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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 1.216 by root, Sun Dec 28 06:59:27 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 ();
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_skills ();
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;
341 usekeys = containers; 353 usekeys = containers;
342 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
343 do_los = 1; 355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
344} 359}
345 360
346void 361void
347player::do_destroy () 362player::do_destroy ()
348{ 363{
353 if (ob) 368 if (ob)
354 { 369 {
355 ob->destroy_inv (false); 370 ob->destroy_inv (false);
356 ob->destroy (); 371 ob->destroy ();
357 } 372 }
373
374 ob = observe = 0;
358} 375}
359 376
360player::~player () 377player::~player ()
361{ 378{
362 /* Clear item stack */ 379 /* Clear item stack */
371player::create () 388player::create ()
372{ 389{
373 player *pl = new player; 390 player *pl = new player;
374 391
375 pl->set_object (arch_to_object (get_player_archetype (0))); 392 pl->set_object (arch_to_object (get_player_archetype (0)));
393
394 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
397
376 set_first_map (pl->ob); 398 set_first_map (pl->ob);
377 399
378 return pl; 400 return pl;
379} 401}
380 402
384 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
385 */ 407 */
386archetype * 408archetype *
387get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
388{ 410{
389 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
390 418
391 for (;;) 419 for (;;)
392 { 420 {
393 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
394 at = first_archetype; 422 i = archetypes.begin ();
395 else 423 else if (*i == at)
396 at = at->next; 424 cleanup ("not a single player archetype found");
397 425
398 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
399 return at; 427 return *i;
400
401 if (at == start)
402 {
403 LOG (llevError, "No Player archetypes\n");
404 exit (-1);
405 }
406 } 428 }
407} 429}
408 430
409object * 431object *
410get_nearest_player (object *mon) 432get_nearest_player (object *mon)
414 unsigned lastdist; 436 unsigned lastdist;
415 rv_vector rv; 437 rv_vector rv;
416 438
417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
418 { 440 {
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)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
447 continue; 442 continue;
448 443
449 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
450 { 445 {
526 x = mon->x; 521 x = mon->x;
527 y = mon->y; 522 y = mon->y;
528 m = mon->map; 523 m = mon->map;
529 dir = rv.direction; 524 dir = rv.direction;
530 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
531 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
532 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
533 if (diff > max) 529 if (diff > max)
534 return 0; 530 return 0;
531
535 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
536 { 533 {
537 lastx = x; 534 lastx = x;
538 lasty = y; 535 lasty = y;
539 lastmap = m; 536 lastmap = m;
621 max--; 618 max--;
622 lastdir = dir; 619 lastdir = dir;
623 if (!firstdir) 620 if (!firstdir)
624 firstdir = dir; 621 firstdir = dir;
625 } 622 }
623
626 if (diff <= 1) 624 if (diff <= 1)
627 { 625 {
628 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance. 627 * headed toward player for entire distance.
630 */ 628 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 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); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
633 } 631 }
632
634 if (diff > max) 633 if (diff > max)
635 return 0; 634 return 0;
636 } 635 }
636
637 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
638 if (!max) 638 if (!max)
639 return 0; 639 return 0;
640 640
641 return firstdir; 641 return firstdir;
642} 642}
643 643
644void 644void
645give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
646{ 646{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL) 647 if (pl->randomitems)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651 649
652 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
653 { 651 {
654 next = op->below; 652 next = op->below;
655 653
656 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
657 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
662 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions 661 * by this player due to race restrictions
664 */ 662 */
665 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
666 { 664 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
668 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
669 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
670 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 { 672 {
673 op->destroy (); 673 op->destroy ();
674 continue; 674 continue;
675 } 675 }
676 } 676 }
699 if (op->nrof > 1) 699 if (op->nrof > 1)
700 op->nrof = 1; 700 op->nrof = 1;
701 } 701 }
702 702
703 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
704 {
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707 705
708 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
709 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
710 * merged properly. 708 * merged properly.
711 */ 709 */
712 if (need_identify (op)) 710 if (need_identify (op))
713 { 711 {
714 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
717 } 715 }
716
718 if (op->type == SPELL) 717 if (op->type == SPELL)
719 { 718 {
720 op->destroy (); 719 op->destroy ();
721 continue; 720 continue;
722 } 721 }
724 { 723 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0; 725 op->stats.exp = 0;
727 op->level = 1; 726 op->level = 1;
728 } 727 }
729 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
730 else
731 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
733 731
734 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
735 link_player_skills (pl); 733 pl->contr->link_skills ();
736} 734}
737 735
738void 736void
739get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
740{ 738{
755roll_stat (void) 753roll_stat (void)
756{ 754{
757 int a[4], i, j, k; 755 int a[4], i, j, k;
758 756
759 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
760 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
761 759
762 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 761 if (a[i] < k)
764 k = a[i], j = i; 762 k = a[i], j = i;
765 763
771} 769}
772 770
773void 771void
774object::roll_stats () 772object::roll_stats ()
775{ 773{
776 int statsort [7]; 774 int statsort [NUM_STATS];
777 775
778 for (;;) 776 for (;;)
779 { 777 {
780 int sum = 0; 778 int sum = 0;
781 for (int i = 7; i--; ) 779 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 780 sum += statsort [i] = roll_stat ();
783 781
784 if (sum >= 82 && sum <= 116) 782 if (sum >= 82 && sum <= 116)
785 break; 783 break;
786 } 784 }
787 785
788 // Sort the stats so that rerolling is easier... 786 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 788
789 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 790 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];
798 791
799 stats.exp = 0; 792 stats.exp = 0;
800 stats.ac = 0; 793 stats.ac = 0;
801 794
802 stats.hp = stats.maxhp; 795 stats.hp = stats.maxhp;
814} 807}
815 808
816void 809void
817object::swap_stats (int a, int b) 810object::swap_stats (int a, int b)
818{ 811{
819 int tmp = get_attr_value (&contr->orig_stats, a); 812 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);
822 813
814 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 815 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;
830 816
831 //TODO: the following code looks so borked and should, at the very least, 817 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 818 // be merged with the similar code in roll_stats
833 stats.ac = 0; 819 stats.ac = 0;
834 820
853static void 839static void
854start_info (object *op) 840start_info (object *op)
855{ 841{
856 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
857 843
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 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} 846}
863 847
864/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
868 * not the class. 852 * not the class.
869 */ 853 */
870int 854void
871key_change_class (object *op, char key) 855player::chargen_race_done ()
872{ 856{
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 */ 857 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
881 859
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 861 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
885 863
886 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
888 866
889 op->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
890 868
891 if (op->msg) 869 if (ob->msg)
892 op->msg = NULL; 870 ob->msg = 0;
893 871
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); 872 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op);
904 esrv_send_inventory (op, op); 875 esrv_send_inventory (ob, ob);
905 op->update_stats (); 876 ob->update_stats ();
906 877
907 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
908 * is one for this race 879 * is one for this race
909 */ 880 */
910 if (*first_map_ext_path) 881 if (*first_map_ext_path)
911 { 882 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 883 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
885}
927 886
928 return 0; 887void
929 } 888player::chargen_race_next ()
930 889{
931 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
933 */ 892 */
934 893
935 tmp_loop = 0; 894 do
936 while (!tmp_loop)
937 { 895 {
938 shstr name = op->name; 896 shstr name = ob->name;
939 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
940 898
941 op->remove_statbonus (); 899 ob->remove_statbonus ();
942 op->remove (); 900 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 901 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 902 ob->arch->copy_to (ob);
945 op->instantiate (); 903 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 905 ob->name = ob->name_pl = name;
948 op->x = x; 906 ob->x = x;
949 op->y = y; 907 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 911 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 912 }
913 while (!allowed_class (ob));
956 914
957 update_object (op, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 916 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 917 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 920 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} 921}
970 922
971void 923void
972flee_player (object *op) 924flee_player (object *op)
973{ 925{
979 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
980 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
981 return; 933 return;
982 } 934 }
983 935
984 if (op->enemy == NULL) 936 if (!op->enemy)
985 { 937 {
986 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
987 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
988 return; 940 return;
989 } 941 }
990 942
991 /* Seen some crashes here. Since we don't store an
992 * op->enemy_count, it is possible that something destroys the
993 * actual enemy, and the object is recycled.
994 */
995 if (op->enemy->map == NULL)
996 {
997 CLEAR_FLAG (op, FLAG_SCARED);
998 op->enemy = NULL;
999 return;
1000 }
1001
1002 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1003 { 944 {
1004 op->enemy = NULL; 945 op->enemy = NULL;
1005 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1006 return; 947 return;
1009 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1010 951
1011 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
1012 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
1013 { 954 {
1014 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
1015 956
1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1017 return; 958 return;
1018 } 959 }
1019 960
1020 /* Cornered, get rid of scared */ 961 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 962 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 963 op->enemy = NULL;
1023} 964}
1024 965
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 966/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should 967 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 968 * stop.
1029 */ 969 */
1030int 970int
1031check_pick (object *op) 971check_pick (object *op)
1032{ 972{
1033 object *tmp, *next; 973 object *tmp, *next;
1034 int stop = 0; 974 int stop = 0;
1035 int j, k, wvratio; 975 int wvratio;
1036 char putstring[128], tmpstr[16]; 976 char putstring[128];
1037 977
1038 /* if you're flying, you cna't pick up anything */ 978 /* if you're flying, you cna't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 979 if (op->move_type & MOVE_FLYING)
1040 return 1; 980 return 1;
1041 981
1042 next = op->below; 982 next = op->below;
1043 983
984 int cnt = MAX_ITEM_PER_DROP;
985#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
986
1044 /* loop while there are items on the floor that are not marked as 987 /* loop while there are items on the floor that are not marked as
1045 * destroyed */ 988 * destroyed */
1046 while (next && !next->destroyed ()) 989 while (next && !next->destroyed ())
1047 { 990 {
1048 tmp = next; 991 tmp = next;
1049 next = tmp->below; 992 next = tmp->below;
1050 993
994 if (cnt <= 0)
995 {
996 op->failmsg ("Couldn't pickup all items at once.");
997 return 0;
998 }
999
1051 if (op->destroyed ()) 1000 if (op->destroyed ())
1052 return 0; 1001 return 0;
1053 1002
1054 if (!can_pick (op, tmp)) 1003 if (!can_pick (op, tmp))
1055 continue; 1004 continue;
1056 1005
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1006 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 1007 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 1008 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 1009 CHK_PICK_PICKUP;
1010
1061 continue; 1011 continue;
1062 } 1012 }
1063 1013
1064 /* high not bit set? We're using the old autopickup model */ 1014 /* high not bit set? We're using the old autopickup model */
1065 if (!(op->contr->mode & PU_NEWMODE)) 1015 if (!(op->contr->mode & PU_NEWMODE))
1067 switch (op->contr->mode) 1017 switch (op->contr->mode)
1068 { 1018 {
1069 case 0: 1019 case 0:
1070 return 1; /* don't pick up */ 1020 return 1; /* don't pick up */
1071 case 1: 1021 case 1:
1072 pick_up (op, tmp); 1022 CHK_PICK_PICKUP;
1073 return 1; 1023 return 1;
1074 case 2: 1024 case 2:
1075 pick_up (op, tmp); 1025 CHK_PICK_PICKUP;
1076 return 0; 1026 return 0;
1077 case 3: 1027 case 3:
1078 return 0; /* stop before pickup */ 1028 return 0; /* stop before pickup */
1079 case 4: 1029 case 4:
1080 pick_up (op, tmp); 1030 CHK_PICK_PICKUP;
1081 break; 1031 break;
1082 case 5: 1032 case 5:
1083 pick_up (op, tmp); 1033 CHK_PICK_PICKUP;
1084 stop = 1; 1034 stop = 1;
1085 break; 1035 break;
1086 case 6: 1036 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1037 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1088 pick_up (op, tmp); 1038 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1039 CHK_PICK_PICKUP;
1089 break; 1040 break;
1090 1041
1091 case 7: 1042 case 7:
1092 if (tmp->type == MONEY || tmp->type == GEM) 1043 if (tmp->type == MONEY || tmp->type == GEM)
1093 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1094 break; 1045 break;
1095 1046
1096 default: 1047 default:
1097 /* use value density */ 1048 /* use value density */
1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1049 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1050 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1100 pick_up (op, tmp); 1051 CHK_PICK_PICKUP;
1101 } 1052 }
1102 } 1053 }
1103 else 1054 else
1104 { /* old model */ 1055 { /* old model */
1105 /* NEW pickup handling */ 1056 /* NEW pickup handling */
1109 if (tmp->name != NULL) 1060 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1061 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)))); 1062 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else 1063 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1064 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)))); 1065 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115 1066
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1067 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 } 1068 }
1118 1069
1119 /* philosophy: 1070 /* philosophy:
1160 /* all food and drink if desired */ 1111 /* all food and drink if desired */
1161 /* question: don't pick up known-poisonous stuff? */ 1112 /* question: don't pick up known-poisonous stuff? */
1162 if (op->contr->mode & PU_FOOD) 1113 if (op->contr->mode & PU_FOOD)
1163 if (tmp->type == FOOD) 1114 if (tmp->type == FOOD)
1164 { 1115 {
1165 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1166 continue; 1117 continue;
1167 } 1118 }
1168 1119
1169 if (op->contr->mode & PU_DRINK) 1120 if (op->contr->mode & PU_DRINK)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1121 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1171 { 1122 {
1172 pick_up (op, tmp); 1123 CHK_PICK_PICKUP;
1173 continue; 1124 continue;
1174 } 1125 }
1175 1126
1176 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_POTION)
1177 if (tmp->type == POTION) 1128 if (tmp->type == POTION)
1178 { 1129 {
1179 pick_up (op, tmp); 1130 CHK_PICK_PICKUP;
1180 continue; 1131 continue;
1181 } 1132 }
1182 1133
1183 /* spellbooks, skillscrolls and normal books/scrolls */ 1134 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK) 1135 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK) 1136 if (tmp->type == SPELLBOOK)
1186 { 1137 {
1187 pick_up (op, tmp); 1138 CHK_PICK_PICKUP;
1188 continue; 1139 continue;
1189 } 1140 }
1190 1141
1191 if (op->contr->mode & PU_SKILLSCROLL) 1142 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL) 1143 if (tmp->type == SKILLSCROLL)
1193 { 1144 {
1194 pick_up (op, tmp); 1145 CHK_PICK_PICKUP;
1195 continue; 1146 continue;
1196 } 1147 }
1197 1148
1198 if (op->contr->mode & PU_READABLES) 1149 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL) 1150 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1200 { 1151 {
1201 pick_up (op, tmp); 1152 CHK_PICK_PICKUP;
1202 continue; 1153 continue;
1203 } 1154 }
1204 1155
1205 /* wands/staves/rods/horns */ 1156 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE) 1157 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1158 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 { 1159 {
1209 pick_up (op, tmp); 1160 CHK_PICK_PICKUP;
1210 continue; 1161 continue;
1211 } 1162 }
1212 1163
1213 /* pick up all magical items */ 1164 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL) 1165 if (op->contr->mode & PU_MAGICAL)
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1166 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1216 { 1167 {
1217 pick_up (op, tmp); 1168 CHK_PICK_PICKUP;
1218 continue; 1169 continue;
1219 } 1170 }
1220 1171
1221 if (op->contr->mode & PU_VALUABLES) 1172 if (op->contr->mode & PU_VALUABLES)
1222 { 1173 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1174 if (tmp->type == MONEY || tmp->type == GEM)
1224 { 1175 {
1225 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1226 continue; 1177 continue;
1227 } 1178 }
1228 } 1179 }
1229 1180
1230 /* rings & amulets - talismans seems to be typed AMULET */ 1181 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS) 1182 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET) 1183 if (tmp->type == RING || tmp->type == AMULET)
1233 { 1184 {
1234 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1235 continue; 1186 continue;
1236 } 1187 }
1237 1188
1238 /* we don't forget dragon food */ 1189 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH) 1190 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH) 1191 if (tmp->type == FLESH)
1241 { 1192 {
1242 pick_up (op, tmp); 1193 CHK_PICK_PICKUP;
1243 continue; 1194 continue;
1244 } 1195 }
1245 1196
1246 /* bows and arrows. Bows are good for selling! */ 1197 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW) 1198 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW) 1199 if (tmp->type == BOW)
1249 { 1200 {
1250 pick_up (op, tmp); 1201 CHK_PICK_PICKUP;
1251 continue; 1202 continue;
1252 } 1203 }
1253 1204
1254 if (op->contr->mode & PU_ARROW) 1205 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW) 1206 if (tmp->type == ARROW)
1256 { 1207 {
1257 pick_up (op, tmp); 1208 CHK_PICK_PICKUP;
1258 continue; 1209 continue;
1259 } 1210 }
1260 1211
1261 /* all kinds of armor etc. */ 1212 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR) 1213 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR) 1214 if (tmp->type == ARMOUR)
1264 { 1215 {
1265 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1266 continue; 1217 continue;
1267 } 1218 }
1268 1219
1269 if (op->contr->mode & PU_HELMET) 1220 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET) 1221 if (tmp->type == HELMET)
1271 { 1222 {
1272 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1273 continue; 1224 continue;
1274 } 1225 }
1275 1226
1276 if (op->contr->mode & PU_SHIELD) 1227 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD) 1228 if (tmp->type == SHIELD)
1278 { 1229 {
1279 pick_up (op, tmp); 1230 CHK_PICK_PICKUP;
1280 continue; 1231 continue;
1281 } 1232 }
1282 1233
1283 if (op->contr->mode & PU_BOOTS) 1234 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS) 1235 if (tmp->type == BOOTS)
1285 { 1236 {
1286 pick_up (op, tmp); 1237 CHK_PICK_PICKUP;
1287 continue; 1238 continue;
1288 } 1239 }
1289 1240
1290 if (op->contr->mode & PU_GLOVES) 1241 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES) 1242 if (tmp->type == GLOVES)
1292 { 1243 {
1293 pick_up (op, tmp); 1244 CHK_PICK_PICKUP;
1294 continue; 1245 continue;
1295 } 1246 }
1296 1247
1297 if (op->contr->mode & PU_CLOAK) 1248 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK) 1249 if (tmp->type == CLOAK)
1299 { 1250 {
1300 pick_up (op, tmp); 1251 CHK_PICK_PICKUP;
1301 continue; 1252 continue;
1302 } 1253 }
1303 1254
1304 /* hoping to catch throwing daggers here */ 1255 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON) 1256 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1257 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 { 1258 {
1308 pick_up (op, tmp); 1259 CHK_PICK_PICKUP;
1309 continue; 1260 continue;
1310 } 1261 }
1311 1262
1312 /* careful: chairs and tables are weapons! */ 1263 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON) 1264 if (op->contr->mode & PU_ALLWEAPON)
1314 { 1265 {
1315 if (tmp->type == WEAPON && tmp->name != NULL) 1266 if (tmp->type == WEAPON && tmp->name != NULL)
1316 { 1267 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1268 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1269 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1270 {
1320 pick_up (op, tmp); 1271 CHK_PICK_PICKUP;
1321 continue; 1272 continue;
1322 } 1273 }
1323 } 1274 }
1324 1275
1325 if (tmp->type == WEAPON && tmp->name == NULL) 1276 if (tmp->type == WEAPON && tmp->name == NULL)
1326 { 1277 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1278 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1328 { 1279 {
1329 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1330 continue; 1281 continue;
1331 } 1282 }
1332 } 1283 }
1333 } 1284 }
1334 1285
1335 /* misc stuff that's useful */ 1286 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY) 1287 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1288 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 { 1289 {
1339 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1340 continue; 1291 continue;
1341 } 1292 }
1342 1293
1343 /* any of the last 4 bits set means we use the ratio for value 1294 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */ 1295 * pickups */
1345 if (op->contr->mode & PU_RATIO) 1296 if (op->contr->mode & PU_RATIO)
1346 { 1297 {
1347 /* use value density to decide what else to grab */ 1298 /* use value density to decide what else to grab */
1348 /* >=7 was >= op->contr->mode */ 1299 /* >=7 was >= op->contr->mode */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits 1300 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */ 1301 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5; 1302 wvratio = op->contr->mode & PU_RATIO;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1303 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1353 { 1304 {
1354 pick_up (op, tmp); 1305 CHK_PICK_PICKUP;
1355#if 0 1306#if 0
1356 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1307 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357 if (tmp->name != NULL) 1308 if (tmp->name != NULL)
1358 { 1309 {
1359 fprintf (stderr, "%s", tmp->name); 1310 fprintf (stderr, "%s", tmp->name);
1360 } 1311 }
1361 else 1312 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1313 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1314 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1315 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1365#endif 1316#endif
1366 continue; 1317 continue;
1367 } 1318 }
1378 * found object is returned. 1329 * found object is returned.
1379 */ 1330 */
1380object * 1331object *
1381find_arrow (object *op, const char *type) 1332find_arrow (object *op, const char *type)
1382{ 1333{
1383 object *tmp = NULL;
1384
1385 for (op = op->inv; op; op = op->below) 1334 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) 1335 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1336 return splay (tmp);
1337
1338 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1339 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1340 if (object *arrow = find_arrow (tmp, type))
1341 {
1342 splay (tmp);
1389 return op; 1343 return arrow;
1344 }
1345
1390 return tmp; 1346 return 0;
1391} 1347}
1392 1348
1393/* 1349/*
1394 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1350 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1395 * against the target. A full test is not performed, simply a basic test 1351 * against the target. A full test is not performed, simply a basic test
1396 * of resistances. The archer is making a quick guess at what he sees down 1352 * of resistances. The archer is making a quick guess at what he sees down
1397 * the hall. Failing that it does it's best to pick the highest plus arrow. 1353 * the hall. Failing that it does it's best to pick the highest plus arrow.
1398 */ 1354 */
1399
1400object * 1355object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1356find_better_arrow (object *op, object *target, const char *type, int *better)
1402{ 1357{
1403 object *tmp = NULL, *arrow, *ntmp; 1358 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1359 int attacknum, attacktype, betterby = 0, i;
1419 } 1374 }
1420 } 1375 }
1421 else if (arrow->type == ARROW && arrow->race == type) 1376 else if (arrow->type == ARROW && arrow->race == type)
1422 { 1377 {
1423 /* allways prefer assasination/slaying */ 1378 /* allways prefer assasination/slaying */
1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1379 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1425 { 1380 {
1426 if (arrow->attacktype & AT_DEATH) 1381 if (arrow->attacktype & AT_DEATH)
1427 { 1382 {
1428 *better = 100; 1383 *better = 100;
1429 return arrow; 1384 return arrow;
1437 else 1392 else
1438 { 1393 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1394 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1395 {
1441 attacktype = 1 << attacknum; 1396 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1397 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1398 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1399 {
1445 tmp = arrow; 1400 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1401 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1402 }
1448 } 1403 }
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1404 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1405 {
1451 tmp = arrow; 1406 tmp = arrow;
1457 betterby = 1 + arrow->magic + arrow->stats.dam; 1412 betterby = 1 + arrow->magic + arrow->stats.dam;
1458 } 1413 }
1459 } 1414 }
1460 } 1415 }
1461 } 1416 }
1417
1462 if (tmp == NULL && arrow == NULL) 1418 if (tmp == NULL && arrow == NULL)
1463 return find_arrow (op, type); 1419 return find_arrow (op, type);
1464 1420
1465 *better = betterby; 1421 *better = betterby;
1466 return tmp; 1422 return tmp;
1470 * find_better_arrow to find a decent arrow to use. 1426 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1427 * op = the shooter
1472 * type = bow->race 1428 * type = bow->race
1473 * dir = fire direction 1429 * dir = fire direction
1474 */ 1430 */
1475
1476object * 1431object *
1477pick_arrow_target (object *op, const char *type, int dir) 1432pick_arrow_target (object *op, const char *type, int dir)
1478{ 1433{
1479 object *tmp = NULL; 1434 object *tmp = NULL;
1480 maptile *m; 1435 maptile *m;
1497 for (i = 0, found = 0; i < 20; i++) 1452 for (i = 0, found = 0; i < 20; i++)
1498 { 1453 {
1499 x += freearr_x[dir]; 1454 x += freearr_x[dir];
1500 y += freearr_y[dir]; 1455 y += freearr_y[dir];
1501 mflags = get_map_flags (m, &m, x, y, &x, &y); 1456 mflags = get_map_flags (m, &m, x, y, &x, &y);
1457
1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1458 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 { 1459 {
1504 tmp = NULL; 1460 tmp = 0;
1505 break; 1461 break;
1506 } 1462 }
1507 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1463 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1508 { 1464 {
1509 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1465 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1510 * perhaps a bad assumption. 1466 * perhaps a bad assumption.
1511 */ 1467 */
1512 tmp = NULL; 1468 tmp = 0;
1513 break; 1469 break;
1514 } 1470 }
1471
1515 if (mflags & P_IS_ALIVE) 1472 if (mflags & P_IS_ALIVE)
1516 {
1517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1473 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1518 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1474 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1519 {
1520 found++;
1521 break;
1522 }
1523 if (found)
1524 break; 1475 break;
1525 }
1526 } 1476 }
1527 if (tmp == NULL) 1477
1478 if (!tmp)
1528 return find_arrow (op, type); 1479 return find_arrow (op, type);
1529 1480
1530 if (tmp->head) 1481 if (tmp->head)
1531 tmp = tmp->head; 1482 tmp = tmp->head;
1532 1483
1545 */ 1496 */
1546int 1497int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1498fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1499{
1549 object *left, *bow; 1500 object *left, *bow;
1550 int bowspeed, mflags; 1501 int mflags;
1551 maptile *m; 1502 maptile *m;
1552 1503
1553 if (!dir) 1504 if (!dir)
1554 { 1505 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1506 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1507 return 0;
1557 } 1508 }
1558 1509
1559 if (op->type == PLAYER) 1510 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1511 bow = op->current_weapon;
1561 else 1512 else
1562 { 1513 {
1563 for (bow = op->inv; bow; bow = bow->below) 1514 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1515 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1516 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1521 if (!bow)
1571 { 1522 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1523 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1524 return 0;
1574 } 1525 }
1526
1527 // optimisation: move object to top so we will find it quickly again
1528 if (bow->below)
1529 {
1530 bow->remove ();
1531 op->insert (bow);
1532 }
1575 } 1533 }
1576 1534
1577 if (!bow->race || !bow->skill) 1535 if (!bow->race || !bow->skill)
1578 { 1536 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1537 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1538 return 0;
1581 } 1539 }
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 1540
1592 if (arrow == NULL) 1541 if (arrow == NULL)
1593 { 1542 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1543 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1544 {
1596 if (op->type == PLAYER) 1545 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1546 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1547 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1548 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1549 CLEAR_FLAG (op, FLAG_READY_BOW);
1550
1601 return 0; 1551 return 0;
1602 } 1552 }
1603 } 1553 }
1604 1554
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1555 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1613 } 1563 }
1614 1564
1615 /* this should not happen, but sometimes does */ 1565 /* this should not happen, but sometimes does */
1616 if (arrow->nrof == 0) 1566 if (arrow->nrof == 0)
1617 { 1567 {
1568 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1618 arrow->destroy (); 1569 arrow->destroy ();
1619 return 0; 1570 return 0;
1620 } 1571 }
1621 1572
1622 left = arrow; /* these are arrows left to the player */ 1573 left = arrow; /* these are arrows left to the player */
1623 arrow = get_split_ob (arrow, 1); 1574 arrow = arrow->split ();
1624 if (!arrow) 1575 if (!arrow)
1625 { 1576 {
1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1627 return 0; 1578 return 0;
1628 } 1579 }
1629 1580
1630 arrow->set_owner (op); 1581 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1582 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1583 arrow->direction = dir;
1633 1584
1585 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1586 arrow->stats.hp = arrow->stats.dam;
1587 arrow->stats.grace = arrow->attacktype;
1588
1589 if (arrow->slaying)
1590 arrow->spellarg = strdup (arrow->slaying);
1591
1592#if 0
1593 if (player *pl = op->contr)
1594 {
1595 float speed = pl->weapon_sp;
1596
1597 /* penalize ROF for bestarrow */
1598 if (pl->bowtype == bow_bestarrow)
1599 speed *= .9f;
1600 else
1601 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1602
1603 op->speed_left += speed - op->speed;
1604 }
1605#endif
1606
1607 SET_ANIMATION (arrow, arrow->direction);
1608
1609 /* update the speed */
1610 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1611 + bow->stats.dam / 7.f;
1612
1613 arrow->set_speed (max (arrow->speed, 2.f));
1614 arrow->speed_left = 0;
1615
1616 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1617
1634 if (op->type == PLAYER) 1618 if (op->type == PLAYER)
1635 { 1619 {
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; 1620 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1621 wc -= dex_bonus[op->stats.Dex];
1622
1623 if (!arrow->slaying)
1624 arrow->slaying = op->slaying;
1625
1626 arrow->attacktype |= op->attacktype;
1667 } 1627 }
1668 else 1628 else
1669 { 1629 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1630 arrow->level = op->level;
1672 } 1631 arrow->stats.wc -= bow->magic;
1673 1632
1674 if (arrow->attacktype == AT_PHYSICAL) 1633 if (!arrow->slaying)
1634 arrow->slaying = bow->slaying;
1635
1675 arrow->attacktype |= bow->attacktype; 1636 arrow->attacktype |= bow->attacktype;
1637 }
1676 1638
1677 if (bow->slaying) 1639 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1640 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1641
1642 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1643 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1644 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1645
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1646 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1647 m->insert (arrow, sx, sy, op);
1685 1648
1686 if (!arrow->destroyed ()) 1649 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1650 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 1651
1697 return 1; 1652 return 1;
1698} 1653}
1699 1654
1700/* Special fire code for players - this takes into 1655/* Special fire code for players - this takes into
1705 * hence the function name. 1660 * hence the function name.
1706 */ 1661 */
1707int 1662int
1708player_fire_bow (object *op, int dir) 1663player_fire_bow (object *op, int dir)
1709{ 1664{
1710 int ret = 0, wcmod = 0; 1665 int ret;
1711 1666
1712 if (op->contr->bowtype == bow_bestarrow) 1667 if (op->contr->bowtype == bow_bestarrow)
1713 { 1668 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1669 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1670 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1671 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1672 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1673 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1719 wcmod = -1;
1720
1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1674 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1722 } 1675 }
1723 else if (op->contr->bowtype == bow_threewide) 1676 else if (op->contr->bowtype == bow_threewide)
1724 { 1677 {
1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1678 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1726 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1679 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1680 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1728 } 1681 }
1729 else if (op->contr->bowtype == bow_spreadshot) 1682 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1683 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1684 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1685 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1686 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1687 }
1736 else 1688 else
1737 { 1689 {
1738 /* Simple case */ 1690 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1691 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1692 }
1693
1741 return ret; 1694 return ret;
1742} 1695}
1743
1744 1696
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1697/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1698 * Broken apart from 'fire' to keep it more readable.
1747 */ 1699 */
1748void 1700void
1749fire_misc_object (object *op, int dir) 1701fire_misc_object (object *op, int dir)
1750{ 1702{
1751 object *item; 1703 object *item = op->contr->ranged_ob;
1752 1704
1753 if (!op->contr->ranges[range_misc]) 1705 if (!item)
1754 { 1706 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1707 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1708 return;
1757 } 1709 }
1758 1710
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1711 if (!item->inv)
1761 { 1712 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1713 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1714 return;
1764 } 1715 }
1716
1717 if (!op->change_weapon (item))
1718 return;
1719
1765 if (item->type == WAND) 1720 if (item->type == WAND)
1766 { 1721 {
1767 if (item->stats.food <= 0) 1722 if (item->stats.food <= 0)
1768 { 1723 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1724 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)); 1725 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1726
1771 return; 1727 return;
1772 } 1728 }
1773 } 1729 }
1774 else if (item->type == ROD || item->type == HORN) 1730 else if (item->type == ROD || item->type == HORN)
1775 { 1731 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1732 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1733
1734 // using the maximum of the rods charge allows at least one spell cast
1735 // for a rod or horn, this fixes some broken rods.
1736 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1777 { 1737 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1738 op->contr->play_sound (sound_find ("wand_poof"));
1739
1779 if (item->type == ROD) 1740 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)); 1741 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1742 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1744
1783 return; 1745 return;
1784 } 1746 }
1785 } 1747 }
1786 1748
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1749 if (cast_spell (op, item, dir, item->inv, NULL))
1788 { 1750 {
1789 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1751 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1752
1790 if (item->type == WAND) 1753 if (item->type == WAND)
1791 { 1754 {
1792 if (!(--item->stats.food)) 1755 if (!(--item->stats.food))
1793 { 1756 {
1794 object *tmp; 1757 object *tmp;
1795 1758
1796 if (item->arch) 1759 if (item->arch)
1797 { 1760 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1761 CLEAR_FLAG (item, FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1762 item->face = item->arch->face;
1800 item->set_speed (0); 1763 item->set_speed (0);
1801 } 1764 }
1802 1765
1803 if ((tmp = item->in_player ())) 1766 if (object *pl = item->visible_to ())
1804 esrv_update_item (UPD_ANIM, tmp, item); 1767 esrv_update_item (UPD_ANIM, pl, item);
1805 } 1768 }
1806 } 1769 }
1807 else if (item->type == ROD || item->type == HORN) 1770 else if (item->type == ROD || item->type == HORN)
1808 drain_rod_charge (item); 1771 drain_rod_charge (item);
1809 } 1772 }
1810} 1773}
1811 1774
1812/* Received a fire command for the player - go and do it. 1775/* Received a fire command for the player - go and do it.
1813 */ 1776 */
1814void 1777bool
1815fire (object *op, int dir) 1778fire (object *op, int dir)
1816{ 1779{
1817 int spellcost = 0; 1780 int spellcost = 0;
1781
1782 player *pl = op->contr;
1783
1784 if (pl->golem)
1785 {
1786 control_golem (op->contr->golem, dir);
1787 return false;
1788 }
1789
1790 object *ob = pl->ranged_ob;
1791
1792 if (!ob)
1793 return false;
1794
1795 if (op->speed_left > 0.f)
1796 --op->speed_left;
1797 else
1798 return false;
1799
1800 if (!op->change_weapon (ob))
1801 return false;
1818 1802
1819 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
1821 make_visible (op); 1805 make_visible (op);
1822 1806
1823 switch (op->contr->shoottype) 1807 switch (ob->type)
1824 { 1808 {
1825 case range_none: 1809 case BOW:
1826 return;
1827
1828 case range_bow:
1829 player_fire_bow (op, dir); 1810 player_fire_bow (op, dir);
1830 return; 1811 break;
1831 1812
1832 case range_magic: /* Casting spells */ 1813 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1814 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1834 return; 1815 break;
1835 1816
1836 case range_misc: 1817 case BUILDER:
1818 apply_map_builder (op, dir);
1819 break;
1820
1821 case SKILL:
1822 do_skill (op, op, ob, dir, 0);
1823 break;
1824
1825 default:
1837 fire_misc_object (op, dir); 1826 fire_misc_object (op, dir);
1838 return; 1827 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 } 1828 }
1867}
1868 1829
1869 1830 return true;
1831}
1870 1832
1871/* find_key 1833/* find_key
1872 * We try to find a key for the door as passed. If we find a key 1834 * We try to find a key for the door as passed. If we find a key
1873 * and successfully use it, we return the key, otherwise NULL 1835 * and successfully use it, we return the key, otherwise NULL
1874 * This function merges both normal and locked door, since the logic 1836 * This function merges both normal and locked door, since the logic
1876 * pl is the player, 1838 * pl is the player,
1877 * inv is the objects inventory to searched 1839 * inv is the objects inventory to searched
1878 * door is the door we are trying to match against. 1840 * door is the door we are trying to match against.
1879 * This function can be called recursively to search containers. 1841 * This function can be called recursively to search containers.
1880 */ 1842 */
1881
1882object * 1843object *
1883find_key (object *pl, object *container, object *door) 1844find_key (object *pl, object *container, object *door)
1884{ 1845{
1885 object *tmp, *key; 1846 object *tmp, *key;
1886 1847
1887 /* Should not happen, but sanity checking is never bad */ 1848 /* Should not happen, but sanity checking is never bad */
1888 if (container->inv == NULL) 1849 if (!container->inv)
1889 return NULL; 1850 return 0;
1890 1851
1891 /* First, lets try to find a key in the top level inventory */ 1852 /* First, lets try to find a key in the top level inventory */
1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1853 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1854 {
1894 if (door->type == DOOR && tmp->type == KEY) 1855 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1856 break;
1896 /* For sanity, we should really check door type, but other stuff 1857 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1858 * (like containers) can be locked with special keys
1898 */ 1859 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1860 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1861 break;
1901 } 1862 }
1863
1902 /* No key found - lets search inventories now */ 1864 /* No key found - lets search inventories now */
1903 /* If we find and use a key in an inventory, return at that time. 1865 /* If we find and use a key in an inventory, return at that time.
1904 * otherwise, if we search all the inventories and still don't find 1866 * otherwise, if we search all the inventories and still don't find
1905 * a key, return 1867 * a key, return
1906 */ 1868 */
1907 if (!tmp) 1869 if (!tmp)
1908 { 1870 {
1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1871 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 { 1872 {
1911 /* No reason to search empty containers */ 1873 /* No reason to search empty containers */
1912 if (tmp->type == CONTAINER && tmp->inv) 1874 if (tmp->type == CONTAINER && tmp->inv)
1913 { 1875 {
1914 if ((key = find_key (pl, tmp, door)) != NULL) 1876 if ((key = find_key (pl, tmp, door)))
1915 return key; 1877 return key;
1916 } 1878 }
1917 } 1879 }
1880
1918 if (!tmp) 1881 if (!tmp)
1919 return NULL; 1882 return NULL;
1920 } 1883 }
1884
1921 /* We get down here if we have found a key. Now if its in a container, 1885 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1886 * see if we actually want to use it
1923 */ 1887 */
1924 if (pl != container) 1888 if (pl != container)
1925 { 1889 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1910 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)); 1911 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1912 return NULL;
1949 } 1913 }
1950 } 1914 }
1915
1951 return tmp; 1916 return tmp;
1952} 1917}
1953 1918
1954/* moved door processing out of move_player_attack. 1919/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1920 * returns 1 if player has opened the door with a key
1957 * 0 otherwise 1922 * 0 otherwise
1958 */ 1923 */
1959static int 1924static int
1960player_attack_door (object *op, object *door) 1925player_attack_door (object *op, object *door)
1961{ 1926{
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1927 /* If its a door, try to find a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1928 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1929 * otherwise, we fall through to the rest of the code.
1965 */ 1930 */
1966 object *key = find_key (op, op, door); 1931 object *key = find_key (op, op, door);
1967 1932
1968 /* IF we found a key, do some extra work */ 1933 /* If we found a key, do some extra work */
1969 if (key) 1934 if (key)
1970 { 1935 {
1971 object *container = key->env; 1936 object *container = key->env;
1972 1937
1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974 if (action_makes_visible (op)) 1938 if (action_makes_visible (op))
1975 make_visible (op); 1939 make_visible (op);
1940
1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1941 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op); 1942 spring_trap (door->inv, op);
1943
1978 if (door->type == DOOR) 1944 if (door->type == DOOR)
1979 {
1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1945 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 }
1982 else if (door->type == LOCKED_DOOR) 1946 else if (door->type == LOCKED_DOOR)
1983 { 1947 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1948 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1985 remove_door2 (door); /* remove door without violence ;-) */ 1949 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1950 }
1951
1987 /* Do this after we print the message */ 1952 /* Do this after we print the message */
1988 decrease_ob (key); /* Use up one of the keys */ 1953 key->decrease (); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1954
1990 if (container != op)
1991 esrv_update_item (UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 1955 return 1; /* Nothing more to do below */
1993 } 1956 }
1994 else if (door->type == LOCKED_DOOR) 1957 else if (door->type == LOCKED_DOOR)
1995 { 1958 {
1996 /* Might as well return now - no other way to open this */ 1959 /* Might as well return now - no other way to open this */
1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1960 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1998 return 1; 1961 return 1;
1999 } 1962 }
1963
2000 return 0; 1964 return 0;
2001} 1965}
2002 1966
2003/* This function is just part of a breakup from move_player. 1967/* This function is just part of a breakup from move_player.
2004 * It should keep the code cleaner. 1968 * It should keep the code cleaner.
2005 * When this is called, the players direction has been updated 1969 * When this is called, the players direction has been updated
2006 * (taking into account confusion.) The player is also actually 1970 * (taking into account confusion.) The player is also actually
2007 * going to try and move (not fire weapons). 1971 * going to try and move (not fire weapons).
2008 */ 1972 */
2009void 1973bool
2010move_player_attack (object *op, int dir) 1974move_player_attack (object *op, int dir)
2011{ 1975{
2012 object *tmp, *mon;
2013 sint16 nx, ny;
2014 int on_battleground; 1976 int on_battleground;
2015 maptile *m;
2016 1977
2017 nx = freearr_x[dir] + op->x; 1978 sint16 nx = freearr_x[dir] + op->x;
2018 ny = freearr_y[dir] + op->y; 1979 sint16 ny = freearr_y[dir] + op->y;
2019 1980
2020 on_battleground = op_on_battleground (op, 0, 0); 1981 on_battleground = op_on_battleground (op, 0, 0);
1982
1983 if (out_of_map (op->map, nx, ny))
1984 return false;
1985
1986 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1987 {
1988 --op->speed_left;
1989 return true;
1990 }
2021 1991
2022 /* If braced, or can't move to the square, and it is not out of the 1992 /* If braced, or can't move to the square, and it is not out of the
2023 * map, attack it. Note order of if statement is important - don't 1993 * map, attack it. Note order of if statement is important - don't
2024 * want to be calling move_ob if braced, because move_ob will move the 1994 * want to be calling move_ob if braced, because move_ob will move the
2025 * player. This is a pretty nasty hack, because if we could 1995 * 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 1996 * 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 1997 * 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 1998 * quite a bit of processing. However, it probably is less than what
2029 * move_ob uses. 1999 * move_ob uses.
2030 */ 2000 */
2031 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2001 maptile *m = op->map->xy_find (nx, ny);
2002
2003 /* Go through all the objects, and find ones of interest. Only stop if
2004 * we find a monster - that is something we know we want to attack.
2005 * if its a door or barrel (can roll) see if there may be monsters
2006 * on the space
2007 */
2008 object *mon;
2009 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2010 {
2011 if ((mon->flag [FLAG_ALIVE]
2012 || mon->type == LOCKED_DOOR
2013 || mon->flag [FLAG_CAN_ROLL])
2014 && mon != op)
2015 break;
2032 { 2016 }
2033 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2017
2018 if (!mon) /* This happens anytime the player tries to move */
2019 return false; /* into a wall */
2020
2021 mon = mon->head_ ();
2022
2023 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2024 if (op->contr->weapon_sp_left > 0.f)
2025 if (player_attack_door (op, mon))
2026 {
2027 --op->contr->weapon_sp_left;
2028 return true;
2034 { 2029 }
2035 m = op->map->xy_find (nx, ny); 2030
2036 if (!m) 2031 /* The following deals with possibly attacking peaceful
2037 return; /* Don't think this should happen */ 2032 * or friendly creatures. Basically, all players are considered
2033 * unaggressive. If the moving player has peaceful set, then the
2034 * object should be pushed instead of attacked. It is assumed that
2035 * if you are braced, you will not attack friends accidently,
2036 * and thus will not push them.
2037 */
2038
2039 /* If the creature is a pet, push it even if the player is not
2040 * peaceful. Our assumption is the creature is a pet if the
2041 * player owns it and it is either friendly or unagressive.
2042 */
2043 if (op->type == PLAYER
2044 && ((mon->owner && mon->owner->contr
2045 && same_party (mon->owner->contr->party, op->contr->party))
2046 || mon->owner == op)
2047 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2048 {
2049 /* If we're braced, we don't want to switch places with it */
2050 if (op->contr->braced)
2051 return false;
2052
2053 if (op->speed_left > 0.f)
2054 {
2055 --op->speed_left;
2056
2057 op->play_sound (sound_find ("push_player"));
2058 push_ob (mon, dir, op);
2059
2060 if (action_makes_visible (op))
2061 make_visible (op);
2062
2063 return true;
2038 } 2064 }
2039 else 2065 else
2040 m = op->map;
2041
2042 if (!(tmp = m->at (nx, ny).bot))
2043 return; 2066 return false;
2067 }
2044 2068
2045 mon = 0;
2046 /* 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.
2048 * if its a door or barrel (can roll) see if there may be monsters
2049 * on the space
2050 */
2051 while (tmp)
2052 {
2053 if (tmp == op)
2054 {
2055 tmp = tmp->above;
2056 continue;
2057 }
2058
2059 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2060 {
2061 mon = tmp;
2062 break;
2063 }
2064
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 */
2072 return; /* into a wall */
2073
2074 if (mon->head)
2075 mon = mon->head;
2076
2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2078 if (player_attack_door (op, mon))
2079 return;
2080
2081 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */
2088
2089 /* 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
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type == PLAYER)
2094#if COZY_SERVER
2095 &&
2096 ((mon->owner && mon->owner->contr
2097 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2098#else
2099 && mon->owner == op
2100#endif
2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2102 {
2103 /* If we're braced, we don't want to switch places with it */
2104 if (op->contr->braced)
2105 return;
2106
2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2108 (void) push_ob (mon, dir, op);
2109 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op);
2111
2112 return;
2113 }
2114
2115 /* in certain circumstances, you shouldn't attack friendly 2069 /* in certain circumstances, you shouldn't attack friendly
2116 * creatures. Note that if you are braced, you can't push 2070 * creatures. Note that if you are braced, you can't push
2117 * someone, but put it inside this loop so that you won't 2071 * someone, but put it inside this loop so that you won't
2118 * attack them either. 2072 * attack them either.
2119 */ 2073 */
2120 if ((mon->type == PLAYER || mon->enemy != op) && 2074 if ((mon->type == PLAYER || mon->enemy != op)
2121 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2075 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful 2076 && ((op->contr->peaceful
2124 || (mon->type == PLAYER 2077 || (mon->type == PLAYER && mon->contr->peaceful))
2125 && mon->contr->
2126 peaceful)) &&
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground)) 2078 && !on_battleground))
2079 {
2080 if (op->speed_left > 0.f)
2131 { 2081 {
2082 --op->speed_left;
2083
2132 if (!op->contr->braced) 2084 if (!op->contr->braced)
2133 { 2085 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2086 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 2087 push_ob (mon, dir, op);
2136 } 2088 }
2137 else 2089 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 2090 op->statusmsg ("You withhold your attack");
2139 2091
2140 if (op->contr->tmp_invis || op->hide) 2092 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2141 make_visible (op); 2093 make_visible (op);
2142 }
2143 2094
2095 return true;
2096 }
2097 }
2144 /* If the object is a boulder or other rollable object, then 2098 /* 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. 2099 * roll it if not braced. You can't roll it if you are braced.
2146 */ 2100 */
2147 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2101 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2102 {
2103 if (op->speed_left > 0.f)
2148 { 2104 {
2105 --op->speed_left;
2106
2149 recursive_roll (mon, dir, op); 2107 recursive_roll (mon, dir, op);
2150 if (action_makes_visible (op)) 2108 if (action_makes_visible (op))
2151 make_visible (op); 2109 make_visible (op);
2152 }
2153 2110
2111 return true;
2112 }
2113 }
2154 /* Any generic living creature. Including things like doors. 2114 /* Any generic living creature. Including things like doors.
2155 * Way it works is like this: First, it must have some hit points 2115 * Way it works is like this: First, it must have some hit points
2156 * and be living. Then, it must be one of the following: 2116 * 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 2117 * 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. 2118 * that party_number -1 is no party, so attacks can still happen.
2159 */ 2119 */
2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2120 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))) 2121 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2162 { 2122 {
2163 2123 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 { 2124 {
2171 op->speed_left += op->speed / op->contr->weapon_sp; 2125 --op->contr->weapon_sp_left;
2172
2173 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2174 }
2175 2126
2176 skill_attack (mon, op, 0, 0, 0); 2127 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 2128
2192 if (action_makes_visible (op)) 2129 if (action_makes_visible (op))
2193 make_visible (op); 2130 make_visible (op);
2194 }
2195 } /* if player should attack something */
2196}
2197 2131
2198int 2132 return true;
2133 }
2134 }
2135
2136 return false;
2137}
2138
2139bool
2199move_player (object *op, int dir) 2140move_player (object *op, int dir)
2200{ 2141{
2201 int pick; 2142 int pick;
2202 2143
2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2144 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2204 return 0; 2145 return 0;
2205 2146
2206 /* Sanity check: make sure dir is valid */ 2147 /* Sanity check: make sure dir is valid */
2207 if ((dir < 0) || (dir >= 9)) 2148 if ((dir < 0) || (dir >= 9))
2208 { 2149 {
2210 return 0; 2151 return 0;
2211 } 2152 }
2212 2153
2213 /* peterm: added following line */ 2154 /* peterm: added following line */
2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2155 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2156 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2216 2157
2217 op->facing = dir; 2158 op->facing = dir;
2218 2159
2219 if (op->hide) 2160 if (op->flag [FLAG_HIDDEN])
2220 do_hidden_move (op); 2161 do_hidden_move (op);
2221 2162
2163 bool retval;
2164
2222 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2165 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2223 /*nop */ ; 2166 retval = RESULT_INT (0);
2224 else if (op->contr->fire_on) 2167 else if (op->contr->fire_on)
2225 fire (op, dir); 2168 retval = fire (op, dir);
2226 else 2169 else
2227 { 2170 {
2228 move_player_attack (op, dir); 2171 retval = move_player_attack (op, dir);
2229 pick = check_pick (op); 2172 pick = check_pick (op);
2230 } 2173 }
2231 2174
2232 /* Add special check for newcs players and fire on - this way, the 2175 /* Add special check for newcs players and fire on - this way, the
2233 * server can handle repeat firing. 2176 * server can handle repeat firing.
2240 /* Update how the player looks. Use the facing, so direction may 2183 /* Update how the player looks. Use the facing, so direction may
2241 * get reset to zero. This allows for full animation capabilities 2184 * get reset to zero. This allows for full animation capabilities
2242 * for players. 2185 * for players.
2243 */ 2186 */
2244 animate_object (op, op->facing); 2187 animate_object (op, op->facing);
2245 return 0; 2188
2189 return retval;
2246} 2190}
2247 2191
2248/* This is similar to handle_player, below, but is only used by the 2192/* This is similar to handle_player, below, but is only used by the
2249 * new client/server stuff. 2193 * new client/server stuff.
2250 * This is sort of special, in that the new client/server actually uses 2194 * This is sort of special, in that the new client/server actually uses
2251 * the new speed values for commands. 2195 * the new speed values for commands.
2252 * 2196 *
2253 * Returns true if there are more actions we can do. 2197 * Returns true if there are more actions we can do. Should not do
2198 * many actions in a row, as that would be too unfair to other
2199 * players.
2254 */ 2200 */
2255int 2201bool
2256handle_newcs_player (object *op) 2202handle_newcs_player (object *op)
2257{ 2203{
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)) 2204 if (QUERY_FLAG (op, FLAG_SCARED))
2279 { 2205 {
2280 flee_player (op); 2206 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 { 2207 {
2284 op->speed_left--; 2208 --op->speed_left;
2209 flee_player (op);
2210
2285 return 0; 2211 return true;
2286 } 2212 }
2213 else
2214 return false;
2287 } 2215 }
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 2216
2297 /* call this here - we also will call this in do_ericserver, but 2217 /* call this here - we also will call this in do_ericserver, but
2298 * the players time has been increased when doericserver has been 2218 * the players time has been increased when doericserver has been
2299 * called, so we recheck it here. 2219 * called, so we recheck it here.
2300 */ 2220 */
2301 if (op->contr->ns->handle_command ()) 2221 if (op->contr->ns->handle_command ())
2302 return 1; 2222 return true;
2303 2223
2304 if (op->speed_left > 0)
2305 {
2306 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2224 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); 2225 return move_player (op, op->direction);
2316 2226
2317 return op->speed_left > 0;
2318 }
2319 }
2320
2321 return 0; 2227 return false;
2322} 2228}
2323 2229
2324int 2230int
2325save_life (object *op) 2231save_life (object *op)
2326{ 2232{
2328 return 0; 2234 return 0;
2329 2235
2330 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2236 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2237 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2332 { 2238 {
2333 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2239 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)); 2240 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 2241
2339 tmp->destroy (); 2242 tmp->destroy ();
2340 CLEAR_FLAG (op, FLAG_LIFESAVE); 2243 CLEAR_FLAG (op, FLAG_LIFESAVE);
2341 2244
2342 if (op->stats.hp < 0) 2245 if (op->stats.hp < 0)
2355 return 0; 2258 return 0;
2356} 2259}
2357 2260
2358/* This goes throws the inventory and removes unpaid objects, and puts them 2261/* This goes throws the inventory and removes unpaid objects, and puts them
2359 * back in the map (location and map determined by values of env). This 2262 * back in the map (location and map determined by values of env). This
2360 * function will descend into containers. op is the object to start the search 2263 * function will descend into containers. op is the object to start the search
2361 * from. 2264 * from.
2362 */ 2265 */
2266static void
2267drop_unpaid_items (object *op, object *env)
2268{
2269 while (op)
2270 {
2271 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2272
2273 if (QUERY_FLAG (op, FLAG_UNPAID))
2274 op->insert_at (env);
2275 else if (op->inv)
2276 drop_unpaid_items (op->inv, env);
2277
2278 op = next;
2279 }
2280}
2281
2363void 2282void
2364remove_unpaid_objects (object *op, object *env) 2283object::drop_unpaid_items ()
2365{ 2284{
2366 object *next; 2285 if (!flag [FLAG_REMOVED])
2367 2286 ::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} 2287}
2385 2288
2386/* 2289/*
2387 * Returns pointer a static string containing gravestone text 2290 * Returns pointer a static string containing gravestone text
2388 * Moved from apply.c to player.c - player.c is what 2291 * Moved from apply.c to player.c - player.c is what
2389 * actually uses this function. player.c may not be quite the 2292 * actually uses this function. player.c may not be quite the
2390 * best, a misc file for object actions is probably better, 2293 * best, a misc file for object actions is probably better,
2391 * but there isn't one in the server directory. 2294 * but there isn't one in the server directory.
2392 */ 2295 */
2393char * 2296const char *
2394gravestone_text (object *op) 2297gravestone_text (object *op)
2395{ 2298{
2396 static char buf2[MAX_BUF]; 2299 static dynbuf_text buf;
2397 char buf[MAX_BUF];
2398 time_t now = time (NULL);
2399 2300
2400 strcpy (buf2, " R.I.P.\n\n"); 2301 buf << "---- R.I.P. ----\n\n"
2302 << op->name;
2303
2401 if (op->type == PLAYER) 2304 if (op->type == PLAYER)
2402 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2305 buf << " the " << op->contr->title;
2403 else
2404 sprintf (buf, "%s\n", &op->name);
2405 2306
2406 strncat (buf2, " ", 20 - strlen (buf) / 2); 2307 buf << "\n\n";
2407 strcat (buf2, buf); 2308
2309 buf << "who was level ";
2310 buf << (sint32)op->level << "\n\n" // OO breakdown
2311 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2312
2408 if (op->type == PLAYER) 2313 if (op->type == PLAYER)
2409 sprintf (buf, "who was in level %d when killed\n", op->level); 2314 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 2315
2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2414 strcat (buf2, buf);
2415 if (op->type == PLAYER)
2416 { 2316 {
2417 sprintf (buf, "by %s.\n\n", op->contr->killer); 2317 static char buf2[128];
2418 strncat (buf2, " ", 21 - strlen (buf) / 2); 2318 time_t now = time (NULL);
2419 strcat (buf2, buf);
2420 }
2421
2422 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2319 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2423 strncat (buf2, " ", 20 - strlen (buf) / 2); 2320 buf << buf2;
2424 strcat (buf2, buf); 2321 }
2425 2322
2426 return buf2; 2323 return buf;
2427} 2324}
2428 2325
2429void 2326void
2430do_some_living (object *op) 2327do_some_living (object *op)
2431{ 2328{
2438 int rate_grace = 2000; 2335 int rate_grace = 2000;
2439 const int max_hp = 1; 2336 const int max_hp = 1;
2440 const int max_sp = 1; 2337 const int max_sp = 1;
2441 const int max_grace = 1; 2338 const int max_grace = 1;
2442 2339
2443 if (op->contr->outputs_sync) 2340 if (op->contr->hidden)
2341 {
2342 op->invisible = 1000;
2343 /* the socket code flashes the player visible/invisible
2344 * depending on the value of invisible, so we need to
2345 * alternate it here for it to work correctly.
2346 */
2347 if (pticks & 2)
2348 op->invisible--;
2444 { 2349 }
2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2350 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) 2351 {
2447 flush_output_element (op, &op->contr->outputs[i]); 2352 if (!op->invisible--)
2353 {
2354 make_visible (op);
2355 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2356 }
2448 } 2357 }
2449 2358
2450 if (op->contr->ns->state == ST_PLAYING) 2359 if (op->contr->ns->state == ST_PLAYING)
2451 { 2360 {
2452 /* these next three if clauses make it possible to SLOW DOWN 2361 /* these next three if clauses make it possible to SLOW DOWN
2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2380 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2472 else 2381 else
2473 { 2382 {
2474 gen_grace = op->stats.maxgrace; 2383 gen_grace = op->stats.maxgrace;
2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2384 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 } 2385 }
2519 2386
2520 /* Regenerate Grace */ 2387 /* Regenerate Grace */
2521 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2388 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2522 if (--op->last_grace < 0) 2389 if (--op->last_grace < 0)
2543 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2410 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2544 } 2411 }
2545 /* wearing stuff doesn't detract from grace generation. */ 2412 /* wearing stuff doesn't detract from grace generation. */
2546 } 2413 }
2547 2414
2415 if (op->stats.food > 0)
2416 {
2548 /* Regenerate Hit Points */ 2417 /* Regenerate Spell Points */
2549 if (--op->last_heal < 0) 2418 if (!op->contr->golem && --op->last_sp < 0)
2550 {
2551 if (op->stats.hp < op->stats.maxhp)
2552 { 2419 {
2553 op->stats.hp++; 2420 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2554 /* dms do not consume food */ 2421
2555 if (!QUERY_FLAG (op, FLAG_WIZ)) 2422 if (op->stats.sp < op->stats.maxsp)
2556 { 2423 {
2424 op->stats.sp++;
2425
2426 /* dms do not consume food */
2427 if (!QUERY_FLAG (op, FLAG_WIZ))
2428 {
2557 op->stats.food--; 2429 op->stats.food--;
2430
2558 if (op->contr->digestion < 0) 2431 if (op->contr->digestion < 0)
2559 op->stats.food += op->contr->digestion; 2432 op->stats.food += op->contr->digestion;
2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2433 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2561 op->stats.food = last_food; 2434 op->stats.food = last_food;
2435 }
2562 } 2436 }
2563 }
2564 2437
2565 if (max_hp > 1) 2438 if (max_sp > 1)
2566 {
2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2568 if (over_hp > 0)
2569 { 2439 {
2570 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2440 over_sp = (gen_sp + 10) / rate_sp;
2441 if (over_sp > 0)
2442 {
2443 if (op->stats.sp < op->stats.maxsp)
2444 {
2445 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2446
2447 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2448 op->stats.sp--;
2449
2450 if (op->stats.sp > op->stats.maxsp)
2451 op->stats.sp = op->stats.maxsp;
2452 }
2453
2571 op->last_heal = 0; 2454 op->last_sp = 0;
2455 }
2456 else
2457 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2572 } 2458 }
2573 else 2459 else
2460 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2461 }
2462
2463 /* Regenerate Hit Points */
2464 if (--op->last_heal < 0)
2465 {
2466 if (op->stats.hp < op->stats.maxhp)
2574 { 2467 {
2575 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2468 op->stats.hp++;
2469
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 {
2473 op->stats.food--;
2474
2475 if (op->contr->digestion < 0)
2476 op->stats.food += op->contr->digestion;
2477 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2478 op->stats.food = last_food;
2479 }
2576 } 2480 }
2481
2482 if (max_hp > 1)
2483 {
2484 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2485
2486 if (over_hp > 0)
2487 {
2488 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2489 op->last_heal = 0;
2490 }
2491 else
2492 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2577 } 2493 }
2578 else 2494 else
2579 {
2580 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2495 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2581 } 2496 }
2582 } 2497 }
2583 2498
2584 /* Digestion */ 2499 /* Digestion */
2585 if (--op->last_eat < 0) 2500 if (--op->last_eat < 0)
2586 { 2501 {
2587#ifdef COZY_SERVER 2502 int bonus = max (0, op->contr->digestion),
2588 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2503 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 2504
2594 if (op->contr->gen_hp > 0)
2595 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2505 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2596 else
2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598 2506
2599 /* dms do not consume food */ 2507 /* dms do not consume food */
2600 if (!QUERY_FLAG (op, FLAG_WIZ)) 2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2601 op->stats.food--; 2509 op->stats.food--;
2602 } 2510 }
2603 2511
2604 if (op->stats.food < 0 && op->stats.hp >= 0) 2512 if (op->stats.food < 0 && op->stats.hp >= 0)
2605 { 2513 {
2606 object *tmp, *flesh = 0; 2514 object *flesh = 0;
2607 2515
2608 for (tmp = op->inv; tmp; tmp = tmp->below) 2516 for_inv_removable (op, tmp)
2609 { 2517 {
2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2518 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2519 continue;
2520
2521 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2611 { 2522 {
2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2523 op->statusmsg ("You blindly grab for a bite of food. "
2613 { 2524 "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); 2525 manual_apply (op, tmp, 0);
2526
2616 if (op->stats.food >= 0 || op->stats.hp < 0) 2527 if (op->stats.food >= 0 || op->stats.hp < 0)
2617 break; 2528 break;
2618 } 2529 }
2619 else if (tmp->type == FLESH) 2530 else if (tmp->type == FLESH)
2620 flesh = tmp; 2531 flesh = tmp;
2621 } /* End if paid for object */ 2532 }
2622 } /* end of for loop */
2623 2533
2624 /* If player is still starving, it means they don't have any food, so 2534 /* If player is still starving, it means they don't have any food, so
2625 * eat flesh instead. 2535 * eat flesh instead.
2626 */ 2536 */
2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2537 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2628 { 2538 {
2629 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2539 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2630 manual_apply (op, flesh, 0); 2541 manual_apply (op, flesh, 0);
2631 } 2542 }
2543
2544 // If player is still starving, alert him!
2545 if (op->stats.food < 0)
2546 op->failmsg ("You are starving! "
2547 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2548 }
2549
2550 if (op->stats.food < 0)
2632 } 2551 {
2552 op->stats.hp += op->stats.food;
2553 op->stats.food = 0;
2633 2554
2634 while (op->stats.food < 0 && op->stats.hp >= 0) 2555 if (op->stats.hp < 0)
2635 op->stats.food++, op->stats.hp--; 2556 {
2557 op->contr->killer = archetype::get ("killer_starvation");
2558 op->contr->killer->destroy ();
2559 }
2560 }
2636 2561
2562 /* killer should be set here already */
2637 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2563 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2638 kill_player (op); 2564 kill_player (op);
2639 } 2565 }
2640} 2566}
2641 2567
2645 * file. 2571 * file.
2646 */ 2572 */
2647void 2573void
2648kill_player (object *op) 2574kill_player (object *op)
2649{ 2575{
2576 int x, y;
2650 char buf[MAX_BUF]; 2577 char buf[MAX_BUF];
2651 int x, y;
2652
2653 //int i;
2654 maptile *map; /* this is for resurrection */ 2578 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; 2579 int will_kill_again;
2662 archetype *at; 2580 archetype *at;
2663 object *tmp; 2581 object *tmp;
2664 2582
2665 if (save_life (op)) 2583 if (save_life (op))
2666 return; 2584 return;
2667
2668 2585
2669 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2586 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2670 * in cities ONLY!!! It is very important that this doesn't get abused. 2587 * in cities ONLY!!! It is very important that this doesn't get abused.
2671 * Look at op_on_battleground() for more info --AndreasV 2588 * Look at op_on_battleground() for more info --AndreasV
2672 */ 2589 */
2688 { 2605 {
2689 tmp->destroy (); 2606 tmp->destroy ();
2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2607 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2691 } 2608 }
2692 2609
2693 cure_disease (op, 0); /* remove any disease */ 2610 cure_disease (op, 0, 0); /* remove any disease */
2694 op->stats.hp = op->stats.maxhp; 2611 op->stats.hp = op->stats.maxhp;
2695 if (op->stats.food <= 0) 2612 if (op->stats.food <= 0)
2696 op->stats.food = 999; 2613 op->stats.food = 999;
2697 2614
2698 /* create a bodypart-trophy to make the winner happy */ 2615 /* create a bodypart-trophy to make the winner happy */
2699 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2616 if (object *tmp = arch_to_object (archetype::find ("finger")))
2700 { 2617 {
2701 sprintf (buf, "%s's finger", &op->name); 2618 tmp->name = format ("%s's finger" , &op->name);
2702 tmp->name = buf; 2619 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; 2620 tmp->msg = format (
2621 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2622 &op->name, op->contr->title,
2623 (int)op->level,
2624 op->contr->killer_name ()
2625 );
2707 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2626 tmp->value = 0, tmp->type = 0;
2708 tmp->materialname = NULL; 2627 tmp->materialname = "organics";
2709 tmp->insert_at (op, tmp); 2628 tmp->insert_at (op, tmp);
2710 } 2629 }
2711 2630
2712 /* teleport defeated player to new destination */ 2631 /* teleport defeated player to new destination */
2713 transfer_ob (op, x, y, 0, NULL); 2632 transfer_ob (op, x, y, 0, NULL);
2717 2636
2718 INVOKE_PLAYER (DEATH, op->contr); 2637 INVOKE_PLAYER (DEATH, op->contr);
2719 2638
2720 command_kill_pets (op, 0); 2639 command_kill_pets (op, 0);
2721 2640
2722 if (op->stats.food < 0) 2641 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 2642
2732 /* save the map location for corpse, gravestone */ 2643 /* save the map location for corpse, gravestone */
2733 x = op->x; 2644 x = op->x;
2734 y = op->y; 2645 y = op->y;
2735 map = op->map; 2646 map = op->map;
2763 2674
2764 lost_a_stat = 0; 2675 lost_a_stat = 0;
2765 2676
2766 for (z = 0; z < num_stats_lose; z++) 2677 for (z = 0; z < num_stats_lose; z++)
2767 { 2678 {
2768 i = RANDOM () % NUM_STATS; 2679 i = rndm (NUM_STATS);
2769 2680
2770 if (settings.stat_loss_on_death) 2681 if (settings.stat_loss_on_death)
2771 { 2682 {
2772 /* Pick a random stat and take a point off it. Tell the player 2683 /* Pick a random stat and take a point off it. Tell the player
2773 * what he lost. 2684 * what he lost.
2842 lost_a_stat = 1; 2753 lost_a_stat = 1;
2843 } 2754 }
2844 } 2755 }
2845 } 2756 }
2846 } 2757 }
2758
2847 /* If no stat lost, tell the player. */ 2759 /* If no stat lost, tell the player. */
2848 if (!lost_a_stat) 2760 if (!lost_a_stat)
2849 { 2761 {
2850 /* determine_god() seems to not work sometimes... why is this? 2762 /* determine_god() seems to not work sometimes... why is this?
2851 Should I be using something else? GD */ 2763 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); 2767 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2856 else 2768 else
2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2769 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2858 } 2770 }
2859#else 2771#else
2860 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2772 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2861#endif 2773#endif
2862 2774
2863 /* Put a gravestone up where the character 'almost' died. List the 2775 /* Put a gravestone up where the character 'almost' died. List the
2864 * exp loss on the stone. 2776 * exp loss on the stone.
2865 */ 2777 */
2866 tmp = arch_to_object (archetype::find ("gravestone")); 2778 tmp = arch_to_object (archetype::find ("gravestone"));
2867 sprintf (buf, "%s's gravestone", &op->name); 2779 tmp->name = format ("%s's gravestone", &op->name);
2868 tmp->name = buf; 2780 tmp->name_pl = format ("%s's gravestones", &op->name);
2869 sprintf (buf, "%s's gravestones", &op->name); 2781 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2870 tmp->name_pl = buf; 2782 &op->name, op->contr->title, op->contr->killer_name ());
2871 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2872 tmp->msg = buf;
2873 tmp->x = op->x, tmp->y = op->y; 2783 tmp->x = op->x, tmp->y = op->y;
2874 insert_ob_in_map (tmp, op->map, NULL, 0); 2784 insert_ob_in_map (tmp, op->map, NULL, 0);
2875 2785
2876 /**************************************/ 2786 /**************************************/
2877 /* */ 2787 /* */
2898 { 2808 {
2899 tmp->destroy (); 2809 tmp->destroy ();
2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2810 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2901 } 2811 }
2902 2812
2903 cure_disease (op, 0); /* remove any disease */ 2813 cure_disease (op, 0, 0); /* remove any disease */
2814
2815 // remove all spell effects that are active
2816 // to avoid long-term effects such as word-of-recall
2817 for (object *item = op->inv; item; )
2818 {
2819 object *next = item->below;
2820
2821 if (item->type == SPELL_EFFECT && item->active)
2822 item->destroy ();
2823
2824 item = next;
2825 }
2904 2826
2905 /*add_exp(op, (op->stats.exp * -0.20)); */ 2827 /*add_exp(op, (op->stats.exp * -0.20)); */
2906 apply_death_exp_penalty (op); 2828 apply_death_exp_penalty (op);
2829
2907 if (op->stats.food < 100) 2830 if (op->stats.food < 100)
2908 op->stats.food = 900; 2831 op->stats.food = 900;
2832
2909 op->stats.hp = op->stats.maxhp; 2833 op->stats.hp = op->stats.maxhp;
2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2834 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2835 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2912 2836
2913 /* 2837 /*
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 2838 * Check to see if the player has any unpaid items. If so, remove them
2916 * in the map. 2839 * and put them back in the map.
2917 */ 2840 */
2918 2841 op->drop_unpaid_items ();
2919 if (is_in_shop (op))
2920 remove_unpaid_objects (op->inv, op);
2921 2842
2922 /****************************************/ 2843 /****************************************/
2923 /* */ 2844 /* */
2924 /* Move player to his current respawn- */ 2845 /* Move player to his current respawn- */
2925 /* position (usually last savebed) */ 2846 /* position (usually last savebed) */
2945 object *force; 2866 object *force;
2946 int at; 2867 int at;
2947 2868
2948 force = get_archetype (FORCE_NAME); 2869 force = get_archetype (FORCE_NAME);
2949 /* 50 ticks should be enough time for the spell to abate */ 2870 /* 50 ticks should be enough time for the spell to abate */
2950 force->speed = 0.1; 2871 force->speed = 0.1f;
2951 force->speed_left = -5.0; 2872 force->speed_left = -5.f;
2952 SET_FLAG (force, FLAG_APPLIED); 2873 SET_FLAG (force, FLAG_APPLIED);
2953 for (at = 0; at < NROFATTACKS; at++) 2874 for (at = 0; at < NROFATTACKS; at++)
2954 if (will_kill_again & (1 << at)) 2875 if (will_kill_again & (1 << at))
2955 force->resist[at] = 100; 2876 force->resist[at] = 100;
2956 2877
2957 insert_ob_in_ob (force, op); 2878 insert_ob_in_ob (force, op);
2958 op->update_stats (); 2879 op->update_stats ();
2959
2960 } 2880 }
2961 2881
2962 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2882 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2963} 2883}
2964 2884
2965void 2885void
2966loot_object (object *op) 2886loot_object (object *op)
2967{ /* Grab and destroy some treasure */ 2887{ /* Grab and destroy some treasure */
2968 object *tmp, *tmp2, *next; 2888 object *tmp, *tmp2, *next;
2969 2889
2970 if (op->container) 2890 op->close_container (); /* close open sack first */
2971 esrv_apply_container (op, op->container); /* close open sack first */
2972 2891
2973 for (tmp = op->inv; tmp; tmp = next) 2892 for (tmp = op->inv; tmp; tmp = next)
2974 { 2893 {
2975 next = tmp->below; 2894 next = tmp->below;
2976 2895
2977 if (tmp->invisible) 2896 if (tmp->invisible)
2978 continue; 2897 continue;
2979 2898
2980 tmp->remove (); 2899 tmp->remove ();
2981 tmp->x = op->x, tmp->y = op->y; 2900 tmp->x = op->x, tmp->y = op->y;
2901
2982 if (tmp->type == CONTAINER) 2902 if (tmp->type == CONTAINER)
2983 { /* empty container to ground */ 2903 loot_object (tmp); /* empty container to ground */
2984 loot_object (tmp); 2904
2985 }
2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2905 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2987 { 2906 {
2988 if (tmp->nrof > 1) 2907 if (tmp->nrof > 1)
2989 { 2908 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2909 tmp->decrease (rndm (1, tmp->nrof - 1));
2991 tmp2->destroy ();
2992 insert_ob_in_map (tmp, op->map, NULL, 0); 2910 insert_ob_in_map (tmp, op->map, NULL, 0);
2993 } 2911 }
2994 else 2912 else
2995 tmp->destroy (); 2913 tmp->destroy ();
2996 } 2914 }
3002/* 2920/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2921 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2922 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2923 * was changed.
3006 */ 2924 */
3007
3008void 2925void
3009fix_weight (void) 2926fix_weight (void)
3010{ 2927{
3011 for_all_players (pl) 2928 for_all_players (pl)
3012 { 2929 {
3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2930 sint32 old = pl->ob->carrying;
3014 2931
3015 if (old == sum) 2932 pl->ob->update_weight ();
3016 continue; 2933
2934 if (old != pl->ob->carrying)
2935 {
3017 pl->ob->update_stats (); 2936 pl->ob->update_stats ();
3018 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2937 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2938 }
3019 } 2939 }
3020} 2940}
3021 2941
3022void 2942void
3023fix_luck (void) 2943fix_luck (void)
3065} 2985}
3066 2986
3067void 2987void
3068make_visible (object *op) 2988make_visible (object *op)
3069{ 2989{
3070 op->hide = 0; 2990 op->flag [FLAG_HIDDEN] = 0;
3071 op->invisible = 0; 2991 op->invisible = 0;
2992
3072 if (op->type == PLAYER) 2993 if (op->type == PLAYER)
3073 { 2994 {
3074 op->contr->tmp_invis = 0; 2995 op->contr->tmp_invis = 0;
3075 op->contr->invis_race = 0; 2996 op->contr->invis_race = 0;
3076 } 2997 }
2998
3077 update_object (op, UP_OBJ_FACE); 2999 update_object (op, UP_OBJ_CHANGE);
3078} 3000}
3079 3001
3080int 3002int
3081is_true_undead (object *op) 3003is_true_undead (object *op)
3082{ 3004{
3083 object *tmp = NULL;
3084
3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3005 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3086 return 1; 3006 return 1;
3087 3007
3088 return 0; 3008 return 0;
3089} 3009}
3090 3010
3091/* look at the surrounding terrain to determine 3011/* look at the surrounding terrain to determine
3092 * the hideability of this object. Positive levels 3012 * the hideability of this object. Positive levels
3093 * indicate greater hideability. 3013 * indicate greater hideability.
3094 */ 3014 */
3095
3096int 3015int
3097hideability (object *ob) 3016hideability (object *ob)
3098{ 3017{
3099 int i, level = 0, mflag; 3018 int i, level = 0, mflag;
3100 sint16 x, y; 3019 sint16 x, y;
3101 3020
3102 if (!ob || !ob->map) 3021 if (!ob || !ob->map)
3103 return 0; 3022 return 0;
3104 3023
3105 /* so, on normal lighted maps, its hard to hide */ 3024 /* so, on normal lighted maps, its hard to hide */
3106 level = ob->map->darkness - 2; 3025 level = ob->map->darklevel () - 2;
3107 3026
3108 /* this also picks up whether the object is glowing. 3027 /* this also picks up whether the object is glowing.
3109 * If you carry a light on a non-dark map, its not 3028 * If you carry a light on a non-dark map, its not
3110 * as bad as carrying a light on a pitch dark map */ 3029 * as bad as carrying a light on a pitch dark map */
3111 if (has_carried_lights (ob)) 3030 if (has_carried_lights (ob))
3112 level = -(10 + (2 * ob->map->darkness)); 3031 level = -(10 + (2 * ob->map->darklevel ()));
3113 3032
3114 /* scan through all nearby squares for terrain to hide in */ 3033 /* 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]) 3034 for (i = 0, x = ob->x, y = ob->y;
3035 i <= SIZEOFFREE1;
3036 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3116 { 3037 {
3117 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3038 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3118 if (mflag & P_OUT_OF_MAP) 3039 if (mflag & P_OUT_OF_MAP)
3119 {
3120 continue; 3040 continue;
3121 } 3041
3122 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3042 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3123 level += 2; 3043 level += 2;
3124 else /* open terrain! */ 3044 else /* open terrain! */
3125 level -= 1; 3045 level -= 1;
3126 } 3046 }
3134/* For Hidden creatures - a chance of becoming 'unhidden' 3054/* For Hidden creatures - a chance of becoming 'unhidden'
3135 * every time they move - as we subtract off 'invisibility' 3055 * every time they move - as we subtract off 'invisibility'
3136 * AND, for players, if they move into a ridiculously unhideable 3056 * AND, for players, if they move into a ridiculously unhideable
3137 * spot (surrounded by clear terrain in broad daylight). -b.t. 3057 * spot (surrounded by clear terrain in broad daylight). -b.t.
3138 */ 3058 */
3139
3140void 3059void
3141do_hidden_move (object *op) 3060do_hidden_move (object *op)
3142{ 3061{
3143 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3062 int hide = 0;
3144 object *skop;
3145 3063
3146 if (!op || !op->map) 3064 if (!op || !op->map)
3147 return; 3065 return;
3148 3066
3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3067 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3068 int num = random_roll (0, 19, op, PREFER_LOW);
3150 3069
3151 /* its *extremely* hard to run and sneak/hide at the same time! */ 3070 /* its *extremely* hard to run and sneak/hide at the same time! */
3152 if (op->type == PLAYER && op->contr->run_on) 3071 if (op->type == PLAYER && op->contr->run_on)
3153 if (!skop || num >= skop->level) 3072 if (!skop || num >= skop->level)
3154 { 3073 {
3164 num -= hide; 3083 num -= hide;
3165 3084
3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3085 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3167 { 3086 {
3168 make_visible (op); 3087 make_visible (op);
3088
3169 if (op->type == PLAYER) 3089 if (op->type == PLAYER)
3170 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3090 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3171 } 3091 }
3172 else if (op->type == PLAYER && skop) 3092 else if (op->type == PLAYER && skop)
3173 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3093 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3226 * object op. This function works fine for monsters, 3146 * object op. This function works fine for monsters,
3227 * but we dont worry if the object isnt the top one in 3147 * but we dont worry if the object isnt the top one in
3228 * a pile (say a coin under a table would return "viewable" 3148 * a pile (say a coin under a table would return "viewable"
3229 * by this routine). Another question, should we be 3149 * by this routine). Another question, should we be
3230 * concerned with the direction the player is looking 3150 * concerned with the direction the player is looking
3231 * in? Realistically, most of use cant see stuff behind 3151 * in? Realistically, most of us can't see stuff behind
3232 * our backs...on the other hand, does the "facing" direction 3152 * our backs...on the other hand, does the "facing" direction
3233 * imply the way your head, or body is facing? Its possible 3153 * 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. 3154 * for them to differ. Sigh, this fctn could get a bit more complex.
3235 * -b.t. 3155 * -b.t.
3236 * This function is now map tiling safe. 3156 * This function is now map tiling safe.
3237 */ 3157 */
3238
3239int 3158int
3240player_can_view (object *pl, object *op) 3159player_can_view (object *pl, object *op)
3241{ 3160{
3242 rv_vector rv; 3161 rv_vector rv;
3243 int dx, dy; 3162 int dx, dy;
3255 3174
3256 get_rangevector (pl, op, &rv, 0x1); 3175 get_rangevector (pl, op, &rv, 0x1);
3257 3176
3258 /* starting with the 'head' part, lets loop 3177 /* starting with the 'head' part, lets loop
3259 * through the object and find if it has any 3178 * through the object and find if it has any
3260 * part that is in the los array but isnt on 3179 * part that is in the los array but isn't on
3261 * a blocked los square. 3180 * a blocked los square.
3262 * we use the archetype to figure out offsets. 3181 * we use the archetype to figure out offsets.
3263 */ 3182 */
3264 while (op) 3183 while (op)
3265 { 3184 {
3266 dx = rv.distance_x + op->arch->clone.x; 3185 dx = rv.distance_x + op->arch->x;
3267 dy = rv.distance_y + op->arch->clone.y; 3186 dy = rv.distance_y + op->arch->y;
3268 3187
3269 /* only the viewable area the player sees is updated by LOS 3188 /* only the viewable area the player sees is updated by LOS
3270 * code, so we need to restrict ourselves to that range of values 3189 * code, so we need to restrict ourselves to that range of values
3271 * for any meaningful values. 3190 * for any meaningful values.
3272 */ 3191 */
3273 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3192 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3274 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3275 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3276 return 1; 3193 return 1;
3194
3277 op = op->more; 3195 op = op->more;
3278 } 3196 }
3197
3279 return 0; 3198 return 0;
3280} 3199}
3281 3200
3282/* routine for both players and monsters. We call this when 3201/* routine for both players and monsters. We call this when
3283 * there is a possibility for our action distrubing our hiding 3202 * there is a possibility for our action distrubing our hiding
3284 * place or invisiblity spell. Artefact invisiblity is not 3203 * place or invisiblity spell. Artefact invisiblity causes
3285 * effected by this. If we arent invisible to begin with, we 3204 * "noise" instead. If we arent invisible to begin with, we
3286 * return 0. 3205 * return 0.
3287 */ 3206 */
3288int 3207int
3289action_makes_visible (object *op) 3208action_makes_visible (object *op)
3290{ 3209{
3291
3292 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3210 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3293 { 3211 {
3294 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3212 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3213 {
3214 // artefact invisibility is permanent, but we still make noise
3215 // this is important for game-balance.
3216 if (op->contr)
3217 op->make_noise ();
3218
3295 return 0; 3219 return 0;
3220 }
3296 3221
3297 if (op->contr && op->contr->tmp_invis == 0) 3222 if (op->contr && op->contr->tmp_invis == 0)
3298 return 0; 3223 return 0;
3299 3224
3300 /* If monsters, they should become visible */ 3225 /* If monsters, they should become visible */
3301 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3226 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3302 { 3227 {
3303 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3228 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3304 return 1; 3229 return 1;
3305 } 3230 }
3306 } 3231 }
3232
3307 return 0; 3233 return 0;
3308} 3234}
3309 3235
3310/* op_on_battleground - checks if the given object op (usually 3236/* op_on_battleground - checks if the given object op (usually
3311 * a player) is standing on a valid battleground-tile, 3237 * 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 3242 * Default is to do the same as before, so only people wanting to have different points need worry about this
3317 */ 3243 */
3318int 3244int
3319op_on_battleground (object *op, int *x, int *y) 3245op_on_battleground (object *op, int *x, int *y)
3320{ 3246{
3321 object *tmp;
3322
3323 /* A battleground-tile needs the following attributes to be valid: 3247 /* 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), 3248 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3325 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3249 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3326 * and the exit-coordinates sp/hp must both be > 0. 3250 * and the exit-coordinates sp/hp must both be > 0.
3327 * => The intention here is to prevent abuse of the battleground- 3251 * => The intention here is to prevent abuse of the battleground-
3328 * feature (like pickable or hidden battleground tiles). */ 3252 * feature (like pickable or hidden battleground tiles). */
3329 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3253 for (object *tmp = op->below; tmp; tmp = tmp->below)
3330 { 3254 {
3331 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3255 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3332 { 3256 {
3333 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3257 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3334 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3258 && tmp->type == BATTLEGROUND
3259 && tmp->name == shstr_battleground
3260 && EXIT_X (tmp) && EXIT_Y (tmp))
3335 { 3261 {
3336 /*before we assign the exit, check if this is a teambattle */ 3262 /* before we assign the exit, check if this is a teambattle */
3337 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3263 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3338 { 3264 {
3339 object *invtmp;
3340
3341 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3265 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3342 { 3266 {
3343 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3267 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3344 { 3268 {
3345 if (x != NULL && y != NULL) 3269 if (x && y)
3346 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3270 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3271
3347 return 1; 3272 return 1;
3348 } 3273 }
3349 } 3274 }
3350 } 3275 }
3276
3351 if (x != NULL && y != NULL) 3277 if (x && y)
3352 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3278 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3279
3353 return 1; 3280 return 1;
3354 } 3281 }
3355 } 3282 }
3356 } 3283 }
3284
3357 /* If we got here, did not find a battleground */ 3285 /* If we got here, did not find a battleground */
3358 return 0; 3286 return 0;
3359} 3287}
3360 3288
3361/* 3289/*
3377 char buf[MAX_BUF]; /* tmp. string buffer */ 3305 char buf[MAX_BUF]; /* tmp. string buffer */
3378 int i = 0, j = 0; 3306 int i = 0, j = 0;
3379 3307
3380 /* get the appropriate treasurelist */ 3308 /* get the appropriate treasurelist */
3381 if (atnr == ATNR_FIRE) 3309 if (atnr == ATNR_FIRE)
3382 trlist = find_treasurelist ("dragon_ability_fire"); 3310 trlist = treasurelist::find (shstr_dragon_ability_fire);
3383 else if (atnr == ATNR_COLD) 3311 else if (atnr == ATNR_COLD)
3384 trlist = find_treasurelist ("dragon_ability_cold"); 3312 trlist = treasurelist::find (shstr_dragon_ability_cold);
3385 else if (atnr == ATNR_ELECTRICITY) 3313 else if (atnr == ATNR_ELECTRICITY)
3386 trlist = find_treasurelist ("dragon_ability_elec"); 3314 trlist = treasurelist::find (shstr_dragon_ability_elec);
3387 else if (atnr == ATNR_POISON) 3315 else if (atnr == ATNR_POISON)
3388 trlist = find_treasurelist ("dragon_ability_poison"); 3316 trlist = treasurelist::find (shstr_dragon_ability_poison);
3389 3317
3390 if (trlist == NULL || who->type != PLAYER) 3318 if (trlist == NULL || who->type != PLAYER)
3391 return; 3319 return;
3392 3320
3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3321 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3397 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3325 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3398 return; 3326 return;
3399 } 3327 }
3400 3328
3401 /* everything seems okay - now bring on the gift: */ 3329 /* everything seems okay - now bring on the gift: */
3402 item = &(tr->item->clone); 3330 item = tr->item;
3403 3331
3404 if (item->type == SPELL) 3332 if (item->type == SPELL)
3405 { 3333 {
3406 if (check_spell_known (who, item->name)) 3334 if (check_spell_known (who, item->name))
3407 return; 3335 return;
3466 { 3394 {
3467 /* forces in the treasurelist can alter the player's stats */ 3395 /* forces in the treasurelist can alter the player's stats */
3468 object *skin; 3396 object *skin;
3469 3397
3470 /* first get the dragon skin force */ 3398 /* 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) 3399 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3473 ; 3400 ;
3474 3401
3475 if (!skin) 3402 if (!skin)
3476 return; 3403 return;
3477 3404
3512 else 3439 else
3513 { 3440 {
3514 /* generate misc. treasure */ 3441 /* generate misc. treasure */
3515 tmp = arch_to_object (tr->item); 3442 tmp = arch_to_object (tr->item);
3516 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3443 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3517 tmp = insert_ob_in_ob (tmp, who); 3444 who->insert (tmp);
3518 if (who->type == PLAYER)
3519 esrv_send_item (who, tmp);
3520 } 3445 }
3521} 3446}
3522 3447
3523/** 3448/**
3524 * Unready an object for a player. This function does nothing if the object was 3449 * Unready an object for a player. This function does nothing if the object was
3525 * not readied. 3450 * not readied.
3526 */ 3451 */
3527void 3452void
3528player_unready_range_ob (player *pl, object *ob) 3453player_unready_range_ob (player *pl, object *ob)
3529{ 3454{
3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3455 if (pl->ob->current_weapon == ob)
3456 pl->ob->current_weapon = 0;
3457
3458 if (pl->combat_ob == ob)
3459 pl->combat_ob = 0;
3460
3531 if (pl->ranges[i] == ob) 3461 if (pl->ranged_ob == ob)
3532 {
3533 pl->ranges[i] = 0; 3462 pl->ranged_ob = 0;
3534 if (pl->shoottype == i)
3535 pl->shoottype = range_none;
3536 }
3537} 3463}
3464
3465sint8
3466player::darkness_at (maptile *map, int x, int y) const
3467{
3468 if (!ns)
3469 return LOS_BLOCKED;
3470
3471 int dx, dy;
3472 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3473 return LOS_BLOCKED;
3474
3475 x += dx - ns->current_x;
3476 y += dy - ns->current_y;
3477
3478 return blocked_los (x, y);
3479}
3480
3481void
3482player::infobox (const char *title, const char *msg, int color)
3483{
3484 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3485}
3486
3487void
3488player::statusmsg (const char *msg, int color)
3489{
3490 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3491}
3492
3493void
3494player::failmsg (const char *msg, int color)
3495{
3496 play_sound (sound_find ("generic_failure"));
3497 statusmsg (msg, color);
3498}
3499

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