
3086} 3016}
3087 3017
3088int 3018int
3089is_true_undead (object *op) 3019is_true_undead (object *op)
3090{ 3020{
3091 object *tmp = NULL;
3092
3093 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3094 return 1; 3022 return 1;
3095 3023
3096 return 0; 3024 return 0;
3097} 3025}
3098 3026
3099/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3100 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3101 * indicate greater hideability. 3029 * indicate greater hideability.
3102 */ 3030 */
3103
3104int 3031int
3105hideability (object *ob) 3032hideability (object *ob)
3106{ 3033{
3107 int i, level = 0, mflag; 3034 int i, level = 0, mflag;
3108 sint16 x, y; 3035 sint16 x, y;
3118 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3119 if (has_carried_lights (ob)) 3046 if (has_carried_lights (ob))
3120 level = -(10 + (2 * ob->map->darkness)); 3047 level = -(10 + (2 * ob->map->darkness));
3121 3048
3122 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3123 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])
3124 { 3053 {
3125 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3126 if (mflag & P_OUT_OF_MAP) 3055 if (mflag & P_OUT_OF_MAP)
3127 {
3128 continue; 3056 continue;
3129 } 3057
3130 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3131 level += 2; 3059 level += 2;
3132 else /* open terrain! */ 3060 else /* open terrain! */
3133 level -= 1; 3061 level -= 1;
3134 } 3062 }
3142/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3143 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3144 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3145 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3146 */ 3074 */
3147
3148void 3075void
3149do_hidden_move (object *op) 3076do_hidden_move (object *op)
3150{ 3077{
3151 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3152 object *skop;
3153 3079
3154 if (!op || !op->map) 3080 if (!op || !op->map)
3155 return; 3081 return;
3156 3082
3157 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);
3158 3085
3159 /* 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! */
3160 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3161 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3162 { 3089 {
3172 num -= hide; 3099 num -= hide;
3173 3100
3174 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3175 { 3102 {
3176 make_visible (op); 3103 make_visible (op);
3104
3177 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3178 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!");
3179 } 3107 }
3180 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3181 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);
3234 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3235 * 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
3236 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3237 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3238 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3239 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3240 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3241 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3242 * 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.
3243 * -b.t. 3171 * -b.t.
3244 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3245 */ 3173 */
3246
3247int 3174int
3248player_can_view (object *pl, object *op) 3175player_can_view (object *pl, object *op)
3249{ 3176{
3250 rv_vector rv; 3177 rv_vector rv;
3251 int dx, dy; 3178 int dx, dy;
3263 3190
3264 get_rangevector (pl, op, &rv, 0x1); 3191 get_rangevector (pl, op, &rv, 0x1);
3265 3192
3266 /* starting with the 'head' part, lets loop 3193 /* starting with the 'head' part, lets loop
3267 * through the object and find if it has any 3194 * through the object and find if it has any
3268 * part that is in the los array but isnt on 3195 * part that is in the los array but isn't on
3269 * a blocked los square. 3196 * a blocked los square.
3270 * we use the archetype to figure out offsets. 3197 * we use the archetype to figure out offsets.
3271 */ 3198 */
3272 while (op) 3199 while (op)
3273 { 3200 {
3274 dx = rv.distance_x + op->arch->clone.x; 3201 dx = rv.distance_x + op->arch->x;
3275 dy = rv.distance_y + op->arch->clone.y; 3202 dy = rv.distance_y + op->arch->y;
3276 3203
3277 /* only the viewable area the player sees is updated by LOS 3204 /* only the viewable area the player sees is updated by LOS
3278 * 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
3279 * for any meaningful values. 3206 * for any meaningful values.
3280 */ 3207 */
3281 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3282 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3283 !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)])
3284 return 1; 3211 return 1;
3212
3285 op = op->more; 3213 op = op->more;
3286 } 3214 }
3215
3287 return 0; 3216 return 0;
3288} 3217}
3289 3218
3290/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3291 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3294 * return 0. 3223 * return 0.
3295 */ 3224 */
3296int 3225int
3297action_makes_visible (object *op) 3226action_makes_visible (object *op)
3298{ 3227{
3299
3300 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3301 { 3229 {
3302 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3303 return 0; 3231 return 0;
3304 3232
3310 { 3238 {
3311 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");
3312 return 1; 3240 return 1;
3313 } 3241 }
3314 } 3242 }
3243
3315 return 0; 3244 return 0;
3316} 3245}
3317 3246
3318/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3319 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3324 * 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
3325 */ 3254 */
3326int 3255int
3327op_on_battleground (object *op, int *x, int *y) 3256op_on_battleground (object *op, int *x, int *y)
3328{ 3257{
3329 object *tmp;
3330
3331 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3332 * 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),
3333 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3334 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3335 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3336 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3337 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3338 { 3265 {
3339 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3340 { 3267 {
3341 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3342 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))
3343 { 3272 {
3344 /*before we assign the exit, check if this is a teambattle */ 3273 /* before we assign the exit, check if this is a teambattle */
3345 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))
3346 { 3275 {
3347 object *invtmp;
3348
3349 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3350 { 3277 {
3351 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3352 { 3279 {
3353 if (x != NULL && y != NULL) 3280 if (x && y)
3354 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3355 return 1; 3283 return 1;
3356 } 3284 }
3357 } 3285 }
3358 } 3286 }
3287
3359 if (x != NULL && y != NULL) 3288 if (x && y)
3360 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3361 return 1; 3291 return 1;
3362 } 3292 }
3363 } 3293 }
3364 } 3294 }
3295
3365 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3366 return 0; 3297 return 0;
3367} 3298}
3368 3299
3369/* 3300/*
3385 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3386 int i = 0, j = 0; 3317 int i = 0, j = 0;
3387 3318
3388 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3389 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3390 trlist = find_treasurelist ("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3391 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3392 trlist = find_treasurelist ("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3393 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3394 trlist = find_treasurelist ("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3395 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3396 trlist = find_treasurelist ("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3397 3328
3398 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3399 return; 3330 return;
3400 3331
3401 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++);
3405 /* 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]); */
3406 return; 3337 return;
3407 } 3338 }
3408 3339
3409 /* everything seems okay - now bring on the gift: */ 3340 /* everything seems okay - now bring on the gift: */
3410 item = &(tr->item->clone); 3341 item = tr->item;
3411 3342
3412 if (item->type == SPELL) 3343 if (item->type == SPELL)
3413 { 3344 {
3414 if (check_spell_known (who, item->name)) 3345 if (check_spell_known (who, item->name))
3415 return; 3346 return;
3474 { 3405 {
3475 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3476 object *skin; 3407 object *skin;
3477 3408
3478 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3479 shstr_cmp dragon_skin_force ("dragon_skin_force");
3480 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)
3481 ; 3411 ;
3482 3412
3483 if (!skin) 3413 if (!skin)
3484 return; 3414 return;
3485 3415
3520 else 3450 else
3521 { 3451 {
3522 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3523 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3524 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));
3525 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3526 if (who->type == PLAYER)
3527 esrv_send_item (who, tmp);
3528 } 3456 }
3529} 3457}
3530 3458
3531/** 3459/**
3532 * 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
3533 * not readied. 3461 * not readied.
3534 */ 3462 */
3535void 3463void
3536player_unready_range_ob (player *pl, object *ob) 3464player_unready_range_ob (player *pl, object *ob)
3537{ 3465{
3538 rangetype i; 3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3539 3468
3540 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3469 if (pl->combat_ob == ob)
3541 { 3470 pl->combat_ob = 0;
3471
3542 if (pl->ranges[i] == ob) 3472 if (pl->ranged_ob == ob)
3543 { 3473 pl->ranged_ob = 0;
3544 pl->ranges[i] = NULL;
3545 if (pl->shoottype == i)
3546 {
3547 pl->shoottype = range_none;
3548 }
3549 }
3550 }
3551} 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines