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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.124 by root, Fri May 11 21:24:29 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 apply_special (ob, op, AP_UNAPPLY); 210 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 211 break;
277 } 212 }
278 213
279 ob->update_stats (); 214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
280 ns->floorbox_update (); 215 ob->deactivate (); // change_weapon activates, fix this better
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293} 216}
294 217
295void 218void
296player::disconnect () 219player::set_observe (object *op)
297{ 220{
298 if (ns) 221 observe = viewpoint = op ? op : ob;
299 { 222 do_los = 1;
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314} 223}
315 224
316// the need for this function can be explained
317// by load_object not returning the object
318void 225void
319player::set_object (object *op) 226player::set_viewpoint (object *op)
320{ 227{
321 ob = op; 228 viewpoint = op ? op : (object *)observe;
322 ob->contr = this; /* this aren't yet in archetype */ 229 do_los = 1;
323
324 ob->speed_left = 0.5;
325 ob->speed = 1.0;
326 ob->direction = 5; /* So player faces south */
327} 230}
231
232//+GPL
328 233
329player::player () 234player::player ()
330{ 235{
331 /* There are some elements we want initialised to non zero value - 236 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point. 237 * we deal with that below this point.
338 savebed_map = first_map_path; /* Init. respawn position */ 243 savebed_map = first_map_path; /* Init. respawn position */
339 244
340 gen_sp_armour = 10; 245 gen_sp_armour = 10;
341 bowtype = bow_normal; 246 bowtype = bow_normal;
342 petmode = pet_normal; 247 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers; 248 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 249 peaceful = 1; /* default peaceful */
346 do_los = 1; 250 do_los = 1;
251
252 weapon_sp = 1.0f;
253 weapon_sp_left = 0.5f;
347} 254}
348 255
349void 256void
350player::do_destroy () 257player::do_destroy ()
351{ 258{
356 if (ob) 263 if (ob)
357 { 264 {
358 ob->destroy_inv (false); 265 ob->destroy_inv (false);
359 ob->destroy (); 266 ob->destroy ();
360 } 267 }
268
269 ob = observe = viewpoint = 0;
361} 270}
362 271
363player::~player () 272player::~player ()
364{ 273{
365 /* Clear item stack */ 274 /* Clear item stack */
366 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 }
367} 304}
368 305
369/* Tries to add player on the connection passed in ns. 306/* Tries to add player on the connection passed in ns.
370 * 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
371 * mode. 308 * mode.
384 set_first_map (pl->ob); 321 set_first_map (pl->ob);
385 322
386 return pl; 323 return pl;
387} 324}
388 325
389/*
390 * get_player_archetype() return next player archetype from archetype
391 * list. Not very efficient routine, but used only creating new players.
392 * Note: there MUST be at least one player archetype!
393 */
394archetype *
395get_player_archetype (archetype *at)
396{
397 archetype *start = at;
398
399 for (;;)
400 {
401 if (at == NULL || at->next == NULL)
402 at = first_archetype;
403 else
404 at = at->next;
405
406 if (at->clone.type == PLAYER)
407 return at;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 }
415}
416
417object * 326object *
418get_nearest_player (object *mon) 327get_nearest_player (object *mon)
419{ 328{
420 object *op = NULL; 329 object *op = NULL;
421 objectlink *ol; 330 objectlink *ol;
422 unsigned lastdist; 331 unsigned lastdist;
423 rv_vector rv; 332 rv_vector rv;
424 333
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 334 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 335 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 336 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 337 continue;
456 338
457 if (lastdist > rv.distance) 339 if (lastdist > rv.distance)
458 { 340 {
653 535
654 return firstdir; 536 return firstdir;
655} 537}
656 538
657void 539void
658give_initial_items (object *pl, treasurelist * items) 540give_initial_items (object *pl, treasurelist *items)
659{ 541{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 542 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 544
665 for (op = pl->inv; op; op = next) 545 for (object *next, *op = pl->inv; op; op = next)
666 { 546 {
667 next = op->below; 547 next = op->below;
668 548
669 /* Forces get applied per default, unless they have the 549 /* Forces get applied per default, unless they have the
670 * 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
675 /* we never give weapons/armour if these cannot be used 555 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 556 * by this player due to race restrictions
677 */ 557 */
678 if (pl->type == PLAYER) 558 if (pl->type == PLAYER)
679 { 559 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
681 (op->type == ARMOUR || op->type == BOOTS || 562 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 563 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 564 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE))
684 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))
685 { 567 {
686 op->destroy (); 568 op->destroy ();
687 continue; 569 continue;
688 } 570 }
689 } 571 }
690 572
691 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 576 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
698 { 578 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 581 {
707 op->destroy (); 582 op->destroy ();
583 LOG (llevError,
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
709 continue; 585 break;
710 } 586 }
711 587
712 if (op->nrof > 1) 588 if (op->nrof > 1)
713 op->nrof = 1; 589 op->nrof = 1;
714 } 590 }
715 591
716 if (op->type == SPELLBOOK && op->inv) 592 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 594
721 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
722 * 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
723 * merged properly. 597 * merged properly.
724 */ 598 */
725 if (need_identify (op)) 599 if (need_identify (op))
726 { 600 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 604 }
605
731 if (op->type == SPELL) 606 if (op->type == SPELL)
732 { 607 {
733 op->destroy (); 608 op->destroy ();
734 continue; 609 continue;
735 } 610 }
737 { 612 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 614 op->stats.exp = 0;
740 op->level = 1; 615 op->level = 1;
741 } 616 }
742 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
746 620
747 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
748 link_player_skills (pl); 622 pl->contr->link_skills ();
749} 623}
750 624
751void 625void
752get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
753{ 627{
784} 658}
785 659
786void 660void
787object::roll_stats () 661object::roll_stats ()
788{ 662{
789 int statsort [7]; 663 int statsort [NUM_STATS];
790 664
791 for (;;) 665 for (;;)
792 { 666 {
793 int sum = 0; 667 int sum = 0;
794 for (int i = 7; i--; ) 668 for (int i = NUM_STATS; i--; )
795 sum += statsort [i] = roll_stat (); 669 sum += statsort [i] = roll_stat ();
796 670
797 if (sum >= 82 && sum <= 116) 671 if (sum >= 82 && sum <= 116)
798 break; 672 break;
799 } 673 }
800 674
801 // Sort the stats so that rerolling is easier... 675 // Sort the stats so that rerolling is easier...
802 std::sort (statsort, statsort + 7, std::greater<int>()); 676 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
803 677
678 for (int i = 0; i < NUM_STATS; ++i)
804 stats.Str = statsort[0]; 679 stats.stat (i) = statsort [i];
805 stats.Dex = statsort[1];
806 stats.Con = statsort[2];
807 stats.Int = statsort[3];
808 stats.Wis = statsort[4];
809 stats.Pow = statsort[5];
810 stats.Cha = statsort[6];
811 680
812 stats.exp = 0; 681 stats.exp = 0;
813 stats.ac = 0; 682 stats.ac = 0;
814 683
815 stats.hp = stats.maxhp; 684 stats.hp = stats.maxhp;
827} 696}
828 697
829void 698void
830object::swap_stats (int a, int b) 699object::swap_stats (int a, int b)
831{ 700{
832 int tmp = get_attr_value (&contr->orig_stats, a); 701 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
833 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
834 set_attr_value (&contr->orig_stats, b, tmp);
835 702
703 for (int i = 0; i < NUM_STATS; ++i)
836 stats.Str = contr->orig_stats.Str; 704 stats.stat (i) = contr->orig_stats.stat (i);
837 stats.Dex = contr->orig_stats.Dex;
838 stats.Con = contr->orig_stats.Con;
839 stats.Int = contr->orig_stats.Int;
840 stats.Wis = contr->orig_stats.Wis;
841 stats.Pow = contr->orig_stats.Pow;
842 stats.Cha = contr->orig_stats.Cha;
843 705
844 //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,
845 // be merged with the similar code in roll_stats 707 // be merged with the similar code in roll_stats
846 stats.ac = 0; 708 stats.ac = 0;
847 709
866static void 728static void
867start_info (object *op) 729start_info (object *op)
868{ 730{
869 char buf[MAX_BUF]; 731 char buf[MAX_BUF];
870 732
871 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 733 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
872 new_draw_info (NDI_UNIQUE, 0, op, buf); 734 new_draw_info (NDI_UNIQUE, 0, op, buf);
873 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
874 //new_draw_info (NDI_UNIQUE, 0, op, " ");
875} 735}
876 736
877/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
878 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
879 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
882 */ 742 */
883void 743void
884player::chargen_race_done () 744player::chargen_race_done ()
885{ 745{
886 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
887 esrv_new_player (ob->contr, ob->weight + ob->carrying); 747 esrv_new_player (ob->contr);
888 748
889 treasurelist *tl = treasurelist::find ("starting_wealth"); 749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
890 if (tl) 750 if (tl)
891 create_treasure (tl, ob, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
892 752
893 INVOKE_PLAYER (BIRTH, ob->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
894 INVOKE_PLAYER (LOGIN, ob->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
895 755
896 ob->contr->ns->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
897 757
898 if (ob->msg) 758 if (ob->msg)
899 ob->msg = 0; 759 ob->msg = 0;
900
901 /* We create this now because some of the unique maps will need it
902 * to save here.
903 */
904 {
905 char buf[MAX_BUF];
906 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
907 make_path_to_file (buf);
908 }
909 760
910 start_info (ob); 761 start_info (ob);
911 CLEAR_FLAG (ob, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
912 give_initial_items (ob, ob->randomitems); 763 give_initial_items (ob, ob->randomitems);
913 link_player_skills (ob);
914 esrv_send_inventory (ob, ob); 764 esrv_send_inventory (ob, ob);
915 ob->update_stats (); 765 ob->update_stats ();
916 766
917 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
918 * is one for this race 768 * is one for this race
919 */ 769 */
920 if (*first_map_ext_path) 770 if (*first_map_ext_path)
921 { 771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
922 object *tmp;
923 char mapname[MAX_BUF];
924
925 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
926 tmp = object::create ();
927 EXIT_PATH (tmp) = mapname;
928 EXIT_X (tmp) = ob->x;
929 EXIT_Y (tmp) = ob->y;
930 ob->enter_exit (tmp); /* we don't really care if it succeeded;
931 * if the map isn't there, then stay on the
932 * default initial map */
933 tmp->destroy ();
934 }
935 else 772 else
936 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
937} 774}
938 775
939void 776void
949 int x = ob->x, y = ob->y; 786 int x = ob->x, y = ob->y;
950 787
951 ob->remove_statbonus (); 788 ob->remove_statbonus ();
952 ob->remove (); 789 ob->remove ();
953 ob->arch = get_player_archetype (ob->arch); 790 ob->arch = get_player_archetype (ob->arch);
954 ob->arch->clone.copy_to (ob); 791 ob->arch->copy_to (ob);
955 ob->instantiate (); 792 ob->instantiate ();
956 ob->stats = ob->contr->orig_stats; 793 ob->stats = ob->contr->orig_stats;
957 ob->name = ob->name_pl = name; 794 ob->name = ob->name_pl = name;
958 ob->x = x; 795 ob->x = x;
959 ob->y = y; 796 ob->y = y;
960 SET_ANIMATION (ob, 2); /* So player faces south */ 797 SET_ANIMATION (ob, 2); /* So player faces south */
961 insert_ob_in_map (ob, ob->map, ob, 0); 798 insert_ob_in_map (ob, ob->map, ob, 0);
962 assign (ob->contr->title, ob->arch->clone.name); 799 assign (ob->contr->title, ob->arch->object::name);
963 ob->add_statbonus (); 800 ob->add_statbonus ();
964 } 801 }
965 while (!allowed_class (ob)); 802 while (!allowed_class (ob));
966 803
967 update_object (ob, UP_OBJ_FACE); 804 update_object (ob, UP_OBJ_FACE);
970 ob->stats.hp = ob->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
971 ob->stats.sp = ob->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
972 ob->stats.grace = 0; 809 ob->stats.grace = 0;
973} 810}
974 811
975void 812static void
976flee_player (object *op) 813flee_player (object *op)
977{ 814{
978 int dir, diff; 815 int dir, diff;
979 rv_vector rv; 816 rv_vector rv;
980 817
983 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
984 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
985 return; 822 return;
986 } 823 }
987 824
988 if (op->enemy == NULL) 825 if (!op->enemy)
989 { 826 {
990 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
991 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
992 return; 829 return;
993 } 830 }
994 831
995 /* Seen some crashes here. Since we don't store an
996 * op->enemy_count, it is possible that something destroys the
997 * actual enemy, and the object is recycled.
998 */
999 if (op->enemy->map == NULL)
1000 {
1001 CLEAR_FLAG (op, FLAG_SCARED);
1002 op->enemy = NULL;
1003 return;
1004 }
1005
1006 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))
1007 { 833 {
1008 op->enemy = NULL; 834 op->enemy = NULL;
1009 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
1010 return; 836 return;
1013 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
1014 840
1015 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
1016 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
1017 { 843 {
1018 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
1019 845
1020 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)))
1021 return; 847 return;
1022 } 848 }
1023 849
1034check_pick (object *op) 860check_pick (object *op)
1035{ 861{
1036 object *tmp, *next; 862 object *tmp, *next;
1037 int stop = 0; 863 int stop = 0;
1038 int wvratio; 864 int wvratio;
1039 char putstring[128];
1040 865
1041 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1042 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1043 return 1; 868 return 1;
1044 869
1045 next = op->below; 870 next = op->below;
1046 871
872 int cnt = MAX_ITEM_PER_DROP;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874
1047 /* 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
1048 * destroyed */ 876 * destroyed */
1049 while (next && !next->destroyed ()) 877 while (next && !next->destroyed ())
1050 { 878 {
1051 tmp = next; 879 tmp = next;
1052 next = tmp->below; 880 next = tmp->below;
1053 881
882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
1054 if (op->destroyed ()) 888 if (op->destroyed ())
1055 return 0; 889 return 0;
1056 890
1057 if (!can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1058 continue; 892 continue;
1059 893
1060 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1061 { 895 {
1062 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1063 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1064 continue; 899 continue;
1065 } 900 }
1066 901
1067 /* 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? */
1068 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1069 { 964 {
1070 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)
1071 { 1024 {
1072 case 0: 1025 CHK_PICK_PICKUP;
1073 return 1; /* don't pick up */ 1026 continue;
1074 case 1:
1075 pick_up (op, tmp);
1076 return 1;
1077 case 2:
1078 pick_up (op, tmp);
1079 return 0;
1080 case 3:
1081 return 0; /* stop before pickup */
1082 case 4:
1083 pick_up (op, tmp);
1084 break;
1085 case 5:
1086 pick_up (op, tmp);
1087 stop = 1;
1088 break;
1089 case 6:
1090 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1091 pick_up (op, tmp);
1092 break;
1093
1094 case 7:
1095 if (tmp->type == MONEY || tmp->type == GEM)
1096 pick_up (op, tmp);
1097 break;
1098
1099 default:
1100 /* use value density */
1101 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1102 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1103 pick_up (op, tmp);
1104 } 1027 }
1105 } 1028 }
1106 else 1029
1107 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1108 /* NEW pickup handling */
1109 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1110 { 1033 {
1111 /* some debugging code to figure out item information */ 1034 CHK_PICK_PICKUP;
1112 if (tmp->name != NULL)
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115 else
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118
1119 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1120 }
1121
1122 /* philosophy:
1123 * It's easy to grab an item type from a pile, as long as it's
1124 * generic. This takes no game-time. For more detailed pickups
1125 * and selections, select-items should be used. This is a
1126 * grab-as-you-run type mode that's really useful for arrows for
1127 * example.
1128 * The drawback: right now it has no frontend, so you need to
1129 * stick the bits you want into a calculator in hex mode and then
1130 * convert to decimal and then 'pickup <#>
1131 */
1132
1133 /* the first two modes are exclusive: if NOTHING we return, if
1134 * STOP then we stop. All the rest are applied sequentially,
1135 * meaning if any test passes, the item gets picked up. */
1136
1137 /* if mode is set to pick nothing up, return */
1138
1139 if (op->contr->mode & PU_NOTHING)
1140 return 1;
1141
1142 /* if mode is set to stop when encountering objects, return */
1143 /* take STOP before INHIBIT since it doesn't actually pick
1144 * anything up */
1145
1146 if (op->contr->mode & PU_STOP)
1147 return 0;
1148
1149 /* useful for going into stores and not losing your settings... */
1150 /* and for battles wher you don't want to get loaded down while
1151 * fighting */
1152 if (op->contr->mode & PU_INHIBIT)
1153 return 1;
1154
1155 /* prevent us from turning into auto-thieves :) */
1156 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1157 continue; 1035 continue;
1036 }
1158 1037
1159 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1160 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;
1161 continue; 1043 continue;
1044 }
1162 1045
1163 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1164 /* 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
1165 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1166 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"))
1167 { 1117 {
1168 pick_up (op, tmp); 1118 CHK_PICK_PICKUP;
1169 continue; 1119 continue;
1170 } 1120 }
1121 }
1171 1122
1123 /* misc stuff that's useful */
1172 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1173 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1174 { 1126 {
1175 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1176 continue; 1128 continue;
1177 } 1129 }
1178 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1179 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1180 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
1181 { 1138 */
1182 pick_up (op, tmp);
1183 continue;
1184 }
1185
1186 /* spellbooks, skillscrolls and normal books/scrolls */
1187 if (op->contr->mode & PU_SPELLBOOK)
1188 if (tmp->type == SPELLBOOK)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_SKILLSCROLL)
1195 if (tmp->type == SKILLSCROLL)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_READABLES)
1202 if (tmp->type == BOOK || tmp->type == SCROLL)
1203 {
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 /* wands/staves/rods/horns */
1209 if (op->contr->mode & PU_MAGIC_DEVICE)
1210 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1211 {
1212 pick_up (op, tmp);
1213 continue;
1214 }
1215
1216 /* pick up all magical items */
1217 if (op->contr->mode & PU_MAGICAL) 1139 wvratio = op->contr->mode & PU_RATIO;
1218 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)
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 if (op->contr->mode & PU_VALUABLES)
1225 { 1141 {
1226 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1227 { 1145 {
1228 pick_up (op, tmp); 1146 fprintf (stderr, "%s", tmp->name);
1229 continue;
1230 } 1147 }
1231 }
1232
1233 /* rings & amulets - talismans seems to be typed AMULET */
1234 if (op->contr->mode & PU_JEWELS)
1235 if (tmp->type == RING || tmp->type == AMULET)
1236 {
1237 pick_up (op, tmp);
1238 continue;
1239 }
1240
1241 /* we don't forget dragon food */
1242 if (op->contr->mode & PU_FLESH)
1243 if (tmp->type == FLESH)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 /* bows and arrows. Bows are good for selling! */
1250 if (op->contr->mode & PU_BOW)
1251 if (tmp->type == BOW)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_ARROW)
1258 if (tmp->type == ARROW)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 /* all kinds of armor etc. */
1265 if (op->contr->mode & PU_ARMOUR)
1266 if (tmp->type == ARMOUR)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_HELMET)
1273 if (tmp->type == HELMET)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_SHIELD)
1280 if (tmp->type == SHIELD)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_BOOTS)
1287 if (tmp->type == BOOTS)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_GLOVES)
1294 if (tmp->type == GLOVES)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 if (op->contr->mode & PU_CLOAK)
1301 if (tmp->type == CLOAK)
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 /* hoping to catch throwing daggers here */
1308 if (op->contr->mode & PU_MISSILEWEAPON)
1309 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314
1315 /* careful: chairs and tables are weapons! */
1316 if (op->contr->mode & PU_ALLWEAPON)
1317 {
1318 if (tmp->type == WEAPON && tmp->name != NULL)
1319 {
1320 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1321 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327
1328 if (tmp->type == WEAPON && tmp->name == NULL)
1329 {
1330 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1331 {
1332 pick_up (op, tmp);
1333 continue;
1334 }
1335 }
1336 }
1337
1338 /* misc stuff that's useful */
1339 if (op->contr->mode & PU_KEY)
1340 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1341 {
1342 pick_up (op, tmp);
1343 continue;
1344 }
1345
1346 /* any of the last 4 bits set means we use the ratio for value
1347 * pickups */
1348 if (op->contr->mode & PU_RATIO)
1349 {
1350 /* use value density to decide what else to grab */
1351 /* >=7 was >= op->contr->mode */
1352 /* >=7 is the old standard setting. Now we take the last 4 bits
1353 * and multiply them by 5, giving 0..15*5== 5..75 */
1354 wvratio = (op->contr->mode & PU_RATIO) * 5;
1355 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1356 {
1357 pick_up (op, tmp);
1358#if 0
1359 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1360 if (tmp->name != NULL)
1361 {
1362 fprintf (stderr, "%s", tmp->name);
1363 }
1364 else 1148 else
1365 fprintf (stderr, "%s", tmp->arch->name); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1366 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1367 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))));
1368#endif 1152#endif
1153 CHK_PICK_PICKUP;
1369 continue; 1154 continue;
1370 }
1371 } 1155 }
1372 } /* the new pickup model */ 1156 } /* the new pickup model */
1373 } 1157 }
1374 1158
1375 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;
1376} 1195}
1377 1196
1378/* 1197/*
1379 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1380 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1381 * found object is returned. 1200 * found object is returned.
1382 */ 1201 */
1383object * 1202static object *
1384find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1385{ 1204{
1386 object *tmp = 0;
1387
1388 for (op = op->inv; op; op = op->below) 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1389 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1390 tmp = find_arrow (op, type);
1391 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);
1392 return op; 1214 return arrow;
1215 }
1393 1216
1394 return tmp; 1217 return 0;
1395} 1218}
1396 1219
1397/* 1220/*
1398 * 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
1399 * 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
1400 * 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
1401 * 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.
1402 */ 1225 */
1403object * 1226static object *
1404find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1405{ 1228{
1406 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1407 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1408 1231
1409 if (!type) 1232 if (!type)
1413 { 1236 {
1414 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))
1415 { 1238 {
1416 i = 0; 1239 i = 0;
1417 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1418 if (i > betterby) 1242 if (i > betterby)
1419 { 1243 {
1420 tmp = ntmp; 1244 tmp = ntmp;
1421 betterby = i; 1245 betterby = i;
1422 } 1246 }
1423 } 1247 }
1424 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1425 { 1249 {
1426 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1427 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1428 { 1252 {
1429 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1430 { 1254 {
1431 *better = 100; 1255 *better = 100;
1432 return arrow; 1256 return arrow;
1440 else 1264 else
1441 { 1265 {
1442 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1266 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1443 { 1267 {
1444 attacktype = 1 << attacknum; 1268 attacktype = 1 << attacknum;
1445 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1269 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1446 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)
1447 { 1271 {
1448 tmp = arrow; 1272 tmp = arrow;
1449 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;
1450 } 1274 }
1451 } 1275 }
1276
1452 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1453 { 1278 {
1454 tmp = arrow; 1279 tmp = arrow;
1455 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1456 } 1281 }
1282
1457 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1458 { 1284 {
1459 tmp = arrow; 1285 tmp = arrow;
1460 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1461 } 1287 }
1462 } 1288 }
1463 } 1289 }
1464 } 1290 }
1291
1465 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1466 return find_arrow (op, type); 1293 return find_arrow (op, type);
1467 1294
1468 *better = betterby; 1295 *better = betterby;
1469 return tmp; 1296 return tmp;
1473 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1474 * op = the shooter 1301 * op = the shooter
1475 * type = bow->race 1302 * type = bow->race
1476 * dir = fire direction 1303 * dir = fire direction
1477 */ 1304 */
1478object * 1305static object *
1479pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1480{ 1307{
1481 object *tmp = NULL; 1308 object *tmp = NULL;
1482 maptile *m; 1309 maptile *m;
1483 int i, mflags, found, number; 1310 int i, mflags, found, number;
1484 sint16 x, y; 1311 sint16 x, y;
1499 for (i = 0, found = 0; i < 20; i++) 1326 for (i = 0, found = 0; i < 20; i++)
1500 { 1327 {
1501 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1502 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1503 mflags = get_map_flags (m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1504 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1505 { 1333 {
1506 tmp = NULL; 1334 tmp = 0;
1507 break; 1335 break;
1508 } 1336 }
1509 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)
1510 { 1338 {
1511 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1512 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1513 */ 1341 */
1514 tmp = NULL; 1342 tmp = 0;
1515 break; 1343 break;
1516 } 1344 }
1345
1517 if (mflags & P_IS_ALIVE) 1346 if (mflags & P_IS_ALIVE)
1518 {
1519 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)
1520 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1521 {
1522 found++;
1523 break;
1524 }
1525 if (found)
1526 break; 1349 break;
1527 }
1528 } 1350 }
1529 if (tmp == NULL) 1351
1352 if (!tmp)
1530 return find_arrow (op, type); 1353 return find_arrow (op, type);
1531 1354
1532 if (tmp->head) 1355 if (tmp->head)
1533 tmp = tmp->head; 1356 tmp = tmp->head;
1534 1357
1547 */ 1370 */
1548int 1371int
1549fire_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)
1550{ 1373{
1551 object *left, *bow; 1374 object *left, *bow;
1552 int bowspeed, mflags; 1375 int mflags;
1553 maptile *m; 1376 maptile *m;
1554 1377
1555 if (!dir) 1378 if (!dir)
1556 { 1379 {
1557 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!");
1558 return 0; 1381 return 0;
1559 } 1382 }
1560 1383
1561 if (player *pl = op->contr) 1384 if (op->contr)
1562 { 1385 bow = op->current_weapon;
1563 bow = pl->ranged_ob;
1564 op->set_weapon (bow);
1565 }
1566 else 1386 else
1567 { 1387 {
1568 for (bow = op->inv; bow; bow = bow->below) 1388 for (bow = op->inv; bow; bow = bow->below)
1569 /* 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
1570 * 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.
1577 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1578 return 0; 1398 return 0;
1579 } 1399 }
1580 1400
1581 // 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
1582 if (bow->below) 1402 splay (bow);
1583 {
1584 bow->remove ();
1585 op->insert (bow);
1586 }
1587
1588 } 1403 }
1589 1404
1590 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1591 { 1406 {
1592 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);
1593 return 0; 1408 return 0;
1594 } 1409 }
1595
1596 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1597
1598 /* penalize ROF for bestarrow */
1599 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1600 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1601
1602 if (bowspeed < 1)
1603 bowspeed = 1;
1604 1410
1605 if (arrow == NULL) 1411 if (arrow == NULL)
1606 { 1412 {
1607 if ((arrow = find_arrow (op, bow->race)) == NULL) 1413 if ((arrow = find_arrow (op, bow->race)) == NULL)
1608 { 1414 {
1627 } 1433 }
1628 1434
1629 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1630 if (arrow->nrof == 0) 1436 if (arrow->nrof == 0)
1631 { 1437 {
1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1632 arrow->destroy (); 1439 arrow->destroy ();
1633 return 0; 1440 return 0;
1634 } 1441 }
1635 1442
1636 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1637 arrow = get_split_ob (arrow, 1); 1444 arrow = arrow->split ();
1638 if (!arrow) 1445 if (!arrow)
1639 { 1446 {
1640 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);
1641 return 0; 1448 return 0;
1642 } 1449 }
1646 arrow->direction = dir; 1453 arrow->direction = dir;
1647 1454
1648 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1455 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1649 arrow->stats.hp = arrow->stats.dam; 1456 arrow->stats.hp = arrow->stats.dam;
1650 arrow->stats.grace = arrow->attacktype; 1457 arrow->stats.grace = arrow->attacktype;
1458 arrow->custom_name = arrow->slaying;
1651 1459
1652 if (arrow->slaying) 1460#if 0
1653 arrow->spellarg = strdup (arrow->slaying); 1461 if (player *pl = op->contr)
1462 {
1463 float speed = pl->weapon_sp;
1464
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);
1476
1477 /* update the speed */
1478 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1479 + bow->stats.dam / 7.f;
1480
1481 arrow->set_speed (max (arrow->speed, 2.f));
1482 arrow->speed_left = 0;
1483
1484 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654 1485
1655 if (op->type == PLAYER) 1486 if (op->type == PLAYER)
1656 { 1487 {
1657 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1658 op->update_stats ();
1659 }
1660
1661 SET_ANIMATION (arrow, arrow->direction);
1662
1663 arrow->stats.dam += op->stats.dam + arrow->magic;
1664
1665 /* update the speed */
1666 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1667 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1668
1669 arrow->set_speed (max (arrow->speed, 1.0));
1670 arrow->speed_left = 0;
1671
1672 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1673
1674 if (op->type == PLAYER)
1675 {
1676 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1488 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1677 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1489 wc -= dex_bonus[op->stats.Dex];
1678 1490
1679 if (!arrow->slaying) 1491 if (!arrow->slaying)
1680 arrow->slaying = op->slaying; 1492 arrow->slaying = op->slaying;
1681 1493
1682 arrow->attacktype |= op->attacktype; 1494 arrow->attacktype |= op->attacktype;
1690 arrow->slaying = bow->slaying; 1502 arrow->slaying = bow->slaying;
1691 1503
1692 arrow->attacktype |= bow->attacktype; 1504 arrow->attacktype |= bow->attacktype;
1693 } 1505 }
1694 1506
1695 arrow->stats.wc -= arrow->level; 1507 wc -= arrow->level;
1508 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1696 1509
1510 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1697 arrow->move_type = MOVE_FLY_LOW; 1511 arrow->move_type = MOVE_FLY_LOW;
1698 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1512 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1699 1513
1700 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1514 op->play_sound (sound_find ("fire_arrow"));
1701 m->insert (arrow, sx, sy, op); 1515 m->insert (arrow, sx, sy, op);
1702 1516
1703 if (!arrow->destroyed ()) 1517 if (!arrow->destroyed ())
1704 move_arrow (arrow); 1518 move_arrow (arrow);
1705
1706 if (op->type == PLAYER)
1707 {
1708 if (left->destroyed ())
1709 esrv_del_item (op->contr, left->count);
1710 else
1711 esrv_send_item (op, left);
1712 }
1713 1519
1714 return 1; 1520 return 1;
1715} 1521}
1716 1522
1717/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1719 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1720 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1721 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1722 * hence the function name. 1528 * hence the function name.
1723 */ 1529 */
1724int 1530static int
1725player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1726{ 1532{
1727 int ret = 0, wcmod = 0; 1533 int ret;
1728 1534
1729 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1730 { 1536 {
1731 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);
1732 } 1538 }
1733 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)
1734 { 1540 {
1735 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1541 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1736 wcmod = -1;
1737
1738 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);
1739 } 1543 }
1740 else if (op->contr->bowtype == bow_threewide) 1544 else if (op->contr->bowtype == bow_threewide)
1741 { 1545 {
1742 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);
1743 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)]);
1744 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)]);
1745 } 1549 }
1746 else if (op->contr->bowtype == bow_spreadshot) 1550 else if (op->contr->bowtype == bow_spreadshot)
1747 { 1551 {
1748 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);
1749 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);
1750 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);
1751 } 1555 }
1752 else 1556 else
1753 { 1557 {
1755 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);
1756 } 1560 }
1757 1561
1758 return ret; 1562 return ret;
1759} 1563}
1760
1761 1564
1762/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1763 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1764 */ 1567 */
1765void 1568static void
1766fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
1767{ 1570{
1768 object *item = op->contr->ranged_ob; 1571 object *item = op->contr->ranged_ob;
1769 1572
1770 if (!item) 1573 if (!item)
1777 { 1580 {
1778 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1581 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1779 return; 1582 return;
1780 } 1583 }
1781 1584
1782 op->set_weapon (item); 1585 if (!op->change_weapon (item))
1586 return;
1783 1587
1784 if (item->type == WAND) 1588 if (item->type == WAND)
1785 { 1589 {
1786 if (item->stats.food <= 0) 1590 if (item->stats.food <= 0)
1787 { 1591 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1592 op->contr->play_sound (sound_find ("wand_poof"));
1789 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));
1790 1594
1791 return; 1595 return;
1792 } 1596 }
1793 } 1597 }
1794 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
1795 { 1599 {
1796 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))
1797 { 1605 {
1798 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1799 1607
1800 if (item->type == ROD) 1608 if (item->type == ROD)
1801 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));
1802 else 1610 else
1803 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));
1806 } 1614 }
1807 } 1615 }
1808 1616
1809 if (cast_spell (op, item, dir, item->inv, NULL)) 1617 if (cast_spell (op, item, dir, item->inv, NULL))
1810 { 1618 {
1811 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
1812 if (item->type == WAND) 1621 if (item->type == WAND)
1813 { 1622 {
1814 if (!(--item->stats.food)) 1623 if (!(--item->stats.food))
1815 { 1624 {
1816 object *tmp; 1625 object *tmp;
1817 1626
1818 if (item->arch) 1627 if (item->arch)
1819 { 1628 {
1820 CLEAR_FLAG (item, FLAG_ANIMATE); 1629 CLEAR_FLAG (item, FLAG_ANIMATE);
1821 item->face = item->arch->clone.face; 1630 item->face = item->arch->face;
1822 item->set_speed (0); 1631 item->set_speed (0);
1823 } 1632 }
1824 1633
1825 if ((tmp = item->in_player ())) 1634 if (object *pl = item->visible_to ())
1826 esrv_update_item (UPD_ANIM, tmp, item); 1635 esrv_update_item (UPD_ANIM, pl, item);
1827 } 1636 }
1828 } 1637 }
1829 else if (item->type == ROD || item->type == HORN) 1638 else if (item->type == ROD || item->type == HORN)
1830 drain_rod_charge (item); 1639 drain_rod_charge (item);
1831 } 1640 }
1832} 1641}
1833 1642
1834/* Received a fire command for the player - go and do it. 1643/* Received a fire command for the player - go and do it.
1835 */ 1644 */
1836void 1645bool
1837fire (object *op, int dir) 1646fire (object *op, int dir)
1838{ 1647{
1839 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;
1840 1670
1841 /* check for loss of invisiblity/hide */ 1671 /* check for loss of invisiblity/hide */
1842 if (action_makes_visible (op)) 1672 if (action_makes_visible (op))
1843 make_visible (op); 1673 make_visible (op);
1844 1674
1845 player *pl = op->contr;
1846
1847 if (pl->golem)
1848 {
1849 control_golem (op->contr->golem, dir);
1850 return;
1851 }
1852
1853 object *ob = pl->ranged_ob;
1854
1855 if (!ob)
1856 return;
1857
1858 switch (ob->type) 1675 switch (ob->type)
1859 { 1676 {
1860 case BOW: 1677 case BOW:
1861 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
1862 break; 1679 break;
1863 1680
1864 case SPELL: 1681 case SPELL:
1865 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);
1866 break; 1683 break;
1867 1684
1868 case BUILDER: 1685 case BUILDER:
1869 apply_map_builder (op, dir); 1686 apply_map_builder (op, dir);
1870 break; 1687 break;
1871 1688
1872 case SKILL: 1689 case SKILL:
1873 case SKILL_TOOL:
1874 do_skill (op, op, ob, dir, 0); 1690 do_skill (op, op, ob, dir, 0);
1875 break; 1691 break;
1876 1692
1877 default: 1693 default:
1878 fire_misc_object (op, dir); 1694 fire_misc_object (op, dir);
1879 break; 1695 break;
1880 } 1696 }
1881}
1882 1697
1883/* find_key 1698 return true;
1884 * We try to find a key for the door as passed. If we find a key 1699}
1885 * and successfully use it, we return the key, otherwise NULL 1700
1886 * This function merges both normal and locked door, since the logic 1701static object *
1887 * for both is the same - just the specific key is different.
1888 * pl is the player,
1889 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers.
1892 */
1893object *
1894find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
1895{ 1703{
1896 object *tmp, *key; 1704 object *tmp, *key;
1897 1705
1898 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
1899 if (!container->inv) 1707 if (!container->inv)
1902 /* 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 */
1903 for (tmp = container->inv; tmp; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
1904 { 1712 {
1905 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
1906 break; 1714 break;
1715
1907 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
1908 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
1909 */ 1718 */
1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1911 break; 1720 break;
1917 * a key, return 1726 * a key, return
1918 */ 1727 */
1919 if (!tmp) 1728 if (!tmp)
1920 { 1729 {
1921 for (tmp = container->inv; tmp; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1922 {
1923 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
1924 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
1925 {
1926 if ((key = find_key (pl, tmp, door))) 1733 if ((key = find_key_ (pl, tmp, door)))
1927 return key; 1734 return key;
1928 }
1929 }
1930 1735
1931 if (!tmp) 1736 if (!tmp)
1932 return NULL; 1737 return 0;
1933 } 1738 }
1934 1739
1935 /* 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,
1936 * see if we actually want to use it 1741 * see if we actually want to use it
1937 */ 1742 */
1938 if (pl != container) 1743 if (pl != container)
1939 { 1744 {
1940 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
1941 if (!pl->contr) 1746 if (!pl->contr)
1942 return NULL; 1747 return 0;
1748
1943 /* cases where this fails: 1749 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1751 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
1947 * containers can be used. 1753 * containers can be used.
1951 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
1952 * 1758 *
1953 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
1954 * all the others. 1760 * all the others.
1955 */ 1761 */
1956 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
1957 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1958 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1959 { 1765 {
1960 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "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));
1962 return NULL; 1768 return NULL;
1963 } 1769 }
1964 } 1770 }
1965 1771
1966 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);
1967} 1798}
1968 1799
1969/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
1972 * 0 otherwise 1803 * 0 otherwise
1973 */ 1804 */
1974static int 1805static int
1975player_attack_door (object *op, object *door) 1806player_attack_door (object *op, object *door)
1976{ 1807{
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 1810 * otherwise, we fall through to the rest of the code.
1980 */ 1811 */
1981 object *key = find_key (op, op, door); 1812 object *key = find_key (op, op, door);
1982 1813
1983 /* IF we found a key, do some extra work */ 1814 /* If we found a key, do some extra work */
1984 if (key) 1815 if (key)
1985 { 1816 {
1986 object *container = key->env; 1817 object *container = key->env;
1987
1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 1818
1990 if (action_makes_visible (op)) 1819 if (action_makes_visible (op))
1991 make_visible (op); 1820 make_visible (op);
1992 1821
1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1822 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1995 1824
1996 if (door->type == DOOR) 1825 if (door->type == DOOR)
1997 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 */
1998 else if (door->type == LOCKED_DOOR) 1827 else if (door->type == LOCKED_DOOR)
1999 { 1828 {
2000 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);
2001 remove_door2 (door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
2002 } 1831 }
2003 1832
2004 /* Do this after we print the message */ 1833 /* Do this after we print the message */
2005 decrease_ob (key); /* Use up one of the keys */ 1834 key->decrease (); /* Use up one of the keys */
2006 /* Need to update the weight the container the key was in */
2007 if (container != op)
2008 esrv_update_item (UPD_WEIGHT, op, container);
2009 1835
2010 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
2011 } 1837 }
2012 else if (door->type == LOCKED_DOOR) 1838 else if (door->type == LOCKED_DOOR)
2013 { 1839 {
2014 /* Might as well return now - no other way to open this */ 1840 /* Might as well return now - no other way to open this */
2015 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...");
2016 return 1; 1842 return 1;
2017 } 1843 }
2018 1844
2019 return 0; 1845 return 0;
2020} 1846}
2023 * It should keep the code cleaner. 1849 * It should keep the code cleaner.
2024 * When this is called, the players direction has been updated 1850 * When this is called, the players direction has been updated
2025 * (taking into account confusion.) The player is also actually 1851 * (taking into account confusion.) The player is also actually
2026 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2027 */ 1853 */
2028void 1854bool
2029move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
2030{ 1856{
2031 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
2032 int on_battleground; 1863 int on_battleground;
2033 maptile *m;
2034 1864
2035 sint16 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2036 sint16 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2037 1867
2038 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;
2039 1872
2040 /* 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
2041 * 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
2042 * 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
2043 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2044 * 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
2045 * 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
2046 * 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
2047 * move_ob uses. 1880 * move_ob uses.
2048 */ 1881 */
2049 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;
2050 { 1897 }
2051 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;
2052 { 1910 }
2053 m = op->map->xy_find (nx, ny); 1911
2054 if (!m) 1912 /* The following deals with possibly attacking peaceful
2055 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;
2056 } 1945 }
2057 else 1946 else
2058 m = op->map;
2059
2060 if (!(tmp = m->at (nx, ny).bot))
2061 return; 1947 return false;
1948 }
2062 1949
2063 mon = 0;
2064 /* Go through all the objects, and find ones of interest. Only stop if
2065 * we find a monster - that is something we know we want to attack.
2066 * if its a door or barrel (can roll) see if there may be monsters
2067 * on the space
2068 */
2069 while (tmp)
2070 {
2071 if (tmp == op)
2072 {
2073 tmp = tmp->above;
2074 continue;
2075 }
2076
2077 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2078 {
2079 mon = tmp;
2080 break;
2081 }
2082
2083 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2084 mon = tmp;
2085
2086 tmp = tmp->above;
2087 }
2088
2089 if (!mon) /* This happens anytime the player tries to move */
2090 return; /* into a wall */
2091
2092 if (mon->head)
2093 mon = mon->head;
2094
2095 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2096 if (player_attack_door (op, mon))
2097 return;
2098
2099 /* The following deals with possibly attacking peaceful
2100 * or frienddly creatures. Basically, all players are considered
2101 * unaggressive. If the moving player has peaceful set, then the
2102 * object should be pushed instead of attacked. It is assumed that
2103 * if you are braced, you will not attack friends accidently,
2104 * and thus will not push them.
2105 */
2106
2107 /* If the creature is a pet, push it even if the player is not
2108 * peaceful. Our assumption is the creature is a pet if the
2109 * player owns it and it is either friendly or unagressive.
2110 */
2111 if ((op->type == PLAYER)
2112#if COZY_SERVER
2113 &&
2114 ((mon->owner && mon->owner->contr
2115 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2116#else
2117 && mon->owner == op
2118#endif
2119 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2120 {
2121 /* If we're braced, we don't want to switch places with it */
2122 if (op->contr->braced)
2123 return;
2124
2125 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2126 push_ob (mon, dir, op);
2127 if (op->contr->tmp_invis || op->hide)
2128 make_visible (op);
2129
2130 return;
2131 }
2132
2133 /* in certain circumstances, you shouldn't attack friendly 1950 /* in certain circumstances, you shouldn't attack friendly
2134 * creatures. Note that if you are braced, you can't push 1951 * creatures. Note that if you are braced, you can't push
2135 * 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
2136 * attack them either. 1953 * attack them either.
2137 */ 1954 */
2138 if ((mon->type == PLAYER || mon->enemy != op) && 1955 if ((mon->type == PLAYER || mon->enemy != op)
2139 (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))
2140#ifdef PROHIBIT_PLAYERKILL
2141 (op->contr->peaceful 1957 && ((op->contr->peaceful
2142 || (mon->type == PLAYER 1958 || (mon->type == PLAYER && mon->contr->peaceful))
2143 && mon->contr->
2144 peaceful)) &&
2145#else
2146 op->contr->peaceful &&
2147#endif
2148 !on_battleground)) 1959 && !on_battleground))
1960 {
1961 if (op->speed_left > 0.f)
2149 { 1962 {
1963 --op->speed_left;
1964
2150 if (!op->contr->braced) 1965 if (!op->contr->braced)
2151 { 1966 {
2152 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1967 op->play_sound (sound_find ("push_player"));
2153 push_ob (mon, dir, op); 1968 push_ob (mon, dir, op);
2154 } 1969 }
2155 else 1970 else
2156 new_draw_info (0, 0, op, "You withhold your attack"); 1971 op->statusmsg ("You withhold your attack");
2157 1972
2158 if (op->contr->tmp_invis || op->hide) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2159 make_visible (op); 1974 make_visible (op);
2160 }
2161 1975
1976 return true;
1977 }
1978 }
2162 /* If the object is a boulder or other rollable object, then 1979 /* If the object is a boulder or other rollable object, then
2163 * 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.
2164 */ 1981 */
2165 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)
2166 { 1985 {
1986 --op->speed_left;
1987
2167 recursive_roll (mon, dir, op); 1988 recursive_roll (mon, dir, op);
2168 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2169 make_visible (op); 1990 make_visible (op);
2170 }
2171 1991
1992 return true;
1993 }
1994 }
2172 /* Any generic living creature. Including things like doors. 1995 /* Any generic living creature. Including things like doors.
2173 * 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
2174 * and be living. Then, it must be one of the following: 1997 * and be living. Then, it must be one of the following:
2175 * 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
2176 * 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.
2177 */ 2000 */
2178 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2001 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2179 ((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)))
2180 { 2003 {
2181 2004 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2182 /* If the player hasn't hit something this tick, and does
2183 * so, give them speed boost based on weapon speed. Doing
2184 * it here is better than process_players2, which basically
2185 * incurred a 1 tick offset.
2186 */
2187 if (!op->contr->has_hit)
2188 { 2005 {
2189 op->speed_left += op->speed / op->contr->weapon_sp; 2006 --op->contr->weapon_sp_left;
2190
2191 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2192 }
2193 2007
2194 skill_attack (mon, op, 0, 0, 0); 2008 skill_attack (mon, op, 0, 0, 0);
2195
2196 /* If attacking another player, that player gets automatic
2197 * hitback, and doesn't loose luck either.
2198 * Disable hitback on the battleground or if the target is
2199 * the wiz.
2200 */
2201 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2202 {
2203 short luck = mon->stats.luck;
2204
2205 mon->contr->has_hit = 1;
2206 skill_attack (op, mon, 0, 0, 0);
2207 mon->stats.luck = luck;
2208 }
2209 2009
2210 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2211 make_visible (op); 2011 make_visible (op);
2212 }
2213 } /* if player should attack something */
2214}
2215 2012
2216int 2013 return true;
2014 }
2015 }
2016
2017 return false;
2018}
2019
2020bool
2217move_player (object *op, int dir) 2021move_player (object *op, int dir)
2218{ 2022{
2219 int pick;
2220
2221 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2222 return 0; 2024 return 0;
2223 2025
2224 /* Sanity check: make sure dir is valid */ 2026 /* Sanity check: make sure dir is valid */
2225 if ((dir < 0) || (dir >= 9)) 2027 if ((dir < 0) || (dir >= 9))
2226 { 2028 {
2232 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2233 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2035 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2234 2036
2235 op->facing = dir; 2037 op->facing = dir;
2236 2038
2237 if (op->hide) 2039 if (op->flag [FLAG_HIDDEN])
2238 do_hidden_move (op); 2040 do_hidden_move (op);
2239 2041
2042 bool retval;
2043 int pick = 0;
2044
2240 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2241 /*nop */ ; 2046 retval = RESULT_INT (0);
2242 else if (op->contr->fire_on) 2047 else if (op->contr->fire_on)
2243 fire (op, dir); 2048 retval = fire (op, dir);
2244 else 2049 else
2245 { 2050 {
2246 move_player_attack (op, dir); 2051 retval = move_player_attack (op, dir);
2247 pick = check_pick (op); 2052 pick = check_pick (op);
2248 } 2053 }
2249 2054
2250 /* 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
2251 * server can handle repeat firing. 2056 * server can handle repeat firing.
2258 /* Update how the player looks. Use the facing, so direction may 2063 /* Update how the player looks. Use the facing, so direction may
2259 * get reset to zero. This allows for full animation capabilities 2064 * get reset to zero. This allows for full animation capabilities
2260 * for players. 2065 * for players.
2261 */ 2066 */
2262 animate_object (op, op->facing); 2067 animate_object (op, op->facing);
2263 return 0; 2068
2069 return retval;
2264} 2070}
2265 2071
2266/* 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
2267 * new client/server stuff. 2073 * new client/server stuff.
2268 * 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
2269 * the new speed values for commands. 2075 * the new speed values for commands.
2270 * 2076 *
2271 * 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.
2272 */ 2080 */
2273int 2081bool
2274handle_newcs_player (object *op) 2082handle_newcs_player (object *op)
2275{ 2083{
2276 if (QUERY_FLAG (op, FLAG_SCARED)) 2084 if (QUERY_FLAG (op, FLAG_SCARED))
2277 { 2085 {
2278 flee_player (op); 2086 if (op->speed_left > 0.f)
2279 /* If player is still scared, that is his action for this tick */
2280 if (QUERY_FLAG (op, FLAG_SCARED))
2281 { 2087 {
2282 op->speed_left--; 2088 --op->speed_left;
2089 flee_player (op);
2090
2283 return 0; 2091 return true;
2284 } 2092 }
2093 else
2094 return false;
2285 } 2095 }
2286 2096
2287 /* 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
2288 * the players time has been increased when doericserver has been 2098 * the players time has been increased when doericserver has been
2289 * called, so we recheck it here. 2099 * called, so we recheck it here.
2290 */ 2100 */
2291 if (op->contr->ns->handle_command ()) 2101 if (op->contr->ns->handle_command ())
2292 return 1; 2102 return true;
2293 2103
2294 if (op->speed_left > 0)
2295 {
2296 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2104 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2297 {
2298 /* All move commands take 1 tick, at least for now */
2299 op->speed_left--;
2300
2301 /* Instead of all the stuff below, let move_player take care
2302 * of it. Also, some of the skill stuff is only put in
2303 * there, as well as the confusion stuff.
2304 */
2305 move_player (op, op->direction); 2105 return move_player (op, op->direction);
2306 2106
2307 return op->speed_left > 0;
2308 }
2309 }
2310
2311 return 0; 2107 return false;
2312} 2108}
2313 2109
2314int 2110static int
2315save_life (object *op) 2111save_life (object *op)
2316{ 2112{
2317 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2318 return 0; 2114 return 0;
2319 2115
2320 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2116 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2321 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2322 { 2118 {
2323 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2119 op->play_sound (sound_find ("ob_evaporate"));
2324 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));
2325
2326 if (op->contr)
2327 esrv_del_item (op->contr, tmp->count);
2328 2121
2329 tmp->destroy (); 2122 tmp->destroy ();
2330 CLEAR_FLAG (op, FLAG_LIFESAVE); 2123 CLEAR_FLAG (op, FLAG_LIFESAVE);
2331 2124
2332 if (op->stats.hp < 0) 2125 if (op->stats.hp < 0)
2345 return 0; 2138 return 0;
2346} 2139}
2347 2140
2348/* 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
2349 * 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
2350 * 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
2351 * from. 2144 * from.
2352 */ 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
2353void 2162void
2354remove_unpaid_objects (object *op, object *env) 2163object::drop_unpaid_items ()
2355{ 2164{
2356 while (op) 2165 if (!flag [FLAG_REMOVED])
2357 { 2166 ::drop_unpaid_items (inv, this);
2358 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2359
2360 if (QUERY_FLAG (op, FLAG_UNPAID))
2361 {
2362 if (env->type == PLAYER)
2363 esrv_del_item (env->contr, op->count);
2364
2365 op->insert_at (env);
2366 }
2367 else if (op->inv)
2368 remove_unpaid_objects (op->inv, env);
2369
2370 op = next;
2371 }
2372}
2373
2374/*
2375 * Returns pointer a static string containing gravestone text
2376 * Moved from apply.c to player.c - player.c is what
2377 * actually uses this function. player.c may not be quite the
2378 * best, a misc file for object actions is probably better,
2379 * but there isn't one in the server directory.
2380 */
2381char *
2382gravestone_text (object *op)
2383{
2384 static char buf2[MAX_BUF];
2385 char buf[MAX_BUF];
2386 time_t now = time (NULL);
2387
2388 strcpy (buf2, " R.I.P.\n\n");
2389 if (op->type == PLAYER)
2390 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2391 else
2392 sprintf (buf, "%s\n", &op->name);
2393
2394 strncat (buf2, " ", 20 - strlen (buf) / 2);
2395 strcat (buf2, buf);
2396 if (op->type == PLAYER)
2397 sprintf (buf, "who was in level %d when killed\n", op->level);
2398 else
2399 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2400
2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403 if (op->type == PLAYER)
2404 {
2405 sprintf (buf, "by %s.\n\n", op->contr->killer);
2406 strncat (buf2, " ", 21 - strlen (buf) / 2);
2407 strcat (buf2, buf);
2408 }
2409
2410 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2411 strncat (buf2, " ", 20 - strlen (buf) / 2);
2412 strcat (buf2, buf);
2413
2414 return buf2;
2415} 2167}
2416 2168
2417void 2169void
2418do_some_living (object *op) 2170do_some_living (object *op)
2419{ 2171{
2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2223 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2472 else 2224 else
2473 { 2225 {
2474 gen_grace = op->stats.maxgrace; 2226 gen_grace = op->stats.maxgrace;
2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2227 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2476 }
2477
2478 /* Regenerate Spell Points */
2479 if (!op->contr->golem && --op->last_sp < 0)
2480 {
2481 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 {
2488 op->stats.food--;
2489 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2493 }
2494 }
2495
2496 if (max_sp > 1)
2497 {
2498 over_sp = (gen_sp + 10) / rate_sp;
2499 if (over_sp > 0)
2500 {
2501 if (op->stats.sp < op->stats.maxsp)
2502 {
2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2505 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2506 op->stats.sp--;
2507
2508 if (op->stats.sp > op->stats.maxsp)
2509 op->stats.sp = op->stats.maxsp;
2510 }
2511 op->last_sp = 0;
2512 }
2513 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 }
2516 else
2517 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2518 } 2228 }
2519 2229
2520 /* Regenerate Grace */ 2230 /* Regenerate Grace */
2521 /* 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. */
2522 if (--op->last_grace < 0) 2232 if (--op->last_grace < 0)
2543 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);
2544 } 2254 }
2545 /* wearing stuff doesn't detract from grace generation. */ 2255 /* wearing stuff doesn't detract from grace generation. */
2546 } 2256 }
2547 2257
2258 if (op->stats.food > 0)
2259 {
2548 /* Regenerate Hit Points */ 2260 /* Regenerate Spell Points */
2549 if (--op->last_heal < 0) 2261 if (!op->contr->golem && --op->last_sp < 0)
2550 {
2551 if (op->stats.hp < op->stats.maxhp)
2552 { 2262 {
2553 op->stats.hp++; 2263 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2554 /* dms do not consume food */ 2264
2555 if (!QUERY_FLAG (op, FLAG_WIZ)) 2265 if (op->stats.sp < op->stats.maxsp)
2556 { 2266 {
2267 op->stats.sp++;
2268
2269 /* dms do not consume food */
2270 if (!QUERY_FLAG (op, FLAG_WIZ))
2271 {
2557 op->stats.food--; 2272 op->stats.food--;
2273
2558 if (op->contr->digestion < 0) 2274 if (op->contr->digestion < 0)
2559 op->stats.food += op->contr->digestion; 2275 op->stats.food += op->contr->digestion;
2560 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))
2561 op->stats.food = last_food; 2277 op->stats.food = last_food;
2278 }
2562 } 2279 }
2563 }
2564 2280
2565 if (max_hp > 1) 2281 if (max_sp > 1)
2566 {
2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2568 if (over_hp > 0)
2569 { 2282 {
2570 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
2571 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);
2572 } 2301 }
2573 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)
2574 { 2310 {
2575 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 }
2576 } 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);
2577 } 2336 }
2578 else 2337 else
2579 {
2580 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);
2581 } 2339 }
2582 } 2340 }
2583 2341
2584 /* Digestion */ 2342 /* Digestion */
2585 if (--op->last_eat < 0) 2343 if (--op->last_eat < 0)
2586 { 2344 {
2587#ifdef COZY_SERVER 2345 int bonus = max (0, op->contr->digestion),
2588 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2346 penalty = max (0, -op->contr->digestion);
2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2590#else
2591 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2592#endif
2593 2347
2594 if (op->contr->gen_hp > 0)
2595 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);
2596 else
2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598 2349
2599 /* dms do not consume food */ 2350 /* dms do not consume food */
2600 if (!QUERY_FLAG (op, FLAG_WIZ)) 2351 if (!QUERY_FLAG (op, FLAG_WIZ))
2601 op->stats.food--; 2352 op->stats.food--;
2602 } 2353 }
2603 2354
2604 if (op->stats.food < 0 && op->stats.hp >= 0) 2355 if (op->stats.food < 0 && op->stats.hp >= 0)
2605 { 2356 {
2606 object *tmp, *flesh = 0; 2357 object *flesh = 0;
2607 2358
2608 for (tmp = op->inv; tmp; tmp = tmp->below) 2359 for_inv_removable (op, tmp)
2609 { 2360 {
2610 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)
2611 { 2365 {
2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2366 op->statusmsg ("You blindly grab for a bite of food. "
2613 { 2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2615 manual_apply (op, tmp, 0); 2368 manual_apply (op, tmp, 0);
2369
2616 if (op->stats.food >= 0 || op->stats.hp < 0) 2370 if (op->stats.food >= 0 || op->stats.hp < 0)
2617 break; 2371 break;
2618 } 2372 }
2619 else if (tmp->type == FLESH) 2373 else if (tmp->type == FLESH)
2620 flesh = tmp; 2374 flesh = tmp;
2621 } /* End if paid for object */ 2375 }
2622 } /* end of for loop */
2623 2376
2624 /* 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
2625 * eat flesh instead. 2378 * eat flesh instead.
2626 */ 2379 */
2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2628 { 2381 {
2629 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.>");
2630 manual_apply (op, flesh, 0); 2384 manual_apply (op, flesh, 0);
2631 } 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)
2632 } 2394 {
2395 op->stats.hp += op->stats.food;
2396 op->stats.food = 0;
2633 2397
2634 while (op->stats.food < 0 && op->stats.hp >= 0) 2398 if (op->stats.hp < 0)
2635 op->stats.food++, op->stats.hp--; 2399 {
2400 op->contr->killer = archetype::get ("killer_starvation");
2401 op->contr->killer->destroy ();
2402 }
2403 }
2636 2404
2405 /* killer should be set here already */
2637 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2638 kill_player (op); 2407 kill_player (op);
2639 } 2408 }
2640} 2409}
2641 2410
2645 * file. 2414 * file.
2646 */ 2415 */
2647void 2416void
2648kill_player (object *op) 2417kill_player (object *op)
2649{ 2418{
2650 char buf[MAX_BUF];
2651 int x, y; 2419 int x, y;
2652
2653 //int i;
2654 maptile *map; /* this is for resurrection */ 2420 maptile *map; /* this is for resurrection */
2655
2656 /* int z;
2657 int num_stats_lose;
2658 int lost_a_stat;
2659 int lose_this_stat;
2660 int this_stat; */
2661 int will_kill_again; 2421 int will_kill_again;
2662 archetype *at; 2422 archetype *at;
2663 object *tmp; 2423 object *tmp;
2664 2424
2665 if (save_life (op)) 2425 if (save_life (op))
2666 return; 2426 return;
2667 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 }
2668 2465
2669 /* 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
2670 * 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.
2671 * Look at op_on_battleground() for more info --AndreasV 2468 * Look at op_on_battleground() for more info --AndreasV
2672 */ 2469 */
2673 if (op_on_battleground (op, &x, &y)) 2470 if (op_on_battleground (op, &x, &y))
2674 { 2471 {
2675 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";
2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2677
2678 /* restore player */
2679 at = archetype::find ("poisoning");
2680 if (object *tmp = present_arch_in_ob (at, op))
2681 {
2682 tmp->destroy ();
2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2684 }
2685
2686 at = archetype::find ("confusion");
2687 if (object *tmp = present_arch_in_ob (at, op))
2688 {
2689 tmp->destroy ();
2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2691 }
2692
2693 cure_disease (op, 0); /* remove any disease */
2694 op->stats.hp = op->stats.maxhp;
2695 if (op->stats.food <= 0)
2696 op->stats.food = 999;
2697 2473
2698 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2699 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2700 { 2476 {
2701 sprintf (buf, "%s's finger", &op->name); 2477 tmp->name = format ("%s's finger" , &op->name);
2702 tmp->name = buf; 2478 tmp->name_pl = format ("%s's fingers", &op->name);
2703 sprintf (buf, " This finger has been cut off %s\n"
2704 " the %s, when he was defeated at\n level %d by %s.\n",
2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2706 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 );
2707 tmp->value = 0, tmp->type = 0; 2485 tmp->value = 0, tmp->type = 0;
2708 tmp->materialname = "organics"; 2486 tmp->materialname = "organics";
2709 tmp->insert_at (op, tmp); 2487 tmp->insert_at (op, tmp);
2710 } 2488 }
2711 2489
2712 /* teleport defeated player to new destination */ 2490 /* teleport defeated player to new destination */
2713 transfer_ob (op, x, y, 0, NULL); 2491 transfer_ob (op, x, y, 0, NULL);
2714 op->contr->braced = 0; 2492 op->contr->braced = 0;
2493
2494 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2715 return; 2495 return;
2716 } 2496 }
2717 2497
2498 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2499 deathtab << "T<YOU HAVE DIED>\n\n";
2500
2718 INVOKE_PLAYER (DEATH, op->contr); 2501 INVOKE_PLAYER (DEATH, op->contr);
2719 2502
2720 command_kill_pets (op, 0); 2503 command_kill_pets (op, 0);
2721 2504
2722 if (op->stats.food < 0) 2505 op->contr->play_sound (sound_find ("player_dies"));
2723 {
2724 sprintf (buf, "%s starved to death.", &op->name);
2725 strcpy (op->contr->killer, "starvation");
2726 }
2727 else
2728 sprintf (buf, "%s died.", &op->name);
2729
2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2731 2506
2732 /* save the map location for corpse, gravestone */ 2507 /* save the map location for corpse, gravestone */
2733 x = op->x; 2508 x = op->x;
2734 y = op->y; 2509 y = op->y;
2735 map = op->map; 2510 map = op->map;
2763 2538
2764 lost_a_stat = 0; 2539 lost_a_stat = 0;
2765 2540
2766 for (z = 0; z < num_stats_lose; z++) 2541 for (z = 0; z < num_stats_lose; z++)
2767 { 2542 {
2768 i = RANDOM () % NUM_STATS; 2543 i = rndm (NUM_STATS);
2769 2544
2770 if (settings.stat_loss_on_death) 2545 if (settings.stat_loss_on_death)
2771 { 2546 {
2772 /* 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
2773 * what he lost. 2548 * what he lost.
2780 lost_a_stat = 1; 2555 lost_a_stat = 1;
2781 } 2556 }
2782 else 2557 else
2783 { 2558 {
2784 /* deplete a stat */ 2559 /* deplete a stat */
2785 archetype *deparch = archetype::find ("depletion"); 2560 archetype *deparch = archetype::find (shstr_depletion);
2786 object *dep; 2561 object *dep;
2787 2562
2788 dep = present_arch_in_ob (deparch, op); 2563 dep = present_arch_in_ob (deparch, op);
2789 if (!dep) 2564 if (!dep)
2790 { 2565 {
2824 } 2599 }
2825 } 2600 }
2826 2601
2827 if (lose_this_stat) 2602 if (lose_this_stat)
2828 { 2603 {
2829 this_stat = get_attr_value (&(dep->stats), i); 2604 this_stat = get_attr_value (&dep->stats, i);
2830 /* We could try to do something clever like find another 2605 /* We could try to do something clever like find another
2831 * stat to reduce if this fails. But chances are, if 2606 * stat to reduce if this fails. But chances are, if
2832 * stats have been depleted to -50, all are pretty low 2607 * stats have been depleted to -50, all are pretty low
2833 * 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
2834 * difference. 2609 * difference.
2842 lost_a_stat = 1; 2617 lost_a_stat = 1;
2843 } 2618 }
2844 } 2619 }
2845 } 2620 }
2846 } 2621 }
2622
2847 /* If no stat lost, tell the player. */ 2623 /* If no stat lost, tell the player. */
2848 if (!lost_a_stat) 2624 if (!lost_a_stat)
2849 { 2625 {
2850 /* determine_god() seems to not work sometimes... why is this? 2626 /* determine_god() seems to not work sometimes... why is this?
2851 Should I be using something else? GD */ 2627 Should I be using something else? GD */
2852 const char *god = determine_god (op); 2628 shstr_tmp god = determine_god (op);
2853 2629
2854 if (god && (strcmp (god, "none"))) 2630 if (god != shstr_none)
2855 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";
2856 else 2632 else
2857 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";
2858 } 2634 }
2859#else 2635#else
2860 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.";
2861#endif 2637#endif
2862 2638
2863 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
2864 * exp loss on the stone. 2640 * exp loss on the stone.
2865 */ 2641 */
2866 tmp = arch_to_object (archetype::find ("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
2867 sprintf (buf, "%s's gravestone", &op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
2868 tmp->name = buf; 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
2869 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",
2870 tmp->name_pl = buf; 2646 &op->name, op->contr->title, op->contr->killer_name ());
2871 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);
2872 tmp->msg = buf;
2873 tmp->x = op->x, tmp->y = op->y; 2647 tmp->x = op->x, tmp->y = op->y;
2874 insert_ob_in_map (tmp, op->map, NULL, 0); 2648 insert_ob_in_map (tmp, op->map, NULL, 0);
2875 2649
2876 /**************************************/ 2650 /**************************************/
2877 /* */ 2651 /* */
2878 /* Subtract the experience points, */ 2652 /* Subtract the experience points, */
2879 /* if we died cause of food, give us */
2880 /* food, and reset HP's... */
2881 /* */ 2653 /* */
2882 /**************************************/ 2654 /**************************************/
2883 2655
2884 /* remove any poisoning and confusion the character may be suffering. */
2885 /* restore player */
2886 at = archetype::find ("poisoning");
2887 tmp = present_arch_in_ob (at, op);
2888
2889 if (tmp)
2890 {
2891 tmp->destroy ();
2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2893 }
2894
2895 at = archetype::find ("confusion");
2896 tmp = present_arch_in_ob (at, op);
2897 if (tmp)
2898 {
2899 tmp->destroy ();
2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2901 }
2902
2903 cure_disease (op, 0); /* remove any disease */
2904
2905 /*add_exp(op, (op->stats.exp * -0.20)); */ 2656 /*add_exp(op, (op->stats.exp * -0.20)); */
2906 apply_death_exp_penalty (op); 2657 apply_death_exp_penalty (op);
2907 if (op->stats.food < 100)
2908 op->stats.food = 900;
2909 op->stats.hp = op->stats.maxhp;
2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2912 2658
2913 /* 2659 /*
2914 * 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
2915 * and put them back in the map. 2661 * and put them back in the map.
2916 */ 2662 */
2917 remove_unpaid_objects (op->inv, op); 2663 op->drop_unpaid_items ();
2918 2664
2919 /****************************************/ 2665 /****************************************/
2920 /* */ 2666 /* */
2921 /* Move player to his current respawn- */ 2667 /* Move player to his current respawn- */
2922 /* position (usually last savebed) */ 2668 /* position (usually last savebed) */
2942 object *force; 2688 object *force;
2943 int at; 2689 int at;
2944 2690
2945 force = get_archetype (FORCE_NAME); 2691 force = get_archetype (FORCE_NAME);
2946 /* 50 ticks should be enough time for the spell to abate */ 2692 /* 50 ticks should be enough time for the spell to abate */
2947 force->speed = 0.1; 2693 force->speed = 0.1f;
2948 force->speed_left = -5.0; 2694 force->speed_left = -5.f;
2949 SET_FLAG (force, FLAG_APPLIED); 2695 SET_FLAG (force, FLAG_APPLIED);
2950 for (at = 0; at < NROFATTACKS; at++) 2696 for (at = 0; at < NROFATTACKS; at++)
2951 if (will_kill_again & (1 << at)) 2697 if (will_kill_again & (1 << at))
2952 force->resist[at] = 100; 2698 force->resist[at] = 100;
2953 2699
2954 insert_ob_in_ob (force, op); 2700 insert_ob_in_ob (force, op);
2955 op->update_stats (); 2701 op->update_stats ();
2956
2957 } 2702 }
2958 2703
2959 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2960} 2705}
2961 2706
2962void 2707static void
2963loot_object (object *op) 2708loot_object (object *op)
2964{ /* Grab and destroy some treasure */ 2709{ /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next; 2710 object *tmp, *tmp2, *next;
2966 2711
2967 op->close_container (); /* close open sack first */ 2712 op->close_container (); /* close open sack first */
2981 2726
2982 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))))
2983 { 2728 {
2984 if (tmp->nrof > 1) 2729 if (tmp->nrof > 1)
2985 { 2730 {
2986 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2731 tmp->decrease (rndm (1, tmp->nrof - 1));
2987 tmp2->destroy ();
2988 insert_ob_in_map (tmp, op->map, NULL, 0); 2732 insert_ob_in_map (tmp, op->map, NULL, 0);
2989 } 2733 }
2990 else 2734 else
2991 tmp->destroy (); 2735 tmp->destroy ();
2992 } 2736 }
3003void 2747void
3004fix_weight (void) 2748fix_weight (void)
3005{ 2749{
3006 for_all_players (pl) 2750 for_all_players (pl)
3007 { 2751 {
3008 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2752 sint32 old = pl->ob->carrying;
3009 2753
3010 if (old == sum) 2754 pl->ob->update_weight ();
3011 continue; 2755
2756 if (old != pl->ob->carrying)
2757 {
3012 pl->ob->update_stats (); 2758 pl->ob->update_stats ();
3013 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 }
3014 } 2761 }
3015} 2762}
3016 2763
3017void 2764void
3018fix_luck (void) 2765fix_luck (void)
3060} 2807}
3061 2808
3062void 2809void
3063make_visible (object *op) 2810make_visible (object *op)
3064{ 2811{
3065 op->hide = 0; 2812 op->flag [FLAG_HIDDEN] = 0;
3066 op->invisible = 0; 2813 op->invisible = 0;
2814
3067 if (op->type == PLAYER) 2815 if (op->type == PLAYER)
3068 { 2816 {
3069 op->contr->tmp_invis = 0; 2817 op->contr->tmp_invis = 0;
3070 op->contr->invis_race = 0; 2818 op->contr->invis_race = 0;
3071 } 2819 }
3074} 2822}
3075 2823
3076int 2824int
3077is_true_undead (object *op) 2825is_true_undead (object *op)
3078{ 2826{
3079 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3080 return 1; 2828 return 1;
3081 2829
3082 return 0; 2830 return 0;
3083} 2831}
3084 2832
3085/* look at the surrounding terrain to determine 2833/* look at the surrounding terrain to determine
3086 * the hideability of this object. Positive levels 2834 * the hideability of this object. Positive levels
3087 * indicate greater hideability. 2835 * indicate greater hideability.
3088 */ 2836 */
3089
3090int 2837int
3091hideability (object *ob) 2838hideability (object *ob)
3092{ 2839{
3093 int i, level = 0, mflag; 2840 int i, level = 0, mflag;
3094 sint16 x, y; 2841 sint16 x, y;
3095 2842
3096 if (!ob || !ob->map) 2843 if (!ob || !ob->map)
3097 return 0; 2844 return 0;
3098 2845
3099 /* so, on normal lighted maps, its hard to hide */ 2846 /* so, on normal lighted maps, its hard to hide */
3100 level = ob->map->darkness - 2; 2847 level = ob->map->darklevel () - 2;
3101 2848
3102 /* this also picks up whether the object is glowing. 2849 /* this also picks up whether the object is glowing.
3103 * 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
3104 * as bad as carrying a light on a pitch dark map */ 2851 * as bad as carrying a light on a pitch dark map */
3105 if (has_carried_lights (ob)) 2852 if (ob->has_carried_lights ())
3106 level = -(10 + (2 * ob->map->darkness)); 2853 level = -(10 + (2 * ob->map->darklevel ()));
3107 2854
3108 /* scan through all nearby squares for terrain to hide in */ 2855 /* scan through all nearby squares for terrain to hide in */
3109 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])
3110 { 2859 {
3111 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2860 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3112 if (mflag & P_OUT_OF_MAP) 2861 if (mflag & P_OUT_OF_MAP)
3113 {
3114 continue; 2862 continue;
3115 } 2863
3116 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2864 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3117 level += 2; 2865 level += 2;
3118 else /* open terrain! */ 2866 else /* open terrain! */
3119 level -= 1; 2867 level -= 1;
3120 } 2868 }
3128/* For Hidden creatures - a chance of becoming 'unhidden' 2876/* For Hidden creatures - a chance of becoming 'unhidden'
3129 * every time they move - as we subtract off 'invisibility' 2877 * every time they move - as we subtract off 'invisibility'
3130 * AND, for players, if they move into a ridiculously unhideable 2878 * AND, for players, if they move into a ridiculously unhideable
3131 * spot (surrounded by clear terrain in broad daylight). -b.t. 2879 * spot (surrounded by clear terrain in broad daylight). -b.t.
3132 */ 2880 */
3133
3134void 2881void
3135do_hidden_move (object *op) 2882do_hidden_move (object *op)
3136{ 2883{
3137 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2884 int hide = 0;
3138 object *skop;
3139 2885
3140 if (!op || !op->map) 2886 if (!op || !op->map)
3141 return; 2887 return;
3142 2888
3143 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);
3144 2891
3145 /* 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! */
3146 if (op->type == PLAYER && op->contr->run_on) 2893 if (op->type == PLAYER && op->contr->run_on)
3147 if (!skop || num >= skop->level) 2894 if (!skop || num >= skop->level)
3148 { 2895 {
3158 num -= hide; 2905 num -= hide;
3159 2906
3160 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2907 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3161 { 2908 {
3162 make_visible (op); 2909 make_visible (op);
2910
3163 if (op->type == PLAYER) 2911 if (op->type == PLAYER)
3164 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!");
3165 } 2913 }
3166 else if (op->type == PLAYER && skop) 2914 else if (op->type == PLAYER && skop)
3167 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);
3220 * object op. This function works fine for monsters, 2968 * object op. This function works fine for monsters,
3221 * 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
3222 * a pile (say a coin under a table would return "viewable" 2970 * a pile (say a coin under a table would return "viewable"
3223 * by this routine). Another question, should we be 2971 * by this routine). Another question, should we be
3224 * concerned with the direction the player is looking 2972 * concerned with the direction the player is looking
3225 * in? Realistically, most of use cant see stuff behind 2973 * in? Realistically, most of us can't see stuff behind
3226 * our backs...on the other hand, does the "facing" direction 2974 * our backs...on the other hand, does the "facing" direction
3227 * imply the way your head, or body is facing? Its possible 2975 * imply the way your head, or body is facing? It's possible
3228 * 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.
3229 * -b.t. 2977 * -b.t.
3230 * This function is now map tiling safe. 2978 * This function is now map tiling safe.
3231 */ 2979 */
3232
3233int 2980int
3234player_can_view (object *pl, object *op) 2981player_can_view (object *pl, object *op)
3235{ 2982{
3236 rv_vector rv; 2983 rv_vector rv;
3237 int dx, dy; 2984 int dx, dy;
3249 2996
3250 get_rangevector (pl, op, &rv, 0x1); 2997 get_rangevector (pl, op, &rv, 0x1);
3251 2998
3252 /* starting with the 'head' part, lets loop 2999 /* starting with the 'head' part, lets loop
3253 * through the object and find if it has any 3000 * through the object and find if it has any
3254 * part that is in the los array but isnt on 3001 * part that is in the los array but isn't on
3255 * a blocked los square. 3002 * a blocked los square.
3256 * we use the archetype to figure out offsets. 3003 * we use the archetype to figure out offsets.
3257 */ 3004 */
3258 while (op) 3005 while (op)
3259 { 3006 {
3260 dx = rv.distance_x + op->arch->clone.x; 3007 dx = rv.distance_x + op->arch->x;
3261 dy = rv.distance_y + op->arch->clone.y; 3008 dy = rv.distance_y + op->arch->y;
3262 3009
3263 /* only the viewable area the player sees is updated by LOS 3010 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3264 * code, so we need to restrict ourselves to that range of values
3265 * for any meaningful values.
3266 */
3267 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3268 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3269 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3270 return 1; 3011 return 1;
3012
3271 op = op->more; 3013 op = op->more;
3272 } 3014 }
3273 return 0;
3274}
3275 3015
3276/* routine for both players and monsters. We call this when
3277 * there is a possibility for our action distrubing our hiding
3278 * place or invisiblity spell. Artefact invisiblity is not
3279 * effected by this. If we arent invisible to begin with, we
3280 * return 0.
3281 */
3282int
3283action_makes_visible (object *op)
3284{
3285
3286 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3287 {
3288 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0;
3290
3291 if (op->contr && op->contr->tmp_invis == 0)
3292 return 0;
3293
3294 /* If monsters, they should become visible */
3295 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3296 {
3297 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3298 return 1;
3299 }
3300 }
3301 return 0; 3016 return 0;
3302} 3017}
3303 3018
3304/* op_on_battleground - checks if the given object op (usually 3019/* op_on_battleground - checks if the given object op (usually
3305 * a player) is standing on a valid battleground-tile, 3020 * a player) is standing on a valid battleground-tile,
3310 * 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
3311 */ 3026 */
3312int 3027int
3313op_on_battleground (object *op, int *x, int *y) 3028op_on_battleground (object *op, int *x, int *y)
3314{ 3029{
3315 object *tmp;
3316
3317 /* A battleground-tile needs the following attributes to be valid: 3030 /* A battleground-tile needs the following attributes to be valid:
3318 * 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),
3319 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3032 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3320 * and the exit-coordinates sp/hp must both be > 0. 3033 * and the exit-coordinates sp/hp must both be > 0.
3321 * => The intention here is to prevent abuse of the battleground- 3034 * => The intention here is to prevent abuse of the battleground-
3322 * feature (like pickable or hidden battleground tiles). */ 3035 * feature (like pickable or hidden battleground tiles). */
3323 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3036 for (object *tmp = op->below; tmp; tmp = tmp->below)
3324 { 3037 {
3325 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3326 { 3039 {
3327 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3328 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))
3329 { 3044 {
3330 /*before we assign the exit, check if this is a teambattle */ 3045 /* before we assign the exit, check if this is a teambattle */
3331 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))
3332 { 3047 {
3333 object *invtmp;
3334
3335 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3336 { 3049 {
3337 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3338 { 3051 {
3339 if (x != NULL && y != NULL) 3052 if (x && y)
3340 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054
3341 return 1; 3055 return 1;
3342 } 3056 }
3343 } 3057 }
3344 } 3058 }
3059
3345 if (x != NULL && y != NULL) 3060 if (x && y)
3346 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062
3347 return 1; 3063 return 1;
3348 } 3064 }
3349 } 3065 }
3350 } 3066 }
3067
3351 /* If we got here, did not find a battleground */ 3068 /* If we got here, did not find a battleground */
3352 return 0; 3069 return 0;
3353} 3070}
3354 3071
3355/* 3072/*
3371 char buf[MAX_BUF]; /* tmp. string buffer */ 3088 char buf[MAX_BUF]; /* tmp. string buffer */
3372 int i = 0, j = 0; 3089 int i = 0, j = 0;
3373 3090
3374 /* get the appropriate treasurelist */ 3091 /* get the appropriate treasurelist */
3375 if (atnr == ATNR_FIRE) 3092 if (atnr == ATNR_FIRE)
3376 trlist = treasurelist::find ("dragon_ability_fire"); 3093 trlist = treasurelist::find (shstr_dragon_ability_fire);
3377 else if (atnr == ATNR_COLD) 3094 else if (atnr == ATNR_COLD)
3378 trlist = treasurelist::find ("dragon_ability_cold"); 3095 trlist = treasurelist::find (shstr_dragon_ability_cold);
3379 else if (atnr == ATNR_ELECTRICITY) 3096 else if (atnr == ATNR_ELECTRICITY)
3380 trlist = treasurelist::find ("dragon_ability_elec"); 3097 trlist = treasurelist::find (shstr_dragon_ability_elec);
3381 else if (atnr == ATNR_POISON) 3098 else if (atnr == ATNR_POISON)
3382 trlist = treasurelist::find ("dragon_ability_poison"); 3099 trlist = treasurelist::find (shstr_dragon_ability_poison);
3383 3100
3384 if (trlist == NULL || who->type != PLAYER) 3101 if (trlist == NULL || who->type != PLAYER)
3385 return; 3102 return;
3386 3103
3387 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++);
3391 /* 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]); */
3392 return; 3109 return;
3393 } 3110 }
3394 3111
3395 /* everything seems okay - now bring on the gift: */ 3112 /* everything seems okay - now bring on the gift: */
3396 item = &(tr->item->clone); 3113 item = tr->item;
3397 3114
3398 if (item->type == SPELL) 3115 if (item->type == SPELL)
3399 { 3116 {
3400 if (check_spell_known (who, item->name)) 3117 if (check_spell_known (who, item->name))
3401 return; 3118 return;
3460 { 3177 {
3461 /* forces in the treasurelist can alter the player's stats */ 3178 /* forces in the treasurelist can alter the player's stats */
3462 object *skin; 3179 object *skin;
3463 3180
3464 /* first get the dragon skin force */ 3181 /* first get the dragon skin force */
3465 shstr_cmp dragon_skin_force ("dragon_skin_force");
3466 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)
3467 ; 3183 ;
3468 3184
3469 if (!skin) 3185 if (!skin)
3470 return; 3186 return;
3471 3187
3506 else 3222 else
3507 { 3223 {
3508 /* generate misc. treasure */ 3224 /* generate misc. treasure */
3509 tmp = arch_to_object (tr->item); 3225 tmp = arch_to_object (tr->item);
3510 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));
3511 tmp = insert_ob_in_ob (tmp, who); 3227 who->insert (tmp);
3512 if (who->type == PLAYER)
3513 esrv_send_item (who, tmp);
3514 } 3228 }
3515} 3229}
3516 3230
3517/** 3231/**
3518 * 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
3529 3243
3530 if (pl->ranged_ob == ob) 3244 if (pl->ranged_ob == ob)
3531 pl->ranged_ob = 0; 3245 pl->ranged_ob = 0;
3532} 3246}
3533 3247
3248//-GPL
3249
3534sint8 3250sint8
3535player::visibility_at (maptile *map, int x, int y) const 3251player::darkness_at (maptile *map, int x, int y) const
3536{ 3252{
3537 if (!ns) 3253 if (!ns)
3538 return 0; 3254 return LOS_BLOCKED;
3539 3255
3540 int dx, dy; 3256 int dx, dy;
3541 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3257 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3542 return 0; 3258 return LOS_BLOCKED;
3543 3259
3544 x += dx - ns->current_x + ns->mapx / 2; 3260 x += dx - ns->current_x;
3545 y += dy - ns->current_y + ns->mapy / 2; 3261 y += dy - ns->current_y;
3546 3262
3547 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3548 return 0;
3549
3550 return 100 - blocked_los [x][y]; 3263 return blocked_los (x, y);
3551} 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines