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Comparing deliantra/server/server/player.C (file contents):
Revision 1.97 by root, Mon Jan 8 22:32:11 2007 UTC vs.
Revision 1.201 by root, Sun Aug 17 01:26:35 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
130 131
131 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
132 strip_endline (subject); 133 strip_endline (subject);
133 size = 0; 134 size = 0;
134 news[0] = '\0'; 135 news[0] = '\0';
144 size += strlen (buf); 145 size += strlen (buf);
145 } 146 }
146 } 147 }
147 148
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
151} 152}
152 153
153/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
154static void 155static void
155set_first_map (object *op) 156set_first_map (object *op)
156{ 157{
157 op->contr->maplevel = first_map_path; 158 op->contr->maplevel = first_map_path;
158 op->x = -1; 159 op->x = -1;
159 op->y = -1; 160 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 161}
174 162
175void 163void
176player::activate () 164player::activate ()
177{ 165{
182 ob->remove (); 170 ob->remove ();
183 ob->map = 0; 171 ob->map = 0;
184 ob->activate_recursive (); 172 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 174 add_friendly_object (ob);
187 enter_map ();
188} 175}
189 176
190void 177void
191player::deactivate () 178player::deactivate ()
192{ 179{
194 return; 181 return;
195 182
196 terminate_all_pets (ob); 183 terminate_all_pets (ob);
197 remove_friendly_object (ob); 184 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
199 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 192 ob->map = 0;
193 party = 0;
201 194
202 // for weird reasons, this is often "ob", keeping a circular reference 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 196
205 players.erase (this); 197 players.erase (this);
206} 198}
207 199
208// connect the player with a specific client 200// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 201// also changes, rationalises, and fixes some incorrect settings
210void 202void
211player::connect (client *ns) 203player::connect (client *ns)
212{ 204{
213 this->ns = ns; 205 this->ns = ns;
214 ns->pl = this; 206 ns->pl = this;
215 207
216 run_on = 0; 208 run_on = 0;
217 fire_on = 0; 209 fire_on = 0;
218 ob->container = 0; //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
219 211
220 ns->update_look = 0; 212 ns->update_look = 0;
221 ns->look_position = 0; 213 ns->look_position = 0;
222 214
223 clear_los (ob); 215 clear_los (this);
224 216
225 ns->reset_stats (); 217 ns->reset_stats ();
226 218
227 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
228 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
229 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
230 222
231 if (!legal_range (ob, shoottype)) 223 ob->update_weight ();
232 shoottype = range_none;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 224 link_player_skills (ob);
236 225
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 227
239 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
240
241 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
242 * from the class, and not race. I don't see any way to get the class information
243 * to then update this. I don't think this will actually break anything - anyone
244 * that can use armour should be able to use a shield. What this may 'break'
245 * are features new characters get, eg, if someone starts up with a Q, they
246 * should be able to use a shield. However, old Q's won't get that advantage.
247 */
248 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
249 SET_FLAG (ob, FLAG_USE_SHIELD);
250 229
251 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
252 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
253 { 232 {
254 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
255 234
256 shstr_cmp dragon_ability_force ("dragon_ability_force");
257 shstr_cmp dragon_skin_force ("dragon_skin_force");
258
259 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
260 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
261 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
262 abil = tmp; 238 abil = tmp;
263 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
264 skin = tmp; 240 skin = tmp;
265 241
266 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
267 } 243 }
268 244
269 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
270 246
271 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
272 248
273 ob->update_stats (); 249 ob->update_stats ();
250
274 ns->floorbox_update (); 251 ns->floorbox_update ();
275
276 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0); 253 esrv_add_spells (this, 0);
278 254
279 activate (); 255 activate ();
280 256
287} 263}
288 264
289void 265void
290player::disconnect () 266player::disconnect ()
291{ 267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
292 if (ns) 274 if (ns)
293 { 275 {
294 if (active) 276 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296 278
297 INVOKE_PLAYER (DISCONNECT, this); 279 INVOKE_PLAYER (DISCONNECT, this);
298 280
299 ns->reset_stats (); 281 ns->reset_stats ();
300 ns->pl = 0; 282 ns->pl = 0;
301 this->ns = 0; 283 ns = 0;
302 } 284 }
303 285
304 ob->container = 0; //TODO: client-specific 286 observe = ob;
287
305 deactivate (); 288 deactivate ();
306} 289}
307 290
308// the need for this function can be explained 291// the need for this function can be explained
309// by load_object not returning the object 292// by load_object not returning the object
310void 293void
311player::set_object (object *op) 294player::set_object (object *op)
312{ 295{
313 ob = op; 296 ob = observe = op;
314 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
315 298
299 ob->speed = 1.0f;
316 ob->speed_left = 0.5; 300 ob->speed_left = 0.5f;
317 ob->speed = 1.0; 301
318 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
319 ob->stats.wc = 2;
320 ob->run_away = 25; /* Then we panick... */
321 303
322 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;
323} 337}
324 338
325player::player () 339player::player ()
326{ 340{
327 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point. 342 * we deal with that below this point.
329 */ 343 */
330 outputs_sync = 16; /* Every 2 seconds */ 344 outputs_sync = 4;
331 outputs_count = 8; /* Keeps present behaviour */ 345 outputs_count = 4;
332 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
333 347
334 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
335 349
336 gen_sp_armour = 10; 350 gen_sp_armour = 10;
337 shoottype = range_none;
338 bowtype = bow_normal; 351 bowtype = bow_normal;
339 petmode = pet_normal; 352 petmode = pet_normal;
340 listening = 10; 353 listening = 10;
341 usekeys = containers; 354 usekeys = containers;
342 peaceful = 1; /* default peaceful */ 355 peaceful = 1; /* default peaceful */
343 do_los = 1; 356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
344} 360}
345 361
346void 362void
347player::do_destroy () 363player::do_destroy ()
348{ 364{
353 if (ob) 369 if (ob)
354 { 370 {
355 ob->destroy_inv (false); 371 ob->destroy_inv (false);
356 ob->destroy (); 372 ob->destroy ();
357 } 373 }
374
375 ob = observe = 0;
358} 376}
359 377
360player::~player () 378player::~player ()
361{ 379{
362 /* Clear item stack */ 380 /* Clear item stack */
371player::create () 389player::create ()
372{ 390{
373 player *pl = new player; 391 player *pl = new player;
374 392
375 pl->set_object (arch_to_object (get_player_archetype (0))); 393 pl->set_object (arch_to_object (get_player_archetype (0)));
394
395 pl->ob->roll_stats ();
396 pl->ob->stats.wc = 2;
397 pl->ob->run_away = 25; /* Then we panick... */
398
376 set_first_map (pl->ob); 399 set_first_map (pl->ob);
377 400
378 return pl; 401 return pl;
379} 402}
380 403
384 * Note: there MUST be at least one player archetype! 407 * Note: there MUST be at least one player archetype!
385 */ 408 */
386archetype * 409archetype *
387get_player_archetype (archetype *at) 410get_player_archetype (archetype *at)
388{ 411{
389 archetype *start = at; 412 // archetypes could have been reloaded
413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414
415 if (!nat)
416 return at;
417
418 archvec::iterator i = archetypes.find (nat);
390 419
391 for (;;) 420 for (;;)
392 { 421 {
393 if (at == NULL || at->next == NULL) 422 if (++i == archetypes.end ())
394 at = first_archetype; 423 i = archetypes.begin ();
395 else 424 else if (*i == at)
396 at = at->next; 425 cleanup ("not a single player archetype found");
397 426
398 if (at->clone.type == PLAYER) 427 if ((*i)->type == PLAYER)
399 return at; 428 return *i;
400
401 if (at == start)
402 {
403 LOG (llevError, "No Player archetypes\n");
404 exit (-1);
405 }
406 } 429 }
407} 430}
408 431
409object * 432object *
410get_nearest_player (object *mon) 433get_nearest_player (object *mon)
414 unsigned lastdist; 437 unsigned lastdist;
415 rv_vector rv; 438 rv_vector rv;
416 439
417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
418 { 441 {
419 /* We should not find free objects on this friendly list, but it
420 * does periodically happen. Given that, lets deal with it.
421 * While unlikely, it is possible the next object on the friendly
422 * list is also free, so encapsulate this in a while loop.
423 */
424 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
425 {
426 object *tmp = ol->ob;
427
428 /* Can't do much more other than log the fact, because the object
429 * itself will have been cleared.
430 */
431 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
432 tmp->debug_desc ());
433 ol = ol->next;
434 remove_friendly_object (tmp);
435 if (!ol)
436 return op;
437 }
438
439 /* Remove special check for player from this. First, it looks to cause
440 * some crashes (ol->ob->contr not set properly?), but secondly, a more
441 * complicated method of state checking would be needed in any case -
442 * as it was, a clever player could type quit, and the function would
443 * skip them over while waiting for confirmation. Remove
444 * on_same_map check, as can_detect_enemy also does this
445 */
446 if (!can_detect_enemy (mon, ol->ob, &rv)) 442 if (!can_detect_enemy (mon, ol->ob, &rv))
447 continue; 443 continue;
448 444
449 if (lastdist > rv.distance) 445 if (lastdist > rv.distance)
450 { 446 {
526 x = mon->x; 522 x = mon->x;
527 y = mon->y; 523 y = mon->y;
528 m = mon->map; 524 m = mon->map;
529 dir = rv.direction; 525 dir = rv.direction;
530 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 526 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
531 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 527 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
528
532 /* If we can't solve it within the search distance, return now. */ 529 /* If we can't solve it within the search distance, return now. */
533 if (diff > max) 530 if (diff > max)
534 return 0; 531 return 0;
532
535 while (diff > 1 && max > 0) 533 while (diff > 1 && max > 0)
536 { 534 {
537 lastx = x; 535 lastx = x;
538 lasty = y; 536 lasty = y;
539 lastmap = m; 537 lastmap = m;
621 max--; 619 max--;
622 lastdir = dir; 620 lastdir = dir;
623 if (!firstdir) 621 if (!firstdir)
624 firstdir = dir; 622 firstdir = dir;
625 } 623 }
624
626 if (diff <= 1) 625 if (diff <= 1)
627 { 626 {
628 /* Recalculate diff (distance) because we may not have actually 627 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance. 628 * headed toward player for entire distance.
630 */ 629 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 630 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
632 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 631 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
633 } 632 }
633
634 if (diff > max) 634 if (diff > max)
635 return 0; 635 return 0;
636 } 636 }
637
637 /* If we reached the max, didn't find a direction in time */ 638 /* If we reached the max, didn't find a direction in time */
638 if (!max) 639 if (!max)
639 return 0; 640 return 0;
640 641
641 return firstdir; 642 return firstdir;
642} 643}
643 644
644void 645void
645give_initial_items (object *pl, treasurelist * items) 646give_initial_items (object *pl, treasurelist *items)
646{ 647{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL) 648 if (pl->randomitems)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 649 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651 650
652 for (op = pl->inv; op; op = next) 651 for (object *next, *op = pl->inv; op; op = next)
653 { 652 {
654 next = op->below; 653 next = op->below;
655 654
656 /* Forces get applied per default, unless they have the 655 /* Forces get applied per default, unless they have the
657 * flag "neutral" set. Sorry but I can't think of a better way 656 * flag "neutral" set. Sorry but I can't think of a better way
662 /* we never give weapons/armour if these cannot be used 661 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions 662 * by this player due to race restrictions
664 */ 663 */
665 if (pl->type == PLAYER) 664 if (pl->type == PLAYER)
666 { 665 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 666 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
667 &&
668 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS
669 op->type == CLOAK || op->type == HELMET || 669 || op->type == CLOAK || op->type == HELMET
670 op->type == SHIELD || op->type == GLOVES || 670 || op->type == SHIELD || op->type == GLOVES
671 || op->type == BRACERS || op->type == GIRDLE))
671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 672 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 { 673 {
673 op->destroy (); 674 op->destroy ();
674 continue; 675 continue;
675 } 676 }
676 } 677 }
699 if (op->nrof > 1) 700 if (op->nrof > 1)
700 op->nrof = 1; 701 op->nrof = 1;
701 } 702 }
702 703
703 if (op->type == SPELLBOOK && op->inv) 704 if (op->type == SPELLBOOK && op->inv)
704 {
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707 706
708 /* Give starting characters identified, uncursed, and undamned 707 /* Give starting characters identified, uncursed, and undamned
709 * items. Just don't identify gold or silver, or it won't be 708 * items. Just don't identify gold or silver, or it won't be
710 * merged properly. 709 * merged properly.
711 */ 710 */
712 if (need_identify (op)) 711 if (need_identify (op))
713 { 712 {
714 SET_FLAG (op, FLAG_IDENTIFIED); 713 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED); 714 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED); 715 CLEAR_FLAG (op, FLAG_DAMNED);
717 } 716 }
717
718 if (op->type == SPELL) 718 if (op->type == SPELL)
719 { 719 {
720 op->destroy (); 720 op->destroy ();
721 continue; 721 continue;
722 } 722 }
724 { 724 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0; 726 op->stats.exp = 0;
727 op->level = 1; 727 op->level = 1;
728 } 728 }
729 /* lock all 'normal items by default */ 729 else /* lock all 'normal items by default */
730 else
731 SET_FLAG (op, FLAG_INV_LOCKED); 730 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */ 731 } /* for loop of objects in player inv */
733 732
734 /* Need to set up the skill pointers */ 733 /* Need to set up the skill pointers */
735 link_player_skills (pl); 734 link_player_skills (pl);
755roll_stat (void) 754roll_stat (void)
756{ 755{
757 int a[4], i, j, k; 756 int a[4], i, j, k;
758 757
759 for (i = 0; i < 4; i++) 758 for (i = 0; i < 4; i++)
760 a[i] = (int) RANDOM () % 6 + 1; 759 a[i] = (int) rndm (6) + 1;
761 760
762 for (i = 0, j = 0, k = 7; i < 4; i++) 761 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 762 if (a[i] < k)
764 k = a[i], j = i; 763 k = a[i], j = i;
765 764
771} 770}
772 771
773void 772void
774object::roll_stats () 773object::roll_stats ()
775{ 774{
776 int statsort [7]; 775 int statsort [NUM_STATS];
777 776
778 for (;;) 777 for (;;)
779 { 778 {
780 int sum = 0; 779 int sum = 0;
781 for (int i = 7; i--; ) 780 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 781 sum += statsort [i] = roll_stat ();
783 782
784 if (sum >= 82 && sum <= 116) 783 if (sum >= 82 && sum <= 116)
785 break; 784 break;
786 } 785 }
787 786
788 // Sort the stats so that rerolling is easier... 787 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 788 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 789
790 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 791 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 792
799 stats.exp = 0; 793 stats.exp = 0;
800 stats.ac = 0; 794 stats.ac = 0;
801 795
802 stats.hp = stats.maxhp; 796 stats.hp = stats.maxhp;
814} 808}
815 809
816void 810void
817object::swap_stats (int a, int b) 811object::swap_stats (int a, int b)
818{ 812{
819 int tmp = get_attr_value (&contr->orig_stats, a); 813 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 814
815 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 816 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 817
831 //TODO: the following code looks so borked and should, at the very least, 818 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 819 // be merged with the similar code in roll_stats
833 stats.ac = 0; 820 stats.ac = 0;
834 821
853static void 840static void
854start_info (object *op) 841start_info (object *op)
855{ 842{
856 char buf[MAX_BUF]; 843 char buf[MAX_BUF];
857 844
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 845 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 846 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 847}
863 848
864/* This function takes the key that is passed, and does the 849/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 850 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 851 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 852 * separate race and class; this actually changes the RACE,
868 * not the class. 853 * not the class.
869 */ 854 */
870int 855void
871key_change_class (object *op, char key) 856player::chargen_race_done ()
872{ 857{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 858 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 859 esrv_new_player (ob->contr);
881 860
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 861 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 862 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 863 create_treasure (tl, ob, 0, 0, 0);
885 864
886 INVOKE_PLAYER (BIRTH, op->contr); 865 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 866 INVOKE_PLAYER (LOGIN, ob->contr);
888 867
889 op->contr->ns->state = ST_PLAYING; 868 ob->contr->ns->state = ST_PLAYING;
890 869
891 if (op->msg) 870 if (ob->msg)
892 op->msg = NULL; 871 ob->msg = 0;
893 872
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
898 make_path_to_file (buf);
899
900 start_info (op); 873 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 874 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 875 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 876 link_player_skills (ob);
904 esrv_send_inventory (op, op); 877 esrv_send_inventory (ob, ob);
905 op->update_stats (); 878 ob->update_stats ();
906 879
907 /* This moves the player to a different start map, if there 880 /* This moves the player to a different start map, if there
908 * is one for this race 881 * is one for this race
909 */ 882 */
910 if (*first_map_ext_path) 883 if (*first_map_ext_path)
911 { 884 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x;
919 EXIT_Y (tmp) = op->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else 885 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 886 LOG (llevDebug, "first_map_ext_path not set\n");
887}
927 888
928 return 0; 889void
929 } 890player::chargen_race_next ()
930 891{
931 /* Following actually changes the race - this is the default command 892 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 893 * if we don't match with one of the options above.
933 */ 894 */
934 895
935 tmp_loop = 0; 896 do
936 while (!tmp_loop)
937 { 897 {
938 shstr name = op->name; 898 shstr name = ob->name;
939 int x = op->x, y = op->y; 899 int x = ob->x, y = ob->y;
940 900
941 op->remove_statbonus (); 901 ob->remove_statbonus ();
942 op->remove (); 902 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 903 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 904 ob->arch->copy_to (ob);
945 op->instantiate (); 905 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 906 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 907 ob->name = ob->name_pl = name;
948 op->x = x; 908 ob->x = x;
949 op->y = y; 909 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 910 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 911 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 912 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 913 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 914 }
915 while (!allowed_class (ob));
956 916
957 update_object (op, UP_OBJ_FACE); 917 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 918 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 919 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 920 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 921 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 922 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 923}
970 924
971void 925void
972flee_player (object *op) 926flee_player (object *op)
973{ 927{
1020 /* Cornered, get rid of scared */ 974 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 975 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 976 op->enemy = NULL;
1023} 977}
1024 978
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 979/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should 980 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 981 * stop.
1029 */ 982 */
1030int 983int
1031check_pick (object *op) 984check_pick (object *op)
1032{ 985{
1033 object *tmp, *next; 986 object *tmp, *next;
1034 int stop = 0; 987 int stop = 0;
1035 int j, k, wvratio; 988 int wvratio;
1036 char putstring[128], tmpstr[16]; 989 char putstring[128];
1037 990
1038 /* if you're flying, you cna't pick up anything */ 991 /* if you're flying, you cna't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 992 if (op->move_type & MOVE_FLYING)
1040 return 1; 993 return 1;
1041 994
1042 next = op->below; 995 next = op->below;
1043 996
997 int cnt = MAX_ITEM_PER_DROP;
998#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
999
1044 /* loop while there are items on the floor that are not marked as 1000 /* loop while there are items on the floor that are not marked as
1045 * destroyed */ 1001 * destroyed */
1046 while (next && !next->destroyed ()) 1002 while (next && !next->destroyed ())
1047 { 1003 {
1048 tmp = next; 1004 tmp = next;
1049 next = tmp->below; 1005 next = tmp->below;
1050 1006
1007 if (cnt <= 0)
1008 {
1009 op->failmsg ("Couldn't pickup all items at once.");
1010 return 0;
1011 }
1012
1051 if (op->destroyed ()) 1013 if (op->destroyed ())
1052 return 0; 1014 return 0;
1053 1015
1054 if (!can_pick (op, tmp)) 1016 if (!can_pick (op, tmp))
1055 continue; 1017 continue;
1056 1018
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1019 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 1020 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 1021 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 1022 CHK_PICK_PICKUP;
1061 continue; 1023 continue;
1062 } 1024 }
1063 1025
1064 /* high not bit set? We're using the old autopickup model */ 1026 /* high not bit set? We're using the old autopickup model */
1065 if (!(op->contr->mode & PU_NEWMODE)) 1027 if (!(op->contr->mode & PU_NEWMODE))
1067 switch (op->contr->mode) 1029 switch (op->contr->mode)
1068 { 1030 {
1069 case 0: 1031 case 0:
1070 return 1; /* don't pick up */ 1032 return 1; /* don't pick up */
1071 case 1: 1033 case 1:
1072 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1073 return 1; 1035 return 1;
1074 case 2: 1036 case 2:
1075 pick_up (op, tmp); 1037 CHK_PICK_PICKUP;
1076 return 0; 1038 return 0;
1077 case 3: 1039 case 3:
1078 return 0; /* stop before pickup */ 1040 return 0; /* stop before pickup */
1079 case 4: 1041 case 4:
1080 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1081 break; 1043 break;
1082 case 5: 1044 case 5:
1083 pick_up (op, tmp); 1045 CHK_PICK_PICKUP;
1084 stop = 1; 1046 stop = 1;
1085 break; 1047 break;
1086 case 6: 1048 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1049 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1088 pick_up (op, tmp); 1050 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1051 CHK_PICK_PICKUP;
1089 break; 1052 break;
1090 1053
1091 case 7: 1054 case 7:
1092 if (tmp->type == MONEY || tmp->type == GEM) 1055 if (tmp->type == MONEY || tmp->type == GEM)
1093 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1094 break; 1057 break;
1095 1058
1096 default: 1059 default:
1097 /* use value density */ 1060 /* use value density */
1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1061 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1062 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1100 pick_up (op, tmp); 1063 CHK_PICK_PICKUP;
1101 } 1064 }
1102 } 1065 }
1103 else 1066 else
1104 { /* old model */ 1067 { /* old model */
1105 /* NEW pickup handling */ 1068 /* NEW pickup handling */
1109 if (tmp->name != NULL) 1072 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1074 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else 1075 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1076 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1077 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115 1078
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1079 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 } 1080 }
1118 1081
1119 /* philosophy: 1082 /* philosophy:
1160 /* all food and drink if desired */ 1123 /* all food and drink if desired */
1161 /* question: don't pick up known-poisonous stuff? */ 1124 /* question: don't pick up known-poisonous stuff? */
1162 if (op->contr->mode & PU_FOOD) 1125 if (op->contr->mode & PU_FOOD)
1163 if (tmp->type == FOOD) 1126 if (tmp->type == FOOD)
1164 { 1127 {
1165 pick_up (op, tmp); 1128 CHK_PICK_PICKUP;
1166 continue; 1129 continue;
1167 } 1130 }
1168 1131
1169 if (op->contr->mode & PU_DRINK) 1132 if (op->contr->mode & PU_DRINK)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1133 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1171 { 1134 {
1172 pick_up (op, tmp); 1135 CHK_PICK_PICKUP;
1173 continue; 1136 continue;
1174 } 1137 }
1175 1138
1176 if (op->contr->mode & PU_POTION) 1139 if (op->contr->mode & PU_POTION)
1177 if (tmp->type == POTION) 1140 if (tmp->type == POTION)
1178 { 1141 {
1179 pick_up (op, tmp); 1142 CHK_PICK_PICKUP;
1180 continue; 1143 continue;
1181 } 1144 }
1182 1145
1183 /* spellbooks, skillscrolls and normal books/scrolls */ 1146 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK) 1147 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK) 1148 if (tmp->type == SPELLBOOK)
1186 { 1149 {
1187 pick_up (op, tmp); 1150 CHK_PICK_PICKUP;
1188 continue; 1151 continue;
1189 } 1152 }
1190 1153
1191 if (op->contr->mode & PU_SKILLSCROLL) 1154 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL) 1155 if (tmp->type == SKILLSCROLL)
1193 { 1156 {
1194 pick_up (op, tmp); 1157 CHK_PICK_PICKUP;
1195 continue; 1158 continue;
1196 } 1159 }
1197 1160
1198 if (op->contr->mode & PU_READABLES) 1161 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL) 1162 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1200 { 1163 {
1201 pick_up (op, tmp); 1164 CHK_PICK_PICKUP;
1202 continue; 1165 continue;
1203 } 1166 }
1204 1167
1205 /* wands/staves/rods/horns */ 1168 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE) 1169 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1170 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 { 1171 {
1209 pick_up (op, tmp); 1172 CHK_PICK_PICKUP;
1210 continue; 1173 continue;
1211 } 1174 }
1212 1175
1213 /* pick up all magical items */ 1176 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL) 1177 if (op->contr->mode & PU_MAGICAL)
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1178 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1216 { 1179 {
1217 pick_up (op, tmp); 1180 CHK_PICK_PICKUP;
1218 continue; 1181 continue;
1219 } 1182 }
1220 1183
1221 if (op->contr->mode & PU_VALUABLES) 1184 if (op->contr->mode & PU_VALUABLES)
1222 { 1185 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1186 if (tmp->type == MONEY || tmp->type == GEM)
1224 { 1187 {
1225 pick_up (op, tmp); 1188 CHK_PICK_PICKUP;
1226 continue; 1189 continue;
1227 } 1190 }
1228 } 1191 }
1229 1192
1230 /* rings & amulets - talismans seems to be typed AMULET */ 1193 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS) 1194 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET) 1195 if (tmp->type == RING || tmp->type == AMULET)
1233 { 1196 {
1234 pick_up (op, tmp); 1197 CHK_PICK_PICKUP;
1235 continue; 1198 continue;
1236 } 1199 }
1237 1200
1238 /* we don't forget dragon food */ 1201 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH) 1202 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH) 1203 if (tmp->type == FLESH)
1241 { 1204 {
1242 pick_up (op, tmp); 1205 CHK_PICK_PICKUP;
1243 continue; 1206 continue;
1244 } 1207 }
1245 1208
1246 /* bows and arrows. Bows are good for selling! */ 1209 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW) 1210 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW) 1211 if (tmp->type == BOW)
1249 { 1212 {
1250 pick_up (op, tmp); 1213 CHK_PICK_PICKUP;
1251 continue; 1214 continue;
1252 } 1215 }
1253 1216
1254 if (op->contr->mode & PU_ARROW) 1217 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW) 1218 if (tmp->type == ARROW)
1256 { 1219 {
1257 pick_up (op, tmp); 1220 CHK_PICK_PICKUP;
1258 continue; 1221 continue;
1259 } 1222 }
1260 1223
1261 /* all kinds of armor etc. */ 1224 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR) 1225 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR) 1226 if (tmp->type == ARMOUR)
1264 { 1227 {
1265 pick_up (op, tmp); 1228 CHK_PICK_PICKUP;
1266 continue; 1229 continue;
1267 } 1230 }
1268 1231
1269 if (op->contr->mode & PU_HELMET) 1232 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET) 1233 if (tmp->type == HELMET)
1271 { 1234 {
1272 pick_up (op, tmp); 1235 CHK_PICK_PICKUP;
1273 continue; 1236 continue;
1274 } 1237 }
1275 1238
1276 if (op->contr->mode & PU_SHIELD) 1239 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD) 1240 if (tmp->type == SHIELD)
1278 { 1241 {
1279 pick_up (op, tmp); 1242 CHK_PICK_PICKUP;
1280 continue; 1243 continue;
1281 } 1244 }
1282 1245
1283 if (op->contr->mode & PU_BOOTS) 1246 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS) 1247 if (tmp->type == BOOTS)
1285 { 1248 {
1286 pick_up (op, tmp); 1249 CHK_PICK_PICKUP;
1287 continue; 1250 continue;
1288 } 1251 }
1289 1252
1290 if (op->contr->mode & PU_GLOVES) 1253 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES) 1254 if (tmp->type == GLOVES)
1292 { 1255 {
1293 pick_up (op, tmp); 1256 CHK_PICK_PICKUP;
1294 continue; 1257 continue;
1295 } 1258 }
1296 1259
1297 if (op->contr->mode & PU_CLOAK) 1260 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK) 1261 if (tmp->type == CLOAK)
1299 { 1262 {
1300 pick_up (op, tmp); 1263 CHK_PICK_PICKUP;
1301 continue; 1264 continue;
1302 } 1265 }
1303 1266
1304 /* hoping to catch throwing daggers here */ 1267 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON) 1268 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1269 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 { 1270 {
1308 pick_up (op, tmp); 1271 CHK_PICK_PICKUP;
1309 continue; 1272 continue;
1310 } 1273 }
1311 1274
1312 /* careful: chairs and tables are weapons! */ 1275 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON) 1276 if (op->contr->mode & PU_ALLWEAPON)
1314 { 1277 {
1315 if (tmp->type == WEAPON && tmp->name != NULL) 1278 if (tmp->type == WEAPON && tmp->name != NULL)
1316 { 1279 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1280 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1281 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1282 {
1320 pick_up (op, tmp); 1283 CHK_PICK_PICKUP;
1321 continue; 1284 continue;
1322 } 1285 }
1323 } 1286 }
1324 1287
1325 if (tmp->type == WEAPON && tmp->name == NULL) 1288 if (tmp->type == WEAPON && tmp->name == NULL)
1326 { 1289 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1290 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1328 { 1291 {
1329 pick_up (op, tmp); 1292 CHK_PICK_PICKUP;
1330 continue; 1293 continue;
1331 } 1294 }
1332 } 1295 }
1333 } 1296 }
1334 1297
1335 /* misc stuff that's useful */ 1298 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY) 1299 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1300 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 { 1301 {
1339 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1340 continue; 1303 continue;
1341 } 1304 }
1342 1305
1343 /* any of the last 4 bits set means we use the ratio for value 1306 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */ 1307 * pickups */
1345 if (op->contr->mode & PU_RATIO) 1308 if (op->contr->mode & PU_RATIO)
1346 { 1309 {
1347 /* use value density to decide what else to grab */ 1310 /* use value density to decide what else to grab */
1348 /* >=7 was >= op->contr->mode */ 1311 /* >=7 was >= op->contr->mode */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits 1312 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */ 1313 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5; 1314 wvratio = op->contr->mode & PU_RATIO;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1315 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1353 { 1316 {
1354 pick_up (op, tmp); 1317 CHK_PICK_PICKUP;
1355#if 0 1318#if 0
1356 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1319 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357 if (tmp->name != NULL) 1320 if (tmp->name != NULL)
1358 { 1321 {
1359 fprintf (stderr, "%s", tmp->name); 1322 fprintf (stderr, "%s", tmp->name);
1360 } 1323 }
1361 else 1324 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1325 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1326 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1327 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1365#endif 1328#endif
1366 continue; 1329 continue;
1367 } 1330 }
1378 * found object is returned. 1341 * found object is returned.
1379 */ 1342 */
1380object * 1343object *
1381find_arrow (object *op, const char *type) 1344find_arrow (object *op, const char *type)
1382{ 1345{
1383 object *tmp = NULL;
1384
1385 for (op = op->inv; op; op = op->below) 1346 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type);
1388 else if (op->type == ARROW && op->race == type) 1347 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1348 return splay (tmp);
1349
1350 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1351 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1352 if (object *arrow = find_arrow (tmp, type))
1353 {
1354 splay (tmp);
1389 return op; 1355 return arrow;
1356 }
1357
1390 return tmp; 1358 return 0;
1391} 1359}
1392 1360
1393/* 1361/*
1394 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1395 * against the target. A full test is not performed, simply a basic test 1363 * against the target. A full test is not performed, simply a basic test
1396 * of resistances. The archer is making a quick guess at what he sees down 1364 * of resistances. The archer is making a quick guess at what he sees down
1397 * the hall. Failing that it does it's best to pick the highest plus arrow. 1365 * the hall. Failing that it does it's best to pick the highest plus arrow.
1398 */ 1366 */
1399
1400object * 1367object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1368find_better_arrow (object *op, object *target, const char *type, int *better)
1402{ 1369{
1403 object *tmp = NULL, *arrow, *ntmp; 1370 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1371 int attacknum, attacktype, betterby = 0, i;
1419 } 1386 }
1420 } 1387 }
1421 else if (arrow->type == ARROW && arrow->race == type) 1388 else if (arrow->type == ARROW && arrow->race == type)
1422 { 1389 {
1423 /* allways prefer assasination/slaying */ 1390 /* allways prefer assasination/slaying */
1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1391 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1425 { 1392 {
1426 if (arrow->attacktype & AT_DEATH) 1393 if (arrow->attacktype & AT_DEATH)
1427 { 1394 {
1428 *better = 100; 1395 *better = 100;
1429 return arrow; 1396 return arrow;
1437 else 1404 else
1438 { 1405 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1407 {
1441 attacktype = 1 << attacknum; 1408 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1410 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1411 {
1445 tmp = arrow; 1412 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1414 }
1448 } 1415 }
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1417 {
1451 tmp = arrow; 1418 tmp = arrow;
1457 betterby = 1 + arrow->magic + arrow->stats.dam; 1424 betterby = 1 + arrow->magic + arrow->stats.dam;
1458 } 1425 }
1459 } 1426 }
1460 } 1427 }
1461 } 1428 }
1429
1462 if (tmp == NULL && arrow == NULL) 1430 if (tmp == NULL && arrow == NULL)
1463 return find_arrow (op, type); 1431 return find_arrow (op, type);
1464 1432
1465 *better = betterby; 1433 *better = betterby;
1466 return tmp; 1434 return tmp;
1470 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1439 * op = the shooter
1472 * type = bow->race 1440 * type = bow->race
1473 * dir = fire direction 1441 * dir = fire direction
1474 */ 1442 */
1475
1476object * 1443object *
1477pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1478{ 1445{
1479 object *tmp = NULL; 1446 object *tmp = NULL;
1480 maptile *m; 1447 maptile *m;
1545 */ 1512 */
1546int 1513int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1515{
1549 object *left, *bow; 1516 object *left, *bow;
1550 int bowspeed, mflags; 1517 int mflags;
1551 maptile *m; 1518 maptile *m;
1552 1519
1553 if (!dir) 1520 if (!dir)
1554 { 1521 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1523 return 0;
1557 } 1524 }
1558 1525
1559 if (op->type == PLAYER) 1526 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1527 bow = op->current_weapon;
1561 else 1528 else
1562 { 1529 {
1563 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1532 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1537 if (!bow)
1571 { 1538 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1540 return 0;
1574 } 1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1575 } 1550 }
1576 1551
1577 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1578 { 1553 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1555 return 0;
1581 } 1556 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591 1557
1592 if (arrow == NULL) 1558 if (arrow == NULL)
1593 { 1559 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1561 {
1596 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1565 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1601 return 0; 1568 return 0;
1602 } 1569 }
1603 } 1570 }
1604 1571
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1618 arrow->destroy (); 1585 arrow->destroy ();
1619 return 0; 1586 return 0;
1620 } 1587 }
1621 1588
1622 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1623 arrow = get_split_ob (arrow, 1); 1590 arrow = arrow->split ();
1624 if (!arrow) 1591 if (!arrow)
1625 { 1592 {
1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1627 return 0; 1594 return 0;
1628 } 1595 }
1629 1596
1630 arrow->set_owner (op); 1597 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1599 arrow->direction = dir;
1633 1600
1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype;
1604
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607
1608#if 0
1609 if (player *pl = op->contr)
1610 {
1611 float speed = pl->weapon_sp;
1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1624
1625 /* update the speed */
1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627 + bow->stats.dam / 7.f;
1628
1629 arrow->set_speed (max (arrow->speed, 2.f));
1630 arrow->speed_left = 0;
1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633
1634 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1635 { 1635 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646
1647 /* Note that this was different for monsters - they got their level
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1653 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1637 wc -= dex_bonus[op->stats.Dex];
1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1667 } 1643 }
1668 else 1644 else
1669 { 1645 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1646 arrow->level = op->level;
1672 } 1647 arrow->stats.wc -= bow->magic;
1673 1648
1674 if (arrow->attacktype == AT_PHYSICAL) 1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1675 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1676 1654
1677 if (bow->slaying) 1655 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1657
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1661
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1685 1664
1686 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1666 move_arrow (arrow);
1688
1689 if (op->type == PLAYER)
1690 {
1691 if (left->destroyed ())
1692 esrv_del_item (op->contr, left->count);
1693 else
1694 esrv_send_item (op, left);
1695 }
1696 1667
1697 return 1; 1668 return 1;
1698} 1669}
1699 1670
1700/* Special fire code for players - this takes into 1671/* Special fire code for players - this takes into
1709{ 1680{
1710 int ret = 0, wcmod = 0; 1681 int ret = 0, wcmod = 0;
1711 1682
1712 if (op->contr->bowtype == bow_bestarrow) 1683 if (op->contr->bowtype == bow_bestarrow)
1713 { 1684 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1685 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1686 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1687 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1688 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1689 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1690 wcmod = -1;
1729 else if (op->contr->bowtype == bow_spreadshot) 1700 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1701 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1702 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1703 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1704 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1705 }
1736 else 1706 else
1737 { 1707 {
1738 /* Simple case */ 1708 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1709 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1710 }
1711
1741 return ret; 1712 return ret;
1742} 1713}
1743
1744 1714
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1715/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1716 * Broken apart from 'fire' to keep it more readable.
1747 */ 1717 */
1748void 1718void
1749fire_misc_object (object *op, int dir) 1719fire_misc_object (object *op, int dir)
1750{ 1720{
1751 object *item; 1721 object *item = op->contr->ranged_ob;
1752 1722
1753 if (!op->contr->ranges[range_misc]) 1723 if (!item)
1754 { 1724 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1725 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1726 return;
1757 } 1727 }
1758 1728
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1729 if (!item->inv)
1761 { 1730 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1731 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1732 return;
1764 } 1733 }
1734
1735 if (!op->change_weapon (item))
1736 return;
1737
1765 if (item->type == WAND) 1738 if (item->type == WAND)
1766 { 1739 {
1767 if (item->stats.food <= 0) 1740 if (item->stats.food <= 0)
1768 { 1741 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1742 op->contr->play_sound (sound_find ("wand_poof"));
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1744
1771 return; 1745 return;
1772 } 1746 }
1773 } 1747 }
1774 else if (item->type == ROD || item->type == HORN) 1748 else if (item->type == ROD || item->type == HORN)
1775 { 1749 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1750 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1751
1752 // using the maximum of the rods charge allows at least one spell cast
1753 // for a rod or horn, this fixes some broken rods.
1754 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1777 { 1755 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1756 op->contr->play_sound (sound_find ("wand_poof"));
1757
1779 if (item->type == ROD) 1758 if (item->type == ROD)
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1759 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1760 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1762
1783 return; 1763 return;
1784 } 1764 }
1785 } 1765 }
1786 1766
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1767 if (cast_spell (op, item, dir, item->inv, NULL))
1794 object *tmp; 1774 object *tmp;
1795 1775
1796 if (item->arch) 1776 if (item->arch)
1797 { 1777 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1778 CLEAR_FLAG (item, FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1779 item->face = item->arch->face;
1800 item->set_speed (0); 1780 item->set_speed (0);
1801 } 1781 }
1802 1782
1803 if ((tmp = item->in_player ())) 1783 if (object *pl = item->visible_to ())
1804 esrv_update_item (UPD_ANIM, tmp, item); 1784 esrv_update_item (UPD_ANIM, pl, item);
1805 } 1785 }
1806 } 1786 }
1807 else if (item->type == ROD || item->type == HORN) 1787 else if (item->type == ROD || item->type == HORN)
1808 drain_rod_charge (item); 1788 drain_rod_charge (item);
1809 } 1789 }
1810} 1790}
1811 1791
1812/* Received a fire command for the player - go and do it. 1792/* Received a fire command for the player - go and do it.
1813 */ 1793 */
1814void 1794bool
1815fire (object *op, int dir) 1795fire (object *op, int dir)
1816{ 1796{
1817 int spellcost = 0; 1797 int spellcost = 0;
1818 1798
1819 /* check for loss of invisiblity/hide */ 1799 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1800 if (action_makes_visible (op))
1821 make_visible (op); 1801 make_visible (op);
1822 1802
1823 switch (op->contr->shoottype) 1803 player *pl = op->contr;
1804
1805 if (pl->golem)
1806 {
1807 control_golem (op->contr->golem, dir);
1808 return false;
1824 { 1809 }
1825 case range_none:
1826 return;
1827 1810
1828 case range_bow: 1811 object *ob = pl->ranged_ob;
1812
1813 if (!ob)
1814 return false;
1815
1816 if (!op->change_weapon (ob))
1817 return false;
1818
1819 if (op->speed_left > 0.f)
1820 --op->speed_left;
1821 else
1822 return false;
1823
1824 switch (ob->type)
1825 {
1826 case BOW:
1829 player_fire_bow (op, dir); 1827 player_fire_bow (op, dir);
1830 return; 1828 break;
1831 1829
1832 case range_magic: /* Casting spells */ 1830 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1831 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1834 return; 1832 break;
1835 1833
1836 case range_misc: 1834 case BUILDER:
1835 apply_map_builder (op, dir);
1836 break;
1837
1838 case SKILL:
1839 do_skill (op, op, ob, dir, 0);
1840 break;
1841
1842 default:
1837 fire_misc_object (op, dir); 1843 fire_misc_object (op, dir);
1838 return; 1844 break;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return;
1866 } 1845 }
1867}
1868 1846
1869 1847 return true;
1848}
1870 1849
1871/* find_key 1850/* find_key
1872 * We try to find a key for the door as passed. If we find a key 1851 * We try to find a key for the door as passed. If we find a key
1873 * and successfully use it, we return the key, otherwise NULL 1852 * and successfully use it, we return the key, otherwise NULL
1874 * This function merges both normal and locked door, since the logic 1853 * This function merges both normal and locked door, since the logic
1876 * pl is the player, 1855 * pl is the player,
1877 * inv is the objects inventory to searched 1856 * inv is the objects inventory to searched
1878 * door is the door we are trying to match against. 1857 * door is the door we are trying to match against.
1879 * This function can be called recursively to search containers. 1858 * This function can be called recursively to search containers.
1880 */ 1859 */
1881
1882object * 1860object *
1883find_key (object *pl, object *container, object *door) 1861find_key (object *pl, object *container, object *door)
1884{ 1862{
1885 object *tmp, *key; 1863 object *tmp, *key;
1886 1864
1887 /* Should not happen, but sanity checking is never bad */ 1865 /* Should not happen, but sanity checking is never bad */
1888 if (container->inv == NULL) 1866 if (!container->inv)
1889 return NULL; 1867 return 0;
1890 1868
1891 /* First, lets try to find a key in the top level inventory */ 1869 /* First, lets try to find a key in the top level inventory */
1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1870 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1871 {
1894 if (door->type == DOOR && tmp->type == KEY) 1872 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1873 break;
1896 /* For sanity, we should really check door type, but other stuff 1874 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1875 * (like containers) can be locked with special keys
1898 */ 1876 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1877 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1878 break;
1901 } 1879 }
1880
1902 /* No key found - lets search inventories now */ 1881 /* No key found - lets search inventories now */
1903 /* If we find and use a key in an inventory, return at that time. 1882 /* If we find and use a key in an inventory, return at that time.
1904 * otherwise, if we search all the inventories and still don't find 1883 * otherwise, if we search all the inventories and still don't find
1905 * a key, return 1884 * a key, return
1906 */ 1885 */
1907 if (!tmp) 1886 if (!tmp)
1908 { 1887 {
1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1888 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 { 1889 {
1911 /* No reason to search empty containers */ 1890 /* No reason to search empty containers */
1912 if (tmp->type == CONTAINER && tmp->inv) 1891 if (tmp->type == CONTAINER && tmp->inv)
1913 { 1892 {
1914 if ((key = find_key (pl, tmp, door)) != NULL) 1893 if ((key = find_key (pl, tmp, door)))
1915 return key; 1894 return key;
1916 } 1895 }
1917 } 1896 }
1897
1918 if (!tmp) 1898 if (!tmp)
1919 return NULL; 1899 return NULL;
1920 } 1900 }
1901
1921 /* We get down here if we have found a key. Now if its in a container, 1902 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1903 * see if we actually want to use it
1923 */ 1904 */
1924 if (pl != container) 1905 if (pl != container)
1925 { 1906 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1927 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1928 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1929 return NULL;
1949 } 1930 }
1950 } 1931 }
1932
1951 return tmp; 1933 return tmp;
1952} 1934}
1953 1935
1954/* moved door processing out of move_player_attack. 1936/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1937 * returns 1 if player has opened the door with a key
1957 * 0 otherwise 1939 * 0 otherwise
1958 */ 1940 */
1959static int 1941static int
1960player_attack_door (object *op, object *door) 1942player_attack_door (object *op, object *door)
1961{ 1943{
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1944 /* If its a door, try to find a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1945 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1946 * otherwise, we fall through to the rest of the code.
1965 */ 1947 */
1966 object *key = find_key (op, op, door); 1948 object *key = find_key (op, op, door);
1967 1949
1968 /* IF we found a key, do some extra work */ 1950 /* If we found a key, do some extra work */
1969 if (key) 1951 if (key)
1970 { 1952 {
1971 object *container = key->env; 1953 object *container = key->env;
1972 1954
1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974 if (action_makes_visible (op)) 1955 if (action_makes_visible (op))
1975 make_visible (op); 1956 make_visible (op);
1957
1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1958 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op); 1959 spring_trap (door->inv, op);
1960
1978 if (door->type == DOOR) 1961 if (door->type == DOOR)
1979 {
1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1962 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 }
1982 else if (door->type == LOCKED_DOOR) 1963 else if (door->type == LOCKED_DOOR)
1983 { 1964 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1965 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1985 remove_door2 (door); /* remove door without violence ;-) */ 1966 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1967 }
1968
1987 /* Do this after we print the message */ 1969 /* Do this after we print the message */
1988 decrease_ob (key); /* Use up one of the keys */ 1970 key->decrease (); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1971
1990 if (container != op)
1991 esrv_update_item (UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 1972 return 1; /* Nothing more to do below */
1993 } 1973 }
1994 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
1995 { 1975 {
1996 /* Might as well return now - no other way to open this */ 1976 /* Might as well return now - no other way to open this */
1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1977 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1998 return 1; 1978 return 1;
1999 } 1979 }
1980
2000 return 0; 1981 return 0;
2001} 1982}
2002 1983
2003/* This function is just part of a breakup from move_player. 1984/* This function is just part of a breakup from move_player.
2004 * It should keep the code cleaner. 1985 * It should keep the code cleaner.
2005 * When this is called, the players direction has been updated 1986 * When this is called, the players direction has been updated
2006 * (taking into account confusion.) The player is also actually 1987 * (taking into account confusion.) The player is also actually
2007 * going to try and move (not fire weapons). 1988 * going to try and move (not fire weapons).
2008 */ 1989 */
2009void 1990bool
2010move_player_attack (object *op, int dir) 1991move_player_attack (object *op, int dir)
2011{ 1992{
2012 object *tmp, *mon;
2013 sint16 nx, ny;
2014 int on_battleground; 1993 int on_battleground;
2015 maptile *m;
2016 1994
2017 nx = freearr_x[dir] + op->x; 1995 sint16 nx = freearr_x[dir] + op->x;
2018 ny = freearr_y[dir] + op->y; 1996 sint16 ny = freearr_y[dir] + op->y;
2019 1997
2020 on_battleground = op_on_battleground (op, 0, 0); 1998 on_battleground = op_on_battleground (op, 0, 0);
1999
2000 if (out_of_map (op->map, nx, ny))
2001 return false;
2002
2003 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2004 {
2005 --op->speed_left;
2006 return true;
2007 }
2021 2008
2022 /* If braced, or can't move to the square, and it is not out of the 2009 /* If braced, or can't move to the square, and it is not out of the
2023 * map, attack it. Note order of if statement is important - don't 2010 * map, attack it. Note order of if statement is important - don't
2024 * want to be calling move_ob if braced, because move_ob will move the 2011 * want to be calling move_ob if braced, because move_ob will move the
2025 * player. This is a pretty nasty hack, because if we could 2012 * player. This is a pretty nasty hack, because if we could
2026 * move to some space, it then means that if we are braced, we should 2013 * move to some space, it then means that if we are braced, we should
2027 * do nothing at all. As it is, if we are braced, we go through 2014 * do nothing at all. As it is, if we are braced, we go through
2028 * quite a bit of processing. However, it probably is less than what 2015 * quite a bit of processing. However, it probably is less than what
2029 * move_ob uses. 2016 * move_ob uses.
2030 */ 2017 */
2031 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2032 {
2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2034 {
2035 m = op->map->xy_find (nx, ny); 2018 maptile *m = op->map->xy_find (nx, ny);
2036 if (!m)
2037 return; /* Don't think this should happen */
2038 }
2039 else
2040 m = op->map;
2041 2019
2042 if (!(tmp = m->at (nx, ny).bot))
2043 return;
2044
2045 mon = 0;
2046 /* Go through all the objects, and find ones of interest. Only stop if 2020 /* Go through all the objects, and find ones of interest. Only stop if
2047 * we find a monster - that is something we know we want to attack. 2021 * we find a monster - that is something we know we want to attack.
2048 * if its a door or barrel (can roll) see if there may be monsters 2022 * if its a door or barrel (can roll) see if there may be monsters
2049 * on the space 2023 * on the space
2050 */ 2024 */
2051 while (tmp) 2025 object *mon;
2052 { 2026 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2053 if (tmp == op) 2027 {
2054 { 2028 if ((mon->flag [FLAG_ALIVE]
2055 tmp = tmp->above; 2029 || mon->type == LOCKED_DOOR
2056 continue; 2030 || mon->flag [FLAG_CAN_ROLL])
2057 }
2058
2059 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2060 {
2061 mon = tmp; 2031 && mon != op)
2062 break; 2032 break;
2063 } 2033 }
2064 2034
2065 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2066 mon = tmp;
2067
2068 tmp = tmp->above;
2069 }
2070
2071 if (!mon) /* This happens anytime the player tries to move */ 2035 if (!mon) /* This happens anytime the player tries to move */
2072 return; /* into a wall */ 2036 return false; /* into a wall */
2073 2037
2074 if (mon->head)
2075 mon = mon->head; 2038 mon = mon->head_ ();
2076 2039
2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2040 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2041 if (op->contr->weapon_sp_left > 0.f)
2078 if (player_attack_door (op, mon)) 2042 if (player_attack_door (op, mon))
2043 {
2044 --op->contr->weapon_sp_left;
2079 return; 2045 return true;
2046 }
2080 2047
2081 /* The following deals with possibly attacking peaceful 2048 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2049 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2050 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2051 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2052 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2053 * and thus will not push them.
2087 */ 2054 */
2088 2055
2089 /* If the creature is a pet, push it even if the player is not 2056 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 2057 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2058 * player owns it and it is either friendly or unagressive.
2092 */ 2059 */
2093 if ((op->type == PLAYER) 2060 if (op->type == PLAYER
2094#if COZY_SERVER
2095 &&
2096 ((mon->owner && mon->owner->contr 2061 && ((mon->owner && mon->owner->contr
2097 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2062 && same_party (mon->owner->contr->party, op->contr->party))
2098#else
2099 && mon->owner == op 2063 || mon->owner == op)
2100#endif
2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2064 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2102 { 2065 {
2103 /* If we're braced, we don't want to switch places with it */ 2066 /* If we're braced, we don't want to switch places with it */
2104 if (op->contr->braced) 2067 if (op->contr->braced)
2105 return; 2068 return false;
2106 2069
2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2070 if (op->speed_left > 0.f)
2071 {
2072 --op->speed_left;
2073
2074 op->play_sound (sound_find ("push_player"));
2108 (void) push_ob (mon, dir, op); 2075 push_ob (mon, dir, op);
2076
2109 if (op->contr->tmp_invis || op->hide) 2077 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op); 2078 make_visible (op);
2111 2079
2112 return; 2080 return true;
2113 } 2081 }
2082 else
2083 return false;
2084 }
2114 2085
2115 /* in certain circumstances, you shouldn't attack friendly 2086 /* in certain circumstances, you shouldn't attack friendly
2116 * creatures. Note that if you are braced, you can't push 2087 * creatures. Note that if you are braced, you can't push
2117 * someone, but put it inside this loop so that you won't 2088 * someone, but put it inside this loop so that you won't
2118 * attack them either. 2089 * attack them either.
2119 */ 2090 */
2120 if ((mon->type == PLAYER || mon->enemy != op) && 2091 if ((mon->type == PLAYER || mon->enemy != op)
2121 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2092 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful 2093 && ((op->contr->peaceful
2124 || (mon->type == PLAYER 2094 || (mon->type == PLAYER && mon->contr->peaceful))
2125 && mon->contr->
2126 peaceful)) &&
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground)) 2095 && !on_battleground))
2096 {
2097 if (op->speed_left > 0.f)
2131 { 2098 {
2099 --op->speed_left;
2100
2132 if (!op->contr->braced) 2101 if (!op->contr->braced)
2133 { 2102 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2103 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 2104 push_ob (mon, dir, op);
2136 } 2105 }
2137 else 2106 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 2107 op->statusmsg ("You withhold your attack");
2139 2108
2140 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2141 make_visible (op); 2110 make_visible (op);
2142 }
2143 2111
2112 return true;
2113 }
2114 }
2144 /* If the object is a boulder or other rollable object, then 2115 /* If the object is a boulder or other rollable object, then
2145 * roll it if not braced. You can't roll it if you are braced. 2116 * roll it if not braced. You can't roll it if you are braced.
2146 */ 2117 */
2147 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2118 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2119 {
2120 if (op->speed_left > 0.f)
2148 { 2121 {
2122 --op->speed_left;
2123
2149 recursive_roll (mon, dir, op); 2124 recursive_roll (mon, dir, op);
2150 if (action_makes_visible (op)) 2125 if (action_makes_visible (op))
2151 make_visible (op); 2126 make_visible (op);
2152 }
2153 2127
2128 return true;
2129 }
2130 }
2154 /* Any generic living creature. Including things like doors. 2131 /* Any generic living creature. Including things like doors.
2155 * Way it works is like this: First, it must have some hit points 2132 * Way it works is like this: First, it must have some hit points
2156 * and be living. Then, it must be one of the following: 2133 * and be living. Then, it must be one of the following:
2157 * 1) Not a player, 2) A player, but of a different party. Note 2134 * 1) Not a player, 2) A player, but of a different party. Note
2158 * that party_number -1 is no party, so attacks can still happen. 2135 * that party_number -1 is no party, so attacks can still happen.
2159 */ 2136 */
2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2137 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2161 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2138 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2162 { 2139 {
2163 2140 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2164 /* If the player hasn't hit something this tick, and does
2165 * so, give them speed boost based on weapon speed. Doing
2166 * it here is better than process_players2, which basically
2167 * incurred a 1 tick offset.
2168 */
2169 if (!op->contr->has_hit)
2170 { 2141 {
2171 op->speed_left += op->speed / op->contr->weapon_sp; 2142 --op->contr->weapon_sp_left;
2172
2173 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2174 }
2175 2143
2176 skill_attack (mon, op, 0, 0, 0); 2144 skill_attack (mon, op, 0, 0, 0);
2177
2178 /* If attacking another player, that player gets automatic
2179 * hitback, and doesn't loose luck either.
2180 * Disable hitback on the battleground or if the target is
2181 * the wiz.
2182 */
2183 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2184 {
2185 short luck = mon->stats.luck;
2186
2187 mon->contr->has_hit = 1;
2188 skill_attack (op, mon, 0, 0, 0);
2189 mon->stats.luck = luck;
2190 }
2191 2145
2192 if (action_makes_visible (op)) 2146 if (action_makes_visible (op))
2193 make_visible (op); 2147 make_visible (op);
2194 }
2195 } /* if player should attack something */
2196}
2197 2148
2198int 2149 return true;
2150 }
2151 }
2152
2153 return false;
2154}
2155
2156bool
2199move_player (object *op, int dir) 2157move_player (object *op, int dir)
2200{ 2158{
2201 int pick; 2159 int pick;
2202 2160
2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2161 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2204 return 0; 2162 return 0;
2205 2163
2206 /* Sanity check: make sure dir is valid */ 2164 /* Sanity check: make sure dir is valid */
2207 if ((dir < 0) || (dir >= 9)) 2165 if ((dir < 0) || (dir >= 9))
2208 { 2166 {
2210 return 0; 2168 return 0;
2211 } 2169 }
2212 2170
2213 /* peterm: added following line */ 2171 /* peterm: added following line */
2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2172 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2173 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2216 2174
2217 op->facing = dir; 2175 op->facing = dir;
2218 2176
2219 if (op->hide) 2177 if (op->hide)
2220 do_hidden_move (op); 2178 do_hidden_move (op);
2221 2179
2180 bool retval;
2181
2222 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2182 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2223 /*nop */ ; 2183 retval = RESULT_INT (0);
2224 else if (op->contr->fire_on) 2184 else if (op->contr->fire_on)
2225 fire (op, dir); 2185 retval = fire (op, dir);
2226 else 2186 else
2227 { 2187 {
2228 move_player_attack (op, dir); 2188 retval = move_player_attack (op, dir);
2229 pick = check_pick (op); 2189 pick = check_pick (op);
2230 } 2190 }
2231 2191
2232 /* Add special check for newcs players and fire on - this way, the 2192 /* Add special check for newcs players and fire on - this way, the
2233 * server can handle repeat firing. 2193 * server can handle repeat firing.
2240 /* Update how the player looks. Use the facing, so direction may 2200 /* Update how the player looks. Use the facing, so direction may
2241 * get reset to zero. This allows for full animation capabilities 2201 * get reset to zero. This allows for full animation capabilities
2242 * for players. 2202 * for players.
2243 */ 2203 */
2244 animate_object (op, op->facing); 2204 animate_object (op, op->facing);
2245 return 0; 2205
2206 return retval;
2246} 2207}
2247 2208
2248/* This is similar to handle_player, below, but is only used by the 2209/* This is similar to handle_player, below, but is only used by the
2249 * new client/server stuff. 2210 * new client/server stuff.
2250 * This is sort of special, in that the new client/server actually uses 2211 * This is sort of special, in that the new client/server actually uses
2251 * the new speed values for commands. 2212 * the new speed values for commands.
2252 * 2213 *
2253 * Returns true if there are more actions we can do. 2214 * Returns true if there are more actions we can do. Should not do
2215 * many actions in a row, as that would be too unfair to other
2216 * players.
2254 */ 2217 */
2255int 2218bool
2256handle_newcs_player (object *op) 2219handle_newcs_player (object *op)
2257{ 2220{
2258 if (op->contr->hidden)
2259 {
2260 op->invisible = 1000;
2261 /* the socket code flashes the player visible/invisible
2262 * depending on the value of invisible, so we need to
2263 * alternate it here for it to work correctly.
2264 */
2265 if (pticks & 2)
2266 op->invisible--;
2267 }
2268 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2269 {
2270 op->invisible--;
2271 if (!op->invisible)
2272 {
2273 make_visible (op);
2274 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2275 }
2276 }
2277
2278 if (QUERY_FLAG (op, FLAG_SCARED)) 2221 if (QUERY_FLAG (op, FLAG_SCARED))
2279 { 2222 {
2280 flee_player (op); 2223 if (op->speed_left > 0.f)
2281 /* If player is still scared, that is his action for this tick */
2282 if (QUERY_FLAG (op, FLAG_SCARED))
2283 { 2224 {
2284 op->speed_left--; 2225 --op->speed_left;
2226 flee_player (op);
2227
2285 return 0; 2228 return true;
2286 } 2229 }
2230 else
2231 return false;
2287 } 2232 }
2288
2289 /* I've been seeing crashes where the golem has been destroyed, but
2290 * the player object still points to the defunct golem. The code that
2291 * destroys the golem looks correct, and it doesn't always happen, so
2292 * put this in a a workaround to clean up the golem pointer.
2293 */
2294 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2295 op->contr->ranges[range_golem] = 0;
2296 2233
2297 /* call this here - we also will call this in do_ericserver, but 2234 /* call this here - we also will call this in do_ericserver, but
2298 * the players time has been increased when doericserver has been 2235 * the players time has been increased when doericserver has been
2299 * called, so we recheck it here. 2236 * called, so we recheck it here.
2300 */ 2237 */
2301 if (op->contr->ns->handle_command ()) 2238 if (op->contr->ns->handle_command ())
2302 return 1; 2239 return true;
2303 2240
2304 if (op->speed_left > 0)
2305 {
2306 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2241 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2307 {
2308 /* All move commands take 1 tick, at least for now */
2309 op->speed_left--;
2310
2311 /* Instead of all the stuff below, let move_player take care
2312 * of it. Also, some of the skill stuff is only put in
2313 * there, as well as the confusion stuff.
2314 */
2315 move_player (op, op->direction); 2242 return move_player (op, op->direction);
2316 2243
2317 return op->speed_left > 0;
2318 }
2319 }
2320
2321 return 0; 2244 return false;
2322} 2245}
2323 2246
2324int 2247int
2325save_life (object *op) 2248save_life (object *op)
2326{ 2249{
2328 return 0; 2251 return 0;
2329 2252
2330 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2253 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2254 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2332 { 2255 {
2333 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2256 op->play_sound (sound_find ("ob_evaporate"));
2334 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2257 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2335
2336 if (op->contr)
2337 esrv_del_item (op->contr, tmp->count);
2338 2258
2339 tmp->destroy (); 2259 tmp->destroy ();
2340 CLEAR_FLAG (op, FLAG_LIFESAVE); 2260 CLEAR_FLAG (op, FLAG_LIFESAVE);
2341 2261
2342 if (op->stats.hp < 0) 2262 if (op->stats.hp < 0)
2355 return 0; 2275 return 0;
2356} 2276}
2357 2277
2358/* This goes throws the inventory and removes unpaid objects, and puts them 2278/* This goes throws the inventory and removes unpaid objects, and puts them
2359 * back in the map (location and map determined by values of env). This 2279 * back in the map (location and map determined by values of env). This
2360 * function will descend into containers. op is the object to start the search 2280 * function will descend into containers. op is the object to start the search
2361 * from. 2281 * from.
2362 */ 2282 */
2283static void
2284drop_unpaid_items (object *op, object *env)
2285{
2286 while (op)
2287 {
2288 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2289
2290 if (QUERY_FLAG (op, FLAG_UNPAID))
2291 op->insert_at (env);
2292 else if (op->inv)
2293 drop_unpaid_items (op->inv, env);
2294
2295 op = next;
2296 }
2297}
2298
2363void 2299void
2364remove_unpaid_objects (object *op, object *env) 2300object::drop_unpaid_items ()
2365{ 2301{
2366 object *next; 2302 if (!flag [FLAG_REMOVED])
2367 2303 ::drop_unpaid_items (inv, this);
2368 while (op)
2369 {
2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2371
2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2373 {
2374 if (env->type == PLAYER)
2375 esrv_del_item (env->contr, op->count);
2376
2377 op->insert_at (env);
2378 }
2379 else if (op->inv)
2380 remove_unpaid_objects (op->inv, env);
2381
2382 op = next;
2383 }
2384} 2304}
2385 2305
2386/* 2306/*
2387 * Returns pointer a static string containing gravestone text 2307 * Returns pointer a static string containing gravestone text
2388 * Moved from apply.c to player.c - player.c is what 2308 * Moved from apply.c to player.c - player.c is what
2389 * actually uses this function. player.c may not be quite the 2309 * actually uses this function. player.c may not be quite the
2390 * best, a misc file for object actions is probably better, 2310 * best, a misc file for object actions is probably better,
2391 * but there isn't one in the server directory. 2311 * but there isn't one in the server directory.
2392 */ 2312 */
2393char * 2313const char *
2394gravestone_text (object *op) 2314gravestone_text (object *op)
2395{ 2315{
2396 static char buf2[MAX_BUF]; 2316 static dynbuf_text buf;
2397 char buf[MAX_BUF];
2398 time_t now = time (NULL);
2399 2317
2400 strcpy (buf2, " R.I.P.\n\n"); 2318 buf << "---- R.I.P. ----\n\n";
2319 op->name;
2320
2401 if (op->type == PLAYER) 2321 if (op->type == PLAYER)
2402 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2322 buf << " the " << op->contr->title;
2403 else
2404 sprintf (buf, "%s\n", &op->name);
2405 2323
2406 strncat (buf2, " ", 20 - strlen (buf) / 2); 2324 buf << "\n\n";
2407 strcat (buf2, buf); 2325
2326 buf << "who was level ";
2327 buf << (sint32)op->level << "\n\n" // OO breakdown
2328 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2329
2408 if (op->type == PLAYER) 2330 if (op->type == PLAYER)
2409 sprintf (buf, "who was in level %d when killed\n", op->level); 2331 buf << "by " << op->contr->killer_name () << ".\n\n";
2410 else
2411 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2412 2332
2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2414 strcat (buf2, buf);
2415 if (op->type == PLAYER)
2416 { 2333 {
2417 sprintf (buf, "by %s.\n\n", op->contr->killer); 2334 static char buf2[128];
2418 strncat (buf2, " ", 21 - strlen (buf) / 2); 2335 time_t now = time (NULL);
2419 strcat (buf2, buf);
2420 }
2421
2422 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2336 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2423 strncat (buf2, " ", 20 - strlen (buf) / 2); 2337 buf << buf2;
2424 strcat (buf2, buf); 2338 }
2425 2339
2426 return buf2; 2340 return buf;
2427} 2341}
2428 2342
2429void 2343void
2430do_some_living (object *op) 2344do_some_living (object *op)
2431{ 2345{
2438 int rate_grace = 2000; 2352 int rate_grace = 2000;
2439 const int max_hp = 1; 2353 const int max_hp = 1;
2440 const int max_sp = 1; 2354 const int max_sp = 1;
2441 const int max_grace = 1; 2355 const int max_grace = 1;
2442 2356
2443 if (op->contr->outputs_sync) 2357 if (op->contr->hidden)
2358 {
2359 op->invisible = 1000;
2360 /* the socket code flashes the player visible/invisible
2361 * depending on the value of invisible, so we need to
2362 * alternate it here for it to work correctly.
2363 */
2364 if (pticks & 2)
2365 op->invisible--;
2444 { 2366 }
2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2367 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2368 {
2447 flush_output_element (op, &op->contr->outputs[i]); 2369 if (!op->invisible--)
2370 {
2371 make_visible (op);
2372 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2373 }
2448 } 2374 }
2449 2375
2450 if (op->contr->ns->state == ST_PLAYING) 2376 if (op->contr->ns->state == ST_PLAYING)
2451 { 2377 {
2452 /* these next three if clauses make it possible to SLOW DOWN 2378 /* these next three if clauses make it possible to SLOW DOWN
2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2397 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2472 else 2398 else
2473 { 2399 {
2474 gen_grace = op->stats.maxgrace; 2400 gen_grace = op->stats.maxgrace;
2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2401 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2476 }
2477
2478 /* Regenerate Spell Points */
2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2480 {
2481 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 {
2488 op->stats.food--;
2489 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2493 }
2494 }
2495
2496 if (max_sp > 1)
2497 {
2498 over_sp = (gen_sp + 10) / rate_sp;
2499 if (over_sp > 0)
2500 {
2501 if (op->stats.sp < op->stats.maxsp)
2502 {
2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2505 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2506 op->stats.sp--;
2507
2508 if (op->stats.sp > op->stats.maxsp)
2509 op->stats.sp = op->stats.maxsp;
2510 }
2511 op->last_sp = 0;
2512 }
2513 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 }
2516 else
2517 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2518 } 2402 }
2519 2403
2520 /* Regenerate Grace */ 2404 /* Regenerate Grace */
2521 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2405 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2522 if (--op->last_grace < 0) 2406 if (--op->last_grace < 0)
2543 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2427 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2544 } 2428 }
2545 /* wearing stuff doesn't detract from grace generation. */ 2429 /* wearing stuff doesn't detract from grace generation. */
2546 } 2430 }
2547 2431
2432 if (op->stats.food > 0)
2433 {
2548 /* Regenerate Hit Points */ 2434 /* Regenerate Spell Points */
2549 if (--op->last_heal < 0) 2435 if (!op->contr->golem && --op->last_sp < 0)
2550 {
2551 if (op->stats.hp < op->stats.maxhp)
2552 { 2436 {
2553 op->stats.hp++; 2437 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2554 /* dms do not consume food */ 2438
2555 if (!QUERY_FLAG (op, FLAG_WIZ)) 2439 if (op->stats.sp < op->stats.maxsp)
2556 { 2440 {
2441 op->stats.sp++;
2442
2443 /* dms do not consume food */
2444 if (!QUERY_FLAG (op, FLAG_WIZ))
2445 {
2557 op->stats.food--; 2446 op->stats.food--;
2447
2558 if (op->contr->digestion < 0) 2448 if (op->contr->digestion < 0)
2559 op->stats.food += op->contr->digestion; 2449 op->stats.food += op->contr->digestion;
2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2450 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2561 op->stats.food = last_food; 2451 op->stats.food = last_food;
2452 }
2562 } 2453 }
2563 }
2564 2454
2565 if (max_hp > 1) 2455 if (max_sp > 1)
2566 {
2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2568 if (over_hp > 0)
2569 { 2456 {
2570 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2457 over_sp = (gen_sp + 10) / rate_sp;
2458 if (over_sp > 0)
2459 {
2460 if (op->stats.sp < op->stats.maxsp)
2461 {
2462 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2463
2464 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2465 op->stats.sp--;
2466
2467 if (op->stats.sp > op->stats.maxsp)
2468 op->stats.sp = op->stats.maxsp;
2469 }
2470
2571 op->last_heal = 0; 2471 op->last_sp = 0;
2472 }
2473 else
2474 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2572 } 2475 }
2573 else 2476 else
2477 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2478 }
2479
2480 /* Regenerate Hit Points */
2481 if (--op->last_heal < 0)
2482 {
2483 if (op->stats.hp < op->stats.maxhp)
2574 { 2484 {
2575 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2485 op->stats.hp++;
2486
2487 /* dms do not consume food */
2488 if (!QUERY_FLAG (op, FLAG_WIZ))
2489 {
2490 op->stats.food--;
2491
2492 if (op->contr->digestion < 0)
2493 op->stats.food += op->contr->digestion;
2494 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2495 op->stats.food = last_food;
2496 }
2576 } 2497 }
2498
2499 if (max_hp > 1)
2500 {
2501 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2502
2503 if (over_hp > 0)
2504 {
2505 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2506 op->last_heal = 0;
2507 }
2508 else
2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2577 } 2510 }
2578 else 2511 else
2579 {
2580 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2512 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2581 } 2513 }
2582 } 2514 }
2583 2515
2584 /* Digestion */ 2516 /* Digestion */
2585 if (--op->last_eat < 0) 2517 if (--op->last_eat < 0)
2586 { 2518 {
2587#ifdef COZY_SERVER 2519 int bonus = max (0, op->contr->digestion),
2588 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2520 penalty = max (0, -op->contr->digestion);
2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2590#else
2591 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2592#endif
2593 2521
2594 if (op->contr->gen_hp > 0)
2595 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2522 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2596 else
2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598 2523
2599 /* dms do not consume food */ 2524 /* dms do not consume food */
2600 if (!QUERY_FLAG (op, FLAG_WIZ)) 2525 if (!QUERY_FLAG (op, FLAG_WIZ))
2601 op->stats.food--; 2526 op->stats.food--;
2602 } 2527 }
2603 2528
2604 if (op->stats.food < 0 && op->stats.hp >= 0) 2529 if (op->stats.food < 0 && op->stats.hp >= 0)
2605 { 2530 {
2606 object *tmp, *flesh = 0; 2531 object *flesh = 0;
2607 2532
2608 for (tmp = op->inv; tmp; tmp = tmp->below) 2533 for_inv_removable (op, tmp)
2609 { 2534 {
2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2535 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2536 continue;
2537
2538 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2611 { 2539 {
2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2540 op->statusmsg ("You blindly grab for a bite of food. "
2613 { 2541 "H<To prevent you from starving, you ate some random item from your backpack.>");
2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2615 manual_apply (op, tmp, 0); 2542 manual_apply (op, tmp, 0);
2543
2616 if (op->stats.food >= 0 || op->stats.hp < 0) 2544 if (op->stats.food >= 0 || op->stats.hp < 0)
2617 break; 2545 break;
2618 } 2546 }
2619 else if (tmp->type == FLESH) 2547 else if (tmp->type == FLESH)
2620 flesh = tmp; 2548 flesh = tmp;
2621 } /* End if paid for object */ 2549 }
2622 } /* end of for loop */
2623 2550
2624 /* If player is still starving, it means they don't have any food, so 2551 /* If player is still starving, it means they don't have any food, so
2625 * eat flesh instead. 2552 * eat flesh instead.
2626 */ 2553 */
2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2554 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2628 { 2555 {
2629 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2556 op->statusmsg ("You blindly grab for a bite of food. "
2557 "H<To prevent you from starving, you ate some random item from your backpack.>");
2630 manual_apply (op, flesh, 0); 2558 manual_apply (op, flesh, 0);
2631 } 2559 }
2560
2561 // If player is still starving, alert him!
2562 if (op->stats.food < 0)
2563 op->failmsg ("You are starving! "
2564 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2565 }
2566
2567 if (op->stats.food < 0)
2632 } 2568 {
2569 op->stats.hp += op->stats.food;
2570 op->stats.food = 0;
2633 2571
2634 while (op->stats.food < 0 && op->stats.hp >= 0) 2572 if (op->stats.hp < 0)
2635 op->stats.food++, op->stats.hp--; 2573 {
2574 op->contr->killer = archetype::get ("killer_starvation");
2575 op->contr->killer->destroy ();
2576 }
2577 }
2636 2578
2579 /* killer should be set here already */
2637 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2580 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2638 kill_player (op); 2581 kill_player (op);
2639 } 2582 }
2640} 2583}
2641 2584
2645 * file. 2588 * file.
2646 */ 2589 */
2647void 2590void
2648kill_player (object *op) 2591kill_player (object *op)
2649{ 2592{
2593 int x, y;
2650 char buf[MAX_BUF]; 2594 char buf[MAX_BUF];
2651 int x, y;
2652
2653 //int i;
2654 maptile *map; /* this is for resurrection */ 2595 maptile *map; /* this is for resurrection */
2655
2656 /* int z;
2657 int num_stats_lose;
2658 int lost_a_stat;
2659 int lose_this_stat;
2660 int this_stat; */
2661 int will_kill_again; 2596 int will_kill_again;
2662 archetype *at; 2597 archetype *at;
2663 object *tmp; 2598 object *tmp;
2664 2599
2665 if (save_life (op)) 2600 if (save_life (op))
2666 return; 2601 return;
2667
2668 2602
2669 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2603 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2670 * in cities ONLY!!! It is very important that this doesn't get abused. 2604 * in cities ONLY!!! It is very important that this doesn't get abused.
2671 * Look at op_on_battleground() for more info --AndreasV 2605 * Look at op_on_battleground() for more info --AndreasV
2672 */ 2606 */
2688 { 2622 {
2689 tmp->destroy (); 2623 tmp->destroy ();
2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2624 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2691 } 2625 }
2692 2626
2693 cure_disease (op, 0); /* remove any disease */ 2627 cure_disease (op, 0, 0); /* remove any disease */
2694 op->stats.hp = op->stats.maxhp; 2628 op->stats.hp = op->stats.maxhp;
2695 if (op->stats.food <= 0) 2629 if (op->stats.food <= 0)
2696 op->stats.food = 999; 2630 op->stats.food = 999;
2697 2631
2698 /* create a bodypart-trophy to make the winner happy */ 2632 /* create a bodypart-trophy to make the winner happy */
2699 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2633 if (object *tmp = arch_to_object (archetype::find ("finger")))
2700 { 2634 {
2701 sprintf (buf, "%s's finger", &op->name); 2635 tmp->name = format ("%s's finger" , &op->name);
2702 tmp->name = buf; 2636 tmp->name_pl = format ("%s's fingers", &op->name);
2703 sprintf (buf, " This finger has been cut off %s\n"
2704 " the %s, when he was defeated at\n level %d by %s.\n",
2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2706 tmp->msg = buf; 2637 tmp->msg = format (
2638 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2639 &op->name, op->contr->title,
2640 (int)op->level,
2641 op->contr->killer_name ()
2642 );
2707 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2643 tmp->value = 0, tmp->type = 0;
2708 tmp->materialname = NULL; 2644 tmp->materialname = "organics";
2709 tmp->insert_at (op, tmp); 2645 tmp->insert_at (op, tmp);
2710 } 2646 }
2711 2647
2712 /* teleport defeated player to new destination */ 2648 /* teleport defeated player to new destination */
2713 transfer_ob (op, x, y, 0, NULL); 2649 transfer_ob (op, x, y, 0, NULL);
2717 2653
2718 INVOKE_PLAYER (DEATH, op->contr); 2654 INVOKE_PLAYER (DEATH, op->contr);
2719 2655
2720 command_kill_pets (op, 0); 2656 command_kill_pets (op, 0);
2721 2657
2722 if (op->stats.food < 0) 2658 op->contr->play_sound (sound_find ("player_dies"));
2723 {
2724 sprintf (buf, "%s starved to death.", &op->name);
2725 strcpy (op->contr->killer, "starvation");
2726 }
2727 else
2728 sprintf (buf, "%s died.", &op->name);
2729
2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2731 2659
2732 /* save the map location for corpse, gravestone */ 2660 /* save the map location for corpse, gravestone */
2733 x = op->x; 2661 x = op->x;
2734 y = op->y; 2662 y = op->y;
2735 map = op->map; 2663 map = op->map;
2842 lost_a_stat = 1; 2770 lost_a_stat = 1;
2843 } 2771 }
2844 } 2772 }
2845 } 2773 }
2846 } 2774 }
2775
2847 /* If no stat lost, tell the player. */ 2776 /* If no stat lost, tell the player. */
2848 if (!lost_a_stat) 2777 if (!lost_a_stat)
2849 { 2778 {
2850 /* determine_god() seems to not work sometimes... why is this? 2779 /* determine_god() seems to not work sometimes... why is this?
2851 Should I be using something else? GD */ 2780 Should I be using something else? GD */
2855 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2784 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2856 else 2785 else
2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2786 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2858 } 2787 }
2859#else 2788#else
2860 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2789 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2861#endif 2790#endif
2862 2791
2863 /* Put a gravestone up where the character 'almost' died. List the 2792 /* Put a gravestone up where the character 'almost' died. List the
2864 * exp loss on the stone. 2793 * exp loss on the stone.
2865 */ 2794 */
2866 tmp = arch_to_object (archetype::find ("gravestone")); 2795 tmp = arch_to_object (archetype::find ("gravestone"));
2867 sprintf (buf, "%s's gravestone", &op->name); 2796 tmp->name = format ("%s's gravestone", &op->name);
2868 tmp->name = buf; 2797 tmp->name_pl = format ("%s's gravestones", &op->name);
2869 sprintf (buf, "%s's gravestones", &op->name);
2870 tmp->name_pl = buf;
2871 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2798 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2872 tmp->msg = buf;
2873 tmp->x = op->x, tmp->y = op->y; 2799 tmp->x = op->x, tmp->y = op->y;
2874 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2875 2801
2876 /**************************************/ 2802 /**************************************/
2877 /* */ 2803 /* */
2898 { 2824 {
2899 tmp->destroy (); 2825 tmp->destroy ();
2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2901 } 2827 }
2902 2828
2903 cure_disease (op, 0); /* remove any disease */ 2829 cure_disease (op, 0, 0); /* remove any disease */
2830
2831 // remove all spell effects that are active
2832 // to avoid long-term effects such as word-of-recall
2833 for (object *item = op->inv; item; )
2834 {
2835 object *next = item->below;
2836
2837 if (item->type == SPELL_EFFECT && item->active)
2838 item->destroy ();
2839
2840 item = next;
2841 }
2904 2842
2905 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2906 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
2907 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
2908 op->stats.food = 900; 2847 op->stats.food = 900;
2848
2909 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2912 2852
2913 /* 2853 /*
2914 * Check to see if the player is in a shop. IF so, then check to see if
2915 * the player has any unpaid items. If so, remove them and put them back 2854 * Check to see if the player has any unpaid items. If so, remove them
2916 * in the map. 2855 * and put them back in the map.
2917 */ 2856 */
2918 2857 op->drop_unpaid_items ();
2919 if (is_in_shop (op))
2920 remove_unpaid_objects (op->inv, op);
2921 2858
2922 /****************************************/ 2859 /****************************************/
2923 /* */ 2860 /* */
2924 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2925 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
2945 object *force; 2882 object *force;
2946 int at; 2883 int at;
2947 2884
2948 force = get_archetype (FORCE_NAME); 2885 force = get_archetype (FORCE_NAME);
2949 /* 50 ticks should be enough time for the spell to abate */ 2886 /* 50 ticks should be enough time for the spell to abate */
2950 force->speed = 0.1; 2887 force->speed = 0.1f;
2951 force->speed_left = -5.0; 2888 force->speed_left = -5.f;
2952 SET_FLAG (force, FLAG_APPLIED); 2889 SET_FLAG (force, FLAG_APPLIED);
2953 for (at = 0; at < NROFATTACKS; at++) 2890 for (at = 0; at < NROFATTACKS; at++)
2954 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
2955 force->resist[at] = 100; 2892 force->resist[at] = 100;
2956 2893
2965void 2902void
2966loot_object (object *op) 2903loot_object (object *op)
2967{ /* Grab and destroy some treasure */ 2904{ /* Grab and destroy some treasure */
2968 object *tmp, *tmp2, *next; 2905 object *tmp, *tmp2, *next;
2969 2906
2970 if (op->container) 2907 op->close_container (); /* close open sack first */
2971 esrv_apply_container (op, op->container); /* close open sack first */
2972 2908
2973 for (tmp = op->inv; tmp; tmp = next) 2909 for (tmp = op->inv; tmp; tmp = next)
2974 { 2910 {
2975 next = tmp->below; 2911 next = tmp->below;
2976 2912
2977 if (tmp->invisible) 2913 if (tmp->invisible)
2978 continue; 2914 continue;
2979 2915
2980 tmp->remove (); 2916 tmp->remove ();
2981 tmp->x = op->x, tmp->y = op->y; 2917 tmp->x = op->x, tmp->y = op->y;
2918
2982 if (tmp->type == CONTAINER) 2919 if (tmp->type == CONTAINER)
2983 { /* empty container to ground */ 2920 loot_object (tmp); /* empty container to ground */
2984 loot_object (tmp); 2921
2985 }
2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2922 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2987 { 2923 {
2988 if (tmp->nrof > 1) 2924 if (tmp->nrof > 1)
2989 { 2925 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2926 tmp->decrease (rndm (1, tmp->nrof - 1));
2991 tmp2->destroy ();
2992 insert_ob_in_map (tmp, op->map, NULL, 0); 2927 insert_ob_in_map (tmp, op->map, NULL, 0);
2993 } 2928 }
2994 else 2929 else
2995 tmp->destroy (); 2930 tmp->destroy ();
2996 } 2931 }
3002/* 2937/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2938 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2939 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2940 * was changed.
3006 */ 2941 */
3007
3008void 2942void
3009fix_weight (void) 2943fix_weight (void)
3010{ 2944{
3011 for_all_players (pl) 2945 for_all_players (pl)
3012 { 2946 {
3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2947 sint32 old = pl->ob->carrying;
3014 2948
3015 if (old == sum) 2949 pl->ob->update_weight ();
3016 continue; 2950
2951 if (old != pl->ob->carrying)
2952 {
3017 pl->ob->update_stats (); 2953 pl->ob->update_stats ();
3018 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2954 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2955 }
3019 } 2956 }
3020} 2957}
3021 2958
3022void 2959void
3023fix_luck (void) 2960fix_luck (void)
3067void 3004void
3068make_visible (object *op) 3005make_visible (object *op)
3069{ 3006{
3070 op->hide = 0; 3007 op->hide = 0;
3071 op->invisible = 0; 3008 op->invisible = 0;
3009
3072 if (op->type == PLAYER) 3010 if (op->type == PLAYER)
3073 { 3011 {
3074 op->contr->tmp_invis = 0; 3012 op->contr->tmp_invis = 0;
3075 op->contr->invis_race = 0; 3013 op->contr->invis_race = 0;
3076 } 3014 }
3015
3077 update_object (op, UP_OBJ_FACE); 3016 update_object (op, UP_OBJ_CHANGE);
3078} 3017}
3079 3018
3080int 3019int
3081is_true_undead (object *op) 3020is_true_undead (object *op)
3082{ 3021{
3083 object *tmp = NULL;
3084
3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3022 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3086 return 1; 3023 return 1;
3087 3024
3088 return 0; 3025 return 0;
3089} 3026}
3090 3027
3091/* look at the surrounding terrain to determine 3028/* look at the surrounding terrain to determine
3092 * the hideability of this object. Positive levels 3029 * the hideability of this object. Positive levels
3093 * indicate greater hideability. 3030 * indicate greater hideability.
3094 */ 3031 */
3095
3096int 3032int
3097hideability (object *ob) 3033hideability (object *ob)
3098{ 3034{
3099 int i, level = 0, mflag; 3035 int i, level = 0, mflag;
3100 sint16 x, y; 3036 sint16 x, y;
3110 * as bad as carrying a light on a pitch dark map */ 3046 * as bad as carrying a light on a pitch dark map */
3111 if (has_carried_lights (ob)) 3047 if (has_carried_lights (ob))
3112 level = -(10 + (2 * ob->map->darkness)); 3048 level = -(10 + (2 * ob->map->darkness));
3113 3049
3114 /* scan through all nearby squares for terrain to hide in */ 3050 /* scan through all nearby squares for terrain to hide in */
3115 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3051 for (i = 0, x = ob->x, y = ob->y;
3052 i <= SIZEOFFREE1;
3053 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3116 { 3054 {
3117 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3055 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3118 if (mflag & P_OUT_OF_MAP) 3056 if (mflag & P_OUT_OF_MAP)
3119 {
3120 continue; 3057 continue;
3121 } 3058
3122 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3059 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3123 level += 2; 3060 level += 2;
3124 else /* open terrain! */ 3061 else /* open terrain! */
3125 level -= 1; 3062 level -= 1;
3126 } 3063 }
3134/* For Hidden creatures - a chance of becoming 'unhidden' 3071/* For Hidden creatures - a chance of becoming 'unhidden'
3135 * every time they move - as we subtract off 'invisibility' 3072 * every time they move - as we subtract off 'invisibility'
3136 * AND, for players, if they move into a ridiculously unhideable 3073 * AND, for players, if they move into a ridiculously unhideable
3137 * spot (surrounded by clear terrain in broad daylight). -b.t. 3074 * spot (surrounded by clear terrain in broad daylight). -b.t.
3138 */ 3075 */
3139
3140void 3076void
3141do_hidden_move (object *op) 3077do_hidden_move (object *op)
3142{ 3078{
3143 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3079 int hide = 0;
3144 object *skop;
3145 3080
3146 if (!op || !op->map) 3081 if (!op || !op->map)
3147 return; 3082 return;
3148 3083
3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3084 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3085 int num = random_roll (0, 19, op, PREFER_LOW);
3150 3086
3151 /* its *extremely* hard to run and sneak/hide at the same time! */ 3087 /* its *extremely* hard to run and sneak/hide at the same time! */
3152 if (op->type == PLAYER && op->contr->run_on) 3088 if (op->type == PLAYER && op->contr->run_on)
3153 if (!skop || num >= skop->level) 3089 if (!skop || num >= skop->level)
3154 { 3090 {
3164 num -= hide; 3100 num -= hide;
3165 3101
3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3102 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3167 { 3103 {
3168 make_visible (op); 3104 make_visible (op);
3105
3169 if (op->type == PLAYER) 3106 if (op->type == PLAYER)
3170 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3171 } 3108 }
3172 else if (op->type == PLAYER && skop) 3109 else if (op->type == PLAYER && skop)
3173 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3110 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3226 * object op. This function works fine for monsters, 3163 * object op. This function works fine for monsters,
3227 * but we dont worry if the object isnt the top one in 3164 * but we dont worry if the object isnt the top one in
3228 * a pile (say a coin under a table would return "viewable" 3165 * a pile (say a coin under a table would return "viewable"
3229 * by this routine). Another question, should we be 3166 * by this routine). Another question, should we be
3230 * concerned with the direction the player is looking 3167 * concerned with the direction the player is looking
3231 * in? Realistically, most of use cant see stuff behind 3168 * in? Realistically, most of us can't see stuff behind
3232 * our backs...on the other hand, does the "facing" direction 3169 * our backs...on the other hand, does the "facing" direction
3233 * imply the way your head, or body is facing? Its possible 3170 * imply the way your head, or body is facing? It's possible
3234 * for them to differ. Sigh, this fctn could get a bit more complex. 3171 * for them to differ. Sigh, this fctn could get a bit more complex.
3235 * -b.t. 3172 * -b.t.
3236 * This function is now map tiling safe. 3173 * This function is now map tiling safe.
3237 */ 3174 */
3238
3239int 3175int
3240player_can_view (object *pl, object *op) 3176player_can_view (object *pl, object *op)
3241{ 3177{
3242 rv_vector rv; 3178 rv_vector rv;
3243 int dx, dy; 3179 int dx, dy;
3255 3191
3256 get_rangevector (pl, op, &rv, 0x1); 3192 get_rangevector (pl, op, &rv, 0x1);
3257 3193
3258 /* starting with the 'head' part, lets loop 3194 /* starting with the 'head' part, lets loop
3259 * through the object and find if it has any 3195 * through the object and find if it has any
3260 * part that is in the los array but isnt on 3196 * part that is in the los array but isn't on
3261 * a blocked los square. 3197 * a blocked los square.
3262 * we use the archetype to figure out offsets. 3198 * we use the archetype to figure out offsets.
3263 */ 3199 */
3264 while (op) 3200 while (op)
3265 { 3201 {
3266 dx = rv.distance_x + op->arch->clone.x; 3202 dx = rv.distance_x + op->arch->x;
3267 dy = rv.distance_y + op->arch->clone.y; 3203 dy = rv.distance_y + op->arch->y;
3268 3204
3269 /* only the viewable area the player sees is updated by LOS 3205 /* only the viewable area the player sees is updated by LOS
3270 * code, so we need to restrict ourselves to that range of values 3206 * code, so we need to restrict ourselves to that range of values
3271 * for any meaningful values. 3207 * for any meaningful values.
3272 */ 3208 */
3273 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3274 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3275 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3276 return 1; 3212 return 1;
3213
3277 op = op->more; 3214 op = op->more;
3278 } 3215 }
3216
3279 return 0; 3217 return 0;
3280} 3218}
3281 3219
3282/* routine for both players and monsters. We call this when 3220/* routine for both players and monsters. We call this when
3283 * there is a possibility for our action distrubing our hiding 3221 * there is a possibility for our action distrubing our hiding
3286 * return 0. 3224 * return 0.
3287 */ 3225 */
3288int 3226int
3289action_makes_visible (object *op) 3227action_makes_visible (object *op)
3290{ 3228{
3291
3292 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3293 { 3230 {
3294 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3295 return 0; 3232 return 0;
3296 3233
3302 { 3239 {
3303 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3304 return 1; 3241 return 1;
3305 } 3242 }
3306 } 3243 }
3244
3307 return 0; 3245 return 0;
3308} 3246}
3309 3247
3310/* op_on_battleground - checks if the given object op (usually 3248/* op_on_battleground - checks if the given object op (usually
3311 * a player) is standing on a valid battleground-tile, 3249 * a player) is standing on a valid battleground-tile,
3316 * Default is to do the same as before, so only people wanting to have different points need worry about this 3254 * Default is to do the same as before, so only people wanting to have different points need worry about this
3317 */ 3255 */
3318int 3256int
3319op_on_battleground (object *op, int *x, int *y) 3257op_on_battleground (object *op, int *x, int *y)
3320{ 3258{
3321 object *tmp;
3322
3323 /* A battleground-tile needs the following attributes to be valid: 3259 /* A battleground-tile needs the following attributes to be valid:
3324 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3260 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3325 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3261 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3326 * and the exit-coordinates sp/hp must both be > 0. 3262 * and the exit-coordinates sp/hp must both be > 0.
3327 * => The intention here is to prevent abuse of the battleground- 3263 * => The intention here is to prevent abuse of the battleground-
3328 * feature (like pickable or hidden battleground tiles). */ 3264 * feature (like pickable or hidden battleground tiles). */
3329 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3265 for (object *tmp = op->below; tmp; tmp = tmp->below)
3330 { 3266 {
3331 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3332 { 3268 {
3333 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3269 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3334 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3270 && tmp->type == BATTLEGROUND
3271 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp))
3335 { 3273 {
3336 /*before we assign the exit, check if this is a teambattle */ 3274 /* before we assign the exit, check if this is a teambattle */
3337 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3275 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3338 { 3276 {
3339 object *invtmp;
3340
3341 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3342 { 3278 {
3343 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3344 { 3280 {
3345 if (x != NULL && y != NULL) 3281 if (x && y)
3346 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283
3347 return 1; 3284 return 1;
3348 } 3285 }
3349 } 3286 }
3350 } 3287 }
3288
3351 if (x != NULL && y != NULL) 3289 if (x && y)
3352 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291
3353 return 1; 3292 return 1;
3354 } 3293 }
3355 } 3294 }
3356 } 3295 }
3296
3357 /* If we got here, did not find a battleground */ 3297 /* If we got here, did not find a battleground */
3358 return 0; 3298 return 0;
3359} 3299}
3360 3300
3361/* 3301/*
3377 char buf[MAX_BUF]; /* tmp. string buffer */ 3317 char buf[MAX_BUF]; /* tmp. string buffer */
3378 int i = 0, j = 0; 3318 int i = 0, j = 0;
3379 3319
3380 /* get the appropriate treasurelist */ 3320 /* get the appropriate treasurelist */
3381 if (atnr == ATNR_FIRE) 3321 if (atnr == ATNR_FIRE)
3382 trlist = find_treasurelist ("dragon_ability_fire"); 3322 trlist = treasurelist::find (shstr_dragon_ability_fire);
3383 else if (atnr == ATNR_COLD) 3323 else if (atnr == ATNR_COLD)
3384 trlist = find_treasurelist ("dragon_ability_cold"); 3324 trlist = treasurelist::find (shstr_dragon_ability_cold);
3385 else if (atnr == ATNR_ELECTRICITY) 3325 else if (atnr == ATNR_ELECTRICITY)
3386 trlist = find_treasurelist ("dragon_ability_elec"); 3326 trlist = treasurelist::find (shstr_dragon_ability_elec);
3387 else if (atnr == ATNR_POISON) 3327 else if (atnr == ATNR_POISON)
3388 trlist = find_treasurelist ("dragon_ability_poison"); 3328 trlist = treasurelist::find (shstr_dragon_ability_poison);
3389 3329
3390 if (trlist == NULL || who->type != PLAYER) 3330 if (trlist == NULL || who->type != PLAYER)
3391 return; 3331 return;
3392 3332
3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3333 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3397 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3337 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3398 return; 3338 return;
3399 } 3339 }
3400 3340
3401 /* everything seems okay - now bring on the gift: */ 3341 /* everything seems okay - now bring on the gift: */
3402 item = &(tr->item->clone); 3342 item = tr->item;
3403 3343
3404 if (item->type == SPELL) 3344 if (item->type == SPELL)
3405 { 3345 {
3406 if (check_spell_known (who, item->name)) 3346 if (check_spell_known (who, item->name))
3407 return; 3347 return;
3466 { 3406 {
3467 /* forces in the treasurelist can alter the player's stats */ 3407 /* forces in the treasurelist can alter the player's stats */
3468 object *skin; 3408 object *skin;
3469 3409
3470 /* first get the dragon skin force */ 3410 /* first get the dragon skin force */
3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3472 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3411 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3473 ; 3412 ;
3474 3413
3475 if (!skin) 3414 if (!skin)
3476 return; 3415 return;
3477 3416
3512 else 3451 else
3513 { 3452 {
3514 /* generate misc. treasure */ 3453 /* generate misc. treasure */
3515 tmp = arch_to_object (tr->item); 3454 tmp = arch_to_object (tr->item);
3516 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3455 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3517 tmp = insert_ob_in_ob (tmp, who); 3456 who->insert (tmp);
3518 if (who->type == PLAYER)
3519 esrv_send_item (who, tmp);
3520 } 3457 }
3521} 3458}
3522 3459
3523/** 3460/**
3524 * Unready an object for a player. This function does nothing if the object was 3461 * Unready an object for a player. This function does nothing if the object was
3525 * not readied. 3462 * not readied.
3526 */ 3463 */
3527void 3464void
3528player_unready_range_ob (player *pl, object *ob) 3465player_unready_range_ob (player *pl, object *ob)
3529{ 3466{
3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3467 if (pl->ob->current_weapon == ob)
3468 pl->ob->current_weapon = 0;
3469
3470 if (pl->combat_ob == ob)
3471 pl->combat_ob = 0;
3472
3531 if (pl->ranges[i] == ob) 3473 if (pl->ranged_ob == ob)
3532 {
3533 pl->ranges[i] = 0; 3474 pl->ranged_ob = 0;
3534 if (pl->shoottype == i)
3535 pl->shoottype = range_none;
3536 }
3537} 3475}
3476
3477sint8
3478player::visibility_at (maptile *map, int x, int y) const
3479{
3480 if (!ns)
3481 return 0;
3482
3483 int dx, dy;
3484 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3485 return 0;
3486
3487 x += dx - ns->current_x + ns->mapx / 2;
3488 y += dy - ns->current_y + ns->mapy / 2;
3489
3490 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3491 return 0;
3492
3493 return 100 - blocked_los [x][y];
3494}
3495
3496void
3497player::infobox (const char *title, const char *msg, int color)
3498{
3499 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3500}
3501
3502void
3503player::statusmsg (const char *msg, int color)
3504{
3505 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3506}
3507
3508void
3509player::failmsg (const char *msg, int color)
3510{
3511 play_sound (sound_find ("generic_failure"));
3512 statusmsg (msg, color);
3513}
3514

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