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Comparing deliantra/server/server/player.C (file contents):
Revision 1.96 by root, Mon Jan 8 19:25:53 2007 UTC vs.
Revision 1.213 by root, Fri Dec 26 13:33:22 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
216 run_on = 0; 208 run_on = 0;
217 fire_on = 0; 209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
218 211
219 ns->update_look = 0; 212 ns->update_look = 0;
220 ns->look_position = 0; 213 ns->look_position = 0;
221 214
222 clear_los (ob); 215 clear_los ();
223 216
224 ns->reset_stats (); 217 ns->reset_stats ();
225 218
226 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
227 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
228 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
229 222
230 if (!legal_range (ob, shoottype)) 223 ob->update_weight ();
231 shoottype = range_none;
232
233 ob->carrying = sum_weight (ob);
234 link_player_skills (ob); 224 link_skills ();
235 225
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237 227
238 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
239
240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241 * from the class, and not race. I don't see any way to get the class information
242 * to then update this. I don't think this will actually break anything - anyone
243 * that can use armour should be able to use a shield. What this may 'break'
244 * are features new characters get, eg, if someone starts up with a Q, they
245 * should be able to use a shield. However, old Q's won't get that advantage.
246 */
247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
248 SET_FLAG (ob, FLAG_USE_SHIELD);
249 229
250 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
252 { 232 {
253 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
254 234
255 shstr_cmp dragon_ability_force ("dragon_ability_force");
256 shstr_cmp dragon_skin_force ("dragon_skin_force");
257
258 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
259 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
260 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
261 abil = tmp; 238 abil = tmp;
262 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
263 skin = tmp; 240 skin = tmp;
264 241
265 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
266 } 243 }
267 244
268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
269 246
270 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
271 248
272 ob->update_stats (); 249 ob->update_stats ();
250
273 ns->floorbox_update (); 251 ns->floorbox_update ();
274
275 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
276 esrv_add_spells (this, 0); 253 esrv_add_spells (this, 0);
277 254
278 activate (); 255 activate ();
279 256
286} 263}
287 264
288void 265void
289player::disconnect () 266player::disconnect ()
290{ 267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
291 if (ns) 274 if (ns)
292 { 275 {
293 if (active) 276 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295 278
296 INVOKE_PLAYER (DISCONNECT, this); 279 INVOKE_PLAYER (DISCONNECT, this);
297 280
281 ns->reset_stats ();
298 ns->pl = 0; 282 ns->pl = 0;
299 this->ns = 0; 283 ns = 0;
300 } 284 }
285
286 observe = ob;
301 287
302 deactivate (); 288 deactivate ();
303} 289}
304 290
305// the need for this function can be explained 291// the need for this function can be explained
306// by load_object not returning the object 292// by load_object not returning the object
307void 293void
308player::set_object (object *op) 294player::set_object (object *op)
309{ 295{
310 ob = op; 296 ob = observe = op;
311 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
312 298
299 ob->speed = 1.0f;
313 ob->speed_left = 0.5; 300 ob->speed_left = 0.5f;
314 ob->speed = 1.0; 301
315 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2;
317 ob->run_away = 25; /* Then we panick... */
318 303
319 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;
320} 337}
321 338
322player::player () 339player::player ()
323{ 340{
324 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point. 342 * we deal with that below this point.
326 */ 343 */
327 outputs_sync = 16; /* Every 2 seconds */ 344 outputs_sync = 4;
328 outputs_count = 8; /* Keeps present behaviour */ 345 outputs_count = 4;
329 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
330 347
331 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
332 349
333 gen_sp_armour = 10; 350 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal; 351 bowtype = bow_normal;
336 petmode = pet_normal; 352 petmode = pet_normal;
337 listening = 10;
338 usekeys = containers; 353 usekeys = containers;
339 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
340 do_los = 1; 355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
341} 359}
342 360
343void 361void
344player::do_destroy () 362player::do_destroy ()
345{ 363{
350 if (ob) 368 if (ob)
351 { 369 {
352 ob->destroy_inv (false); 370 ob->destroy_inv (false);
353 ob->destroy (); 371 ob->destroy ();
354 } 372 }
373
374 ob = observe = 0;
355} 375}
356 376
357player::~player () 377player::~player ()
358{ 378{
359 /* Clear item stack */ 379 /* Clear item stack */
368player::create () 388player::create ()
369{ 389{
370 player *pl = new player; 390 player *pl = new player;
371 391
372 pl->set_object (arch_to_object (get_player_archetype (0))); 392 pl->set_object (arch_to_object (get_player_archetype (0)));
393
394 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
397
373 set_first_map (pl->ob); 398 set_first_map (pl->ob);
374 399
375 return pl; 400 return pl;
376} 401}
377 402
381 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
382 */ 407 */
383archetype * 408archetype *
384get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
385{ 410{
386 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
387 418
388 for (;;) 419 for (;;)
389 { 420 {
390 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
391 at = first_archetype; 422 i = archetypes.begin ();
392 else 423 else if (*i == at)
393 at = at->next; 424 cleanup ("not a single player archetype found");
394 425
395 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
396 return at; 427 return *i;
397
398 if (at == start)
399 {
400 LOG (llevError, "No Player archetypes\n");
401 exit (-1);
402 }
403 } 428 }
404} 429}
405 430
406object * 431object *
407get_nearest_player (object *mon) 432get_nearest_player (object *mon)
411 unsigned lastdist; 436 unsigned lastdist;
412 rv_vector rv; 437 rv_vector rv;
413 438
414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
415 { 440 {
416 /* We should not find free objects on this friendly list, but it
417 * does periodically happen. Given that, lets deal with it.
418 * While unlikely, it is possible the next object on the friendly
419 * list is also free, so encapsulate this in a while loop.
420 */
421 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
422 {
423 object *tmp = ol->ob;
424
425 /* Can't do much more other than log the fact, because the object
426 * itself will have been cleared.
427 */
428 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
429 tmp->debug_desc ());
430 ol = ol->next;
431 remove_friendly_object (tmp);
432 if (!ol)
433 return op;
434 }
435
436 /* Remove special check for player from this. First, it looks to cause
437 * some crashes (ol->ob->contr not set properly?), but secondly, a more
438 * complicated method of state checking would be needed in any case -
439 * as it was, a clever player could type quit, and the function would
440 * skip them over while waiting for confirmation. Remove
441 * on_same_map check, as can_detect_enemy also does this
442 */
443 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
444 continue; 442 continue;
445 443
446 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
447 { 445 {
523 x = mon->x; 521 x = mon->x;
524 y = mon->y; 522 y = mon->y;
525 m = mon->map; 523 m = mon->map;
526 dir = rv.direction; 524 dir = rv.direction;
527 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
528 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
529 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
530 if (diff > max) 529 if (diff > max)
531 return 0; 530 return 0;
531
532 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
533 { 533 {
534 lastx = x; 534 lastx = x;
535 lasty = y; 535 lasty = y;
536 lastmap = m; 536 lastmap = m;
618 max--; 618 max--;
619 lastdir = dir; 619 lastdir = dir;
620 if (!firstdir) 620 if (!firstdir)
621 firstdir = dir; 621 firstdir = dir;
622 } 622 }
623
623 if (diff <= 1) 624 if (diff <= 1)
624 { 625 {
625 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance. 627 * headed toward player for entire distance.
627 */ 628 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
629 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
630 } 631 }
632
631 if (diff > max) 633 if (diff > max)
632 return 0; 634 return 0;
633 } 635 }
636
634 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
635 if (!max) 638 if (!max)
636 return 0; 639 return 0;
637 640
638 return firstdir; 641 return firstdir;
639} 642}
640 643
641void 644void
642give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
643{ 646{
644 object *op, *next = NULL;
645
646 if (pl->randomitems != NULL) 647 if (pl->randomitems)
647 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
648 649
649 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
650 { 651 {
651 next = op->below; 652 next = op->below;
652 653
653 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
654 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
659 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
660 * by this player due to race restrictions 661 * by this player due to race restrictions
661 */ 662 */
662 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
663 { 664 {
664 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
665 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
666 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
667 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
668 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
669 { 672 {
670 op->destroy (); 673 op->destroy ();
671 continue; 674 continue;
672 } 675 }
673 } 676 }
696 if (op->nrof > 1) 699 if (op->nrof > 1)
697 op->nrof = 1; 700 op->nrof = 1;
698 } 701 }
699 702
700 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
701 {
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703 }
704 705
705 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
706 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
707 * merged properly. 708 * merged properly.
708 */ 709 */
709 if (need_identify (op)) 710 if (need_identify (op))
710 { 711 {
711 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
712 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
713 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
714 } 715 }
716
715 if (op->type == SPELL) 717 if (op->type == SPELL)
716 { 718 {
717 op->destroy (); 719 op->destroy ();
718 continue; 720 continue;
719 } 721 }
721 { 723 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0; 725 op->stats.exp = 0;
724 op->level = 1; 726 op->level = 1;
725 } 727 }
726 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
727 else
728 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
729 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
730 731
731 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
732 link_player_skills (pl); 733 pl->contr->link_skills ();
733} 734}
734 735
735void 736void
736get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
737{ 738{
752roll_stat (void) 753roll_stat (void)
753{ 754{
754 int a[4], i, j, k; 755 int a[4], i, j, k;
755 756
756 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
758 759
759 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k) 761 if (a[i] < k)
761 k = a[i], j = i; 762 k = a[i], j = i;
762 763
768} 769}
769 770
770void 771void
771object::roll_stats () 772object::roll_stats ()
772{ 773{
773 int statsort [7]; 774 int statsort [NUM_STATS];
774 775
775 for (;;) 776 for (;;)
776 { 777 {
777 int sum = 0; 778 int sum = 0;
778 for (int i = 7; i--; ) 779 for (int i = NUM_STATS; i--; )
779 sum += statsort [i] = roll_stat (); 780 sum += statsort [i] = roll_stat ();
780 781
781 if (sum >= 82 && sum <= 116) 782 if (sum >= 82 && sum <= 116)
782 break; 783 break;
783 } 784 }
784 785
785 // Sort the stats so that rerolling is easier... 786 // Sort the stats so that rerolling is easier...
786 std::sort (statsort, statsort + 7, std::greater<int>()); 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
787 788
789 for (int i = 0; i < NUM_STATS; ++i)
788 stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
789 stats.Dex = statsort[1];
790 stats.Con = statsort[2];
791 stats.Int = statsort[3];
792 stats.Wis = statsort[4];
793 stats.Pow = statsort[5];
794 stats.Cha = statsort[6];
795 791
796 stats.exp = 0; 792 stats.exp = 0;
797 stats.ac = 0; 793 stats.ac = 0;
798 794
799 stats.hp = stats.maxhp; 795 stats.hp = stats.maxhp;
811} 807}
812 808
813void 809void
814object::swap_stats (int a, int b) 810object::swap_stats (int a, int b)
815{ 811{
816 int tmp = get_attr_value (&contr->orig_stats, a); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
818 set_attr_value (&contr->orig_stats, b, tmp);
819 813
814 for (int i = 0; i < NUM_STATS; ++i)
820 stats.Str = contr->orig_stats.Str; 815 stats.stat (i) = contr->orig_stats.stat (i);
821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827 816
828 //TODO: the following code looks so borked and should, at the very least, 817 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats 818 // be merged with the similar code in roll_stats
830 stats.ac = 0; 819 stats.ac = 0;
831 820
850static void 839static void
851start_info (object *op) 840start_info (object *op)
852{ 841{
853 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
854 843
855 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
856 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
857 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
858 //new_draw_info (NDI_UNIQUE, 0, op, " ");
859} 846}
860 847
861/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
862 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
863 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
864 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
865 * not the class. 852 * not the class.
866 */ 853 */
867int 854void
868key_change_class (object *op, char key) 855player::chargen_race_done ()
869{ 856{
870 int tmp_loop;
871
872 if (key == 'd' || key == 'D')
873 {
874 char buf[MAX_BUF];
875
876 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
877 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
878 859
879 treasurelist *tl = find_treasurelist ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 861 if (tl)
881 create_treasure (tl, op, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
882 863
883 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
885 866
886 op->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
887 868
888 if (op->msg) 869 if (ob->msg)
889 op->msg = NULL; 870 ob->msg = 0;
890 871
891 /* We create this now because some of the unique maps will need it
892 * to save here.
893 */
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
895 make_path_to_file (buf);
896
897 start_info (op); 872 start_info (ob);
898 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
900 link_player_skills (op);
901 esrv_send_inventory (op, op); 875 esrv_send_inventory (ob, ob);
902 op->update_stats (); 876 ob->update_stats ();
903 877
904 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
905 * is one for this race 879 * is one for this race
906 */ 880 */
907 if (*first_map_ext_path) 881 if (*first_map_ext_path)
908 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
909 object *tmp;
910 char mapname[MAX_BUF];
911
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
913 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = op->x;
916 EXIT_Y (tmp) = op->y;
917 op->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the
919 * default initial map */
920 tmp->destroy ();
921 }
922 else 883 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
885}
924 886
925 return 0; 887void
926 } 888player::chargen_race_next ()
927 889{
928 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
929 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
930 */ 892 */
931 893
932 tmp_loop = 0; 894 do
933 while (!tmp_loop)
934 { 895 {
935 shstr name = op->name; 896 shstr name = ob->name;
936 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
937 898
938 op->remove_statbonus (); 899 ob->remove_statbonus ();
939 op->remove (); 900 ob->remove ();
940 op->arch = get_player_archetype (op->arch); 901 ob->arch = get_player_archetype (ob->arch);
941 op->arch->clone.copy_to (op); 902 ob->arch->copy_to (ob);
942 op->instantiate (); 903 ob->instantiate ();
943 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
944 op->name = op->name_pl = name; 905 ob->name = ob->name_pl = name;
945 op->x = x; 906 ob->x = x;
946 op->y = y; 907 ob->y = y;
947 SET_ANIMATION (op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (op, op->map, op, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (op->contr->title, op->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
950 op->add_statbonus (); 911 ob->add_statbonus ();
951 tmp_loop = allowed_class (op);
952 } 912 }
913 while (!allowed_class (ob));
953 914
954 update_object (op, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
955 esrv_update_item (UPD_FACE, op, op); 916 esrv_update_item (UPD_FACE, ob, ob);
956 op->update_stats (); 917 ob->update_stats ();
957 op->stats.hp = op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
958 op->stats.sp = op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
959 op->stats.grace = 0; 920 ob->stats.grace = 0;
960
961 if (op->msg)
962 new_draw_info (NDI_BLUE, 0, op, op->msg);
963
964 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
965 return 0;
966} 921}
967 922
968void 923void
969flee_player (object *op) 924flee_player (object *op)
970{ 925{
976 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
977 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
978 return; 933 return;
979 } 934 }
980 935
981 if (op->enemy == NULL) 936 if (!op->enemy)
982 { 937 {
983 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
984 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
985 return; 940 return;
986 } 941 }
987 942
988 /* Seen some crashes here. Since we don't store an
989 * op->enemy_count, it is possible that something destroys the
990 * actual enemy, and the object is recycled.
991 */
992 if (op->enemy->map == NULL)
993 {
994 CLEAR_FLAG (op, FLAG_SCARED);
995 op->enemy = NULL;
996 return;
997 }
998
999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 { 944 {
1001 op->enemy = NULL; 945 op->enemy = NULL;
1002 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1003 return; 947 return;
1017 /* Cornered, get rid of scared */ 961 /* Cornered, get rid of scared */
1018 CLEAR_FLAG (op, FLAG_SCARED); 962 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL; 963 op->enemy = NULL;
1020} 964}
1021 965
1022
1023/* check_pick sees if there is stuff to be picked up/picks up stuff. 966/* check_pick sees if there is stuff to be picked up/picks up stuff.
1024 * IT returns 1 if the player should keep on moving, 0 if he should 967 * It returns 1 if the player should keep on moving, 0 if he should
1025 * stop. 968 * stop.
1026 */ 969 */
1027int 970int
1028check_pick (object *op) 971check_pick (object *op)
1029{ 972{
1030 object *tmp, *next; 973 object *tmp, *next;
1031 int stop = 0; 974 int stop = 0;
1032 int j, k, wvratio; 975 int wvratio;
1033 char putstring[128], tmpstr[16]; 976 char putstring[128];
1034 977
1035 /* if you're flying, you cna't pick up anything */ 978 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 979 if (op->move_type & MOVE_FLYING)
1037 return 1; 980 return 1;
1038 981
1039 next = op->below; 982 next = op->below;
1040 983
984 int cnt = MAX_ITEM_PER_DROP;
985#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
986
1041 /* loop while there are items on the floor that are not marked as 987 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 988 * destroyed */
1043 while (next && !next->destroyed ()) 989 while (next && !next->destroyed ())
1044 { 990 {
1045 tmp = next; 991 tmp = next;
1046 next = tmp->below; 992 next = tmp->below;
1047 993
994 if (cnt <= 0)
995 {
996 op->failmsg ("Couldn't pickup all items at once.");
997 return 0;
998 }
999
1048 if (op->destroyed ()) 1000 if (op->destroyed ())
1049 return 0; 1001 return 0;
1050 1002
1051 if (!can_pick (op, tmp)) 1003 if (!can_pick (op, tmp))
1052 continue; 1004 continue;
1053 1005
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1006 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 1007 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 1008 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 1009 CHK_PICK_PICKUP;
1010
1058 continue; 1011 continue;
1059 } 1012 }
1060 1013
1061 /* high not bit set? We're using the old autopickup model */ 1014 /* high not bit set? We're using the old autopickup model */
1062 if (!(op->contr->mode & PU_NEWMODE)) 1015 if (!(op->contr->mode & PU_NEWMODE))
1064 switch (op->contr->mode) 1017 switch (op->contr->mode)
1065 { 1018 {
1066 case 0: 1019 case 0:
1067 return 1; /* don't pick up */ 1020 return 1; /* don't pick up */
1068 case 1: 1021 case 1:
1069 pick_up (op, tmp); 1022 CHK_PICK_PICKUP;
1070 return 1; 1023 return 1;
1071 case 2: 1024 case 2:
1072 pick_up (op, tmp); 1025 CHK_PICK_PICKUP;
1073 return 0; 1026 return 0;
1074 case 3: 1027 case 3:
1075 return 0; /* stop before pickup */ 1028 return 0; /* stop before pickup */
1076 case 4: 1029 case 4:
1077 pick_up (op, tmp); 1030 CHK_PICK_PICKUP;
1078 break; 1031 break;
1079 case 5: 1032 case 5:
1080 pick_up (op, tmp); 1033 CHK_PICK_PICKUP;
1081 stop = 1; 1034 stop = 1;
1082 break; 1035 break;
1083 case 6: 1036 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1037 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1085 pick_up (op, tmp); 1038 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1039 CHK_PICK_PICKUP;
1086 break; 1040 break;
1087 1041
1088 case 7: 1042 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM) 1043 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1091 break; 1045 break;
1092 1046
1093 default: 1047 default:
1094 /* use value density */ 1048 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1049 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1050 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp); 1051 CHK_PICK_PICKUP;
1098 } 1052 }
1099 } 1053 }
1100 else 1054 else
1101 { /* old model */ 1055 { /* old model */
1102 /* NEW pickup handling */ 1056 /* NEW pickup handling */
1106 if (tmp->name != NULL) 1060 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1061 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1062 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else 1063 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1064 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1065 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 1066
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1067 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 } 1068 }
1115 1069
1116 /* philosophy: 1070 /* philosophy:
1157 /* all food and drink if desired */ 1111 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */ 1112 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD) 1113 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD) 1114 if (tmp->type == FOOD)
1161 { 1115 {
1162 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1163 continue; 1117 continue;
1164 } 1118 }
1165 1119
1166 if (op->contr->mode & PU_DRINK) 1120 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1121 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 { 1122 {
1169 pick_up (op, tmp); 1123 CHK_PICK_PICKUP;
1170 continue; 1124 continue;
1171 } 1125 }
1172 1126
1173 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION) 1128 if (tmp->type == POTION)
1175 { 1129 {
1176 pick_up (op, tmp); 1130 CHK_PICK_PICKUP;
1177 continue; 1131 continue;
1178 } 1132 }
1179 1133
1180 /* spellbooks, skillscrolls and normal books/scrolls */ 1134 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK) 1135 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK) 1136 if (tmp->type == SPELLBOOK)
1183 { 1137 {
1184 pick_up (op, tmp); 1138 CHK_PICK_PICKUP;
1185 continue; 1139 continue;
1186 } 1140 }
1187 1141
1188 if (op->contr->mode & PU_SKILLSCROLL) 1142 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL) 1143 if (tmp->type == SKILLSCROLL)
1190 { 1144 {
1191 pick_up (op, tmp); 1145 CHK_PICK_PICKUP;
1192 continue; 1146 continue;
1193 } 1147 }
1194 1148
1195 if (op->contr->mode & PU_READABLES) 1149 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL) 1150 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1197 { 1151 {
1198 pick_up (op, tmp); 1152 CHK_PICK_PICKUP;
1199 continue; 1153 continue;
1200 } 1154 }
1201 1155
1202 /* wands/staves/rods/horns */ 1156 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE) 1157 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1158 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 { 1159 {
1206 pick_up (op, tmp); 1160 CHK_PICK_PICKUP;
1207 continue; 1161 continue;
1208 } 1162 }
1209 1163
1210 /* pick up all magical items */ 1164 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1165 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1166 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 { 1167 {
1214 pick_up (op, tmp); 1168 CHK_PICK_PICKUP;
1215 continue; 1169 continue;
1216 } 1170 }
1217 1171
1218 if (op->contr->mode & PU_VALUABLES) 1172 if (op->contr->mode & PU_VALUABLES)
1219 { 1173 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1174 if (tmp->type == MONEY || tmp->type == GEM)
1221 { 1175 {
1222 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1223 continue; 1177 continue;
1224 } 1178 }
1225 } 1179 }
1226 1180
1227 /* rings & amulets - talismans seems to be typed AMULET */ 1181 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS) 1182 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET) 1183 if (tmp->type == RING || tmp->type == AMULET)
1230 { 1184 {
1231 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1232 continue; 1186 continue;
1233 } 1187 }
1234 1188
1235 /* we don't forget dragon food */ 1189 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH) 1190 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH) 1191 if (tmp->type == FLESH)
1238 { 1192 {
1239 pick_up (op, tmp); 1193 CHK_PICK_PICKUP;
1240 continue; 1194 continue;
1241 } 1195 }
1242 1196
1243 /* bows and arrows. Bows are good for selling! */ 1197 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW) 1198 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW) 1199 if (tmp->type == BOW)
1246 { 1200 {
1247 pick_up (op, tmp); 1201 CHK_PICK_PICKUP;
1248 continue; 1202 continue;
1249 } 1203 }
1250 1204
1251 if (op->contr->mode & PU_ARROW) 1205 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW) 1206 if (tmp->type == ARROW)
1253 { 1207 {
1254 pick_up (op, tmp); 1208 CHK_PICK_PICKUP;
1255 continue; 1209 continue;
1256 } 1210 }
1257 1211
1258 /* all kinds of armor etc. */ 1212 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR) 1213 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR) 1214 if (tmp->type == ARMOUR)
1261 { 1215 {
1262 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1263 continue; 1217 continue;
1264 } 1218 }
1265 1219
1266 if (op->contr->mode & PU_HELMET) 1220 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET) 1221 if (tmp->type == HELMET)
1268 { 1222 {
1269 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1270 continue; 1224 continue;
1271 } 1225 }
1272 1226
1273 if (op->contr->mode & PU_SHIELD) 1227 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD) 1228 if (tmp->type == SHIELD)
1275 { 1229 {
1276 pick_up (op, tmp); 1230 CHK_PICK_PICKUP;
1277 continue; 1231 continue;
1278 } 1232 }
1279 1233
1280 if (op->contr->mode & PU_BOOTS) 1234 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS) 1235 if (tmp->type == BOOTS)
1282 { 1236 {
1283 pick_up (op, tmp); 1237 CHK_PICK_PICKUP;
1284 continue; 1238 continue;
1285 } 1239 }
1286 1240
1287 if (op->contr->mode & PU_GLOVES) 1241 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES) 1242 if (tmp->type == GLOVES)
1289 { 1243 {
1290 pick_up (op, tmp); 1244 CHK_PICK_PICKUP;
1291 continue; 1245 continue;
1292 } 1246 }
1293 1247
1294 if (op->contr->mode & PU_CLOAK) 1248 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK) 1249 if (tmp->type == CLOAK)
1296 { 1250 {
1297 pick_up (op, tmp); 1251 CHK_PICK_PICKUP;
1298 continue; 1252 continue;
1299 } 1253 }
1300 1254
1301 /* hoping to catch throwing daggers here */ 1255 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON) 1256 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1257 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 { 1258 {
1305 pick_up (op, tmp); 1259 CHK_PICK_PICKUP;
1306 continue; 1260 continue;
1307 } 1261 }
1308 1262
1309 /* careful: chairs and tables are weapons! */ 1263 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1264 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1265 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1266 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1267 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1268 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1269 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1270 {
1317 pick_up (op, tmp); 1271 CHK_PICK_PICKUP;
1318 continue; 1272 continue;
1319 } 1273 }
1320 } 1274 }
1321 1275
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1276 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1277 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1278 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1279 {
1326 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1327 continue; 1281 continue;
1328 } 1282 }
1329 } 1283 }
1330 } 1284 }
1331 1285
1332 /* misc stuff that's useful */ 1286 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY) 1287 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1288 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 { 1289 {
1336 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1337 continue; 1291 continue;
1338 } 1292 }
1339 1293
1340 /* any of the last 4 bits set means we use the ratio for value 1294 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */ 1295 * pickups */
1342 if (op->contr->mode & PU_RATIO) 1296 if (op->contr->mode & PU_RATIO)
1343 { 1297 {
1344 /* use value density to decide what else to grab */ 1298 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */ 1299 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits 1300 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */ 1301 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5; 1302 wvratio = op->contr->mode & PU_RATIO;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1303 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1350 { 1304 {
1351 pick_up (op, tmp); 1305 CHK_PICK_PICKUP;
1352#if 0 1306#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1307 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL) 1308 if (tmp->name != NULL)
1355 { 1309 {
1356 fprintf (stderr, "%s", tmp->name); 1310 fprintf (stderr, "%s", tmp->name);
1357 } 1311 }
1358 else 1312 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1313 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1314 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1315 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1316#endif
1363 continue; 1317 continue;
1364 } 1318 }
1375 * found object is returned. 1329 * found object is returned.
1376 */ 1330 */
1377object * 1331object *
1378find_arrow (object *op, const char *type) 1332find_arrow (object *op, const char *type)
1379{ 1333{
1380 object *tmp = NULL;
1381
1382 for (op = op->inv; op; op = op->below) 1334 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1335 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1336 return splay (tmp);
1337
1338 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1339 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1340 if (object *arrow = find_arrow (tmp, type))
1341 {
1342 splay (tmp);
1386 return op; 1343 return arrow;
1344 }
1345
1387 return tmp; 1346 return 0;
1388} 1347}
1389 1348
1390/* 1349/*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1350 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392 * against the target. A full test is not performed, simply a basic test 1351 * against the target. A full test is not performed, simply a basic test
1393 * of resistances. The archer is making a quick guess at what he sees down 1352 * of resistances. The archer is making a quick guess at what he sees down
1394 * the hall. Failing that it does it's best to pick the highest plus arrow. 1353 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */ 1354 */
1396
1397object * 1355object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1356find_better_arrow (object *op, object *target, const char *type, int *better)
1399{ 1357{
1400 object *tmp = NULL, *arrow, *ntmp; 1358 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1359 int attacknum, attacktype, betterby = 0, i;
1416 } 1374 }
1417 } 1375 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1376 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1377 {
1420 /* allways prefer assasination/slaying */ 1378 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1379 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1422 { 1380 {
1423 if (arrow->attacktype & AT_DEATH) 1381 if (arrow->attacktype & AT_DEATH)
1424 { 1382 {
1425 *better = 100; 1383 *better = 100;
1426 return arrow; 1384 return arrow;
1434 else 1392 else
1435 { 1393 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1394 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1395 {
1438 attacktype = 1 << attacknum; 1396 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1397 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1398 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1399 {
1442 tmp = arrow; 1400 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1401 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1402 }
1445 } 1403 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1404 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1405 {
1448 tmp = arrow; 1406 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1412 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1413 }
1456 } 1414 }
1457 } 1415 }
1458 } 1416 }
1417
1459 if (tmp == NULL && arrow == NULL) 1418 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1419 return find_arrow (op, type);
1461 1420
1462 *better = betterby; 1421 *better = betterby;
1463 return tmp; 1422 return tmp;
1467 * find_better_arrow to find a decent arrow to use. 1426 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1427 * op = the shooter
1469 * type = bow->race 1428 * type = bow->race
1470 * dir = fire direction 1429 * dir = fire direction
1471 */ 1430 */
1472
1473object * 1431object *
1474pick_arrow_target (object *op, const char *type, int dir) 1432pick_arrow_target (object *op, const char *type, int dir)
1475{ 1433{
1476 object *tmp = NULL; 1434 object *tmp = NULL;
1477 maptile *m; 1435 maptile *m;
1494 for (i = 0, found = 0; i < 20; i++) 1452 for (i = 0, found = 0; i < 20; i++)
1495 { 1453 {
1496 x += freearr_x[dir]; 1454 x += freearr_x[dir];
1497 y += freearr_y[dir]; 1455 y += freearr_y[dir];
1498 mflags = get_map_flags (m, &m, x, y, &x, &y); 1456 mflags = get_map_flags (m, &m, x, y, &x, &y);
1457
1499 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1458 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1500 { 1459 {
1501 tmp = NULL; 1460 tmp = 0;
1502 break; 1461 break;
1503 } 1462 }
1504 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1463 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1505 { 1464 {
1506 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1465 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1507 * perhaps a bad assumption. 1466 * perhaps a bad assumption.
1508 */ 1467 */
1509 tmp = NULL; 1468 tmp = 0;
1510 break; 1469 break;
1511 } 1470 }
1471
1512 if (mflags & P_IS_ALIVE) 1472 if (mflags & P_IS_ALIVE)
1513 {
1514 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1473 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1515 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1474 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1516 {
1517 found++;
1518 break;
1519 }
1520 if (found)
1521 break; 1475 break;
1522 }
1523 } 1476 }
1524 if (tmp == NULL) 1477
1478 if (!tmp)
1525 return find_arrow (op, type); 1479 return find_arrow (op, type);
1526 1480
1527 if (tmp->head) 1481 if (tmp->head)
1528 tmp = tmp->head; 1482 tmp = tmp->head;
1529 1483
1542 */ 1496 */
1543int 1497int
1544fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1498fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1545{ 1499{
1546 object *left, *bow; 1500 object *left, *bow;
1547 int bowspeed, mflags; 1501 int mflags;
1548 maptile *m; 1502 maptile *m;
1549 1503
1550 if (!dir) 1504 if (!dir)
1551 { 1505 {
1552 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1506 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1553 return 0; 1507 return 0;
1554 } 1508 }
1555 1509
1556 if (op->type == PLAYER) 1510 if (op->contr)
1557 bow = op->contr->ranges[range_bow]; 1511 bow = op->current_weapon;
1558 else 1512 else
1559 { 1513 {
1560 for (bow = op->inv; bow; bow = bow->below) 1514 for (bow = op->inv; bow; bow = bow->below)
1561 /* Don't check for applied - monsters don't apply bows - in that way, they 1515 /* Don't check for applied - monsters don't apply bows - in that way, they
1562 * don't need to switch back and forth between bows and weapons. 1516 * don't need to switch back and forth between bows and weapons.
1567 if (!bow) 1521 if (!bow)
1568 { 1522 {
1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1523 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1570 return 0; 1524 return 0;
1571 } 1525 }
1526
1527 // optimisation: move object to top so we will find it quickly again
1528 if (bow->below)
1529 {
1530 bow->remove ();
1531 op->insert (bow);
1532 }
1572 } 1533 }
1573 1534
1574 if (!bow->race || !bow->skill) 1535 if (!bow->race || !bow->skill)
1575 { 1536 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1537 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 return 0; 1538 return 0;
1578 } 1539 }
1579
1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1581
1582 /* penalize ROF for bestarrow */
1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1586 if (bowspeed < 1)
1587 bowspeed = 1;
1588 1540
1589 if (arrow == NULL) 1541 if (arrow == NULL)
1590 { 1542 {
1591 if ((arrow = find_arrow (op, bow->race)) == NULL) 1543 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 { 1544 {
1593 if (op->type == PLAYER) 1545 if (op->type == PLAYER)
1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1546 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1595 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1547 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1596 else 1548 else
1597 CLEAR_FLAG (op, FLAG_READY_BOW); 1549 CLEAR_FLAG (op, FLAG_READY_BOW);
1550
1598 return 0; 1551 return 0;
1599 } 1552 }
1600 } 1553 }
1601 1554
1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1555 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1610 } 1563 }
1611 1564
1612 /* this should not happen, but sometimes does */ 1565 /* this should not happen, but sometimes does */
1613 if (arrow->nrof == 0) 1566 if (arrow->nrof == 0)
1614 { 1567 {
1568 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1615 arrow->destroy (); 1569 arrow->destroy ();
1616 return 0; 1570 return 0;
1617 } 1571 }
1618 1572
1619 left = arrow; /* these are arrows left to the player */ 1573 left = arrow; /* these are arrows left to the player */
1620 arrow = get_split_ob (arrow, 1); 1574 arrow = arrow->split ();
1621 if (!arrow) 1575 if (!arrow)
1622 { 1576 {
1623 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1624 return 0; 1578 return 0;
1625 } 1579 }
1626 1580
1627 arrow->set_owner (op); 1581 arrow->set_owner (op);
1628 arrow->skill = bow->skill; 1582 arrow->skill = bow->skill;
1629 arrow->direction = dir; 1583 arrow->direction = dir;
1630 1584
1585 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1586 arrow->stats.hp = arrow->stats.dam;
1587 arrow->stats.grace = arrow->attacktype;
1588
1589 if (arrow->slaying)
1590 arrow->spellarg = strdup (arrow->slaying);
1591
1592#if 0
1593 if (player *pl = op->contr)
1594 {
1595 float speed = pl->weapon_sp;
1596
1597 /* penalize ROF for bestarrow */
1598 if (pl->bowtype == bow_bestarrow)
1599 speed *= .9f;
1600 else
1601 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1602
1603 op->speed_left += speed - op->speed;
1604 }
1605#endif
1606
1607 SET_ANIMATION (arrow, arrow->direction);
1608
1609 /* update the speed */
1610 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1611 + bow->stats.dam / 7.f;
1612
1613 arrow->set_speed (max (arrow->speed, 2.f));
1614 arrow->speed_left = 0;
1615
1616 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1617
1631 if (op->type == PLAYER) 1618 if (op->type == PLAYER)
1632 { 1619 {
1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1634 op->update_stats ();
1635 }
1636
1637 SET_ANIMATION (arrow, arrow->direction);
1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641 if (arrow->slaying != NULL)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644 /* Note that this was different for monsters - they got their level
1645 * added to the damage. I think the strength bonus is more proper.
1646 */
1647
1648 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1649
1650 /* update the speed */
1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1652 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1653
1654 arrow->set_speed (max (arrow->speed, 1.0));
1655 arrow->speed_left = 0;
1656
1657 if (op->type == PLAYER)
1658 {
1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1660 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1661 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1662
1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1620 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1621 wc -= dex_bonus[op->stats.Dex];
1622
1623 if (!arrow->slaying)
1624 arrow->slaying = op->slaying;
1625
1626 arrow->attacktype |= op->attacktype;
1664 } 1627 }
1665 else 1628 else
1666 { 1629 {
1667 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1668 arrow->level = op->level; 1630 arrow->level = op->level;
1669 } 1631 arrow->stats.wc -= bow->magic;
1670 1632
1671 if (arrow->attacktype == AT_PHYSICAL) 1633 if (!arrow->slaying)
1634 arrow->slaying = bow->slaying;
1635
1672 arrow->attacktype |= bow->attacktype; 1636 arrow->attacktype |= bow->attacktype;
1637 }
1673 1638
1674 if (bow->slaying) 1639 wc -= arrow->level;
1675 arrow->slaying = bow->slaying; 1640 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1676 1641
1642 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1677 arrow->move_type = MOVE_FLY_LOW; 1643 arrow->move_type = MOVE_FLY_LOW;
1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1644 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1679 1645
1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1646 op->play_sound (sound_find ("fire_arrow"));
1681 m->insert (arrow, sx, sy, op); 1647 m->insert (arrow, sx, sy, op);
1682 1648
1683 if (!arrow->destroyed ()) 1649 if (!arrow->destroyed ())
1684 move_arrow (arrow); 1650 move_arrow (arrow);
1685
1686 if (op->type == PLAYER)
1687 {
1688 if (left->destroyed ())
1689 esrv_del_item (op->contr, left->count);
1690 else
1691 esrv_send_item (op, left);
1692 }
1693 1651
1694 return 1; 1652 return 1;
1695} 1653}
1696 1654
1697/* Special fire code for players - this takes into 1655/* Special fire code for players - this takes into
1702 * hence the function name. 1660 * hence the function name.
1703 */ 1661 */
1704int 1662int
1705player_fire_bow (object *op, int dir) 1663player_fire_bow (object *op, int dir)
1706{ 1664{
1707 int ret = 0, wcmod = 0; 1665 int ret;
1708 1666
1709 if (op->contr->bowtype == bow_bestarrow) 1667 if (op->contr->bowtype == bow_bestarrow)
1710 { 1668 {
1711 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1669 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1712 } 1670 }
1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1671 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1714 { 1672 {
1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1673 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1716 wcmod = -1;
1717
1718 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1674 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1719 } 1675 }
1720 else if (op->contr->bowtype == bow_threewide) 1676 else if (op->contr->bowtype == bow_threewide)
1721 { 1677 {
1722 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1678 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1723 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1679 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1724 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1680 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1725 } 1681 }
1726 else if (op->contr->bowtype == bow_spreadshot) 1682 else if (op->contr->bowtype == bow_spreadshot)
1727 { 1683 {
1728 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1684 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1685 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1730 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1686 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1731
1732 } 1687 }
1733 else 1688 else
1734 { 1689 {
1735 /* Simple case */ 1690 /* Simple case */
1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1691 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 } 1692 }
1693
1738 return ret; 1694 return ret;
1739} 1695}
1740
1741 1696
1742/* Fires a misc (wand/rod/horn) object in 'dir'. 1697/* Fires a misc (wand/rod/horn) object in 'dir'.
1743 * Broken apart from 'fire' to keep it more readable. 1698 * Broken apart from 'fire' to keep it more readable.
1744 */ 1699 */
1745void 1700void
1746fire_misc_object (object *op, int dir) 1701fire_misc_object (object *op, int dir)
1747{ 1702{
1748 object *item; 1703 object *item = op->contr->ranged_ob;
1749 1704
1750 if (!op->contr->ranges[range_misc]) 1705 if (!item)
1751 { 1706 {
1752 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1707 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1753 return; 1708 return;
1754 } 1709 }
1755 1710
1756 item = op->contr->ranges[range_misc];
1757 if (!item->inv) 1711 if (!item->inv)
1758 { 1712 {
1759 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1713 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1760 return; 1714 return;
1761 } 1715 }
1716
1717 if (!op->change_weapon (item))
1718 return;
1719
1762 if (item->type == WAND) 1720 if (item->type == WAND)
1763 { 1721 {
1764 if (item->stats.food <= 0) 1722 if (item->stats.food <= 0)
1765 { 1723 {
1766 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1724 op->contr->play_sound (sound_find ("wand_poof"));
1767 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1725 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1726
1768 return; 1727 return;
1769 } 1728 }
1770 } 1729 }
1771 else if (item->type == ROD || item->type == HORN) 1730 else if (item->type == ROD || item->type == HORN)
1772 { 1731 {
1773 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1732 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1733
1734 // using the maximum of the rods charge allows at least one spell cast
1735 // for a rod or horn, this fixes some broken rods.
1736 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1774 { 1737 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1738 op->contr->play_sound (sound_find ("wand_poof"));
1739
1776 if (item->type == ROD) 1740 if (item->type == ROD)
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1741 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1778 else 1742 else
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1744
1780 return; 1745 return;
1781 } 1746 }
1782 } 1747 }
1783 1748
1784 if (cast_spell (op, item, dir, item->inv, NULL)) 1749 if (cast_spell (op, item, dir, item->inv, NULL))
1785 { 1750 {
1786 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1751 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1752
1787 if (item->type == WAND) 1753 if (item->type == WAND)
1788 { 1754 {
1789 if (!(--item->stats.food)) 1755 if (!(--item->stats.food))
1790 { 1756 {
1791 object *tmp; 1757 object *tmp;
1792 1758
1793 if (item->arch) 1759 if (item->arch)
1794 { 1760 {
1795 CLEAR_FLAG (item, FLAG_ANIMATE); 1761 CLEAR_FLAG (item, FLAG_ANIMATE);
1796 item->face = item->arch->clone.face; 1762 item->face = item->arch->face;
1797 item->set_speed (0); 1763 item->set_speed (0);
1798 } 1764 }
1799 1765
1800 if ((tmp = item->in_player ())) 1766 if (object *pl = item->visible_to ())
1801 esrv_update_item (UPD_ANIM, tmp, item); 1767 esrv_update_item (UPD_ANIM, pl, item);
1802 } 1768 }
1803 } 1769 }
1804 else if (item->type == ROD || item->type == HORN) 1770 else if (item->type == ROD || item->type == HORN)
1805 drain_rod_charge (item); 1771 drain_rod_charge (item);
1806 } 1772 }
1807} 1773}
1808 1774
1809/* Received a fire command for the player - go and do it. 1775/* Received a fire command for the player - go and do it.
1810 */ 1776 */
1811void 1777bool
1812fire (object *op, int dir) 1778fire (object *op, int dir)
1813{ 1779{
1814 int spellcost = 0; 1780 int spellcost = 0;
1781
1782 player *pl = op->contr;
1783
1784 if (pl->golem)
1785 {
1786 control_golem (op->contr->golem, dir);
1787 return false;
1788 }
1789
1790 object *ob = pl->ranged_ob;
1791
1792 if (!ob)
1793 return false;
1794
1795 if (op->speed_left > 0.f)
1796 --op->speed_left;
1797 else
1798 return false;
1799
1800 if (!op->change_weapon (ob))
1801 return false;
1815 1802
1816 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1817 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
1818 make_visible (op); 1805 make_visible (op);
1819 1806
1820 switch (op->contr->shoottype) 1807 switch (ob->type)
1821 { 1808 {
1822 case range_none: 1809 case BOW:
1823 return;
1824
1825 case range_bow:
1826 player_fire_bow (op, dir); 1810 player_fire_bow (op, dir);
1827 return; 1811 break;
1828 1812
1829 case range_magic: /* Casting spells */ 1813 case SPELL:
1830 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1814 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1831 return; 1815 break;
1832 1816
1833 case range_misc: 1817 case BUILDER:
1818 apply_map_builder (op, dir);
1819 break;
1820
1821 case SKILL:
1822 do_skill (op, op, ob, dir, 0);
1823 break;
1824
1825 default:
1834 fire_misc_object (op, dir); 1826 fire_misc_object (op, dir);
1835 return; 1827 break;
1836
1837 case range_golem: /* Control summoned monsters from scrolls */
1838 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1839 {
1840 op->contr->ranges[range_golem] = 0;
1841 op->contr->shoottype = range_none;
1842 }
1843 else
1844 control_golem (op->contr->ranges[range_golem], dir);
1845 return;
1846
1847 case range_skill:
1848 if (!op->chosen_skill)
1849 {
1850 if (op->type == PLAYER)
1851 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1852 return;
1853 }
1854
1855 do_skill (op, op, op->chosen_skill, dir, NULL);
1856 return;
1857 case range_builder:
1858 apply_map_builder (op, dir);
1859 return;
1860 default:
1861 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1862 return;
1863 } 1828 }
1864}
1865 1829
1866 1830 return true;
1831}
1867 1832
1868/* find_key 1833/* find_key
1869 * We try to find a key for the door as passed. If we find a key 1834 * We try to find a key for the door as passed. If we find a key
1870 * and successfully use it, we return the key, otherwise NULL 1835 * and successfully use it, we return the key, otherwise NULL
1871 * This function merges both normal and locked door, since the logic 1836 * This function merges both normal and locked door, since the logic
1873 * pl is the player, 1838 * pl is the player,
1874 * inv is the objects inventory to searched 1839 * inv is the objects inventory to searched
1875 * door is the door we are trying to match against. 1840 * door is the door we are trying to match against.
1876 * This function can be called recursively to search containers. 1841 * This function can be called recursively to search containers.
1877 */ 1842 */
1878
1879object * 1843object *
1880find_key (object *pl, object *container, object *door) 1844find_key (object *pl, object *container, object *door)
1881{ 1845{
1882 object *tmp, *key; 1846 object *tmp, *key;
1883 1847
1884 /* Should not happen, but sanity checking is never bad */ 1848 /* Should not happen, but sanity checking is never bad */
1885 if (container->inv == NULL) 1849 if (!container->inv)
1886 return NULL; 1850 return 0;
1887 1851
1888 /* First, lets try to find a key in the top level inventory */ 1852 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1853 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1854 {
1891 if (door->type == DOOR && tmp->type == KEY) 1855 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1856 break;
1893 /* For sanity, we should really check door type, but other stuff 1857 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1858 * (like containers) can be locked with special keys
1895 */ 1859 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1860 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1861 break;
1898 } 1862 }
1863
1899 /* No key found - lets search inventories now */ 1864 /* No key found - lets search inventories now */
1900 /* If we find and use a key in an inventory, return at that time. 1865 /* If we find and use a key in an inventory, return at that time.
1901 * otherwise, if we search all the inventories and still don't find 1866 * otherwise, if we search all the inventories and still don't find
1902 * a key, return 1867 * a key, return
1903 */ 1868 */
1904 if (!tmp) 1869 if (!tmp)
1905 { 1870 {
1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1871 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 { 1872 {
1908 /* No reason to search empty containers */ 1873 /* No reason to search empty containers */
1909 if (tmp->type == CONTAINER && tmp->inv) 1874 if (tmp->type == CONTAINER && tmp->inv)
1910 { 1875 {
1911 if ((key = find_key (pl, tmp, door)) != NULL) 1876 if ((key = find_key (pl, tmp, door)))
1912 return key; 1877 return key;
1913 } 1878 }
1914 } 1879 }
1880
1915 if (!tmp) 1881 if (!tmp)
1916 return NULL; 1882 return NULL;
1917 } 1883 }
1884
1918 /* We get down here if we have found a key. Now if its in a container, 1885 /* We get down here if we have found a key. Now if its in a container,
1919 * see if we actually want to use it 1886 * see if we actually want to use it
1920 */ 1887 */
1921 if (pl != container) 1888 if (pl != container)
1922 { 1889 {
1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1910 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1944 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1911 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1945 return NULL; 1912 return NULL;
1946 } 1913 }
1947 } 1914 }
1915
1948 return tmp; 1916 return tmp;
1949} 1917}
1950 1918
1951/* moved door processing out of move_player_attack. 1919/* moved door processing out of move_player_attack.
1952 * returns 1 if player has opened the door with a key 1920 * returns 1 if player has opened the door with a key
1954 * 0 otherwise 1922 * 0 otherwise
1955 */ 1923 */
1956static int 1924static int
1957player_attack_door (object *op, object *door) 1925player_attack_door (object *op, object *door)
1958{ 1926{
1959 /* If its a door, try to find a use a key. If we do destroy the door, 1927 /* If its a door, try to find a key. If we do destroy the door,
1960 * might as well return immediately as there is nothing more to do - 1928 * might as well return immediately as there is nothing more to do -
1961 * otherwise, we fall through to the rest of the code. 1929 * otherwise, we fall through to the rest of the code.
1962 */ 1930 */
1963 object *key = find_key (op, op, door); 1931 object *key = find_key (op, op, door);
1964 1932
1965 /* IF we found a key, do some extra work */ 1933 /* If we found a key, do some extra work */
1966 if (key) 1934 if (key)
1967 { 1935 {
1968 object *container = key->env; 1936 object *container = key->env;
1969 1937
1970 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1971 if (action_makes_visible (op)) 1938 if (action_makes_visible (op))
1972 make_visible (op); 1939 make_visible (op);
1940
1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1941 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974 spring_trap (door->inv, op); 1942 spring_trap (door->inv, op);
1943
1975 if (door->type == DOOR) 1944 if (door->type == DOOR)
1976 {
1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1945 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1978 }
1979 else if (door->type == LOCKED_DOOR) 1946 else if (door->type == LOCKED_DOOR)
1980 { 1947 {
1981 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1948 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1982 remove_door2 (door); /* remove door without violence ;-) */ 1949 remove_door2 (door); /* remove door without violence ;-) */
1983 } 1950 }
1951
1984 /* Do this after we print the message */ 1952 /* Do this after we print the message */
1985 decrease_ob (key); /* Use up one of the keys */ 1953 key->decrease (); /* Use up one of the keys */
1986 /* Need to update the weight the container the key was in */ 1954
1987 if (container != op)
1988 esrv_update_item (UPD_WEIGHT, op, container);
1989 return 1; /* Nothing more to do below */ 1955 return 1; /* Nothing more to do below */
1990 } 1956 }
1991 else if (door->type == LOCKED_DOOR) 1957 else if (door->type == LOCKED_DOOR)
1992 { 1958 {
1993 /* Might as well return now - no other way to open this */ 1959 /* Might as well return now - no other way to open this */
1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1960 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1995 return 1; 1961 return 1;
1996 } 1962 }
1963
1997 return 0; 1964 return 0;
1998} 1965}
1999 1966
2000/* This function is just part of a breakup from move_player. 1967/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 1968 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 1969 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 1970 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 1971 * going to try and move (not fire weapons).
2005 */ 1972 */
2006void 1973bool
2007move_player_attack (object *op, int dir) 1974move_player_attack (object *op, int dir)
2008{ 1975{
2009 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground; 1976 int on_battleground;
2012 maptile *m;
2013 1977
2014 nx = freearr_x[dir] + op->x; 1978 sint16 nx = freearr_x[dir] + op->x;
2015 ny = freearr_y[dir] + op->y; 1979 sint16 ny = freearr_y[dir] + op->y;
2016 1980
2017 on_battleground = op_on_battleground (op, 0, 0); 1981 on_battleground = op_on_battleground (op, 0, 0);
1982
1983 if (out_of_map (op->map, nx, ny))
1984 return false;
1985
1986 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1987 {
1988 --op->speed_left;
1989 return true;
1990 }
2018 1991
2019 /* If braced, or can't move to the square, and it is not out of the 1992 /* If braced, or can't move to the square, and it is not out of the
2020 * map, attack it. Note order of if statement is important - don't 1993 * map, attack it. Note order of if statement is important - don't
2021 * want to be calling move_ob if braced, because move_ob will move the 1994 * want to be calling move_ob if braced, because move_ob will move the
2022 * player. This is a pretty nasty hack, because if we could 1995 * player. This is a pretty nasty hack, because if we could
2023 * move to some space, it then means that if we are braced, we should 1996 * move to some space, it then means that if we are braced, we should
2024 * do nothing at all. As it is, if we are braced, we go through 1997 * do nothing at all. As it is, if we are braced, we go through
2025 * quite a bit of processing. However, it probably is less than what 1998 * quite a bit of processing. However, it probably is less than what
2026 * move_ob uses. 1999 * move_ob uses.
2027 */ 2000 */
2028 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2001 maptile *m = op->map->xy_find (nx, ny);
2002
2003 /* Go through all the objects, and find ones of interest. Only stop if
2004 * we find a monster - that is something we know we want to attack.
2005 * if its a door or barrel (can roll) see if there may be monsters
2006 * on the space
2007 */
2008 object *mon;
2009 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2010 {
2011 if ((mon->flag [FLAG_ALIVE]
2012 || mon->type == LOCKED_DOOR
2013 || mon->flag [FLAG_CAN_ROLL])
2014 && mon != op)
2015 break;
2029 { 2016 }
2030 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2017
2018 if (!mon) /* This happens anytime the player tries to move */
2019 return false; /* into a wall */
2020
2021 mon = mon->head_ ();
2022
2023 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2024 if (op->contr->weapon_sp_left > 0.f)
2025 if (player_attack_door (op, mon))
2026 {
2027 --op->contr->weapon_sp_left;
2028 return true;
2031 { 2029 }
2032 m = op->map->xy_find (nx, ny); 2030
2033 if (!m) 2031 /* The following deals with possibly attacking peaceful
2034 return; /* Don't think this should happen */ 2032 * or friendly creatures. Basically, all players are considered
2033 * unaggressive. If the moving player has peaceful set, then the
2034 * object should be pushed instead of attacked. It is assumed that
2035 * if you are braced, you will not attack friends accidently,
2036 * and thus will not push them.
2037 */
2038
2039 /* If the creature is a pet, push it even if the player is not
2040 * peaceful. Our assumption is the creature is a pet if the
2041 * player owns it and it is either friendly or unagressive.
2042 */
2043 if (op->type == PLAYER
2044 && ((mon->owner && mon->owner->contr
2045 && same_party (mon->owner->contr->party, op->contr->party))
2046 || mon->owner == op)
2047 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2048 {
2049 /* If we're braced, we don't want to switch places with it */
2050 if (op->contr->braced)
2051 return false;
2052
2053 if (op->speed_left > 0.f)
2054 {
2055 --op->speed_left;
2056
2057 op->play_sound (sound_find ("push_player"));
2058 push_ob (mon, dir, op);
2059
2060 if (action_makes_visible (op))
2061 make_visible (op);
2062
2063 return true;
2035 } 2064 }
2036 else 2065 else
2037 m = op->map;
2038
2039 if (!(tmp = m->at (nx, ny).bot))
2040 return; 2066 return false;
2067 }
2041 2068
2042 mon = 0;
2043 /* Go through all the objects, and find ones of interest. Only stop if
2044 * we find a monster - that is something we know we want to attack.
2045 * if its a door or barrel (can roll) see if there may be monsters
2046 * on the space
2047 */
2048 while (tmp)
2049 {
2050 if (tmp == op)
2051 {
2052 tmp = tmp->above;
2053 continue;
2054 }
2055
2056 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2057 {
2058 mon = tmp;
2059 break;
2060 }
2061
2062 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2063 mon = tmp;
2064
2065 tmp = tmp->above;
2066 }
2067
2068 if (!mon) /* This happens anytime the player tries to move */
2069 return; /* into a wall */
2070
2071 if (mon->head)
2072 mon = mon->head;
2073
2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (player_attack_door (op, mon))
2076 return;
2077
2078 /* The following deals with possibly attacking peaceful
2079 * or frienddly creatures. Basically, all players are considered
2080 * unaggressive. If the moving player has peaceful set, then the
2081 * object should be pushed instead of attacked. It is assumed that
2082 * if you are braced, you will not attack friends accidently,
2083 * and thus will not push them.
2084 */
2085
2086 /* If the creature is a pet, push it even if the player is not
2087 * peaceful. Our assumption is the creature is a pet if the
2088 * player owns it and it is either friendly or unagressive.
2089 */
2090 if ((op->type == PLAYER)
2091#if COZY_SERVER
2092 &&
2093 ((mon->owner && mon->owner->contr
2094 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2095#else
2096 && mon->owner == op
2097#endif
2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2099 {
2100 /* If we're braced, we don't want to switch places with it */
2101 if (op->contr->braced)
2102 return;
2103
2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2105 (void) push_ob (mon, dir, op);
2106 if (op->contr->tmp_invis || op->hide)
2107 make_visible (op);
2108
2109 return;
2110 }
2111
2112 /* in certain circumstances, you shouldn't attack friendly 2069 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push 2070 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't 2071 * someone, but put it inside this loop so that you won't
2115 * attack them either. 2072 * attack them either.
2116 */ 2073 */
2117 if ((mon->type == PLAYER || mon->enemy != op) && 2074 if ((mon->type == PLAYER || mon->enemy != op)
2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2075 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2119#ifdef PROHIBIT_PLAYERKILL
2120 (op->contr->peaceful 2076 && ((op->contr->peaceful
2121 || (mon->type == PLAYER 2077 || (mon->type == PLAYER && mon->contr->peaceful))
2122 && mon->contr->
2123 peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground)) 2078 && !on_battleground))
2079 {
2080 if (op->speed_left > 0.f)
2128 { 2081 {
2082 --op->speed_left;
2083
2129 if (!op->contr->braced) 2084 if (!op->contr->braced)
2130 { 2085 {
2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2086 op->play_sound (sound_find ("push_player"));
2132 push_ob (mon, dir, op); 2087 push_ob (mon, dir, op);
2133 } 2088 }
2134 else 2089 else
2135 new_draw_info (0, 0, op, "You withhold your attack"); 2090 op->statusmsg ("You withhold your attack");
2136 2091
2137 if (op->contr->tmp_invis || op->hide) 2092 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2138 make_visible (op); 2093 make_visible (op);
2139 }
2140 2094
2095 return true;
2096 }
2097 }
2141 /* If the object is a boulder or other rollable object, then 2098 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 2099 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2100 */
2144 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2101 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2102 {
2103 if (op->speed_left > 0.f)
2145 { 2104 {
2105 --op->speed_left;
2106
2146 recursive_roll (mon, dir, op); 2107 recursive_roll (mon, dir, op);
2147 if (action_makes_visible (op)) 2108 if (action_makes_visible (op))
2148 make_visible (op); 2109 make_visible (op);
2149 }
2150 2110
2111 return true;
2112 }
2113 }
2151 /* Any generic living creature. Including things like doors. 2114 /* Any generic living creature. Including things like doors.
2152 * Way it works is like this: First, it must have some hit points 2115 * Way it works is like this: First, it must have some hit points
2153 * and be living. Then, it must be one of the following: 2116 * and be living. Then, it must be one of the following:
2154 * 1) Not a player, 2) A player, but of a different party. Note 2117 * 1) Not a player, 2) A player, but of a different party. Note
2155 * that party_number -1 is no party, so attacks can still happen. 2118 * that party_number -1 is no party, so attacks can still happen.
2156 */ 2119 */
2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2120 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2121 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 { 2122 {
2160 2123 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2161 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit)
2167 { 2124 {
2168 op->speed_left += op->speed / op->contr->weapon_sp; 2125 --op->contr->weapon_sp_left;
2169
2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2171 }
2172 2126
2173 skill_attack (mon, op, 0, 0, 0); 2127 skill_attack (mon, op, 0, 0, 0);
2174
2175 /* If attacking another player, that player gets automatic
2176 * hitback, and doesn't loose luck either.
2177 * Disable hitback on the battleground or if the target is
2178 * the wiz.
2179 */
2180 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2181 {
2182 short luck = mon->stats.luck;
2183
2184 mon->contr->has_hit = 1;
2185 skill_attack (op, mon, 0, 0, 0);
2186 mon->stats.luck = luck;
2187 }
2188 2128
2189 if (action_makes_visible (op)) 2129 if (action_makes_visible (op))
2190 make_visible (op); 2130 make_visible (op);
2191 }
2192 } /* if player should attack something */
2193}
2194 2131
2195int 2132 return true;
2133 }
2134 }
2135
2136 return false;
2137}
2138
2139bool
2196move_player (object *op, int dir) 2140move_player (object *op, int dir)
2197{ 2141{
2198 int pick; 2142 int pick;
2199 2143
2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2144 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2201 return 0; 2145 return 0;
2202 2146
2203 /* Sanity check: make sure dir is valid */ 2147 /* Sanity check: make sure dir is valid */
2204 if ((dir < 0) || (dir >= 9)) 2148 if ((dir < 0) || (dir >= 9))
2205 { 2149 {
2207 return 0; 2151 return 0;
2208 } 2152 }
2209 2153
2210 /* peterm: added following line */ 2154 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2155 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2156 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2213 2157
2214 op->facing = dir; 2158 op->facing = dir;
2215 2159
2216 if (op->hide) 2160 if (op->flag [FLAG_HIDDEN])
2217 do_hidden_move (op); 2161 do_hidden_move (op);
2218 2162
2163 bool retval;
2164
2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2165 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2220 /*nop */ ; 2166 retval = RESULT_INT (0);
2221 else if (op->contr->fire_on) 2167 else if (op->contr->fire_on)
2222 fire (op, dir); 2168 retval = fire (op, dir);
2223 else 2169 else
2224 { 2170 {
2225 move_player_attack (op, dir); 2171 retval = move_player_attack (op, dir);
2226 pick = check_pick (op); 2172 pick = check_pick (op);
2227 } 2173 }
2228 2174
2229 /* Add special check for newcs players and fire on - this way, the 2175 /* Add special check for newcs players and fire on - this way, the
2230 * server can handle repeat firing. 2176 * server can handle repeat firing.
2237 /* Update how the player looks. Use the facing, so direction may 2183 /* Update how the player looks. Use the facing, so direction may
2238 * get reset to zero. This allows for full animation capabilities 2184 * get reset to zero. This allows for full animation capabilities
2239 * for players. 2185 * for players.
2240 */ 2186 */
2241 animate_object (op, op->facing); 2187 animate_object (op, op->facing);
2242 return 0; 2188
2189 return retval;
2243} 2190}
2244 2191
2245/* This is similar to handle_player, below, but is only used by the 2192/* This is similar to handle_player, below, but is only used by the
2246 * new client/server stuff. 2193 * new client/server stuff.
2247 * This is sort of special, in that the new client/server actually uses 2194 * This is sort of special, in that the new client/server actually uses
2248 * the new speed values for commands. 2195 * the new speed values for commands.
2249 * 2196 *
2250 * Returns true if there are more actions we can do. 2197 * Returns true if there are more actions we can do. Should not do
2198 * many actions in a row, as that would be too unfair to other
2199 * players.
2251 */ 2200 */
2252int 2201bool
2253handle_newcs_player (object *op) 2202handle_newcs_player (object *op)
2254{ 2203{
2255 if (op->contr->hidden)
2256 {
2257 op->invisible = 1000;
2258 /* the socket code flashes the player visible/invisible
2259 * depending on the value of invisible, so we need to
2260 * alternate it here for it to work correctly.
2261 */
2262 if (pticks & 2)
2263 op->invisible--;
2264 }
2265 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2266 {
2267 op->invisible--;
2268 if (!op->invisible)
2269 {
2270 make_visible (op);
2271 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2272 }
2273 }
2274
2275 if (QUERY_FLAG (op, FLAG_SCARED)) 2204 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2205 {
2277 flee_player (op); 2206 if (op->speed_left > 0.f)
2278 /* If player is still scared, that is his action for this tick */
2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2207 {
2281 op->speed_left--; 2208 --op->speed_left;
2209 flee_player (op);
2210
2282 return 0; 2211 return true;
2283 } 2212 }
2213 else
2214 return false;
2284 } 2215 }
2285
2286 /* I've been seeing crashes where the golem has been destroyed, but
2287 * the player object still points to the defunct golem. The code that
2288 * destroys the golem looks correct, and it doesn't always happen, so
2289 * put this in a a workaround to clean up the golem pointer.
2290 */
2291 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2292 op->contr->ranges[range_golem] = 0;
2293 2216
2294 /* call this here - we also will call this in do_ericserver, but 2217 /* call this here - we also will call this in do_ericserver, but
2295 * the players time has been increased when doericserver has been 2218 * the players time has been increased when doericserver has been
2296 * called, so we recheck it here. 2219 * called, so we recheck it here.
2297 */ 2220 */
2298 if (op->contr->ns->handle_command ()) 2221 if (op->contr->ns->handle_command ())
2299 return 1; 2222 return true;
2300 2223
2301 if (op->speed_left > 0)
2302 {
2303 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2224 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2304 {
2305 /* All move commands take 1 tick, at least for now */
2306 op->speed_left--;
2307
2308 /* Instead of all the stuff below, let move_player take care
2309 * of it. Also, some of the skill stuff is only put in
2310 * there, as well as the confusion stuff.
2311 */
2312 move_player (op, op->direction); 2225 return move_player (op, op->direction);
2313 2226
2314 return op->speed_left > 0;
2315 }
2316 }
2317
2318 return 0; 2227 return false;
2319} 2228}
2320 2229
2321int 2230int
2322save_life (object *op) 2231save_life (object *op)
2323{ 2232{
2325 return 0; 2234 return 0;
2326 2235
2327 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2236 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2328 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2237 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2329 { 2238 {
2330 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2239 op->play_sound (sound_find ("ob_evaporate"));
2331 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2240 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2332
2333 if (op->contr)
2334 esrv_del_item (op->contr, tmp->count);
2335 2241
2336 tmp->destroy (); 2242 tmp->destroy ();
2337 CLEAR_FLAG (op, FLAG_LIFESAVE); 2243 CLEAR_FLAG (op, FLAG_LIFESAVE);
2338 2244
2339 if (op->stats.hp < 0) 2245 if (op->stats.hp < 0)
2352 return 0; 2258 return 0;
2353} 2259}
2354 2260
2355/* This goes throws the inventory and removes unpaid objects, and puts them 2261/* This goes throws the inventory and removes unpaid objects, and puts them
2356 * back in the map (location and map determined by values of env). This 2262 * back in the map (location and map determined by values of env). This
2357 * function will descend into containers. op is the object to start the search 2263 * function will descend into containers. op is the object to start the search
2358 * from. 2264 * from.
2359 */ 2265 */
2266static void
2267drop_unpaid_items (object *op, object *env)
2268{
2269 while (op)
2270 {
2271 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2272
2273 if (QUERY_FLAG (op, FLAG_UNPAID))
2274 op->insert_at (env);
2275 else if (op->inv)
2276 drop_unpaid_items (op->inv, env);
2277
2278 op = next;
2279 }
2280}
2281
2360void 2282void
2361remove_unpaid_objects (object *op, object *env) 2283object::drop_unpaid_items ()
2362{ 2284{
2363 object *next; 2285 if (!flag [FLAG_REMOVED])
2364 2286 ::drop_unpaid_items (inv, this);
2365 while (op)
2366 {
2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368
2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 {
2371 if (env->type == PLAYER)
2372 esrv_del_item (env->contr, op->count);
2373
2374 op->insert_at (env);
2375 }
2376 else if (op->inv)
2377 remove_unpaid_objects (op->inv, env);
2378
2379 op = next;
2380 }
2381} 2287}
2382 2288
2383/* 2289/*
2384 * Returns pointer a static string containing gravestone text 2290 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2291 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2292 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2293 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2294 * but there isn't one in the server directory.
2389 */ 2295 */
2390char * 2296const char *
2391gravestone_text (object *op) 2297gravestone_text (object *op)
2392{ 2298{
2393 static char buf2[MAX_BUF]; 2299 static dynbuf_text buf;
2394 char buf[MAX_BUF];
2395 time_t now = time (NULL);
2396 2300
2397 strcpy (buf2, " R.I.P.\n\n"); 2301 buf << "---- R.I.P. ----\n\n"
2302 << op->name;
2303
2398 if (op->type == PLAYER) 2304 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2305 buf << " the " << op->contr->title;
2400 else
2401 sprintf (buf, "%s\n", &op->name);
2402 2306
2403 strncat (buf2, " ", 20 - strlen (buf) / 2); 2307 buf << "\n\n";
2404 strcat (buf2, buf); 2308
2309 buf << "who was level ";
2310 buf << (sint32)op->level << "\n\n" // OO breakdown
2311 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2312
2405 if (op->type == PLAYER) 2313 if (op->type == PLAYER)
2406 sprintf (buf, "who was in level %d when killed\n", op->level); 2314 buf << "by " << op->contr->killer_name () << ".\n\n";
2407 else
2408 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2409 2315
2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2411 strcat (buf2, buf);
2412 if (op->type == PLAYER)
2413 { 2316 {
2414 sprintf (buf, "by %s.\n\n", op->contr->killer); 2317 static char buf2[128];
2415 strncat (buf2, " ", 21 - strlen (buf) / 2); 2318 time_t now = time (NULL);
2416 strcat (buf2, buf);
2417 }
2418
2419 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2319 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2420 strncat (buf2, " ", 20 - strlen (buf) / 2); 2320 buf << buf2;
2421 strcat (buf2, buf); 2321 }
2422 2322
2423 return buf2; 2323 return buf;
2424} 2324}
2425 2325
2426void 2326void
2427do_some_living (object *op) 2327do_some_living (object *op)
2428{ 2328{
2435 int rate_grace = 2000; 2335 int rate_grace = 2000;
2436 const int max_hp = 1; 2336 const int max_hp = 1;
2437 const int max_sp = 1; 2337 const int max_sp = 1;
2438 const int max_grace = 1; 2338 const int max_grace = 1;
2439 2339
2440 if (op->contr->outputs_sync) 2340 if (op->contr->hidden)
2341 {
2342 op->invisible = 1000;
2343 /* the socket code flashes the player visible/invisible
2344 * depending on the value of invisible, so we need to
2345 * alternate it here for it to work correctly.
2346 */
2347 if (pticks & 2)
2348 op->invisible--;
2441 { 2349 }
2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2350 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2351 {
2444 flush_output_element (op, &op->contr->outputs[i]); 2352 if (!op->invisible--)
2353 {
2354 make_visible (op);
2355 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2356 }
2445 } 2357 }
2446 2358
2447 if (op->contr->ns->state == ST_PLAYING) 2359 if (op->contr->ns->state == ST_PLAYING)
2448 { 2360 {
2449 /* these next three if clauses make it possible to SLOW DOWN 2361 /* these next three if clauses make it possible to SLOW DOWN
2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2380 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2469 else 2381 else
2470 { 2382 {
2471 gen_grace = op->stats.maxgrace; 2383 gen_grace = op->stats.maxgrace;
2472 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2384 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2473 }
2474
2475 /* Regenerate Spell Points */
2476 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2477 {
2478 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2479 if (op->stats.sp < op->stats.maxsp)
2480 {
2481 op->stats.sp++;
2482 /* dms do not consume food */
2483 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 {
2485 op->stats.food--;
2486 if (op->contr->digestion < 0)
2487 op->stats.food += op->contr->digestion;
2488 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food = last_food;
2490 }
2491 }
2492
2493 if (max_sp > 1)
2494 {
2495 over_sp = (gen_sp + 10) / rate_sp;
2496 if (over_sp > 0)
2497 {
2498 if (op->stats.sp < op->stats.maxsp)
2499 {
2500 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2501
2502 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2503 op->stats.sp--;
2504
2505 if (op->stats.sp > op->stats.maxsp)
2506 op->stats.sp = op->stats.maxsp;
2507 }
2508 op->last_sp = 0;
2509 }
2510 else
2511 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2512 }
2513 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 } 2385 }
2516 2386
2517 /* Regenerate Grace */ 2387 /* Regenerate Grace */
2518 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2388 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2519 if (--op->last_grace < 0) 2389 if (--op->last_grace < 0)
2540 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2410 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2541 } 2411 }
2542 /* wearing stuff doesn't detract from grace generation. */ 2412 /* wearing stuff doesn't detract from grace generation. */
2543 } 2413 }
2544 2414
2415 if (op->stats.food > 0)
2416 {
2545 /* Regenerate Hit Points */ 2417 /* Regenerate Spell Points */
2546 if (--op->last_heal < 0) 2418 if (!op->contr->golem && --op->last_sp < 0)
2547 {
2548 if (op->stats.hp < op->stats.maxhp)
2549 { 2419 {
2550 op->stats.hp++; 2420 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2551 /* dms do not consume food */ 2421
2552 if (!QUERY_FLAG (op, FLAG_WIZ)) 2422 if (op->stats.sp < op->stats.maxsp)
2553 { 2423 {
2424 op->stats.sp++;
2425
2426 /* dms do not consume food */
2427 if (!QUERY_FLAG (op, FLAG_WIZ))
2428 {
2554 op->stats.food--; 2429 op->stats.food--;
2430
2555 if (op->contr->digestion < 0) 2431 if (op->contr->digestion < 0)
2556 op->stats.food += op->contr->digestion; 2432 op->stats.food += op->contr->digestion;
2557 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2433 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2558 op->stats.food = last_food; 2434 op->stats.food = last_food;
2435 }
2559 } 2436 }
2560 }
2561 2437
2562 if (max_hp > 1) 2438 if (max_sp > 1)
2563 {
2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2565 if (over_hp > 0)
2566 { 2439 {
2567 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2440 over_sp = (gen_sp + 10) / rate_sp;
2441 if (over_sp > 0)
2442 {
2443 if (op->stats.sp < op->stats.maxsp)
2444 {
2445 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2446
2447 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2448 op->stats.sp--;
2449
2450 if (op->stats.sp > op->stats.maxsp)
2451 op->stats.sp = op->stats.maxsp;
2452 }
2453
2568 op->last_heal = 0; 2454 op->last_sp = 0;
2455 }
2456 else
2457 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2569 } 2458 }
2570 else 2459 else
2460 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2461 }
2462
2463 /* Regenerate Hit Points */
2464 if (--op->last_heal < 0)
2465 {
2466 if (op->stats.hp < op->stats.maxhp)
2571 { 2467 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2468 op->stats.hp++;
2469
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 {
2473 op->stats.food--;
2474
2475 if (op->contr->digestion < 0)
2476 op->stats.food += op->contr->digestion;
2477 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2478 op->stats.food = last_food;
2479 }
2573 } 2480 }
2481
2482 if (max_hp > 1)
2483 {
2484 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2485
2486 if (over_hp > 0)
2487 {
2488 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2489 op->last_heal = 0;
2490 }
2491 else
2492 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2574 } 2493 }
2575 else 2494 else
2576 {
2577 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2495 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 } 2496 }
2579 } 2497 }
2580 2498
2581 /* Digestion */ 2499 /* Digestion */
2582 if (--op->last_eat < 0) 2500 if (--op->last_eat < 0)
2583 { 2501 {
2584#ifdef COZY_SERVER 2502 int bonus = max (0, op->contr->digestion),
2585 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2503 penalty = max (0, -op->contr->digestion);
2586 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2587#else
2588 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2589#endif
2590 2504
2591 if (op->contr->gen_hp > 0)
2592 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2505 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2593 else
2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595 2506
2596 /* dms do not consume food */ 2507 /* dms do not consume food */
2597 if (!QUERY_FLAG (op, FLAG_WIZ)) 2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2598 op->stats.food--; 2509 op->stats.food--;
2599 } 2510 }
2600 2511
2601 if (op->stats.food < 0 && op->stats.hp >= 0) 2512 if (op->stats.food < 0 && op->stats.hp >= 0)
2602 { 2513 {
2603 object *tmp, *flesh = 0; 2514 object *flesh = 0;
2604 2515
2605 for (tmp = op->inv; tmp; tmp = tmp->below) 2516 for_inv_removable (op, tmp)
2606 { 2517 {
2607 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2518 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2519 continue;
2520
2521 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2608 { 2522 {
2609 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2523 op->statusmsg ("You blindly grab for a bite of food. "
2610 { 2524 "H<To prevent you from starving, you ate some random item from your backpack.>");
2611 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2612 manual_apply (op, tmp, 0); 2525 manual_apply (op, tmp, 0);
2526
2613 if (op->stats.food >= 0 || op->stats.hp < 0) 2527 if (op->stats.food >= 0 || op->stats.hp < 0)
2614 break; 2528 break;
2615 } 2529 }
2616 else if (tmp->type == FLESH) 2530 else if (tmp->type == FLESH)
2617 flesh = tmp; 2531 flesh = tmp;
2618 } /* End if paid for object */ 2532 }
2619 } /* end of for loop */
2620 2533
2621 /* If player is still starving, it means they don't have any food, so 2534 /* If player is still starving, it means they don't have any food, so
2622 * eat flesh instead. 2535 * eat flesh instead.
2623 */ 2536 */
2624 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2537 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2625 { 2538 {
2626 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2539 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2627 manual_apply (op, flesh, 0); 2541 manual_apply (op, flesh, 0);
2628 } 2542 }
2543
2544 // If player is still starving, alert him!
2545 if (op->stats.food < 0)
2546 op->failmsg ("You are starving! "
2547 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2548 }
2549
2550 if (op->stats.food < 0)
2629 } 2551 {
2552 op->stats.hp += op->stats.food;
2553 op->stats.food = 0;
2630 2554
2631 while (op->stats.food < 0 && op->stats.hp >= 0) 2555 if (op->stats.hp < 0)
2632 op->stats.food++, op->stats.hp--; 2556 {
2557 op->contr->killer = archetype::get ("killer_starvation");
2558 op->contr->killer->destroy ();
2559 }
2560 }
2633 2561
2562 /* killer should be set here already */
2634 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2563 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2635 kill_player (op); 2564 kill_player (op);
2636 } 2565 }
2637} 2566}
2638 2567
2642 * file. 2571 * file.
2643 */ 2572 */
2644void 2573void
2645kill_player (object *op) 2574kill_player (object *op)
2646{ 2575{
2576 int x, y;
2647 char buf[MAX_BUF]; 2577 char buf[MAX_BUF];
2648 int x, y;
2649
2650 //int i;
2651 maptile *map; /* this is for resurrection */ 2578 maptile *map; /* this is for resurrection */
2652
2653 /* int z;
2654 int num_stats_lose;
2655 int lost_a_stat;
2656 int lose_this_stat;
2657 int this_stat; */
2658 int will_kill_again; 2579 int will_kill_again;
2659 archetype *at; 2580 archetype *at;
2660 object *tmp; 2581 object *tmp;
2661 2582
2662 if (save_life (op)) 2583 if (save_life (op))
2663 return; 2584 return;
2664
2665 2585
2666 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2586 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2667 * in cities ONLY!!! It is very important that this doesn't get abused. 2587 * in cities ONLY!!! It is very important that this doesn't get abused.
2668 * Look at op_on_battleground() for more info --AndreasV 2588 * Look at op_on_battleground() for more info --AndreasV
2669 */ 2589 */
2685 { 2605 {
2686 tmp->destroy (); 2606 tmp->destroy ();
2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2607 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2688 } 2608 }
2689 2609
2690 cure_disease (op, 0); /* remove any disease */ 2610 cure_disease (op, 0, 0); /* remove any disease */
2691 op->stats.hp = op->stats.maxhp; 2611 op->stats.hp = op->stats.maxhp;
2692 if (op->stats.food <= 0) 2612 if (op->stats.food <= 0)
2693 op->stats.food = 999; 2613 op->stats.food = 999;
2694 2614
2695 /* create a bodypart-trophy to make the winner happy */ 2615 /* create a bodypart-trophy to make the winner happy */
2696 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2616 if (object *tmp = arch_to_object (archetype::find ("finger")))
2697 { 2617 {
2698 sprintf (buf, "%s's finger", &op->name); 2618 tmp->name = format ("%s's finger" , &op->name);
2699 tmp->name = buf; 2619 tmp->name_pl = format ("%s's fingers", &op->name);
2700 sprintf (buf, " This finger has been cut off %s\n"
2701 " the %s, when he was defeated at\n level %d by %s.\n",
2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2703 tmp->msg = buf; 2620 tmp->msg = format (
2621 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2622 &op->name, op->contr->title,
2623 (int)op->level,
2624 op->contr->killer_name ()
2625 );
2704 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2626 tmp->value = 0, tmp->type = 0;
2705 tmp->materialname = NULL; 2627 tmp->materialname = "organics";
2706 tmp->insert_at (op, tmp); 2628 tmp->insert_at (op, tmp);
2707 } 2629 }
2708 2630
2709 /* teleport defeated player to new destination */ 2631 /* teleport defeated player to new destination */
2710 transfer_ob (op, x, y, 0, NULL); 2632 transfer_ob (op, x, y, 0, NULL);
2714 2636
2715 INVOKE_PLAYER (DEATH, op->contr); 2637 INVOKE_PLAYER (DEATH, op->contr);
2716 2638
2717 command_kill_pets (op, 0); 2639 command_kill_pets (op, 0);
2718 2640
2719 if (op->stats.food < 0) 2641 op->contr->play_sound (sound_find ("player_dies"));
2720 {
2721 sprintf (buf, "%s starved to death.", &op->name);
2722 strcpy (op->contr->killer, "starvation");
2723 }
2724 else
2725 sprintf (buf, "%s died.", &op->name);
2726
2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2728 2642
2729 /* save the map location for corpse, gravestone */ 2643 /* save the map location for corpse, gravestone */
2730 x = op->x; 2644 x = op->x;
2731 y = op->y; 2645 y = op->y;
2732 map = op->map; 2646 map = op->map;
2839 lost_a_stat = 1; 2753 lost_a_stat = 1;
2840 } 2754 }
2841 } 2755 }
2842 } 2756 }
2843 } 2757 }
2758
2844 /* If no stat lost, tell the player. */ 2759 /* If no stat lost, tell the player. */
2845 if (!lost_a_stat) 2760 if (!lost_a_stat)
2846 { 2761 {
2847 /* determine_god() seems to not work sometimes... why is this? 2762 /* determine_god() seems to not work sometimes... why is this?
2848 Should I be using something else? GD */ 2763 Should I be using something else? GD */
2852 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2767 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2853 else 2768 else
2854 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2769 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2855 } 2770 }
2856#else 2771#else
2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2772 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2858#endif 2773#endif
2859 2774
2860 /* Put a gravestone up where the character 'almost' died. List the 2775 /* Put a gravestone up where the character 'almost' died. List the
2861 * exp loss on the stone. 2776 * exp loss on the stone.
2862 */ 2777 */
2863 tmp = arch_to_object (archetype::find ("gravestone")); 2778 tmp = arch_to_object (archetype::find ("gravestone"));
2864 sprintf (buf, "%s's gravestone", &op->name); 2779 tmp->name = format ("%s's gravestone", &op->name);
2865 tmp->name = buf; 2780 tmp->name_pl = format ("%s's gravestones", &op->name);
2866 sprintf (buf, "%s's gravestones", &op->name); 2781 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2867 tmp->name_pl = buf; 2782 &op->name, op->contr->title, op->contr->killer_name ());
2868 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);
2869 tmp->msg = buf;
2870 tmp->x = op->x, tmp->y = op->y; 2783 tmp->x = op->x, tmp->y = op->y;
2871 insert_ob_in_map (tmp, op->map, NULL, 0); 2784 insert_ob_in_map (tmp, op->map, NULL, 0);
2872 2785
2873 /**************************************/ 2786 /**************************************/
2874 /* */ 2787 /* */
2895 { 2808 {
2896 tmp->destroy (); 2809 tmp->destroy ();
2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2810 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2898 } 2811 }
2899 2812
2900 cure_disease (op, 0); /* remove any disease */ 2813 cure_disease (op, 0, 0); /* remove any disease */
2814
2815 // remove all spell effects that are active
2816 // to avoid long-term effects such as word-of-recall
2817 for (object *item = op->inv; item; )
2818 {
2819 object *next = item->below;
2820
2821 if (item->type == SPELL_EFFECT && item->active)
2822 item->destroy ();
2823
2824 item = next;
2825 }
2901 2826
2902 /*add_exp(op, (op->stats.exp * -0.20)); */ 2827 /*add_exp(op, (op->stats.exp * -0.20)); */
2903 apply_death_exp_penalty (op); 2828 apply_death_exp_penalty (op);
2829
2904 if (op->stats.food < 100) 2830 if (op->stats.food < 100)
2905 op->stats.food = 900; 2831 op->stats.food = 900;
2832
2906 op->stats.hp = op->stats.maxhp; 2833 op->stats.hp = op->stats.maxhp;
2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2834 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2835 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2909 2836
2910 /* 2837 /*
2911 * Check to see if the player is in a shop. IF so, then check to see if
2912 * the player has any unpaid items. If so, remove them and put them back 2838 * Check to see if the player has any unpaid items. If so, remove them
2913 * in the map. 2839 * and put them back in the map.
2914 */ 2840 */
2915 2841 op->drop_unpaid_items ();
2916 if (is_in_shop (op))
2917 remove_unpaid_objects (op->inv, op);
2918 2842
2919 /****************************************/ 2843 /****************************************/
2920 /* */ 2844 /* */
2921 /* Move player to his current respawn- */ 2845 /* Move player to his current respawn- */
2922 /* position (usually last savebed) */ 2846 /* position (usually last savebed) */
2942 object *force; 2866 object *force;
2943 int at; 2867 int at;
2944 2868
2945 force = get_archetype (FORCE_NAME); 2869 force = get_archetype (FORCE_NAME);
2946 /* 50 ticks should be enough time for the spell to abate */ 2870 /* 50 ticks should be enough time for the spell to abate */
2947 force->speed = 0.1; 2871 force->speed = 0.1f;
2948 force->speed_left = -5.0; 2872 force->speed_left = -5.f;
2949 SET_FLAG (force, FLAG_APPLIED); 2873 SET_FLAG (force, FLAG_APPLIED);
2950 for (at = 0; at < NROFATTACKS; at++) 2874 for (at = 0; at < NROFATTACKS; at++)
2951 if (will_kill_again & (1 << at)) 2875 if (will_kill_again & (1 << at))
2952 force->resist[at] = 100; 2876 force->resist[at] = 100;
2953 2877
2954 insert_ob_in_ob (force, op); 2878 insert_ob_in_ob (force, op);
2955 op->update_stats (); 2879 op->update_stats ();
2956
2957 } 2880 }
2958 2881
2959 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2882 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2960} 2883}
2961 2884
2962void 2885void
2963loot_object (object *op) 2886loot_object (object *op)
2964{ /* Grab and destroy some treasure */ 2887{ /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next; 2888 object *tmp, *tmp2, *next;
2966 2889
2967 if (op->container) 2890 op->close_container (); /* close open sack first */
2968 esrv_apply_container (op, op->container); /* close open sack first */
2969 2891
2970 for (tmp = op->inv; tmp; tmp = next) 2892 for (tmp = op->inv; tmp; tmp = next)
2971 { 2893 {
2972 next = tmp->below; 2894 next = tmp->below;
2973 2895
2974 if (tmp->invisible) 2896 if (tmp->invisible)
2975 continue; 2897 continue;
2976 2898
2977 tmp->remove (); 2899 tmp->remove ();
2978 tmp->x = op->x, tmp->y = op->y; 2900 tmp->x = op->x, tmp->y = op->y;
2901
2979 if (tmp->type == CONTAINER) 2902 if (tmp->type == CONTAINER)
2980 { /* empty container to ground */ 2903 loot_object (tmp); /* empty container to ground */
2981 loot_object (tmp); 2904
2982 }
2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2905 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2984 { 2906 {
2985 if (tmp->nrof > 1) 2907 if (tmp->nrof > 1)
2986 { 2908 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2909 tmp->decrease (rndm (1, tmp->nrof - 1));
2988 tmp2->destroy ();
2989 insert_ob_in_map (tmp, op->map, NULL, 0); 2910 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 } 2911 }
2991 else 2912 else
2992 tmp->destroy (); 2913 tmp->destroy ();
2993 } 2914 }
2999/* 2920/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2921 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2922 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2923 * was changed.
3003 */ 2924 */
3004
3005void 2925void
3006fix_weight (void) 2926fix_weight (void)
3007{ 2927{
3008 for_all_players (pl) 2928 for_all_players (pl)
3009 { 2929 {
3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2930 sint32 old = pl->ob->carrying;
3011 2931
3012 if (old == sum) 2932 pl->ob->update_weight ();
3013 continue; 2933
2934 if (old != pl->ob->carrying)
2935 {
3014 pl->ob->update_stats (); 2936 pl->ob->update_stats ();
3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2937 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2938 }
3016 } 2939 }
3017} 2940}
3018 2941
3019void 2942void
3020fix_luck (void) 2943fix_luck (void)
3062} 2985}
3063 2986
3064void 2987void
3065make_visible (object *op) 2988make_visible (object *op)
3066{ 2989{
3067 op->hide = 0; 2990 op->flag [FLAG_HIDDEN] = 0;
3068 op->invisible = 0; 2991 op->invisible = 0;
2992
3069 if (op->type == PLAYER) 2993 if (op->type == PLAYER)
3070 { 2994 {
3071 op->contr->tmp_invis = 0; 2995 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 2996 op->contr->invis_race = 0;
3073 } 2997 }
2998
3074 update_object (op, UP_OBJ_FACE); 2999 update_object (op, UP_OBJ_CHANGE);
3075} 3000}
3076 3001
3077int 3002int
3078is_true_undead (object *op) 3003is_true_undead (object *op)
3079{ 3004{
3080 object *tmp = NULL;
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3005 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3083 return 1; 3006 return 1;
3084 3007
3085 return 0; 3008 return 0;
3086} 3009}
3087 3010
3088/* look at the surrounding terrain to determine 3011/* look at the surrounding terrain to determine
3089 * the hideability of this object. Positive levels 3012 * the hideability of this object. Positive levels
3090 * indicate greater hideability. 3013 * indicate greater hideability.
3091 */ 3014 */
3092
3093int 3015int
3094hideability (object *ob) 3016hideability (object *ob)
3095{ 3017{
3096 int i, level = 0, mflag; 3018 int i, level = 0, mflag;
3097 sint16 x, y; 3019 sint16 x, y;
3098 3020
3099 if (!ob || !ob->map) 3021 if (!ob || !ob->map)
3100 return 0; 3022 return 0;
3101 3023
3102 /* so, on normal lighted maps, its hard to hide */ 3024 /* so, on normal lighted maps, its hard to hide */
3103 level = ob->map->darkness - 2; 3025 level = ob->map->darklevel () - 2;
3104 3026
3105 /* this also picks up whether the object is glowing. 3027 /* this also picks up whether the object is glowing.
3106 * If you carry a light on a non-dark map, its not 3028 * If you carry a light on a non-dark map, its not
3107 * as bad as carrying a light on a pitch dark map */ 3029 * as bad as carrying a light on a pitch dark map */
3108 if (has_carried_lights (ob)) 3030 if (has_carried_lights (ob))
3109 level = -(10 + (2 * ob->map->darkness)); 3031 level = -(10 + (2 * ob->map->darklevel ()));
3110 3032
3111 /* scan through all nearby squares for terrain to hide in */ 3033 /* scan through all nearby squares for terrain to hide in */
3112 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3034 for (i = 0, x = ob->x, y = ob->y;
3035 i <= SIZEOFFREE1;
3036 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3113 { 3037 {
3114 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3038 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3115 if (mflag & P_OUT_OF_MAP) 3039 if (mflag & P_OUT_OF_MAP)
3116 {
3117 continue; 3040 continue;
3118 } 3041
3119 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3042 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3120 level += 2; 3043 level += 2;
3121 else /* open terrain! */ 3044 else /* open terrain! */
3122 level -= 1; 3045 level -= 1;
3123 } 3046 }
3131/* For Hidden creatures - a chance of becoming 'unhidden' 3054/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 3055 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 3056 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 3057 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 3058 */
3136
3137void 3059void
3138do_hidden_move (object *op) 3060do_hidden_move (object *op)
3139{ 3061{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3062 int hide = 0;
3141 object *skop;
3142 3063
3143 if (!op || !op->map) 3064 if (!op || !op->map)
3144 return; 3065 return;
3145 3066
3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3067 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3068 int num = random_roll (0, 19, op, PREFER_LOW);
3147 3069
3148 /* its *extremely* hard to run and sneak/hide at the same time! */ 3070 /* its *extremely* hard to run and sneak/hide at the same time! */
3149 if (op->type == PLAYER && op->contr->run_on) 3071 if (op->type == PLAYER && op->contr->run_on)
3150 if (!skop || num >= skop->level) 3072 if (!skop || num >= skop->level)
3151 { 3073 {
3161 num -= hide; 3083 num -= hide;
3162 3084
3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3085 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3164 { 3086 {
3165 make_visible (op); 3087 make_visible (op);
3088
3166 if (op->type == PLAYER) 3089 if (op->type == PLAYER)
3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3090 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3168 } 3091 }
3169 else if (op->type == PLAYER && skop) 3092 else if (op->type == PLAYER && skop)
3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3093 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3223 * object op. This function works fine for monsters, 3146 * object op. This function works fine for monsters,
3224 * but we dont worry if the object isnt the top one in 3147 * but we dont worry if the object isnt the top one in
3225 * a pile (say a coin under a table would return "viewable" 3148 * a pile (say a coin under a table would return "viewable"
3226 * by this routine). Another question, should we be 3149 * by this routine). Another question, should we be
3227 * concerned with the direction the player is looking 3150 * concerned with the direction the player is looking
3228 * in? Realistically, most of use cant see stuff behind 3151 * in? Realistically, most of us can't see stuff behind
3229 * our backs...on the other hand, does the "facing" direction 3152 * our backs...on the other hand, does the "facing" direction
3230 * imply the way your head, or body is facing? Its possible 3153 * imply the way your head, or body is facing? It's possible
3231 * for them to differ. Sigh, this fctn could get a bit more complex. 3154 * for them to differ. Sigh, this fctn could get a bit more complex.
3232 * -b.t. 3155 * -b.t.
3233 * This function is now map tiling safe. 3156 * This function is now map tiling safe.
3234 */ 3157 */
3235
3236int 3158int
3237player_can_view (object *pl, object *op) 3159player_can_view (object *pl, object *op)
3238{ 3160{
3239 rv_vector rv; 3161 rv_vector rv;
3240 int dx, dy; 3162 int dx, dy;
3252 3174
3253 get_rangevector (pl, op, &rv, 0x1); 3175 get_rangevector (pl, op, &rv, 0x1);
3254 3176
3255 /* starting with the 'head' part, lets loop 3177 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any 3178 * through the object and find if it has any
3257 * part that is in the los array but isnt on 3179 * part that is in the los array but isn't on
3258 * a blocked los square. 3180 * a blocked los square.
3259 * we use the archetype to figure out offsets. 3181 * we use the archetype to figure out offsets.
3260 */ 3182 */
3261 while (op) 3183 while (op)
3262 { 3184 {
3263 dx = rv.distance_x + op->arch->clone.x; 3185 dx = rv.distance_x + op->arch->x;
3264 dy = rv.distance_y + op->arch->clone.y; 3186 dy = rv.distance_y + op->arch->y;
3265 3187
3266 /* only the viewable area the player sees is updated by LOS 3188 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values 3189 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values. 3190 * for any meaningful values.
3269 */ 3191 */
3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3192 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3273 return 1; 3193 return 1;
3194
3274 op = op->more; 3195 op = op->more;
3275 } 3196 }
3197
3276 return 0; 3198 return 0;
3277} 3199}
3278 3200
3279/* routine for both players and monsters. We call this when 3201/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3202 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3203 * place or invisiblity spell. Artefact invisiblity causes
3282 * effected by this. If we arent invisible to begin with, we 3204 * "noise" instead. If we arent invisible to begin with, we
3283 * return 0. 3205 * return 0.
3284 */ 3206 */
3285int 3207int
3286action_makes_visible (object *op) 3208action_makes_visible (object *op)
3287{ 3209{
3288
3289 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3210 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290 { 3211 {
3291 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3212 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3213 {
3214 // artefact invisibility is permanent, but we still make noise
3215 // this is important for game-balance.
3216 if (op->contr)
3217 op->make_noise ();
3218
3292 return 0; 3219 return 0;
3220 }
3293 3221
3294 if (op->contr && op->contr->tmp_invis == 0) 3222 if (op->contr && op->contr->tmp_invis == 0)
3295 return 0; 3223 return 0;
3296 3224
3297 /* If monsters, they should become visible */ 3225 /* If monsters, they should become visible */
3298 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3226 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3299 { 3227 {
3300 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3228 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3301 return 1; 3229 return 1;
3302 } 3230 }
3303 } 3231 }
3232
3304 return 0; 3233 return 0;
3305} 3234}
3306 3235
3307/* op_on_battleground - checks if the given object op (usually 3236/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3237 * a player) is standing on a valid battleground-tile,
3313 * Default is to do the same as before, so only people wanting to have different points need worry about this 3242 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3243 */
3315int 3244int
3316op_on_battleground (object *op, int *x, int *y) 3245op_on_battleground (object *op, int *x, int *y)
3317{ 3246{
3318 object *tmp;
3319
3320 /* A battleground-tile needs the following attributes to be valid: 3247 /* A battleground-tile needs the following attributes to be valid:
3321 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3248 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3249 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3323 * and the exit-coordinates sp/hp must both be > 0. 3250 * and the exit-coordinates sp/hp must both be > 0.
3324 * => The intention here is to prevent abuse of the battleground- 3251 * => The intention here is to prevent abuse of the battleground-
3325 * feature (like pickable or hidden battleground tiles). */ 3252 * feature (like pickable or hidden battleground tiles). */
3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3253 for (object *tmp = op->below; tmp; tmp = tmp->below)
3327 { 3254 {
3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3255 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3329 { 3256 {
3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3257 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3331 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3258 && tmp->type == BATTLEGROUND
3259 && tmp->name == shstr_battleground
3260 && EXIT_X (tmp) && EXIT_Y (tmp))
3332 { 3261 {
3333 /*before we assign the exit, check if this is a teambattle */ 3262 /* before we assign the exit, check if this is a teambattle */
3334 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3263 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3335 { 3264 {
3336 object *invtmp;
3337
3338 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3265 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3339 { 3266 {
3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3267 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3341 { 3268 {
3342 if (x != NULL && y != NULL) 3269 if (x && y)
3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3270 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3271
3344 return 1; 3272 return 1;
3345 } 3273 }
3346 } 3274 }
3347 } 3275 }
3276
3348 if (x != NULL && y != NULL) 3277 if (x && y)
3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3278 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3279
3350 return 1; 3280 return 1;
3351 } 3281 }
3352 } 3282 }
3353 } 3283 }
3284
3354 /* If we got here, did not find a battleground */ 3285 /* If we got here, did not find a battleground */
3355 return 0; 3286 return 0;
3356} 3287}
3357 3288
3358/* 3289/*
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3305 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3306 int i = 0, j = 0;
3376 3307
3377 /* get the appropriate treasurelist */ 3308 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3309 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3310 trlist = treasurelist::find (shstr_dragon_ability_fire);
3380 else if (atnr == ATNR_COLD) 3311 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3312 trlist = treasurelist::find (shstr_dragon_ability_cold);
3382 else if (atnr == ATNR_ELECTRICITY) 3313 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3314 trlist = treasurelist::find (shstr_dragon_ability_elec);
3384 else if (atnr == ATNR_POISON) 3315 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3316 trlist = treasurelist::find (shstr_dragon_ability_poison);
3386 3317
3387 if (trlist == NULL || who->type != PLAYER) 3318 if (trlist == NULL || who->type != PLAYER)
3388 return; 3319 return;
3389 3320
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3321 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3325 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3395 return; 3326 return;
3396 } 3327 }
3397 3328
3398 /* everything seems okay - now bring on the gift: */ 3329 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone); 3330 item = tr->item;
3400 3331
3401 if (item->type == SPELL) 3332 if (item->type == SPELL)
3402 { 3333 {
3403 if (check_spell_known (who, item->name)) 3334 if (check_spell_known (who, item->name))
3404 return; 3335 return;
3463 { 3394 {
3464 /* forces in the treasurelist can alter the player's stats */ 3395 /* forces in the treasurelist can alter the player's stats */
3465 object *skin; 3396 object *skin;
3466 3397
3467 /* first get the dragon skin force */ 3398 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3399 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3470 ; 3400 ;
3471 3401
3472 if (!skin) 3402 if (!skin)
3473 return; 3403 return;
3474 3404
3509 else 3439 else
3510 { 3440 {
3511 /* generate misc. treasure */ 3441 /* generate misc. treasure */
3512 tmp = arch_to_object (tr->item); 3442 tmp = arch_to_object (tr->item);
3513 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3443 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3514 tmp = insert_ob_in_ob (tmp, who); 3444 who->insert (tmp);
3515 if (who->type == PLAYER)
3516 esrv_send_item (who, tmp);
3517 } 3445 }
3518} 3446}
3519 3447
3520/** 3448/**
3521 * Unready an object for a player. This function does nothing if the object was 3449 * Unready an object for a player. This function does nothing if the object was
3522 * not readied. 3450 * not readied.
3523 */ 3451 */
3524void 3452void
3525player_unready_range_ob (player *pl, object *ob) 3453player_unready_range_ob (player *pl, object *ob)
3526{ 3454{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3455 if (pl->ob->current_weapon == ob)
3456 pl->ob->current_weapon = 0;
3457
3458 if (pl->combat_ob == ob)
3459 pl->combat_ob = 0;
3460
3528 if (pl->ranges[i] == ob) 3461 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3462 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3463}
3464
3465sint8
3466player::visibility_at (maptile *map, int x, int y) const
3467{
3468 if (!ns)
3469 return 0;
3470
3471 int dx, dy;
3472 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3473 return 0;
3474
3475 x += dx - ns->current_x;
3476 y += dy - ns->current_y;
3477
3478 return 100 - blocked_los (x, y);
3479}
3480
3481void
3482player::infobox (const char *title, const char *msg, int color)
3483{
3484 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3485}
3486
3487void
3488player::statusmsg (const char *msg, int color)
3489{
3490 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3491}
3492
3493void
3494player::failmsg (const char *msg, int color)
3495{
3496 play_sound (sound_find ("generic_failure"));
3497 statusmsg (msg, color);
3498}
3499

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