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Comparing deliantra/server/server/player.C (file contents):
Revision 1.122 by root, Wed May 9 11:32:31 2007 UTC vs.
Revision 1.243 by root, Sat Nov 7 18:30:06 2009 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 (©) 2005,2006,2007,2008,2009 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36playervec players; 38playervec players;
37 39
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
152/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
153static void 41static void
154set_first_map (object *op) 42set_first_map (object *op)
155{ 43{
156 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
157 op->x = -1; 45 op->x = -1;
158 op->y = -1; 46 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172} 47}
173 48
174void 49void
175player::activate () 50player::activate ()
176{ 51{
181 ob->remove (); 56 ob->remove ();
182 ob->map = 0; 57 ob->map = 0;
183 ob->activate_recursive (); 58 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 60 add_friendly_object (ob);
186 enter_map ();
187} 61}
188 62
189void 63void
190player::deactivate () 64player::deactivate ()
191{ 65{
198 72
199 if (ob->map) 73 if (ob->map)
200 maplevel = ob->map->path; 74 maplevel = ob->map->path;
201 75
202 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 78 ob->map = 0;
204 party = 0; 79 party = 0;
205 80
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 82
221 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
222 97
223 ns->update_look = 0; 98 ns->update_look = 0;
224 ns->look_position = 0; 99 ns->look_position = 0;
225 100
226 clear_los (ob); 101 clear_los ();
227 102
228 ns->reset_stats (); 103 ns->reset_stats ();
229 104
230 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
233 108
234 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
235 link_player_skills (ob); 110 link_skills ();
236 111
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 113
239 assign (title, ob->arch->clone.name); 114 assign (title, ob->arch->object::name);
240 115
241 /* if it's a dragon player, set the correct title here */ 116 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 117 if (is_dragon_pl (ob))
243 { 118 {
244 object *tmp, *abil = 0, *skin = 0; 119 object *tmp, *abil = 0, *skin = 0;
245 120
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 121 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 122 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 123 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 124 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 125 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 126 skin = tmp;
255 127
256 set_dragon_name (ob, abil, skin); 128 set_dragon_name (ob, abil, skin);
257 } 129 }
258 130
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 132
261 esrv_new_player (this, ob->weight + ob->carrying); 133 esrv_new_player (this);
134
135 ob->update_stats ();
136
137 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0);
140
141 activate ();
142
143 INVOKE_PLAYER (CONNECT, this);
144 INVOKE_PLAYER (LOGIN, this);
145}
146
147void
148player::disconnect ()
149{
150 if (ob)
151 {
152 ob->close_container (); //TODO: client-specific
153 ob->drop_unpaid_items ();
154 }
155
156 if (ns)
157 {
158 if (active)
159 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
160
161 INVOKE_PLAYER (DISCONNECT, this);
162
163 ns->reset_stats ();
164 ns->pl = 0;
165 ns = 0;
166 }
167
168 // this is important for the player scheduler to get the correct refcount
169 // when ns = 0
170 observe = viewpoint = ob;
171
172 deactivate ();
173}
174
175//-GPL
176
177// the need for this function can be explained
178// by load_object not returning the object
179void
180player::set_object (object *op)
181{
182 ob = observe = viewpoint = op;
183 ob->contr = this; /* this aren't yet in archetype */
184
185 ob->speed = 1.0f;
186 ob->speed_left = 0.5f;
187
188 ob->direction = 5; /* So player faces south */
189
190 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false;
262 193
263 for (object *op = ob->inv; op; op = op->below) 194 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 195 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 196 switch (op->type)
266 { 197 {
198 case SKILL:
199 ob->flag [FLAG_APPLIED] = false;
200 break;
201
267 case WAND: 202 case WAND:
268 case ROD: 203 case ROD:
269 case HORN: 204 case HORN:
270 case BOW: 205 case BOW:
271 case SKILL: 206 ranged_ob = op;
272 case SKILL_TOOL: 207 break;
208
273 case WEAPON: 209 case WEAPON:
274 fprintf (stderr, "applied<%s>\n", &op->name);//D 210 combat_ob = op;
275 apply_special (ob, op, AP_UNAPPLY);
276 apply_special (ob, op, AP_APPLY);
277 break; 211 break;
278 } 212 }
279 213
280 ob->update_stats (); 214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
281 ns->floorbox_update (); 215 ob->deactivate (); // change_weapon activates, fix this better
282
283 esrv_send_inventory (ob, ob);
284 esrv_add_spells (this, 0);
285
286 activate ();
287
288 send_rules (ob);
289 send_news (ob);
290 display_motd (ob);
291
292 INVOKE_PLAYER (CONNECT, this);
293 INVOKE_PLAYER (LOGIN, this);
294} 216}
295 217
296void 218void
297player::disconnect () 219player::set_observe (object *op)
298{ 220{
299 if (ns) 221 observe = viewpoint = op ? op : ob;
300 { 222 do_los = 1;
301 if (active)
302 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
303
304 INVOKE_PLAYER (DISCONNECT, this);
305
306 ns->reset_stats ();
307 ns->pl = 0;
308 ns = 0;
309 }
310
311 if (ob)
312 ob->close_container (); //TODO: client-specific
313
314 deactivate ();
315} 223}
316 224
317// the need for this function can be explained
318// by load_object not returning the object
319void 225void
320player::set_object (object *op) 226player::set_viewpoint (object *op)
321{ 227{
322 ob = op; 228 viewpoint = op ? op : (object *)observe;
323 ob->contr = this; /* this aren't yet in archetype */ 229 do_los = 1;
324
325 ob->speed_left = 0.5;
326 ob->speed = 1.0;
327 ob->direction = 5; /* So player faces south */
328} 230}
231
232//+GPL
329 233
330player::player () 234player::player ()
331{ 235{
332 /* There are some elements we want initialised to non zero value - 236 /* There are some elements we want initialised to non zero value -
333 * we deal with that below this point. 237 * we deal with that below this point.
339 savebed_map = first_map_path; /* Init. respawn position */ 243 savebed_map = first_map_path; /* Init. respawn position */
340 244
341 gen_sp_armour = 10; 245 gen_sp_armour = 10;
342 bowtype = bow_normal; 246 bowtype = bow_normal;
343 petmode = pet_normal; 247 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers; 248 usekeys = containers;
346 peaceful = 1; /* default peaceful */ 249 peaceful = 1; /* default peaceful */
347 do_los = 1; 250 do_los = 1;
251
252 weapon_sp = 1.0f;
253 weapon_sp_left = 0.5f;
348} 254}
349 255
350void 256void
351player::do_destroy () 257player::do_destroy ()
352{ 258{
357 if (ob) 263 if (ob)
358 { 264 {
359 ob->destroy_inv (false); 265 ob->destroy_inv (false);
360 ob->destroy (); 266 ob->destroy ();
361 } 267 }
268
269 ob = observe = viewpoint = 0;
362} 270}
363 271
364player::~player () 272player::~player ()
365{ 273{
366 /* Clear item stack */ 274 /* Clear item stack */
367 free (stack_items); 275 free (stack_items);
276}
277
278/*
279 * get_player_archetype() return next player archetype from archetype
280 * list. Not very efficient routine, but used only creating new players.
281 * Note: there MUST be at least one player archetype!
282 */
283static archetype *
284get_player_archetype (archetype *at)
285{
286 // archetypes could have been reloaded
287 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
288
289 if (!nat)
290 return at;
291
292 archvec::iterator i = archetypes.find (nat);
293
294 for (;;)
295 {
296 if (++i == archetypes.end ())
297 i = archetypes.begin ();
298 else if (*i == at)
299 cleanup ("not a single player archetype found");
300
301 if ((*i)->type == PLAYER)
302 return *i;
303 }
368} 304}
369 305
370/* Tries to add player on the connection passed in ns. 306/* Tries to add player on the connection passed in ns.
371 * All we can really get in this is some settings like host and display 307 * All we can really get in this is some settings like host and display
372 * mode. 308 * mode.
385 set_first_map (pl->ob); 321 set_first_map (pl->ob);
386 322
387 return pl; 323 return pl;
388} 324}
389 325
390/*
391 * get_player_archetype() return next player archetype from archetype
392 * list. Not very efficient routine, but used only creating new players.
393 * Note: there MUST be at least one player archetype!
394 */
395archetype *
396get_player_archetype (archetype *at)
397{
398 archetype *start = at;
399
400 for (;;)
401 {
402 if (at == NULL || at->next == NULL)
403 at = first_archetype;
404 else
405 at = at->next;
406
407 if (at->clone.type == PLAYER)
408 return at;
409
410 if (at == start)
411 {
412 LOG (llevError, "No Player archetypes\n");
413 exit (-1);
414 }
415 }
416}
417
418object * 326object *
419get_nearest_player (object *mon) 327get_nearest_player (object *mon)
420{ 328{
421 object *op = NULL; 329 object *op = NULL;
422 objectlink *ol; 330 objectlink *ol;
423 unsigned lastdist; 331 unsigned lastdist;
424 rv_vector rv; 332 rv_vector rv;
425 333
426 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 334 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
427 { 335 {
428 /* We should not find free objects on this friendly list, but it
429 * does periodically happen. Given that, lets deal with it.
430 * While unlikely, it is possible the next object on the friendly
431 * list is also free, so encapsulate this in a while loop.
432 */
433 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
434 {
435 object *tmp = ol->ob;
436
437 /* Can't do much more other than log the fact, because the object
438 * itself will have been cleared.
439 */
440 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
441 tmp->debug_desc ());
442 ol = ol->next;
443 remove_friendly_object (tmp);
444 if (!ol)
445 return op;
446 }
447
448 /* Remove special check for player from this. First, it looks to cause
449 * some crashes (ol->ob->contr not set properly?), but secondly, a more
450 * complicated method of state checking would be needed in any case -
451 * as it was, a clever player could type quit, and the function would
452 * skip them over while waiting for confirmation. Remove
453 * on_same_map check, as can_detect_enemy also does this
454 */
455 if (!can_detect_enemy (mon, ol->ob, &rv)) 336 if (!can_detect_enemy (mon, ol->ob, &rv))
456 continue; 337 continue;
457 338
458 if (lastdist > rv.distance) 339 if (lastdist > rv.distance)
459 { 340 {
654 535
655 return firstdir; 536 return firstdir;
656} 537}
657 538
658void 539void
659give_initial_items (object *pl, treasurelist * items) 540give_initial_items (object *pl, treasurelist *items)
660{ 541{
661 object *op, *next = NULL;
662
663 if (pl->randomitems != NULL) 542 if (pl->randomitems)
664 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
665 544
666 for (op = pl->inv; op; op = next) 545 for (object *next, *op = pl->inv; op; op = next)
667 { 546 {
668 next = op->below; 547 next = op->below;
669 548
670 /* Forces get applied per default, unless they have the 549 /* Forces get applied per default, unless they have the
671 * flag "neutral" set. Sorry but I can't think of a better way 550 * flag "neutral" set. Sorry but I can't think of a better way
676 /* we never give weapons/armour if these cannot be used 555 /* we never give weapons/armour if these cannot be used
677 * by this player due to race restrictions 556 * by this player due to race restrictions
678 */ 557 */
679 if (pl->type == PLAYER) 558 if (pl->type == PLAYER)
680 { 559 {
681 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
682 (op->type == ARMOUR || op->type == BOOTS || 562 (op->type == ARMOUR || op->type == BOOTS
683 op->type == CLOAK || op->type == HELMET || 563 || op->type == CLOAK || op->type == HELMET
684 op->type == SHIELD || op->type == GLOVES || 564 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE))
685 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
686 { 567 {
687 op->destroy (); 568 op->destroy ();
688 continue; 569 continue;
689 } 570 }
690 } 571 }
691 572
692 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
693 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
694 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
695 * a first level treasurelist for each skill.)
696 * remove duplicate skills also
697 */ 576 */
698 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
699 { 578 {
700 object *tmp;
701
702 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
703 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
704 break;
705
706 if (tmp)
707 { 581 {
708 op->destroy (); 582 op->destroy ();
583 LOG (llevError,
709 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
710 continue; 585 break;
711 } 586 }
712 587
713 if (op->nrof > 1) 588 if (op->nrof > 1)
714 op->nrof = 1; 589 op->nrof = 1;
715 } 590 }
716 591
717 if (op->type == SPELLBOOK && op->inv) 592 if (op->type == SPELLBOOK && op->inv)
718 {
719 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
720 }
721 594
722 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
723 * items. Just don't identify gold or silver, or it won't be 596 * items. Just don't identify gold or silver, or it won't be
724 * merged properly. 597 * merged properly.
725 */ 598 */
726 if (need_identify (op)) 599 if (need_identify (op))
727 { 600 {
728 SET_FLAG (op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
729 CLEAR_FLAG (op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
730 CLEAR_FLAG (op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
731 } 604 }
605
732 if (op->type == SPELL) 606 if (op->type == SPELL)
733 { 607 {
734 op->destroy (); 608 op->destroy ();
735 continue; 609 continue;
736 } 610 }
738 { 612 {
739 SET_FLAG (op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
740 op->stats.exp = 0; 614 op->stats.exp = 0;
741 op->level = 1; 615 op->level = 1;
742 } 616 }
743 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
744 else
745 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
746 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
747 620
748 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
749 link_player_skills (pl); 622 pl->contr->link_skills ();
750} 623}
751 624
752void 625void
753get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
754{ 627{
785} 658}
786 659
787void 660void
788object::roll_stats () 661object::roll_stats ()
789{ 662{
790 int statsort [7]; 663 int statsort [NUM_STATS];
791 664
792 for (;;) 665 for (;;)
793 { 666 {
794 int sum = 0; 667 int sum = 0;
795 for (int i = 7; i--; ) 668 for (int i = NUM_STATS; i--; )
796 sum += statsort [i] = roll_stat (); 669 sum += statsort [i] = roll_stat ();
797 670
798 if (sum >= 82 && sum <= 116) 671 if (sum >= 82 && sum <= 116)
799 break; 672 break;
800 } 673 }
801 674
802 // Sort the stats so that rerolling is easier... 675 // Sort the stats so that rerolling is easier...
803 std::sort (statsort, statsort + 7, std::greater<int>()); 676 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
804 677
678 for (int i = 0; i < NUM_STATS; ++i)
805 stats.Str = statsort[0]; 679 stats.stat (i) = statsort [i];
806 stats.Dex = statsort[1];
807 stats.Con = statsort[2];
808 stats.Int = statsort[3];
809 stats.Wis = statsort[4];
810 stats.Pow = statsort[5];
811 stats.Cha = statsort[6];
812 680
813 stats.exp = 0; 681 stats.exp = 0;
814 stats.ac = 0; 682 stats.ac = 0;
815 683
816 stats.hp = stats.maxhp; 684 stats.hp = stats.maxhp;
828} 696}
829 697
830void 698void
831object::swap_stats (int a, int b) 699object::swap_stats (int a, int b)
832{ 700{
833 int tmp = get_attr_value (&contr->orig_stats, a); 701 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
834 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
835 set_attr_value (&contr->orig_stats, b, tmp);
836 702
703 for (int i = 0; i < NUM_STATS; ++i)
837 stats.Str = contr->orig_stats.Str; 704 stats.stat (i) = contr->orig_stats.stat (i);
838 stats.Dex = contr->orig_stats.Dex;
839 stats.Con = contr->orig_stats.Con;
840 stats.Int = contr->orig_stats.Int;
841 stats.Wis = contr->orig_stats.Wis;
842 stats.Pow = contr->orig_stats.Pow;
843 stats.Cha = contr->orig_stats.Cha;
844 705
845 //TODO: the following code looks so borked and should, at the very least, 706 //TODO: the following code looks so borked and should, at the very least,
846 // be merged with the similar code in roll_stats 707 // be merged with the similar code in roll_stats
847 stats.ac = 0; 708 stats.ac = 0;
848 709
867static void 728static void
868start_info (object *op) 729start_info (object *op)
869{ 730{
870 char buf[MAX_BUF]; 731 char buf[MAX_BUF];
871 732
872 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 733 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
873 new_draw_info (NDI_UNIQUE, 0, op, buf); 734 new_draw_info (NDI_UNIQUE, 0, op, buf);
874 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
875 //new_draw_info (NDI_UNIQUE, 0, op, " ");
876} 735}
877 736
878/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
879 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
880 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
883 */ 742 */
884void 743void
885player::chargen_race_done () 744player::chargen_race_done ()
886{ 745{
887 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
888 esrv_new_player (ob->contr, ob->weight + ob->carrying); 747 esrv_new_player (ob->contr);
889 748
890 treasurelist *tl = treasurelist::find ("starting_wealth"); 749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
891 if (tl) 750 if (tl)
892 create_treasure (tl, ob, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
893 752
894 INVOKE_PLAYER (BIRTH, ob->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
895 INVOKE_PLAYER (LOGIN, ob->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
896 755
897 ob->contr->ns->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
898 757
899 if (ob->msg) 758 if (ob->msg)
900 ob->msg = 0; 759 ob->msg = 0;
901
902 /* We create this now because some of the unique maps will need it
903 * to save here.
904 */
905 {
906 char buf[MAX_BUF];
907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
908 make_path_to_file (buf);
909 }
910 760
911 start_info (ob); 761 start_info (ob);
912 CLEAR_FLAG (ob, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
913 give_initial_items (ob, ob->randomitems); 763 give_initial_items (ob, ob->randomitems);
914 link_player_skills (ob);
915 esrv_send_inventory (ob, ob); 764 esrv_send_inventory (ob, ob);
916 ob->update_stats (); 765 ob->update_stats ();
917 766
918 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
919 * is one for this race 768 * is one for this race
920 */ 769 */
921 if (*first_map_ext_path) 770 if (*first_map_ext_path)
922 { 771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
923 object *tmp;
924 char mapname[MAX_BUF];
925
926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
927 tmp = object::create ();
928 EXIT_PATH (tmp) = mapname;
929 EXIT_X (tmp) = ob->x;
930 EXIT_Y (tmp) = ob->y;
931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
932 * if the map isn't there, then stay on the
933 * default initial map */
934 tmp->destroy ();
935 }
936 else 772 else
937 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
938} 774}
939 775
940void 776void
950 int x = ob->x, y = ob->y; 786 int x = ob->x, y = ob->y;
951 787
952 ob->remove_statbonus (); 788 ob->remove_statbonus ();
953 ob->remove (); 789 ob->remove ();
954 ob->arch = get_player_archetype (ob->arch); 790 ob->arch = get_player_archetype (ob->arch);
955 ob->arch->clone.copy_to (ob); 791 ob->arch->copy_to (ob);
956 ob->instantiate (); 792 ob->instantiate ();
957 ob->stats = ob->contr->orig_stats; 793 ob->stats = ob->contr->orig_stats;
958 ob->name = ob->name_pl = name; 794 ob->name = ob->name_pl = name;
959 ob->x = x; 795 ob->x = x;
960 ob->y = y; 796 ob->y = y;
961 SET_ANIMATION (ob, 2); /* So player faces south */ 797 SET_ANIMATION (ob, 2); /* So player faces south */
962 insert_ob_in_map (ob, ob->map, ob, 0); 798 insert_ob_in_map (ob, ob->map, ob, 0);
963 assign (ob->contr->title, ob->arch->clone.name); 799 assign (ob->contr->title, ob->arch->object::name);
964 ob->add_statbonus (); 800 ob->add_statbonus ();
965 } 801 }
966 while (!allowed_class (ob)); 802 while (!allowed_class (ob));
967 803
968 update_object (ob, UP_OBJ_FACE); 804 update_object (ob, UP_OBJ_FACE);
971 ob->stats.hp = ob->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
972 ob->stats.sp = ob->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
973 ob->stats.grace = 0; 809 ob->stats.grace = 0;
974} 810}
975 811
976void 812static void
977flee_player (object *op) 813flee_player (object *op)
978{ 814{
979 int dir, diff; 815 int dir, diff;
980 rv_vector rv; 816 rv_vector rv;
981 817
984 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
986 return; 822 return;
987 } 823 }
988 824
989 if (op->enemy == NULL) 825 if (!op->enemy)
990 { 826 {
991 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
992 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
993 return; 829 return;
994 } 830 }
995 831
996 /* Seen some crashes here. Since we don't store an
997 * op->enemy_count, it is possible that something destroys the
998 * actual enemy, and the object is recycled.
999 */
1000 if (op->enemy->map == NULL)
1001 {
1002 CLEAR_FLAG (op, FLAG_SCARED);
1003 op->enemy = NULL;
1004 return;
1005 }
1006
1007 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1008 { 833 {
1009 op->enemy = NULL; 834 op->enemy = NULL;
1010 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
1011 return; 836 return;
1014 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
1015 840
1016 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
1017 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
1018 { 843 {
1019 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
1020 845
1021 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1022 return; 847 return;
1023 } 848 }
1024 849
1035check_pick (object *op) 860check_pick (object *op)
1036{ 861{
1037 object *tmp, *next; 862 object *tmp, *next;
1038 int stop = 0; 863 int stop = 0;
1039 int wvratio; 864 int wvratio;
1040 char putstring[128];
1041 865
1042 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1043 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1044 return 1; 868 return 1;
1045 869
1046 next = op->below; 870 next = op->below;
1047 871
872 int cnt = MAX_ITEM_PER_DROP;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874
1048 /* loop while there are items on the floor that are not marked as 875 /* loop while there are items on the floor that are not marked as
1049 * destroyed */ 876 * destroyed */
1050 while (next && !next->destroyed ()) 877 while (next && !next->destroyed ())
1051 { 878 {
1052 tmp = next; 879 tmp = next;
1053 next = tmp->below; 880 next = tmp->below;
1054 881
882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
1055 if (op->destroyed ()) 888 if (op->destroyed ())
1056 return 0; 889 return 0;
1057 890
1058 if (!can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1059 continue; 892 continue;
1060 893
1061 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1062 { 895 {
1063 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1064 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1065 continue; 899 continue;
1066 } 900 }
1067 901
1068 /* high not bit set? We're using the old autopickup model */ 902 /* pickup handling */
903 if (op->contr->mode & PU_DEBUG)
904 {
905 /* some debugging code to figure out item information */
906 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d",
908 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
909 : format ("item name: %s item type: %d weight/value: %d",
910 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
911
912 new_draw_info (NDI_UNIQUE, 0, op, str);
913 }
914
915 if (op->contr->mode & PU_INHIBIT)
916 return 1;
917
918 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
919 return 1;
920
921 /* philosophy:
922 * It's easy to grab an item type from a pile, as long as it's
923 * generic. This takes no game-time. For more detailed pickups
924 * and selections, select-items should be used. This is a
925 * grab-as-you-run type mode that's really useful for arrows for
926 * example.
927 * The drawback: right now it has no frontend, so you need to
928 * stick the bits you want into a calculator in hex mode and then
929 * convert to decimal and then 'pickup <#>
930 */
931
932 /* the first two modes are exclusive: if NOTHING we return, if
933 * STOP then we stop. All the rest are applied sequentially,
934 * meaning if any test passes, the item gets picked up. */
935
936 /* if mode is set to pick nothing up, return */
937 if (op->contr->mode == PU_NOTHING)
938 return 1;
939
940 /* if mode is set to stop when encountering objects, return */
941 /* take STOP before INHIBIT since it doesn't actually pick
942 * anything up */
943 if (op->contr->mode & PU_STOP)
944 return 0;
945
946 /* useful for going into stores and not losing your settings... */
947 /* and for battles wher you don't want to get loaded down while
948 * fighting */
949 if (op->contr->mode & PU_INHIBIT)
950 return 1;
951
952 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID))
954 continue;
955
956 /* ignore known cursed objects */
957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
958 continue;
959
960 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */
1069 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1070 { 964 {
1071 switch (op->contr->mode) 965 CHK_PICK_PICKUP;
966 continue;
967 }
968
969 if (op->contr->mode & PU_DRINK)
970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_POTION)
977 if (tmp->type == POTION)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 /* spellbooks, skillscrolls and normal books/scrolls */
984 if (op->contr->mode & PU_SPELLBOOK)
985 if (tmp->type == SPELLBOOK)
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
991 if (op->contr->mode & PU_SKILLSCROLL)
992 if (tmp->type == SKILLSCROLL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 if (op->contr->mode & PU_READABLES)
999 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1004
1005 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1020
1021 if (op->contr->mode & PU_VALUABLES)
1022 {
1023 if (tmp->type == MONEY || tmp->type == GEM)
1072 { 1024 {
1073 case 0: 1025 CHK_PICK_PICKUP;
1074 return 1; /* don't pick up */ 1026 continue;
1075 case 1:
1076 pick_up (op, tmp);
1077 return 1;
1078 case 2:
1079 pick_up (op, tmp);
1080 return 0;
1081 case 3:
1082 return 0; /* stop before pickup */
1083 case 4:
1084 pick_up (op, tmp);
1085 break;
1086 case 5:
1087 pick_up (op, tmp);
1088 stop = 1;
1089 break;
1090 case 6:
1091 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1092 pick_up (op, tmp);
1093 break;
1094
1095 case 7:
1096 if (tmp->type == MONEY || tmp->type == GEM)
1097 pick_up (op, tmp);
1098 break;
1099
1100 default:
1101 /* use value density */
1102 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1103 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1104 pick_up (op, tmp);
1105 } 1027 }
1106 } 1028 }
1107 else 1029
1108 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1109 /* NEW pickup handling */
1110 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1111 { 1033 {
1112 /* some debugging code to figure out item information */ 1034 CHK_PICK_PICKUP;
1113 if (tmp->name != NULL)
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116 else
1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1118 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119
1120 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1121 }
1122
1123 /* philosophy:
1124 * It's easy to grab an item type from a pile, as long as it's
1125 * generic. This takes no game-time. For more detailed pickups
1126 * and selections, select-items should be used. This is a
1127 * grab-as-you-run type mode that's really useful for arrows for
1128 * example.
1129 * The drawback: right now it has no frontend, so you need to
1130 * stick the bits you want into a calculator in hex mode and then
1131 * convert to decimal and then 'pickup <#>
1132 */
1133
1134 /* the first two modes are exclusive: if NOTHING we return, if
1135 * STOP then we stop. All the rest are applied sequentially,
1136 * meaning if any test passes, the item gets picked up. */
1137
1138 /* if mode is set to pick nothing up, return */
1139
1140 if (op->contr->mode & PU_NOTHING)
1141 return 1;
1142
1143 /* if mode is set to stop when encountering objects, return */
1144 /* take STOP before INHIBIT since it doesn't actually pick
1145 * anything up */
1146
1147 if (op->contr->mode & PU_STOP)
1148 return 0;
1149
1150 /* useful for going into stores and not losing your settings... */
1151 /* and for battles wher you don't want to get loaded down while
1152 * fighting */
1153 if (op->contr->mode & PU_INHIBIT)
1154 return 1;
1155
1156 /* prevent us from turning into auto-thieves :) */
1157 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1158 continue; 1035 continue;
1036 }
1159 1037
1160 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1161 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1039 if (op->contr->mode & PU_FLESH)
1040 if (tmp->type == FLESH)
1041 {
1042 CHK_PICK_PICKUP;
1162 continue; 1043 continue;
1044 }
1163 1045
1164 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1165 /* question: don't pick up known-poisonous stuff? */ 1047 if (op->contr->mode & PU_BOW)
1048 if (tmp->type == BOW)
1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1054 if (op->contr->mode & PU_ARROW)
1055 if (tmp->type == ARROW)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 /* all kinds of armor etc. */
1062 if (op->contr->mode & PU_ARMOUR)
1063 if (tmp->type == ARMOUR)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_HELMET)
1070 if (tmp->type == HELMET)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_SHIELD)
1077 if (tmp->type == SHIELD)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1166 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1167 if (tmp->type == FOOD) 1084 if (tmp->type == BOOTS)
1085 {
1086 CHK_PICK_PICKUP;
1087 continue;
1088 }
1089
1090 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES)
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 if (op->contr->mode & PU_CLOAK)
1098 if (tmp->type == CLOAK)
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1107 {
1108 CHK_PICK_PICKUP;
1109 continue;
1110 }
1111
1112 /* careful: chairs and tables are weapons! */
1113 if (op->contr->mode & PU_ALLWEAPON)
1114 {
1115 if (tmp->type == WEAPON)
1116 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1168 { 1117 {
1169 pick_up (op, tmp); 1118 CHK_PICK_PICKUP;
1170 continue; 1119 continue;
1171 } 1120 }
1121 }
1172 1122
1123 /* misc stuff that's useful */
1173 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1174 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1175 { 1126 {
1176 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1177 continue; 1128 continue;
1178 } 1129 }
1179 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1180 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1181 if (tmp->type == POTION) 1134 {
1135 /* use value density to decide what else to grab */
1136 /* >=7 was >= op->contr->mode */
1137 /* >=7 is the old standard setting. Now we take the last 4 bits
1182 { 1138 */
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 /* spellbooks, skillscrolls and normal books/scrolls */
1188 if (op->contr->mode & PU_SPELLBOOK)
1189 if (tmp->type == SPELLBOOK)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_SKILLSCROLL)
1196 if (tmp->type == SKILLSCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_READABLES)
1203 if (tmp->type == BOOK || tmp->type == SCROLL)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 /* wands/staves/rods/horns */
1210 if (op->contr->mode & PU_MAGIC_DEVICE)
1211 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 /* pick up all magical items */
1218 if (op->contr->mode & PU_MAGICAL) 1139 wvratio = op->contr->mode & PU_RATIO;
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1140 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1220 {
1221 pick_up (op, tmp);
1222 continue;
1223 }
1224
1225 if (op->contr->mode & PU_VALUABLES)
1226 { 1141 {
1227 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1228 { 1145 {
1229 pick_up (op, tmp); 1146 fprintf (stderr, "%s", tmp->name);
1230 continue;
1231 } 1147 }
1232 }
1233
1234 /* rings & amulets - talismans seems to be typed AMULET */
1235 if (op->contr->mode & PU_JEWELS)
1236 if (tmp->type == RING || tmp->type == AMULET)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* we don't forget dragon food */
1243 if (op->contr->mode & PU_FLESH)
1244 if (tmp->type == FLESH)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 /* bows and arrows. Bows are good for selling! */
1251 if (op->contr->mode & PU_BOW)
1252 if (tmp->type == BOW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_ARROW)
1259 if (tmp->type == ARROW)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 /* all kinds of armor etc. */
1266 if (op->contr->mode & PU_ARMOUR)
1267 if (tmp->type == ARMOUR)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_HELMET)
1274 if (tmp->type == HELMET)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_SHIELD)
1281 if (tmp->type == SHIELD)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_BOOTS)
1288 if (tmp->type == BOOTS)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_GLOVES)
1295 if (tmp->type == GLOVES)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 if (op->contr->mode & PU_CLOAK)
1302 if (tmp->type == CLOAK)
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 /* hoping to catch throwing daggers here */
1309 if (op->contr->mode & PU_MISSILEWEAPON)
1310 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1311 {
1312 pick_up (op, tmp);
1313 continue;
1314 }
1315
1316 /* careful: chairs and tables are weapons! */
1317 if (op->contr->mode & PU_ALLWEAPON)
1318 {
1319 if (tmp->type == WEAPON && tmp->name != NULL)
1320 {
1321 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1322 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1323 {
1324 pick_up (op, tmp);
1325 continue;
1326 }
1327 }
1328
1329 if (tmp->type == WEAPON && tmp->name == NULL)
1330 {
1331 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336 }
1337 }
1338
1339 /* misc stuff that's useful */
1340 if (op->contr->mode & PU_KEY)
1341 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1342 {
1343 pick_up (op, tmp);
1344 continue;
1345 }
1346
1347 /* any of the last 4 bits set means we use the ratio for value
1348 * pickups */
1349 if (op->contr->mode & PU_RATIO)
1350 {
1351 /* use value density to decide what else to grab */
1352 /* >=7 was >= op->contr->mode */
1353 /* >=7 is the old standard setting. Now we take the last 4 bits
1354 * and multiply them by 5, giving 0..15*5== 5..75 */
1355 wvratio = (op->contr->mode & PU_RATIO) * 5;
1356 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1357 {
1358 pick_up (op, tmp);
1359#if 0
1360 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1361 if (tmp->name != NULL)
1362 {
1363 fprintf (stderr, "%s", tmp->name);
1364 }
1365 else 1148 else
1366 fprintf (stderr, "%s", tmp->arch->name); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1367 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1368 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1369#endif 1152#endif
1153 CHK_PICK_PICKUP;
1370 continue; 1154 continue;
1371 }
1372 } 1155 }
1373 } /* the new pickup model */ 1156 } /* the new pickup model */
1374 } 1157 }
1375 1158
1376 return !stop; 1159 return !stop;
1160}
1161
1162/* routine for both players and monsters. We call this when
1163 * there is a possibility for our action distrubing our hiding
1164 * place or invisiblity spell. Artefact invisiblity causes
1165 * "noise" instead. If we arent invisible to begin with, we
1166 * return 0.
1167 */
1168static int
1169action_makes_visible (object *op)
1170{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1172 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1174 {
1175 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance.
1177 if (op->contr)
1178 op->make_noise ();
1179
1180 return 0;
1181 }
1182
1183 if (op->contr && op->contr->tmp_invis == 0)
1184 return 0;
1185
1186 /* If monsters, they should become visible */
1187 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1188 {
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1190 return 1;
1191 }
1192 }
1193
1194 return 0;
1377} 1195}
1378 1196
1379/* 1197/*
1380 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1381 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1382 * found object is returned. 1200 * found object is returned.
1383 */ 1201 */
1384object * 1202static object *
1385find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1386{ 1204{
1387 object *tmp = 0;
1388
1389 for (op = op->inv; op; op = op->below) 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1391 tmp = find_arrow (op, type);
1392 else if (op->type == ARROW && op->race == type) 1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp);
1208
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1211 if (object *arrow = find_arrow (tmp, type))
1212 {
1213 splay (tmp);
1393 return op; 1214 return arrow;
1215 }
1394 1216
1395 return tmp; 1217 return 0;
1396} 1218}
1397 1219
1398/* 1220/*
1399 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1221 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1400 * against the target. A full test is not performed, simply a basic test 1222 * against the target. A full test is not performed, simply a basic test
1401 * of resistances. The archer is making a quick guess at what he sees down 1223 * of resistances. The archer is making a quick guess at what he sees down
1402 * the hall. Failing that it does it's best to pick the highest plus arrow. 1224 * the hall. Failing that it does it's best to pick the highest plus arrow.
1403 */ 1225 */
1404object * 1226static object *
1405find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1406{ 1228{
1407 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1408 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1409 1231
1410 if (!type) 1232 if (!type)
1414 { 1236 {
1415 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1416 { 1238 {
1417 i = 0; 1239 i = 0;
1418 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1419 if (i > betterby) 1242 if (i > betterby)
1420 { 1243 {
1421 tmp = ntmp; 1244 tmp = ntmp;
1422 betterby = i; 1245 betterby = i;
1423 } 1246 }
1424 } 1247 }
1425 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1426 { 1249 {
1427 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1428 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1429 { 1252 {
1430 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1431 { 1254 {
1432 *better = 100; 1255 *better = 100;
1433 return arrow; 1256 return arrow;
1441 else 1264 else
1442 { 1265 {
1443 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1266 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1444 { 1267 {
1445 attacktype = 1 << attacknum; 1268 attacktype = 1 << attacknum;
1446 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1269 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1447 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1270 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1448 { 1271 {
1449 tmp = arrow; 1272 tmp = arrow;
1450 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1273 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1451 } 1274 }
1452 } 1275 }
1276
1453 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1454 { 1278 {
1455 tmp = arrow; 1279 tmp = arrow;
1456 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1457 } 1281 }
1282
1458 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1459 { 1284 {
1460 tmp = arrow; 1285 tmp = arrow;
1461 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1462 } 1287 }
1463 } 1288 }
1464 } 1289 }
1465 } 1290 }
1291
1466 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1467 return find_arrow (op, type); 1293 return find_arrow (op, type);
1468 1294
1469 *better = betterby; 1295 *better = betterby;
1470 return tmp; 1296 return tmp;
1474 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1475 * op = the shooter 1301 * op = the shooter
1476 * type = bow->race 1302 * type = bow->race
1477 * dir = fire direction 1303 * dir = fire direction
1478 */ 1304 */
1479object * 1305static object *
1480pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1481{ 1307{
1482 object *tmp = NULL; 1308 object *tmp = NULL;
1483 maptile *m; 1309 maptile *m;
1484 int i, mflags, found, number; 1310 int i, mflags, found, number;
1485 sint16 x, y; 1311 sint16 x, y;
1500 for (i = 0, found = 0; i < 20; i++) 1326 for (i = 0, found = 0; i < 20; i++)
1501 { 1327 {
1502 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1503 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1504 mflags = get_map_flags (m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1505 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1506 { 1333 {
1507 tmp = NULL; 1334 tmp = 0;
1508 break; 1335 break;
1509 } 1336 }
1510 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1337 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1511 { 1338 {
1512 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1513 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1514 */ 1341 */
1515 tmp = NULL; 1342 tmp = 0;
1516 break; 1343 break;
1517 } 1344 }
1345
1518 if (mflags & P_IS_ALIVE) 1346 if (mflags & P_IS_ALIVE)
1519 {
1520 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1347 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1522 {
1523 found++;
1524 break;
1525 }
1526 if (found)
1527 break; 1349 break;
1528 }
1529 } 1350 }
1530 if (tmp == NULL) 1351
1352 if (!tmp)
1531 return find_arrow (op, type); 1353 return find_arrow (op, type);
1532 1354
1533 if (tmp->head) 1355 if (tmp->head)
1534 tmp = tmp->head; 1356 tmp = tmp->head;
1535 1357
1548 */ 1370 */
1549int 1371int
1550fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1372fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1551{ 1373{
1552 object *left, *bow; 1374 object *left, *bow;
1553 int bowspeed, mflags; 1375 int mflags;
1554 maptile *m; 1376 maptile *m;
1555 1377
1556 if (!dir) 1378 if (!dir)
1557 { 1379 {
1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1380 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1559 return 0; 1381 return 0;
1560 } 1382 }
1561 1383
1562 if (player *pl = op->contr) 1384 if (op->contr)
1563 { 1385 bow = op->current_weapon;
1564 bow = pl->ranged_ob;
1565 op->set_weapon (bow);
1566 }
1567 else 1386 else
1568 { 1387 {
1569 for (bow = op->inv; bow; bow = bow->below) 1388 for (bow = op->inv; bow; bow = bow->below)
1570 /* Don't check for applied - monsters don't apply bows - in that way, they 1389 /* Don't check for applied - monsters don't apply bows - in that way, they
1571 * don't need to switch back and forth between bows and weapons. 1390 * don't need to switch back and forth between bows and weapons.
1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1579 return 0; 1398 return 0;
1580 } 1399 }
1581 1400
1582 // optimisation: move object to top so we will find it quickly again 1401 // optimisation: move object to top so we will find it quickly again
1583 if (bow->below) 1402 splay (bow);
1584 {
1585 bow->remove ();
1586 op->insert (bow);
1587 }
1588
1589 } 1403 }
1590 1404
1591 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1592 { 1406 {
1593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1407 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1594 return 0; 1408 return 0;
1595 } 1409 }
1596
1597 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1598
1599 /* penalize ROF for bestarrow */
1600 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1601 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1602
1603 if (bowspeed < 1)
1604 bowspeed = 1;
1605 1410
1606 if (arrow == NULL) 1411 if (arrow == NULL)
1607 { 1412 {
1608 if ((arrow = find_arrow (op, bow->race)) == NULL) 1413 if ((arrow = find_arrow (op, bow->race)) == NULL)
1609 { 1414 {
1628 } 1433 }
1629 1434
1630 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1631 if (arrow->nrof == 0) 1436 if (arrow->nrof == 0)
1632 { 1437 {
1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1633 arrow->destroy (); 1439 arrow->destroy ();
1634 return 0; 1440 return 0;
1635 } 1441 }
1636 1442
1637 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1638 arrow = get_split_ob (arrow, 1); 1444 arrow = arrow->split ();
1639 if (!arrow) 1445 if (!arrow)
1640 { 1446 {
1641 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1447 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1642 return 0; 1448 return 0;
1643 } 1449 }
1644 1450
1645 arrow->set_owner (op); 1451 arrow->set_owner (op);
1646 arrow->skill = bow->skill; 1452 arrow->skill = bow->skill;
1647 arrow->direction = dir; 1453 arrow->direction = dir;
1648 1454
1649 if (op->type == PLAYER)
1650 {
1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1652 op->update_stats ();
1653 }
1654
1655 SET_ANIMATION (arrow, arrow->direction);
1656
1657 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1455 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1658 arrow->stats.hp = arrow->stats.dam; 1456 arrow->stats.hp = arrow->stats.dam;
1659 arrow->stats.grace = arrow->attacktype; 1457 arrow->stats.grace = arrow->attacktype;
1458 arrow->custom_name = arrow->slaying;
1660 1459
1661 if (arrow->slaying) 1460#if 0
1662 arrow->spellarg = strdup (arrow->slaying); 1461 if (player *pl = op->contr)
1462 {
1463 float speed = pl->weapon_sp;
1663 1464
1664 arrow->stats.dam += op->stats.dam + arrow->magic; 1465 /* penalize ROF for bestarrow */
1466 if (pl->bowtype == bow_bestarrow)
1467 speed *= .9f;
1468 else
1469 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1470
1471 op->speed_left += speed - op->speed;
1472 }
1473#endif
1474
1475 SET_ANIMATION (arrow, arrow->direction);
1665 1476
1666 /* update the speed */ 1477 /* update the speed */
1667 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1478 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1668 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1479 + bow->stats.dam / 7.f;
1669 1480
1670 arrow->set_speed (max (arrow->speed, 1.0)); 1481 arrow->set_speed (max (arrow->speed, 2.f));
1671 arrow->speed_left = 0; 1482 arrow->speed_left = 0;
1672 1483
1673 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1484 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1674 1485
1675 if (op->type == PLAYER) 1486 if (op->type == PLAYER)
1676 { 1487 {
1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1488 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1678 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1489 wc -= dex_bonus[op->stats.Dex];
1679 1490
1680 if (!arrow->slaying) 1491 if (!arrow->slaying)
1681 arrow->slaying = op->slaying; 1492 arrow->slaying = op->slaying;
1493
1494 arrow->attacktype |= op->attacktype;
1682 } 1495 }
1683 else 1496 else
1684 { 1497 {
1685 arrow->level = op->level; 1498 arrow->level = op->level;
1686 arrow->stats.wc -= bow->magic; 1499 arrow->stats.wc -= bow->magic;
1687 1500
1688 if (!arrow->slaying) 1501 if (!arrow->slaying)
1689 arrow->slaying = bow->slaying; 1502 arrow->slaying = bow->slaying;
1690 }
1691 1503
1692 arrow->stats.wc -= arrow->level;
1693
1694 arrow->attacktype |= bow->attacktype; 1504 arrow->attacktype |= bow->attacktype;
1505 }
1695 1506
1507 wc -= arrow->level;
1508 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1509
1510 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1696 arrow->move_type = MOVE_FLY_LOW; 1511 arrow->move_type = MOVE_FLY_LOW;
1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1512 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1698 1513
1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1514 op->play_sound (sound_find ("fire_arrow"));
1700 m->insert (arrow, sx, sy, op); 1515 m->insert (arrow, sx, sy, op);
1701 1516
1702 if (!arrow->destroyed ()) 1517 if (!arrow->destroyed ())
1703 move_arrow (arrow); 1518 move_arrow (arrow);
1704
1705 if (op->type == PLAYER)
1706 {
1707 if (left->destroyed ())
1708 esrv_del_item (op->contr, left->count);
1709 else
1710 esrv_send_item (op, left);
1711 }
1712 1519
1713 return 1; 1520 return 1;
1714} 1521}
1715 1522
1716/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1718 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1719 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1720 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1721 * hence the function name. 1528 * hence the function name.
1722 */ 1529 */
1723int 1530static int
1724player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1725{ 1532{
1726 int ret = 0, wcmod = 0; 1533 int ret;
1727 1534
1728 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1729 { 1536 {
1730 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1537 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1731 } 1538 }
1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1539 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1733 { 1540 {
1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1541 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1735 wcmod = -1;
1736
1737 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1542 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1738 } 1543 }
1739 else if (op->contr->bowtype == bow_threewide) 1544 else if (op->contr->bowtype == bow_threewide)
1740 { 1545 {
1741 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1742 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1547 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1743 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1548 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1744 } 1549 }
1745 else if (op->contr->bowtype == bow_spreadshot) 1550 else if (op->contr->bowtype == bow_spreadshot)
1746 { 1551 {
1747 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1552 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1748 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1553 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1554 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1750 } 1555 }
1751 else 1556 else
1752 { 1557 {
1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1559 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1755 } 1560 }
1756 1561
1757 return ret; 1562 return ret;
1758} 1563}
1759
1760 1564
1761/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1762 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1763 */ 1567 */
1764void 1568static void
1765fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
1766{ 1570{
1767 object *item = op->contr->ranged_ob; 1571 object *item = op->contr->ranged_ob;
1768 1572
1769 if (!item) 1573 if (!item)
1776 { 1580 {
1777 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1581 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1778 return; 1582 return;
1779 } 1583 }
1780 1584
1781 op->set_weapon (item); 1585 if (!op->change_weapon (item))
1586 return;
1782 1587
1783 if (item->type == WAND) 1588 if (item->type == WAND)
1784 { 1589 {
1785 if (item->stats.food <= 0) 1590 if (item->stats.food <= 0)
1786 { 1591 {
1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1592 op->contr->play_sound (sound_find ("wand_poof"));
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789 1594
1790 return; 1595 return;
1791 } 1596 }
1792 } 1597 }
1793 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
1794 { 1599 {
1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1600 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1601
1602 // using the maximum of the rods charge allows at least one spell cast
1603 // for a rod or horn, this fixes some broken rods.
1604 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1796 { 1605 {
1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1798 1607
1799 if (item->type == ROD) 1608 if (item->type == ROD)
1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1801 else 1610 else
1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1805 } 1614 }
1806 } 1615 }
1807 1616
1808 if (cast_spell (op, item, dir, item->inv, NULL)) 1617 if (cast_spell (op, item, dir, item->inv, NULL))
1809 { 1618 {
1810 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1619 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1620
1811 if (item->type == WAND) 1621 if (item->type == WAND)
1812 { 1622 {
1813 if (!(--item->stats.food)) 1623 if (!(--item->stats.food))
1814 { 1624 {
1815 object *tmp; 1625 object *tmp;
1816 1626
1817 if (item->arch) 1627 if (item->arch)
1818 { 1628 {
1819 CLEAR_FLAG (item, FLAG_ANIMATE); 1629 CLEAR_FLAG (item, FLAG_ANIMATE);
1820 item->face = item->arch->clone.face; 1630 item->face = item->arch->face;
1821 item->set_speed (0); 1631 item->set_speed (0);
1822 } 1632 }
1823 1633
1824 if ((tmp = item->in_player ())) 1634 if (object *pl = item->visible_to ())
1825 esrv_update_item (UPD_ANIM, tmp, item); 1635 esrv_update_item (UPD_ANIM, pl, item);
1826 } 1636 }
1827 } 1637 }
1828 else if (item->type == ROD || item->type == HORN) 1638 else if (item->type == ROD || item->type == HORN)
1829 drain_rod_charge (item); 1639 drain_rod_charge (item);
1830 } 1640 }
1831} 1641}
1832 1642
1833/* Received a fire command for the player - go and do it. 1643/* Received a fire command for the player - go and do it.
1834 */ 1644 */
1835void 1645bool
1836fire (object *op, int dir) 1646fire (object *op, int dir)
1837{ 1647{
1838 int spellcost = 0; 1648 int spellcost = 0;
1649
1650 player *pl = op->contr;
1651
1652 if (pl->golem)
1653 {
1654 control_golem (op->contr->golem, dir);
1655 return false;
1656 }
1657
1658 object *ob = pl->ranged_ob;
1659
1660 if (!ob)
1661 return false;
1662
1663 if (op->speed_left > 0.f)
1664 --op->speed_left;
1665 else
1666 return false;
1667
1668 if (!op->change_weapon (ob))
1669 return false;
1839 1670
1840 /* check for loss of invisiblity/hide */ 1671 /* check for loss of invisiblity/hide */
1841 if (action_makes_visible (op)) 1672 if (action_makes_visible (op))
1842 make_visible (op); 1673 make_visible (op);
1843 1674
1844 player *pl = op->contr;
1845
1846 if (pl->golem)
1847 {
1848 control_golem (op->contr->golem, dir);
1849 return;
1850 }
1851
1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 switch (ob->type) 1675 switch (ob->type)
1858 { 1676 {
1859 case BOW: 1677 case BOW:
1860 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
1861 break; 1679 break;
1862 1680
1863 case SPELL: 1681 case SPELL:
1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1865 break; 1683 break;
1866 1684
1867 case BUILDER: 1685 case BUILDER:
1868 apply_map_builder (op, dir); 1686 apply_map_builder (op, dir);
1869 break; 1687 break;
1870 1688
1871 case SKILL: 1689 case SKILL:
1872 case SKILL_TOOL:
1873 do_skill (op, op, ob, dir, 0); 1690 do_skill (op, op, ob, dir, 0);
1874 break; 1691 break;
1875 1692
1876 default: 1693 default:
1877 fire_misc_object (op, dir); 1694 fire_misc_object (op, dir);
1878 break; 1695 break;
1879 } 1696 }
1880}
1881 1697
1882/* find_key 1698 return true;
1883 * We try to find a key for the door as passed. If we find a key 1699}
1884 * and successfully use it, we return the key, otherwise NULL 1700
1885 * This function merges both normal and locked door, since the logic 1701static object *
1886 * for both is the same - just the specific key is different.
1887 * pl is the player,
1888 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers.
1891 */
1892object *
1893find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
1894{ 1703{
1895 object *tmp, *key; 1704 object *tmp, *key;
1896 1705
1897 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
1898 if (!container->inv) 1707 if (!container->inv)
1901 /* First, lets try to find a key in the top level inventory */ 1710 /* First, lets try to find a key in the top level inventory */
1902 for (tmp = container->inv; tmp; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
1903 { 1712 {
1904 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
1905 break; 1714 break;
1715
1906 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
1907 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
1908 */ 1718 */
1909 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1910 break; 1720 break;
1916 * a key, return 1726 * a key, return
1917 */ 1727 */
1918 if (!tmp) 1728 if (!tmp)
1919 { 1729 {
1920 for (tmp = container->inv; tmp; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1921 {
1922 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
1923 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
1924 {
1925 if ((key = find_key (pl, tmp, door))) 1733 if ((key = find_key_ (pl, tmp, door)))
1926 return key; 1734 return key;
1927 }
1928 }
1929 1735
1930 if (!tmp) 1736 if (!tmp)
1931 return NULL; 1737 return 0;
1932 } 1738 }
1933 1739
1934 /* We get down here if we have found a key. Now if its in a container, 1740 /* We get down here if we have found a key. Now if its in a container,
1935 * see if we actually want to use it 1741 * see if we actually want to use it
1936 */ 1742 */
1937 if (pl != container) 1743 if (pl != container)
1938 { 1744 {
1939 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
1940 if (!pl->contr) 1746 if (!pl->contr)
1941 return NULL; 1747 return 0;
1748
1942 /* cases where this fails: 1749 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1751 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
1946 * containers can be used. 1753 * containers can be used.
1950 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
1951 * 1758 *
1952 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
1953 * all the others. 1760 * all the others.
1954 */ 1761 */
1955 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
1956 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1957 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1958 { 1765 {
1959 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1960 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1767 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1961 return NULL; 1768 return NULL;
1962 } 1769 }
1963 } 1770 }
1964 1771
1965 return tmp; 1772 return tmp;
1773}
1774
1775/* find_key
1776 * We try to find a key for the door as passed. If we find a key
1777 * and successfully use it, we return the key, otherwise NULL
1778 * This function merges both normal and locked door, since the logic
1779 * for both is the same - just the specific key is different.
1780 * pl is the player,
1781 * inv is the objects inventory to searched
1782 * door is the door we are trying to match against.
1783 * This function can be called recursively to search containers.
1784 */
1785object *
1786find_key (object *pl, object *container, object *door)
1787{
1788 if (door->slaying && is_match_expr (door->slaying))
1789 {
1790 // for match expressions, we try to find the key by applying the match
1791 // to the op itself, which is supposed to find the "key", instead
1792 // of searching through containers ourselves.
1793
1794 return match_one (door->slaying, container, door, pl, pl);
1795 }
1796 else
1797 return find_key_ (pl, container, door);
1966} 1798}
1967 1799
1968/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1969 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1970 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
1971 * 0 otherwise 1803 * 0 otherwise
1972 */ 1804 */
1973static int 1805static int
1974player_attack_door (object *op, object *door) 1806player_attack_door (object *op, object *door)
1975{ 1807{
1976 /* If its a door, try to find a use a key. If we do destroy the door, 1808 /* If its a door, try to find a key. If we do destroy the door,
1977 * might as well return immediately as there is nothing more to do - 1809 * might as well return immediately as there is nothing more to do -
1978 * otherwise, we fall through to the rest of the code. 1810 * otherwise, we fall through to the rest of the code.
1979 */ 1811 */
1980 object *key = find_key (op, op, door); 1812 object *key = find_key (op, op, door);
1981 1813
1982 /* IF we found a key, do some extra work */ 1814 /* If we found a key, do some extra work */
1983 if (key) 1815 if (key)
1984 { 1816 {
1985 object *container = key->env; 1817 object *container = key->env;
1986
1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 1818
1989 if (action_makes_visible (op)) 1819 if (action_makes_visible (op))
1990 make_visible (op); 1820 make_visible (op);
1991 1821
1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1822 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1994 1824
1995 if (door->type == DOOR) 1825 if (door->type == DOOR)
1996 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1826 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1997 else if (door->type == LOCKED_DOOR) 1827 else if (door->type == LOCKED_DOOR)
1998 { 1828 {
1999 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1829 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2000 remove_door2 (door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
2001 } 1831 }
2002 1832
2003 /* Do this after we print the message */ 1833 /* Do this after we print the message */
2004 decrease_ob (key); /* Use up one of the keys */ 1834 key->decrease (); /* Use up one of the keys */
2005 /* Need to update the weight the container the key was in */
2006 if (container != op)
2007 esrv_update_item (UPD_WEIGHT, op, container);
2008 1835
2009 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
2010 } 1837 }
2011 else if (door->type == LOCKED_DOOR) 1838 else if (door->type == LOCKED_DOOR)
2012 { 1839 {
2013 /* Might as well return now - no other way to open this */ 1840 /* Might as well return now - no other way to open this */
2014 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1841 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2015 return 1; 1842 return 1;
2016 } 1843 }
2017 1844
2018 return 0; 1845 return 0;
2019} 1846}
2022 * It should keep the code cleaner. 1849 * It should keep the code cleaner.
2023 * When this is called, the players direction has been updated 1850 * When this is called, the players direction has been updated
2024 * (taking into account confusion.) The player is also actually 1851 * (taking into account confusion.) The player is also actually
2025 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2026 */ 1853 */
2027void 1854bool
2028move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
2029{ 1856{
2030 object *tmp, *mon; 1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1858 {
1859 --op->speed_left;
1860 return true;
1861 }
1862
2031 int on_battleground; 1863 int on_battleground;
2032 maptile *m;
2033 1864
2034 sint16 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2035 sint16 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2036 1867
2037 on_battleground = op_on_battleground (op, 0, 0); 1868 on_battleground = op_on_battleground (op, 0, 0);
1869
1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2038 1872
2039 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2040 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
2041 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
2042 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2043 * move to some space, it then means that if we are braced, we should 1877 * move to some space, it then means that if we are braced, we should
2044 * do nothing at all. As it is, if we are braced, we go through 1878 * do nothing at all. As it is, if we are braced, we go through
2045 * quite a bit of processing. However, it probably is less than what 1879 * quite a bit of processing. However, it probably is less than what
2046 * move_ob uses. 1880 * move_ob uses.
2047 */ 1881 */
2048 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1882 maptile *m = op->map->xy_find (nx, ny);
1883
1884 /* Go through all the objects, and find ones of interest. Only stop if
1885 * we find a monster - that is something we know we want to attack.
1886 * if its a door or barrel (can roll) see if there may be monsters
1887 * on the space
1888 */
1889 object *mon;
1890 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1891 {
1892 if ((mon->flag [FLAG_ALIVE]
1893 || mon->type == LOCKED_DOOR
1894 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op)
1896 break;
2049 { 1897 }
2050 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1898
1899 if (!mon) /* This happens anytime the player tries to move */
1900 return false; /* into a wall */
1901
1902 mon = mon->head_ ();
1903
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f)
1906 if (player_attack_door (op, mon))
1907 {
1908 --op->contr->weapon_sp_left;
1909 return true;
2051 { 1910 }
2052 m = op->map->xy_find (nx, ny); 1911
2053 if (!m) 1912 /* The following deals with possibly attacking peaceful
2054 return; /* Don't think this should happen */ 1913 * or friendly creatures. Basically, all players are considered
1914 * unaggressive. If the moving player has peaceful set, then the
1915 * object should be pushed instead of attacked. It is assumed that
1916 * if you are braced, you will not attack friends accidently,
1917 * and thus will not push them.
1918 */
1919
1920 /* If the creature is a pet, push it even if the player is not
1921 * peaceful. Our assumption is the creature is a pet if the
1922 * player owns it and it is either friendly or unagressive.
1923 */
1924 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1929 {
1930 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced)
1932 return false;
1933
1934 if (op->speed_left > 0.f)
1935 {
1936 --op->speed_left;
1937
1938 op->play_sound (sound_find ("push_player"));
1939 push_ob (mon, dir, op);
1940
1941 if (action_makes_visible (op))
1942 make_visible (op);
1943
1944 return true;
2055 } 1945 }
2056 else 1946 else
2057 m = op->map;
2058
2059 if (!(tmp = m->at (nx, ny).bot))
2060 return; 1947 return false;
1948 }
2061 1949
2062 mon = 0;
2063 /* Go through all the objects, and find ones of interest. Only stop if
2064 * we find a monster - that is something we know we want to attack.
2065 * if its a door or barrel (can roll) see if there may be monsters
2066 * on the space
2067 */
2068 while (tmp)
2069 {
2070 if (tmp == op)
2071 {
2072 tmp = tmp->above;
2073 continue;
2074 }
2075
2076 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2077 {
2078 mon = tmp;
2079 break;
2080 }
2081
2082 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2083 mon = tmp;
2084
2085 tmp = tmp->above;
2086 }
2087
2088 if (!mon) /* This happens anytime the player tries to move */
2089 return; /* into a wall */
2090
2091 if (mon->head)
2092 mon = mon->head;
2093
2094 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2095 if (player_attack_door (op, mon))
2096 return;
2097
2098 /* The following deals with possibly attacking peaceful
2099 * or frienddly creatures. Basically, all players are considered
2100 * unaggressive. If the moving player has peaceful set, then the
2101 * object should be pushed instead of attacked. It is assumed that
2102 * if you are braced, you will not attack friends accidently,
2103 * and thus will not push them.
2104 */
2105
2106 /* If the creature is a pet, push it even if the player is not
2107 * peaceful. Our assumption is the creature is a pet if the
2108 * player owns it and it is either friendly or unagressive.
2109 */
2110 if ((op->type == PLAYER)
2111#if COZY_SERVER
2112 &&
2113 ((mon->owner && mon->owner->contr
2114 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2115#else
2116 && mon->owner == op
2117#endif
2118 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2119 {
2120 /* If we're braced, we don't want to switch places with it */
2121 if (op->contr->braced)
2122 return;
2123
2124 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2125 push_ob (mon, dir, op);
2126 if (op->contr->tmp_invis || op->hide)
2127 make_visible (op);
2128
2129 return;
2130 }
2131
2132 /* in certain circumstances, you shouldn't attack friendly 1950 /* in certain circumstances, you shouldn't attack friendly
2133 * creatures. Note that if you are braced, you can't push 1951 * creatures. Note that if you are braced, you can't push
2134 * someone, but put it inside this loop so that you won't 1952 * someone, but put it inside this loop so that you won't
2135 * attack them either. 1953 * attack them either.
2136 */ 1954 */
2137 if ((mon->type == PLAYER || mon->enemy != op) && 1955 if ((mon->type == PLAYER || mon->enemy != op)
2138 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1956 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2139#ifdef PROHIBIT_PLAYERKILL
2140 (op->contr->peaceful 1957 && ((op->contr->peaceful
2141 || (mon->type == PLAYER 1958 || (mon->type == PLAYER && mon->contr->peaceful))
2142 && mon->contr->
2143 peaceful)) &&
2144#else
2145 op->contr->peaceful &&
2146#endif
2147 !on_battleground)) 1959 && !on_battleground))
1960 {
1961 if (op->speed_left > 0.f)
2148 { 1962 {
1963 --op->speed_left;
1964
2149 if (!op->contr->braced) 1965 if (!op->contr->braced)
2150 { 1966 {
2151 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1967 op->play_sound (sound_find ("push_player"));
2152 push_ob (mon, dir, op); 1968 push_ob (mon, dir, op);
2153 } 1969 }
2154 else 1970 else
2155 new_draw_info (0, 0, op, "You withhold your attack"); 1971 op->statusmsg ("You withhold your attack");
2156 1972
2157 if (op->contr->tmp_invis || op->hide) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2158 make_visible (op); 1974 make_visible (op);
2159 }
2160 1975
1976 return true;
1977 }
1978 }
2161 /* If the object is a boulder or other rollable object, then 1979 /* If the object is a boulder or other rollable object, then
2162 * roll it if not braced. You can't roll it if you are braced. 1980 * roll it if not braced. You can't roll it if you are braced.
2163 */ 1981 */
2164 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1982 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1983 {
1984 if (op->speed_left > 0.f)
2165 { 1985 {
1986 --op->speed_left;
1987
2166 recursive_roll (mon, dir, op); 1988 recursive_roll (mon, dir, op);
2167 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2168 make_visible (op); 1990 make_visible (op);
2169 }
2170 1991
1992 return true;
1993 }
1994 }
2171 /* Any generic living creature. Including things like doors. 1995 /* Any generic living creature. Including things like doors.
2172 * Way it works is like this: First, it must have some hit points 1996 * Way it works is like this: First, it must have some hit points
2173 * and be living. Then, it must be one of the following: 1997 * and be living. Then, it must be one of the following:
2174 * 1) Not a player, 2) A player, but of a different party. Note 1998 * 1) Not a player, 2) A player, but of a different party. Note
2175 * that party_number -1 is no party, so attacks can still happen. 1999 * that party_number -1 is no party, so attacks can still happen.
2176 */ 2000 */
2177 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2001 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2178 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2002 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2179 { 2003 {
2180 2004 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2181 /* If the player hasn't hit something this tick, and does
2182 * so, give them speed boost based on weapon speed. Doing
2183 * it here is better than process_players2, which basically
2184 * incurred a 1 tick offset.
2185 */
2186 if (!op->contr->has_hit)
2187 { 2005 {
2188 op->speed_left += op->speed / op->contr->weapon_sp; 2006 --op->contr->weapon_sp_left;
2189
2190 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2191 }
2192 2007
2193 skill_attack (mon, op, 0, 0, 0); 2008 skill_attack (mon, op, 0, 0, 0);
2194
2195 /* If attacking another player, that player gets automatic
2196 * hitback, and doesn't loose luck either.
2197 * Disable hitback on the battleground or if the target is
2198 * the wiz.
2199 */
2200 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2201 {
2202 short luck = mon->stats.luck;
2203
2204 mon->contr->has_hit = 1;
2205 skill_attack (op, mon, 0, 0, 0);
2206 mon->stats.luck = luck;
2207 }
2208 2009
2209 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2210 make_visible (op); 2011 make_visible (op);
2211 }
2212 } /* if player should attack something */
2213}
2214 2012
2215int 2013 return true;
2014 }
2015 }
2016
2017 return false;
2018}
2019
2020bool
2216move_player (object *op, int dir) 2021move_player (object *op, int dir)
2217{ 2022{
2218 int pick;
2219
2220 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2221 return 0; 2024 return 0;
2222 2025
2223 /* Sanity check: make sure dir is valid */ 2026 /* Sanity check: make sure dir is valid */
2224 if ((dir < 0) || (dir >= 9)) 2027 if ((dir < 0) || (dir >= 9))
2225 { 2028 {
2231 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2232 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2035 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2233 2036
2234 op->facing = dir; 2037 op->facing = dir;
2235 2038
2236 if (op->hide) 2039 if (op->flag [FLAG_HIDDEN])
2237 do_hidden_move (op); 2040 do_hidden_move (op);
2238 2041
2042 bool retval;
2043 int pick = 0;
2044
2239 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2240 /*nop */ ; 2046 retval = RESULT_INT (0);
2241 else if (op->contr->fire_on) 2047 else if (op->contr->fire_on)
2242 fire (op, dir); 2048 retval = fire (op, dir);
2243 else 2049 else
2244 { 2050 {
2245 move_player_attack (op, dir); 2051 retval = move_player_attack (op, dir);
2246 pick = check_pick (op); 2052 pick = check_pick (op);
2247 } 2053 }
2248 2054
2249 /* Add special check for newcs players and fire on - this way, the 2055 /* Add special check for newcs players and fire on - this way, the
2250 * server can handle repeat firing. 2056 * server can handle repeat firing.
2257 /* Update how the player looks. Use the facing, so direction may 2063 /* Update how the player looks. Use the facing, so direction may
2258 * get reset to zero. This allows for full animation capabilities 2064 * get reset to zero. This allows for full animation capabilities
2259 * for players. 2065 * for players.
2260 */ 2066 */
2261 animate_object (op, op->facing); 2067 animate_object (op, op->facing);
2262 return 0; 2068
2069 return retval;
2263} 2070}
2264 2071
2265/* This is similar to handle_player, below, but is only used by the 2072/* This is similar to handle_player, below, but is only used by the
2266 * new client/server stuff. 2073 * new client/server stuff.
2267 * This is sort of special, in that the new client/server actually uses 2074 * This is sort of special, in that the new client/server actually uses
2268 * the new speed values for commands. 2075 * the new speed values for commands.
2269 * 2076 *
2270 * Returns true if there are more actions we can do. 2077 * Returns true if there are more actions we can do. Should not do
2078 * many actions in a row, as that would be too unfair to other
2079 * players.
2271 */ 2080 */
2272int 2081bool
2273handle_newcs_player (object *op) 2082handle_newcs_player (object *op)
2274{ 2083{
2275 if (QUERY_FLAG (op, FLAG_SCARED)) 2084 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2085 {
2277 flee_player (op); 2086 if (op->speed_left > 0.f)
2278 /* If player is still scared, that is his action for this tick */
2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2087 {
2281 op->speed_left--; 2088 --op->speed_left;
2089 flee_player (op);
2090
2282 return 0; 2091 return true;
2283 } 2092 }
2093 else
2094 return false;
2284 } 2095 }
2285 2096
2286 /* call this here - we also will call this in do_ericserver, but 2097 /* call this here - we also will call this in do_ericserver, but
2287 * the players time has been increased when doericserver has been 2098 * the players time has been increased when doericserver has been
2288 * called, so we recheck it here. 2099 * called, so we recheck it here.
2289 */ 2100 */
2290 if (op->contr->ns->handle_command ()) 2101 if (op->contr->ns->handle_command ())
2291 return 1; 2102 return true;
2292 2103
2293 if (op->speed_left > 0)
2294 {
2295 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2104 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2296 {
2297 /* All move commands take 1 tick, at least for now */
2298 op->speed_left--;
2299
2300 /* Instead of all the stuff below, let move_player take care
2301 * of it. Also, some of the skill stuff is only put in
2302 * there, as well as the confusion stuff.
2303 */
2304 move_player (op, op->direction); 2105 return move_player (op, op->direction);
2305 2106
2306 return op->speed_left > 0;
2307 }
2308 }
2309
2310 return 0; 2107 return false;
2311} 2108}
2312 2109
2313int 2110static int
2314save_life (object *op) 2111save_life (object *op)
2315{ 2112{
2316 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2317 return 0; 2114 return 0;
2318 2115
2319 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2116 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2320 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2321 { 2118 {
2322 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2119 op->play_sound (sound_find ("ob_evaporate"));
2323 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2120 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2324
2325 if (op->contr)
2326 esrv_del_item (op->contr, tmp->count);
2327 2121
2328 tmp->destroy (); 2122 tmp->destroy ();
2329 CLEAR_FLAG (op, FLAG_LIFESAVE); 2123 CLEAR_FLAG (op, FLAG_LIFESAVE);
2330 2124
2331 if (op->stats.hp < 0) 2125 if (op->stats.hp < 0)
2344 return 0; 2138 return 0;
2345} 2139}
2346 2140
2347/* This goes throws the inventory and removes unpaid objects, and puts them 2141/* This goes throws the inventory and removes unpaid objects, and puts them
2348 * back in the map (location and map determined by values of env). This 2142 * back in the map (location and map determined by values of env). This
2349 * function will descend into containers. op is the object to start the search 2143 * function will descend into containers. op is the object to start the search
2350 * from. 2144 * from.
2351 */ 2145 */
2146static void
2147drop_unpaid_items (object *op, object *env)
2148{
2149 while (op)
2150 {
2151 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2152
2153 if (QUERY_FLAG (op, FLAG_UNPAID))
2154 op->insert_at (env);
2155 else if (op->inv)
2156 drop_unpaid_items (op->inv, env);
2157
2158 op = next;
2159 }
2160}
2161
2352void 2162void
2353remove_unpaid_objects (object *op, object *env) 2163object::drop_unpaid_items ()
2354{ 2164{
2355 while (op) 2165 if (!flag [FLAG_REMOVED])
2356 { 2166 ::drop_unpaid_items (inv, this);
2357 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2358
2359 if (QUERY_FLAG (op, FLAG_UNPAID))
2360 {
2361 if (env->type == PLAYER)
2362 esrv_del_item (env->contr, op->count);
2363
2364 op->insert_at (env);
2365 }
2366 else if (op->inv)
2367 remove_unpaid_objects (op->inv, env);
2368
2369 op = next;
2370 }
2371}
2372
2373/*
2374 * Returns pointer a static string containing gravestone text
2375 * Moved from apply.c to player.c - player.c is what
2376 * actually uses this function. player.c may not be quite the
2377 * best, a misc file for object actions is probably better,
2378 * but there isn't one in the server directory.
2379 */
2380char *
2381gravestone_text (object *op)
2382{
2383 static char buf2[MAX_BUF];
2384 char buf[MAX_BUF];
2385 time_t now = time (NULL);
2386
2387 strcpy (buf2, " R.I.P.\n\n");
2388 if (op->type == PLAYER)
2389 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2390 else
2391 sprintf (buf, "%s\n", &op->name);
2392
2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2394 strcat (buf2, buf);
2395 if (op->type == PLAYER)
2396 sprintf (buf, "who was in level %d when killed\n", op->level);
2397 else
2398 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2399
2400 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf);
2402 if (op->type == PLAYER)
2403 {
2404 sprintf (buf, "by %s.\n\n", op->contr->killer);
2405 strncat (buf2, " ", 21 - strlen (buf) / 2);
2406 strcat (buf2, buf);
2407 }
2408
2409 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2411 strcat (buf2, buf);
2412
2413 return buf2;
2414} 2167}
2415 2168
2416void 2169void
2417do_some_living (object *op) 2170do_some_living (object *op)
2418{ 2171{
2470 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2223 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2471 else 2224 else
2472 { 2225 {
2473 gen_grace = op->stats.maxgrace; 2226 gen_grace = op->stats.maxgrace;
2474 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2227 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2475 }
2476
2477 /* Regenerate Spell Points */
2478 if (!op->contr->golem && --op->last_sp < 0)
2479 {
2480 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp++;
2484 /* dms do not consume food */
2485 if (!QUERY_FLAG (op, FLAG_WIZ))
2486 {
2487 op->stats.food--;
2488 if (op->contr->digestion < 0)
2489 op->stats.food += op->contr->digestion;
2490 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 op->stats.food = last_food;
2492 }
2493 }
2494
2495 if (max_sp > 1)
2496 {
2497 over_sp = (gen_sp + 10) / rate_sp;
2498 if (over_sp > 0)
2499 {
2500 if (op->stats.sp < op->stats.maxsp)
2501 {
2502 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2503
2504 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2505 op->stats.sp--;
2506
2507 if (op->stats.sp > op->stats.maxsp)
2508 op->stats.sp = op->stats.maxsp;
2509 }
2510 op->last_sp = 0;
2511 }
2512 else
2513 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2514 }
2515 else
2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2517 } 2228 }
2518 2229
2519 /* Regenerate Grace */ 2230 /* Regenerate Grace */
2520 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2231 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2521 if (--op->last_grace < 0) 2232 if (--op->last_grace < 0)
2542 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2253 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2543 } 2254 }
2544 /* wearing stuff doesn't detract from grace generation. */ 2255 /* wearing stuff doesn't detract from grace generation. */
2545 } 2256 }
2546 2257
2258 if (op->stats.food > 0)
2259 {
2547 /* Regenerate Hit Points */ 2260 /* Regenerate Spell Points */
2548 if (--op->last_heal < 0) 2261 if (!op->contr->golem && --op->last_sp < 0)
2549 {
2550 if (op->stats.hp < op->stats.maxhp)
2551 { 2262 {
2552 op->stats.hp++; 2263 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2553 /* dms do not consume food */ 2264
2554 if (!QUERY_FLAG (op, FLAG_WIZ)) 2265 if (op->stats.sp < op->stats.maxsp)
2555 { 2266 {
2267 op->stats.sp++;
2268
2269 /* dms do not consume food */
2270 if (!QUERY_FLAG (op, FLAG_WIZ))
2271 {
2556 op->stats.food--; 2272 op->stats.food--;
2273
2557 if (op->contr->digestion < 0) 2274 if (op->contr->digestion < 0)
2558 op->stats.food += op->contr->digestion; 2275 op->stats.food += op->contr->digestion;
2559 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2276 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2560 op->stats.food = last_food; 2277 op->stats.food = last_food;
2278 }
2561 } 2279 }
2562 }
2563 2280
2564 if (max_hp > 1) 2281 if (max_sp > 1)
2565 {
2566 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2567 if (over_hp > 0)
2568 { 2282 {
2569 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2283 over_sp = (gen_sp + 10) / rate_sp;
2284 if (over_sp > 0)
2285 {
2286 if (op->stats.sp < op->stats.maxsp)
2287 {
2288 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2289
2290 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2291 op->stats.sp--;
2292
2293 if (op->stats.sp > op->stats.maxsp)
2294 op->stats.sp = op->stats.maxsp;
2295 }
2296
2570 op->last_heal = 0; 2297 op->last_sp = 0;
2298 }
2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2571 } 2301 }
2572 else 2302 else
2303 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2304 }
2305
2306 /* Regenerate Hit Points */
2307 if (--op->last_heal < 0)
2308 {
2309 if (op->stats.hp < op->stats.maxhp)
2573 { 2310 {
2574 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2311 op->stats.hp++;
2312
2313 /* dms do not consume food */
2314 if (!QUERY_FLAG (op, FLAG_WIZ))
2315 {
2316 op->stats.food--;
2317
2318 if (op->contr->digestion < 0)
2319 op->stats.food += op->contr->digestion;
2320 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2321 op->stats.food = last_food;
2322 }
2575 } 2323 }
2324
2325 if (max_hp > 1)
2326 {
2327 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2328
2329 if (over_hp > 0)
2330 {
2331 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2332 op->last_heal = 0;
2333 }
2334 else
2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2576 } 2336 }
2577 else 2337 else
2578 {
2579 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2338 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2580 } 2339 }
2581 } 2340 }
2582 2341
2583 /* Digestion */ 2342 /* Digestion */
2584 if (--op->last_eat < 0) 2343 if (--op->last_eat < 0)
2585 { 2344 {
2586#ifdef COZY_SERVER 2345 int bonus = max (0, op->contr->digestion),
2587 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2346 penalty = max (0, -op->contr->digestion);
2588 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2589#else
2590 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2591#endif
2592 2347
2593 if (op->contr->gen_hp > 0)
2594 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2348 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2595 else
2596 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2597 2349
2598 /* dms do not consume food */ 2350 /* dms do not consume food */
2599 if (!QUERY_FLAG (op, FLAG_WIZ)) 2351 if (!QUERY_FLAG (op, FLAG_WIZ))
2600 op->stats.food--; 2352 op->stats.food--;
2601 } 2353 }
2602 2354
2603 if (op->stats.food < 0 && op->stats.hp >= 0) 2355 if (op->stats.food < 0 && op->stats.hp >= 0)
2604 { 2356 {
2605 object *tmp, *flesh = 0; 2357 object *flesh = 0;
2606 2358
2607 for (tmp = op->inv; tmp; tmp = tmp->below) 2359 for_inv_removable (op, tmp)
2608 { 2360 {
2609 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2361 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2362 continue;
2363
2364 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2610 { 2365 {
2611 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2366 op->statusmsg ("You blindly grab for a bite of food. "
2612 { 2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2613 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2614 manual_apply (op, tmp, 0); 2368 manual_apply (op, tmp, 0);
2369
2615 if (op->stats.food >= 0 || op->stats.hp < 0) 2370 if (op->stats.food >= 0 || op->stats.hp < 0)
2616 break; 2371 break;
2617 } 2372 }
2618 else if (tmp->type == FLESH) 2373 else if (tmp->type == FLESH)
2619 flesh = tmp; 2374 flesh = tmp;
2620 } /* End if paid for object */ 2375 }
2621 } /* end of for loop */
2622 2376
2623 /* If player is still starving, it means they don't have any food, so 2377 /* If player is still starving, it means they don't have any food, so
2624 * eat flesh instead. 2378 * eat flesh instead.
2625 */ 2379 */
2626 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2627 { 2381 {
2628 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2382 op->statusmsg ("You blindly grab for a bite of food. "
2383 "H<To prevent you from starving, you ate some random item from your backpack.>");
2629 manual_apply (op, flesh, 0); 2384 manual_apply (op, flesh, 0);
2630 } 2385 }
2386
2387 // If player is still starving, alert him!
2388 if (op->stats.food < 0)
2389 op->failmsg ("You are starving! "
2390 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2391 }
2392
2393 if (op->stats.food < 0)
2631 } 2394 {
2395 op->stats.hp += op->stats.food;
2396 op->stats.food = 0;
2632 2397
2633 while (op->stats.food < 0 && op->stats.hp >= 0) 2398 if (op->stats.hp < 0)
2634 op->stats.food++, op->stats.hp--; 2399 {
2400 op->contr->killer = archetype::get ("killer_starvation");
2401 op->contr->killer->destroy ();
2402 }
2403 }
2635 2404
2405 /* killer should be set here already */
2636 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2637 kill_player (op); 2407 kill_player (op);
2638 } 2408 }
2639} 2409}
2640 2410
2644 * file. 2414 * file.
2645 */ 2415 */
2646void 2416void
2647kill_player (object *op) 2417kill_player (object *op)
2648{ 2418{
2649 char buf[MAX_BUF];
2650 int x, y; 2419 int x, y;
2651
2652 //int i;
2653 maptile *map; /* this is for resurrection */ 2420 maptile *map; /* this is for resurrection */
2654
2655 /* int z;
2656 int num_stats_lose;
2657 int lost_a_stat;
2658 int lose_this_stat;
2659 int this_stat; */
2660 int will_kill_again; 2421 int will_kill_again;
2661 archetype *at; 2422 archetype *at;
2662 object *tmp; 2423 object *tmp;
2663 2424
2664 if (save_life (op)) 2425 if (save_life (op))
2665 return; 2426 return;
2666 2427
2428 dynbuf_text deathtab;
2429
2430 /* restore player */
2431 at = archetype::find (shstr_poisoning);
2432 if (object *tmp = present_arch_in_ob (at, op))
2433 {
2434 tmp->destroy ();
2435 deathtab << "Your body feels cleansed...\r";
2436 }
2437
2438 at = archetype::find (shstr_confusion);
2439 if (object *tmp = present_arch_in_ob (at, op))
2440 {
2441 tmp->destroy ();
2442 deathtab << "Your mind feels clearer...\r";
2443 }
2444
2445 cure_disease (op, 0, 0); /* remove any disease */
2446
2447 max_it (op->stats.hp , op->stats.maxhp);
2448 max_it (op->stats.sp , op->stats.maxsp);
2449 max_it (op->stats.grace, op->stats.maxgrace);
2450
2451 if (op->stats.food <= 0)
2452 op->stats.food = 999;
2453
2454 // remove all spell effects that are active
2455 // to avoid long-term effects such as word-of-recall
2456 for (object *item = op->inv; item; )
2457 {
2458 object *next = item->below;
2459
2460 if (item->type == SPELL_EFFECT && item->active)
2461 item->destroy ();
2462
2463 item = next;
2464 }
2667 2465
2668 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2466 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2669 * in cities ONLY!!! It is very important that this doesn't get abused. 2467 * in cities ONLY!!! It is very important that this doesn't get abused.
2670 * Look at op_on_battleground() for more info --AndreasV 2468 * Look at op_on_battleground() for more info --AndreasV
2671 */ 2469 */
2672 if (op_on_battleground (op, &x, &y)) 2470 if (op_on_battleground (op, &x, &y))
2673 { 2471 {
2674 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2472 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2676
2677 /* restore player */
2678 at = archetype::find ("poisoning");
2679 if (object *tmp = present_arch_in_ob (at, op))
2680 {
2681 tmp->destroy ();
2682 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2683 }
2684
2685 at = archetype::find ("confusion");
2686 if (object *tmp = present_arch_in_ob (at, op))
2687 {
2688 tmp->destroy ();
2689 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2690 }
2691
2692 cure_disease (op, 0); /* remove any disease */
2693 op->stats.hp = op->stats.maxhp;
2694 if (op->stats.food <= 0)
2695 op->stats.food = 999;
2696 2473
2697 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2698 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2699 { 2476 {
2700 sprintf (buf, "%s's finger", &op->name); 2477 tmp->name = format ("%s's finger" , &op->name);
2701 tmp->name = buf; 2478 tmp->name_pl = format ("%s's fingers", &op->name);
2702 sprintf (buf, " This finger has been cut off %s\n"
2703 " the %s, when he was defeated at\n level %d by %s.\n",
2704 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2705 tmp->msg = buf; 2479 tmp->msg = format (
2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2481 &op->name, op->contr->title,
2482 (int)op->level,
2483 op->contr->killer_name ()
2484 );
2706 tmp->value = 0, tmp->type = 0; 2485 tmp->value = 0, tmp->type = 0;
2707 tmp->materialname = "organics"; 2486 tmp->materialname = "organics";
2708 tmp->insert_at (op, tmp); 2487 tmp->insert_at (op, tmp);
2709 } 2488 }
2710 2489
2711 /* teleport defeated player to new destination */ 2490 /* teleport defeated player to new destination */
2712 transfer_ob (op, x, y, 0, NULL); 2491 transfer_ob (op, x, y, 0, NULL);
2713 op->contr->braced = 0; 2492 op->contr->braced = 0;
2493
2494 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2714 return; 2495 return;
2715 } 2496 }
2716 2497
2498 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2499 deathtab << "T<YOU HAVE DIED>\n\n";
2500
2717 INVOKE_PLAYER (DEATH, op->contr); 2501 INVOKE_PLAYER (DEATH, op->contr);
2718 2502
2719 command_kill_pets (op, 0); 2503 command_kill_pets (op, 0);
2720 2504
2721 if (op->stats.food < 0) 2505 op->contr->play_sound (sound_find ("player_dies"));
2722 {
2723 sprintf (buf, "%s starved to death.", &op->name);
2724 strcpy (op->contr->killer, "starvation");
2725 }
2726 else
2727 sprintf (buf, "%s died.", &op->name);
2728
2729 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2730 2506
2731 /* save the map location for corpse, gravestone */ 2507 /* save the map location for corpse, gravestone */
2732 x = op->x; 2508 x = op->x;
2733 y = op->y; 2509 y = op->y;
2734 map = op->map; 2510 map = op->map;
2762 2538
2763 lost_a_stat = 0; 2539 lost_a_stat = 0;
2764 2540
2765 for (z = 0; z < num_stats_lose; z++) 2541 for (z = 0; z < num_stats_lose; z++)
2766 { 2542 {
2767 i = RANDOM () % NUM_STATS; 2543 i = rndm (NUM_STATS);
2768 2544
2769 if (settings.stat_loss_on_death) 2545 if (settings.stat_loss_on_death)
2770 { 2546 {
2771 /* Pick a random stat and take a point off it. Tell the player 2547 /* Pick a random stat and take a point off it. Tell the player
2772 * what he lost. 2548 * what he lost.
2779 lost_a_stat = 1; 2555 lost_a_stat = 1;
2780 } 2556 }
2781 else 2557 else
2782 { 2558 {
2783 /* deplete a stat */ 2559 /* deplete a stat */
2784 archetype *deparch = archetype::find ("depletion"); 2560 archetype *deparch = archetype::find (shstr_depletion);
2785 object *dep; 2561 object *dep;
2786 2562
2787 dep = present_arch_in_ob (deparch, op); 2563 dep = present_arch_in_ob (deparch, op);
2788 if (!dep) 2564 if (!dep)
2789 { 2565 {
2823 } 2599 }
2824 } 2600 }
2825 2601
2826 if (lose_this_stat) 2602 if (lose_this_stat)
2827 { 2603 {
2828 this_stat = get_attr_value (&(dep->stats), i); 2604 this_stat = get_attr_value (&dep->stats, i);
2829 /* We could try to do something clever like find another 2605 /* We could try to do something clever like find another
2830 * stat to reduce if this fails. But chances are, if 2606 * stat to reduce if this fails. But chances are, if
2831 * stats have been depleted to -50, all are pretty low 2607 * stats have been depleted to -50, all are pretty low
2832 * and should be roughly the same, so it shouldn't make a 2608 * and should be roughly the same, so it shouldn't make a
2833 * difference. 2609 * difference.
2841 lost_a_stat = 1; 2617 lost_a_stat = 1;
2842 } 2618 }
2843 } 2619 }
2844 } 2620 }
2845 } 2621 }
2622
2846 /* If no stat lost, tell the player. */ 2623 /* If no stat lost, tell the player. */
2847 if (!lost_a_stat) 2624 if (!lost_a_stat)
2848 { 2625 {
2849 /* determine_god() seems to not work sometimes... why is this? 2626 /* determine_god() seems to not work sometimes... why is this?
2850 Should I be using something else? GD */ 2627 Should I be using something else? GD */
2851 const char *god = determine_god (op); 2628 shstr_tmp god = determine_god (op);
2852 2629
2853 if (god && (strcmp (god, "none"))) 2630 if (god != shstr_none)
2854 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2631 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2855 else 2632 else
2856 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2633 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2857 } 2634 }
2858#else 2635#else
2859 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2636 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2860#endif 2637#endif
2861 2638
2862 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
2863 * exp loss on the stone. 2640 * exp loss on the stone.
2864 */ 2641 */
2865 tmp = arch_to_object (archetype::find ("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
2866 sprintf (buf, "%s's gravestone", &op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
2867 tmp->name = buf; 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
2868 sprintf (buf, "%s's gravestones", &op->name); 2645 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2869 tmp->name_pl = buf; 2646 &op->name, op->contr->title, op->contr->killer_name ());
2870 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);
2871 tmp->msg = buf;
2872 tmp->x = op->x, tmp->y = op->y; 2647 tmp->x = op->x, tmp->y = op->y;
2873 insert_ob_in_map (tmp, op->map, NULL, 0); 2648 insert_ob_in_map (tmp, op->map, NULL, 0);
2874 2649
2875 /**************************************/ 2650 /**************************************/
2876 /* */ 2651 /* */
2877 /* Subtract the experience points, */ 2652 /* Subtract the experience points, */
2878 /* if we died cause of food, give us */
2879 /* food, and reset HP's... */
2880 /* */ 2653 /* */
2881 /**************************************/ 2654 /**************************************/
2882 2655
2883 /* remove any poisoning and confusion the character may be suffering. */
2884 /* restore player */
2885 at = archetype::find ("poisoning");
2886 tmp = present_arch_in_ob (at, op);
2887
2888 if (tmp)
2889 {
2890 tmp->destroy ();
2891 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2892 }
2893
2894 at = archetype::find ("confusion");
2895 tmp = present_arch_in_ob (at, op);
2896 if (tmp)
2897 {
2898 tmp->destroy ();
2899 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2900 }
2901
2902 cure_disease (op, 0); /* remove any disease */
2903
2904 /*add_exp(op, (op->stats.exp * -0.20)); */ 2656 /*add_exp(op, (op->stats.exp * -0.20)); */
2905 apply_death_exp_penalty (op); 2657 apply_death_exp_penalty (op);
2906 if (op->stats.food < 100)
2907 op->stats.food = 900;
2908 op->stats.hp = op->stats.maxhp;
2909 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2910 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2911 2658
2912 /* 2659 /*
2913 * Check to see if the player has any unpaid items. If so, remove them 2660 * Check to see if the player has any unpaid items. If so, remove them
2914 * and put them back in the map. 2661 * and put them back in the map.
2915 */ 2662 */
2916 remove_unpaid_objects (op->inv, op); 2663 op->drop_unpaid_items ();
2917 2664
2918 /****************************************/ 2665 /****************************************/
2919 /* */ 2666 /* */
2920 /* Move player to his current respawn- */ 2667 /* Move player to his current respawn- */
2921 /* position (usually last savebed) */ 2668 /* position (usually last savebed) */
2941 object *force; 2688 object *force;
2942 int at; 2689 int at;
2943 2690
2944 force = get_archetype (FORCE_NAME); 2691 force = get_archetype (FORCE_NAME);
2945 /* 50 ticks should be enough time for the spell to abate */ 2692 /* 50 ticks should be enough time for the spell to abate */
2946 force->speed = 0.1; 2693 force->speed = 0.1f;
2947 force->speed_left = -5.0; 2694 force->speed_left = -5.f;
2948 SET_FLAG (force, FLAG_APPLIED); 2695 SET_FLAG (force, FLAG_APPLIED);
2949 for (at = 0; at < NROFATTACKS; at++) 2696 for (at = 0; at < NROFATTACKS; at++)
2950 if (will_kill_again & (1 << at)) 2697 if (will_kill_again & (1 << at))
2951 force->resist[at] = 100; 2698 force->resist[at] = 100;
2952 2699
2953 insert_ob_in_ob (force, op); 2700 insert_ob_in_ob (force, op);
2954 op->update_stats (); 2701 op->update_stats ();
2955
2956 } 2702 }
2957 2703
2958 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2959} 2705}
2960 2706
2961void 2707static void
2962loot_object (object *op) 2708loot_object (object *op)
2963{ /* Grab and destroy some treasure */ 2709{ /* Grab and destroy some treasure */
2964 object *tmp, *tmp2, *next; 2710 object *tmp, *tmp2, *next;
2965 2711
2966 op->close_container (); /* close open sack first */ 2712 op->close_container (); /* close open sack first */
2980 2726
2981 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2727 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2982 { 2728 {
2983 if (tmp->nrof > 1) 2729 if (tmp->nrof > 1)
2984 { 2730 {
2985 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2731 tmp->decrease (rndm (1, tmp->nrof - 1));
2986 tmp2->destroy ();
2987 insert_ob_in_map (tmp, op->map, NULL, 0); 2732 insert_ob_in_map (tmp, op->map, NULL, 0);
2988 } 2733 }
2989 else 2734 else
2990 tmp->destroy (); 2735 tmp->destroy ();
2991 } 2736 }
3002void 2747void
3003fix_weight (void) 2748fix_weight (void)
3004{ 2749{
3005 for_all_players (pl) 2750 for_all_players (pl)
3006 { 2751 {
3007 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2752 sint32 old = pl->ob->carrying;
3008 2753
3009 if (old == sum) 2754 pl->ob->update_weight ();
3010 continue; 2755
2756 if (old != pl->ob->carrying)
2757 {
3011 pl->ob->update_stats (); 2758 pl->ob->update_stats ();
3012 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2759 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2760 }
3013 } 2761 }
3014} 2762}
3015 2763
3016void 2764void
3017fix_luck (void) 2765fix_luck (void)
3059} 2807}
3060 2808
3061void 2809void
3062make_visible (object *op) 2810make_visible (object *op)
3063{ 2811{
3064 op->hide = 0; 2812 op->flag [FLAG_HIDDEN] = 0;
3065 op->invisible = 0; 2813 op->invisible = 0;
2814
3066 if (op->type == PLAYER) 2815 if (op->type == PLAYER)
3067 { 2816 {
3068 op->contr->tmp_invis = 0; 2817 op->contr->tmp_invis = 0;
3069 op->contr->invis_race = 0; 2818 op->contr->invis_race = 0;
3070 } 2819 }
3073} 2822}
3074 2823
3075int 2824int
3076is_true_undead (object *op) 2825is_true_undead (object *op)
3077{ 2826{
3078 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3079 return 1; 2828 return 1;
3080 2829
3081 return 0; 2830 return 0;
3082} 2831}
3083 2832
3084/* look at the surrounding terrain to determine 2833/* look at the surrounding terrain to determine
3085 * the hideability of this object. Positive levels 2834 * the hideability of this object. Positive levels
3086 * indicate greater hideability. 2835 * indicate greater hideability.
3087 */ 2836 */
3088
3089int 2837int
3090hideability (object *ob) 2838hideability (object *ob)
3091{ 2839{
3092 int i, level = 0, mflag; 2840 int i, level = 0, mflag;
3093 sint16 x, y; 2841 sint16 x, y;
3094 2842
3095 if (!ob || !ob->map) 2843 if (!ob || !ob->map)
3096 return 0; 2844 return 0;
3097 2845
3098 /* so, on normal lighted maps, its hard to hide */ 2846 /* so, on normal lighted maps, its hard to hide */
3099 level = ob->map->darkness - 2; 2847 level = ob->map->darklevel () - 2;
3100 2848
3101 /* this also picks up whether the object is glowing. 2849 /* this also picks up whether the object is glowing.
3102 * If you carry a light on a non-dark map, its not 2850 * If you carry a light on a non-dark map, its not
3103 * as bad as carrying a light on a pitch dark map */ 2851 * as bad as carrying a light on a pitch dark map */
3104 if (has_carried_lights (ob)) 2852 if (ob->has_carried_lights ())
3105 level = -(10 + (2 * ob->map->darkness)); 2853 level = -(10 + (2 * ob->map->darklevel ()));
3106 2854
3107 /* scan through all nearby squares for terrain to hide in */ 2855 /* scan through all nearby squares for terrain to hide in */
3108 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2856 for (i = 0, x = ob->x, y = ob->y;
2857 i <= SIZEOFFREE1;
2858 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3109 { 2859 {
3110 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2860 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) 2861 if (mflag & P_OUT_OF_MAP)
3112 {
3113 continue; 2862 continue;
3114 } 2863
3115 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2864 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 2865 level += 2;
3117 else /* open terrain! */ 2866 else /* open terrain! */
3118 level -= 1; 2867 level -= 1;
3119 } 2868 }
3127/* For Hidden creatures - a chance of becoming 'unhidden' 2876/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 2877 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 2878 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 2879 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 2880 */
3132
3133void 2881void
3134do_hidden_move (object *op) 2882do_hidden_move (object *op)
3135{ 2883{
3136 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2884 int hide = 0;
3137 object *skop;
3138 2885
3139 if (!op || !op->map) 2886 if (!op || !op->map)
3140 return; 2887 return;
3141 2888
3142 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2889 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2890 int num = random_roll (0, 19, op, PREFER_LOW);
3143 2891
3144 /* its *extremely* hard to run and sneak/hide at the same time! */ 2892 /* its *extremely* hard to run and sneak/hide at the same time! */
3145 if (op->type == PLAYER && op->contr->run_on) 2893 if (op->type == PLAYER && op->contr->run_on)
3146 if (!skop || num >= skop->level) 2894 if (!skop || num >= skop->level)
3147 { 2895 {
3157 num -= hide; 2905 num -= hide;
3158 2906
3159 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2907 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3160 { 2908 {
3161 make_visible (op); 2909 make_visible (op);
2910
3162 if (op->type == PLAYER) 2911 if (op->type == PLAYER)
3163 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2912 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3164 } 2913 }
3165 else if (op->type == PLAYER && skop) 2914 else if (op->type == PLAYER && skop)
3166 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2915 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3219 * object op. This function works fine for monsters, 2968 * object op. This function works fine for monsters,
3220 * but we dont worry if the object isnt the top one in 2969 * but we dont worry if the object isnt the top one in
3221 * a pile (say a coin under a table would return "viewable" 2970 * a pile (say a coin under a table would return "viewable"
3222 * by this routine). Another question, should we be 2971 * by this routine). Another question, should we be
3223 * concerned with the direction the player is looking 2972 * concerned with the direction the player is looking
3224 * in? Realistically, most of use cant see stuff behind 2973 * in? Realistically, most of us can't see stuff behind
3225 * our backs...on the other hand, does the "facing" direction 2974 * our backs...on the other hand, does the "facing" direction
3226 * imply the way your head, or body is facing? Its possible 2975 * imply the way your head, or body is facing? It's possible
3227 * for them to differ. Sigh, this fctn could get a bit more complex. 2976 * for them to differ. Sigh, this fctn could get a bit more complex.
3228 * -b.t. 2977 * -b.t.
3229 * This function is now map tiling safe. 2978 * This function is now map tiling safe.
3230 */ 2979 */
3231
3232int 2980int
3233player_can_view (object *pl, object *op) 2981player_can_view (object *pl, object *op)
3234{ 2982{
3235 rv_vector rv; 2983 rv_vector rv;
3236 int dx, dy; 2984 int dx, dy;
3248 2996
3249 get_rangevector (pl, op, &rv, 0x1); 2997 get_rangevector (pl, op, &rv, 0x1);
3250 2998
3251 /* starting with the 'head' part, lets loop 2999 /* starting with the 'head' part, lets loop
3252 * through the object and find if it has any 3000 * through the object and find if it has any
3253 * part that is in the los array but isnt on 3001 * part that is in the los array but isn't on
3254 * a blocked los square. 3002 * a blocked los square.
3255 * we use the archetype to figure out offsets. 3003 * we use the archetype to figure out offsets.
3256 */ 3004 */
3257 while (op) 3005 while (op)
3258 { 3006 {
3259 dx = rv.distance_x + op->arch->clone.x; 3007 dx = rv.distance_x + op->arch->x;
3260 dy = rv.distance_y + op->arch->clone.y; 3008 dy = rv.distance_y + op->arch->y;
3261 3009
3262 /* only the viewable area the player sees is updated by LOS 3010 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3263 * code, so we need to restrict ourselves to that range of values
3264 * for any meaningful values.
3265 */
3266 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3267 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3268 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3269 return 1; 3011 return 1;
3012
3270 op = op->more; 3013 op = op->more;
3271 } 3014 }
3272 return 0;
3273}
3274 3015
3275/* routine for both players and monsters. We call this when
3276 * there is a possibility for our action distrubing our hiding
3277 * place or invisiblity spell. Artefact invisiblity is not
3278 * effected by this. If we arent invisible to begin with, we
3279 * return 0.
3280 */
3281int
3282action_makes_visible (object *op)
3283{
3284
3285 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3286 {
3287 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3288 return 0;
3289
3290 if (op->contr && op->contr->tmp_invis == 0)
3291 return 0;
3292
3293 /* If monsters, they should become visible */
3294 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3295 {
3296 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3297 return 1;
3298 }
3299 }
3300 return 0; 3016 return 0;
3301} 3017}
3302 3018
3303/* op_on_battleground - checks if the given object op (usually 3019/* op_on_battleground - checks if the given object op (usually
3304 * a player) is standing on a valid battleground-tile, 3020 * a player) is standing on a valid battleground-tile,
3309 * Default is to do the same as before, so only people wanting to have different points need worry about this 3025 * Default is to do the same as before, so only people wanting to have different points need worry about this
3310 */ 3026 */
3311int 3027int
3312op_on_battleground (object *op, int *x, int *y) 3028op_on_battleground (object *op, int *x, int *y)
3313{ 3029{
3314 object *tmp;
3315
3316 /* A battleground-tile needs the following attributes to be valid: 3030 /* A battleground-tile needs the following attributes to be valid:
3317 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3031 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3318 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3032 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3319 * and the exit-coordinates sp/hp must both be > 0. 3033 * and the exit-coordinates sp/hp must both be > 0.
3320 * => The intention here is to prevent abuse of the battleground- 3034 * => The intention here is to prevent abuse of the battleground-
3321 * feature (like pickable or hidden battleground tiles). */ 3035 * feature (like pickable or hidden battleground tiles). */
3322 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3036 for (object *tmp = op->below; tmp; tmp = tmp->below)
3323 { 3037 {
3324 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3325 { 3039 {
3326 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3327 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3041 && tmp->type == BATTLEGROUND
3042 && tmp->name == shstr_battleground
3043 && EXIT_X (tmp) && EXIT_Y (tmp))
3328 { 3044 {
3329 /*before we assign the exit, check if this is a teambattle */ 3045 /* before we assign the exit, check if this is a teambattle */
3330 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3046 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3331 { 3047 {
3332 object *invtmp;
3333
3334 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3335 { 3049 {
3336 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3337 { 3051 {
3338 if (x != NULL && y != NULL) 3052 if (x && y)
3339 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054
3340 return 1; 3055 return 1;
3341 } 3056 }
3342 } 3057 }
3343 } 3058 }
3059
3344 if (x != NULL && y != NULL) 3060 if (x && y)
3345 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062
3346 return 1; 3063 return 1;
3347 } 3064 }
3348 } 3065 }
3349 } 3066 }
3067
3350 /* If we got here, did not find a battleground */ 3068 /* If we got here, did not find a battleground */
3351 return 0; 3069 return 0;
3352} 3070}
3353 3071
3354/* 3072/*
3370 char buf[MAX_BUF]; /* tmp. string buffer */ 3088 char buf[MAX_BUF]; /* tmp. string buffer */
3371 int i = 0, j = 0; 3089 int i = 0, j = 0;
3372 3090
3373 /* get the appropriate treasurelist */ 3091 /* get the appropriate treasurelist */
3374 if (atnr == ATNR_FIRE) 3092 if (atnr == ATNR_FIRE)
3375 trlist = treasurelist::find ("dragon_ability_fire"); 3093 trlist = treasurelist::find (shstr_dragon_ability_fire);
3376 else if (atnr == ATNR_COLD) 3094 else if (atnr == ATNR_COLD)
3377 trlist = treasurelist::find ("dragon_ability_cold"); 3095 trlist = treasurelist::find (shstr_dragon_ability_cold);
3378 else if (atnr == ATNR_ELECTRICITY) 3096 else if (atnr == ATNR_ELECTRICITY)
3379 trlist = treasurelist::find ("dragon_ability_elec"); 3097 trlist = treasurelist::find (shstr_dragon_ability_elec);
3380 else if (atnr == ATNR_POISON) 3098 else if (atnr == ATNR_POISON)
3381 trlist = treasurelist::find ("dragon_ability_poison"); 3099 trlist = treasurelist::find (shstr_dragon_ability_poison);
3382 3100
3383 if (trlist == NULL || who->type != PLAYER) 3101 if (trlist == NULL || who->type != PLAYER)
3384 return; 3102 return;
3385 3103
3386 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3104 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3390 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3108 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3391 return; 3109 return;
3392 } 3110 }
3393 3111
3394 /* everything seems okay - now bring on the gift: */ 3112 /* everything seems okay - now bring on the gift: */
3395 item = &(tr->item->clone); 3113 item = tr->item;
3396 3114
3397 if (item->type == SPELL) 3115 if (item->type == SPELL)
3398 { 3116 {
3399 if (check_spell_known (who, item->name)) 3117 if (check_spell_known (who, item->name))
3400 return; 3118 return;
3459 { 3177 {
3460 /* forces in the treasurelist can alter the player's stats */ 3178 /* forces in the treasurelist can alter the player's stats */
3461 object *skin; 3179 object *skin;
3462 3180
3463 /* first get the dragon skin force */ 3181 /* first get the dragon skin force */
3464 shstr_cmp dragon_skin_force ("dragon_skin_force");
3465 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3182 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3466 ; 3183 ;
3467 3184
3468 if (!skin) 3185 if (!skin)
3469 return; 3186 return;
3470 3187
3505 else 3222 else
3506 { 3223 {
3507 /* generate misc. treasure */ 3224 /* generate misc. treasure */
3508 tmp = arch_to_object (tr->item); 3225 tmp = arch_to_object (tr->item);
3509 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3226 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3510 tmp = insert_ob_in_ob (tmp, who); 3227 who->insert (tmp);
3511 if (who->type == PLAYER)
3512 esrv_send_item (who, tmp);
3513 } 3228 }
3514} 3229}
3515 3230
3516/** 3231/**
3517 * Unready an object for a player. This function does nothing if the object was 3232 * Unready an object for a player. This function does nothing if the object was
3528 3243
3529 if (pl->ranged_ob == ob) 3244 if (pl->ranged_ob == ob)
3530 pl->ranged_ob = 0; 3245 pl->ranged_ob = 0;
3531} 3246}
3532 3247
3248//-GPL
3249
3533sint8 3250sint8
3534player::visibility_at (maptile *map, int x, int y) const 3251player::darkness_at (maptile *map, int x, int y) const
3535{ 3252{
3536 if (!ns) 3253 if (!ns)
3537 return 0; 3254 return LOS_BLOCKED;
3538 3255
3539 int dx, dy; 3256 int dx, dy;
3540 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3257 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3541 return 0; 3258 return LOS_BLOCKED;
3542 3259
3543 x += dx - ns->current_x + ns->mapx / 2; 3260 x += dx - ns->current_x;
3544 y += dy - ns->current_y + ns->mapy / 2; 3261 y += dy - ns->current_y;
3545 3262
3546 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3547 return 0;
3548
3549 return 100 - blocked_los [x][y]; 3263 return blocked_los (x, y);
3550} 3264}
3265
3266void
3267player::infobox (const char *title, const char *msg, int color)
3268{
3269 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3270}
3271
3272void
3273player::statusmsg (const char *msg, int color)
3274{
3275 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3276}
3277
3278void
3279player::failmsg (const char *msg, int color)
3280{
3281 play_sound (sound_find ("generic_failure"));
3282 statusmsg (msg, color);
3283}
3284

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