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Comparing deliantra/server/server/player.C (file contents):
Revision 1.127 by root, Sat May 12 18:14:48 2007 UTC vs.
Revision 1.250 by root, Sat Dec 12 03:17:21 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);
238
239 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
240 113
241 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
243 { 116 {
244 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
245 118
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) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 122 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 124 skin = tmp;
255 125
256 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
257 } 127 }
258 128
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 130
261 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_BOW] = false;
262 142
263 for (object *op = ob->inv; op; op = op->below) 143 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 144 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 145 switch (op->type)
266 { 146 {
147 case SKILL:
148 op->flag [FLAG_APPLIED] = false;
149 break;
150
267 case WAND: 151 case WAND:
268 case ROD: 152 case ROD:
269 case HORN: 153 case HORN:
270 case BOW: 154 case BOW:
271 case SKILL: 155 ranged_ob = op;
272 case SKILL_TOOL: 156 break;
157
273 case WEAPON: 158 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 159 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 160 break;
277 } 161 }
278 162
279 ob->update_stats (); 163 ob->current_weapon = 0;
280 ns->floorbox_update (); 164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
281 165 activate (); // change_weapon also activates, but this doesn't hurt
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);
290 166
291 INVOKE_PLAYER (CONNECT, this); 167 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this); 168 INVOKE_PLAYER (LOGIN, this);
293} 169}
294 170
295void 171void
296player::disconnect () 172player::disconnect ()
297{ 173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
298 if (ns) 180 if (ns)
299 { 181 {
300 if (active) 182 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302 184
305 ns->reset_stats (); 187 ns->reset_stats ();
306 ns->pl = 0; 188 ns->pl = 0;
307 ns = 0; 189 ns = 0;
308 } 190 }
309 191
310 if (ob) 192 // this is important for the player scheduler to get the correct refcount
311 ob->close_container (); //TODO: client-specific 193 // when ns = 0
194 observe = viewpoint = ob;
312 195
313 deactivate (); 196 deactivate ();
314} 197}
198
199//-GPL
315 200
316// the need for this function can be explained 201// the need for this function can be explained
317// by load_object not returning the object 202// by load_object not returning the object
318void 203void
319player::set_object (object *op) 204player::set_object (object *op)
320{ 205{
321 ob = op; 206 ob = observe = viewpoint = op;
322 ob->contr = this; /* this aren't yet in archetype */ 207 ob->contr = this; /* this aren't yet in archetype */
323 208
324 ob->speed_left = 0.5;
325 ob->speed = 1.0; 209 ob->speed = 1.0f;
210 ob->speed_left = 0.5f;
211
326 ob->direction = 5; /* So player faces south */ 212 ob->direction = 5; /* So player faces south */
327} 213}
214
215void
216player::set_observe (object *op)
217{
218 observe = viewpoint = op ? op : ob;
219 do_los = 1;
220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
328 230
329player::player () 231player::player ()
330{ 232{
331 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point. 234 * we deal with that below this point.
338 savebed_map = first_map_path; /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
339 241
340 gen_sp_armour = 10; 242 gen_sp_armour = 10;
341 bowtype = bow_normal; 243 bowtype = bow_normal;
342 petmode = pet_normal; 244 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers; 245 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
346 do_los = 1; 247 do_los = 1;
248
249 weapon_sp = 1.0f;
250 weapon_sp_left = 0.5f;
347} 251}
348 252
349void 253void
350player::do_destroy () 254player::do_destroy ()
351{ 255{
356 if (ob) 260 if (ob)
357 { 261 {
358 ob->destroy_inv (false); 262 ob->destroy_inv (false);
359 ob->destroy (); 263 ob->destroy ();
360 } 264 }
265
266 ob = observe = viewpoint = 0;
361} 267}
362 268
363player::~player () 269player::~player ()
364{ 270{
365 /* Clear item stack */ 271 /* Clear item stack */
366 free (stack_items); 272 free (stack_items);
273}
274
275/*
276 * get_player_archetype() return next player archetype from archetype
277 * list. Not very efficient routine, but used only creating new players.
278 * Note: there MUST be at least one player archetype!
279 */
280static archetype *
281get_player_archetype (archetype *at)
282{
283 // archetypes could have been reloaded
284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
285
286 if (!nat)
287 return at;
288
289 archvec::iterator i = archetypes.find (nat);
290
291 for (;;)
292 {
293 if (++i == archetypes.end ())
294 i = archetypes.begin ();
295 else if (*i == at)
296 cleanup ("not a single player archetype found");
297
298 if ((*i)->type == PLAYER)
299 return *i;
300 }
367} 301}
368 302
369/* Tries to add player on the connection passed in ns. 303/* 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 304 * All we can really get in this is some settings like host and display
371 * mode. 305 * mode.
373player * 307player *
374player::create () 308player::create ()
375{ 309{
376 player *pl = new player; 310 player *pl = new player;
377 311
378 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
379 313
380 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
381 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
383 317
384 set_first_map (pl->ob); 318 set_first_map (pl->ob);
385 319
386 return pl; 320 return pl;
387}
388
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} 321}
416 322
417object * 323object *
418get_nearest_player (object *mon) 324get_nearest_player (object *mon)
419{ 325{
422 unsigned lastdist; 328 unsigned lastdist;
423 rv_vector rv; 329 rv_vector rv;
424 330
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 332 {
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)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 334 continue;
456 335
457 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
458 { 337 {
653 532
654 return firstdir; 533 return firstdir;
655} 534}
656 535
657void 536void
658give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
659{ 538{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 539 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 541
665 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
666 { 543 {
667 next = op->below; 544 next = op->below;
668 545
669 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 547 * flag "neutral" set. Sorry but I can't think of a better way
675 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 553 * by this player due to race restrictions
677 */ 554 */
678 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
679 { 556 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
681 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 { 564 {
686 op->destroy (); 565 op->destroy ();
687 continue; 566 continue;
688 } 567 }
689 } 568 }
690 569
691 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 573 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
698 { 575 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 578 {
707 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
709 continue; 582 break;
710 } 583 }
711 584
712 if (op->nrof > 1) 585 if (op->nrof > 1)
713 op->nrof = 1; 586 op->nrof = 1;
714 } 587 }
715 588
716 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 591
721 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 593 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 594 * merged properly.
724 */ 595 */
725 if (need_identify (op)) 596 if (need_identify (op))
726 { 597 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 601 }
602
731 if (op->type == SPELL) 603 if (op->type == SPELL)
732 { 604 {
733 op->destroy (); 605 op->destroy ();
734 continue; 606 continue;
735 } 607 }
737 { 609 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 611 op->stats.exp = 0;
740 op->level = 1; 612 op->level = 1;
741 } 613 }
742 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
746 617
747 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
748 link_player_skills (pl); 619 pl->contr->link_skills ();
749} 620}
750 621
751void 622void
752get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
753{ 624{
763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
764} 635}
765 636
766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767static int 638static int
768roll_stat (void) 639roll_stat ()
769{ 640{
770 int a[4], i, j, k; 641 int a[4], i, j, k;
771 642
772 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
773 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
784} 655}
785 656
786void 657void
787object::roll_stats () 658object::roll_stats ()
788{ 659{
789 int statsort [7]; 660 int statsort [NUM_STATS];
790 661
791 for (;;) 662 for (;;)
792 { 663 {
793 int sum = 0; 664 int sum = 0;
794 for (int i = 7; i--; ) 665 for (int i = NUM_STATS; i--; )
795 sum += statsort [i] = roll_stat (); 666 sum += statsort [i] = roll_stat ();
796 667
797 if (sum >= 82 && sum <= 116) 668 if (sum >= 82 && sum <= 116)
798 break; 669 break;
799 } 670 }
800 671
801 // Sort the stats so that rerolling is easier... 672 // Sort the stats so that rerolling is easier...
802 std::sort (statsort, statsort + 7, std::greater<int>()); 673 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
803 674
675 for (int i = 0; i < NUM_STATS; ++i)
804 stats.Str = statsort[0]; 676 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];
811 677
812 stats.exp = 0; 678 stats.exp = 0;
813 stats.ac = 0; 679 stats.ac = 0;
814 680
815 stats.hp = stats.maxhp; 681 stats.hp = stats.maxhp;
859static void 725static void
860start_info (object *op) 726start_info (object *op)
861{ 727{
862 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
863 729
864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
865 new_draw_info (NDI_UNIQUE, 0, op, buf); 731 new_draw_info (NDI_UNIQUE, 0, op, buf);
866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
868} 732}
869 733
870/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
871 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
875 */ 739 */
876void 740void
877player::chargen_race_done () 741player::chargen_race_done ()
878{ 742{
879 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
880 esrv_new_player (ob->contr, ob->weight + ob->carrying); 744 esrv_new_player (ob->contr);
881 745
882 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
883 if (tl) 747 if (tl)
884 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
885 749
886 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
888 752
889 ob->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
890 754
891 if (ob->msg) 755 if (ob->msg)
892 ob->msg = 0; 756 ob->msg = 0;
893
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 {
898 char buf[MAX_BUF];
899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
900 make_path_to_file (buf);
901 }
902 757
903 start_info (ob); 758 start_info (ob);
904 CLEAR_FLAG (ob, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
905 give_initial_items (ob, ob->randomitems); 760 give_initial_items (ob, ob->randomitems);
906 link_player_skills (ob);
907 esrv_send_inventory (ob, ob); 761 esrv_send_inventory (ob, ob);
908 ob->update_stats (); 762 ob->update_stats ();
909 763
910 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
911 * is one for this race 765 * is one for this race
912 */ 766 */
913 if (*first_map_ext_path) 767 if (*first_map_ext_path)
914 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
915 object *tmp;
916 char mapname[MAX_BUF];
917
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
919 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = ob->y;
923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
924 * if the map isn't there, then stay on the
925 * default initial map */
926 tmp->destroy ();
927 }
928 else 769 else
929 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
930} 771}
931 772
932void 773void
942 int x = ob->x, y = ob->y; 783 int x = ob->x, y = ob->y;
943 784
944 ob->remove_statbonus (); 785 ob->remove_statbonus ();
945 ob->remove (); 786 ob->remove ();
946 ob->arch = get_player_archetype (ob->arch); 787 ob->arch = get_player_archetype (ob->arch);
947 ob->arch->clone.copy_to (ob); 788 ob->arch->copy_to (ob);
948 ob->instantiate (); 789 ob->instantiate ();
949 ob->stats = ob->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
950 ob->name = ob->name_pl = name; 791 ob->name = ob->name_pl = name;
951 ob->x = x; 792 ob->x = x;
952 ob->y = y; 793 ob->y = y;
953 SET_ANIMATION (ob, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (ob, ob->map, ob, 0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (ob->contr->title, ob->arch->clone.name); 796 assign (ob->contr->title, ob->arch->object::name);
956 ob->add_statbonus (); 797 ob->add_statbonus ();
957 } 798 }
958 while (!allowed_class (ob)); 799 while (!allowed_class (ob));
959 800
960 update_object (ob, UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
963 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
964 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
965 ob->stats.grace = 0; 806 ob->stats.grace = 0;
966} 807}
967 808
968void 809static void
969flee_player (object *op) 810flee_player (object *op)
970{ 811{
971 int dir, diff; 812 int dir, diff;
972 rv_vector rv; 813 rv_vector rv;
973 814
976 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
977 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
978 return; 819 return;
979 } 820 }
980 821
981 if (op->enemy == NULL) 822 if (!op->enemy)
982 { 823 {
983 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
984 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
985 return; 826 return;
986 } 827 }
987 828
988 /* Seen some crashes here. Since we don't store an
989 * op->enemy_count, it is possible that something destroys the
990 * actual enemy, and the object is recycled.
991 */
992 if (op->enemy->map == NULL)
993 {
994 CLEAR_FLAG (op, FLAG_SCARED);
995 op->enemy = NULL;
996 return;
997 }
998
999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 { 830 {
1001 op->enemy = NULL; 831 op->enemy = NULL;
1002 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1003 return; 833 return;
1006 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1007 837
1008 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1009 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1010 { 840 {
1011 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1012 842
1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1014 return; 844 return;
1015 } 845 }
1016 846
1027check_pick (object *op) 857check_pick (object *op)
1028{ 858{
1029 object *tmp, *next; 859 object *tmp, *next;
1030 int stop = 0; 860 int stop = 0;
1031 int wvratio; 861 int wvratio;
1032 char putstring[128];
1033 862
1034 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1035 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1036 return 1; 865 return 1;
1037 866
1038 next = op->below; 867 next = op->below;
1039 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1040 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
1041 * destroyed */ 873 * destroyed */
1042 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1043 { 875 {
1044 tmp = next; 876 tmp = next;
1045 next = tmp->below; 877 next = tmp->below;
1046 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1047 if (op->destroyed ()) 885 if (op->destroyed ())
1048 return 0; 886 return 0;
1049 887
1050 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1051 continue; 889 continue;
1052 890
1053 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1054 { 892 {
1055 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1056 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1057 continue; 896 continue;
1058 } 897 }
1059 898
1060 /* high not bit set? We're using the old autopickup model */ 899 /* pickup handling */
900 if (op->contr->mode & PU_DEBUG)
901 {
902 /* some debugging code to figure out item information */
903 const char *str = tmp->name
904 ? format ("item name: %s item type: %d weight/value: %d",
905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
906 : format ("item name: %s item type: %d weight/value: %d",
907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
908
909 new_draw_info (NDI_UNIQUE, 0, op, str);
910 }
911
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
916 return 1;
917
918 /* philosophy:
919 * It's easy to grab an item type from a pile, as long as it's
920 * generic. This takes no game-time. For more detailed pickups
921 * and selections, select-items should be used. This is a
922 * grab-as-you-run type mode that's really useful for arrows for
923 * example.
924 * The drawback: right now it has no frontend, so you need to
925 * stick the bits you want into a calculator in hex mode and then
926 * convert to decimal and then 'pickup <#>
927 */
928
929 /* the first two modes are exclusive: if NOTHING we return, if
930 * STOP then we stop. All the rest are applied sequentially,
931 * meaning if any test passes, the item gets picked up. */
932
933 /* if mode is set to pick nothing up, return */
934 if (op->contr->mode == PU_NOTHING)
935 return 1;
936
937 /* if mode is set to stop when encountering objects, return */
938 /* take STOP before INHIBIT since it doesn't actually pick
939 * anything up */
940 if (op->contr->mode & PU_STOP)
941 return 0;
942
943 /* useful for going into stores and not losing your settings... */
944 /* and for battles wher you don't want to get loaded down while
945 * fighting */
946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
948
949 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
952
953 /* ignore known cursed objects */
954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
955 continue;
956
957 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */
1061 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1062 { 961 {
1063 switch (op->contr->mode) 962 CHK_PICK_PICKUP;
963 continue;
964 }
965
966 if (op->contr->mode & PU_DRINK)
967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_POTION)
974 if (tmp->type == POTION)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 /* spellbooks, skillscrolls and normal books/scrolls */
981 if (op->contr->mode & PU_SPELLBOOK)
982 if (tmp->type == SPELLBOOK)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_SKILLSCROLL)
989 if (tmp->type == SKILLSCROLL)
990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
995 if (op->contr->mode & PU_READABLES)
996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 /* wands/staves/rods/horns */
1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1004 if (tmp->type == WAND
1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
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)
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 if (op->contr->mode & PU_VALUABLES)
1023 {
1024 if (tmp->type == MONEY || tmp->type == GEM)
1064 { 1025 {
1065 case 0: 1026 CHK_PICK_PICKUP;
1066 return 1; /* don't pick up */ 1027 continue;
1067 case 1:
1068 pick_up (op, tmp);
1069 return 1;
1070 case 2:
1071 pick_up (op, tmp);
1072 return 0;
1073 case 3:
1074 return 0; /* stop before pickup */
1075 case 4:
1076 pick_up (op, tmp);
1077 break;
1078 case 5:
1079 pick_up (op, tmp);
1080 stop = 1;
1081 break;
1082 case 6:
1083 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1084 pick_up (op, tmp);
1085 break;
1086
1087 case 7:
1088 if (tmp->type == MONEY || tmp->type == GEM)
1089 pick_up (op, tmp);
1090 break;
1091
1092 default:
1093 /* use value density */
1094 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1095 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1096 pick_up (op, tmp);
1097 } 1028 }
1098 } 1029 }
1099 else 1030
1100 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1101 /* NEW pickup handling */
1102 if (op->contr->mode & PU_DEBUG) 1032 if (op->contr->mode & PU_JEWELS)
1033 if (tmp->type == RING
1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1103 { 1037 {
1104 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1105 if (tmp->name != NULL)
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108 else
1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111
1112 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 }
1114
1115 /* philosophy:
1116 * It's easy to grab an item type from a pile, as long as it's
1117 * generic. This takes no game-time. For more detailed pickups
1118 * and selections, select-items should be used. This is a
1119 * grab-as-you-run type mode that's really useful for arrows for
1120 * example.
1121 * The drawback: right now it has no frontend, so you need to
1122 * stick the bits you want into a calculator in hex mode and then
1123 * convert to decimal and then 'pickup <#>
1124 */
1125
1126 /* the first two modes are exclusive: if NOTHING we return, if
1127 * STOP then we stop. All the rest are applied sequentially,
1128 * meaning if any test passes, the item gets picked up. */
1129
1130 /* if mode is set to pick nothing up, return */
1131
1132 if (op->contr->mode & PU_NOTHING)
1133 return 1;
1134
1135 /* if mode is set to stop when encountering objects, return */
1136 /* take STOP before INHIBIT since it doesn't actually pick
1137 * anything up */
1138
1139 if (op->contr->mode & PU_STOP)
1140 return 0;
1141
1142 /* useful for going into stores and not losing your settings... */
1143 /* and for battles wher you don't want to get loaded down while
1144 * fighting */
1145 if (op->contr->mode & PU_INHIBIT)
1146 return 1;
1147
1148 /* prevent us from turning into auto-thieves :) */
1149 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1150 continue; 1039 continue;
1040 }
1151 1041
1152 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1153 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1043 if (op->contr->mode & PU_FLESH)
1044 if (tmp->type == FLESH)
1045 {
1046 CHK_PICK_PICKUP;
1154 continue; 1047 continue;
1048 }
1155 1049
1156 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1157 /* question: don't pick up known-poisonous stuff? */ 1051 if (op->contr->mode & PU_BOW)
1052 if (tmp->type == BOW)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_ARROW)
1059 if (tmp->type == ARROW)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 /* all kinds of armor etc. */
1066 if (op->contr->mode & PU_ARMOUR)
1067 if (tmp->type == ARMOUR)
1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1073 if (op->contr->mode & PU_HELMET)
1074 if (tmp->type == HELMET)
1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_SHIELD)
1081 if (tmp->type == SHIELD)
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1158 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1159 if (tmp->type == FOOD) 1088 if (tmp->type == BOOTS)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 if (op->contr->mode & PU_GLOVES)
1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 if (op->contr->mode & PU_CLOAK)
1102 if (tmp->type == CLOAK)
1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1107
1108 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* careful: chairs and tables are weapons! */
1117 if (op->contr->mode & PU_ALLWEAPON)
1118 {
1119 if (tmp->type == WEAPON)
1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1160 { 1121 {
1161 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1162 continue; 1123 continue;
1163 } 1124 }
1125 }
1164 1126
1127 /* misc stuff that's useful */
1165 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1166 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1167 { 1130 {
1168 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1169 continue; 1132 continue;
1170 } 1133 }
1171 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1172 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1173 if (tmp->type == POTION) 1138 {
1139 /* use value density to decide what else to grab */
1140 /* >=7 was >= op->contr->mode */
1141 /* >=7 is the old standard setting. Now we take the last 4 bits
1174 { 1142 */
1175 pick_up (op, tmp);
1176 continue;
1177 }
1178
1179 /* spellbooks, skillscrolls and normal books/scrolls */
1180 if (op->contr->mode & PU_SPELLBOOK)
1181 if (tmp->type == SPELLBOOK)
1182 {
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SKILLSCROLL)
1188 if (tmp->type == SKILLSCROLL)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_READABLES)
1195 if (tmp->type == BOOK || tmp->type == SCROLL)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 /* wands/staves/rods/horns */
1202 if (op->contr->mode & PU_MAGIC_DEVICE)
1203 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 /* pick up all magical items */
1210 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1211 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1144 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_VALUABLES)
1218 { 1145 {
1219 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1220 { 1149 {
1221 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1222 continue;
1223 } 1151 }
1224 }
1225
1226 /* rings & amulets - talismans seems to be typed AMULET */
1227 if (op->contr->mode & PU_JEWELS)
1228 if (tmp->type == RING || tmp->type == AMULET)
1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233
1234 /* we don't forget dragon food */
1235 if (op->contr->mode & PU_FLESH)
1236 if (tmp->type == FLESH)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* bows and arrows. Bows are good for selling! */
1243 if (op->contr->mode & PU_BOW)
1244 if (tmp->type == BOW)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_ARROW)
1251 if (tmp->type == ARROW)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 /* all kinds of armor etc. */
1258 if (op->contr->mode & PU_ARMOUR)
1259 if (tmp->type == ARMOUR)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_HELMET)
1266 if (tmp->type == HELMET)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_SHIELD)
1273 if (tmp->type == SHIELD)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_BOOTS)
1280 if (tmp->type == BOOTS)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_GLOVES)
1287 if (tmp->type == GLOVES)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_CLOAK)
1294 if (tmp->type == CLOAK)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 /* hoping to catch throwing daggers here */
1301 if (op->contr->mode & PU_MISSILEWEAPON)
1302 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 /* careful: chairs and tables are weapons! */
1309 if (op->contr->mode & PU_ALLWEAPON)
1310 {
1311 if (tmp->type == WEAPON && tmp->name != NULL)
1312 {
1313 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319 }
1320
1321 if (tmp->type == WEAPON && tmp->name == NULL)
1322 {
1323 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328 }
1329 }
1330
1331 /* misc stuff that's useful */
1332 if (op->contr->mode & PU_KEY)
1333 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338
1339 /* any of the last 4 bits set means we use the ratio for value
1340 * pickups */
1341 if (op->contr->mode & PU_RATIO)
1342 {
1343 /* use value density to decide what else to grab */
1344 /* >=7 was >= op->contr->mode */
1345 /* >=7 is the old standard setting. Now we take the last 4 bits
1346 * and multiply them by 5, giving 0..15*5== 5..75 */
1347 wvratio = (op->contr->mode & PU_RATIO) * 5;
1348 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1349 {
1350 pick_up (op, tmp);
1351#if 0
1352 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1353 if (tmp->name != NULL)
1354 {
1355 fprintf (stderr, "%s", tmp->name);
1356 }
1357 else 1152 else
1358 fprintf (stderr, "%s", tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1359 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1360 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1361#endif 1156#endif
1157 CHK_PICK_PICKUP;
1362 continue; 1158 continue;
1363 }
1364 } 1159 }
1365 } /* the new pickup model */ 1160 } /* the new pickup model */
1366 } 1161 }
1367 1162
1368 return !stop; 1163 return !stop;
1164}
1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1369} 1199}
1370 1200
1371/* 1201/*
1372 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1373 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1374 * found object is returned. 1204 * found object is returned.
1375 */ 1205 */
1376object * 1206static object *
1377find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1378{ 1208{
1379 object *tmp = 0;
1380
1381 for (op = op->inv; op; op = op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1383 tmp = find_arrow (op, type);
1384 else if (op->type == ARROW && op->race == type) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp);
1212
1213 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1215 if (object *arrow = find_arrow (tmp, type))
1216 {
1217 splay (tmp);
1385 return op; 1218 return arrow;
1219 }
1386 1220
1387 return tmp; 1221 return 0;
1388} 1222}
1389 1223
1390/* 1224/*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392 * against the target. A full test is not performed, simply a basic test 1226 * against the target. A full test is not performed, simply a basic test
1393 * of resistances. The archer is making a quick guess at what he sees down 1227 * of resistances. The archer is making a quick guess at what he sees down
1394 * the hall. Failing that it does it's best to pick the highest plus arrow. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */ 1229 */
1396object * 1230static object *
1397find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1398{ 1232{
1399 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1400 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1401 1235
1402 if (!type) 1236 if (!type)
1406 { 1240 {
1407 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1408 { 1242 {
1409 i = 0; 1243 i = 0;
1410 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1411 if (i > betterby) 1246 if (i > betterby)
1412 { 1247 {
1413 tmp = ntmp; 1248 tmp = ntmp;
1414 betterby = i; 1249 betterby = i;
1415 } 1250 }
1416 } 1251 }
1417 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1418 { 1253 {
1419 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1420 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1421 { 1256 {
1422 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1423 { 1258 {
1424 *better = 100; 1259 *better = 100;
1425 return arrow; 1260 return arrow;
1433 else 1268 else
1434 { 1269 {
1435 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436 { 1271 {
1437 attacktype = 1 << attacknum; 1272 attacktype = 1 << attacknum;
1438 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1439 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1274 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1440 { 1275 {
1441 tmp = arrow; 1276 tmp = arrow;
1442 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1443 } 1278 }
1444 } 1279 }
1280
1445 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1282 {
1447 tmp = arrow; 1283 tmp = arrow;
1448 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1449 } 1285 }
1286
1450 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1451 { 1288 {
1452 tmp = arrow; 1289 tmp = arrow;
1453 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1454 } 1291 }
1455 } 1292 }
1456 } 1293 }
1457 } 1294 }
1295
1458 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1459 return find_arrow (op, type); 1297 return find_arrow (op, type);
1460 1298
1461 *better = betterby; 1299 *better = betterby;
1462 return tmp; 1300 return tmp;
1466 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1467 * op = the shooter 1305 * op = the shooter
1468 * type = bow->race 1306 * type = bow->race
1469 * dir = fire direction 1307 * dir = fire direction
1470 */ 1308 */
1471object * 1309static object *
1472pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1473{ 1311{
1474 object *tmp = NULL; 1312 object *tmp = NULL;
1475 maptile *m; 1313 maptile *m;
1476 int i, mflags, found, number; 1314 int i, mflags, found, number;
1477 sint16 x, y; 1315 sint16 x, y;
1492 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1493 { 1331 {
1494 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1495 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1496 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1497 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1498 { 1337 {
1499 tmp = NULL; 1338 tmp = 0;
1500 break; 1339 break;
1501 } 1340 }
1502 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1503 { 1342 {
1504 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1505 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1506 */ 1345 */
1507 tmp = NULL; 1346 tmp = 0;
1508 break; 1347 break;
1509 } 1348 }
1349
1510 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1511 {
1512 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1513 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1514 {
1515 found++;
1516 break;
1517 }
1518 if (found)
1519 break; 1353 break;
1520 }
1521 } 1354 }
1522 if (tmp == NULL) 1355
1356 if (!tmp)
1523 return find_arrow (op, type); 1357 return find_arrow (op, type);
1524 1358
1525 if (tmp->head) 1359 if (tmp->head)
1526 tmp = tmp->head; 1360 tmp = tmp->head;
1527 1361
1540 */ 1374 */
1541int 1375int
1542fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1376fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1543{ 1377{
1544 object *left, *bow; 1378 object *left, *bow;
1545 int bowspeed, mflags; 1379 int mflags;
1546 maptile *m; 1380 maptile *m;
1547 1381
1548 if (!dir) 1382 if (!dir)
1549 { 1383 {
1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1551 return 0; 1385 return 0;
1552 } 1386 }
1553 1387
1554 if (player *pl = op->contr) 1388 if (op->contr)
1555 { 1389 bow = op->current_weapon;
1556 bow = pl->ranged_ob;
1557 if (!op->change_weapon (bow))
1558 return 0;
1559 }
1560 else 1390 else
1561 { 1391 {
1562 for (bow = op->inv; bow; bow = bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1563 /* Don't check for applied - monsters don't apply bows - in that way, they 1393 /* Don't check for applied - monsters don't apply bows - in that way, they
1564 * don't need to switch back and forth between bows and weapons. 1394 * don't need to switch back and forth between bows and weapons.
1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1572 return 0; 1402 return 0;
1573 } 1403 }
1574 1404
1575 // optimisation: move object to top so we will find it quickly again 1405 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below) 1406 splay (bow);
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1582 } 1407 }
1583 1408
1584 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1585 { 1410 {
1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1587 return 0; 1412 return 0;
1588 } 1413 }
1589
1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1591
1592 /* penalize ROF for bestarrow */
1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1596 if (bowspeed < 1)
1597 bowspeed = 1;
1598 1414
1599 if (arrow == NULL) 1415 if (arrow == NULL)
1600 { 1416 {
1601 if ((arrow = find_arrow (op, bow->race)) == NULL) 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1602 { 1418 {
1621 } 1437 }
1622 1438
1623 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1624 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1625 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1626 arrow->destroy (); 1443 arrow->destroy ();
1627 return 0; 1444 return 0;
1628 } 1445 }
1629 1446
1630 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1631 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1632 if (!arrow) 1449 if (!arrow)
1633 { 1450 {
1634 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1451 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1635 return 0; 1452 return 0;
1636 } 1453 }
1640 arrow->direction = dir; 1457 arrow->direction = dir;
1641 1458
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1643 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1462 arrow->custom_name = arrow->slaying;
1645 1463
1646 if (arrow->slaying) 1464#if 0
1647 arrow->spellarg = strdup (arrow->slaying); 1465 if (player *pl = op->contr)
1466 {
1467 float speed = pl->weapon_sp;
1468
1469 /* penalize ROF for bestarrow */
1470 if (pl->bowtype == bow_bestarrow)
1471 speed *= .9f;
1472 else
1473 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1474
1475 op->speed_left += speed - op->speed;
1476 }
1477#endif
1478
1479 SET_ANIMATION (arrow, arrow->direction);
1480
1481 /* update the speed */
1482 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1483 + bow->stats.dam / 7.f;
1484
1485 arrow->set_speed (max (arrow->speed, 2.f));
1486 arrow->speed_left = 0;
1487
1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1648 1489
1649 if (op->type == PLAYER) 1490 if (op->type == PLAYER)
1650 { 1491 {
1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1652 op->update_stats ();
1653 }
1654
1655 SET_ANIMATION (arrow, arrow->direction);
1656
1657 arrow->stats.dam += op->stats.dam + arrow->magic;
1658
1659 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0;
1665
1666 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1668 if (op->type == PLAYER)
1669 {
1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1492 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1493 wc -= dex_bonus[op->stats.Dex];
1672 1494
1673 if (!arrow->slaying) 1495 if (!arrow->slaying)
1674 arrow->slaying = op->slaying; 1496 arrow->slaying = op->slaying;
1675 1497
1676 arrow->attacktype |= op->attacktype; 1498 arrow->attacktype |= op->attacktype;
1684 arrow->slaying = bow->slaying; 1506 arrow->slaying = bow->slaying;
1685 1507
1686 arrow->attacktype |= bow->attacktype; 1508 arrow->attacktype |= bow->attacktype;
1687 } 1509 }
1688 1510
1689 arrow->stats.wc -= arrow->level; 1511 wc -= arrow->level;
1512 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1690 1513
1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1691 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1693 1517
1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1695 m->insert (arrow, sx, sy, op); 1519 m->insert (arrow, sx, sy, op);
1696 1520
1697 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1698 move_arrow (arrow); 1522 move_arrow (arrow);
1699
1700 if (op->type == PLAYER)
1701 {
1702 if (left->destroyed ())
1703 esrv_del_item (op->contr, left->count);
1704 else
1705 esrv_send_item (op, left);
1706 }
1707 1523
1708 return 1; 1524 return 1;
1709} 1525}
1710 1526
1711/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1713 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1714 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1715 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1716 * hence the function name. 1532 * hence the function name.
1717 */ 1533 */
1718int 1534static int
1719player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1720{ 1536{
1721 int ret = 0, wcmod = 0; 1537 int ret;
1722 1538
1723 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1724 { 1540 {
1725 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1541 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1726 } 1542 }
1727 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1728 { 1544 {
1729 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1730 wcmod = -1;
1731
1732 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1733 } 1547 }
1734 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1735 { 1549 {
1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1551 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1738 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1739 } 1553 }
1740 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1741 { 1555 {
1742 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1743 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1557 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1744 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1558 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1745 } 1559 }
1746 else 1560 else
1747 { 1561 {
1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1563 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1750 } 1564 }
1751 1565
1752 return ret; 1566 return ret;
1753} 1567}
1754
1755 1568
1756/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1757 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1758 */ 1571 */
1759void 1572static void
1760fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1761{ 1574{
1762 object *item = op->contr->ranged_ob; 1575 object *item = op->contr->ranged_ob;
1763 1576
1764 if (!item) 1577 if (!item)
1778 1591
1779 if (item->type == WAND) 1592 if (item->type == WAND)
1780 { 1593 {
1781 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
1782 { 1595 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 op->contr->play_sound (sound_find ("wand_poof"));
1784 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1785 1598
1786 return; 1599 return;
1787 } 1600 }
1788 } 1601 }
1789 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1790 { 1603 {
1791 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1605
1606 // using the maximum of the rods charge allows at least one spell cast
1607 // for a rod or horn, this fixes some broken rods.
1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1792 { 1609 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1794 1611
1795 if (item->type == ROD) 1612 if (item->type == ROD)
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1797 else 1614 else
1798 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1801 } 1618 }
1802 } 1619 }
1803 1620
1804 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1805 { 1622 {
1806 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
1807 if (item->type == WAND) 1625 if (item->type == WAND)
1808 { 1626 {
1809 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1810 { 1628 {
1811 object *tmp; 1629 object *tmp;
1812 1630
1813 if (item->arch) 1631 if (item->arch)
1814 { 1632 {
1815 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1634 item->face = item->arch->face;
1817 item->set_speed (0); 1635 item->set_speed (0);
1818 } 1636 }
1819 1637
1820 if ((tmp = item->in_player ())) 1638 if (object *pl = item->visible_to ())
1821 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1822 } 1640 }
1823 } 1641 }
1824 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge (item); 1643 drain_rod_charge (item);
1826 } 1644 }
1827} 1645}
1828 1646
1829/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
1830 */ 1648 */
1831void 1649bool
1832fire (object *op, int dir) 1650fire (object *op, int dir)
1833{ 1651{
1834 int spellcost = 0; 1652 int spellcost = 0;
1653
1654 player *pl = op->contr;
1655
1656 if (pl->golem)
1657 {
1658 control_golem (op->contr->golem, dir);
1659 return false;
1660 }
1661
1662 object *ob = pl->ranged_ob;
1663
1664 if (!ob)
1665 return false;
1666
1667 if (op->speed_left > 0.f)
1668 --op->speed_left;
1669 else
1670 return false;
1671
1672 if (!op->change_weapon (ob))
1673 return false;
1835 1674
1836 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
1837 if (action_makes_visible (op)) 1676 if (action_makes_visible (op))
1838 make_visible (op); 1677 make_visible (op);
1839 1678
1840 player *pl = op->contr;
1841
1842 if (pl->golem)
1843 {
1844 control_golem (op->contr->golem, dir);
1845 return;
1846 }
1847
1848 object *ob = pl->ranged_ob;
1849
1850 if (!ob)
1851 return;
1852
1853 switch (ob->type) 1679 switch (ob->type)
1854 { 1680 {
1855 case BOW: 1681 case BOW:
1856 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1857 break; 1683 break;
1858 1684
1859 case SPELL: 1685 case SPELL:
1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1861 break; 1687 break;
1862 1688
1863 case BUILDER: 1689 case BUILDER:
1864 apply_map_builder (op, dir); 1690 apply_map_builder (op, dir);
1865 break; 1691 break;
1866 1692
1867 case SKILL: 1693 case SKILL:
1868 case SKILL_TOOL:
1869 do_skill (op, op, ob, dir, 0); 1694 do_skill (op, op, ob, dir, 0);
1870 break; 1695 break;
1871 1696
1872 default: 1697 default:
1873 fire_misc_object (op, dir); 1698 fire_misc_object (op, dir);
1874 break; 1699 break;
1875 } 1700 }
1876}
1877 1701
1878/* find_key 1702 return true;
1879 * We try to find a key for the door as passed. If we find a key 1703}
1880 * and successfully use it, we return the key, otherwise NULL 1704
1881 * This function merges both normal and locked door, since the logic 1705static object *
1882 * for both is the same - just the specific key is different.
1883 * pl is the player,
1884 * inv is the objects inventory to searched
1885 * door is the door we are trying to match against.
1886 * This function can be called recursively to search containers.
1887 */
1888object *
1889find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1890{ 1707{
1891 object *tmp, *key; 1708 object *tmp, *key;
1892 1709
1893 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1894 if (!container->inv) 1711 if (!container->inv)
1897 /* First, lets try to find a key in the top level inventory */ 1714 /* First, lets try to find a key in the top level inventory */
1898 for (tmp = container->inv; tmp; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 { 1716 {
1900 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1901 break; 1718 break;
1719
1902 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1904 */ 1722 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break; 1724 break;
1912 * a key, return 1730 * a key, return
1913 */ 1731 */
1914 if (!tmp) 1732 if (!tmp)
1915 { 1733 {
1916 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1917 {
1918 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1919 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1920 {
1921 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1922 return key; 1738 return key;
1923 }
1924 }
1925 1739
1926 if (!tmp) 1740 if (!tmp)
1927 return NULL; 1741 return 0;
1928 } 1742 }
1929 1743
1930 /* We get down here if we have found a key. Now if its in a container, 1744 /* We get down here if we have found a key. Now if its in a container,
1931 * see if we actually want to use it 1745 * see if we actually want to use it
1932 */ 1746 */
1933 if (pl != container) 1747 if (pl != container)
1934 { 1748 {
1935 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1936 if (!pl->contr) 1750 if (!pl->contr)
1937 return NULL; 1751 return 0;
1752
1938 /* cases where this fails: 1753 /* cases where this fails:
1939 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1940 * are not in the players inventory. 1755 * are not in the players inventory.
1941 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1942 * containers can be used. 1757 * containers can be used.
1946 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1947 * 1762 *
1948 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1949 * all the others. 1764 * all the others.
1950 */ 1765 */
1951 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1952 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1953 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1954 { 1769 {
1955 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1956 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1957 return NULL; 1772 return NULL;
1958 } 1773 }
1959 } 1774 }
1960 1775
1961 return tmp; 1776 return tmp;
1777}
1778
1779/* find_key
1780 * We try to find a key for the door as passed. If we find a key
1781 * and successfully use it, we return the key, otherwise NULL
1782 * This function merges both normal and locked door, since the logic
1783 * for both is the same - just the specific key is different.
1784 * pl is the player,
1785 * inv is the objects inventory to searched
1786 * door is the door we are trying to match against.
1787 * This function can be called recursively to search containers.
1788 */
1789object *
1790find_key (object *pl, object *container, object *door)
1791{
1792 if (door->slaying && is_match_expr (door->slaying))
1793 {
1794 // for match expressions, we try to find the key by applying the match
1795 // to the op itself, which is supposed to find the "key", instead
1796 // of searching through containers ourselves.
1797
1798 return match_one (door->slaying, container, door, pl, pl);
1799 }
1800 else
1801 return find_key_ (pl, container, door);
1962} 1802}
1963 1803
1964/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1965 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1966 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1967 * 0 otherwise 1807 * 0 otherwise
1968 */ 1808 */
1969static int 1809static int
1970player_attack_door (object *op, object *door) 1810player_attack_door (object *op, object *door)
1971{ 1811{
1972 /* If its a door, try to find a use a key. If we do destroy the door, 1812 /* If its a door, try to find a key. If we do destroy the door,
1973 * might as well return immediately as there is nothing more to do - 1813 * might as well return immediately as there is nothing more to do -
1974 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
1975 */ 1815 */
1976 object *key = find_key (op, op, door); 1816 object *key = find_key (op, op, door);
1977 1817
1978 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
1979 if (key) 1819 if (key)
1980 { 1820 {
1981 object *container = key->env; 1821 object *container = key->env;
1982
1983 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1984 1822
1985 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
1986 make_visible (op); 1824 make_visible (op);
1987 1825
1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 1828
1991 if (door->type == DOOR) 1829 if (door->type == DOOR)
1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1830 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
1994 { 1832 {
1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1833 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1835 }
1998 1836
1999 /* Do this after we print the message */ 1837 /* Do this after we print the message */
2000 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */
2002 if (container != op)
2003 esrv_update_item (UPD_WEIGHT, op, container);
2004 1839
2005 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
2006 } 1841 }
2007 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
2008 { 1843 {
2009 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1845 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2011 return 1; 1846 return 1;
2012 } 1847 }
2013 1848
2014 return 0; 1849 return 0;
2015} 1850}
2018 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2019 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2020 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2021 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2022 */ 1857 */
2023void 1858bool
2024move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2025{ 1860{
2026 object *tmp, *mon; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1862 {
1863 --op->speed_left;
1864 return true;
1865 }
1866
2027 int on_battleground; 1867 int on_battleground;
2028 maptile *m;
2029 1868
2030 sint16 nx = freearr_x[dir] + op->x; 1869 sint16 nx = freearr_x[dir] + op->x;
2031 sint16 ny = freearr_y[dir] + op->y; 1870 sint16 ny = freearr_y[dir] + op->y;
2032 1871
2033 on_battleground = op_on_battleground (op, 0, 0); 1872 on_battleground = op_on_battleground (op, 0, 0);
1873
1874 if (out_of_map (op->map, nx, ny))
1875 return false;
2034 1876
2035 /* If braced, or can't move to the square, and it is not out of the 1877 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 1878 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 1879 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 1880 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 1881 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 1882 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 1883 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 1884 * move_ob uses.
2043 */ 1885 */
2044 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1886 maptile *m = op->map->xy_find (nx, ny);
1887
1888 /* Go through all the objects, and find ones of interest. Only stop if
1889 * we find a monster - that is something we know we want to attack.
1890 * if its a door or barrel (can roll) see if there may be monsters
1891 * on the space
1892 */
1893 object *mon;
1894 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1895 {
1896 if ((mon->flag [FLAG_ALIVE]
1897 || mon->type == LOCKED_DOOR
1898 || mon->flag [FLAG_CAN_ROLL])
1899 && mon != op)
1900 break;
2045 { 1901 }
2046 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1902
1903 if (!mon) /* This happens anytime the player tries to move */
1904 return false; /* into a wall */
1905
1906 mon = mon->head_ ();
1907
1908 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1909 if (op->contr->weapon_sp_left > 0.f)
1910 if (player_attack_door (op, mon))
1911 {
1912 --op->contr->weapon_sp_left;
1913 return true;
2047 { 1914 }
2048 m = op->map->xy_find (nx, ny); 1915
2049 if (!m) 1916 /* The following deals with possibly attacking peaceful
2050 return; /* Don't think this should happen */ 1917 * or friendly creatures. Basically, all players are considered
1918 * unaggressive. If the moving player has peaceful set, then the
1919 * object should be pushed instead of attacked. It is assumed that
1920 * if you are braced, you will not attack friends accidently,
1921 * and thus will not push them.
1922 */
1923
1924 /* If the creature is a pet, push it even if the player is not
1925 * peaceful. Our assumption is the creature is a pet if the
1926 * player owns it and it is either friendly or unagressive.
1927 */
1928 if (op->type == PLAYER
1929 && ((mon->owner && mon->owner->contr
1930 && same_party (mon->owner->contr->party, op->contr->party))
1931 || mon->owner == op)
1932 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1933 {
1934 /* If we're braced, we don't want to switch places with it */
1935 if (op->contr->braced)
1936 return false;
1937
1938 if (op->speed_left > 0.f)
1939 {
1940 --op->speed_left;
1941
1942 op->play_sound (sound_find ("push_player"));
1943 push_ob (mon, dir, op);
1944
1945 if (action_makes_visible (op))
1946 make_visible (op);
1947
1948 return true;
2051 } 1949 }
2052 else 1950 else
2053 m = op->map;
2054
2055 if (!(tmp = m->at (nx, ny).bot))
2056 return; 1951 return false;
1952 }
2057 1953
2058 mon = 0;
2059 /* Go through all the objects, and find ones of interest. Only stop if
2060 * we find a monster - that is something we know we want to attack.
2061 * if its a door or barrel (can roll) see if there may be monsters
2062 * on the space
2063 */
2064 while (tmp)
2065 {
2066 if (tmp == op)
2067 {
2068 tmp = tmp->above;
2069 continue;
2070 }
2071
2072 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2073 {
2074 mon = tmp;
2075 break;
2076 }
2077
2078 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2079 mon = tmp;
2080
2081 tmp = tmp->above;
2082 }
2083
2084 if (!mon) /* This happens anytime the player tries to move */
2085 return; /* into a wall */
2086
2087 if (mon->head)
2088 mon = mon->head;
2089
2090 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2091 if (player_attack_door (op, mon))
2092 return;
2093
2094 /* The following deals with possibly attacking peaceful
2095 * or frienddly creatures. Basically, all players are considered
2096 * unaggressive. If the moving player has peaceful set, then the
2097 * object should be pushed instead of attacked. It is assumed that
2098 * if you are braced, you will not attack friends accidently,
2099 * and thus will not push them.
2100 */
2101
2102 /* If the creature is a pet, push it even if the player is not
2103 * peaceful. Our assumption is the creature is a pet if the
2104 * player owns it and it is either friendly or unagressive.
2105 */
2106 if ((op->type == PLAYER)
2107#if COZY_SERVER
2108 &&
2109 ((mon->owner && mon->owner->contr
2110 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2111#else
2112 && mon->owner == op
2113#endif
2114 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2115 {
2116 /* If we're braced, we don't want to switch places with it */
2117 if (op->contr->braced)
2118 return;
2119
2120 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2121 push_ob (mon, dir, op);
2122 if (op->contr->tmp_invis || op->hide)
2123 make_visible (op);
2124
2125 return;
2126 }
2127
2128 /* in certain circumstances, you shouldn't attack friendly 1954 /* in certain circumstances, you shouldn't attack friendly
2129 * creatures. Note that if you are braced, you can't push 1955 * creatures. Note that if you are braced, you can't push
2130 * someone, but put it inside this loop so that you won't 1956 * someone, but put it inside this loop so that you won't
2131 * attack them either. 1957 * attack them either.
2132 */ 1958 */
2133 if ((mon->type == PLAYER || mon->enemy != op) && 1959 if ((mon->type == PLAYER || mon->enemy != op)
2134 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1960 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2135#ifdef PROHIBIT_PLAYERKILL
2136 (op->contr->peaceful 1961 && ((op->contr->peaceful
2137 || (mon->type == PLAYER 1962 || (mon->type == PLAYER && mon->contr->peaceful))
2138 && mon->contr->
2139 peaceful)) &&
2140#else
2141 op->contr->peaceful &&
2142#endif
2143 !on_battleground)) 1963 && !on_battleground))
1964 {
1965 if (op->speed_left > 0.f)
2144 { 1966 {
1967 --op->speed_left;
1968
2145 if (!op->contr->braced) 1969 if (!op->contr->braced)
2146 { 1970 {
2147 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1971 op->play_sound (sound_find ("push_player"));
2148 push_ob (mon, dir, op); 1972 push_ob (mon, dir, op);
2149 } 1973 }
2150 else 1974 else
2151 new_draw_info (0, 0, op, "You withhold your attack"); 1975 op->statusmsg ("You withhold your attack");
2152 1976
2153 if (op->contr->tmp_invis || op->hide) 1977 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2154 make_visible (op); 1978 make_visible (op);
2155 }
2156 1979
1980 return true;
1981 }
1982 }
2157 /* If the object is a boulder or other rollable object, then 1983 /* If the object is a boulder or other rollable object, then
2158 * roll it if not braced. You can't roll it if you are braced. 1984 * roll it if not braced. You can't roll it if you are braced.
2159 */ 1985 */
2160 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1986 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1987 {
1988 if (op->speed_left > 0.f)
2161 { 1989 {
1990 --op->speed_left;
1991
2162 recursive_roll (mon, dir, op); 1992 recursive_roll (mon, dir, op);
2163 if (action_makes_visible (op)) 1993 if (action_makes_visible (op))
2164 make_visible (op); 1994 make_visible (op);
2165 }
2166 1995
1996 return true;
1997 }
1998 }
2167 /* Any generic living creature. Including things like doors. 1999 /* Any generic living creature. Including things like doors.
2168 * Way it works is like this: First, it must have some hit points 2000 * Way it works is like this: First, it must have some hit points
2169 * and be living. Then, it must be one of the following: 2001 * and be living. Then, it must be one of the following:
2170 * 1) Not a player, 2) A player, but of a different party. Note 2002 * 1) Not a player, 2) A player, but of a different party. Note
2171 * that party_number -1 is no party, so attacks can still happen. 2003 * that party_number -1 is no party, so attacks can still happen.
2172 */ 2004 */
2173 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2005 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2174 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2006 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2175 { 2007 {
2176 2008 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2177 /* If the player hasn't hit something this tick, and does
2178 * so, give them speed boost based on weapon speed. Doing
2179 * it here is better than process_players2, which basically
2180 * incurred a 1 tick offset.
2181 */
2182 if (!op->contr->has_hit)
2183 { 2009 {
2184 op->speed_left += op->speed / op->contr->weapon_sp; 2010 --op->contr->weapon_sp_left;
2185
2186 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2187 }
2188 2011
2189 skill_attack (mon, op, 0, 0, 0); 2012 skill_attack (mon, op, 0, 0, 0);
2190
2191 /* If attacking another player, that player gets automatic
2192 * hitback, and doesn't loose luck either.
2193 * Disable hitback on the battleground or if the target is
2194 * the wiz.
2195 */
2196 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2197 {
2198 short luck = mon->stats.luck;
2199
2200 mon->contr->has_hit = 1;
2201 skill_attack (op, mon, 0, 0, 0);
2202 mon->stats.luck = luck;
2203 }
2204 2013
2205 if (action_makes_visible (op)) 2014 if (action_makes_visible (op))
2206 make_visible (op); 2015 make_visible (op);
2207 }
2208 } /* if player should attack something */
2209}
2210 2016
2211int 2017 return true;
2018 }
2019 }
2020
2021 return false;
2022}
2023
2024bool
2212move_player (object *op, int dir) 2025move_player (object *op, int dir)
2213{ 2026{
2214 int pick;
2215
2216 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2027 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2217 return 0; 2028 return 0;
2218 2029
2219 /* Sanity check: make sure dir is valid */ 2030 /* Sanity check: make sure dir is valid */
2220 if ((dir < 0) || (dir >= 9)) 2031 if ((dir < 0) || (dir >= 9))
2221 { 2032 {
2227 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2038 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2228 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2229 2040
2230 op->facing = dir; 2041 op->facing = dir;
2231 2042
2232 if (op->hide) 2043 if (op->flag [FLAG_HIDDEN])
2233 do_hidden_move (op); 2044 do_hidden_move (op);
2234 2045
2046 bool retval;
2047 int pick = 0;
2048
2235 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2049 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2236 /*nop */ ; 2050 retval = RESULT_INT (0);
2237 else if (op->contr->fire_on) 2051 else if (op->contr->fire_on)
2238 fire (op, dir); 2052 retval = fire (op, dir);
2239 else 2053 else
2240 { 2054 {
2241 move_player_attack (op, dir); 2055 retval = move_player_attack (op, dir);
2242 pick = check_pick (op); 2056 pick = check_pick (op);
2243 } 2057 }
2244 2058
2245 /* Add special check for newcs players and fire on - this way, the 2059 /* Add special check for newcs players and fire on - this way, the
2246 * server can handle repeat firing. 2060 * server can handle repeat firing.
2253 /* Update how the player looks. Use the facing, so direction may 2067 /* Update how the player looks. Use the facing, so direction may
2254 * get reset to zero. This allows for full animation capabilities 2068 * get reset to zero. This allows for full animation capabilities
2255 * for players. 2069 * for players.
2256 */ 2070 */
2257 animate_object (op, op->facing); 2071 animate_object (op, op->facing);
2258 return 0; 2072
2073 return retval;
2259} 2074}
2260 2075
2261/* This is similar to handle_player, below, but is only used by the 2076/* This is similar to handle_player, below, but is only used by the
2262 * new client/server stuff. 2077 * new client/server stuff.
2263 * This is sort of special, in that the new client/server actually uses 2078 * This is sort of special, in that the new client/server actually uses
2264 * the new speed values for commands. 2079 * the new speed values for commands.
2265 * 2080 *
2266 * Returns true if there are more actions we can do. 2081 * Returns true if there are more actions we can do. Should not do
2082 * many actions in a row, as that would be too unfair to other
2083 * players.
2267 */ 2084 */
2268int 2085bool
2269handle_newcs_player (object *op) 2086handle_newcs_player (object *op)
2270{ 2087{
2271 if (QUERY_FLAG (op, FLAG_SCARED)) 2088 if (QUERY_FLAG (op, FLAG_SCARED))
2272 { 2089 {
2273 flee_player (op); 2090 if (op->speed_left > 0.f)
2274 /* If player is still scared, that is his action for this tick */
2275 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2091 {
2277 op->speed_left--; 2092 --op->speed_left;
2093 flee_player (op);
2094
2278 return 0; 2095 return true;
2279 } 2096 }
2097 else
2098 return false;
2280 } 2099 }
2281 2100
2282 /* call this here - we also will call this in do_ericserver, but 2101 /* call this here - we also will call this in do_ericserver, but
2283 * the players time has been increased when doericserver has been 2102 * the players time has been increased when doericserver has been
2284 * called, so we recheck it here. 2103 * called, so we recheck it here.
2285 */ 2104 */
2286 if (op->contr->ns->handle_command ()) 2105 if (op->contr->ns->handle_command ())
2287 return 1; 2106 return true;
2288 2107
2289 if (op->speed_left > 0)
2290 {
2291 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2108 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2292 {
2293 /* All move commands take 1 tick, at least for now */
2294 op->speed_left--;
2295
2296 /* Instead of all the stuff below, let move_player take care
2297 * of it. Also, some of the skill stuff is only put in
2298 * there, as well as the confusion stuff.
2299 */
2300 move_player (op, op->direction); 2109 return move_player (op, op->direction);
2301 2110
2302 return op->speed_left > 0;
2303 }
2304 }
2305
2306 return 0; 2111 return false;
2307} 2112}
2308 2113
2309int 2114static int
2310save_life (object *op) 2115save_life (object *op)
2311{ 2116{
2312 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2117 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2313 return 0; 2118 return 0;
2314 2119
2315 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2316 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2121 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2317 { 2122 {
2318 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2123 op->play_sound (sound_find ("ob_evaporate"));
2319 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2124 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2320
2321 if (op->contr)
2322 esrv_del_item (op->contr, tmp->count);
2323 2125
2324 tmp->destroy (); 2126 tmp->destroy ();
2325 CLEAR_FLAG (op, FLAG_LIFESAVE); 2127 CLEAR_FLAG (op, FLAG_LIFESAVE);
2326 2128
2327 if (op->stats.hp < 0) 2129 if (op->stats.hp < 0)
2340 return 0; 2142 return 0;
2341} 2143}
2342 2144
2343/* This goes throws the inventory and removes unpaid objects, and puts them 2145/* This goes throws the inventory and removes unpaid objects, and puts them
2344 * back in the map (location and map determined by values of env). This 2146 * back in the map (location and map determined by values of env). This
2345 * function will descend into containers. op is the object to start the search 2147 * function will descend into containers. op is the object to start the search
2346 * from. 2148 * from.
2347 */ 2149 */
2150static void
2151drop_unpaid_items (object *op, object *env)
2152{
2153 while (op)
2154 {
2155 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2156
2157 if (QUERY_FLAG (op, FLAG_UNPAID))
2158 op->insert_at (env);
2159 else if (op->inv)
2160 drop_unpaid_items (op->inv, env);
2161
2162 op = next;
2163 }
2164}
2165
2348void 2166void
2349remove_unpaid_objects (object *op, object *env) 2167object::drop_unpaid_items ()
2350{ 2168{
2351 while (op) 2169 if (!flag [FLAG_REMOVED])
2352 { 2170 ::drop_unpaid_items (inv, this);
2353 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2354
2355 if (QUERY_FLAG (op, FLAG_UNPAID))
2356 {
2357 if (env->type == PLAYER)
2358 esrv_del_item (env->contr, op->count);
2359
2360 op->insert_at (env);
2361 }
2362 else if (op->inv)
2363 remove_unpaid_objects (op->inv, env);
2364
2365 op = next;
2366 }
2367}
2368
2369/*
2370 * Returns pointer a static string containing gravestone text
2371 * Moved from apply.c to player.c - player.c is what
2372 * actually uses this function. player.c may not be quite the
2373 * best, a misc file for object actions is probably better,
2374 * but there isn't one in the server directory.
2375 */
2376char *
2377gravestone_text (object *op)
2378{
2379 static char buf2[MAX_BUF];
2380 char buf[MAX_BUF];
2381 time_t now = time (NULL);
2382
2383 strcpy (buf2, " R.I.P.\n\n");
2384 if (op->type == PLAYER)
2385 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2386 else
2387 sprintf (buf, "%s\n", &op->name);
2388
2389 strncat (buf2, " ", 20 - strlen (buf) / 2);
2390 strcat (buf2, buf);
2391 if (op->type == PLAYER)
2392 sprintf (buf, "who was in level %d when killed\n", op->level);
2393 else
2394 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2395
2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2397 strcat (buf2, buf);
2398 if (op->type == PLAYER)
2399 {
2400 sprintf (buf, "by %s.\n\n", op->contr->killer);
2401 strncat (buf2, " ", 21 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403 }
2404
2405 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf);
2408
2409 return buf2;
2410} 2171}
2411 2172
2412void 2173void
2413do_some_living (object *op) 2174do_some_living (object *op)
2414{ 2175{
2466 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2227 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2467 else 2228 else
2468 { 2229 {
2469 gen_grace = op->stats.maxgrace; 2230 gen_grace = op->stats.maxgrace;
2470 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2231 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2471 }
2472
2473 /* Regenerate Spell Points */
2474 if (!op->contr->golem && --op->last_sp < 0)
2475 {
2476 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2477 if (op->stats.sp < op->stats.maxsp)
2478 {
2479 op->stats.sp++;
2480 /* dms do not consume food */
2481 if (!QUERY_FLAG (op, FLAG_WIZ))
2482 {
2483 op->stats.food--;
2484 if (op->contr->digestion < 0)
2485 op->stats.food += op->contr->digestion;
2486 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2487 op->stats.food = last_food;
2488 }
2489 }
2490
2491 if (max_sp > 1)
2492 {
2493 over_sp = (gen_sp + 10) / rate_sp;
2494 if (over_sp > 0)
2495 {
2496 if (op->stats.sp < op->stats.maxsp)
2497 {
2498 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2499
2500 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2501 op->stats.sp--;
2502
2503 if (op->stats.sp > op->stats.maxsp)
2504 op->stats.sp = op->stats.maxsp;
2505 }
2506 op->last_sp = 0;
2507 }
2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 }
2511 else
2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2513 } 2232 }
2514 2233
2515 /* Regenerate Grace */ 2234 /* Regenerate Grace */
2516 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2235 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2517 if (--op->last_grace < 0) 2236 if (--op->last_grace < 0)
2538 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2257 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2539 } 2258 }
2540 /* wearing stuff doesn't detract from grace generation. */ 2259 /* wearing stuff doesn't detract from grace generation. */
2541 } 2260 }
2542 2261
2262 if (op->stats.food > 0)
2263 {
2543 /* Regenerate Hit Points */ 2264 /* Regenerate Spell Points */
2544 if (--op->last_heal < 0) 2265 if (!op->contr->golem && --op->last_sp < 0)
2545 {
2546 if (op->stats.hp < op->stats.maxhp)
2547 { 2266 {
2548 op->stats.hp++; 2267 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2549 /* dms do not consume food */ 2268
2550 if (!QUERY_FLAG (op, FLAG_WIZ)) 2269 if (op->stats.sp < op->stats.maxsp)
2551 { 2270 {
2271 op->stats.sp++;
2272
2273 /* dms do not consume food */
2274 if (!QUERY_FLAG (op, FLAG_WIZ))
2275 {
2552 op->stats.food--; 2276 op->stats.food--;
2277
2553 if (op->contr->digestion < 0) 2278 if (op->contr->digestion < 0)
2554 op->stats.food += op->contr->digestion; 2279 op->stats.food += op->contr->digestion;
2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2280 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2556 op->stats.food = last_food; 2281 op->stats.food = last_food;
2282 }
2557 } 2283 }
2558 }
2559 2284
2560 if (max_hp > 1) 2285 if (max_sp > 1)
2561 {
2562 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2563 if (over_hp > 0)
2564 { 2286 {
2565 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2287 over_sp = (gen_sp + 10) / rate_sp;
2288 if (over_sp > 0)
2289 {
2290 if (op->stats.sp < op->stats.maxsp)
2291 {
2292 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2293
2294 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2295 op->stats.sp--;
2296
2297 if (op->stats.sp > op->stats.maxsp)
2298 op->stats.sp = op->stats.maxsp;
2299 }
2300
2566 op->last_heal = 0; 2301 op->last_sp = 0;
2302 }
2303 else
2304 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2567 } 2305 }
2568 else 2306 else
2307 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2308 }
2309
2310 /* Regenerate Hit Points */
2311 if (--op->last_heal < 0)
2312 {
2313 if (op->stats.hp < op->stats.maxhp)
2569 { 2314 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2315 op->stats.hp++;
2316
2317 /* dms do not consume food */
2318 if (!QUERY_FLAG (op, FLAG_WIZ))
2319 {
2320 op->stats.food--;
2321
2322 if (op->contr->digestion < 0)
2323 op->stats.food += op->contr->digestion;
2324 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2325 op->stats.food = last_food;
2326 }
2571 } 2327 }
2328
2329 if (max_hp > 1)
2330 {
2331 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2332
2333 if (over_hp > 0)
2334 {
2335 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2336 op->last_heal = 0;
2337 }
2338 else
2339 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2572 } 2340 }
2573 else 2341 else
2574 {
2575 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2342 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2576 } 2343 }
2577 } 2344 }
2578 2345
2579 /* Digestion */ 2346 /* Digestion */
2580 if (--op->last_eat < 0) 2347 if (--op->last_eat < 0)
2581 { 2348 {
2582#ifdef COZY_SERVER 2349 int bonus = max (0, op->contr->digestion),
2583 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2350 penalty = max (0, -op->contr->digestion);
2584 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2585#else
2586 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2587#endif
2588 2351
2589 if (op->contr->gen_hp > 0)
2590 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2352 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2591 else
2592 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2593 2353
2594 /* dms do not consume food */ 2354 /* dms do not consume food */
2595 if (!QUERY_FLAG (op, FLAG_WIZ)) 2355 if (!QUERY_FLAG (op, FLAG_WIZ))
2596 op->stats.food--; 2356 op->stats.food--;
2597 } 2357 }
2598 2358
2599 if (op->stats.food < 0 && op->stats.hp >= 0) 2359 if (op->stats.food < 0 && op->stats.hp >= 0)
2600 { 2360 {
2601 object *tmp, *flesh = 0; 2361 object *flesh = 0;
2602 2362
2603 for (tmp = op->inv; tmp; tmp = tmp->below) 2363 for_inv_removable (op, tmp)
2604 { 2364 {
2605 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2365 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2366 continue;
2367
2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2606 { 2369 {
2607 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2370 op->statusmsg ("You blindly grab for a bite of food. "
2608 { 2371 "H<To prevent you from starving, you ate some random item from your backpack.>");
2609 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2610 manual_apply (op, tmp, 0); 2372 manual_apply (op, tmp, 0);
2373
2611 if (op->stats.food >= 0 || op->stats.hp < 0) 2374 if (op->stats.food >= 0 || op->stats.hp < 0)
2612 break; 2375 break;
2613 } 2376 }
2614 else if (tmp->type == FLESH) 2377 else if (tmp->type == FLESH)
2615 flesh = tmp; 2378 flesh = tmp;
2616 } /* End if paid for object */ 2379 }
2617 } /* end of for loop */
2618 2380
2619 /* If player is still starving, it means they don't have any food, so 2381 /* If player is still starving, it means they don't have any food, so
2620 * eat flesh instead. 2382 * eat flesh instead.
2621 */ 2383 */
2622 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2623 { 2385 {
2624 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2386 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2625 manual_apply (op, flesh, 0); 2388 manual_apply (op, flesh, 0);
2626 } 2389 }
2390
2391 // If player is still starving, alert him!
2392 if (op->stats.food < 0)
2393 op->failmsg ("You are starving! "
2394 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2395 }
2396
2397 if (op->stats.food < 0)
2627 } 2398 {
2399 op->stats.hp += op->stats.food;
2400 op->stats.food = 0;
2628 2401
2629 while (op->stats.food < 0 && op->stats.hp >= 0) 2402 if (op->stats.hp < 0)
2630 op->stats.food++, op->stats.hp--; 2403 {
2404 op->contr->killer = archetype::get ("killer_starvation");
2405 op->contr->killer->destroy ();
2406 }
2407 }
2631 2408
2409 /* killer should be set here already */
2632 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2410 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2633 kill_player (op); 2411 kill_player (op);
2634 } 2412 }
2635} 2413}
2636 2414
2640 * file. 2418 * file.
2641 */ 2419 */
2642void 2420void
2643kill_player (object *op) 2421kill_player (object *op)
2644{ 2422{
2645 char buf[MAX_BUF];
2646 int x, y; 2423 int x, y;
2647
2648 //int i;
2649 maptile *map; /* this is for resurrection */ 2424 maptile *map; /* this is for resurrection */
2650
2651 /* int z;
2652 int num_stats_lose;
2653 int lost_a_stat;
2654 int lose_this_stat;
2655 int this_stat; */
2656 int will_kill_again; 2425 int will_kill_again;
2657 archetype *at; 2426 archetype *at;
2658 object *tmp; 2427 object *tmp;
2659 2428
2660 if (save_life (op)) 2429 if (save_life (op))
2661 return; 2430 return;
2662 2431
2432 dynbuf_text deathtab;
2433
2434 /* restore player */
2435 at = archetype::find (shstr_poisoning);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your body feels cleansed...\r";
2440 }
2441
2442 at = archetype::find (shstr_confusion);
2443 if (object *tmp = present_arch_in_ob (at, op))
2444 {
2445 tmp->destroy ();
2446 deathtab << "Your mind feels clearer...\r";
2447 }
2448
2449 cure_disease (op, 0, 0); /* remove any disease */
2450
2451 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace);
2454
2455 if (op->stats.food <= 0)
2456 op->stats.food = 999;
2457
2458 // remove all spell effects that are active
2459 // to avoid long-term effects such as word-of-recall
2460 for (object *item = op->inv; item; )
2461 {
2462 object *next = item->below;
2463
2464 if (item->type == SPELL_EFFECT && item->active)
2465 item->destroy ();
2466
2467 item = next;
2468 }
2663 2469
2664 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2470 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2665 * in cities ONLY!!! It is very important that this doesn't get abused. 2471 * in cities ONLY!!! It is very important that this doesn't get abused.
2666 * Look at op_on_battleground() for more info --AndreasV 2472 * Look at op_on_battleground() for more info --AndreasV
2667 */ 2473 */
2668 if (op_on_battleground (op, &x, &y)) 2474 if (op_on_battleground (op, &x, &y))
2669 { 2475 {
2670 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2476 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2671 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2672
2673 /* restore player */
2674 at = archetype::find ("poisoning");
2675 if (object *tmp = present_arch_in_ob (at, op))
2676 {
2677 tmp->destroy ();
2678 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2679 }
2680
2681 at = archetype::find ("confusion");
2682 if (object *tmp = present_arch_in_ob (at, op))
2683 {
2684 tmp->destroy ();
2685 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2686 }
2687
2688 cure_disease (op, 0); /* remove any disease */
2689 op->stats.hp = op->stats.maxhp;
2690 if (op->stats.food <= 0)
2691 op->stats.food = 999;
2692 2477
2693 /* create a bodypart-trophy to make the winner happy */ 2478 /* create a bodypart-trophy to make the winner happy */
2694 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2479 object *tmp = archetype::find (shstr_finger)->instance ();
2695 { 2480
2696 sprintf (buf, "%s's finger", &op->name); 2481 tmp->name = format ("%s's finger" , &op->name);
2697 tmp->name = buf; 2482 tmp->name_pl = format ("%s's fingers", &op->name);
2698 sprintf (buf, " This finger has been cut off %s\n" 2483 tmp->msg = format (
2699 " the %s, when he was defeated at\n level %d by %s.\n", 2484 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2700 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2485 &op->name, op->contr->title,
2701 tmp->msg = buf; 2486 (int)op->level,
2487 op->contr->killer_name ()
2488 );
2702 tmp->value = 0, tmp->type = 0; 2489 tmp->value = 0, tmp->type = 0;
2703 tmp->materialname = "organics"; 2490 tmp->material = name_to_material (shstr_organic);
2704 tmp->insert_at (op, tmp); 2491 tmp->insert_at (op, tmp);
2705 }
2706 2492
2707 /* teleport defeated player to new destination */ 2493 /* teleport defeated player to new destination */
2708 transfer_ob (op, x, y, 0, NULL); 2494 transfer_ob (op, x, y, 0, NULL);
2709 op->contr->braced = 0; 2495 op->contr->braced = 0;
2496
2497 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2710 return; 2498 return;
2711 } 2499 }
2712 2500
2501 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2502 deathtab << "T<YOU HAVE DIED>\n\n";
2503
2713 INVOKE_PLAYER (DEATH, op->contr); 2504 INVOKE_PLAYER (DEATH, op->contr);
2714 2505
2715 command_kill_pets (op, 0); 2506 command_kill_pets (op, 0);
2716 2507
2717 if (op->stats.food < 0) 2508 op->contr->play_sound (sound_find ("player_dies"));
2718 {
2719 sprintf (buf, "%s starved to death.", &op->name);
2720 strcpy (op->contr->killer, "starvation");
2721 }
2722 else
2723 sprintf (buf, "%s died.", &op->name);
2724
2725 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2726 2509
2727 /* save the map location for corpse, gravestone */ 2510 /* save the map location for corpse, gravestone */
2728 x = op->x; 2511 x = op->x;
2729 y = op->y; 2512 y = op->y;
2730 map = op->map; 2513 map = op->map;
2758 2541
2759 lost_a_stat = 0; 2542 lost_a_stat = 0;
2760 2543
2761 for (z = 0; z < num_stats_lose; z++) 2544 for (z = 0; z < num_stats_lose; z++)
2762 { 2545 {
2763 i = RANDOM () % NUM_STATS; 2546 i = rndm (NUM_STATS);
2764 2547
2765 if (settings.stat_loss_on_death) 2548 if (settings.stat_loss_on_death)
2766 { 2549 {
2767 /* Pick a random stat and take a point off it. Tell the player 2550 /* Pick a random stat and take a point off it. Tell the player
2768 * what he lost. 2551 * what he lost.
2775 lost_a_stat = 1; 2558 lost_a_stat = 1;
2776 } 2559 }
2777 else 2560 else
2778 { 2561 {
2779 /* deplete a stat */ 2562 /* deplete a stat */
2780 archetype *deparch = archetype::find ("depletion"); 2563 archetype *deparch = archetype::find (shstr_depletion);
2781 object *dep; 2564 object *dep;
2782 2565
2783 dep = present_arch_in_ob (deparch, op); 2566 dep = present_arch_in_ob (deparch, op);
2784 if (!dep) 2567 if (!dep)
2785 { 2568 {
2786 dep = arch_to_object (deparch); 2569 dep = deparch->instance ();
2787 insert_ob_in_ob (dep, op); 2570 insert_ob_in_ob (dep, op);
2788 } 2571 }
2789 lose_this_stat = 1; 2572 lose_this_stat = 1;
2790 if (settings.balanced_stat_loss) 2573 if (settings.balanced_stat_loss)
2791 { 2574 {
2819 } 2602 }
2820 } 2603 }
2821 2604
2822 if (lose_this_stat) 2605 if (lose_this_stat)
2823 { 2606 {
2824 this_stat = get_attr_value (&(dep->stats), i); 2607 this_stat = get_attr_value (&dep->stats, i);
2825 /* We could try to do something clever like find another 2608 /* We could try to do something clever like find another
2826 * stat to reduce if this fails. But chances are, if 2609 * stat to reduce if this fails. But chances are, if
2827 * stats have been depleted to -50, all are pretty low 2610 * stats have been depleted to -50, all are pretty low
2828 * and should be roughly the same, so it shouldn't make a 2611 * and should be roughly the same, so it shouldn't make a
2829 * difference. 2612 * difference.
2837 lost_a_stat = 1; 2620 lost_a_stat = 1;
2838 } 2621 }
2839 } 2622 }
2840 } 2623 }
2841 } 2624 }
2625
2842 /* If no stat lost, tell the player. */ 2626 /* If no stat lost, tell the player. */
2843 if (!lost_a_stat) 2627 if (!lost_a_stat)
2844 { 2628 {
2845 /* determine_god() seems to not work sometimes... why is this? 2629 /* determine_god() seems to not work sometimes... why is this?
2846 Should I be using something else? GD */ 2630 Should I be using something else? GD */
2847 const char *god = determine_god (op); 2631 shstr_tmp god = determine_god (op);
2848 2632
2849 if (god && (strcmp (god, "none"))) 2633 if (god != shstr_none)
2850 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2634 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2851 else 2635 else
2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2636 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2853 } 2637 }
2854#else 2638#else
2855 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2639 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2856#endif 2640#endif
2857 2641
2858 /* Put a gravestone up where the character 'almost' died. List the 2642 /* Put a gravestone up where the character 'almost' died. List the
2859 * exp loss on the stone. 2643 * exp loss on the stone.
2860 */ 2644 */
2861 tmp = arch_to_object (archetype::find ("gravestone")); 2645 tmp = archetype::find (shstr_gravestone)->instance ();
2862 sprintf (buf, "%s's gravestone", &op->name); 2646 tmp->name = format ("%s's gravestone", &op->name);
2863 tmp->name = buf; 2647 tmp->name_pl = format ("%s's gravestones", &op->name);
2864 sprintf (buf, "%s's gravestones", &op->name); 2648 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2865 tmp->name_pl = buf; 2649 &op->name, op->contr->title, op->contr->killer_name ());
2866 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);
2867 tmp->msg = buf;
2868 tmp->x = op->x, tmp->y = op->y; 2650 tmp->x = op->x, tmp->y = op->y;
2869 insert_ob_in_map (tmp, op->map, NULL, 0); 2651 insert_ob_in_map (tmp, op->map, NULL, 0);
2870 2652
2871 /**************************************/ 2653 /**************************************/
2872 /* */ 2654 /* */
2873 /* Subtract the experience points, */ 2655 /* Subtract the experience points, */
2874 /* if we died cause of food, give us */
2875 /* food, and reset HP's... */
2876 /* */ 2656 /* */
2877 /**************************************/ 2657 /**************************************/
2878 2658
2879 /* remove any poisoning and confusion the character may be suffering. */
2880 /* restore player */
2881 at = archetype::find ("poisoning");
2882 tmp = present_arch_in_ob (at, op);
2883
2884 if (tmp)
2885 {
2886 tmp->destroy ();
2887 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2888 }
2889
2890 at = archetype::find ("confusion");
2891 tmp = present_arch_in_ob (at, op);
2892 if (tmp)
2893 {
2894 tmp->destroy ();
2895 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2896 }
2897
2898 cure_disease (op, 0); /* remove any disease */
2899
2900 /*add_exp(op, (op->stats.exp * -0.20)); */ 2659 /*add_exp(op, (op->stats.exp * -0.20)); */
2901 apply_death_exp_penalty (op); 2660 apply_death_exp_penalty (op);
2902 if (op->stats.food < 100)
2903 op->stats.food = 900;
2904 op->stats.hp = op->stats.maxhp;
2905 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2906 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2907 2661
2908 /* 2662 /*
2909 * Check to see if the player has any unpaid items. If so, remove them 2663 * Check to see if the player has any unpaid items. If so, remove them
2910 * and put them back in the map. 2664 * and put them back in the map.
2911 */ 2665 */
2912 remove_unpaid_objects (op->inv, op); 2666 op->drop_unpaid_items ();
2913 2667
2914 /****************************************/ 2668 /****************************************/
2915 /* */ 2669 /* */
2916 /* Move player to his current respawn- */ 2670 /* Move player to his current respawn- */
2917 /* position (usually last savebed) */ 2671 /* position (usually last savebed) */
2937 object *force; 2691 object *force;
2938 int at; 2692 int at;
2939 2693
2940 force = get_archetype (FORCE_NAME); 2694 force = get_archetype (FORCE_NAME);
2941 /* 50 ticks should be enough time for the spell to abate */ 2695 /* 50 ticks should be enough time for the spell to abate */
2942 force->speed = 0.1; 2696 force->speed = 0.1f;
2943 force->speed_left = -5.0; 2697 force->speed_left = -5.f;
2944 SET_FLAG (force, FLAG_APPLIED); 2698 SET_FLAG (force, FLAG_APPLIED);
2945 for (at = 0; at < NROFATTACKS; at++) 2699 for (at = 0; at < NROFATTACKS; at++)
2946 if (will_kill_again & (1 << at)) 2700 if (will_kill_again & (1 << at))
2947 force->resist[at] = 100; 2701 force->resist[at] = 100;
2948 2702
2949 insert_ob_in_ob (force, op); 2703 insert_ob_in_ob (force, op);
2950 op->update_stats (); 2704 op->update_stats ();
2951
2952 } 2705 }
2953 2706
2954 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2707 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2955} 2708}
2956 2709
2957void 2710static void
2958loot_object (object *op) 2711loot_object (object *op)
2959{ /* Grab and destroy some treasure */ 2712{ /* Grab and destroy some treasure */
2960 object *tmp, *tmp2, *next; 2713 object *tmp, *tmp2, *next;
2961 2714
2962 op->close_container (); /* close open sack first */ 2715 op->close_container (); /* close open sack first */
2976 2729
2977 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2730 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2978 { 2731 {
2979 if (tmp->nrof > 1) 2732 if (tmp->nrof > 1)
2980 { 2733 {
2981 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2734 tmp->decrease (rndm (1, tmp->nrof - 1));
2982 tmp2->destroy ();
2983 insert_ob_in_map (tmp, op->map, NULL, 0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
2984 } 2736 }
2985 else 2737 else
2986 tmp->destroy (); 2738 tmp->destroy ();
2987 } 2739 }
2994 * fix_weight(): Check recursively the weight of all players, and fix 2746 * fix_weight(): Check recursively the weight of all players, and fix
2995 * what needs to be fixed. Refresh windows and fix speed if anything 2747 * what needs to be fixed. Refresh windows and fix speed if anything
2996 * was changed. 2748 * was changed.
2997 */ 2749 */
2998void 2750void
2999fix_weight (void) 2751fix_weight ()
3000{ 2752{
3001 for_all_players (pl) 2753 for_all_players (pl)
3002 { 2754 {
3003 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2755 sint32 old = pl->ob->carrying;
3004 2756
3005 if (old == sum) 2757 pl->ob->update_weight ();
3006 continue; 2758
2759 if (old != pl->ob->carrying)
2760 {
3007 pl->ob->update_stats (); 2761 pl->ob->update_stats ();
3008 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2762 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2763 }
3009 } 2764 }
3010} 2765}
3011 2766
3012void 2767void
3013fix_luck (void) 2768fix_luck ()
3014{ 2769{
3015 for_all_players (pl) 2770 for_all_players (pl)
3016 if (!pl->ob->contr->ns->state) 2771 if (!pl->ob->contr->ns->state)
3017 pl->ob->change_luck (0); 2772 pl->ob->change_luck (0);
3018} 2773}
3055} 2810}
3056 2811
3057void 2812void
3058make_visible (object *op) 2813make_visible (object *op)
3059{ 2814{
3060 op->hide = 0; 2815 op->flag [FLAG_HIDDEN] = 0;
3061 op->invisible = 0; 2816 op->invisible = 0;
2817
3062 if (op->type == PLAYER) 2818 if (op->type == PLAYER)
3063 { 2819 {
3064 op->contr->tmp_invis = 0; 2820 op->contr->tmp_invis = 0;
3065 op->contr->invis_race = 0; 2821 op->contr->invis_race = 0;
3066 } 2822 }
3069} 2825}
3070 2826
3071int 2827int
3072is_true_undead (object *op) 2828is_true_undead (object *op)
3073{ 2829{
3074 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3075 return 1; 2831 return 1;
3076 2832
3077 return 0; 2833 return 0;
3078} 2834}
3079 2835
3080/* look at the surrounding terrain to determine 2836/* look at the surrounding terrain to determine
3081 * the hideability of this object. Positive levels 2837 * the hideability of this object. Positive levels
3082 * indicate greater hideability. 2838 * indicate greater hideability.
3083 */ 2839 */
3084
3085int 2840int
3086hideability (object *ob) 2841hideability (object *ob)
3087{ 2842{
3088 int i, level = 0, mflag; 2843 int i, level = 0, mflag;
3089 sint16 x, y; 2844 sint16 x, y;
3090 2845
3091 if (!ob || !ob->map) 2846 if (!ob || !ob->map)
3092 return 0; 2847 return 0;
3093 2848
3094 /* so, on normal lighted maps, its hard to hide */ 2849 /* so, on normal lighted maps, its hard to hide */
3095 level = ob->map->darkness - 2; 2850 level = ob->map->darklevel () - 2;
3096 2851
3097 /* this also picks up whether the object is glowing. 2852 /* this also picks up whether the object is glowing.
3098 * If you carry a light on a non-dark map, its not 2853 * If you carry a light on a non-dark map, its not
3099 * as bad as carrying a light on a pitch dark map */ 2854 * as bad as carrying a light on a pitch dark map */
3100 if (has_carried_lights (ob)) 2855 if (ob->has_carried_lights ())
3101 level = -(10 + (2 * ob->map->darkness)); 2856 level = -(10 + (2 * ob->map->darklevel ()));
3102 2857
3103 /* scan through all nearby squares for terrain to hide in */ 2858 /* scan through all nearby squares for terrain to hide in */
3104 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2859 for (i = 0, x = ob->x, y = ob->y;
2860 i <= SIZEOFFREE1;
2861 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3105 { 2862 {
3106 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2863 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3107 if (mflag & P_OUT_OF_MAP) 2864 if (mflag & P_OUT_OF_MAP)
3108 {
3109 continue; 2865 continue;
3110 } 2866
3111 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2867 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3112 level += 2; 2868 level += 2;
3113 else /* open terrain! */ 2869 else /* open terrain! */
3114 level -= 1; 2870 level -= 1;
3115 } 2871 }
3123/* For Hidden creatures - a chance of becoming 'unhidden' 2879/* For Hidden creatures - a chance of becoming 'unhidden'
3124 * every time they move - as we subtract off 'invisibility' 2880 * every time they move - as we subtract off 'invisibility'
3125 * AND, for players, if they move into a ridiculously unhideable 2881 * AND, for players, if they move into a ridiculously unhideable
3126 * spot (surrounded by clear terrain in broad daylight). -b.t. 2882 * spot (surrounded by clear terrain in broad daylight). -b.t.
3127 */ 2883 */
3128
3129void 2884void
3130do_hidden_move (object *op) 2885do_hidden_move (object *op)
3131{ 2886{
3132 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2887 int hide = 0;
3133 object *skop;
3134 2888
3135 if (!op || !op->map) 2889 if (!op || !op->map)
3136 return; 2890 return;
3137 2891
3138 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2892 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2893 int num = random_roll (0, 19, op, PREFER_LOW);
3139 2894
3140 /* its *extremely* hard to run and sneak/hide at the same time! */ 2895 /* its *extremely* hard to run and sneak/hide at the same time! */
3141 if (op->type == PLAYER && op->contr->run_on) 2896 if (op->type == PLAYER && op->contr->run_on)
3142 if (!skop || num >= skop->level) 2897 if (!skop || num >= skop->level)
3143 { 2898 {
3153 num -= hide; 2908 num -= hide;
3154 2909
3155 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2910 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3156 { 2911 {
3157 make_visible (op); 2912 make_visible (op);
2913
3158 if (op->type == PLAYER) 2914 if (op->type == PLAYER)
3159 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2915 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3160 } 2916 }
3161 else if (op->type == PLAYER && skop) 2917 else if (op->type == PLAYER && skop)
3162 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2918 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3215 * object op. This function works fine for monsters, 2971 * object op. This function works fine for monsters,
3216 * but we dont worry if the object isnt the top one in 2972 * but we dont worry if the object isnt the top one in
3217 * a pile (say a coin under a table would return "viewable" 2973 * a pile (say a coin under a table would return "viewable"
3218 * by this routine). Another question, should we be 2974 * by this routine). Another question, should we be
3219 * concerned with the direction the player is looking 2975 * concerned with the direction the player is looking
3220 * in? Realistically, most of use cant see stuff behind 2976 * in? Realistically, most of us can't see stuff behind
3221 * our backs...on the other hand, does the "facing" direction 2977 * our backs...on the other hand, does the "facing" direction
3222 * imply the way your head, or body is facing? Its possible 2978 * imply the way your head, or body is facing? It's possible
3223 * for them to differ. Sigh, this fctn could get a bit more complex. 2979 * for them to differ. Sigh, this fctn could get a bit more complex.
3224 * -b.t. 2980 * -b.t.
3225 * This function is now map tiling safe. 2981 * This function is now map tiling safe.
3226 */ 2982 */
3227
3228int 2983int
3229player_can_view (object *pl, object *op) 2984player_can_view (object *pl, object *op)
3230{ 2985{
3231 rv_vector rv; 2986 rv_vector rv;
3232 int dx, dy; 2987 int dx, dy;
3244 2999
3245 get_rangevector (pl, op, &rv, 0x1); 3000 get_rangevector (pl, op, &rv, 0x1);
3246 3001
3247 /* starting with the 'head' part, lets loop 3002 /* starting with the 'head' part, lets loop
3248 * through the object and find if it has any 3003 * through the object and find if it has any
3249 * part that is in the los array but isnt on 3004 * part that is in the los array but isn't on
3250 * a blocked los square. 3005 * a blocked los square.
3251 * we use the archetype to figure out offsets. 3006 * we use the archetype to figure out offsets.
3252 */ 3007 */
3253 while (op) 3008 while (op)
3254 { 3009 {
3255 dx = rv.distance_x + op->arch->clone.x; 3010 dx = rv.distance_x + op->arch->x;
3256 dy = rv.distance_y + op->arch->clone.y; 3011 dy = rv.distance_y + op->arch->y;
3257 3012
3258 /* only the viewable area the player sees is updated by LOS 3013 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3259 * code, so we need to restrict ourselves to that range of values
3260 * for any meaningful values.
3261 */
3262 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3263 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3264 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3265 return 1; 3014 return 1;
3015
3266 op = op->more; 3016 op = op->more;
3267 } 3017 }
3268 return 0;
3269}
3270 3018
3271/* routine for both players and monsters. We call this when
3272 * there is a possibility for our action distrubing our hiding
3273 * place or invisiblity spell. Artefact invisiblity is not
3274 * effected by this. If we arent invisible to begin with, we
3275 * return 0.
3276 */
3277int
3278action_makes_visible (object *op)
3279{
3280
3281 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3282 {
3283 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3284 return 0;
3285
3286 if (op->contr && op->contr->tmp_invis == 0)
3287 return 0;
3288
3289 /* If monsters, they should become visible */
3290 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3291 {
3292 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3293 return 1;
3294 }
3295 }
3296 return 0; 3019 return 0;
3297} 3020}
3298 3021
3299/* op_on_battleground - checks if the given object op (usually 3022/* op_on_battleground - checks if the given object op (usually
3300 * a player) is standing on a valid battleground-tile, 3023 * a player) is standing on a valid battleground-tile,
3305 * Default is to do the same as before, so only people wanting to have different points need worry about this 3028 * Default is to do the same as before, so only people wanting to have different points need worry about this
3306 */ 3029 */
3307int 3030int
3308op_on_battleground (object *op, int *x, int *y) 3031op_on_battleground (object *op, int *x, int *y)
3309{ 3032{
3310 object *tmp;
3311
3312 /* A battleground-tile needs the following attributes to be valid: 3033 /* A battleground-tile needs the following attributes to be valid:
3313 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3034 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3035 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3036 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3037 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3038 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3039 for (object *tmp = op->below; tmp; tmp = tmp->below)
3319 { 3040 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3041 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3321 { 3042 {
3322 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3043 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3323 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3044 && tmp->type == BATTLEGROUND
3045 && tmp->name == shstr_battleground
3046 && EXIT_X (tmp) && EXIT_Y (tmp))
3324 { 3047 {
3325 /*before we assign the exit, check if this is a teambattle */ 3048 /* before we assign the exit, check if this is a teambattle */
3326 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3049 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3327 { 3050 {
3328 object *invtmp;
3329
3330 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3051 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3331 { 3052 {
3332 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3053 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3333 { 3054 {
3334 if (x != NULL && y != NULL) 3055 if (x && y)
3335 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3056 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3057
3336 return 1; 3058 return 1;
3337 } 3059 }
3338 } 3060 }
3339 } 3061 }
3062
3340 if (x != NULL && y != NULL) 3063 if (x && y)
3341 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3065
3342 return 1; 3066 return 1;
3343 } 3067 }
3344 } 3068 }
3345 } 3069 }
3070
3346 /* If we got here, did not find a battleground */ 3071 /* If we got here, did not find a battleground */
3347 return 0; 3072 return 0;
3348} 3073}
3349 3074
3350/* 3075/*
3366 char buf[MAX_BUF]; /* tmp. string buffer */ 3091 char buf[MAX_BUF]; /* tmp. string buffer */
3367 int i = 0, j = 0; 3092 int i = 0, j = 0;
3368 3093
3369 /* get the appropriate treasurelist */ 3094 /* get the appropriate treasurelist */
3370 if (atnr == ATNR_FIRE) 3095 if (atnr == ATNR_FIRE)
3371 trlist = treasurelist::find ("dragon_ability_fire"); 3096 trlist = treasurelist::find (shstr_dragon_ability_fire);
3372 else if (atnr == ATNR_COLD) 3097 else if (atnr == ATNR_COLD)
3373 trlist = treasurelist::find ("dragon_ability_cold"); 3098 trlist = treasurelist::find (shstr_dragon_ability_cold);
3374 else if (atnr == ATNR_ELECTRICITY) 3099 else if (atnr == ATNR_ELECTRICITY)
3375 trlist = treasurelist::find ("dragon_ability_elec"); 3100 trlist = treasurelist::find (shstr_dragon_ability_elec);
3376 else if (atnr == ATNR_POISON) 3101 else if (atnr == ATNR_POISON)
3377 trlist = treasurelist::find ("dragon_ability_poison"); 3102 trlist = treasurelist::find (shstr_dragon_ability_poison);
3378 3103
3379 if (trlist == NULL || who->type != PLAYER) 3104 if (trlist == NULL || who->type != PLAYER)
3380 return; 3105 return;
3381 3106
3382 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3107 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3386 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3111 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3387 return; 3112 return;
3388 } 3113 }
3389 3114
3390 /* everything seems okay - now bring on the gift: */ 3115 /* everything seems okay - now bring on the gift: */
3391 item = &(tr->item->clone); 3116 item = tr->item;
3392 3117
3393 if (item->type == SPELL) 3118 if (item->type == SPELL)
3394 { 3119 {
3395 if (check_spell_known (who, item->name)) 3120 if (check_spell_known (who, item->name))
3396 return; 3121 return;
3455 { 3180 {
3456 /* forces in the treasurelist can alter the player's stats */ 3181 /* forces in the treasurelist can alter the player's stats */
3457 object *skin; 3182 object *skin;
3458 3183
3459 /* first get the dragon skin force */ 3184 /* first get the dragon skin force */
3460 shstr_cmp dragon_skin_force ("dragon_skin_force");
3461 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3185 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3462 ; 3186 ;
3463 3187
3464 if (!skin) 3188 if (!skin)
3465 return; 3189 return;
3466 3190
3499 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3500 } 3224 }
3501 else 3225 else
3502 { 3226 {
3503 /* generate misc. treasure */ 3227 /* generate misc. treasure */
3504 tmp = arch_to_object (tr->item); 3228 tmp = tr->item->instance ();
3505 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3229 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3506 tmp = insert_ob_in_ob (tmp, who); 3230 who->insert (tmp);
3507 if (who->type == PLAYER)
3508 esrv_send_item (who, tmp);
3509 } 3231 }
3510} 3232}
3511 3233
3512/** 3234/**
3513 * Unready an object for a player. This function does nothing if the object was 3235 * Unready an object for a player. This function does nothing if the object was
3524 3246
3525 if (pl->ranged_ob == ob) 3247 if (pl->ranged_ob == ob)
3526 pl->ranged_ob = 0; 3248 pl->ranged_ob = 0;
3527} 3249}
3528 3250
3251//-GPL
3252
3529sint8 3253sint8
3530player::visibility_at (maptile *map, int x, int y) const 3254player::darkness_at (maptile *map, int x, int y) const
3531{ 3255{
3532 if (!ns) 3256 if (!ns)
3533 return 0; 3257 return LOS_BLOCKED;
3534 3258
3535 int dx, dy; 3259 int dx, dy;
3536 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3260 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3537 return 0; 3261 return LOS_BLOCKED;
3538 3262
3539 x += dx - ns->current_x + ns->mapx / 2; 3263 x += dx - ns->current_x;
3540 y += dy - ns->current_y + ns->mapy / 2; 3264 y += dy - ns->current_y;
3541 3265
3542 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3543 return 0;
3544
3545 return 100 - blocked_los [x][y]; 3266 return blocked_los (x, y);
3546} 3267}
3268
3269void
3270player::infobox (const char *title, const char *msg, int color)
3271{
3272 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3273}
3274
3275void
3276player::statusmsg (const char *msg, int color)
3277{
3278 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3279}
3280
3281void
3282player::failmsg (const char *msg, int color)
3283{
3284 play_sound (sound_find ("generic_failure"));
3285 statusmsg (msg, color);
3286}
3287

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