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Comparing deliantra/server/server/player.C (file contents):
Revision 1.94 by root, Mon Jan 8 14:29:05 2007 UTC vs.
Revision 1.201 by root, Sun Aug 17 01:26:35 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
130 131
131 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
132 strip_endline (subject); 133 strip_endline (subject);
133 size = 0; 134 size = 0;
134 news[0] = '\0'; 135 news[0] = '\0';
144 size += strlen (buf); 145 size += strlen (buf);
145 } 146 }
146 } 147 }
147 148
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
151} 152}
152 153
153/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
154static void 155static void
155set_first_map (object *op) 156set_first_map (object *op)
156{ 157{
157 op->contr->maplevel = first_map_path; 158 op->contr->maplevel = first_map_path;
158 op->x = -1; 159 op->x = -1;
159 op->y = -1; 160 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 161}
174 162
175void 163void
176player::activate () 164player::activate ()
177{ 165{
182 ob->remove (); 170 ob->remove ();
183 ob->map = 0; 171 ob->map = 0;
184 ob->activate_recursive (); 172 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 174 add_friendly_object (ob);
187 enter_map ();
188} 175}
189 176
190void 177void
191player::deactivate () 178player::deactivate ()
192{ 179{
194 return; 181 return;
195 182
196 terminate_all_pets (ob); 183 terminate_all_pets (ob);
197 remove_friendly_object (ob); 184 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
199 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 192 ob->map = 0;
193 party = 0;
201 194
202 // for weird reasons, this is often "ob", keeping a circular reference 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 196
205 players.erase (this); 197 players.erase (this);
206} 198}
207 199
208// connect the player with a specific client 200// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 201// also changes, rationalises, and fixes some incorrect settings
210void 202void
211player::connect (client *ns) 203player::connect (client *ns)
212{ 204{
213 this->ns = ns; 205 this->ns = ns;
214 ns->pl = this; 206 ns->pl = this;
215 207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
216 ns->update_look = 0; 212 ns->update_look = 0;
217 ns->look_position = 0; 213 ns->look_position = 0;
218 214
219 clear_los (ob); 215 clear_los (this);
220 216
221//TODO: must move into client 217 ns->reset_stats ();
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247 218
248 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
251 222
252 if (!legal_range (ob, shoottype)) 223 ob->update_weight ();
253 shoottype = range_none;
254
255 ob->carrying = sum_weight (ob);
256 link_player_skills (ob); 224 link_player_skills (ob);
257 225
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259 227
260 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271 229
272 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
274 { 232 {
275 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
276 234
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279
280 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
283 abil = tmp; 238 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
285 skin = tmp; 240 skin = tmp;
286 241
287 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
288 } 243 }
289 244
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291 246
292 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
293 248
294 ob->update_stats (); 249 ob->update_stats ();
250
295 ns->floorbox_update (); 251 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0); 253 esrv_add_spells (this, 0);
299 254
300 activate (); 255 activate ();
301 256
308} 263}
309 264
310void 265void
311player::disconnect () 266player::disconnect ()
312{ 267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
313 if (ns) 274 if (ns)
314 { 275 {
315 if (active) 276 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 278
318 INVOKE_PLAYER (DISCONNECT, this); 279 INVOKE_PLAYER (DISCONNECT, this);
319 280
281 ns->reset_stats ();
320 ns->pl = 0; 282 ns->pl = 0;
321 this->ns = 0; 283 ns = 0;
322 } 284 }
285
286 observe = ob;
323 287
324 deactivate (); 288 deactivate ();
325} 289}
326 290
327// the need for this function can be explained 291// the need for this function can be explained
328// by load_object not returning the object 292// by load_object not returning the object
329void 293void
330player::set_object (object *op) 294player::set_object (object *op)
331{ 295{
332 ob = op; 296 ob = observe = op;
333 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
334 298
299 ob->speed = 1.0f;
335 ob->speed_left = 0.5; 300 ob->speed_left = 0.5f;
336 ob->speed = 1.0; 301
337 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340 303
341 ob->roll_stats (); 304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330}
331
332void
333player::set_observe (object *op)
334{
335 observe = op ? op : ob;
336 do_los = 1;
342} 337}
343 338
344player::player () 339player::player ()
345{ 340{
346 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point. 342 * we deal with that below this point.
348 */ 343 */
349 outputs_sync = 16; /* Every 2 seconds */ 344 outputs_sync = 4;
350 outputs_count = 8; /* Keeps present behaviour */ 345 outputs_count = 4;
351 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
352 347
353 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
354 349
355 gen_sp_armour = 10; 350 gen_sp_armour = 10;
356 shoottype = range_none;
357 bowtype = bow_normal; 351 bowtype = bow_normal;
358 petmode = pet_normal; 352 petmode = pet_normal;
359 listening = 10; 353 listening = 10;
360 usekeys = containers; 354 usekeys = containers;
361 peaceful = 1; /* default peaceful */ 355 peaceful = 1; /* default peaceful */
362 do_los = 1; 356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
363} 360}
364 361
365void 362void
366player::do_destroy () 363player::do_destroy ()
367{ 364{
372 if (ob) 369 if (ob)
373 { 370 {
374 ob->destroy_inv (false); 371 ob->destroy_inv (false);
375 ob->destroy (); 372 ob->destroy ();
376 } 373 }
374
375 ob = observe = 0;
377} 376}
378 377
379player::~player () 378player::~player ()
380{ 379{
381 /* Clear item stack */ 380 /* Clear item stack */
390player::create () 389player::create ()
391{ 390{
392 player *pl = new player; 391 player *pl = new player;
393 392
394 pl->set_object (arch_to_object (get_player_archetype (0))); 393 pl->set_object (arch_to_object (get_player_archetype (0)));
394
395 pl->ob->roll_stats ();
396 pl->ob->stats.wc = 2;
397 pl->ob->run_away = 25; /* Then we panick... */
398
395 set_first_map (pl->ob); 399 set_first_map (pl->ob);
396 400
397 return pl; 401 return pl;
398} 402}
399 403
403 * Note: there MUST be at least one player archetype! 407 * Note: there MUST be at least one player archetype!
404 */ 408 */
405archetype * 409archetype *
406get_player_archetype (archetype *at) 410get_player_archetype (archetype *at)
407{ 411{
408 archetype *start = at; 412 // archetypes could have been reloaded
413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414
415 if (!nat)
416 return at;
417
418 archvec::iterator i = archetypes.find (nat);
409 419
410 for (;;) 420 for (;;)
411 { 421 {
412 if (at == NULL || at->next == NULL) 422 if (++i == archetypes.end ())
413 at = first_archetype; 423 i = archetypes.begin ();
414 else 424 else if (*i == at)
415 at = at->next; 425 cleanup ("not a single player archetype found");
416 426
417 if (at->clone.type == PLAYER) 427 if ((*i)->type == PLAYER)
418 return at; 428 return *i;
419
420 if (at == start)
421 {
422 LOG (llevError, "No Player archetypes\n");
423 exit (-1);
424 }
425 } 429 }
426} 430}
427 431
428object * 432object *
429get_nearest_player (object *mon) 433get_nearest_player (object *mon)
433 unsigned lastdist; 437 unsigned lastdist;
434 rv_vector rv; 438 rv_vector rv;
435 439
436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
437 { 441 {
438 /* We should not find free objects on this friendly list, but it
439 * does periodically happen. Given that, lets deal with it.
440 * While unlikely, it is possible the next object on the friendly
441 * list is also free, so encapsulate this in a while loop.
442 */
443 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
444 {
445 object *tmp = ol->ob;
446
447 /* Can't do much more other than log the fact, because the object
448 * itself will have been cleared.
449 */
450 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
451 tmp->debug_desc ());
452 ol = ol->next;
453 remove_friendly_object (tmp);
454 if (!ol)
455 return op;
456 }
457
458 /* Remove special check for player from this. First, it looks to cause
459 * some crashes (ol->ob->contr not set properly?), but secondly, a more
460 * complicated method of state checking would be needed in any case -
461 * as it was, a clever player could type quit, and the function would
462 * skip them over while waiting for confirmation. Remove
463 * on_same_map check, as can_detect_enemy also does this
464 */
465 if (!can_detect_enemy (mon, ol->ob, &rv)) 442 if (!can_detect_enemy (mon, ol->ob, &rv))
466 continue; 443 continue;
467 444
468 if (lastdist > rv.distance) 445 if (lastdist > rv.distance)
469 { 446 {
545 x = mon->x; 522 x = mon->x;
546 y = mon->y; 523 y = mon->y;
547 m = mon->map; 524 m = mon->map;
548 dir = rv.direction; 525 dir = rv.direction;
549 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 526 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
550 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 527 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
528
551 /* If we can't solve it within the search distance, return now. */ 529 /* If we can't solve it within the search distance, return now. */
552 if (diff > max) 530 if (diff > max)
553 return 0; 531 return 0;
532
554 while (diff > 1 && max > 0) 533 while (diff > 1 && max > 0)
555 { 534 {
556 lastx = x; 535 lastx = x;
557 lasty = y; 536 lasty = y;
558 lastmap = m; 537 lastmap = m;
640 max--; 619 max--;
641 lastdir = dir; 620 lastdir = dir;
642 if (!firstdir) 621 if (!firstdir)
643 firstdir = dir; 622 firstdir = dir;
644 } 623 }
624
645 if (diff <= 1) 625 if (diff <= 1)
646 { 626 {
647 /* Recalculate diff (distance) because we may not have actually 627 /* Recalculate diff (distance) because we may not have actually
648 * headed toward player for entire distance. 628 * headed toward player for entire distance.
649 */ 629 */
650 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 630 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
651 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 631 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
652 } 632 }
633
653 if (diff > max) 634 if (diff > max)
654 return 0; 635 return 0;
655 } 636 }
637
656 /* If we reached the max, didn't find a direction in time */ 638 /* If we reached the max, didn't find a direction in time */
657 if (!max) 639 if (!max)
658 return 0; 640 return 0;
659 641
660 return firstdir; 642 return firstdir;
661} 643}
662 644
663void 645void
664give_initial_items (object *pl, treasurelist * items) 646give_initial_items (object *pl, treasurelist *items)
665{ 647{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 648 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 649 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 650
671 for (op = pl->inv; op; op = next) 651 for (object *next, *op = pl->inv; op; op = next)
672 { 652 {
673 next = op->below; 653 next = op->below;
674 654
675 /* Forces get applied per default, unless they have the 655 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 656 * flag "neutral" set. Sorry but I can't think of a better way
681 /* we never give weapons/armour if these cannot be used 661 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 662 * by this player due to race restrictions
683 */ 663 */
684 if (pl->type == PLAYER) 664 if (pl->type == PLAYER)
685 { 665 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 666 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
667 &&
687 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 669 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 670 || op->type == SHIELD || op->type == GLOVES
671 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 672 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 673 {
692 op->destroy (); 674 op->destroy ();
693 continue; 675 continue;
694 } 676 }
695 } 677 }
718 if (op->nrof > 1) 700 if (op->nrof > 1)
719 op->nrof = 1; 701 op->nrof = 1;
720 } 702 }
721 703
722 if (op->type == SPELLBOOK && op->inv) 704 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 706
727 /* Give starting characters identified, uncursed, and undamned 707 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 708 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 709 * merged properly.
730 */ 710 */
731 if (need_identify (op)) 711 if (need_identify (op))
732 { 712 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 713 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 714 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 715 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 716 }
717
737 if (op->type == SPELL) 718 if (op->type == SPELL)
738 { 719 {
739 op->destroy (); 720 op->destroy ();
740 continue; 721 continue;
741 } 722 }
743 { 724 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 726 op->stats.exp = 0;
746 op->level = 1; 727 op->level = 1;
747 } 728 }
748 /* lock all 'normal items by default */ 729 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 730 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 731 } /* for loop of objects in player inv */
752 732
753 /* Need to set up the skill pointers */ 733 /* Need to set up the skill pointers */
754 link_player_skills (pl); 734 link_player_skills (pl);
774roll_stat (void) 754roll_stat (void)
775{ 755{
776 int a[4], i, j, k; 756 int a[4], i, j, k;
777 757
778 for (i = 0; i < 4; i++) 758 for (i = 0; i < 4; i++)
779 a[i] = (int) RANDOM () % 6 + 1; 759 a[i] = (int) rndm (6) + 1;
780 760
781 for (i = 0, j = 0, k = 7; i < 4; i++) 761 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k) 762 if (a[i] < k)
783 k = a[i], j = i; 763 k = a[i], j = i;
784 764
790} 770}
791 771
792void 772void
793object::roll_stats () 773object::roll_stats ()
794{ 774{
795 int statsort [7]; 775 int statsort [NUM_STATS];
796 776
797 for (;;) 777 for (;;)
798 { 778 {
799 int sum = 0; 779 int sum = 0;
800 for (int i = 7; i--; ) 780 for (int i = NUM_STATS; i--; )
801 sum += statsort [i] = roll_stat (); 781 sum += statsort [i] = roll_stat ();
802 782
803 if (sum >= 82 && sum <= 116) 783 if (sum >= 82 && sum <= 116)
804 break; 784 break;
805 } 785 }
806 786
807 // Sort the stats so that rerolling is easier... 787 // Sort the stats so that rerolling is easier...
808 std::sort (statsort, statsort + 7, std::greater<int>()); 788 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
809 789
790 for (int i = 0; i < NUM_STATS; ++i)
810 stats.Str = statsort[0]; 791 stats.stat (i) = statsort [i];
811 stats.Dex = statsort[1];
812 stats.Con = statsort[2];
813 stats.Int = statsort[3];
814 stats.Wis = statsort[4];
815 stats.Pow = statsort[5];
816 stats.Cha = statsort[6];
817 792
818 stats.exp = 0; 793 stats.exp = 0;
819 stats.ac = 0; 794 stats.ac = 0;
820 795
821 stats.hp = stats.maxhp; 796 stats.hp = stats.maxhp;
833} 808}
834 809
835void 810void
836object::swap_stats (int a, int b) 811object::swap_stats (int a, int b)
837{ 812{
838 int tmp = get_attr_value (&contr->orig_stats, a); 813 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
840 set_attr_value (&contr->orig_stats, b, tmp);
841 814
815 for (int i = 0; i < NUM_STATS; ++i)
842 stats.Str = contr->orig_stats.Str; 816 stats.stat (i) = contr->orig_stats.stat (i);
843 stats.Dex = contr->orig_stats.Dex;
844 stats.Con = contr->orig_stats.Con;
845 stats.Int = contr->orig_stats.Int;
846 stats.Wis = contr->orig_stats.Wis;
847 stats.Pow = contr->orig_stats.Pow;
848 stats.Cha = contr->orig_stats.Cha;
849 817
850 //TODO: the following code looks so borked and should, at the very least, 818 //TODO: the following code looks so borked and should, at the very least,
851 // be merged with the similar code in roll_stats 819 // be merged with the similar code in roll_stats
852 stats.ac = 0; 820 stats.ac = 0;
853 821
872static void 840static void
873start_info (object *op) 841start_info (object *op)
874{ 842{
875 char buf[MAX_BUF]; 843 char buf[MAX_BUF];
876 844
877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 845 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
878 new_draw_info (NDI_UNIQUE, 0, op, buf); 846 new_draw_info (NDI_UNIQUE, 0, op, buf);
879 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
880 //new_draw_info (NDI_UNIQUE, 0, op, " ");
881} 847}
882 848
883/* This function takes the key that is passed, and does the 849/* This function takes the key that is passed, and does the
884 * appropriate action with it (change race, or other things). 850 * appropriate action with it (change race, or other things).
885 * The function name is for historical reasons - now we have 851 * The function name is for historical reasons - now we have
886 * separate race and class; this actually changes the RACE, 852 * separate race and class; this actually changes the RACE,
887 * not the class. 853 * not the class.
888 */ 854 */
889int 855void
890key_change_class (object *op, char key) 856player::chargen_race_done ()
891{ 857{
892 int tmp_loop;
893
894 if (key == 'd' || key == 'D')
895 {
896 char buf[MAX_BUF];
897
898 /* this must before then initial items are given */ 858 /* this must before then initial items are given */
899 esrv_new_player (op->contr, op->weight + op->carrying); 859 esrv_new_player (ob->contr);
900 860
901 treasurelist *tl = find_treasurelist ("starting_wealth"); 861 treasurelist *tl = treasurelist::find ("starting_wealth");
902 if (tl) 862 if (tl)
903 create_treasure (tl, op, 0, 0, 0); 863 create_treasure (tl, ob, 0, 0, 0);
904 864
905 INVOKE_PLAYER (BIRTH, op->contr); 865 INVOKE_PLAYER (BIRTH, ob->contr);
906 INVOKE_PLAYER (LOGIN, op->contr); 866 INVOKE_PLAYER (LOGIN, ob->contr);
907 867
908 op->contr->ns->state = ST_PLAYING; 868 ob->contr->ns->state = ST_PLAYING;
909 869
910 if (op->msg) 870 if (ob->msg)
911 op->msg = NULL; 871 ob->msg = 0;
912 872
913 /* We create this now because some of the unique maps will need it
914 * to save here.
915 */
916 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
917 make_path_to_file (buf);
918
919#ifdef AUTOSAVE
920 op->contr->last_save_tick = pticks;
921#endif
922 start_info (op); 873 start_info (ob);
923 CLEAR_FLAG (op, FLAG_WIZ); 874 CLEAR_FLAG (ob, FLAG_WIZ);
924 give_initial_items (op, op->randomitems); 875 give_initial_items (ob, ob->randomitems);
925 link_player_skills (op); 876 link_player_skills (ob);
926 esrv_send_inventory (op, op); 877 esrv_send_inventory (ob, ob);
927 op->update_stats (); 878 ob->update_stats ();
928 879
929 /* This moves the player to a different start map, if there 880 /* This moves the player to a different start map, if there
930 * is one for this race 881 * is one for this race
931 */ 882 */
932 if (*first_map_ext_path) 883 if (*first_map_ext_path)
933 { 884 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
934 object *tmp;
935 char mapname[MAX_BUF];
936
937 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
938 tmp = object::create ();
939 EXIT_PATH (tmp) = mapname;
940 EXIT_X (tmp) = op->x;
941 EXIT_Y (tmp) = op->y;
942 op->enter_exit (tmp); /* we don't really care if it succeeded;
943 * if the map isn't there, then stay on the
944 * default initial map */
945 tmp->destroy ();
946 }
947 else 885 else
948 LOG (llevDebug, "first_map_ext_path not set\n"); 886 LOG (llevDebug, "first_map_ext_path not set\n");
887}
949 888
950 return 0; 889void
951 } 890player::chargen_race_next ()
952 891{
953 /* Following actually changes the race - this is the default command 892 /* Following actually changes the race - this is the default command
954 * if we don't match with one of the options above. 893 * if we don't match with one of the options above.
955 */ 894 */
956 895
957 tmp_loop = 0; 896 do
958 while (!tmp_loop)
959 { 897 {
960 shstr name = op->name; 898 shstr name = ob->name;
961 int x = op->x, y = op->y; 899 int x = ob->x, y = ob->y;
962 900
963 op->remove_statbonus (); 901 ob->remove_statbonus ();
964 op->remove (); 902 ob->remove ();
965 op->arch = get_player_archetype (op->arch); 903 ob->arch = get_player_archetype (ob->arch);
966 op->arch->clone.copy_to (op); 904 ob->arch->copy_to (ob);
967 op->instantiate (); 905 ob->instantiate ();
968 op->stats = op->contr->orig_stats; 906 ob->stats = ob->contr->orig_stats;
969 op->name = op->name_pl = name; 907 ob->name = ob->name_pl = name;
970 op->x = x; 908 ob->x = x;
971 op->y = y; 909 ob->y = y;
972 SET_ANIMATION (op, 2); /* So player faces south */ 910 SET_ANIMATION (ob, 2); /* So player faces south */
973 insert_ob_in_map (op, op->map, op, 0); 911 insert_ob_in_map (ob, ob->map, ob, 0);
974 assign (op->contr->title, op->arch->clone.name); 912 assign (ob->contr->title, ob->arch->object::name);
975 op->add_statbonus (); 913 ob->add_statbonus ();
976 tmp_loop = allowed_class (op);
977 } 914 }
915 while (!allowed_class (ob));
978 916
979 update_object (op, UP_OBJ_FACE); 917 update_object (ob, UP_OBJ_FACE);
980 esrv_update_item (UPD_FACE, op, op); 918 esrv_update_item (UPD_FACE, ob, ob);
981 op->update_stats (); 919 ob->update_stats ();
982 op->stats.hp = op->stats.maxhp; 920 ob->stats.hp = ob->stats.maxhp;
983 op->stats.sp = op->stats.maxsp; 921 ob->stats.sp = ob->stats.maxsp;
984 op->stats.grace = 0; 922 ob->stats.grace = 0;
985
986 if (op->msg)
987 new_draw_info (NDI_BLUE, 0, op, op->msg);
988
989 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
990 return 0;
991} 923}
992 924
993void 925void
994flee_player (object *op) 926flee_player (object *op)
995{ 927{
1042 /* Cornered, get rid of scared */ 974 /* Cornered, get rid of scared */
1043 CLEAR_FLAG (op, FLAG_SCARED); 975 CLEAR_FLAG (op, FLAG_SCARED);
1044 op->enemy = NULL; 976 op->enemy = NULL;
1045} 977}
1046 978
1047
1048/* check_pick sees if there is stuff to be picked up/picks up stuff. 979/* check_pick sees if there is stuff to be picked up/picks up stuff.
1049 * IT returns 1 if the player should keep on moving, 0 if he should 980 * It returns 1 if the player should keep on moving, 0 if he should
1050 * stop. 981 * stop.
1051 */ 982 */
1052int 983int
1053check_pick (object *op) 984check_pick (object *op)
1054{ 985{
1055 object *tmp, *next; 986 object *tmp, *next;
1056 int stop = 0; 987 int stop = 0;
1057 int j, k, wvratio; 988 int wvratio;
1058 char putstring[128], tmpstr[16]; 989 char putstring[128];
1059 990
1060 /* if you're flying, you cna't pick up anything */ 991 /* if you're flying, you cna't pick up anything */
1061 if (op->move_type & MOVE_FLYING) 992 if (op->move_type & MOVE_FLYING)
1062 return 1; 993 return 1;
1063 994
1064 next = op->below; 995 next = op->below;
1065 996
997 int cnt = MAX_ITEM_PER_DROP;
998#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
999
1066 /* loop while there are items on the floor that are not marked as 1000 /* loop while there are items on the floor that are not marked as
1067 * destroyed */ 1001 * destroyed */
1068 while (next && !next->destroyed ()) 1002 while (next && !next->destroyed ())
1069 { 1003 {
1070 tmp = next; 1004 tmp = next;
1071 next = tmp->below; 1005 next = tmp->below;
1072 1006
1007 if (cnt <= 0)
1008 {
1009 op->failmsg ("Couldn't pickup all items at once.");
1010 return 0;
1011 }
1012
1073 if (op->destroyed ()) 1013 if (op->destroyed ())
1074 return 0; 1014 return 0;
1075 1015
1076 if (!can_pick (op, tmp)) 1016 if (!can_pick (op, tmp))
1077 continue; 1017 continue;
1078 1018
1079 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1019 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1080 { 1020 {
1081 if (item_matched_string (op, tmp, op->contr->search_str)) 1021 if (item_matched_string (op, tmp, op->contr->search_str))
1082 pick_up (op, tmp); 1022 CHK_PICK_PICKUP;
1083 continue; 1023 continue;
1084 } 1024 }
1085 1025
1086 /* high not bit set? We're using the old autopickup model */ 1026 /* high not bit set? We're using the old autopickup model */
1087 if (!(op->contr->mode & PU_NEWMODE)) 1027 if (!(op->contr->mode & PU_NEWMODE))
1089 switch (op->contr->mode) 1029 switch (op->contr->mode)
1090 { 1030 {
1091 case 0: 1031 case 0:
1092 return 1; /* don't pick up */ 1032 return 1; /* don't pick up */
1093 case 1: 1033 case 1:
1094 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1095 return 1; 1035 return 1;
1096 case 2: 1036 case 2:
1097 pick_up (op, tmp); 1037 CHK_PICK_PICKUP;
1098 return 0; 1038 return 0;
1099 case 3: 1039 case 3:
1100 return 0; /* stop before pickup */ 1040 return 0; /* stop before pickup */
1101 case 4: 1041 case 4:
1102 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1103 break; 1043 break;
1104 case 5: 1044 case 5:
1105 pick_up (op, tmp); 1045 CHK_PICK_PICKUP;
1106 stop = 1; 1046 stop = 1;
1107 break; 1047 break;
1108 case 6: 1048 case 6:
1109 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1049 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1110 pick_up (op, tmp); 1050 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1051 CHK_PICK_PICKUP;
1111 break; 1052 break;
1112 1053
1113 case 7: 1054 case 7:
1114 if (tmp->type == MONEY || tmp->type == GEM) 1055 if (tmp->type == MONEY || tmp->type == GEM)
1115 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1116 break; 1057 break;
1117 1058
1118 default: 1059 default:
1119 /* use value density */ 1060 /* use value density */
1120 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1061 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1121 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1062 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1122 pick_up (op, tmp); 1063 CHK_PICK_PICKUP;
1123 } 1064 }
1124 } 1065 }
1125 else 1066 else
1126 { /* old model */ 1067 { /* old model */
1127 /* NEW pickup handling */ 1068 /* NEW pickup handling */
1131 if (tmp->name != NULL) 1072 if (tmp->name != NULL)
1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1133 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1074 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1134 else 1075 else
1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1076 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1136 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1077 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137 1078
1138 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1079 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1139 } 1080 }
1140 1081
1141 /* philosophy: 1082 /* philosophy:
1182 /* all food and drink if desired */ 1123 /* all food and drink if desired */
1183 /* question: don't pick up known-poisonous stuff? */ 1124 /* question: don't pick up known-poisonous stuff? */
1184 if (op->contr->mode & PU_FOOD) 1125 if (op->contr->mode & PU_FOOD)
1185 if (tmp->type == FOOD) 1126 if (tmp->type == FOOD)
1186 { 1127 {
1187 pick_up (op, tmp); 1128 CHK_PICK_PICKUP;
1188 continue; 1129 continue;
1189 } 1130 }
1190 1131
1191 if (op->contr->mode & PU_DRINK) 1132 if (op->contr->mode & PU_DRINK)
1192 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1133 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1193 { 1134 {
1194 pick_up (op, tmp); 1135 CHK_PICK_PICKUP;
1195 continue; 1136 continue;
1196 } 1137 }
1197 1138
1198 if (op->contr->mode & PU_POTION) 1139 if (op->contr->mode & PU_POTION)
1199 if (tmp->type == POTION) 1140 if (tmp->type == POTION)
1200 { 1141 {
1201 pick_up (op, tmp); 1142 CHK_PICK_PICKUP;
1202 continue; 1143 continue;
1203 } 1144 }
1204 1145
1205 /* spellbooks, skillscrolls and normal books/scrolls */ 1146 /* spellbooks, skillscrolls and normal books/scrolls */
1206 if (op->contr->mode & PU_SPELLBOOK) 1147 if (op->contr->mode & PU_SPELLBOOK)
1207 if (tmp->type == SPELLBOOK) 1148 if (tmp->type == SPELLBOOK)
1208 { 1149 {
1209 pick_up (op, tmp); 1150 CHK_PICK_PICKUP;
1210 continue; 1151 continue;
1211 } 1152 }
1212 1153
1213 if (op->contr->mode & PU_SKILLSCROLL) 1154 if (op->contr->mode & PU_SKILLSCROLL)
1214 if (tmp->type == SKILLSCROLL) 1155 if (tmp->type == SKILLSCROLL)
1215 { 1156 {
1216 pick_up (op, tmp); 1157 CHK_PICK_PICKUP;
1217 continue; 1158 continue;
1218 } 1159 }
1219 1160
1220 if (op->contr->mode & PU_READABLES) 1161 if (op->contr->mode & PU_READABLES)
1221 if (tmp->type == BOOK || tmp->type == SCROLL) 1162 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1222 { 1163 {
1223 pick_up (op, tmp); 1164 CHK_PICK_PICKUP;
1224 continue; 1165 continue;
1225 } 1166 }
1226 1167
1227 /* wands/staves/rods/horns */ 1168 /* wands/staves/rods/horns */
1228 if (op->contr->mode & PU_MAGIC_DEVICE) 1169 if (op->contr->mode & PU_MAGIC_DEVICE)
1229 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1170 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1230 { 1171 {
1231 pick_up (op, tmp); 1172 CHK_PICK_PICKUP;
1232 continue; 1173 continue;
1233 } 1174 }
1234 1175
1235 /* pick up all magical items */ 1176 /* pick up all magical items */
1236 if (op->contr->mode & PU_MAGICAL) 1177 if (op->contr->mode & PU_MAGICAL)
1237 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1178 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1238 { 1179 {
1239 pick_up (op, tmp); 1180 CHK_PICK_PICKUP;
1240 continue; 1181 continue;
1241 } 1182 }
1242 1183
1243 if (op->contr->mode & PU_VALUABLES) 1184 if (op->contr->mode & PU_VALUABLES)
1244 { 1185 {
1245 if (tmp->type == MONEY || tmp->type == GEM) 1186 if (tmp->type == MONEY || tmp->type == GEM)
1246 { 1187 {
1247 pick_up (op, tmp); 1188 CHK_PICK_PICKUP;
1248 continue; 1189 continue;
1249 } 1190 }
1250 } 1191 }
1251 1192
1252 /* rings & amulets - talismans seems to be typed AMULET */ 1193 /* rings & amulets - talismans seems to be typed AMULET */
1253 if (op->contr->mode & PU_JEWELS) 1194 if (op->contr->mode & PU_JEWELS)
1254 if (tmp->type == RING || tmp->type == AMULET) 1195 if (tmp->type == RING || tmp->type == AMULET)
1255 { 1196 {
1256 pick_up (op, tmp); 1197 CHK_PICK_PICKUP;
1257 continue; 1198 continue;
1258 } 1199 }
1259 1200
1260 /* we don't forget dragon food */ 1201 /* we don't forget dragon food */
1261 if (op->contr->mode & PU_FLESH) 1202 if (op->contr->mode & PU_FLESH)
1262 if (tmp->type == FLESH) 1203 if (tmp->type == FLESH)
1263 { 1204 {
1264 pick_up (op, tmp); 1205 CHK_PICK_PICKUP;
1265 continue; 1206 continue;
1266 } 1207 }
1267 1208
1268 /* bows and arrows. Bows are good for selling! */ 1209 /* bows and arrows. Bows are good for selling! */
1269 if (op->contr->mode & PU_BOW) 1210 if (op->contr->mode & PU_BOW)
1270 if (tmp->type == BOW) 1211 if (tmp->type == BOW)
1271 { 1212 {
1272 pick_up (op, tmp); 1213 CHK_PICK_PICKUP;
1273 continue; 1214 continue;
1274 } 1215 }
1275 1216
1276 if (op->contr->mode & PU_ARROW) 1217 if (op->contr->mode & PU_ARROW)
1277 if (tmp->type == ARROW) 1218 if (tmp->type == ARROW)
1278 { 1219 {
1279 pick_up (op, tmp); 1220 CHK_PICK_PICKUP;
1280 continue; 1221 continue;
1281 } 1222 }
1282 1223
1283 /* all kinds of armor etc. */ 1224 /* all kinds of armor etc. */
1284 if (op->contr->mode & PU_ARMOUR) 1225 if (op->contr->mode & PU_ARMOUR)
1285 if (tmp->type == ARMOUR) 1226 if (tmp->type == ARMOUR)
1286 { 1227 {
1287 pick_up (op, tmp); 1228 CHK_PICK_PICKUP;
1288 continue; 1229 continue;
1289 } 1230 }
1290 1231
1291 if (op->contr->mode & PU_HELMET) 1232 if (op->contr->mode & PU_HELMET)
1292 if (tmp->type == HELMET) 1233 if (tmp->type == HELMET)
1293 { 1234 {
1294 pick_up (op, tmp); 1235 CHK_PICK_PICKUP;
1295 continue; 1236 continue;
1296 } 1237 }
1297 1238
1298 if (op->contr->mode & PU_SHIELD) 1239 if (op->contr->mode & PU_SHIELD)
1299 if (tmp->type == SHIELD) 1240 if (tmp->type == SHIELD)
1300 { 1241 {
1301 pick_up (op, tmp); 1242 CHK_PICK_PICKUP;
1302 continue; 1243 continue;
1303 } 1244 }
1304 1245
1305 if (op->contr->mode & PU_BOOTS) 1246 if (op->contr->mode & PU_BOOTS)
1306 if (tmp->type == BOOTS) 1247 if (tmp->type == BOOTS)
1307 { 1248 {
1308 pick_up (op, tmp); 1249 CHK_PICK_PICKUP;
1309 continue; 1250 continue;
1310 } 1251 }
1311 1252
1312 if (op->contr->mode & PU_GLOVES) 1253 if (op->contr->mode & PU_GLOVES)
1313 if (tmp->type == GLOVES) 1254 if (tmp->type == GLOVES)
1314 { 1255 {
1315 pick_up (op, tmp); 1256 CHK_PICK_PICKUP;
1316 continue; 1257 continue;
1317 } 1258 }
1318 1259
1319 if (op->contr->mode & PU_CLOAK) 1260 if (op->contr->mode & PU_CLOAK)
1320 if (tmp->type == CLOAK) 1261 if (tmp->type == CLOAK)
1321 { 1262 {
1322 pick_up (op, tmp); 1263 CHK_PICK_PICKUP;
1323 continue; 1264 continue;
1324 } 1265 }
1325 1266
1326 /* hoping to catch throwing daggers here */ 1267 /* hoping to catch throwing daggers here */
1327 if (op->contr->mode & PU_MISSILEWEAPON) 1268 if (op->contr->mode & PU_MISSILEWEAPON)
1328 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1269 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1329 { 1270 {
1330 pick_up (op, tmp); 1271 CHK_PICK_PICKUP;
1331 continue; 1272 continue;
1332 } 1273 }
1333 1274
1334 /* careful: chairs and tables are weapons! */ 1275 /* careful: chairs and tables are weapons! */
1335 if (op->contr->mode & PU_ALLWEAPON) 1276 if (op->contr->mode & PU_ALLWEAPON)
1336 { 1277 {
1337 if (tmp->type == WEAPON && tmp->name != NULL) 1278 if (tmp->type == WEAPON && tmp->name != NULL)
1338 { 1279 {
1339 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1280 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1340 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1281 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1341 { 1282 {
1342 pick_up (op, tmp); 1283 CHK_PICK_PICKUP;
1343 continue; 1284 continue;
1344 } 1285 }
1345 } 1286 }
1346 1287
1347 if (tmp->type == WEAPON && tmp->name == NULL) 1288 if (tmp->type == WEAPON && tmp->name == NULL)
1348 { 1289 {
1349 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1290 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1350 { 1291 {
1351 pick_up (op, tmp); 1292 CHK_PICK_PICKUP;
1352 continue; 1293 continue;
1353 } 1294 }
1354 } 1295 }
1355 } 1296 }
1356 1297
1357 /* misc stuff that's useful */ 1298 /* misc stuff that's useful */
1358 if (op->contr->mode & PU_KEY) 1299 if (op->contr->mode & PU_KEY)
1359 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1300 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1360 { 1301 {
1361 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1362 continue; 1303 continue;
1363 } 1304 }
1364 1305
1365 /* any of the last 4 bits set means we use the ratio for value 1306 /* any of the last 4 bits set means we use the ratio for value
1366 * pickups */ 1307 * pickups */
1367 if (op->contr->mode & PU_RATIO) 1308 if (op->contr->mode & PU_RATIO)
1368 { 1309 {
1369 /* use value density to decide what else to grab */ 1310 /* use value density to decide what else to grab */
1370 /* >=7 was >= op->contr->mode */ 1311 /* >=7 was >= op->contr->mode */
1371 /* >=7 is the old standard setting. Now we take the last 4 bits 1312 /* >=7 is the old standard setting. Now we take the last 4 bits
1372 * and multiply them by 5, giving 0..15*5== 5..75 */ 1313 */
1373 wvratio = (op->contr->mode & PU_RATIO) * 5; 1314 wvratio = op->contr->mode & PU_RATIO;
1374 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1315 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1375 { 1316 {
1376 pick_up (op, tmp); 1317 CHK_PICK_PICKUP;
1377#if 0 1318#if 0
1378 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1319 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1379 if (tmp->name != NULL) 1320 if (tmp->name != NULL)
1380 { 1321 {
1381 fprintf (stderr, "%s", tmp->name); 1322 fprintf (stderr, "%s", tmp->name);
1382 } 1323 }
1383 else 1324 else
1384 fprintf (stderr, "%s", tmp->arch->name); 1325 fprintf (stderr, "%s", tmp->arch->archname);
1385 fprintf (stderr, ",%d] = ", tmp->type); 1326 fprintf (stderr, ",%d] = ", tmp->type);
1386 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1327 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1387#endif 1328#endif
1388 continue; 1329 continue;
1389 } 1330 }
1400 * found object is returned. 1341 * found object is returned.
1401 */ 1342 */
1402object * 1343object *
1403find_arrow (object *op, const char *type) 1344find_arrow (object *op, const char *type)
1404{ 1345{
1405 object *tmp = NULL;
1406
1407 for (op = op->inv; op; op = op->below) 1346 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1408 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1409 tmp = find_arrow (op, type);
1410 else if (op->type == ARROW && op->race == type) 1347 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1348 return splay (tmp);
1349
1350 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1351 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1352 if (object *arrow = find_arrow (tmp, type))
1353 {
1354 splay (tmp);
1411 return op; 1355 return arrow;
1356 }
1357
1412 return tmp; 1358 return 0;
1413} 1359}
1414 1360
1415/* 1361/*
1416 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1417 * against the target. A full test is not performed, simply a basic test 1363 * against the target. A full test is not performed, simply a basic test
1418 * of resistances. The archer is making a quick guess at what he sees down 1364 * of resistances. The archer is making a quick guess at what he sees down
1419 * the hall. Failing that it does it's best to pick the highest plus arrow. 1365 * the hall. Failing that it does it's best to pick the highest plus arrow.
1420 */ 1366 */
1421
1422object * 1367object *
1423find_better_arrow (object *op, object *target, const char *type, int *better) 1368find_better_arrow (object *op, object *target, const char *type, int *better)
1424{ 1369{
1425 object *tmp = NULL, *arrow, *ntmp; 1370 object *tmp = NULL, *arrow, *ntmp;
1426 int attacknum, attacktype, betterby = 0, i; 1371 int attacknum, attacktype, betterby = 0, i;
1441 } 1386 }
1442 } 1387 }
1443 else if (arrow->type == ARROW && arrow->race == type) 1388 else if (arrow->type == ARROW && arrow->race == type)
1444 { 1389 {
1445 /* allways prefer assasination/slaying */ 1390 /* allways prefer assasination/slaying */
1446 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1391 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1447 { 1392 {
1448 if (arrow->attacktype & AT_DEATH) 1393 if (arrow->attacktype & AT_DEATH)
1449 { 1394 {
1450 *better = 100; 1395 *better = 100;
1451 return arrow; 1396 return arrow;
1459 else 1404 else
1460 { 1405 {
1461 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1462 { 1407 {
1463 attacktype = 1 << attacknum; 1408 attacktype = 1 << attacknum;
1464 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1465 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1410 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1466 { 1411 {
1467 tmp = arrow; 1412 tmp = arrow;
1468 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1469 } 1414 }
1470 } 1415 }
1471 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1472 { 1417 {
1473 tmp = arrow; 1418 tmp = arrow;
1479 betterby = 1 + arrow->magic + arrow->stats.dam; 1424 betterby = 1 + arrow->magic + arrow->stats.dam;
1480 } 1425 }
1481 } 1426 }
1482 } 1427 }
1483 } 1428 }
1429
1484 if (tmp == NULL && arrow == NULL) 1430 if (tmp == NULL && arrow == NULL)
1485 return find_arrow (op, type); 1431 return find_arrow (op, type);
1486 1432
1487 *better = betterby; 1433 *better = betterby;
1488 return tmp; 1434 return tmp;
1492 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1493 * op = the shooter 1439 * op = the shooter
1494 * type = bow->race 1440 * type = bow->race
1495 * dir = fire direction 1441 * dir = fire direction
1496 */ 1442 */
1497
1498object * 1443object *
1499pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1500{ 1445{
1501 object *tmp = NULL; 1446 object *tmp = NULL;
1502 maptile *m; 1447 maptile *m;
1567 */ 1512 */
1568int 1513int
1569fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1570{ 1515{
1571 object *left, *bow; 1516 object *left, *bow;
1572 int bowspeed, mflags; 1517 int mflags;
1573 maptile *m; 1518 maptile *m;
1574 1519
1575 if (!dir) 1520 if (!dir)
1576 { 1521 {
1577 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1578 return 0; 1523 return 0;
1579 } 1524 }
1580 1525
1581 if (op->type == PLAYER) 1526 if (op->contr)
1582 bow = op->contr->ranges[range_bow]; 1527 bow = op->current_weapon;
1583 else 1528 else
1584 { 1529 {
1585 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1586 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* Don't check for applied - monsters don't apply bows - in that way, they
1587 * don't need to switch back and forth between bows and weapons. 1532 * don't need to switch back and forth between bows and weapons.
1592 if (!bow) 1537 if (!bow)
1593 { 1538 {
1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1595 return 0; 1540 return 0;
1596 } 1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1597 } 1550 }
1598 1551
1599 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1600 { 1553 {
1601 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1602 return 0; 1555 return 0;
1603 } 1556 }
1604
1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1606
1607 /* penalize ROF for bestarrow */
1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1611 if (bowspeed < 1)
1612 bowspeed = 1;
1613 1557
1614 if (arrow == NULL) 1558 if (arrow == NULL)
1615 { 1559 {
1616 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1617 { 1561 {
1618 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1621 else 1565 else
1622 CLEAR_FLAG (op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1623 return 0; 1568 return 0;
1624 } 1569 }
1625 } 1570 }
1626 1571
1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1640 arrow->destroy (); 1585 arrow->destroy ();
1641 return 0; 1586 return 0;
1642 } 1587 }
1643 1588
1644 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1645 arrow = get_split_ob (arrow, 1); 1590 arrow = arrow->split ();
1646 if (!arrow) 1591 if (!arrow)
1647 { 1592 {
1648 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1649 return 0; 1594 return 0;
1650 } 1595 }
1651 1596
1652 arrow->set_owner (op); 1597 arrow->set_owner (op);
1653 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1654 arrow->direction = dir; 1599 arrow->direction = dir;
1655 1600
1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype;
1604
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607
1608#if 0
1609 if (player *pl = op->contr)
1610 {
1611 float speed = pl->weapon_sp;
1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1624
1625 /* update the speed */
1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627 + bow->stats.dam / 7.f;
1628
1629 arrow->set_speed (max (arrow->speed, 2.f));
1630 arrow->speed_left = 0;
1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633
1656 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1657 { 1635 {
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats ();
1660 }
1661
1662 SET_ANIMATION (arrow, arrow->direction);
1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1664 arrow->stats.hp = arrow->stats.dam;
1665 arrow->stats.grace = arrow->attacktype;
1666 if (arrow->slaying != NULL)
1667 arrow->spellarg = strdup (arrow->slaying);
1668
1669 /* Note that this was different for monsters - they got their level
1670 * added to the damage. I think the strength bonus is more proper.
1671 */
1672
1673 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1674
1675 /* update the speed */
1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1678
1679 arrow->set_speed (max (arrow->speed, 1.0));
1680 arrow->speed_left = 0;
1681
1682 if (op->type == PLAYER)
1683 {
1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1685 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1686 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1687
1688 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1637 wc -= dex_bonus[op->stats.Dex];
1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1689 } 1643 }
1690 else 1644 else
1691 { 1645 {
1692 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1693 arrow->level = op->level; 1646 arrow->level = op->level;
1694 } 1647 arrow->stats.wc -= bow->magic;
1695 1648
1696 if (arrow->attacktype == AT_PHYSICAL) 1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1697 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1698 1654
1699 if (bow->slaying) 1655 wc -= arrow->level;
1700 arrow->slaying = bow->slaying; 1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1701 1657
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1702 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1704 1661
1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1706 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1707 1664
1708 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1709 move_arrow (arrow); 1666 move_arrow (arrow);
1710
1711 if (op->type == PLAYER)
1712 {
1713 if (left->destroyed ())
1714 esrv_del_item (op->contr, left->count);
1715 else
1716 esrv_send_item (op, left);
1717 }
1718 1667
1719 return 1; 1668 return 1;
1720} 1669}
1721 1670
1722/* Special fire code for players - this takes into 1671/* Special fire code for players - this takes into
1731{ 1680{
1732 int ret = 0, wcmod = 0; 1681 int ret = 0, wcmod = 0;
1733 1682
1734 if (op->contr->bowtype == bow_bestarrow) 1683 if (op->contr->bowtype == bow_bestarrow)
1735 { 1684 {
1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1685 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1737 } 1686 }
1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1687 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1739 { 1688 {
1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1689 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1741 wcmod = -1; 1690 wcmod = -1;
1751 else if (op->contr->bowtype == bow_spreadshot) 1700 else if (op->contr->bowtype == bow_spreadshot)
1752 { 1701 {
1753 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1702 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1703 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1755 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1704 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1756
1757 } 1705 }
1758 else 1706 else
1759 { 1707 {
1760 /* Simple case */ 1708 /* Simple case */
1761 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1709 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1762 } 1710 }
1711
1763 return ret; 1712 return ret;
1764} 1713}
1765
1766 1714
1767/* Fires a misc (wand/rod/horn) object in 'dir'. 1715/* Fires a misc (wand/rod/horn) object in 'dir'.
1768 * Broken apart from 'fire' to keep it more readable. 1716 * Broken apart from 'fire' to keep it more readable.
1769 */ 1717 */
1770void 1718void
1771fire_misc_object (object *op, int dir) 1719fire_misc_object (object *op, int dir)
1772{ 1720{
1773 object *item; 1721 object *item = op->contr->ranged_ob;
1774 1722
1775 if (!op->contr->ranges[range_misc]) 1723 if (!item)
1776 { 1724 {
1777 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1725 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1726 return;
1779 } 1727 }
1780 1728
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) 1729 if (!item->inv)
1783 { 1730 {
1784 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1731 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1785 return; 1732 return;
1786 } 1733 }
1734
1735 if (!op->change_weapon (item))
1736 return;
1737
1787 if (item->type == WAND) 1738 if (item->type == WAND)
1788 { 1739 {
1789 if (item->stats.food <= 0) 1740 if (item->stats.food <= 0)
1790 { 1741 {
1791 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1742 op->contr->play_sound (sound_find ("wand_poof"));
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1744
1793 return; 1745 return;
1794 } 1746 }
1795 } 1747 }
1796 else if (item->type == ROD || item->type == HORN) 1748 else if (item->type == ROD || item->type == HORN)
1797 { 1749 {
1798 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1750 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1751
1752 // using the maximum of the rods charge allows at least one spell cast
1753 // for a rod or horn, this fixes some broken rods.
1754 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1799 { 1755 {
1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1756 op->contr->play_sound (sound_find ("wand_poof"));
1757
1801 if (item->type == ROD) 1758 if (item->type == ROD)
1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1759 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1803 else 1760 else
1804 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1762
1805 return; 1763 return;
1806 } 1764 }
1807 } 1765 }
1808 1766
1809 if (cast_spell (op, item, dir, item->inv, NULL)) 1767 if (cast_spell (op, item, dir, item->inv, NULL))
1816 object *tmp; 1774 object *tmp;
1817 1775
1818 if (item->arch) 1776 if (item->arch)
1819 { 1777 {
1820 CLEAR_FLAG (item, FLAG_ANIMATE); 1778 CLEAR_FLAG (item, FLAG_ANIMATE);
1821 item->face = item->arch->clone.face; 1779 item->face = item->arch->face;
1822 item->set_speed (0); 1780 item->set_speed (0);
1823 } 1781 }
1824 1782
1825 if ((tmp = item->in_player ())) 1783 if (object *pl = item->visible_to ())
1826 esrv_update_item (UPD_ANIM, tmp, item); 1784 esrv_update_item (UPD_ANIM, pl, item);
1827 } 1785 }
1828 } 1786 }
1829 else if (item->type == ROD || item->type == HORN) 1787 else if (item->type == ROD || item->type == HORN)
1830 drain_rod_charge (item); 1788 drain_rod_charge (item);
1831 } 1789 }
1832} 1790}
1833 1791
1834/* Received a fire command for the player - go and do it. 1792/* Received a fire command for the player - go and do it.
1835 */ 1793 */
1836void 1794bool
1837fire (object *op, int dir) 1795fire (object *op, int dir)
1838{ 1796{
1839 int spellcost = 0; 1797 int spellcost = 0;
1840 1798
1841 /* check for loss of invisiblity/hide */ 1799 /* check for loss of invisiblity/hide */
1842 if (action_makes_visible (op)) 1800 if (action_makes_visible (op))
1843 make_visible (op); 1801 make_visible (op);
1844 1802
1845 switch (op->contr->shoottype) 1803 player *pl = op->contr;
1804
1805 if (pl->golem)
1806 {
1807 control_golem (op->contr->golem, dir);
1808 return false;
1846 { 1809 }
1847 case range_none:
1848 return;
1849 1810
1850 case range_bow: 1811 object *ob = pl->ranged_ob;
1812
1813 if (!ob)
1814 return false;
1815
1816 if (!op->change_weapon (ob))
1817 return false;
1818
1819 if (op->speed_left > 0.f)
1820 --op->speed_left;
1821 else
1822 return false;
1823
1824 switch (ob->type)
1825 {
1826 case BOW:
1851 player_fire_bow (op, dir); 1827 player_fire_bow (op, dir);
1852 return; 1828 break;
1853 1829
1854 case range_magic: /* Casting spells */ 1830 case SPELL:
1855 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1831 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1856 return; 1832 break;
1857 1833
1858 case range_misc: 1834 case BUILDER:
1835 apply_map_builder (op, dir);
1836 break;
1837
1838 case SKILL:
1839 do_skill (op, op, ob, dir, 0);
1840 break;
1841
1842 default:
1859 fire_misc_object (op, dir); 1843 fire_misc_object (op, dir);
1860 return; 1844 break;
1861
1862 case range_golem: /* Control summoned monsters from scrolls */
1863 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1864 {
1865 op->contr->ranges[range_golem] = 0;
1866 op->contr->shoottype = range_none;
1867 }
1868 else
1869 control_golem (op->contr->ranges[range_golem], dir);
1870 return;
1871
1872 case range_skill:
1873 if (!op->chosen_skill)
1874 {
1875 if (op->type == PLAYER)
1876 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1877 return;
1878 }
1879
1880 do_skill (op, op, op->chosen_skill, dir, NULL);
1881 return;
1882 case range_builder:
1883 apply_map_builder (op, dir);
1884 return;
1885 default:
1886 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1887 return;
1888 } 1845 }
1889}
1890 1846
1891 1847 return true;
1848}
1892 1849
1893/* find_key 1850/* find_key
1894 * We try to find a key for the door as passed. If we find a key 1851 * We try to find a key for the door as passed. If we find a key
1895 * and successfully use it, we return the key, otherwise NULL 1852 * and successfully use it, we return the key, otherwise NULL
1896 * This function merges both normal and locked door, since the logic 1853 * This function merges both normal and locked door, since the logic
1898 * pl is the player, 1855 * pl is the player,
1899 * inv is the objects inventory to searched 1856 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 1857 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 1858 * This function can be called recursively to search containers.
1902 */ 1859 */
1903
1904object * 1860object *
1905find_key (object *pl, object *container, object *door) 1861find_key (object *pl, object *container, object *door)
1906{ 1862{
1907 object *tmp, *key; 1863 object *tmp, *key;
1908 1864
1909 /* Should not happen, but sanity checking is never bad */ 1865 /* Should not happen, but sanity checking is never bad */
1910 if (container->inv == NULL) 1866 if (!container->inv)
1911 return NULL; 1867 return 0;
1912 1868
1913 /* First, lets try to find a key in the top level inventory */ 1869 /* First, lets try to find a key in the top level inventory */
1914 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1870 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 { 1871 {
1916 if (door->type == DOOR && tmp->type == KEY) 1872 if (door->type == DOOR && tmp->type == KEY)
1917 break; 1873 break;
1918 /* For sanity, we should really check door type, but other stuff 1874 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1875 * (like containers) can be locked with special keys
1920 */ 1876 */
1921 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1877 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 break; 1878 break;
1923 } 1879 }
1880
1924 /* No key found - lets search inventories now */ 1881 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1882 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 1883 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1884 * a key, return
1928 */ 1885 */
1929 if (!tmp) 1886 if (!tmp)
1930 { 1887 {
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1888 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 { 1889 {
1933 /* No reason to search empty containers */ 1890 /* No reason to search empty containers */
1934 if (tmp->type == CONTAINER && tmp->inv) 1891 if (tmp->type == CONTAINER && tmp->inv)
1935 { 1892 {
1936 if ((key = find_key (pl, tmp, door)) != NULL) 1893 if ((key = find_key (pl, tmp, door)))
1937 return key; 1894 return key;
1938 } 1895 }
1939 } 1896 }
1897
1940 if (!tmp) 1898 if (!tmp)
1941 return NULL; 1899 return NULL;
1942 } 1900 }
1901
1943 /* We get down here if we have found a key. Now if its in a container, 1902 /* We get down here if we have found a key. Now if its in a container,
1944 * see if we actually want to use it 1903 * see if we actually want to use it
1945 */ 1904 */
1946 if (pl != container) 1905 if (pl != container)
1947 { 1906 {
1968 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1927 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1969 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1928 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1970 return NULL; 1929 return NULL;
1971 } 1930 }
1972 } 1931 }
1932
1973 return tmp; 1933 return tmp;
1974} 1934}
1975 1935
1976/* moved door processing out of move_player_attack. 1936/* moved door processing out of move_player_attack.
1977 * returns 1 if player has opened the door with a key 1937 * returns 1 if player has opened the door with a key
1979 * 0 otherwise 1939 * 0 otherwise
1980 */ 1940 */
1981static int 1941static int
1982player_attack_door (object *op, object *door) 1942player_attack_door (object *op, object *door)
1983{ 1943{
1984 /* If its a door, try to find a use a key. If we do destroy the door, 1944 /* If its a door, try to find a key. If we do destroy the door,
1985 * might as well return immediately as there is nothing more to do - 1945 * might as well return immediately as there is nothing more to do -
1986 * otherwise, we fall through to the rest of the code. 1946 * otherwise, we fall through to the rest of the code.
1987 */ 1947 */
1988 object *key = find_key (op, op, door); 1948 object *key = find_key (op, op, door);
1989 1949
1990 /* IF we found a key, do some extra work */ 1950 /* If we found a key, do some extra work */
1991 if (key) 1951 if (key)
1992 { 1952 {
1993 object *container = key->env; 1953 object *container = key->env;
1994 1954
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996 if (action_makes_visible (op)) 1955 if (action_makes_visible (op))
1997 make_visible (op); 1956 make_visible (op);
1957
1998 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1958 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1999 spring_trap (door->inv, op); 1959 spring_trap (door->inv, op);
1960
2000 if (door->type == DOOR) 1961 if (door->type == DOOR)
2001 {
2002 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1962 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2003 }
2004 else if (door->type == LOCKED_DOOR) 1963 else if (door->type == LOCKED_DOOR)
2005 { 1964 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1965 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2007 remove_door2 (door); /* remove door without violence ;-) */ 1966 remove_door2 (door); /* remove door without violence ;-) */
2008 } 1967 }
1968
2009 /* Do this after we print the message */ 1969 /* Do this after we print the message */
2010 decrease_ob (key); /* Use up one of the keys */ 1970 key->decrease (); /* Use up one of the keys */
2011 /* Need to update the weight the container the key was in */ 1971
2012 if (container != op)
2013 esrv_update_item (UPD_WEIGHT, op, container);
2014 return 1; /* Nothing more to do below */ 1972 return 1; /* Nothing more to do below */
2015 } 1973 }
2016 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
2017 { 1975 {
2018 /* Might as well return now - no other way to open this */ 1976 /* Might as well return now - no other way to open this */
2019 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1977 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2020 return 1; 1978 return 1;
2021 } 1979 }
1980
2022 return 0; 1981 return 0;
2023} 1982}
2024 1983
2025/* This function is just part of a breakup from move_player. 1984/* This function is just part of a breakup from move_player.
2026 * It should keep the code cleaner. 1985 * It should keep the code cleaner.
2027 * When this is called, the players direction has been updated 1986 * When this is called, the players direction has been updated
2028 * (taking into account confusion.) The player is also actually 1987 * (taking into account confusion.) The player is also actually
2029 * going to try and move (not fire weapons). 1988 * going to try and move (not fire weapons).
2030 */ 1989 */
2031void 1990bool
2032move_player_attack (object *op, int dir) 1991move_player_attack (object *op, int dir)
2033{ 1992{
2034 object *tmp, *mon;
2035 sint16 nx, ny;
2036 int on_battleground; 1993 int on_battleground;
2037 maptile *m;
2038 1994
2039 nx = freearr_x[dir] + op->x; 1995 sint16 nx = freearr_x[dir] + op->x;
2040 ny = freearr_y[dir] + op->y; 1996 sint16 ny = freearr_y[dir] + op->y;
2041 1997
2042 on_battleground = op_on_battleground (op, 0, 0); 1998 on_battleground = op_on_battleground (op, 0, 0);
1999
2000 if (out_of_map (op->map, nx, ny))
2001 return false;
2002
2003 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2004 {
2005 --op->speed_left;
2006 return true;
2007 }
2043 2008
2044 /* If braced, or can't move to the square, and it is not out of the 2009 /* If braced, or can't move to the square, and it is not out of the
2045 * map, attack it. Note order of if statement is important - don't 2010 * map, attack it. Note order of if statement is important - don't
2046 * want to be calling move_ob if braced, because move_ob will move the 2011 * want to be calling move_ob if braced, because move_ob will move the
2047 * player. This is a pretty nasty hack, because if we could 2012 * player. This is a pretty nasty hack, because if we could
2048 * move to some space, it then means that if we are braced, we should 2013 * move to some space, it then means that if we are braced, we should
2049 * do nothing at all. As it is, if we are braced, we go through 2014 * do nothing at all. As it is, if we are braced, we go through
2050 * quite a bit of processing. However, it probably is less than what 2015 * quite a bit of processing. However, it probably is less than what
2051 * move_ob uses. 2016 * move_ob uses.
2052 */ 2017 */
2053 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2054 {
2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2056 {
2057 m = op->map->xy_find (nx, ny); 2018 maptile *m = op->map->xy_find (nx, ny);
2058 if (!m)
2059 return; /* Don't think this should happen */
2060 }
2061 else
2062 m = op->map;
2063 2019
2064 if (!(tmp = m->at (nx, ny).bot))
2065 return;
2066
2067 mon = 0;
2068 /* Go through all the objects, and find ones of interest. Only stop if 2020 /* Go through all the objects, and find ones of interest. Only stop if
2069 * we find a monster - that is something we know we want to attack. 2021 * we find a monster - that is something we know we want to attack.
2070 * if its a door or barrel (can roll) see if there may be monsters 2022 * if its a door or barrel (can roll) see if there may be monsters
2071 * on the space 2023 * on the space
2072 */ 2024 */
2073 while (tmp) 2025 object *mon;
2074 { 2026 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2075 if (tmp == op) 2027 {
2076 { 2028 if ((mon->flag [FLAG_ALIVE]
2077 tmp = tmp->above; 2029 || mon->type == LOCKED_DOOR
2078 continue; 2030 || mon->flag [FLAG_CAN_ROLL])
2079 }
2080
2081 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2082 {
2083 mon = tmp; 2031 && mon != op)
2084 break; 2032 break;
2085 } 2033 }
2086 2034
2087 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2088 mon = tmp;
2089
2090 tmp = tmp->above;
2091 }
2092
2093 if (!mon) /* This happens anytime the player tries to move */ 2035 if (!mon) /* This happens anytime the player tries to move */
2094 return; /* into a wall */ 2036 return false; /* into a wall */
2095 2037
2096 if (mon->head)
2097 mon = mon->head; 2038 mon = mon->head_ ();
2098 2039
2099 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2040 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2041 if (op->contr->weapon_sp_left > 0.f)
2100 if (player_attack_door (op, mon)) 2042 if (player_attack_door (op, mon))
2043 {
2044 --op->contr->weapon_sp_left;
2101 return; 2045 return true;
2046 }
2102 2047
2103 /* The following deals with possibly attacking peaceful 2048 /* The following deals with possibly attacking peaceful
2104 * or frienddly creatures. Basically, all players are considered 2049 * or friendly creatures. Basically, all players are considered
2105 * unaggressive. If the moving player has peaceful set, then the 2050 * unaggressive. If the moving player has peaceful set, then the
2106 * object should be pushed instead of attacked. It is assumed that 2051 * object should be pushed instead of attacked. It is assumed that
2107 * if you are braced, you will not attack friends accidently, 2052 * if you are braced, you will not attack friends accidently,
2108 * and thus will not push them. 2053 * and thus will not push them.
2109 */ 2054 */
2110 2055
2111 /* If the creature is a pet, push it even if the player is not 2056 /* If the creature is a pet, push it even if the player is not
2112 * peaceful. Our assumption is the creature is a pet if the 2057 * peaceful. Our assumption is the creature is a pet if the
2113 * player owns it and it is either friendly or unagressive. 2058 * player owns it and it is either friendly or unagressive.
2114 */ 2059 */
2115 if ((op->type == PLAYER) 2060 if (op->type == PLAYER
2116#if COZY_SERVER
2117 &&
2118 ((mon->owner && mon->owner->contr 2061 && ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2062 && same_party (mon->owner->contr->party, op->contr->party))
2120#else
2121 && mon->owner == op 2063 || mon->owner == op)
2122#endif
2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2064 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2124 { 2065 {
2125 /* If we're braced, we don't want to switch places with it */ 2066 /* If we're braced, we don't want to switch places with it */
2126 if (op->contr->braced) 2067 if (op->contr->braced)
2127 return; 2068 return false;
2128 2069
2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2070 if (op->speed_left > 0.f)
2071 {
2072 --op->speed_left;
2073
2074 op->play_sound (sound_find ("push_player"));
2130 (void) push_ob (mon, dir, op); 2075 push_ob (mon, dir, op);
2076
2131 if (op->contr->tmp_invis || op->hide) 2077 if (op->contr->tmp_invis || op->hide)
2132 make_visible (op); 2078 make_visible (op);
2133 2079
2134 return; 2080 return true;
2135 } 2081 }
2082 else
2083 return false;
2084 }
2136 2085
2137 /* in certain circumstances, you shouldn't attack friendly 2086 /* in certain circumstances, you shouldn't attack friendly
2138 * creatures. Note that if you are braced, you can't push 2087 * creatures. Note that if you are braced, you can't push
2139 * someone, but put it inside this loop so that you won't 2088 * someone, but put it inside this loop so that you won't
2140 * attack them either. 2089 * attack them either.
2141 */ 2090 */
2142 if ((mon->type == PLAYER || mon->enemy != op) && 2091 if ((mon->type == PLAYER || mon->enemy != op)
2143 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2092 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2144#ifdef PROHIBIT_PLAYERKILL
2145 (op->contr->peaceful 2093 && ((op->contr->peaceful
2146 || (mon->type == PLAYER 2094 || (mon->type == PLAYER && mon->contr->peaceful))
2147 && mon->contr->
2148 peaceful)) &&
2149#else
2150 op->contr->peaceful &&
2151#endif
2152 !on_battleground)) 2095 && !on_battleground))
2096 {
2097 if (op->speed_left > 0.f)
2153 { 2098 {
2099 --op->speed_left;
2100
2154 if (!op->contr->braced) 2101 if (!op->contr->braced)
2155 { 2102 {
2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2103 op->play_sound (sound_find ("push_player"));
2157 push_ob (mon, dir, op); 2104 push_ob (mon, dir, op);
2158 } 2105 }
2159 else 2106 else
2160 new_draw_info (0, 0, op, "You withhold your attack"); 2107 op->statusmsg ("You withhold your attack");
2161 2108
2162 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2163 make_visible (op); 2110 make_visible (op);
2164 }
2165 2111
2112 return true;
2113 }
2114 }
2166 /* If the object is a boulder or other rollable object, then 2115 /* If the object is a boulder or other rollable object, then
2167 * roll it if not braced. You can't roll it if you are braced. 2116 * roll it if not braced. You can't roll it if you are braced.
2168 */ 2117 */
2169 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2118 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2119 {
2120 if (op->speed_left > 0.f)
2170 { 2121 {
2122 --op->speed_left;
2123
2171 recursive_roll (mon, dir, op); 2124 recursive_roll (mon, dir, op);
2172 if (action_makes_visible (op)) 2125 if (action_makes_visible (op))
2173 make_visible (op); 2126 make_visible (op);
2174 }
2175 2127
2128 return true;
2129 }
2130 }
2176 /* Any generic living creature. Including things like doors. 2131 /* Any generic living creature. Including things like doors.
2177 * Way it works is like this: First, it must have some hit points 2132 * Way it works is like this: First, it must have some hit points
2178 * and be living. Then, it must be one of the following: 2133 * and be living. Then, it must be one of the following:
2179 * 1) Not a player, 2) A player, but of a different party. Note 2134 * 1) Not a player, 2) A player, but of a different party. Note
2180 * that party_number -1 is no party, so attacks can still happen. 2135 * that party_number -1 is no party, so attacks can still happen.
2181 */ 2136 */
2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2137 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2138 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2184 { 2139 {
2185 2140 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2186 /* If the player hasn't hit something this tick, and does
2187 * so, give them speed boost based on weapon speed. Doing
2188 * it here is better than process_players2, which basically
2189 * incurred a 1 tick offset.
2190 */
2191 if (!op->contr->has_hit)
2192 { 2141 {
2193 op->speed_left += op->speed / op->contr->weapon_sp; 2142 --op->contr->weapon_sp_left;
2194
2195 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2196 }
2197 2143
2198 skill_attack (mon, op, 0, 0, 0); 2144 skill_attack (mon, op, 0, 0, 0);
2199
2200 /* If attacking another player, that player gets automatic
2201 * hitback, and doesn't loose luck either.
2202 * Disable hitback on the battleground or if the target is
2203 * the wiz.
2204 */
2205 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2206 {
2207 short luck = mon->stats.luck;
2208
2209 mon->contr->has_hit = 1;
2210 skill_attack (op, mon, 0, 0, 0);
2211 mon->stats.luck = luck;
2212 }
2213 2145
2214 if (action_makes_visible (op)) 2146 if (action_makes_visible (op))
2215 make_visible (op); 2147 make_visible (op);
2216 }
2217 } /* if player should attack something */
2218}
2219 2148
2220int 2149 return true;
2150 }
2151 }
2152
2153 return false;
2154}
2155
2156bool
2221move_player (object *op, int dir) 2157move_player (object *op, int dir)
2222{ 2158{
2223 int pick; 2159 int pick;
2224 2160
2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2161 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2226 return 0; 2162 return 0;
2227 2163
2228 /* Sanity check: make sure dir is valid */ 2164 /* Sanity check: make sure dir is valid */
2229 if ((dir < 0) || (dir >= 9)) 2165 if ((dir < 0) || (dir >= 9))
2230 { 2166 {
2232 return 0; 2168 return 0;
2233 } 2169 }
2234 2170
2235 /* peterm: added following line */ 2171 /* peterm: added following line */
2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2172 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2173 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2238 2174
2239 op->facing = dir; 2175 op->facing = dir;
2240 2176
2241 if (op->hide) 2177 if (op->hide)
2242 do_hidden_move (op); 2178 do_hidden_move (op);
2243 2179
2180 bool retval;
2181
2244 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2182 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2245 /*nop */ ; 2183 retval = RESULT_INT (0);
2246 else if (op->contr->fire_on) 2184 else if (op->contr->fire_on)
2247 fire (op, dir); 2185 retval = fire (op, dir);
2248 else 2186 else
2249 { 2187 {
2250 move_player_attack (op, dir); 2188 retval = move_player_attack (op, dir);
2251 pick = check_pick (op); 2189 pick = check_pick (op);
2252 } 2190 }
2253 2191
2254 /* Add special check for newcs players and fire on - this way, the 2192 /* Add special check for newcs players and fire on - this way, the
2255 * server can handle repeat firing. 2193 * server can handle repeat firing.
2262 /* Update how the player looks. Use the facing, so direction may 2200 /* Update how the player looks. Use the facing, so direction may
2263 * get reset to zero. This allows for full animation capabilities 2201 * get reset to zero. This allows for full animation capabilities
2264 * for players. 2202 * for players.
2265 */ 2203 */
2266 animate_object (op, op->facing); 2204 animate_object (op, op->facing);
2267 return 0; 2205
2206 return retval;
2268} 2207}
2269 2208
2270/* This is similar to handle_player, below, but is only used by the 2209/* This is similar to handle_player, below, but is only used by the
2271 * new client/server stuff. 2210 * new client/server stuff.
2272 * This is sort of special, in that the new client/server actually uses 2211 * This is sort of special, in that the new client/server actually uses
2273 * the new speed values for commands. 2212 * the new speed values for commands.
2274 * 2213 *
2275 * Returns true if there are more actions we can do. 2214 * Returns true if there are more actions we can do. Should not do
2215 * many actions in a row, as that would be too unfair to other
2216 * players.
2276 */ 2217 */
2277int 2218bool
2278handle_newcs_player (object *op) 2219handle_newcs_player (object *op)
2279{ 2220{
2280 if (op->contr->hidden)
2281 {
2282 op->invisible = 1000;
2283 /* the socket code flashes the player visible/invisible
2284 * depending on the value of invisible, so we need to
2285 * alternate it here for it to work correctly.
2286 */
2287 if (pticks & 2)
2288 op->invisible--;
2289 }
2290 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2291 {
2292 op->invisible--;
2293 if (!op->invisible)
2294 {
2295 make_visible (op);
2296 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2297 }
2298 }
2299
2300 if (QUERY_FLAG (op, FLAG_SCARED)) 2221 if (QUERY_FLAG (op, FLAG_SCARED))
2301 { 2222 {
2302 flee_player (op); 2223 if (op->speed_left > 0.f)
2303 /* If player is still scared, that is his action for this tick */
2304 if (QUERY_FLAG (op, FLAG_SCARED))
2305 { 2224 {
2306 op->speed_left--; 2225 --op->speed_left;
2226 flee_player (op);
2227
2307 return 0; 2228 return true;
2308 } 2229 }
2230 else
2231 return false;
2309 } 2232 }
2310
2311 /* I've been seeing crashes where the golem has been destroyed, but
2312 * the player object still points to the defunct golem. The code that
2313 * destroys the golem looks correct, and it doesn't always happen, so
2314 * put this in a a workaround to clean up the golem pointer.
2315 */
2316 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2317 op->contr->ranges[range_golem] = 0;
2318 2233
2319 /* call this here - we also will call this in do_ericserver, but 2234 /* call this here - we also will call this in do_ericserver, but
2320 * the players time has been increased when doericserver has been 2235 * the players time has been increased when doericserver has been
2321 * called, so we recheck it here. 2236 * called, so we recheck it here.
2322 */ 2237 */
2323 if (op->contr->ns->handle_command ()) 2238 if (op->contr->ns->handle_command ())
2324 return 1; 2239 return true;
2325 2240
2326 if (op->speed_left > 0)
2327 {
2328 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2241 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2329 {
2330 /* All move commands take 1 tick, at least for now */
2331 op->speed_left--;
2332
2333 /* Instead of all the stuff below, let move_player take care
2334 * of it. Also, some of the skill stuff is only put in
2335 * there, as well as the confusion stuff.
2336 */
2337 move_player (op, op->direction); 2242 return move_player (op, op->direction);
2338 2243
2339 return op->speed_left > 0;
2340 }
2341 }
2342
2343 return 0; 2244 return false;
2344} 2245}
2345 2246
2346int 2247int
2347save_life (object *op) 2248save_life (object *op)
2348{ 2249{
2350 return 0; 2251 return 0;
2351 2252
2352 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2253 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2353 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2254 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2354 { 2255 {
2355 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2256 op->play_sound (sound_find ("ob_evaporate"));
2356 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2257 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2357
2358 if (op->contr)
2359 esrv_del_item (op->contr, tmp->count);
2360 2258
2361 tmp->destroy (); 2259 tmp->destroy ();
2362 CLEAR_FLAG (op, FLAG_LIFESAVE); 2260 CLEAR_FLAG (op, FLAG_LIFESAVE);
2363 2261
2364 if (op->stats.hp < 0) 2262 if (op->stats.hp < 0)
2377 return 0; 2275 return 0;
2378} 2276}
2379 2277
2380/* This goes throws the inventory and removes unpaid objects, and puts them 2278/* This goes throws the inventory and removes unpaid objects, and puts them
2381 * back in the map (location and map determined by values of env). This 2279 * back in the map (location and map determined by values of env). This
2382 * function will descend into containers. op is the object to start the search 2280 * function will descend into containers. op is the object to start the search
2383 * from. 2281 * from.
2384 */ 2282 */
2283static void
2284drop_unpaid_items (object *op, object *env)
2285{
2286 while (op)
2287 {
2288 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2289
2290 if (QUERY_FLAG (op, FLAG_UNPAID))
2291 op->insert_at (env);
2292 else if (op->inv)
2293 drop_unpaid_items (op->inv, env);
2294
2295 op = next;
2296 }
2297}
2298
2385void 2299void
2386remove_unpaid_objects (object *op, object *env) 2300object::drop_unpaid_items ()
2387{ 2301{
2388 object *next; 2302 if (!flag [FLAG_REMOVED])
2389 2303 ::drop_unpaid_items (inv, this);
2390 while (op)
2391 {
2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2393
2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2395 {
2396 if (env->type == PLAYER)
2397 esrv_del_item (env->contr, op->count);
2398
2399 op->insert_at (env);
2400 }
2401 else if (op->inv)
2402 remove_unpaid_objects (op->inv, env);
2403
2404 op = next;
2405 }
2406} 2304}
2407 2305
2408/* 2306/*
2409 * Returns pointer a static string containing gravestone text 2307 * Returns pointer a static string containing gravestone text
2410 * Moved from apply.c to player.c - player.c is what 2308 * Moved from apply.c to player.c - player.c is what
2411 * actually uses this function. player.c may not be quite the 2309 * actually uses this function. player.c may not be quite the
2412 * best, a misc file for object actions is probably better, 2310 * best, a misc file for object actions is probably better,
2413 * but there isn't one in the server directory. 2311 * but there isn't one in the server directory.
2414 */ 2312 */
2415char * 2313const char *
2416gravestone_text (object *op) 2314gravestone_text (object *op)
2417{ 2315{
2418 static char buf2[MAX_BUF]; 2316 static dynbuf_text buf;
2419 char buf[MAX_BUF];
2420 time_t now = time (NULL);
2421 2317
2422 strcpy (buf2, " R.I.P.\n\n"); 2318 buf << "---- R.I.P. ----\n\n";
2319 op->name;
2320
2423 if (op->type == PLAYER) 2321 if (op->type == PLAYER)
2424 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2322 buf << " the " << op->contr->title;
2425 else
2426 sprintf (buf, "%s\n", &op->name);
2427 2323
2428 strncat (buf2, " ", 20 - strlen (buf) / 2); 2324 buf << "\n\n";
2429 strcat (buf2, buf); 2325
2326 buf << "who was level ";
2327 buf << (sint32)op->level << "\n\n" // OO breakdown
2328 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2329
2430 if (op->type == PLAYER) 2330 if (op->type == PLAYER)
2431 sprintf (buf, "who was in level %d when killed\n", op->level); 2331 buf << "by " << op->contr->killer_name () << ".\n\n";
2432 else
2433 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2434 2332
2435 strncat (buf2, " ", 20 - strlen (buf) / 2);
2436 strcat (buf2, buf);
2437 if (op->type == PLAYER)
2438 { 2333 {
2439 sprintf (buf, "by %s.\n\n", op->contr->killer); 2334 static char buf2[128];
2440 strncat (buf2, " ", 21 - strlen (buf) / 2); 2335 time_t now = time (NULL);
2441 strcat (buf2, buf);
2442 }
2443
2444 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2336 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2445 strncat (buf2, " ", 20 - strlen (buf) / 2); 2337 buf << buf2;
2446 strcat (buf2, buf); 2338 }
2447 2339
2448 return buf2; 2340 return buf;
2449} 2341}
2450 2342
2451void 2343void
2452do_some_living (object *op) 2344do_some_living (object *op)
2453{ 2345{
2460 int rate_grace = 2000; 2352 int rate_grace = 2000;
2461 const int max_hp = 1; 2353 const int max_hp = 1;
2462 const int max_sp = 1; 2354 const int max_sp = 1;
2463 const int max_grace = 1; 2355 const int max_grace = 1;
2464 2356
2465 if (op->contr->outputs_sync) 2357 if (op->contr->hidden)
2358 {
2359 op->invisible = 1000;
2360 /* the socket code flashes the player visible/invisible
2361 * depending on the value of invisible, so we need to
2362 * alternate it here for it to work correctly.
2363 */
2364 if (pticks & 2)
2365 op->invisible--;
2466 { 2366 }
2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2367 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2468 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2368 {
2469 flush_output_element (op, &op->contr->outputs[i]); 2369 if (!op->invisible--)
2370 {
2371 make_visible (op);
2372 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2373 }
2470 } 2374 }
2471 2375
2472 if (op->contr->ns->state == ST_PLAYING) 2376 if (op->contr->ns->state == ST_PLAYING)
2473 { 2377 {
2474 /* these next three if clauses make it possible to SLOW DOWN 2378 /* these next three if clauses make it possible to SLOW DOWN
2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2397 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2494 else 2398 else
2495 { 2399 {
2496 gen_grace = op->stats.maxgrace; 2400 gen_grace = op->stats.maxgrace;
2497 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2401 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2498 }
2499
2500 /* Regenerate Spell Points */
2501 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2502 {
2503 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2504 if (op->stats.sp < op->stats.maxsp)
2505 {
2506 op->stats.sp++;
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511 if (op->contr->digestion < 0)
2512 op->stats.food += op->contr->digestion;
2513 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2514 op->stats.food = last_food;
2515 }
2516 }
2517
2518 if (max_sp > 1)
2519 {
2520 over_sp = (gen_sp + 10) / rate_sp;
2521 if (over_sp > 0)
2522 {
2523 if (op->stats.sp < op->stats.maxsp)
2524 {
2525 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2526
2527 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2528 op->stats.sp--;
2529
2530 if (op->stats.sp > op->stats.maxsp)
2531 op->stats.sp = op->stats.maxsp;
2532 }
2533 op->last_sp = 0;
2534 }
2535 else
2536 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2537 }
2538 else
2539 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2540 } 2402 }
2541 2403
2542 /* Regenerate Grace */ 2404 /* Regenerate Grace */
2543 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2405 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2544 if (--op->last_grace < 0) 2406 if (--op->last_grace < 0)
2565 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2427 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2566 } 2428 }
2567 /* wearing stuff doesn't detract from grace generation. */ 2429 /* wearing stuff doesn't detract from grace generation. */
2568 } 2430 }
2569 2431
2432 if (op->stats.food > 0)
2433 {
2570 /* Regenerate Hit Points */ 2434 /* Regenerate Spell Points */
2571 if (--op->last_heal < 0) 2435 if (!op->contr->golem && --op->last_sp < 0)
2572 {
2573 if (op->stats.hp < op->stats.maxhp)
2574 { 2436 {
2575 op->stats.hp++; 2437 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2576 /* dms do not consume food */ 2438
2577 if (!QUERY_FLAG (op, FLAG_WIZ)) 2439 if (op->stats.sp < op->stats.maxsp)
2578 { 2440 {
2441 op->stats.sp++;
2442
2443 /* dms do not consume food */
2444 if (!QUERY_FLAG (op, FLAG_WIZ))
2445 {
2579 op->stats.food--; 2446 op->stats.food--;
2447
2580 if (op->contr->digestion < 0) 2448 if (op->contr->digestion < 0)
2581 op->stats.food += op->contr->digestion; 2449 op->stats.food += op->contr->digestion;
2582 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2450 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2583 op->stats.food = last_food; 2451 op->stats.food = last_food;
2452 }
2584 } 2453 }
2585 }
2586 2454
2587 if (max_hp > 1) 2455 if (max_sp > 1)
2588 {
2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2590 if (over_hp > 0)
2591 { 2456 {
2592 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2457 over_sp = (gen_sp + 10) / rate_sp;
2458 if (over_sp > 0)
2459 {
2460 if (op->stats.sp < op->stats.maxsp)
2461 {
2462 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2463
2464 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2465 op->stats.sp--;
2466
2467 if (op->stats.sp > op->stats.maxsp)
2468 op->stats.sp = op->stats.maxsp;
2469 }
2470
2593 op->last_heal = 0; 2471 op->last_sp = 0;
2472 }
2473 else
2474 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2594 } 2475 }
2595 else 2476 else
2477 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2478 }
2479
2480 /* Regenerate Hit Points */
2481 if (--op->last_heal < 0)
2482 {
2483 if (op->stats.hp < op->stats.maxhp)
2596 { 2484 {
2597 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2485 op->stats.hp++;
2486
2487 /* dms do not consume food */
2488 if (!QUERY_FLAG (op, FLAG_WIZ))
2489 {
2490 op->stats.food--;
2491
2492 if (op->contr->digestion < 0)
2493 op->stats.food += op->contr->digestion;
2494 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2495 op->stats.food = last_food;
2496 }
2598 } 2497 }
2498
2499 if (max_hp > 1)
2500 {
2501 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2502
2503 if (over_hp > 0)
2504 {
2505 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2506 op->last_heal = 0;
2507 }
2508 else
2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2599 } 2510 }
2600 else 2511 else
2601 {
2602 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2512 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2603 } 2513 }
2604 } 2514 }
2605 2515
2606 /* Digestion */ 2516 /* Digestion */
2607 if (--op->last_eat < 0) 2517 if (--op->last_eat < 0)
2608 { 2518 {
2609#ifdef COZY_SERVER 2519 int bonus = max (0, op->contr->digestion),
2610 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2520 penalty = max (0, -op->contr->digestion);
2611 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2612#else
2613 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2614#endif
2615 2521
2616 if (op->contr->gen_hp > 0)
2617 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2522 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2618 else
2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620 2523
2621 /* dms do not consume food */ 2524 /* dms do not consume food */
2622 if (!QUERY_FLAG (op, FLAG_WIZ)) 2525 if (!QUERY_FLAG (op, FLAG_WIZ))
2623 op->stats.food--; 2526 op->stats.food--;
2624 } 2527 }
2625 2528
2626 if (op->stats.food < 0 && op->stats.hp >= 0) 2529 if (op->stats.food < 0 && op->stats.hp >= 0)
2627 { 2530 {
2628 object *tmp, *flesh = 0; 2531 object *flesh = 0;
2629 2532
2630 for (tmp = op->inv; tmp; tmp = tmp->below) 2533 for_inv_removable (op, tmp)
2631 { 2534 {
2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2535 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2536 continue;
2537
2538 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2633 { 2539 {
2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2540 op->statusmsg ("You blindly grab for a bite of food. "
2635 { 2541 "H<To prevent you from starving, you ate some random item from your backpack.>");
2636 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2637 manual_apply (op, tmp, 0); 2542 manual_apply (op, tmp, 0);
2543
2638 if (op->stats.food >= 0 || op->stats.hp < 0) 2544 if (op->stats.food >= 0 || op->stats.hp < 0)
2639 break; 2545 break;
2640 } 2546 }
2641 else if (tmp->type == FLESH) 2547 else if (tmp->type == FLESH)
2642 flesh = tmp; 2548 flesh = tmp;
2643 } /* End if paid for object */ 2549 }
2644 } /* end of for loop */
2645 2550
2646 /* If player is still starving, it means they don't have any food, so 2551 /* If player is still starving, it means they don't have any food, so
2647 * eat flesh instead. 2552 * eat flesh instead.
2648 */ 2553 */
2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2554 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2650 { 2555 {
2651 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2556 op->statusmsg ("You blindly grab for a bite of food. "
2557 "H<To prevent you from starving, you ate some random item from your backpack.>");
2652 manual_apply (op, flesh, 0); 2558 manual_apply (op, flesh, 0);
2653 } 2559 }
2560
2561 // If player is still starving, alert him!
2562 if (op->stats.food < 0)
2563 op->failmsg ("You are starving! "
2564 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2565 }
2566
2567 if (op->stats.food < 0)
2654 } 2568 {
2569 op->stats.hp += op->stats.food;
2570 op->stats.food = 0;
2655 2571
2656 while (op->stats.food < 0 && op->stats.hp >= 0) 2572 if (op->stats.hp < 0)
2657 op->stats.food++, op->stats.hp--; 2573 {
2574 op->contr->killer = archetype::get ("killer_starvation");
2575 op->contr->killer->destroy ();
2576 }
2577 }
2658 2578
2579 /* killer should be set here already */
2659 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2580 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2660 kill_player (op); 2581 kill_player (op);
2661 } 2582 }
2662} 2583}
2663 2584
2667 * file. 2588 * file.
2668 */ 2589 */
2669void 2590void
2670kill_player (object *op) 2591kill_player (object *op)
2671{ 2592{
2593 int x, y;
2672 char buf[MAX_BUF]; 2594 char buf[MAX_BUF];
2673 int x, y;
2674
2675 //int i;
2676 maptile *map; /* this is for resurrection */ 2595 maptile *map; /* this is for resurrection */
2677
2678 /* int z;
2679 int num_stats_lose;
2680 int lost_a_stat;
2681 int lose_this_stat;
2682 int this_stat; */
2683 int will_kill_again; 2596 int will_kill_again;
2684 archetype *at; 2597 archetype *at;
2685 object *tmp; 2598 object *tmp;
2686 2599
2687 if (save_life (op)) 2600 if (save_life (op))
2688 return; 2601 return;
2689
2690 2602
2691 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2603 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2692 * in cities ONLY!!! It is very important that this doesn't get abused. 2604 * in cities ONLY!!! It is very important that this doesn't get abused.
2693 * Look at op_on_battleground() for more info --AndreasV 2605 * Look at op_on_battleground() for more info --AndreasV
2694 */ 2606 */
2710 { 2622 {
2711 tmp->destroy (); 2623 tmp->destroy ();
2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2624 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2713 } 2625 }
2714 2626
2715 cure_disease (op, 0); /* remove any disease */ 2627 cure_disease (op, 0, 0); /* remove any disease */
2716 op->stats.hp = op->stats.maxhp; 2628 op->stats.hp = op->stats.maxhp;
2717 if (op->stats.food <= 0) 2629 if (op->stats.food <= 0)
2718 op->stats.food = 999; 2630 op->stats.food = 999;
2719 2631
2720 /* create a bodypart-trophy to make the winner happy */ 2632 /* create a bodypart-trophy to make the winner happy */
2721 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2633 if (object *tmp = arch_to_object (archetype::find ("finger")))
2722 { 2634 {
2723 sprintf (buf, "%s's finger", &op->name); 2635 tmp->name = format ("%s's finger" , &op->name);
2724 tmp->name = buf; 2636 tmp->name_pl = format ("%s's fingers", &op->name);
2725 sprintf (buf, " This finger has been cut off %s\n"
2726 " the %s, when he was defeated at\n level %d by %s.\n",
2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2728 tmp->msg = buf; 2637 tmp->msg = format (
2638 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2639 &op->name, op->contr->title,
2640 (int)op->level,
2641 op->contr->killer_name ()
2642 );
2729 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2643 tmp->value = 0, tmp->type = 0;
2730 tmp->materialname = NULL; 2644 tmp->materialname = "organics";
2731 tmp->insert_at (op, tmp); 2645 tmp->insert_at (op, tmp);
2732 } 2646 }
2733 2647
2734 /* teleport defeated player to new destination */ 2648 /* teleport defeated player to new destination */
2735 transfer_ob (op, x, y, 0, NULL); 2649 transfer_ob (op, x, y, 0, NULL);
2739 2653
2740 INVOKE_PLAYER (DEATH, op->contr); 2654 INVOKE_PLAYER (DEATH, op->contr);
2741 2655
2742 command_kill_pets (op, 0); 2656 command_kill_pets (op, 0);
2743 2657
2744 if (op->stats.food < 0) 2658 op->contr->play_sound (sound_find ("player_dies"));
2745 {
2746 sprintf (buf, "%s starved to death.", &op->name);
2747 strcpy (op->contr->killer, "starvation");
2748 }
2749 else
2750 sprintf (buf, "%s died.", &op->name);
2751
2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2753 2659
2754 /* save the map location for corpse, gravestone */ 2660 /* save the map location for corpse, gravestone */
2755 x = op->x; 2661 x = op->x;
2756 y = op->y; 2662 y = op->y;
2757 map = op->map; 2663 map = op->map;
2864 lost_a_stat = 1; 2770 lost_a_stat = 1;
2865 } 2771 }
2866 } 2772 }
2867 } 2773 }
2868 } 2774 }
2775
2869 /* If no stat lost, tell the player. */ 2776 /* If no stat lost, tell the player. */
2870 if (!lost_a_stat) 2777 if (!lost_a_stat)
2871 { 2778 {
2872 /* determine_god() seems to not work sometimes... why is this? 2779 /* determine_god() seems to not work sometimes... why is this?
2873 Should I be using something else? GD */ 2780 Should I be using something else? GD */
2877 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2784 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2878 else 2785 else
2879 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2786 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2880 } 2787 }
2881#else 2788#else
2882 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2789 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2883#endif 2790#endif
2884 2791
2885 /* Put a gravestone up where the character 'almost' died. List the 2792 /* Put a gravestone up where the character 'almost' died. List the
2886 * exp loss on the stone. 2793 * exp loss on the stone.
2887 */ 2794 */
2888 tmp = arch_to_object (archetype::find ("gravestone")); 2795 tmp = arch_to_object (archetype::find ("gravestone"));
2889 sprintf (buf, "%s's gravestone", &op->name); 2796 tmp->name = format ("%s's gravestone", &op->name);
2890 tmp->name = buf; 2797 tmp->name_pl = format ("%s's gravestones", &op->name);
2891 sprintf (buf, "%s's gravestones", &op->name);
2892 tmp->name_pl = buf;
2893 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); 2798 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2894 tmp->msg = buf;
2895 tmp->x = op->x, tmp->y = op->y; 2799 tmp->x = op->x, tmp->y = op->y;
2896 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2897 2801
2898 /**************************************/ 2802 /**************************************/
2899 /* */ 2803 /* */
2920 { 2824 {
2921 tmp->destroy (); 2825 tmp->destroy ();
2922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2923 } 2827 }
2924 2828
2925 cure_disease (op, 0); /* remove any disease */ 2829 cure_disease (op, 0, 0); /* remove any disease */
2830
2831 // remove all spell effects that are active
2832 // to avoid long-term effects such as word-of-recall
2833 for (object *item = op->inv; item; )
2834 {
2835 object *next = item->below;
2836
2837 if (item->type == SPELL_EFFECT && item->active)
2838 item->destroy ();
2839
2840 item = next;
2841 }
2926 2842
2927 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2928 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
2929 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
2930 op->stats.food = 900; 2847 op->stats.food = 900;
2848
2931 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2934 2852
2935 /* 2853 /*
2936 * Check to see if the player is in a shop. IF so, then check to see if
2937 * the player has any unpaid items. If so, remove them and put them back 2854 * Check to see if the player has any unpaid items. If so, remove them
2938 * in the map. 2855 * and put them back in the map.
2939 */ 2856 */
2940 2857 op->drop_unpaid_items ();
2941 if (is_in_shop (op))
2942 remove_unpaid_objects (op->inv, op);
2943 2858
2944 /****************************************/ 2859 /****************************************/
2945 /* */ 2860 /* */
2946 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2947 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
2967 object *force; 2882 object *force;
2968 int at; 2883 int at;
2969 2884
2970 force = get_archetype (FORCE_NAME); 2885 force = get_archetype (FORCE_NAME);
2971 /* 50 ticks should be enough time for the spell to abate */ 2886 /* 50 ticks should be enough time for the spell to abate */
2972 force->speed = 0.1; 2887 force->speed = 0.1f;
2973 force->speed_left = -5.0; 2888 force->speed_left = -5.f;
2974 SET_FLAG (force, FLAG_APPLIED); 2889 SET_FLAG (force, FLAG_APPLIED);
2975 for (at = 0; at < NROFATTACKS; at++) 2890 for (at = 0; at < NROFATTACKS; at++)
2976 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
2977 force->resist[at] = 100; 2892 force->resist[at] = 100;
2978 2893
2987void 2902void
2988loot_object (object *op) 2903loot_object (object *op)
2989{ /* Grab and destroy some treasure */ 2904{ /* Grab and destroy some treasure */
2990 object *tmp, *tmp2, *next; 2905 object *tmp, *tmp2, *next;
2991 2906
2992 if (op->container) 2907 op->close_container (); /* close open sack first */
2993 esrv_apply_container (op, op->container); /* close open sack first */
2994 2908
2995 for (tmp = op->inv; tmp; tmp = next) 2909 for (tmp = op->inv; tmp; tmp = next)
2996 { 2910 {
2997 next = tmp->below; 2911 next = tmp->below;
2998 2912
2999 if (tmp->invisible) 2913 if (tmp->invisible)
3000 continue; 2914 continue;
3001 2915
3002 tmp->remove (); 2916 tmp->remove ();
3003 tmp->x = op->x, tmp->y = op->y; 2917 tmp->x = op->x, tmp->y = op->y;
2918
3004 if (tmp->type == CONTAINER) 2919 if (tmp->type == CONTAINER)
3005 { /* empty container to ground */ 2920 loot_object (tmp); /* empty container to ground */
3006 loot_object (tmp); 2921
3007 }
3008 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2922 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3009 { 2923 {
3010 if (tmp->nrof > 1) 2924 if (tmp->nrof > 1)
3011 { 2925 {
3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2926 tmp->decrease (rndm (1, tmp->nrof - 1));
3013 tmp2->destroy ();
3014 insert_ob_in_map (tmp, op->map, NULL, 0); 2927 insert_ob_in_map (tmp, op->map, NULL, 0);
3015 } 2928 }
3016 else 2929 else
3017 tmp->destroy (); 2930 tmp->destroy ();
3018 } 2931 }
3024/* 2937/*
3025 * fix_weight(): Check recursively the weight of all players, and fix 2938 * fix_weight(): Check recursively the weight of all players, and fix
3026 * what needs to be fixed. Refresh windows and fix speed if anything 2939 * what needs to be fixed. Refresh windows and fix speed if anything
3027 * was changed. 2940 * was changed.
3028 */ 2941 */
3029
3030void 2942void
3031fix_weight (void) 2943fix_weight (void)
3032{ 2944{
3033 for_all_players (pl) 2945 for_all_players (pl)
3034 { 2946 {
3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2947 sint32 old = pl->ob->carrying;
3036 2948
3037 if (old == sum) 2949 pl->ob->update_weight ();
3038 continue; 2950
2951 if (old != pl->ob->carrying)
2952 {
3039 pl->ob->update_stats (); 2953 pl->ob->update_stats ();
3040 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2954 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2955 }
3041 } 2956 }
3042} 2957}
3043 2958
3044void 2959void
3045fix_luck (void) 2960fix_luck (void)
3089void 3004void
3090make_visible (object *op) 3005make_visible (object *op)
3091{ 3006{
3092 op->hide = 0; 3007 op->hide = 0;
3093 op->invisible = 0; 3008 op->invisible = 0;
3009
3094 if (op->type == PLAYER) 3010 if (op->type == PLAYER)
3095 { 3011 {
3096 op->contr->tmp_invis = 0; 3012 op->contr->tmp_invis = 0;
3097 op->contr->invis_race = 0; 3013 op->contr->invis_race = 0;
3098 } 3014 }
3015
3099 update_object (op, UP_OBJ_FACE); 3016 update_object (op, UP_OBJ_CHANGE);
3100} 3017}
3101 3018
3102int 3019int
3103is_true_undead (object *op) 3020is_true_undead (object *op)
3104{ 3021{
3105 object *tmp = NULL;
3106
3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3022 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3108 return 1; 3023 return 1;
3109 3024
3110 return 0; 3025 return 0;
3111} 3026}
3112 3027
3113/* look at the surrounding terrain to determine 3028/* look at the surrounding terrain to determine
3114 * the hideability of this object. Positive levels 3029 * the hideability of this object. Positive levels
3115 * indicate greater hideability. 3030 * indicate greater hideability.
3116 */ 3031 */
3117
3118int 3032int
3119hideability (object *ob) 3033hideability (object *ob)
3120{ 3034{
3121 int i, level = 0, mflag; 3035 int i, level = 0, mflag;
3122 sint16 x, y; 3036 sint16 x, y;
3132 * as bad as carrying a light on a pitch dark map */ 3046 * as bad as carrying a light on a pitch dark map */
3133 if (has_carried_lights (ob)) 3047 if (has_carried_lights (ob))
3134 level = -(10 + (2 * ob->map->darkness)); 3048 level = -(10 + (2 * ob->map->darkness));
3135 3049
3136 /* scan through all nearby squares for terrain to hide in */ 3050 /* scan through all nearby squares for terrain to hide in */
3137 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3051 for (i = 0, x = ob->x, y = ob->y;
3052 i <= SIZEOFFREE1;
3053 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3138 { 3054 {
3139 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3055 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) 3056 if (mflag & P_OUT_OF_MAP)
3141 {
3142 continue; 3057 continue;
3143 } 3058
3144 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3059 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3145 level += 2; 3060 level += 2;
3146 else /* open terrain! */ 3061 else /* open terrain! */
3147 level -= 1; 3062 level -= 1;
3148 } 3063 }
3156/* For Hidden creatures - a chance of becoming 'unhidden' 3071/* For Hidden creatures - a chance of becoming 'unhidden'
3157 * every time they move - as we subtract off 'invisibility' 3072 * every time they move - as we subtract off 'invisibility'
3158 * AND, for players, if they move into a ridiculously unhideable 3073 * AND, for players, if they move into a ridiculously unhideable
3159 * spot (surrounded by clear terrain in broad daylight). -b.t. 3074 * spot (surrounded by clear terrain in broad daylight). -b.t.
3160 */ 3075 */
3161
3162void 3076void
3163do_hidden_move (object *op) 3077do_hidden_move (object *op)
3164{ 3078{
3165 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3079 int hide = 0;
3166 object *skop;
3167 3080
3168 if (!op || !op->map) 3081 if (!op || !op->map)
3169 return; 3082 return;
3170 3083
3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3084 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3085 int num = random_roll (0, 19, op, PREFER_LOW);
3172 3086
3173 /* its *extremely* hard to run and sneak/hide at the same time! */ 3087 /* its *extremely* hard to run and sneak/hide at the same time! */
3174 if (op->type == PLAYER && op->contr->run_on) 3088 if (op->type == PLAYER && op->contr->run_on)
3175 if (!skop || num >= skop->level) 3089 if (!skop || num >= skop->level)
3176 { 3090 {
3186 num -= hide; 3100 num -= hide;
3187 3101
3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3102 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3189 { 3103 {
3190 make_visible (op); 3104 make_visible (op);
3105
3191 if (op->type == PLAYER) 3106 if (op->type == PLAYER)
3192 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3193 } 3108 }
3194 else if (op->type == PLAYER && skop) 3109 else if (op->type == PLAYER && skop)
3195 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3110 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3248 * object op. This function works fine for monsters, 3163 * object op. This function works fine for monsters,
3249 * but we dont worry if the object isnt the top one in 3164 * but we dont worry if the object isnt the top one in
3250 * a pile (say a coin under a table would return "viewable" 3165 * a pile (say a coin under a table would return "viewable"
3251 * by this routine). Another question, should we be 3166 * by this routine). Another question, should we be
3252 * concerned with the direction the player is looking 3167 * concerned with the direction the player is looking
3253 * in? Realistically, most of use cant see stuff behind 3168 * in? Realistically, most of us can't see stuff behind
3254 * our backs...on the other hand, does the "facing" direction 3169 * our backs...on the other hand, does the "facing" direction
3255 * imply the way your head, or body is facing? Its possible 3170 * imply the way your head, or body is facing? It's possible
3256 * for them to differ. Sigh, this fctn could get a bit more complex. 3171 * for them to differ. Sigh, this fctn could get a bit more complex.
3257 * -b.t. 3172 * -b.t.
3258 * This function is now map tiling safe. 3173 * This function is now map tiling safe.
3259 */ 3174 */
3260
3261int 3175int
3262player_can_view (object *pl, object *op) 3176player_can_view (object *pl, object *op)
3263{ 3177{
3264 rv_vector rv; 3178 rv_vector rv;
3265 int dx, dy; 3179 int dx, dy;
3277 3191
3278 get_rangevector (pl, op, &rv, 0x1); 3192 get_rangevector (pl, op, &rv, 0x1);
3279 3193
3280 /* starting with the 'head' part, lets loop 3194 /* starting with the 'head' part, lets loop
3281 * through the object and find if it has any 3195 * through the object and find if it has any
3282 * part that is in the los array but isnt on 3196 * part that is in the los array but isn't on
3283 * a blocked los square. 3197 * a blocked los square.
3284 * we use the archetype to figure out offsets. 3198 * we use the archetype to figure out offsets.
3285 */ 3199 */
3286 while (op) 3200 while (op)
3287 { 3201 {
3288 dx = rv.distance_x + op->arch->clone.x; 3202 dx = rv.distance_x + op->arch->x;
3289 dy = rv.distance_y + op->arch->clone.y; 3203 dy = rv.distance_y + op->arch->y;
3290 3204
3291 /* only the viewable area the player sees is updated by LOS 3205 /* only the viewable area the player sees is updated by LOS
3292 * code, so we need to restrict ourselves to that range of values 3206 * code, so we need to restrict ourselves to that range of values
3293 * for any meaningful values. 3207 * for any meaningful values.
3294 */ 3208 */
3295 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3296 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3297 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3298 return 1; 3212 return 1;
3213
3299 op = op->more; 3214 op = op->more;
3300 } 3215 }
3216
3301 return 0; 3217 return 0;
3302} 3218}
3303 3219
3304/* routine for both players and monsters. We call this when 3220/* routine for both players and monsters. We call this when
3305 * there is a possibility for our action distrubing our hiding 3221 * there is a possibility for our action distrubing our hiding
3308 * return 0. 3224 * return 0.
3309 */ 3225 */
3310int 3226int
3311action_makes_visible (object *op) 3227action_makes_visible (object *op)
3312{ 3228{
3313
3314 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3315 { 3230 {
3316 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3317 return 0; 3232 return 0;
3318 3233
3324 { 3239 {
3325 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3326 return 1; 3241 return 1;
3327 } 3242 }
3328 } 3243 }
3244
3329 return 0; 3245 return 0;
3330} 3246}
3331 3247
3332/* op_on_battleground - checks if the given object op (usually 3248/* op_on_battleground - checks if the given object op (usually
3333 * a player) is standing on a valid battleground-tile, 3249 * a player) is standing on a valid battleground-tile,
3338 * Default is to do the same as before, so only people wanting to have different points need worry about this 3254 * Default is to do the same as before, so only people wanting to have different points need worry about this
3339 */ 3255 */
3340int 3256int
3341op_on_battleground (object *op, int *x, int *y) 3257op_on_battleground (object *op, int *x, int *y)
3342{ 3258{
3343 object *tmp;
3344
3345 /* A battleground-tile needs the following attributes to be valid: 3259 /* A battleground-tile needs the following attributes to be valid:
3346 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3260 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3347 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3261 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3348 * and the exit-coordinates sp/hp must both be > 0. 3262 * and the exit-coordinates sp/hp must both be > 0.
3349 * => The intention here is to prevent abuse of the battleground- 3263 * => The intention here is to prevent abuse of the battleground-
3350 * feature (like pickable or hidden battleground tiles). */ 3264 * feature (like pickable or hidden battleground tiles). */
3351 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3265 for (object *tmp = op->below; tmp; tmp = tmp->below)
3352 { 3266 {
3353 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3354 { 3268 {
3355 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3269 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3356 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3270 && tmp->type == BATTLEGROUND
3271 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp))
3357 { 3273 {
3358 /*before we assign the exit, check if this is a teambattle */ 3274 /* before we assign the exit, check if this is a teambattle */
3359 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3275 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3360 { 3276 {
3361 object *invtmp;
3362
3363 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3364 { 3278 {
3365 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3366 { 3280 {
3367 if (x != NULL && y != NULL) 3281 if (x && y)
3368 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283
3369 return 1; 3284 return 1;
3370 } 3285 }
3371 } 3286 }
3372 } 3287 }
3288
3373 if (x != NULL && y != NULL) 3289 if (x && y)
3374 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291
3375 return 1; 3292 return 1;
3376 } 3293 }
3377 } 3294 }
3378 } 3295 }
3296
3379 /* If we got here, did not find a battleground */ 3297 /* If we got here, did not find a battleground */
3380 return 0; 3298 return 0;
3381} 3299}
3382 3300
3383/* 3301/*
3399 char buf[MAX_BUF]; /* tmp. string buffer */ 3317 char buf[MAX_BUF]; /* tmp. string buffer */
3400 int i = 0, j = 0; 3318 int i = 0, j = 0;
3401 3319
3402 /* get the appropriate treasurelist */ 3320 /* get the appropriate treasurelist */
3403 if (atnr == ATNR_FIRE) 3321 if (atnr == ATNR_FIRE)
3404 trlist = find_treasurelist ("dragon_ability_fire"); 3322 trlist = treasurelist::find (shstr_dragon_ability_fire);
3405 else if (atnr == ATNR_COLD) 3323 else if (atnr == ATNR_COLD)
3406 trlist = find_treasurelist ("dragon_ability_cold"); 3324 trlist = treasurelist::find (shstr_dragon_ability_cold);
3407 else if (atnr == ATNR_ELECTRICITY) 3325 else if (atnr == ATNR_ELECTRICITY)
3408 trlist = find_treasurelist ("dragon_ability_elec"); 3326 trlist = treasurelist::find (shstr_dragon_ability_elec);
3409 else if (atnr == ATNR_POISON) 3327 else if (atnr == ATNR_POISON)
3410 trlist = find_treasurelist ("dragon_ability_poison"); 3328 trlist = treasurelist::find (shstr_dragon_ability_poison);
3411 3329
3412 if (trlist == NULL || who->type != PLAYER) 3330 if (trlist == NULL || who->type != PLAYER)
3413 return; 3331 return;
3414 3332
3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3333 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3419 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3337 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3420 return; 3338 return;
3421 } 3339 }
3422 3340
3423 /* everything seems okay - now bring on the gift: */ 3341 /* everything seems okay - now bring on the gift: */
3424 item = &(tr->item->clone); 3342 item = tr->item;
3425 3343
3426 if (item->type == SPELL) 3344 if (item->type == SPELL)
3427 { 3345 {
3428 if (check_spell_known (who, item->name)) 3346 if (check_spell_known (who, item->name))
3429 return; 3347 return;
3488 { 3406 {
3489 /* forces in the treasurelist can alter the player's stats */ 3407 /* forces in the treasurelist can alter the player's stats */
3490 object *skin; 3408 object *skin;
3491 3409
3492 /* first get the dragon skin force */ 3410 /* first get the dragon skin force */
3493 shstr_cmp dragon_skin_force ("dragon_skin_force");
3494 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3411 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3495 ; 3412 ;
3496 3413
3497 if (!skin) 3414 if (!skin)
3498 return; 3415 return;
3499 3416
3534 else 3451 else
3535 { 3452 {
3536 /* generate misc. treasure */ 3453 /* generate misc. treasure */
3537 tmp = arch_to_object (tr->item); 3454 tmp = arch_to_object (tr->item);
3538 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3455 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3539 tmp = insert_ob_in_ob (tmp, who); 3456 who->insert (tmp);
3540 if (who->type == PLAYER)
3541 esrv_send_item (who, tmp);
3542 } 3457 }
3543} 3458}
3544 3459
3545/** 3460/**
3546 * Unready an object for a player. This function does nothing if the object was 3461 * Unready an object for a player. This function does nothing if the object was
3547 * not readied. 3462 * not readied.
3548 */ 3463 */
3549void 3464void
3550player_unready_range_ob (player *pl, object *ob) 3465player_unready_range_ob (player *pl, object *ob)
3551{ 3466{
3552 rangetype i; 3467 if (pl->ob->current_weapon == ob)
3468 pl->ob->current_weapon = 0;
3553 3469
3554 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3470 if (pl->combat_ob == ob)
3555 { 3471 pl->combat_ob = 0;
3472
3556 if (pl->ranges[i] == ob) 3473 if (pl->ranged_ob == ob)
3557 { 3474 pl->ranged_ob = 0;
3558 pl->ranges[i] = NULL;
3559 if (pl->shoottype == i)
3560 {
3561 pl->shoottype = range_none;
3562 }
3563 }
3564 }
3565} 3475}
3476
3477sint8
3478player::visibility_at (maptile *map, int x, int y) const
3479{
3480 if (!ns)
3481 return 0;
3482
3483 int dx, dy;
3484 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3485 return 0;
3486
3487 x += dx - ns->current_x + ns->mapx / 2;
3488 y += dy - ns->current_y + ns->mapy / 2;
3489
3490 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3491 return 0;
3492
3493 return 100 - blocked_los [x][y];
3494}
3495
3496void
3497player::infobox (const char *title, const char *msg, int color)
3498{
3499 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3500}
3501
3502void
3503player::statusmsg (const char *msg, int color)
3504{
3505 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3506}
3507
3508void
3509player::failmsg (const char *msg, int color)
3510{
3511 play_sound (sound_find ("generic_failure"));
3512 statusmsg (msg, color);
3513}
3514

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