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Comparing deliantra/server/server/player.C (file contents):
Revision 1.99 by root, Thu Jan 18 19:42:10 2007 UTC vs.
Revision 1.213 by root, Fri Dec 26 13:33:22 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
130 131
131 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
132 strip_endline (subject); 133 strip_endline (subject);
133 size = 0; 134 size = 0;
134 news[0] = '\0'; 135 news[0] = '\0';
144 size += strlen (buf); 145 size += strlen (buf);
145 } 146 }
146 } 147 }
147 148
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
151} 152}
152 153
153/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
154static void 155static void
155set_first_map (object *op) 156set_first_map (object *op)
156{ 157{
157 op->contr->maplevel = first_map_path; 158 op->contr->maplevel = first_map_path;
158 op->x = -1; 159 op->x = -1;
159 op->y = -1; 160 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 161}
174 162
175void 163void
176player::activate () 164player::activate ()
177{ 165{
182 ob->remove (); 170 ob->remove ();
183 ob->map = 0; 171 ob->map = 0;
184 ob->activate_recursive (); 172 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 174 add_friendly_object (ob);
187 enter_map ();
188} 175}
189 176
190void 177void
191player::deactivate () 178player::deactivate ()
192{ 179{
194 return; 181 return;
195 182
196 terminate_all_pets (ob); 183 terminate_all_pets (ob);
197 remove_friendly_object (ob); 184 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 185 ob->deactivate_recursive ();
186
187 if (ob->map)
199 maplevel = ob->map->path; 188 maplevel = ob->map->path;
189
200 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
201 ob->map = 0; 192 ob->map = 0;
193 party = 0;
202 194
203 // 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
204 ranges [range_skill] = 0;
205 196
206 players.erase (this); 197 players.erase (this);
207} 198}
208 199
209// connect the player with a specific client 200// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings 201// also changes, rationalises, and fixes some incorrect settings
211void 202void
212player::connect (client *ns) 203player::connect (client *ns)
213{ 204{
214 this->ns = ns; 205 this->ns = ns;
215 ns->pl = this; 206 ns->pl = this;
216 207
217 run_on = 0; 208 run_on = 0;
218 fire_on = 0; 209 fire_on = 0;
219 ob->container = 0; //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
220 211
221 ns->update_look = 0; 212 ns->update_look = 0;
222 ns->look_position = 0; 213 ns->look_position = 0;
223 214
224 clear_los (ob); 215 clear_los ();
225 216
226 ns->reset_stats (); 217 ns->reset_stats ();
227 218
228 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
231 222
232 if (!legal_range (ob, shoottype)) 223 ob->update_weight ();
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 224 link_skills ();
237 225
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 227
240 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251 229
252 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
254 { 232 {
255 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
256 234
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
263 abil = tmp; 238 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
265 skin = tmp; 240 skin = tmp;
266 241
267 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
268 } 243 }
269 244
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271 246
272 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
273 248
274 ob->update_stats (); 249 ob->update_stats ();
250
275 ns->floorbox_update (); 251 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 253 esrv_add_spells (this, 0);
279 254
280 activate (); 255 activate ();
281 256
288} 263}
289 264
290void 265void
291player::disconnect () 266player::disconnect ()
292{ 267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
293 if (ns) 274 if (ns)
294 { 275 {
295 if (active) 276 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 278
298 INVOKE_PLAYER (DISCONNECT, this); 279 INVOKE_PLAYER (DISCONNECT, this);
299 280
300 ns->reset_stats (); 281 ns->reset_stats ();
301 ns->pl = 0; 282 ns->pl = 0;
302 this->ns = 0; 283 ns = 0;
303 } 284 }
304 285
305 ob->container = 0; //TODO: client-specific 286 observe = ob;
287
306 deactivate (); 288 deactivate ();
307} 289}
308 290
309// the need for this function can be explained 291// the need for this function can be explained
310// by load_object not returning the object 292// by load_object not returning the object
311void 293void
312player::set_object (object *op) 294player::set_object (object *op)
313{ 295{
314 ob = op; 296 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
316 298
299 ob->speed = 1.0f;
317 ob->speed_left = 0.5; 300 ob->speed_left = 0.5f;
318 ob->speed = 1.0; 301
319 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322 303
323 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;
324} 337}
325 338
326player::player () 339player::player ()
327{ 340{
328 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 342 * we deal with that below this point.
330 */ 343 */
331 outputs_sync = 16; /* Every 2 seconds */ 344 outputs_sync = 4;
332 outputs_count = 8; /* Keeps present behaviour */ 345 outputs_count = 4;
333 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
334 347
335 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
336 349
337 gen_sp_armour = 10; 350 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal; 351 bowtype = bow_normal;
340 petmode = pet_normal; 352 petmode = pet_normal;
341 listening = 10;
342 usekeys = containers; 353 usekeys = containers;
343 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
344 do_los = 1; 355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
345} 359}
346 360
347void 361void
348player::do_destroy () 362player::do_destroy ()
349{ 363{
354 if (ob) 368 if (ob)
355 { 369 {
356 ob->destroy_inv (false); 370 ob->destroy_inv (false);
357 ob->destroy (); 371 ob->destroy ();
358 } 372 }
373
374 ob = observe = 0;
359} 375}
360 376
361player::~player () 377player::~player ()
362{ 378{
363 /* Clear item stack */ 379 /* Clear item stack */
372player::create () 388player::create ()
373{ 389{
374 player *pl = new player; 390 player *pl = new player;
375 391
376 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
377 set_first_map (pl->ob); 398 set_first_map (pl->ob);
378 399
379 return pl; 400 return pl;
380} 401}
381 402
385 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
386 */ 407 */
387archetype * 408archetype *
388get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
389{ 410{
390 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);
391 418
392 for (;;) 419 for (;;)
393 { 420 {
394 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
395 at = first_archetype; 422 i = archetypes.begin ();
396 else 423 else if (*i == at)
397 at = at->next; 424 cleanup ("not a single player archetype found");
398 425
399 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
400 return at; 427 return *i;
401
402 if (at == start)
403 {
404 LOG (llevError, "No Player archetypes\n");
405 exit (-1);
406 }
407 } 428 }
408} 429}
409 430
410object * 431object *
411get_nearest_player (object *mon) 432get_nearest_player (object *mon)
415 unsigned lastdist; 436 unsigned lastdist;
416 rv_vector rv; 437 rv_vector rv;
417 438
418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 { 440 {
420 /* We should not find free objects on this friendly list, but it
421 * does periodically happen. Given that, lets deal with it.
422 * While unlikely, it is possible the next object on the friendly
423 * list is also free, so encapsulate this in a while loop.
424 */
425 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426 {
427 object *tmp = ol->ob;
428
429 /* Can't do much more other than log the fact, because the object
430 * itself will have been cleared.
431 */
432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
434 ol = ol->next;
435 remove_friendly_object (tmp);
436 if (!ol)
437 return op;
438 }
439
440 /* Remove special check for player from this. First, it looks to cause
441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
442 * complicated method of state checking would be needed in any case -
443 * as it was, a clever player could type quit, and the function would
444 * skip them over while waiting for confirmation. Remove
445 * on_same_map check, as can_detect_enemy also does this
446 */
447 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
448 continue; 442 continue;
449 443
450 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
451 { 445 {
527 x = mon->x; 521 x = mon->x;
528 y = mon->y; 522 y = mon->y;
529 m = mon->map; 523 m = mon->map;
530 dir = rv.direction; 524 dir = rv.direction;
531 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 */
532 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
533 /* 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. */
534 if (diff > max) 529 if (diff > max)
535 return 0; 530 return 0;
531
536 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
537 { 533 {
538 lastx = x; 534 lastx = x;
539 lasty = y; 535 lasty = y;
540 lastmap = m; 536 lastmap = m;
622 max--; 618 max--;
623 lastdir = dir; 619 lastdir = dir;
624 if (!firstdir) 620 if (!firstdir)
625 firstdir = dir; 621 firstdir = dir;
626 } 622 }
623
627 if (diff <= 1) 624 if (diff <= 1)
628 { 625 {
629 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 627 * headed toward player for entire distance.
631 */ 628 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 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));
634 } 631 }
632
635 if (diff > max) 633 if (diff > max)
636 return 0; 634 return 0;
637 } 635 }
636
638 /* 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 */
639 if (!max) 638 if (!max)
640 return 0; 639 return 0;
641 640
642 return firstdir; 641 return firstdir;
643} 642}
644 643
645void 644void
646give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
647{ 646{
648 object *op, *next = NULL;
649
650 if (pl->randomitems != NULL) 647 if (pl->randomitems)
651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
652 649
653 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
654 { 651 {
655 next = op->below; 652 next = op->below;
656 653
657 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
658 * 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
663 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
664 * by this player due to race restrictions 661 * by this player due to race restrictions
665 */ 662 */
666 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
667 { 664 {
668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
669 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
670 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
671 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
672 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))
673 { 672 {
674 op->destroy (); 673 op->destroy ();
675 continue; 674 continue;
676 } 675 }
677 } 676 }
700 if (op->nrof > 1) 699 if (op->nrof > 1)
701 op->nrof = 1; 700 op->nrof = 1;
702 } 701 }
703 702
704 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
705 {
706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
707 }
708 705
709 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
710 * 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
711 * merged properly. 708 * merged properly.
712 */ 709 */
713 if (need_identify (op)) 710 if (need_identify (op))
714 { 711 {
715 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
716 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
717 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
718 } 715 }
716
719 if (op->type == SPELL) 717 if (op->type == SPELL)
720 { 718 {
721 op->destroy (); 719 op->destroy ();
722 continue; 720 continue;
723 } 721 }
725 { 723 {
726 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
727 op->stats.exp = 0; 725 op->stats.exp = 0;
728 op->level = 1; 726 op->level = 1;
729 } 727 }
730 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
731 else
732 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
733 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
734 731
735 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
736 link_player_skills (pl); 733 pl->contr->link_skills ();
737} 734}
738 735
739void 736void
740get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
741{ 738{
772} 769}
773 770
774void 771void
775object::roll_stats () 772object::roll_stats ()
776{ 773{
777 int statsort [7]; 774 int statsort [NUM_STATS];
778 775
779 for (;;) 776 for (;;)
780 { 777 {
781 int sum = 0; 778 int sum = 0;
782 for (int i = 7; i--; ) 779 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 780 sum += statsort [i] = roll_stat ();
784 781
785 if (sum >= 82 && sum <= 116) 782 if (sum >= 82 && sum <= 116)
786 break; 783 break;
787 } 784 }
788 785
789 // Sort the stats so that rerolling is easier... 786 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 788
789 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 791
800 stats.exp = 0; 792 stats.exp = 0;
801 stats.ac = 0; 793 stats.ac = 0;
802 794
803 stats.hp = stats.maxhp; 795 stats.hp = stats.maxhp;
815} 807}
816 808
817void 809void
818object::swap_stats (int a, int b) 810object::swap_stats (int a, int b)
819{ 811{
820 int tmp = get_attr_value (&contr->orig_stats, a); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 813
814 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 815 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 816
832 //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,
833 // be merged with the similar code in roll_stats 818 // be merged with the similar code in roll_stats
834 stats.ac = 0; 819 stats.ac = 0;
835 820
854static void 839static void
855start_info (object *op) 840start_info (object *op)
856{ 841{
857 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
858 843
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 846}
864 847
865/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
868 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
869 * not the class. 852 * not the class.
870 */ 853 */
871int 854void
872key_change_class (object *op, char key) 855player::chargen_race_done ()
873{ 856{
874 int tmp_loop;
875
876 if (key == 'd' || key == 'D')
877 {
878 char buf[MAX_BUF];
879
880 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
881 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
882 859
883 treasurelist *tl = find_treasurelist ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl) 861 if (tl)
885 create_treasure (tl, op, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
886 863
887 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
889 866
890 op->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
891 868
892 if (op->msg) 869 if (ob->msg)
893 op->msg = NULL; 870 ob->msg = 0;
894 871
895 /* We create this now because some of the unique maps will need it
896 * to save here.
897 */
898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
899 make_path_to_file (buf);
900
901 start_info (op); 872 start_info (ob);
902 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
904 link_player_skills (op);
905 esrv_send_inventory (op, op); 875 esrv_send_inventory (ob, ob);
906 op->update_stats (); 876 ob->update_stats ();
907 877
908 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
909 * is one for this race 879 * is one for this race
910 */ 880 */
911 if (*first_map_ext_path) 881 if (*first_map_ext_path)
912 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
913 object *tmp;
914 char mapname[MAX_BUF];
915
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
917 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = op->x;
920 EXIT_Y (tmp) = op->y;
921 op->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the
923 * default initial map */
924 tmp->destroy ();
925 }
926 else 883 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
885}
928 886
929 return 0; 887void
930 } 888player::chargen_race_next ()
931 889{
932 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
934 */ 892 */
935 893
936 tmp_loop = 0; 894 do
937 while (!tmp_loop)
938 { 895 {
939 shstr name = op->name; 896 shstr name = ob->name;
940 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
941 898
942 op->remove_statbonus (); 899 ob->remove_statbonus ();
943 op->remove (); 900 ob->remove ();
944 op->arch = get_player_archetype (op->arch); 901 ob->arch = get_player_archetype (ob->arch);
945 op->arch->clone.copy_to (op); 902 ob->arch->copy_to (ob);
946 op->instantiate (); 903 ob->instantiate ();
947 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
948 op->name = op->name_pl = name; 905 ob->name = ob->name_pl = name;
949 op->x = x; 906 ob->x = x;
950 op->y = y; 907 ob->y = y;
951 SET_ANIMATION (op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
952 insert_ob_in_map (op, op->map, op, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
953 assign (op->contr->title, op->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
954 op->add_statbonus (); 911 ob->add_statbonus ();
955 tmp_loop = allowed_class (op);
956 } 912 }
913 while (!allowed_class (ob));
957 914
958 update_object (op, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
959 esrv_update_item (UPD_FACE, op, op); 916 esrv_update_item (UPD_FACE, ob, ob);
960 op->update_stats (); 917 ob->update_stats ();
961 op->stats.hp = op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
962 op->stats.sp = op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
963 op->stats.grace = 0; 920 ob->stats.grace = 0;
964
965 if (op->msg)
966 new_draw_info (NDI_BLUE, 0, op, op->msg);
967
968 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
969 return 0;
970} 921}
971 922
972void 923void
973flee_player (object *op) 924flee_player (object *op)
974{ 925{
980 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
982 return; 933 return;
983 } 934 }
984 935
985 if (op->enemy == NULL) 936 if (!op->enemy)
986 { 937 {
987 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
988 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
989 return; 940 return;
990 } 941 }
991 942
992 /* Seen some crashes here. Since we don't store an
993 * op->enemy_count, it is possible that something destroys the
994 * actual enemy, and the object is recycled.
995 */
996 if (op->enemy->map == NULL)
997 {
998 CLEAR_FLAG (op, FLAG_SCARED);
999 op->enemy = NULL;
1000 return;
1001 }
1002
1003 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))
1004 { 944 {
1005 op->enemy = NULL; 945 op->enemy = NULL;
1006 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1007 return; 947 return;
1021 /* Cornered, get rid of scared */ 961 /* Cornered, get rid of scared */
1022 CLEAR_FLAG (op, FLAG_SCARED); 962 CLEAR_FLAG (op, FLAG_SCARED);
1023 op->enemy = NULL; 963 op->enemy = NULL;
1024} 964}
1025 965
1026
1027/* 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.
1028 * 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
1029 * stop. 968 * stop.
1030 */ 969 */
1031int 970int
1032check_pick (object *op) 971check_pick (object *op)
1033{ 972{
1034 object *tmp, *next; 973 object *tmp, *next;
1035 int stop = 0; 974 int stop = 0;
1036 int j, k, wvratio; 975 int wvratio;
1037 char putstring[128], tmpstr[16]; 976 char putstring[128];
1038 977
1039 /* if you're flying, you cna't pick up anything */ 978 /* if you're flying, you cna't pick up anything */
1040 if (op->move_type & MOVE_FLYING) 979 if (op->move_type & MOVE_FLYING)
1041 return 1; 980 return 1;
1042 981
1043 next = op->below; 982 next = op->below;
1044 983
984 int cnt = MAX_ITEM_PER_DROP;
985#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
986
1045 /* 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
1046 * destroyed */ 988 * destroyed */
1047 while (next && !next->destroyed ()) 989 while (next && !next->destroyed ())
1048 { 990 {
1049 tmp = next; 991 tmp = next;
1050 next = tmp->below; 992 next = tmp->below;
1051 993
994 if (cnt <= 0)
995 {
996 op->failmsg ("Couldn't pickup all items at once.");
997 return 0;
998 }
999
1052 if (op->destroyed ()) 1000 if (op->destroyed ())
1053 return 0; 1001 return 0;
1054 1002
1055 if (!can_pick (op, tmp)) 1003 if (!can_pick (op, tmp))
1056 continue; 1004 continue;
1057 1005
1058 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1006 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1059 { 1007 {
1060 if (item_matched_string (op, tmp, op->contr->search_str)) 1008 if (item_matched_string (op, tmp, op->contr->search_str))
1061 pick_up (op, tmp); 1009 CHK_PICK_PICKUP;
1010
1062 continue; 1011 continue;
1063 } 1012 }
1064 1013
1065 /* high not bit set? We're using the old autopickup model */ 1014 /* high not bit set? We're using the old autopickup model */
1066 if (!(op->contr->mode & PU_NEWMODE)) 1015 if (!(op->contr->mode & PU_NEWMODE))
1068 switch (op->contr->mode) 1017 switch (op->contr->mode)
1069 { 1018 {
1070 case 0: 1019 case 0:
1071 return 1; /* don't pick up */ 1020 return 1; /* don't pick up */
1072 case 1: 1021 case 1:
1073 pick_up (op, tmp); 1022 CHK_PICK_PICKUP;
1074 return 1; 1023 return 1;
1075 case 2: 1024 case 2:
1076 pick_up (op, tmp); 1025 CHK_PICK_PICKUP;
1077 return 0; 1026 return 0;
1078 case 3: 1027 case 3:
1079 return 0; /* stop before pickup */ 1028 return 0; /* stop before pickup */
1080 case 4: 1029 case 4:
1081 pick_up (op, tmp); 1030 CHK_PICK_PICKUP;
1082 break; 1031 break;
1083 case 5: 1032 case 5:
1084 pick_up (op, tmp); 1033 CHK_PICK_PICKUP;
1085 stop = 1; 1034 stop = 1;
1086 break; 1035 break;
1087 case 6: 1036 case 6:
1088 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1037 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1089 pick_up (op, tmp); 1038 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1039 CHK_PICK_PICKUP;
1090 break; 1040 break;
1091 1041
1092 case 7: 1042 case 7:
1093 if (tmp->type == MONEY || tmp->type == GEM) 1043 if (tmp->type == MONEY || tmp->type == GEM)
1094 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1095 break; 1045 break;
1096 1046
1097 default: 1047 default:
1098 /* use value density */ 1048 /* use value density */
1099 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1049 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1100 && (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)
1101 pick_up (op, tmp); 1051 CHK_PICK_PICKUP;
1102 } 1052 }
1103 } 1053 }
1104 else 1054 else
1105 { /* old model */ 1055 { /* old model */
1106 /* NEW pickup handling */ 1056 /* NEW pickup handling */
1110 if (tmp->name != NULL) 1060 if (tmp->name != NULL)
1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1061 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1112 &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))));
1113 else 1063 else
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1064 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &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))));
1116 1066
1117 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1067 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1118 } 1068 }
1119 1069
1120 /* philosophy: 1070 /* philosophy:
1161 /* all food and drink if desired */ 1111 /* all food and drink if desired */
1162 /* question: don't pick up known-poisonous stuff? */ 1112 /* question: don't pick up known-poisonous stuff? */
1163 if (op->contr->mode & PU_FOOD) 1113 if (op->contr->mode & PU_FOOD)
1164 if (tmp->type == FOOD) 1114 if (tmp->type == FOOD)
1165 { 1115 {
1166 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1167 continue; 1117 continue;
1168 } 1118 }
1169 1119
1170 if (op->contr->mode & PU_DRINK) 1120 if (op->contr->mode & PU_DRINK)
1171 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)))
1172 { 1122 {
1173 pick_up (op, tmp); 1123 CHK_PICK_PICKUP;
1174 continue; 1124 continue;
1175 } 1125 }
1176 1126
1177 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_POTION)
1178 if (tmp->type == POTION) 1128 if (tmp->type == POTION)
1179 { 1129 {
1180 pick_up (op, tmp); 1130 CHK_PICK_PICKUP;
1181 continue; 1131 continue;
1182 } 1132 }
1183 1133
1184 /* spellbooks, skillscrolls and normal books/scrolls */ 1134 /* spellbooks, skillscrolls and normal books/scrolls */
1185 if (op->contr->mode & PU_SPELLBOOK) 1135 if (op->contr->mode & PU_SPELLBOOK)
1186 if (tmp->type == SPELLBOOK) 1136 if (tmp->type == SPELLBOOK)
1187 { 1137 {
1188 pick_up (op, tmp); 1138 CHK_PICK_PICKUP;
1189 continue; 1139 continue;
1190 } 1140 }
1191 1141
1192 if (op->contr->mode & PU_SKILLSCROLL) 1142 if (op->contr->mode & PU_SKILLSCROLL)
1193 if (tmp->type == SKILLSCROLL) 1143 if (tmp->type == SKILLSCROLL)
1194 { 1144 {
1195 pick_up (op, tmp); 1145 CHK_PICK_PICKUP;
1196 continue; 1146 continue;
1197 } 1147 }
1198 1148
1199 if (op->contr->mode & PU_READABLES) 1149 if (op->contr->mode & PU_READABLES)
1200 if (tmp->type == BOOK || tmp->type == SCROLL) 1150 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1201 { 1151 {
1202 pick_up (op, tmp); 1152 CHK_PICK_PICKUP;
1203 continue; 1153 continue;
1204 } 1154 }
1205 1155
1206 /* wands/staves/rods/horns */ 1156 /* wands/staves/rods/horns */
1207 if (op->contr->mode & PU_MAGIC_DEVICE) 1157 if (op->contr->mode & PU_MAGIC_DEVICE)
1208 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1158 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1209 { 1159 {
1210 pick_up (op, tmp); 1160 CHK_PICK_PICKUP;
1211 continue; 1161 continue;
1212 } 1162 }
1213 1163
1214 /* pick up all magical items */ 1164 /* pick up all magical items */
1215 if (op->contr->mode & PU_MAGICAL) 1165 if (op->contr->mode & PU_MAGICAL)
1216 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))
1217 { 1167 {
1218 pick_up (op, tmp); 1168 CHK_PICK_PICKUP;
1219 continue; 1169 continue;
1220 } 1170 }
1221 1171
1222 if (op->contr->mode & PU_VALUABLES) 1172 if (op->contr->mode & PU_VALUABLES)
1223 { 1173 {
1224 if (tmp->type == MONEY || tmp->type == GEM) 1174 if (tmp->type == MONEY || tmp->type == GEM)
1225 { 1175 {
1226 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1227 continue; 1177 continue;
1228 } 1178 }
1229 } 1179 }
1230 1180
1231 /* rings & amulets - talismans seems to be typed AMULET */ 1181 /* rings & amulets - talismans seems to be typed AMULET */
1232 if (op->contr->mode & PU_JEWELS) 1182 if (op->contr->mode & PU_JEWELS)
1233 if (tmp->type == RING || tmp->type == AMULET) 1183 if (tmp->type == RING || tmp->type == AMULET)
1234 { 1184 {
1235 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1236 continue; 1186 continue;
1237 } 1187 }
1238 1188
1239 /* we don't forget dragon food */ 1189 /* we don't forget dragon food */
1240 if (op->contr->mode & PU_FLESH) 1190 if (op->contr->mode & PU_FLESH)
1241 if (tmp->type == FLESH) 1191 if (tmp->type == FLESH)
1242 { 1192 {
1243 pick_up (op, tmp); 1193 CHK_PICK_PICKUP;
1244 continue; 1194 continue;
1245 } 1195 }
1246 1196
1247 /* bows and arrows. Bows are good for selling! */ 1197 /* bows and arrows. Bows are good for selling! */
1248 if (op->contr->mode & PU_BOW) 1198 if (op->contr->mode & PU_BOW)
1249 if (tmp->type == BOW) 1199 if (tmp->type == BOW)
1250 { 1200 {
1251 pick_up (op, tmp); 1201 CHK_PICK_PICKUP;
1252 continue; 1202 continue;
1253 } 1203 }
1254 1204
1255 if (op->contr->mode & PU_ARROW) 1205 if (op->contr->mode & PU_ARROW)
1256 if (tmp->type == ARROW) 1206 if (tmp->type == ARROW)
1257 { 1207 {
1258 pick_up (op, tmp); 1208 CHK_PICK_PICKUP;
1259 continue; 1209 continue;
1260 } 1210 }
1261 1211
1262 /* all kinds of armor etc. */ 1212 /* all kinds of armor etc. */
1263 if (op->contr->mode & PU_ARMOUR) 1213 if (op->contr->mode & PU_ARMOUR)
1264 if (tmp->type == ARMOUR) 1214 if (tmp->type == ARMOUR)
1265 { 1215 {
1266 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1267 continue; 1217 continue;
1268 } 1218 }
1269 1219
1270 if (op->contr->mode & PU_HELMET) 1220 if (op->contr->mode & PU_HELMET)
1271 if (tmp->type == HELMET) 1221 if (tmp->type == HELMET)
1272 { 1222 {
1273 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1274 continue; 1224 continue;
1275 } 1225 }
1276 1226
1277 if (op->contr->mode & PU_SHIELD) 1227 if (op->contr->mode & PU_SHIELD)
1278 if (tmp->type == SHIELD) 1228 if (tmp->type == SHIELD)
1279 { 1229 {
1280 pick_up (op, tmp); 1230 CHK_PICK_PICKUP;
1281 continue; 1231 continue;
1282 } 1232 }
1283 1233
1284 if (op->contr->mode & PU_BOOTS) 1234 if (op->contr->mode & PU_BOOTS)
1285 if (tmp->type == BOOTS) 1235 if (tmp->type == BOOTS)
1286 { 1236 {
1287 pick_up (op, tmp); 1237 CHK_PICK_PICKUP;
1288 continue; 1238 continue;
1289 } 1239 }
1290 1240
1291 if (op->contr->mode & PU_GLOVES) 1241 if (op->contr->mode & PU_GLOVES)
1292 if (tmp->type == GLOVES) 1242 if (tmp->type == GLOVES)
1293 { 1243 {
1294 pick_up (op, tmp); 1244 CHK_PICK_PICKUP;
1295 continue; 1245 continue;
1296 } 1246 }
1297 1247
1298 if (op->contr->mode & PU_CLOAK) 1248 if (op->contr->mode & PU_CLOAK)
1299 if (tmp->type == CLOAK) 1249 if (tmp->type == CLOAK)
1300 { 1250 {
1301 pick_up (op, tmp); 1251 CHK_PICK_PICKUP;
1302 continue; 1252 continue;
1303 } 1253 }
1304 1254
1305 /* hoping to catch throwing daggers here */ 1255 /* hoping to catch throwing daggers here */
1306 if (op->contr->mode & PU_MISSILEWEAPON) 1256 if (op->contr->mode & PU_MISSILEWEAPON)
1307 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1257 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1308 { 1258 {
1309 pick_up (op, tmp); 1259 CHK_PICK_PICKUP;
1310 continue; 1260 continue;
1311 } 1261 }
1312 1262
1313 /* careful: chairs and tables are weapons! */ 1263 /* careful: chairs and tables are weapons! */
1314 if (op->contr->mode & PU_ALLWEAPON) 1264 if (op->contr->mode & PU_ALLWEAPON)
1315 { 1265 {
1316 if (tmp->type == WEAPON && tmp->name != NULL) 1266 if (tmp->type == WEAPON && tmp->name != NULL)
1317 { 1267 {
1318 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 &&
1319 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1269 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1320 { 1270 {
1321 pick_up (op, tmp); 1271 CHK_PICK_PICKUP;
1322 continue; 1272 continue;
1323 } 1273 }
1324 } 1274 }
1325 1275
1326 if (tmp->type == WEAPON && tmp->name == NULL) 1276 if (tmp->type == WEAPON && tmp->name == NULL)
1327 { 1277 {
1328 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)
1329 { 1279 {
1330 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1331 continue; 1281 continue;
1332 } 1282 }
1333 } 1283 }
1334 } 1284 }
1335 1285
1336 /* misc stuff that's useful */ 1286 /* misc stuff that's useful */
1337 if (op->contr->mode & PU_KEY) 1287 if (op->contr->mode & PU_KEY)
1338 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1288 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1339 { 1289 {
1340 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1341 continue; 1291 continue;
1342 } 1292 }
1343 1293
1344 /* 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
1345 * pickups */ 1295 * pickups */
1346 if (op->contr->mode & PU_RATIO) 1296 if (op->contr->mode & PU_RATIO)
1347 { 1297 {
1348 /* use value density to decide what else to grab */ 1298 /* use value density to decide what else to grab */
1349 /* >=7 was >= op->contr->mode */ 1299 /* >=7 was >= op->contr->mode */
1350 /* >=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
1351 * and multiply them by 5, giving 0..15*5== 5..75 */ 1301 */
1352 wvratio = (op->contr->mode & PU_RATIO) * 5; 1302 wvratio = op->contr->mode & PU_RATIO;
1353 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)
1354 { 1304 {
1355 pick_up (op, tmp); 1305 CHK_PICK_PICKUP;
1356#if 0 1306#if 0
1357 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1307 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1358 if (tmp->name != NULL) 1308 if (tmp->name != NULL)
1359 { 1309 {
1360 fprintf (stderr, "%s", tmp->name); 1310 fprintf (stderr, "%s", tmp->name);
1361 } 1311 }
1362 else 1312 else
1363 fprintf (stderr, "%s", tmp->arch->name); 1313 fprintf (stderr, "%s", tmp->arch->archname);
1364 fprintf (stderr, ",%d] = ", tmp->type); 1314 fprintf (stderr, ",%d] = ", tmp->type);
1365 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))));
1366#endif 1316#endif
1367 continue; 1317 continue;
1368 } 1318 }
1379 * found object is returned. 1329 * found object is returned.
1380 */ 1330 */
1381object * 1331object *
1382find_arrow (object *op, const char *type) 1332find_arrow (object *op, const char *type)
1383{ 1333{
1384 object *tmp = NULL;
1385
1386 for (op = op->inv; op; op = op->below) 1334 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1387 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1388 tmp = find_arrow (op, type);
1389 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);
1390 return op; 1343 return arrow;
1344 }
1345
1391 return tmp; 1346 return 0;
1392} 1347}
1393 1348
1394/* 1349/*
1395 * 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
1396 * 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
1397 * 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
1398 * 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.
1399 */ 1354 */
1400
1401object * 1355object *
1402find_better_arrow (object *op, object *target, const char *type, int *better) 1356find_better_arrow (object *op, object *target, const char *type, int *better)
1403{ 1357{
1404 object *tmp = NULL, *arrow, *ntmp; 1358 object *tmp = NULL, *arrow, *ntmp;
1405 int attacknum, attacktype, betterby = 0, i; 1359 int attacknum, attacktype, betterby = 0, i;
1420 } 1374 }
1421 } 1375 }
1422 else if (arrow->type == ARROW && arrow->race == type) 1376 else if (arrow->type == ARROW && arrow->race == type)
1423 { 1377 {
1424 /* allways prefer assasination/slaying */ 1378 /* allways prefer assasination/slaying */
1425 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1379 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1426 { 1380 {
1427 if (arrow->attacktype & AT_DEATH) 1381 if (arrow->attacktype & AT_DEATH)
1428 { 1382 {
1429 *better = 100; 1383 *better = 100;
1430 return arrow; 1384 return arrow;
1438 else 1392 else
1439 { 1393 {
1440 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1394 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1441 { 1395 {
1442 attacktype = 1 << attacknum; 1396 attacktype = 1 << attacknum;
1443 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1397 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1444 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)
1445 { 1399 {
1446 tmp = arrow; 1400 tmp = arrow;
1447 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;
1448 } 1402 }
1449 } 1403 }
1450 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1404 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1451 { 1405 {
1452 tmp = arrow; 1406 tmp = arrow;
1458 betterby = 1 + arrow->magic + arrow->stats.dam; 1412 betterby = 1 + arrow->magic + arrow->stats.dam;
1459 } 1413 }
1460 } 1414 }
1461 } 1415 }
1462 } 1416 }
1417
1463 if (tmp == NULL && arrow == NULL) 1418 if (tmp == NULL && arrow == NULL)
1464 return find_arrow (op, type); 1419 return find_arrow (op, type);
1465 1420
1466 *better = betterby; 1421 *better = betterby;
1467 return tmp; 1422 return tmp;
1471 * find_better_arrow to find a decent arrow to use. 1426 * find_better_arrow to find a decent arrow to use.
1472 * op = the shooter 1427 * op = the shooter
1473 * type = bow->race 1428 * type = bow->race
1474 * dir = fire direction 1429 * dir = fire direction
1475 */ 1430 */
1476
1477object * 1431object *
1478pick_arrow_target (object *op, const char *type, int dir) 1432pick_arrow_target (object *op, const char *type, int dir)
1479{ 1433{
1480 object *tmp = NULL; 1434 object *tmp = NULL;
1481 maptile *m; 1435 maptile *m;
1498 for (i = 0, found = 0; i < 20; i++) 1452 for (i = 0, found = 0; i < 20; i++)
1499 { 1453 {
1500 x += freearr_x[dir]; 1454 x += freearr_x[dir];
1501 y += freearr_y[dir]; 1455 y += freearr_y[dir];
1502 mflags = get_map_flags (m, &m, x, y, &x, &y); 1456 mflags = get_map_flags (m, &m, x, y, &x, &y);
1457
1503 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1458 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1504 { 1459 {
1505 tmp = NULL; 1460 tmp = 0;
1506 break; 1461 break;
1507 } 1462 }
1508 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)
1509 { 1464 {
1510 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1465 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1511 * perhaps a bad assumption. 1466 * perhaps a bad assumption.
1512 */ 1467 */
1513 tmp = NULL; 1468 tmp = 0;
1514 break; 1469 break;
1515 } 1470 }
1471
1516 if (mflags & P_IS_ALIVE) 1472 if (mflags & P_IS_ALIVE)
1517 {
1518 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)
1519 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1474 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1520 {
1521 found++;
1522 break;
1523 }
1524 if (found)
1525 break; 1475 break;
1526 }
1527 } 1476 }
1528 if (tmp == NULL) 1477
1478 if (!tmp)
1529 return find_arrow (op, type); 1479 return find_arrow (op, type);
1530 1480
1531 if (tmp->head) 1481 if (tmp->head)
1532 tmp = tmp->head; 1482 tmp = tmp->head;
1533 1483
1546 */ 1496 */
1547int 1497int
1548fire_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)
1549{ 1499{
1550 object *left, *bow; 1500 object *left, *bow;
1551 int bowspeed, mflags; 1501 int mflags;
1552 maptile *m; 1502 maptile *m;
1553 1503
1554 if (!dir) 1504 if (!dir)
1555 { 1505 {
1556 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!");
1557 return 0; 1507 return 0;
1558 } 1508 }
1559 1509
1560 if (op->type == PLAYER) 1510 if (op->contr)
1561 bow = op->contr->ranges[range_bow]; 1511 bow = op->current_weapon;
1562 else 1512 else
1563 { 1513 {
1564 for (bow = op->inv; bow; bow = bow->below) 1514 for (bow = op->inv; bow; bow = bow->below)
1565 /* 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
1566 * 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.
1571 if (!bow) 1521 if (!bow)
1572 { 1522 {
1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1523 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1574 return 0; 1524 return 0;
1575 } 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 }
1576 } 1533 }
1577 1534
1578 if (!bow->race || !bow->skill) 1535 if (!bow->race || !bow->skill)
1579 { 1536 {
1580 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);
1581 return 0; 1538 return 0;
1582 } 1539 }
1583
1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1585
1586 /* penalize ROF for bestarrow */
1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1590 if (bowspeed < 1)
1591 bowspeed = 1;
1592 1540
1593 if (arrow == NULL) 1541 if (arrow == NULL)
1594 { 1542 {
1595 if ((arrow = find_arrow (op, bow->race)) == NULL) 1543 if ((arrow = find_arrow (op, bow->race)) == NULL)
1596 { 1544 {
1597 if (op->type == PLAYER) 1545 if (op->type == PLAYER)
1598 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);
1599 /* 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 */
1600 else 1548 else
1601 CLEAR_FLAG (op, FLAG_READY_BOW); 1549 CLEAR_FLAG (op, FLAG_READY_BOW);
1550
1602 return 0; 1551 return 0;
1603 } 1552 }
1604 } 1553 }
1605 1554
1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1555 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1614 } 1563 }
1615 1564
1616 /* this should not happen, but sometimes does */ 1565 /* this should not happen, but sometimes does */
1617 if (arrow->nrof == 0) 1566 if (arrow->nrof == 0)
1618 { 1567 {
1568 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1619 arrow->destroy (); 1569 arrow->destroy ();
1620 return 0; 1570 return 0;
1621 } 1571 }
1622 1572
1623 left = arrow; /* these are arrows left to the player */ 1573 left = arrow; /* these are arrows left to the player */
1624 arrow = get_split_ob (arrow, 1); 1574 arrow = arrow->split ();
1625 if (!arrow) 1575 if (!arrow)
1626 { 1576 {
1627 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);
1628 return 0; 1578 return 0;
1629 } 1579 }
1630 1580
1631 arrow->set_owner (op); 1581 arrow->set_owner (op);
1632 arrow->skill = bow->skill; 1582 arrow->skill = bow->skill;
1633 arrow->direction = dir; 1583 arrow->direction = dir;
1634 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
1635 if (op->type == PLAYER) 1618 if (op->type == PLAYER)
1636 { 1619 {
1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1638 op->update_stats ();
1639 }
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1643 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype;
1645 if (arrow->slaying != NULL)
1646 arrow->spellarg = strdup (arrow->slaying);
1647
1648 /* Note that this was different for monsters - they got their level
1649 * added to the damage. I think the strength bonus is more proper.
1650 */
1651
1652 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1653
1654 /* update the speed */
1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1656 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1657
1658 arrow->set_speed (max (arrow->speed, 1.0));
1659 arrow->speed_left = 0;
1660
1661 if (op->type == PLAYER)
1662 {
1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1664 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1665 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1666
1667 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;
1668 } 1627 }
1669 else 1628 else
1670 { 1629 {
1671 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1672 arrow->level = op->level; 1630 arrow->level = op->level;
1673 } 1631 arrow->stats.wc -= bow->magic;
1674 1632
1675 if (arrow->attacktype == AT_PHYSICAL) 1633 if (!arrow->slaying)
1634 arrow->slaying = bow->slaying;
1635
1676 arrow->attacktype |= bow->attacktype; 1636 arrow->attacktype |= bow->attacktype;
1637 }
1677 1638
1678 if (bow->slaying) 1639 wc -= arrow->level;
1679 arrow->slaying = bow->slaying; 1640 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1680 1641
1642 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1643 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1644 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1645
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1646 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1647 m->insert (arrow, sx, sy, op);
1686 1648
1687 if (!arrow->destroyed ()) 1649 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1650 move_arrow (arrow);
1689
1690 if (op->type == PLAYER)
1691 {
1692 if (left->destroyed ())
1693 esrv_del_item (op->contr, left->count);
1694 else
1695 esrv_send_item (op, left);
1696 }
1697 1651
1698 return 1; 1652 return 1;
1699} 1653}
1700 1654
1701/* Special fire code for players - this takes into 1655/* Special fire code for players - this takes into
1706 * hence the function name. 1660 * hence the function name.
1707 */ 1661 */
1708int 1662int
1709player_fire_bow (object *op, int dir) 1663player_fire_bow (object *op, int dir)
1710{ 1664{
1711 int ret = 0, wcmod = 0; 1665 int ret;
1712 1666
1713 if (op->contr->bowtype == bow_bestarrow) 1667 if (op->contr->bowtype == bow_bestarrow)
1714 { 1668 {
1715 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);
1716 } 1670 }
1717 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)
1718 { 1672 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1673 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1720 wcmod = -1;
1721
1722 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);
1723 } 1675 }
1724 else if (op->contr->bowtype == bow_threewide) 1676 else if (op->contr->bowtype == bow_threewide)
1725 { 1677 {
1726 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);
1727 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)]);
1728 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)]);
1729 } 1681 }
1730 else if (op->contr->bowtype == bow_spreadshot) 1682 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1683 {
1732 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);
1733 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);
1734 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);
1735
1736 } 1687 }
1737 else 1688 else
1738 { 1689 {
1739 /* Simple case */ 1690 /* Simple case */
1740 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);
1741 } 1692 }
1693
1742 return ret; 1694 return ret;
1743} 1695}
1744
1745 1696
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1697/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1698 * Broken apart from 'fire' to keep it more readable.
1748 */ 1699 */
1749void 1700void
1750fire_misc_object (object *op, int dir) 1701fire_misc_object (object *op, int dir)
1751{ 1702{
1752 object *item; 1703 object *item = op->contr->ranged_ob;
1753 1704
1754 if (!op->contr->ranges[range_misc]) 1705 if (!item)
1755 { 1706 {
1756 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.");
1757 return; 1708 return;
1758 } 1709 }
1759 1710
1760 item = op->contr->ranges[range_misc];
1761 if (!item->inv) 1711 if (!item->inv)
1762 { 1712 {
1763 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1713 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1764 return; 1714 return;
1765 } 1715 }
1716
1717 if (!op->change_weapon (item))
1718 return;
1719
1766 if (item->type == WAND) 1720 if (item->type == WAND)
1767 { 1721 {
1768 if (item->stats.food <= 0) 1722 if (item->stats.food <= 0)
1769 { 1723 {
1770 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1724 op->contr->play_sound (sound_find ("wand_poof"));
1771 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
1772 return; 1727 return;
1773 } 1728 }
1774 } 1729 }
1775 else if (item->type == ROD || item->type == HORN) 1730 else if (item->type == ROD || item->type == HORN)
1776 { 1731 {
1777 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))
1778 { 1737 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1738 op->contr->play_sound (sound_find ("wand_poof"));
1739
1780 if (item->type == ROD) 1740 if (item->type == ROD)
1781 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));
1782 else 1742 else
1783 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
1784 return; 1745 return;
1785 } 1746 }
1786 } 1747 }
1787 1748
1788 if (cast_spell (op, item, dir, item->inv, NULL)) 1749 if (cast_spell (op, item, dir, item->inv, NULL))
1789 { 1750 {
1790 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
1791 if (item->type == WAND) 1753 if (item->type == WAND)
1792 { 1754 {
1793 if (!(--item->stats.food)) 1755 if (!(--item->stats.food))
1794 { 1756 {
1795 object *tmp; 1757 object *tmp;
1796 1758
1797 if (item->arch) 1759 if (item->arch)
1798 { 1760 {
1799 CLEAR_FLAG (item, FLAG_ANIMATE); 1761 CLEAR_FLAG (item, FLAG_ANIMATE);
1800 item->face = item->arch->clone.face; 1762 item->face = item->arch->face;
1801 item->set_speed (0); 1763 item->set_speed (0);
1802 } 1764 }
1803 1765
1804 if ((tmp = item->in_player ())) 1766 if (object *pl = item->visible_to ())
1805 esrv_update_item (UPD_ANIM, tmp, item); 1767 esrv_update_item (UPD_ANIM, pl, item);
1806 } 1768 }
1807 } 1769 }
1808 else if (item->type == ROD || item->type == HORN) 1770 else if (item->type == ROD || item->type == HORN)
1809 drain_rod_charge (item); 1771 drain_rod_charge (item);
1810 } 1772 }
1811} 1773}
1812 1774
1813/* Received a fire command for the player - go and do it. 1775/* Received a fire command for the player - go and do it.
1814 */ 1776 */
1815void 1777bool
1816fire (object *op, int dir) 1778fire (object *op, int dir)
1817{ 1779{
1818 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;
1819 1802
1820 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1821 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
1822 make_visible (op); 1805 make_visible (op);
1823 1806
1824 switch (op->contr->shoottype) 1807 switch (ob->type)
1825 { 1808 {
1826 case range_none: 1809 case BOW:
1827 return;
1828
1829 case range_bow:
1830 player_fire_bow (op, dir); 1810 player_fire_bow (op, dir);
1831 return; 1811 break;
1832 1812
1833 case range_magic: /* Casting spells */ 1813 case SPELL:
1834 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);
1835 return; 1815 break;
1836 1816
1837 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:
1838 fire_misc_object (op, dir); 1826 fire_misc_object (op, dir);
1839 return; 1827 break;
1840
1841 case range_golem: /* Control summoned monsters from scrolls */
1842 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1843 {
1844 op->contr->ranges[range_golem] = 0;
1845 op->contr->shoottype = range_none;
1846 }
1847 else
1848 control_golem (op->contr->ranges[range_golem], dir);
1849 return;
1850
1851 case range_skill:
1852 if (!op->chosen_skill)
1853 {
1854 if (op->type == PLAYER)
1855 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1856 return;
1857 }
1858
1859 do_skill (op, op, op->chosen_skill, dir, NULL);
1860 return;
1861 case range_builder:
1862 apply_map_builder (op, dir);
1863 return;
1864 default:
1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1866 return;
1867 } 1828 }
1868}
1869 1829
1870 1830 return true;
1831}
1871 1832
1872/* find_key 1833/* find_key
1873 * 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
1874 * and successfully use it, we return the key, otherwise NULL 1835 * and successfully use it, we return the key, otherwise NULL
1875 * This function merges both normal and locked door, since the logic 1836 * This function merges both normal and locked door, since the logic
1877 * pl is the player, 1838 * pl is the player,
1878 * inv is the objects inventory to searched 1839 * inv is the objects inventory to searched
1879 * door is the door we are trying to match against. 1840 * door is the door we are trying to match against.
1880 * This function can be called recursively to search containers. 1841 * This function can be called recursively to search containers.
1881 */ 1842 */
1882
1883object * 1843object *
1884find_key (object *pl, object *container, object *door) 1844find_key (object *pl, object *container, object *door)
1885{ 1845{
1886 object *tmp, *key; 1846 object *tmp, *key;
1887 1847
1888 /* Should not happen, but sanity checking is never bad */ 1848 /* Should not happen, but sanity checking is never bad */
1889 if (container->inv == NULL) 1849 if (!container->inv)
1890 return NULL; 1850 return 0;
1891 1851
1892 /* 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 */
1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1853 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 { 1854 {
1895 if (door->type == DOOR && tmp->type == KEY) 1855 if (door->type == DOOR && tmp->type == KEY)
1896 break; 1856 break;
1897 /* For sanity, we should really check door type, but other stuff 1857 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys 1858 * (like containers) can be locked with special keys
1899 */ 1859 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1860 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break; 1861 break;
1902 } 1862 }
1863
1903 /* No key found - lets search inventories now */ 1864 /* No key found - lets search inventories now */
1904 /* 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.
1905 * 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
1906 * a key, return 1867 * a key, return
1907 */ 1868 */
1908 if (!tmp) 1869 if (!tmp)
1909 { 1870 {
1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1871 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 { 1872 {
1912 /* No reason to search empty containers */ 1873 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv) 1874 if (tmp->type == CONTAINER && tmp->inv)
1914 { 1875 {
1915 if ((key = find_key (pl, tmp, door)) != NULL) 1876 if ((key = find_key (pl, tmp, door)))
1916 return key; 1877 return key;
1917 } 1878 }
1918 } 1879 }
1880
1919 if (!tmp) 1881 if (!tmp)
1920 return NULL; 1882 return NULL;
1921 } 1883 }
1884
1922 /* 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,
1923 * see if we actually want to use it 1886 * see if we actually want to use it
1924 */ 1887 */
1925 if (pl != container) 1888 if (pl != container)
1926 { 1889 {
1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1910 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "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));
1949 return NULL; 1912 return NULL;
1950 } 1913 }
1951 } 1914 }
1915
1952 return tmp; 1916 return tmp;
1953} 1917}
1954 1918
1955/* moved door processing out of move_player_attack. 1919/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1920 * returns 1 if player has opened the door with a key
1958 * 0 otherwise 1922 * 0 otherwise
1959 */ 1923 */
1960static int 1924static int
1961player_attack_door (object *op, object *door) 1925player_attack_door (object *op, object *door)
1962{ 1926{
1963 /* 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,
1964 * 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 -
1965 * otherwise, we fall through to the rest of the code. 1929 * otherwise, we fall through to the rest of the code.
1966 */ 1930 */
1967 object *key = find_key (op, op, door); 1931 object *key = find_key (op, op, door);
1968 1932
1969 /* IF we found a key, do some extra work */ 1933 /* If we found a key, do some extra work */
1970 if (key) 1934 if (key)
1971 { 1935 {
1972 object *container = key->env; 1936 object *container = key->env;
1973 1937
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op)) 1938 if (action_makes_visible (op))
1976 make_visible (op); 1939 make_visible (op);
1940
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1941 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1942 spring_trap (door->inv, op);
1943
1979 if (door->type == DOOR) 1944 if (door->type == DOOR)
1980 {
1981 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 */
1982 }
1983 else if (door->type == LOCKED_DOOR) 1946 else if (door->type == LOCKED_DOOR)
1984 { 1947 {
1985 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);
1986 remove_door2 (door); /* remove door without violence ;-) */ 1949 remove_door2 (door); /* remove door without violence ;-) */
1987 } 1950 }
1951
1988 /* Do this after we print the message */ 1952 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1953 key->decrease (); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */ 1954
1991 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container);
1993 return 1; /* Nothing more to do below */ 1955 return 1; /* Nothing more to do below */
1994 } 1956 }
1995 else if (door->type == LOCKED_DOOR) 1957 else if (door->type == LOCKED_DOOR)
1996 { 1958 {
1997 /* Might as well return now - no other way to open this */ 1959 /* Might as well return now - no other way to open this */
1998 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...");
1999 return 1; 1961 return 1;
2000 } 1962 }
1963
2001 return 0; 1964 return 0;
2002} 1965}
2003 1966
2004/* This function is just part of a breakup from move_player. 1967/* This function is just part of a breakup from move_player.
2005 * It should keep the code cleaner. 1968 * It should keep the code cleaner.
2006 * When this is called, the players direction has been updated 1969 * When this is called, the players direction has been updated
2007 * (taking into account confusion.) The player is also actually 1970 * (taking into account confusion.) The player is also actually
2008 * going to try and move (not fire weapons). 1971 * going to try and move (not fire weapons).
2009 */ 1972 */
2010void 1973bool
2011move_player_attack (object *op, int dir) 1974move_player_attack (object *op, int dir)
2012{ 1975{
2013 object *tmp, *mon;
2014 sint16 nx, ny;
2015 int on_battleground; 1976 int on_battleground;
2016 maptile *m;
2017 1977
2018 nx = freearr_x[dir] + op->x; 1978 sint16 nx = freearr_x[dir] + op->x;
2019 ny = freearr_y[dir] + op->y; 1979 sint16 ny = freearr_y[dir] + op->y;
2020 1980
2021 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 }
2022 1991
2023 /* 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
2024 * 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
2025 * 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
2026 * player. This is a pretty nasty hack, because if we could 1995 * player. This is a pretty nasty hack, because if we could
2027 * 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
2028 * 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
2029 * 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
2030 * move_ob uses. 1999 * move_ob uses.
2031 */ 2000 */
2032 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;
2033 { 2016 }
2034 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;
2035 { 2029 }
2036 m = op->map->xy_find (nx, ny); 2030
2037 if (!m) 2031 /* The following deals with possibly attacking peaceful
2038 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;
2039 } 2064 }
2040 else 2065 else
2041 m = op->map;
2042
2043 if (!(tmp = m->at (nx, ny).bot))
2044 return; 2066 return false;
2067 }
2045 2068
2046 mon = 0;
2047 /* Go through all the objects, and find ones of interest. Only stop if
2048 * we find a monster - that is something we know we want to attack.
2049 * if its a door or barrel (can roll) see if there may be monsters
2050 * on the space
2051 */
2052 while (tmp)
2053 {
2054 if (tmp == op)
2055 {
2056 tmp = tmp->above;
2057 continue;
2058 }
2059
2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2061 {
2062 mon = tmp;
2063 break;
2064 }
2065
2066 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2067 mon = tmp;
2068
2069 tmp = tmp->above;
2070 }
2071
2072 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */
2074
2075 if (mon->head)
2076 mon = mon->head;
2077
2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door (op, mon))
2080 return;
2081
2082 /* The following deals with possibly attacking peaceful
2083 * or frienddly creatures. Basically, all players are considered
2084 * unaggressive. If the moving player has peaceful set, then the
2085 * object should be pushed instead of attacked. It is assumed that
2086 * if you are braced, you will not attack friends accidently,
2087 * and thus will not push them.
2088 */
2089
2090 /* If the creature is a pet, push it even if the player is not
2091 * peaceful. Our assumption is the creature is a pet if the
2092 * player owns it and it is either friendly or unagressive.
2093 */
2094 if ((op->type == PLAYER)
2095#if COZY_SERVER
2096 &&
2097 ((mon->owner && mon->owner->contr
2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099#else
2100 && mon->owner == op
2101#endif
2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2103 {
2104 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced)
2106 return;
2107
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob (mon, dir, op);
2110 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op);
2112
2113 return;
2114 }
2115
2116 /* in certain circumstances, you shouldn't attack friendly 2069 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2070 * creatures. Note that if you are braced, you can't push
2118 * 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
2119 * attack them either. 2072 * attack them either.
2120 */ 2073 */
2121 if ((mon->type == PLAYER || mon->enemy != op) && 2074 if ((mon->type == PLAYER || mon->enemy != op)
2122 (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))
2123#ifdef PROHIBIT_PLAYERKILL
2124 (op->contr->peaceful 2076 && ((op->contr->peaceful
2125 || (mon->type == PLAYER 2077 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && mon->contr->
2127 peaceful)) &&
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground)) 2078 && !on_battleground))
2079 {
2080 if (op->speed_left > 0.f)
2132 { 2081 {
2082 --op->speed_left;
2083
2133 if (!op->contr->braced) 2084 if (!op->contr->braced)
2134 { 2085 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2086 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 2087 push_ob (mon, dir, op);
2137 } 2088 }
2138 else 2089 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 2090 op->statusmsg ("You withhold your attack");
2140 2091
2141 if (op->contr->tmp_invis || op->hide) 2092 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2142 make_visible (op); 2093 make_visible (op);
2143 }
2144 2094
2095 return true;
2096 }
2097 }
2145 /* If the object is a boulder or other rollable object, then 2098 /* If the object is a boulder or other rollable object, then
2146 * 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.
2147 */ 2100 */
2148 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)
2149 { 2104 {
2105 --op->speed_left;
2106
2150 recursive_roll (mon, dir, op); 2107 recursive_roll (mon, dir, op);
2151 if (action_makes_visible (op)) 2108 if (action_makes_visible (op))
2152 make_visible (op); 2109 make_visible (op);
2153 }
2154 2110
2111 return true;
2112 }
2113 }
2155 /* Any generic living creature. Including things like doors. 2114 /* Any generic living creature. Including things like doors.
2156 * 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
2157 * and be living. Then, it must be one of the following: 2116 * and be living. Then, it must be one of the following:
2158 * 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
2159 * 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.
2160 */ 2119 */
2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2120 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2162 ((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)))
2163 { 2122 {
2164 2123 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2165 /* If the player hasn't hit something this tick, and does
2166 * so, give them speed boost based on weapon speed. Doing
2167 * it here is better than process_players2, which basically
2168 * incurred a 1 tick offset.
2169 */
2170 if (!op->contr->has_hit)
2171 { 2124 {
2172 op->speed_left += op->speed / op->contr->weapon_sp; 2125 --op->contr->weapon_sp_left;
2173
2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2175 }
2176 2126
2177 skill_attack (mon, op, 0, 0, 0); 2127 skill_attack (mon, op, 0, 0, 0);
2178
2179 /* If attacking another player, that player gets automatic
2180 * hitback, and doesn't loose luck either.
2181 * Disable hitback on the battleground or if the target is
2182 * the wiz.
2183 */
2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2185 {
2186 short luck = mon->stats.luck;
2187
2188 mon->contr->has_hit = 1;
2189 skill_attack (op, mon, 0, 0, 0);
2190 mon->stats.luck = luck;
2191 }
2192 2128
2193 if (action_makes_visible (op)) 2129 if (action_makes_visible (op))
2194 make_visible (op); 2130 make_visible (op);
2195 }
2196 } /* if player should attack something */
2197}
2198 2131
2199int 2132 return true;
2133 }
2134 }
2135
2136 return false;
2137}
2138
2139bool
2200move_player (object *op, int dir) 2140move_player (object *op, int dir)
2201{ 2141{
2202 int pick; 2142 int pick;
2203 2143
2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2144 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2205 return 0; 2145 return 0;
2206 2146
2207 /* Sanity check: make sure dir is valid */ 2147 /* Sanity check: make sure dir is valid */
2208 if ((dir < 0) || (dir >= 9)) 2148 if ((dir < 0) || (dir >= 9))
2209 { 2149 {
2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2155 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2216 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2156 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2217 2157
2218 op->facing = dir; 2158 op->facing = dir;
2219 2159
2220 if (op->hide) 2160 if (op->flag [FLAG_HIDDEN])
2221 do_hidden_move (op); 2161 do_hidden_move (op);
2222 2162
2163 bool retval;
2164
2223 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2165 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2224 /*nop */ ; 2166 retval = RESULT_INT (0);
2225 else if (op->contr->fire_on) 2167 else if (op->contr->fire_on)
2226 fire (op, dir); 2168 retval = fire (op, dir);
2227 else 2169 else
2228 { 2170 {
2229 move_player_attack (op, dir); 2171 retval = move_player_attack (op, dir);
2230 pick = check_pick (op); 2172 pick = check_pick (op);
2231 } 2173 }
2232 2174
2233 /* 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
2234 * server can handle repeat firing. 2176 * server can handle repeat firing.
2241 /* Update how the player looks. Use the facing, so direction may 2183 /* Update how the player looks. Use the facing, so direction may
2242 * get reset to zero. This allows for full animation capabilities 2184 * get reset to zero. This allows for full animation capabilities
2243 * for players. 2185 * for players.
2244 */ 2186 */
2245 animate_object (op, op->facing); 2187 animate_object (op, op->facing);
2246 return 0; 2188
2189 return retval;
2247} 2190}
2248 2191
2249/* 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
2250 * new client/server stuff. 2193 * new client/server stuff.
2251 * 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
2252 * the new speed values for commands. 2195 * the new speed values for commands.
2253 * 2196 *
2254 * 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.
2255 */ 2200 */
2256int 2201bool
2257handle_newcs_player (object *op) 2202handle_newcs_player (object *op)
2258{ 2203{
2259 if (op->contr->hidden)
2260 {
2261 op->invisible = 1000;
2262 /* the socket code flashes the player visible/invisible
2263 * depending on the value of invisible, so we need to
2264 * alternate it here for it to work correctly.
2265 */
2266 if (pticks & 2)
2267 op->invisible--;
2268 }
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2271 op->invisible--;
2272 if (!op->invisible)
2273 {
2274 make_visible (op);
2275 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2276 }
2277 }
2278
2279 if (QUERY_FLAG (op, FLAG_SCARED)) 2204 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2205 {
2281 flee_player (op); 2206 if (op->speed_left > 0.f)
2282 /* If player is still scared, that is his action for this tick */
2283 if (QUERY_FLAG (op, FLAG_SCARED))
2284 { 2207 {
2285 op->speed_left--; 2208 --op->speed_left;
2209 flee_player (op);
2210
2286 return 0; 2211 return true;
2287 } 2212 }
2213 else
2214 return false;
2288 } 2215 }
2289
2290 /* I've been seeing crashes where the golem has been destroyed, but
2291 * the player object still points to the defunct golem. The code that
2292 * destroys the golem looks correct, and it doesn't always happen, so
2293 * put this in a a workaround to clean up the golem pointer.
2294 */
2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2296 op->contr->ranges[range_golem] = 0;
2297 2216
2298 /* 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
2299 * the players time has been increased when doericserver has been 2218 * the players time has been increased when doericserver has been
2300 * called, so we recheck it here. 2219 * called, so we recheck it here.
2301 */ 2220 */
2302 if (op->contr->ns->handle_command ()) 2221 if (op->contr->ns->handle_command ())
2303 return 1; 2222 return true;
2304 2223
2305 if (op->speed_left > 0)
2306 {
2307 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2224 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 {
2309 /* All move commands take 1 tick, at least for now */
2310 op->speed_left--;
2311
2312 /* Instead of all the stuff below, let move_player take care
2313 * of it. Also, some of the skill stuff is only put in
2314 * there, as well as the confusion stuff.
2315 */
2316 move_player (op, op->direction); 2225 return move_player (op, op->direction);
2317 2226
2318 return op->speed_left > 0;
2319 }
2320 }
2321
2322 return 0; 2227 return false;
2323} 2228}
2324 2229
2325int 2230int
2326save_life (object *op) 2231save_life (object *op)
2327{ 2232{
2329 return 0; 2234 return 0;
2330 2235
2331 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2236 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2237 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 { 2238 {
2334 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2239 op->play_sound (sound_find ("ob_evaporate"));
2335 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));
2336
2337 if (op->contr)
2338 esrv_del_item (op->contr, tmp->count);
2339 2241
2340 tmp->destroy (); 2242 tmp->destroy ();
2341 CLEAR_FLAG (op, FLAG_LIFESAVE); 2243 CLEAR_FLAG (op, FLAG_LIFESAVE);
2342 2244
2343 if (op->stats.hp < 0) 2245 if (op->stats.hp < 0)
2356 return 0; 2258 return 0;
2357} 2259}
2358 2260
2359/* 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
2360 * 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
2361 * 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
2362 * from. 2264 * from.
2363 */ 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
2364void 2282void
2365remove_unpaid_objects (object *op, object *env) 2283object::drop_unpaid_items ()
2366{ 2284{
2367 object *next; 2285 if (!flag [FLAG_REMOVED])
2368 2286 ::drop_unpaid_items (inv, this);
2369 while (op)
2370 {
2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2372
2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2374 {
2375 if (env->type == PLAYER)
2376 esrv_del_item (env->contr, op->count);
2377
2378 op->insert_at (env);
2379 }
2380 else if (op->inv)
2381 remove_unpaid_objects (op->inv, env);
2382
2383 op = next;
2384 }
2385} 2287}
2386 2288
2387/* 2289/*
2388 * Returns pointer a static string containing gravestone text 2290 * Returns pointer a static string containing gravestone text
2389 * Moved from apply.c to player.c - player.c is what 2291 * Moved from apply.c to player.c - player.c is what
2390 * actually uses this function. player.c may not be quite the 2292 * actually uses this function. player.c may not be quite the
2391 * best, a misc file for object actions is probably better, 2293 * best, a misc file for object actions is probably better,
2392 * but there isn't one in the server directory. 2294 * but there isn't one in the server directory.
2393 */ 2295 */
2394char * 2296const char *
2395gravestone_text (object *op) 2297gravestone_text (object *op)
2396{ 2298{
2397 static char buf2[MAX_BUF]; 2299 static dynbuf_text buf;
2398 char buf[MAX_BUF];
2399 time_t now = time (NULL);
2400 2300
2401 strcpy (buf2, " R.I.P.\n\n"); 2301 buf << "---- R.I.P. ----\n\n"
2302 << op->name;
2303
2402 if (op->type == PLAYER) 2304 if (op->type == PLAYER)
2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2305 buf << " the " << op->contr->title;
2404 else
2405 sprintf (buf, "%s\n", &op->name);
2406 2306
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2307 buf << "\n\n";
2408 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
2409 if (op->type == PLAYER) 2313 if (op->type == PLAYER)
2410 sprintf (buf, "who was in level %d when killed\n", op->level); 2314 buf << "by " << op->contr->killer_name () << ".\n\n";
2411 else
2412 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2413 2315
2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf);
2416 if (op->type == PLAYER)
2417 { 2316 {
2418 sprintf (buf, "by %s.\n\n", op->contr->killer); 2317 static char buf2[128];
2419 strncat (buf2, " ", 21 - strlen (buf) / 2); 2318 time_t now = time (NULL);
2420 strcat (buf2, buf);
2421 }
2422
2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2319 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2424 strncat (buf2, " ", 20 - strlen (buf) / 2); 2320 buf << buf2;
2425 strcat (buf2, buf); 2321 }
2426 2322
2427 return buf2; 2323 return buf;
2428} 2324}
2429 2325
2430void 2326void
2431do_some_living (object *op) 2327do_some_living (object *op)
2432{ 2328{
2439 int rate_grace = 2000; 2335 int rate_grace = 2000;
2440 const int max_hp = 1; 2336 const int max_hp = 1;
2441 const int max_sp = 1; 2337 const int max_sp = 1;
2442 const int max_grace = 1; 2338 const int max_grace = 1;
2443 2339
2444 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--;
2445 { 2349 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2350 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2351 {
2448 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 }
2449 } 2357 }
2450 2358
2451 if (op->contr->ns->state == ST_PLAYING) 2359 if (op->contr->ns->state == ST_PLAYING)
2452 { 2360 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2361 /* these next three if clauses make it possible to SLOW DOWN
2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2380 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2473 else 2381 else
2474 { 2382 {
2475 gen_grace = op->stats.maxgrace; 2383 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2384 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 }
2478
2479 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp++;
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490 if (op->contr->digestion < 0)
2491 op->stats.food += op->contr->digestion;
2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food = last_food;
2494 }
2495 }
2496
2497 if (max_sp > 1)
2498 {
2499 over_sp = (gen_sp + 10) / rate_sp;
2500 if (over_sp > 0)
2501 {
2502 if (op->stats.sp < op->stats.maxsp)
2503 {
2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2507 op->stats.sp--;
2508
2509 if (op->stats.sp > op->stats.maxsp)
2510 op->stats.sp = op->stats.maxsp;
2511 }
2512 op->last_sp = 0;
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 }
2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2519 } 2385 }
2520 2386
2521 /* Regenerate Grace */ 2387 /* Regenerate Grace */
2522 /* 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. */
2523 if (--op->last_grace < 0) 2389 if (--op->last_grace < 0)
2544 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);
2545 } 2411 }
2546 /* wearing stuff doesn't detract from grace generation. */ 2412 /* wearing stuff doesn't detract from grace generation. */
2547 } 2413 }
2548 2414
2415 if (op->stats.food > 0)
2416 {
2549 /* Regenerate Hit Points */ 2417 /* Regenerate Spell Points */
2550 if (--op->last_heal < 0) 2418 if (!op->contr->golem && --op->last_sp < 0)
2551 {
2552 if (op->stats.hp < op->stats.maxhp)
2553 { 2419 {
2554 op->stats.hp++; 2420 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2555 /* dms do not consume food */ 2421
2556 if (!QUERY_FLAG (op, FLAG_WIZ)) 2422 if (op->stats.sp < op->stats.maxsp)
2557 { 2423 {
2424 op->stats.sp++;
2425
2426 /* dms do not consume food */
2427 if (!QUERY_FLAG (op, FLAG_WIZ))
2428 {
2558 op->stats.food--; 2429 op->stats.food--;
2430
2559 if (op->contr->digestion < 0) 2431 if (op->contr->digestion < 0)
2560 op->stats.food += op->contr->digestion; 2432 op->stats.food += op->contr->digestion;
2561 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))
2562 op->stats.food = last_food; 2434 op->stats.food = last_food;
2435 }
2563 } 2436 }
2564 }
2565 2437
2566 if (max_hp > 1) 2438 if (max_sp > 1)
2567 {
2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2569 if (over_hp > 0)
2570 { 2439 {
2571 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
2572 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);
2573 } 2458 }
2574 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)
2575 { 2467 {
2576 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 }
2577 } 2480 }
2481
2482 if (max_hp > 1)
2483 {
2484 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2485
2486 if (over_hp > 0)
2487 {
2488 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2489 op->last_heal = 0;
2490 }
2491 else
2492 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 } 2493 }
2579 else 2494 else
2580 {
2581 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);
2582 } 2496 }
2583 } 2497 }
2584 2498
2585 /* Digestion */ 2499 /* Digestion */
2586 if (--op->last_eat < 0) 2500 if (--op->last_eat < 0)
2587 { 2501 {
2588#ifdef COZY_SERVER 2502 int bonus = max (0, op->contr->digestion),
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2503 penalty = max (0, -op->contr->digestion);
2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591#else
2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593#endif
2594 2504
2595 if (op->contr->gen_hp > 0)
2596 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);
2597 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599 2506
2600 /* dms do not consume food */ 2507 /* dms do not consume food */
2601 if (!QUERY_FLAG (op, FLAG_WIZ)) 2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2602 op->stats.food--; 2509 op->stats.food--;
2603 } 2510 }
2604 2511
2605 if (op->stats.food < 0 && op->stats.hp >= 0) 2512 if (op->stats.food < 0 && op->stats.hp >= 0)
2606 { 2513 {
2607 object *tmp, *flesh = 0; 2514 object *flesh = 0;
2608 2515
2609 for (tmp = op->inv; tmp; tmp = tmp->below) 2516 for_inv_removable (op, tmp)
2610 { 2517 {
2611 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)
2612 { 2522 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2523 op->statusmsg ("You blindly grab for a bite of food. "
2614 { 2524 "H<To prevent you from starving, you ate some random item from your backpack.>");
2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2616 manual_apply (op, tmp, 0); 2525 manual_apply (op, tmp, 0);
2526
2617 if (op->stats.food >= 0 || op->stats.hp < 0) 2527 if (op->stats.food >= 0 || op->stats.hp < 0)
2618 break; 2528 break;
2619 } 2529 }
2620 else if (tmp->type == FLESH) 2530 else if (tmp->type == FLESH)
2621 flesh = tmp; 2531 flesh = tmp;
2622 } /* End if paid for object */ 2532 }
2623 } /* end of for loop */
2624 2533
2625 /* 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
2626 * eat flesh instead. 2535 * eat flesh instead.
2627 */ 2536 */
2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2537 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 { 2538 {
2630 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.>");
2631 manual_apply (op, flesh, 0); 2541 manual_apply (op, flesh, 0);
2632 } 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)
2633 } 2551 {
2552 op->stats.hp += op->stats.food;
2553 op->stats.food = 0;
2634 2554
2635 while (op->stats.food < 0 && op->stats.hp >= 0) 2555 if (op->stats.hp < 0)
2636 op->stats.food++, op->stats.hp--; 2556 {
2557 op->contr->killer = archetype::get ("killer_starvation");
2558 op->contr->killer->destroy ();
2559 }
2560 }
2637 2561
2562 /* killer should be set here already */
2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2563 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2639 kill_player (op); 2564 kill_player (op);
2640 } 2565 }
2641} 2566}
2642 2567
2646 * file. 2571 * file.
2647 */ 2572 */
2648void 2573void
2649kill_player (object *op) 2574kill_player (object *op)
2650{ 2575{
2576 int x, y;
2651 char buf[MAX_BUF]; 2577 char buf[MAX_BUF];
2652 int x, y;
2653
2654 //int i;
2655 maptile *map; /* this is for resurrection */ 2578 maptile *map; /* this is for resurrection */
2656
2657 /* int z;
2658 int num_stats_lose;
2659 int lost_a_stat;
2660 int lose_this_stat;
2661 int this_stat; */
2662 int will_kill_again; 2579 int will_kill_again;
2663 archetype *at; 2580 archetype *at;
2664 object *tmp; 2581 object *tmp;
2665 2582
2666 if (save_life (op)) 2583 if (save_life (op))
2667 return; 2584 return;
2668
2669 2585
2670 /* 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
2671 * 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.
2672 * Look at op_on_battleground() for more info --AndreasV 2588 * Look at op_on_battleground() for more info --AndreasV
2673 */ 2589 */
2689 { 2605 {
2690 tmp->destroy (); 2606 tmp->destroy ();
2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2607 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2692 } 2608 }
2693 2609
2694 cure_disease (op, 0); /* remove any disease */ 2610 cure_disease (op, 0, 0); /* remove any disease */
2695 op->stats.hp = op->stats.maxhp; 2611 op->stats.hp = op->stats.maxhp;
2696 if (op->stats.food <= 0) 2612 if (op->stats.food <= 0)
2697 op->stats.food = 999; 2613 op->stats.food = 999;
2698 2614
2699 /* create a bodypart-trophy to make the winner happy */ 2615 /* create a bodypart-trophy to make the winner happy */
2700 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2616 if (object *tmp = arch_to_object (archetype::find ("finger")))
2701 { 2617 {
2702 sprintf (buf, "%s's finger", &op->name); 2618 tmp->name = format ("%s's finger" , &op->name);
2703 tmp->name = buf; 2619 tmp->name_pl = format ("%s's fingers", &op->name);
2704 sprintf (buf, " This finger has been cut off %s\n"
2705 " the %s, when he was defeated at\n level %d by %s.\n",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2707 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 );
2708 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2626 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = NULL; 2627 tmp->materialname = "organics";
2710 tmp->insert_at (op, tmp); 2628 tmp->insert_at (op, tmp);
2711 } 2629 }
2712 2630
2713 /* teleport defeated player to new destination */ 2631 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL); 2632 transfer_ob (op, x, y, 0, NULL);
2718 2636
2719 INVOKE_PLAYER (DEATH, op->contr); 2637 INVOKE_PLAYER (DEATH, op->contr);
2720 2638
2721 command_kill_pets (op, 0); 2639 command_kill_pets (op, 0);
2722 2640
2723 if (op->stats.food < 0) 2641 op->contr->play_sound (sound_find ("player_dies"));
2724 {
2725 sprintf (buf, "%s starved to death.", &op->name);
2726 strcpy (op->contr->killer, "starvation");
2727 }
2728 else
2729 sprintf (buf, "%s died.", &op->name);
2730
2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2732 2642
2733 /* save the map location for corpse, gravestone */ 2643 /* save the map location for corpse, gravestone */
2734 x = op->x; 2644 x = op->x;
2735 y = op->y; 2645 y = op->y;
2736 map = op->map; 2646 map = op->map;
2843 lost_a_stat = 1; 2753 lost_a_stat = 1;
2844 } 2754 }
2845 } 2755 }
2846 } 2756 }
2847 } 2757 }
2758
2848 /* If no stat lost, tell the player. */ 2759 /* If no stat lost, tell the player. */
2849 if (!lost_a_stat) 2760 if (!lost_a_stat)
2850 { 2761 {
2851 /* determine_god() seems to not work sometimes... why is this? 2762 /* determine_god() seems to not work sometimes... why is this?
2852 Should I be using something else? GD */ 2763 Should I be using something else? GD */
2856 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);
2857 else 2768 else
2858 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.");
2859 } 2770 }
2860#else 2771#else
2861 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.");
2862#endif 2773#endif
2863 2774
2864 /* Put a gravestone up where the character 'almost' died. List the 2775 /* Put a gravestone up where the character 'almost' died. List the
2865 * exp loss on the stone. 2776 * exp loss on the stone.
2866 */ 2777 */
2867 tmp = arch_to_object (archetype::find ("gravestone")); 2778 tmp = arch_to_object (archetype::find ("gravestone"));
2868 sprintf (buf, "%s's gravestone", &op->name); 2779 tmp->name = format ("%s's gravestone", &op->name);
2869 tmp->name = buf; 2780 tmp->name_pl = format ("%s's gravestones", &op->name);
2870 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",
2871 tmp->name_pl = buf; 2782 &op->name, op->contr->title, op->contr->killer_name ());
2872 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);
2873 tmp->msg = buf;
2874 tmp->x = op->x, tmp->y = op->y; 2783 tmp->x = op->x, tmp->y = op->y;
2875 insert_ob_in_map (tmp, op->map, NULL, 0); 2784 insert_ob_in_map (tmp, op->map, NULL, 0);
2876 2785
2877 /**************************************/ 2786 /**************************************/
2878 /* */ 2787 /* */
2899 { 2808 {
2900 tmp->destroy (); 2809 tmp->destroy ();
2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2810 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2902 } 2811 }
2903 2812
2904 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 }
2905 2826
2906 /*add_exp(op, (op->stats.exp * -0.20)); */ 2827 /*add_exp(op, (op->stats.exp * -0.20)); */
2907 apply_death_exp_penalty (op); 2828 apply_death_exp_penalty (op);
2829
2908 if (op->stats.food < 100) 2830 if (op->stats.food < 100)
2909 op->stats.food = 900; 2831 op->stats.food = 900;
2832
2910 op->stats.hp = op->stats.maxhp; 2833 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2834 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2835 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2836
2914 /* 2837 /*
2915 * Check to see if the player is in a shop. IF so, then check to see if
2916 * 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
2917 * in the map. 2839 * and put them back in the map.
2918 */ 2840 */
2919 2841 op->drop_unpaid_items ();
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op);
2922 2842
2923 /****************************************/ 2843 /****************************************/
2924 /* */ 2844 /* */
2925 /* Move player to his current respawn- */ 2845 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2846 /* position (usually last savebed) */
2946 object *force; 2866 object *force;
2947 int at; 2867 int at;
2948 2868
2949 force = get_archetype (FORCE_NAME); 2869 force = get_archetype (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */ 2870 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1; 2871 force->speed = 0.1f;
2952 force->speed_left = -5.0; 2872 force->speed_left = -5.f;
2953 SET_FLAG (force, FLAG_APPLIED); 2873 SET_FLAG (force, FLAG_APPLIED);
2954 for (at = 0; at < NROFATTACKS; at++) 2874 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at)) 2875 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100; 2876 force->resist[at] = 100;
2957 2877
2958 insert_ob_in_ob (force, op); 2878 insert_ob_in_ob (force, op);
2959 op->update_stats (); 2879 op->update_stats ();
2960
2961 } 2880 }
2962 2881
2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2882 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2964} 2883}
2965 2884
2966void 2885void
2967loot_object (object *op) 2886loot_object (object *op)
2968{ /* Grab and destroy some treasure */ 2887{ /* Grab and destroy some treasure */
2969 object *tmp, *tmp2, *next; 2888 object *tmp, *tmp2, *next;
2970 2889
2971 if (op->container) 2890 op->close_container (); /* close open sack first */
2972 esrv_apply_container (op, op->container); /* close open sack first */
2973 2891
2974 for (tmp = op->inv; tmp; tmp = next) 2892 for (tmp = op->inv; tmp; tmp = next)
2975 { 2893 {
2976 next = tmp->below; 2894 next = tmp->below;
2977 2895
2978 if (tmp->invisible) 2896 if (tmp->invisible)
2979 continue; 2897 continue;
2980 2898
2981 tmp->remove (); 2899 tmp->remove ();
2982 tmp->x = op->x, tmp->y = op->y; 2900 tmp->x = op->x, tmp->y = op->y;
2901
2983 if (tmp->type == CONTAINER) 2902 if (tmp->type == CONTAINER)
2984 { /* empty container to ground */ 2903 loot_object (tmp); /* empty container to ground */
2985 loot_object (tmp); 2904
2986 }
2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2905 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2988 { 2906 {
2989 if (tmp->nrof > 1) 2907 if (tmp->nrof > 1)
2990 { 2908 {
2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2909 tmp->decrease (rndm (1, tmp->nrof - 1));
2992 tmp2->destroy ();
2993 insert_ob_in_map (tmp, op->map, NULL, 0); 2910 insert_ob_in_map (tmp, op->map, NULL, 0);
2994 } 2911 }
2995 else 2912 else
2996 tmp->destroy (); 2913 tmp->destroy ();
2997 } 2914 }
3003/* 2920/*
3004 * fix_weight(): Check recursively the weight of all players, and fix 2921 * fix_weight(): Check recursively the weight of all players, and fix
3005 * 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
3006 * was changed. 2923 * was changed.
3007 */ 2924 */
3008
3009void 2925void
3010fix_weight (void) 2926fix_weight (void)
3011{ 2927{
3012 for_all_players (pl) 2928 for_all_players (pl)
3013 { 2929 {
3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2930 sint32 old = pl->ob->carrying;
3015 2931
3016 if (old == sum) 2932 pl->ob->update_weight ();
3017 continue; 2933
2934 if (old != pl->ob->carrying)
2935 {
3018 pl->ob->update_stats (); 2936 pl->ob->update_stats ();
3019 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 }
3020 } 2939 }
3021} 2940}
3022 2941
3023void 2942void
3024fix_luck (void) 2943fix_luck (void)
3066} 2985}
3067 2986
3068void 2987void
3069make_visible (object *op) 2988make_visible (object *op)
3070{ 2989{
3071 op->hide = 0; 2990 op->flag [FLAG_HIDDEN] = 0;
3072 op->invisible = 0; 2991 op->invisible = 0;
2992
3073 if (op->type == PLAYER) 2993 if (op->type == PLAYER)
3074 { 2994 {
3075 op->contr->tmp_invis = 0; 2995 op->contr->tmp_invis = 0;
3076 op->contr->invis_race = 0; 2996 op->contr->invis_race = 0;
3077 } 2997 }
2998
3078 update_object (op, UP_OBJ_FACE); 2999 update_object (op, UP_OBJ_CHANGE);
3079} 3000}
3080 3001
3081int 3002int
3082is_true_undead (object *op) 3003is_true_undead (object *op)
3083{ 3004{
3084 object *tmp = NULL;
3085
3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3005 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3087 return 1; 3006 return 1;
3088 3007
3089 return 0; 3008 return 0;
3090} 3009}
3091 3010
3092/* look at the surrounding terrain to determine 3011/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3012 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3013 * indicate greater hideability.
3095 */ 3014 */
3096
3097int 3015int
3098hideability (object *ob) 3016hideability (object *ob)
3099{ 3017{
3100 int i, level = 0, mflag; 3018 int i, level = 0, mflag;
3101 sint16 x, y; 3019 sint16 x, y;
3102 3020
3103 if (!ob || !ob->map) 3021 if (!ob || !ob->map)
3104 return 0; 3022 return 0;
3105 3023
3106 /* so, on normal lighted maps, its hard to hide */ 3024 /* so, on normal lighted maps, its hard to hide */
3107 level = ob->map->darkness - 2; 3025 level = ob->map->darklevel () - 2;
3108 3026
3109 /* this also picks up whether the object is glowing. 3027 /* this also picks up whether the object is glowing.
3110 * 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
3111 * as bad as carrying a light on a pitch dark map */ 3029 * as bad as carrying a light on a pitch dark map */
3112 if (has_carried_lights (ob)) 3030 if (has_carried_lights (ob))
3113 level = -(10 + (2 * ob->map->darkness)); 3031 level = -(10 + (2 * ob->map->darklevel ()));
3114 3032
3115 /* scan through all nearby squares for terrain to hide in */ 3033 /* scan through all nearby squares for terrain to hide in */
3116 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])
3117 { 3037 {
3118 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3038 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3119 if (mflag & P_OUT_OF_MAP) 3039 if (mflag & P_OUT_OF_MAP)
3120 {
3121 continue; 3040 continue;
3122 } 3041
3123 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3042 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3124 level += 2; 3043 level += 2;
3125 else /* open terrain! */ 3044 else /* open terrain! */
3126 level -= 1; 3045 level -= 1;
3127 } 3046 }
3135/* For Hidden creatures - a chance of becoming 'unhidden' 3054/* For Hidden creatures - a chance of becoming 'unhidden'
3136 * every time they move - as we subtract off 'invisibility' 3055 * every time they move - as we subtract off 'invisibility'
3137 * AND, for players, if they move into a ridiculously unhideable 3056 * AND, for players, if they move into a ridiculously unhideable
3138 * spot (surrounded by clear terrain in broad daylight). -b.t. 3057 * spot (surrounded by clear terrain in broad daylight). -b.t.
3139 */ 3058 */
3140
3141void 3059void
3142do_hidden_move (object *op) 3060do_hidden_move (object *op)
3143{ 3061{
3144 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3062 int hide = 0;
3145 object *skop;
3146 3063
3147 if (!op || !op->map) 3064 if (!op || !op->map)
3148 return; 3065 return;
3149 3066
3150 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);
3151 3069
3152 /* 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! */
3153 if (op->type == PLAYER && op->contr->run_on) 3071 if (op->type == PLAYER && op->contr->run_on)
3154 if (!skop || num >= skop->level) 3072 if (!skop || num >= skop->level)
3155 { 3073 {
3165 num -= hide; 3083 num -= hide;
3166 3084
3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3085 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3168 { 3086 {
3169 make_visible (op); 3087 make_visible (op);
3088
3170 if (op->type == PLAYER) 3089 if (op->type == PLAYER)
3171 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!");
3172 } 3091 }
3173 else if (op->type == PLAYER && skop) 3092 else if (op->type == PLAYER && skop)
3174 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);
3227 * object op. This function works fine for monsters, 3146 * object op. This function works fine for monsters,
3228 * 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
3229 * a pile (say a coin under a table would return "viewable" 3148 * a pile (say a coin under a table would return "viewable"
3230 * by this routine). Another question, should we be 3149 * by this routine). Another question, should we be
3231 * concerned with the direction the player is looking 3150 * concerned with the direction the player is looking
3232 * in? Realistically, most of use cant see stuff behind 3151 * in? Realistically, most of us can't see stuff behind
3233 * our backs...on the other hand, does the "facing" direction 3152 * our backs...on the other hand, does the "facing" direction
3234 * imply the way your head, or body is facing? Its possible 3153 * imply the way your head, or body is facing? It's possible
3235 * 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.
3236 * -b.t. 3155 * -b.t.
3237 * This function is now map tiling safe. 3156 * This function is now map tiling safe.
3238 */ 3157 */
3239
3240int 3158int
3241player_can_view (object *pl, object *op) 3159player_can_view (object *pl, object *op)
3242{ 3160{
3243 rv_vector rv; 3161 rv_vector rv;
3244 int dx, dy; 3162 int dx, dy;
3256 3174
3257 get_rangevector (pl, op, &rv, 0x1); 3175 get_rangevector (pl, op, &rv, 0x1);
3258 3176
3259 /* starting with the 'head' part, lets loop 3177 /* starting with the 'head' part, lets loop
3260 * through the object and find if it has any 3178 * through the object and find if it has any
3261 * part that is in the los array but isnt on 3179 * part that is in the los array but isn't on
3262 * a blocked los square. 3180 * a blocked los square.
3263 * we use the archetype to figure out offsets. 3181 * we use the archetype to figure out offsets.
3264 */ 3182 */
3265 while (op) 3183 while (op)
3266 { 3184 {
3267 dx = rv.distance_x + op->arch->clone.x; 3185 dx = rv.distance_x + op->arch->x;
3268 dy = rv.distance_y + op->arch->clone.y; 3186 dy = rv.distance_y + op->arch->y;
3269 3187
3270 /* only the viewable area the player sees is updated by LOS 3188 /* only the viewable area the player sees is updated by LOS
3271 * 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
3272 * for any meaningful values. 3190 * for any meaningful values.
3273 */ 3191 */
3274 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3192 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3275 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3276 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3277 return 1; 3193 return 1;
3194
3278 op = op->more; 3195 op = op->more;
3279 } 3196 }
3197
3280 return 0; 3198 return 0;
3281} 3199}
3282 3200
3283/* routine for both players and monsters. We call this when 3201/* routine for both players and monsters. We call this when
3284 * there is a possibility for our action distrubing our hiding 3202 * there is a possibility for our action distrubing our hiding
3285 * place or invisiblity spell. Artefact invisiblity is not 3203 * place or invisiblity spell. Artefact invisiblity causes
3286 * effected by this. If we arent invisible to begin with, we 3204 * "noise" instead. If we arent invisible to begin with, we
3287 * return 0. 3205 * return 0.
3288 */ 3206 */
3289int 3207int
3290action_makes_visible (object *op) 3208action_makes_visible (object *op)
3291{ 3209{
3292
3293 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3210 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3294 { 3211 {
3295 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
3296 return 0; 3219 return 0;
3220 }
3297 3221
3298 if (op->contr && op->contr->tmp_invis == 0) 3222 if (op->contr && op->contr->tmp_invis == 0)
3299 return 0; 3223 return 0;
3300 3224
3301 /* If monsters, they should become visible */ 3225 /* If monsters, they should become visible */
3302 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))
3303 { 3227 {
3304 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");
3305 return 1; 3229 return 1;
3306 } 3230 }
3307 } 3231 }
3232
3308 return 0; 3233 return 0;
3309} 3234}
3310 3235
3311/* op_on_battleground - checks if the given object op (usually 3236/* op_on_battleground - checks if the given object op (usually
3312 * a player) is standing on a valid battleground-tile, 3237 * a player) is standing on a valid battleground-tile,
3317 * 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
3318 */ 3243 */
3319int 3244int
3320op_on_battleground (object *op, int *x, int *y) 3245op_on_battleground (object *op, int *x, int *y)
3321{ 3246{
3322 object *tmp;
3323
3324 /* A battleground-tile needs the following attributes to be valid: 3247 /* A battleground-tile needs the following attributes to be valid:
3325 * 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),
3326 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3249 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3327 * and the exit-coordinates sp/hp must both be > 0. 3250 * and the exit-coordinates sp/hp must both be > 0.
3328 * => The intention here is to prevent abuse of the battleground- 3251 * => The intention here is to prevent abuse of the battleground-
3329 * feature (like pickable or hidden battleground tiles). */ 3252 * feature (like pickable or hidden battleground tiles). */
3330 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3253 for (object *tmp = op->below; tmp; tmp = tmp->below)
3331 { 3254 {
3332 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3255 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3333 { 3256 {
3334 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3257 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3335 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))
3336 { 3261 {
3337 /*before we assign the exit, check if this is a teambattle */ 3262 /* before we assign the exit, check if this is a teambattle */
3338 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))
3339 { 3264 {
3340 object *invtmp;
3341
3342 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3265 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3343 { 3266 {
3344 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3267 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3345 { 3268 {
3346 if (x != NULL && y != NULL) 3269 if (x && y)
3347 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3270 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3271
3348 return 1; 3272 return 1;
3349 } 3273 }
3350 } 3274 }
3351 } 3275 }
3276
3352 if (x != NULL && y != NULL) 3277 if (x && y)
3353 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3278 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3279
3354 return 1; 3280 return 1;
3355 } 3281 }
3356 } 3282 }
3357 } 3283 }
3284
3358 /* If we got here, did not find a battleground */ 3285 /* If we got here, did not find a battleground */
3359 return 0; 3286 return 0;
3360} 3287}
3361 3288
3362/* 3289/*
3378 char buf[MAX_BUF]; /* tmp. string buffer */ 3305 char buf[MAX_BUF]; /* tmp. string buffer */
3379 int i = 0, j = 0; 3306 int i = 0, j = 0;
3380 3307
3381 /* get the appropriate treasurelist */ 3308 /* get the appropriate treasurelist */
3382 if (atnr == ATNR_FIRE) 3309 if (atnr == ATNR_FIRE)
3383 trlist = find_treasurelist ("dragon_ability_fire"); 3310 trlist = treasurelist::find (shstr_dragon_ability_fire);
3384 else if (atnr == ATNR_COLD) 3311 else if (atnr == ATNR_COLD)
3385 trlist = find_treasurelist ("dragon_ability_cold"); 3312 trlist = treasurelist::find (shstr_dragon_ability_cold);
3386 else if (atnr == ATNR_ELECTRICITY) 3313 else if (atnr == ATNR_ELECTRICITY)
3387 trlist = find_treasurelist ("dragon_ability_elec"); 3314 trlist = treasurelist::find (shstr_dragon_ability_elec);
3388 else if (atnr == ATNR_POISON) 3315 else if (atnr == ATNR_POISON)
3389 trlist = find_treasurelist ("dragon_ability_poison"); 3316 trlist = treasurelist::find (shstr_dragon_ability_poison);
3390 3317
3391 if (trlist == NULL || who->type != PLAYER) 3318 if (trlist == NULL || who->type != PLAYER)
3392 return; 3319 return;
3393 3320
3394 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++);
3398 /* 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]); */
3399 return; 3326 return;
3400 } 3327 }
3401 3328
3402 /* everything seems okay - now bring on the gift: */ 3329 /* everything seems okay - now bring on the gift: */
3403 item = &(tr->item->clone); 3330 item = tr->item;
3404 3331
3405 if (item->type == SPELL) 3332 if (item->type == SPELL)
3406 { 3333 {
3407 if (check_spell_known (who, item->name)) 3334 if (check_spell_known (who, item->name))
3408 return; 3335 return;
3467 { 3394 {
3468 /* forces in the treasurelist can alter the player's stats */ 3395 /* forces in the treasurelist can alter the player's stats */
3469 object *skin; 3396 object *skin;
3470 3397
3471 /* first get the dragon skin force */ 3398 /* first get the dragon skin force */
3472 shstr_cmp dragon_skin_force ("dragon_skin_force");
3473 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)
3474 ; 3400 ;
3475 3401
3476 if (!skin) 3402 if (!skin)
3477 return; 3403 return;
3478 3404
3513 else 3439 else
3514 { 3440 {
3515 /* generate misc. treasure */ 3441 /* generate misc. treasure */
3516 tmp = arch_to_object (tr->item); 3442 tmp = arch_to_object (tr->item);
3517 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));
3518 tmp = insert_ob_in_ob (tmp, who); 3444 who->insert (tmp);
3519 if (who->type == PLAYER)
3520 esrv_send_item (who, tmp);
3521 } 3445 }
3522} 3446}
3523 3447
3524/** 3448/**
3525 * 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
3526 * not readied. 3450 * not readied.
3527 */ 3451 */
3528void 3452void
3529player_unready_range_ob (player *pl, object *ob) 3453player_unready_range_ob (player *pl, object *ob)
3530{ 3454{
3531 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
3532 if (pl->ranges[i] == ob) 3461 if (pl->ranged_ob == ob)
3533 {
3534 pl->ranges[i] = 0; 3462 pl->ranged_ob = 0;
3535 if (pl->shoottype == i)
3536 pl->shoottype = range_none;
3537 }
3538} 3463}
3464
3465sint8
3466player::visibility_at (maptile *map, int x, int y) const
3467{
3468 if (!ns)
3469 return 0;
3470
3471 int dx, dy;
3472 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3473 return 0;
3474
3475 x += dx - ns->current_x;
3476 y += dy - ns->current_y;
3477
3478 return 100 - blocked_los (x, y);
3479}
3480
3481void
3482player::infobox (const char *title, const char *msg, int color)
3483{
3484 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3485}
3486
3487void
3488player::statusmsg (const char *msg, int color)
3489{
3490 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3491}
3492
3493void
3494player::failmsg (const char *msg, int color)
3495{
3496 play_sound (sound_find ("generic_failure"));
3497 statusmsg (msg, color);
3498}
3499

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