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Comparing deliantra/server/server/player.C (file contents):
Revision 1.110 by root, Mon Apr 16 06:23:43 2007 UTC vs.
Revision 1.259 by root, Sun Mar 28 02:53:46 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <sounds.h> 29#include <sounds.h>
29#include <living.h> 30#include <living.h>
30#include <object.h> 31#include <object.h>
31#include <spells.h> 32#include <spells.h>
34#include <algorithm> 35#include <algorithm>
35#include <functional> 36#include <functional>
36 37
37playervec players; 38playervec players;
38 39
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp))
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 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", (char *)"%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 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}
152
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 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} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
194 return; 67 return;
195 68
196 terminate_all_pets (ob); 69 terminate_all_pets (ob);
197 remove_friendly_object (ob); 70 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 71 ob->deactivate_recursive ();
72
73 if (ob->map)
199 maplevel = ob->map->path; 74 maplevel = ob->map->path;
75
200 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
201 ob->map = 0; 78 ob->map = 0;
202 party = 0; 79 party = 0;
203 80
204 // for weird reasons, this is often "ob", keeping a circular reference 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
205 ranges [range_skill] = 0;
206 82
207 players.erase (this); 83 players.erase (this);
208} 84}
209 85
210// connect the player with a specific client 86// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
212void 88void
213player::connect (client *ns) 89player::connect (client *ns)
214{ 90{
215 this->ns = ns; 91 this->ns = ns;
216 ns->pl = this; 92 ns->pl = this;
220 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
221 97
222 ns->update_look = 0; 98 ns->update_look = 0;
223 ns->look_position = 0; 99 ns->look_position = 0;
224 100
225 clear_los (ob); 101 clear_los ();
226 102
227 ns->reset_stats (); 103 ns->reset_stats ();
228 104
229 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
232 108
233 if (!legal_range (ob, shoottype)) 109 ob->update_weight ();
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob); 110 link_skills ();
238 111
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240
241 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
242 113
243 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
245 { 116 {
246 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
247
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250 118
251 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
254 abil = tmp; 122 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
256 skin = tmp; 124 skin = tmp;
257 125
258 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
259 } 127 }
260 128
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262 130
263 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
264 132
265 ob->update_stats (); 133 ob->update_stats ();
134
266 ns->floorbox_update (); 135 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
270 138
271 activate (); 139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
272 143
273 send_rules (ob); 144 for (object *op = ob->inv; op; op = op->below)
274 send_news (ob); 145 if (op->flag [FLAG_APPLIED])
275 display_motd (ob); 146 switch (op->type)
147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151
152 case WAND:
153 case ROD:
154 case HORN:
155 case BOW:
156 ranged_ob = op;
157 break;
158
159 case WEAPON:
160 combat_ob = op;
161 break;
162 }
163
164 ob->current_weapon = 0;
165 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
166 activate (); // change_weapon also activates, but this doesn't hurt
276 167
277 INVOKE_PLAYER (CONNECT, this); 168 INVOKE_PLAYER (CONNECT, this);
278 INVOKE_PLAYER (LOGIN, this); 169 INVOKE_PLAYER (LOGIN, this);
279} 170}
280 171
281void 172void
282player::disconnect () 173player::disconnect ()
283{ 174{
175 if (ob)
176 {
177 ob->close_container (); //TODO: client-specific
178 ob->drop_unpaid_items ();
179 }
180
284 if (ns) 181 if (ns)
285 { 182 {
286 if (active) 183 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 184 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288 185
289 INVOKE_PLAYER (DISCONNECT, this); 186 INVOKE_PLAYER (DISCONNECT, this);
290 187
291 ns->reset_stats (); 188 ns->reset_stats ();
292 ns->pl = 0; 189 ns->pl = 0;
293 this->ns = 0; 190 ns = 0;
294 } 191 }
295 192
296 if (ob) 193 // this is important for the player scheduler to get the correct refcount
297 ob->close_container (); //TODO: client-specific 194 // when ns = 0
195 observe = viewpoint = ob;
298 196
299 deactivate (); 197 deactivate ();
300} 198}
199
200//-GPL
301 201
302// the need for this function can be explained 202// the need for this function can be explained
303// by load_object not returning the object 203// by load_object not returning the object
304void 204void
305player::set_object (object *op) 205player::set_object (object *op)
306{ 206{
307 ob = op; 207 ob = observe = viewpoint = op;
308 ob->contr = this; /* this aren't yet in archetype */ 208 ob->contr = this; /* this aren't yet in archetype */
309 209
310 ob->speed_left = 0.5;
311 ob->speed = 1.0; 210 ob->speed = 1.0f;
211 ob->speed_left = 0.5f;
212
312 ob->direction = 5; /* So player faces south */ 213 ob->direction = 5; /* So player faces south */
313} 214}
215
216void
217player::set_observe (object *op)
218{
219 observe = viewpoint = op ? op : ob;
220 do_los = 1;
221}
222
223void
224player::set_viewpoint (object *op)
225{
226 viewpoint = op ? op : (object *)observe;
227 do_los = 1;
228}
229
230//+GPL
314 231
315player::player () 232player::player ()
316{ 233{
317 /* There are some elements we want initialised to non zero value - 234 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point. 235 * we deal with that below this point.
319 */ 236 */
320 outputs_sync = 6; /* Every 2 seconds */ 237 outputs_sync = 4;
321 outputs_count = 10; /* Keeps present behaviour */ 238 outputs_count = 4;
322 unapply = unapply_nochoice; 239 unapply = unapply_nochoice;
323 240
324 savebed_map = first_map_path; /* Init. respawn position */ 241 savebed_map = first_map_path; /* Init. respawn position */
325 242
326 gen_sp_armour = 10; 243 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal; 244 bowtype = bow_normal;
329 petmode = pet_normal; 245 petmode = pet_normal;
330 listening = 10;
331 usekeys = containers; 246 usekeys = containers;
332 peaceful = 1; /* default peaceful */ 247 peaceful = 1; /* default peaceful */
333 do_los = 1; 248 do_los = 1;
249
250 weapon_sp = 1.0f;
251 weapon_sp_left = 0.5f;
334} 252}
335 253
336void 254void
337player::do_destroy () 255player::do_destroy ()
338{ 256{
343 if (ob) 261 if (ob)
344 { 262 {
345 ob->destroy_inv (false); 263 ob->destroy_inv (false);
346 ob->destroy (); 264 ob->destroy ();
347 } 265 }
266
267 ob = observe = viewpoint = 0;
348} 268}
349 269
350player::~player () 270player::~player ()
351{ 271{
352 /* Clear item stack */ 272 /* Clear item stack */
353 free (stack_items); 273 free (stack_items);
274}
275
276/*
277 * get_player_archetype() return next player archetype from archetype
278 * list. Not very efficient routine, but used only creating new players.
279 * Note: there MUST be at least one player archetype!
280 */
281static archetype *
282get_player_archetype (archetype *at)
283{
284 // archetypes could have been reloaded
285 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
286
287 if (!nat)
288 return at;
289
290 archvec::iterator i = archetypes.find (nat);
291
292 for (;;)
293 {
294 if (++i == archetypes.end ())
295 i = archetypes.begin ();
296 else if (*i == at)
297 cleanup ("not a single player archetype found");
298
299 if ((*i)->type == PLAYER)
300 return *i;
301 }
354} 302}
355 303
356/* Tries to add player on the connection passed in ns. 304/* Tries to add player on the connection passed in ns.
357 * All we can really get in this is some settings like host and display 305 * All we can really get in this is some settings like host and display
358 * mode. 306 * mode.
360player * 308player *
361player::create () 309player::create ()
362{ 310{
363 player *pl = new player; 311 player *pl = new player;
364 312
365 pl->set_object (arch_to_object (get_player_archetype (0))); 313 pl->set_object (get_player_archetype (0)->instance ());
366 314
367 pl->ob->roll_stats (); 315 pl->ob->roll_stats ();
368 pl->ob->stats.wc = 2; 316 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */ 317 pl->ob->run_away = 25; /* Then we panick... */
370 318
371 set_first_map (pl->ob); 319 set_first_map (pl->ob);
372 320
373 return pl; 321 return pl;
374}
375
376/*
377 * get_player_archetype() return next player archetype from archetype
378 * list. Not very efficient routine, but used only creating new players.
379 * Note: there MUST be at least one player archetype!
380 */
381archetype *
382get_player_archetype (archetype *at)
383{
384 archetype *start = at;
385
386 for (;;)
387 {
388 if (at == NULL || at->next == NULL)
389 at = first_archetype;
390 else
391 at = at->next;
392
393 if (at->clone.type == PLAYER)
394 return at;
395
396 if (at == start)
397 {
398 LOG (llevError, "No Player archetypes\n");
399 exit (-1);
400 }
401 }
402} 322}
403 323
404object * 324object *
405get_nearest_player (object *mon) 325get_nearest_player (object *mon)
406{ 326{
409 unsigned lastdist; 329 unsigned lastdist;
410 rv_vector rv; 330 rv_vector rv;
411 331
412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 332 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
413 { 333 {
414 /* We should not find free objects on this friendly list, but it
415 * does periodically happen. Given that, lets deal with it.
416 * While unlikely, it is possible the next object on the friendly
417 * list is also free, so encapsulate this in a while loop.
418 */
419 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
420 {
421 object *tmp = ol->ob;
422
423 /* Can't do much more other than log the fact, because the object
424 * itself will have been cleared.
425 */
426 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427 tmp->debug_desc ());
428 ol = ol->next;
429 remove_friendly_object (tmp);
430 if (!ol)
431 return op;
432 }
433
434 /* Remove special check for player from this. First, it looks to cause
435 * some crashes (ol->ob->contr not set properly?), but secondly, a more
436 * complicated method of state checking would be needed in any case -
437 * as it was, a clever player could type quit, and the function would
438 * skip them over while waiting for confirmation. Remove
439 * on_same_map check, as can_detect_enemy also does this
440 */
441 if (!can_detect_enemy (mon, ol->ob, &rv)) 334 if (!can_detect_enemy (mon, ol->ob, &rv))
442 continue; 335 continue;
443 336
444 if (lastdist > rv.distance) 337 if (lastdist > rv.distance)
445 { 338 {
640 533
641 return firstdir; 534 return firstdir;
642} 535}
643 536
644void 537void
645give_initial_items (object *pl, treasurelist * items) 538give_initial_items (object *pl, treasurelist *items)
646{ 539{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL) 540 if (pl->randomitems)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 541 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651 542
652 for (op = pl->inv; op; op = next) 543 for (object *next, *op = pl->inv; op; op = next)
653 { 544 {
654 next = op->below; 545 next = op->below;
655 546
656 /* Forces get applied per default, unless they have the 547 /* Forces get applied per default, unless they have the
657 * flag "neutral" set. Sorry but I can't think of a better way 548 * flag "neutral" set. Sorry but I can't think of a better way
662 /* we never give weapons/armour if these cannot be used 553 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions 554 * by this player due to race restrictions
664 */ 555 */
665 if (pl->type == PLAYER) 556 if (pl->type == PLAYER)
666 { 557 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 558 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
559 &&
668 (op->type == ARMOUR || op->type == BOOTS || 560 (op->type == ARMOUR || op->type == BOOTS
669 op->type == CLOAK || op->type == HELMET || 561 || op->type == CLOAK || op->type == HELMET
670 op->type == SHIELD || op->type == GLOVES || 562 || op->type == SHIELD || op->type == GLOVES
563 || op->type == BRACERS || op->type == GIRDLE))
671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 564 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 { 565 {
673 op->destroy (); 566 op->destroy ();
674 continue; 567 continue;
675 } 568 }
676 } 569 }
677 570
678 /* This really needs to be better - we should really give 571 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 572 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 573 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 574 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 575 if (op->type == SKILL)
685 { 576 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 577 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 578 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 579 {
694 op->destroy (); 580 op->destroy ();
581 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 582 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 583 break;
697 } 584 }
698 585
699 if (op->nrof > 1) 586 if (op->nrof > 1)
700 op->nrof = 1; 587 op->nrof = 1;
701 } 588 }
702 589
703 if (op->type == SPELLBOOK && op->inv) 590 if (op->type == SPELLBOOK && op->inv)
704 {
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 591 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707 592
708 /* Give starting characters identified, uncursed, and undamned 593 /* Give starting characters identified, uncursed, and undamned
709 * items. Just don't identify gold or silver, or it won't be 594 * items. Just don't identify gold or silver, or it won't be
710 * merged properly. 595 * merged properly.
711 */ 596 */
712 if (need_identify (op)) 597 if (need_identify (op))
713 { 598 {
714 SET_FLAG (op, FLAG_IDENTIFIED); 599 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED); 600 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED); 601 CLEAR_FLAG (op, FLAG_DAMNED);
717 } 602 }
603
718 if (op->type == SPELL) 604 if (op->type == SPELL)
719 { 605 {
720 op->destroy (); 606 op->destroy ();
721 continue; 607 continue;
722 } 608 }
724 { 610 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL); 611 SET_FLAG (op, FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0; 612 op->stats.exp = 0;
727 op->level = 1; 613 op->level = 1;
728 } 614 }
729 /* lock all 'normal items by default */ 615 else /* lock all 'normal items by default */
730 else
731 SET_FLAG (op, FLAG_INV_LOCKED); 616 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */ 617 } /* for loop of objects in player inv */
733 618
734 /* Need to set up the skill pointers */ 619 /* Need to set up the skill pointers */
735 link_player_skills (pl); 620 pl->contr->link_skills ();
736} 621}
737 622
738void 623void
739get_party_password (object *op, partylist *party) 624get_party_password (object *op, partylist *party)
740{ 625{
750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 635 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
751} 636}
752 637
753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 638/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
754static int 639static int
755roll_stat (void) 640roll_stat ()
756{ 641{
757 int a[4], i, j, k; 642 int a[4], i, j, k;
758 643
759 for (i = 0; i < 4; i++) 644 for (i = 0; i < 4; i++)
760 a[i] = (int) rndm (6) + 1; 645 a[i] = (int) rndm (6) + 1;
771} 656}
772 657
773void 658void
774object::roll_stats () 659object::roll_stats ()
775{ 660{
776 int statsort [7]; 661 int statsort [NUM_STATS];
777 662
778 for (;;) 663 for (;;)
779 { 664 {
780 int sum = 0; 665 int sum = 0;
781 for (int i = 7; i--; ) 666 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 667 sum += statsort [i] = roll_stat ();
783 668
784 if (sum >= 82 && sum <= 116) 669 if (sum >= 82 && sum <= 116)
785 break; 670 break;
786 } 671 }
787 672
788 // Sort the stats so that rerolling is easier... 673 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 674 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 675
676 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 677 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 678
799 stats.exp = 0; 679 stats.exp = 0;
800 stats.ac = 0; 680 stats.ac = 0;
801 681
802 stats.hp = stats.maxhp; 682 stats.hp = stats.maxhp;
814} 694}
815 695
816void 696void
817object::swap_stats (int a, int b) 697object::swap_stats (int a, int b)
818{ 698{
819 int tmp = get_attr_value (&contr->orig_stats, a); 699 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 700
701 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 702 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 703
831 //TODO: the following code looks so borked and should, at the very least, 704 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 705 // be merged with the similar code in roll_stats
833 stats.ac = 0; 706 stats.ac = 0;
834 707
853static void 726static void
854start_info (object *op) 727start_info (object *op)
855{ 728{
856 char buf[MAX_BUF]; 729 char buf[MAX_BUF];
857 730
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 731 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 732 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 733}
863 734
864/* This function takes the key that is passed, and does the 735/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 736 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 737 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 738 * separate race and class; this actually changes the RACE,
868 * not the class. 739 * not the class.
869 */ 740 */
870int 741void
871key_change_class (object *op, char key) 742player::chargen_race_done ()
872{ 743{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 744 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 745 esrv_new_player (ob->contr);
881 746
882 treasurelist *tl = treasurelist::find ("starting_wealth"); 747 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
883 if (tl) 748 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 749 create_treasure (tl, ob, 0, 0, 0);
885 750
886 INVOKE_PLAYER (BIRTH, op->contr); 751 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 752 INVOKE_PLAYER (LOGIN, ob->contr);
888 753
889 op->contr->ns->state = ST_PLAYING; 754 ob->contr->ns->state = ST_PLAYING;
890 755
891 if (op->msg) 756 if (ob->msg)
892 op->msg = NULL; 757 ob->msg = 0;
893 758
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
898 make_path_to_file (buf);
899
900 start_info (op); 759 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 760 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 761 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op);
904 esrv_send_inventory (op, op); 762 esrv_send_inventory (ob, ob);
905 op->update_stats (); 763 ob->update_stats ();
906 764
907 /* This moves the player to a different start map, if there 765 /* This moves the player to a different start map, if there
908 * is one for this race 766 * is one for this race
909 */ 767 */
910 if (*first_map_ext_path) 768 if (*first_map_ext_path)
911 { 769 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x;
919 EXIT_Y (tmp) = op->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else 770 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 771 LOG (llevDebug, "first_map_ext_path not set\n");
772}
927 773
928 return 0; 774void
929 } 775player::chargen_race_next ()
930 776{
931 /* Following actually changes the race - this is the default command 777 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 778 * if we don't match with one of the options above.
933 */ 779 */
934 780
935 tmp_loop = 0; 781 do
936 while (!tmp_loop)
937 { 782 {
938 shstr name = op->name; 783 shstr name = ob->name;
939 int x = op->x, y = op->y; 784 int x = ob->x, y = ob->y;
940 785
941 op->remove_statbonus (); 786 ob->remove_statbonus ();
942 op->remove (); 787 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 788 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 789 ob->arch->copy_to (ob);
945 op->instantiate (); 790 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 791 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 792 ob->name = ob->name_pl = name;
948 op->x = x; 793 ob->x = x;
949 op->y = y; 794 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 795 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 796 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 797 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 798 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 799 }
800 while (!allowed_class (ob));
956 801
957 update_object (op, UP_OBJ_FACE); 802 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 803 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 804 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 805 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 806 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 807 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 808}
970 809
971void 810static void
972flee_player (object *op) 811flee_player (object *op)
973{ 812{
974 int dir, diff; 813 int dir, diff;
975 rv_vector rv; 814 rv_vector rv;
976 815
979 LOG (llevDebug, "Fleeing player is dead.\n"); 818 LOG (llevDebug, "Fleeing player is dead.\n");
980 CLEAR_FLAG (op, FLAG_SCARED); 819 CLEAR_FLAG (op, FLAG_SCARED);
981 return; 820 return;
982 } 821 }
983 822
984 if (op->enemy == NULL) 823 if (!op->enemy)
985 { 824 {
986 LOG (llevDebug, "Fleeing player had no enemy.\n"); 825 LOG (llevDebug, "Fleeing player had no enemy.\n");
987 CLEAR_FLAG (op, FLAG_SCARED); 826 CLEAR_FLAG (op, FLAG_SCARED);
988 return; 827 return;
989 } 828 }
990 829
991 /* Seen some crashes here. Since we don't store an
992 * op->enemy_count, it is possible that something destroys the
993 * actual enemy, and the object is recycled.
994 */
995 if (op->enemy->map == NULL)
996 {
997 CLEAR_FLAG (op, FLAG_SCARED);
998 op->enemy = NULL;
999 return;
1000 }
1001
1002 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 830 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1003 { 831 {
1004 op->enemy = NULL; 832 op->enemy = NULL;
1005 CLEAR_FLAG (op, FLAG_SCARED); 833 CLEAR_FLAG (op, FLAG_SCARED);
1006 return; 834 return;
1009 get_rangevector (op, op->enemy, &rv, 0); 837 get_rangevector (op, op->enemy, &rv, 0);
1010 838
1011 dir = absdir (4 + rv.direction); 839 dir = absdir (4 + rv.direction);
1012 for (diff = 0; diff < 3; diff++) 840 for (diff = 0; diff < 3; diff++)
1013 { 841 {
1014 int m = 1 - (RANDOM () & 2); 842 int m = 1 - rndm (2) * 2;
1015 843
1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 844 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1017 return; 845 return;
1018 } 846 }
1019 847
1020 /* Cornered, get rid of scared */ 848 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 849 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 850 op->enemy = NULL;
1023} 851}
1024 852
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 853/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should 854 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 855 * stop.
1029 */ 856 */
1030int 857int
1031check_pick (object *op) 858check_pick (object *op)
1032{ 859{
1033 object *tmp, *next; 860 object *tmp, *next;
1034 int stop = 0; 861 int stop = 0;
1035 int wvratio; 862 int wvratio;
1036 char putstring[128];
1037 863
1038 /* if you're flying, you cna't pick up anything */ 864 /* if you're flying, you can't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 865 if (op->move_type & MOVE_FLYING)
1040 return 1; 866 return 1;
1041 867
1042 next = op->below; 868 next = op->below;
869
870 int cnt = MAX_ITEM_PER_ACTION;
871#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1043 872
1044 /* loop while there are items on the floor that are not marked as 873 /* loop while there are items on the floor that are not marked as
1045 * destroyed */ 874 * destroyed */
1046 while (next && !next->destroyed ()) 875 while (next && !next->destroyed ())
1047 { 876 {
1048 tmp = next; 877 tmp = next;
1049 next = tmp->below; 878 next = tmp->below;
1050 879
880 if (cnt <= 0)
881 {
882 op->failmsg ("Couldn't pickup all items at once.");
883 return 0;
884 }
885
1051 if (op->destroyed ()) 886 if (op->destroyed ())
1052 return 0; 887 return 0;
1053 888
1054 if (!can_pick (op, tmp)) 889 if (!can_pick (op, tmp))
1055 continue; 890 continue;
1056 891
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 892 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 893 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 894 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 895 CHK_PICK_PICKUP;
896
1061 continue; 897 continue;
1062 } 898 }
1063 899
1064 /* high not bit set? We're using the old autopickup model */ 900 /* pickup handling */
901 if (op->contr->mode & PU_DEBUG)
902 {
903 /* some debugging code to figure out item information */
904 const char *str = tmp->name
905 ? format ("item name: %s item type: %d weight/value: %d",
906 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
907 : format ("item name: %s item type: %d weight/value: %d",
908 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
909
910 new_draw_info (NDI_UNIQUE, 0, op, str);
911 }
912
913 if (op->contr->mode & PU_INHIBIT)
914 return 1;
915
916 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
917 return 1;
918
919 /* philosophy:
920 * It's easy to grab an item type from a pile, as long as it's
921 * generic. This takes no game-time. For more detailed pickups
922 * and selections, select-items should be used. This is a
923 * grab-as-you-run type mode that's really useful for arrows for
924 * example.
925 * The drawback: right now it has no frontend, so you need to
926 * stick the bits you want into a calculator in hex mode and then
927 * convert to decimal and then 'pickup <#>
928 */
929
930 /* the first two modes are exclusive: if NOTHING we return, if
931 * STOP then we stop. All the rest are applied sequentially,
932 * meaning if any test passes, the item gets picked up. */
933
934 /* if mode is set to pick nothing up, return */
935 if (op->contr->mode == PU_NOTHING)
936 return 1;
937
938 /* if mode is set to stop when encountering objects, return */
939 /* take STOP before INHIBIT since it doesn't actually pick
940 * anything up */
941 if (op->contr->mode & PU_STOP)
942 return 0;
943
944 /* useful for going into stores and not losing your settings... */
945 /* and for battles wher you don't want to get loaded down while
946 * fighting */
947 if (op->contr->mode & PU_INHIBIT)
948 return 1;
949
950 /* prevent us from turning into auto-thieves :) */
951 if (QUERY_FLAG (tmp, FLAG_UNPAID))
952 continue;
953
954 /* ignore known cursed objects */
955 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
956 continue;
957
958 /* all food and drink if desired */
959 /* question: don't pick up known-poisonous stuff? */
1065 if (!(op->contr->mode & PU_NEWMODE)) 960 if (op->contr->mode & PU_FOOD)
961 if (tmp->type == FOOD)
1066 { 962 {
1067 switch (op->contr->mode) 963 CHK_PICK_PICKUP;
964 continue;
965 }
966
967 if (op->contr->mode & PU_DRINK)
968 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
969 {
970 CHK_PICK_PICKUP;
971 continue;
972 }
973
974 if (op->contr->mode & PU_POTION)
975 if (tmp->type == POTION)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* spellbooks, skillscrolls and normal books/scrolls */
982 if (op->contr->mode & PU_SPELLBOOK)
983 if (tmp->type == SPELLBOOK)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 if (op->contr->mode & PU_SKILLSCROLL)
990 if (tmp->type == SKILLSCROLL)
991 {
992 CHK_PICK_PICKUP;
993 continue;
994 }
995
996 if (op->contr->mode & PU_READABLES)
997 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1002
1003 /* wands/staves/rods/horns */
1004 if (op->contr->mode & PU_MAGIC_DEVICE)
1005 if (tmp->type == WAND
1006 || tmp->type == ROD
1007 || tmp->type == HORN
1008 || tmp->type == POWER_CRYSTAL)
1009 {
1010 CHK_PICK_PICKUP;
1011 continue;
1012 }
1013
1014 /* pick up all magical items */
1015 if (op->contr->mode & PU_MAGICAL)
1016 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1017 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1018 {
1019 CHK_PICK_PICKUP;
1020 continue;
1021 }
1022
1023 if (op->contr->mode & PU_VALUABLES)
1024 {
1025 if (tmp->type == MONEY || tmp->type == GEM)
1068 { 1026 {
1069 case 0: 1027 CHK_PICK_PICKUP;
1070 return 1; /* don't pick up */ 1028 continue;
1071 case 1:
1072 pick_up (op, tmp);
1073 return 1;
1074 case 2:
1075 pick_up (op, tmp);
1076 return 0;
1077 case 3:
1078 return 0; /* stop before pickup */
1079 case 4:
1080 pick_up (op, tmp);
1081 break;
1082 case 5:
1083 pick_up (op, tmp);
1084 stop = 1;
1085 break;
1086 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1088 pick_up (op, tmp);
1089 break;
1090
1091 case 7:
1092 if (tmp->type == MONEY || tmp->type == GEM)
1093 pick_up (op, tmp);
1094 break;
1095
1096 default:
1097 /* use value density */
1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1100 pick_up (op, tmp);
1101 } 1029 }
1102 } 1030 }
1103 else 1031
1104 { /* old model */ 1032 /* rings & amulets - talismans seems to be typed AMULET */
1105 /* NEW pickup handling */
1106 if (op->contr->mode & PU_DEBUG) 1033 if (op->contr->mode & PU_JEWELS)
1034 if (tmp->type == RING
1035 || tmp->type == AMULET
1036 || tmp->type == GIRDLE
1037 || tmp->type == SKILL_TOOL)
1107 { 1038 {
1108 /* some debugging code to figure out item information */ 1039 CHK_PICK_PICKUP;
1109 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1118
1119 /* philosophy:
1120 * It's easy to grab an item type from a pile, as long as it's
1121 * generic. This takes no game-time. For more detailed pickups
1122 * and selections, select-items should be used. This is a
1123 * grab-as-you-run type mode that's really useful for arrows for
1124 * example.
1125 * The drawback: right now it has no frontend, so you need to
1126 * stick the bits you want into a calculator in hex mode and then
1127 * convert to decimal and then 'pickup <#>
1128 */
1129
1130 /* the first two modes are exclusive: if NOTHING we return, if
1131 * STOP then we stop. All the rest are applied sequentially,
1132 * meaning if any test passes, the item gets picked up. */
1133
1134 /* if mode is set to pick nothing up, return */
1135
1136 if (op->contr->mode & PU_NOTHING)
1137 return 1;
1138
1139 /* if mode is set to stop when encountering objects, return */
1140 /* take STOP before INHIBIT since it doesn't actually pick
1141 * anything up */
1142
1143 if (op->contr->mode & PU_STOP)
1144 return 0;
1145
1146 /* useful for going into stores and not losing your settings... */
1147 /* and for battles wher you don't want to get loaded down while
1148 * fighting */
1149 if (op->contr->mode & PU_INHIBIT)
1150 return 1;
1151
1152 /* prevent us from turning into auto-thieves :) */
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 continue; 1040 continue;
1041 }
1155 1042
1156 /* ignore known cursed objects */ 1043 /* we don't forget dragon food */
1157 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1044 if (op->contr->mode & PU_FLESH)
1045 if (tmp->type == FLESH)
1046 {
1047 CHK_PICK_PICKUP;
1158 continue; 1048 continue;
1049 }
1159 1050
1160 /* all food and drink if desired */ 1051 /* bows and arrows. Bows are good for selling! */
1161 /* question: don't pick up known-poisonous stuff? */ 1052 if (op->contr->mode & PU_BOW)
1053 if (tmp->type == BOW)
1054 {
1055 CHK_PICK_PICKUP;
1056 continue;
1057 }
1058
1059 if (op->contr->mode & PU_ARROW)
1060 if (tmp->type == ARROW)
1061 {
1062 CHK_PICK_PICKUP;
1063 continue;
1064 }
1065
1066 /* all kinds of armor etc. */
1067 if (op->contr->mode & PU_ARMOUR)
1068 if (tmp->type == ARMOUR)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_HELMET)
1075 if (tmp->type == HELMET)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_SHIELD)
1082 if (tmp->type == SHIELD)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1162 if (op->contr->mode & PU_FOOD) 1088 if (op->contr->mode & PU_BOOTS)
1163 if (tmp->type == FOOD) 1089 if (tmp->type == BOOTS)
1090 {
1091 CHK_PICK_PICKUP;
1092 continue;
1093 }
1094
1095 if (op->contr->mode & PU_GLOVES)
1096 if (tmp->type == GLOVES || tmp->type == BRACERS)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_CLOAK)
1103 if (tmp->type == CLOAK)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 /* hoping to catch throwing daggers here */
1110 if (op->contr->mode & PU_MISSILEWEAPON)
1111 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* careful: chairs and tables are weapons! */
1118 if (op->contr->mode & PU_ALLWEAPON)
1119 {
1120 if (tmp->type == WEAPON)
1121 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1164 { 1122 {
1165 pick_up (op, tmp); 1123 CHK_PICK_PICKUP;
1166 continue; 1124 continue;
1167 } 1125 }
1126 }
1168 1127
1128 /* misc stuff that's useful */
1169 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_KEY)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1130 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1171 { 1131 {
1172 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1173 continue; 1133 continue;
1174 } 1134 }
1175 1135
1136 /* any of the last 4 bits set means we use the ratio for value
1137 * pickups */
1176 if (op->contr->mode & PU_POTION) 1138 if (op->contr->mode & PU_RATIO)
1177 if (tmp->type == POTION) 1139 {
1140 /* use value density to decide what else to grab */
1141 /* >=7 was >= op->contr->mode */
1142 /* >=7 is the old standard setting. Now we take the last 4 bits
1178 { 1143 */
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL) 1144 wvratio = op->contr->mode & PU_RATIO;
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1145 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_VALUABLES)
1222 { 1146 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1147#if 0
1148 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1149 if (tmp->name != NULL)
1224 { 1150 {
1225 pick_up (op, tmp); 1151 fprintf (stderr, "%s", tmp->name);
1226 continue;
1227 } 1152 }
1228 }
1229
1230 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON)
1314 {
1315 if (tmp->type == WEAPON && tmp->name != NULL)
1316 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324
1325 if (tmp->type == WEAPON && tmp->name == NULL)
1326 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332 }
1333 }
1334
1335 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */
1345 if (op->contr->mode & PU_RATIO)
1346 {
1347 /* use value density to decide what else to grab */
1348 /* >=7 was >= op->contr->mode */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 {
1354 pick_up (op, tmp);
1355#if 0
1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357 if (tmp->name != NULL)
1358 {
1359 fprintf (stderr, "%s", tmp->name);
1360 }
1361 else 1153 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1154 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1155 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1156 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1365#endif 1157#endif
1158 CHK_PICK_PICKUP;
1366 continue; 1159 continue;
1367 }
1368 } 1160 }
1369 } /* the new pickup model */ 1161 } /* the new pickup model */
1370 } 1162 }
1371 1163
1372 return !stop; 1164 return !stop;
1165}
1166
1167/* routine for both players and monsters. We call this when
1168 * there is a possibility for our action distrubing our hiding
1169 * place or invisiblity spell. Artefact invisiblity causes
1170 * "noise" instead. If we arent invisible to begin with, we
1171 * return 0.
1172 */
1173static int
1174action_makes_visible (object *op)
1175{
1176 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1177 {
1178 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1179 {
1180 // artefact invisibility is permanent, but we still make noise
1181 // this is important for game-balance.
1182 if (op->contr)
1183 op->make_noise ();
1184
1185 return 0;
1186 }
1187
1188 if (op->contr && op->contr->tmp_invis == 0)
1189 return 0;
1190
1191 /* If monsters, they should become visible */
1192 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1193 {
1194 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1195 return 1;
1196 }
1197 }
1198
1199 return 0;
1373} 1200}
1374 1201
1375/* 1202/*
1376 * Find an arrow in the inventory and after that 1203 * Find an arrow in the inventory and after that
1377 * in the right type container (quiver). Pointer to the 1204 * in the right type container (quiver). Pointer to the
1378 * found object is returned. 1205 * found object is returned.
1379 */ 1206 */
1380object * 1207static object *
1381find_arrow (object *op, const char *type) 1208find_arrow (object *op, const char *type)
1382{ 1209{
1383 object *tmp = 0;
1384
1385 for (op = op->inv; op; op = op->below) 1210 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type);
1388 else if (op->type == ARROW && op->race == type) 1211 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1212 return splay (tmp);
1213
1214 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1215 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1216 if (object *arrow = find_arrow (tmp, type))
1217 {
1218 splay (tmp);
1389 return op; 1219 return arrow;
1220 }
1390 1221
1391 return tmp; 1222 return 0;
1392} 1223}
1393 1224
1394/* 1225/*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1226 * 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 1227 * 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 1228 * 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. 1229 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */ 1230 */
1400object * 1231static object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1232find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1402{ 1233{
1403 object *tmp = NULL, *arrow, *ntmp; 1234 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1235 int attacknum, attacktype, betterby = 0, i;
1405 1236
1406 if (!type) 1237 if (!type)
1410 { 1241 {
1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1242 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1412 { 1243 {
1413 i = 0; 1244 i = 0;
1414 ntmp = find_better_arrow (arrow, target, type, &i); 1245 ntmp = find_better_arrow (arrow, target, type, &i);
1246
1415 if (i > betterby) 1247 if (i > betterby)
1416 { 1248 {
1417 tmp = ntmp; 1249 tmp = ntmp;
1418 betterby = i; 1250 betterby = i;
1419 } 1251 }
1420 } 1252 }
1421 else if (arrow->type == ARROW && arrow->race == type) 1253 else if (arrow->type == ARROW && arrow->race == type)
1422 { 1254 {
1423 /* allways prefer assasination/slaying */ 1255 /* allways prefer assasination/slaying */
1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1256 if (target->race && arrow->slaying.contains (target->race))
1425 { 1257 {
1426 if (arrow->attacktype & AT_DEATH) 1258 if (arrow->attacktype & AT_DEATH)
1427 { 1259 {
1428 *better = 100; 1260 *better = 100;
1429 return arrow; 1261 return arrow;
1437 else 1269 else
1438 { 1270 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1271 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1272 {
1441 attacktype = 1 << attacknum; 1273 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1274 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1275 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1276 {
1445 tmp = arrow; 1277 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1278 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1279 }
1448 } 1280 }
1281
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1282 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1283 {
1451 tmp = arrow; 1284 tmp = arrow;
1452 betterby = 2 + arrow->magic + arrow->stats.dam; 1285 betterby = 2 + arrow->magic + arrow->stats.dam;
1453 } 1286 }
1287
1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1288 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1289 {
1456 tmp = arrow; 1290 tmp = arrow;
1457 betterby = 1 + arrow->magic + arrow->stats.dam; 1291 betterby = 1 + arrow->magic + arrow->stats.dam;
1458 } 1292 }
1459 } 1293 }
1460 } 1294 }
1461 } 1295 }
1296
1462 if (tmp == NULL && arrow == NULL) 1297 if (tmp == NULL && arrow == NULL)
1463 return find_arrow (op, type); 1298 return find_arrow (op, type);
1464 1299
1465 *better = betterby; 1300 *better = betterby;
1466 return tmp; 1301 return tmp;
1470 * find_better_arrow to find a decent arrow to use. 1305 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1306 * op = the shooter
1472 * type = bow->race 1307 * type = bow->race
1473 * dir = fire direction 1308 * dir = fire direction
1474 */ 1309 */
1475 1310static object *
1476object *
1477pick_arrow_target (object *op, const char *type, int dir) 1311pick_arrow_target (object *op, shstr_cmp type, int dir)
1478{ 1312{
1479 object *tmp = NULL; 1313 object *tmp = NULL;
1480 maptile *m; 1314 maptile *m;
1481 int i, mflags, found, number; 1315 int i, mflags, found, number;
1482 sint16 x, y; 1316 sint16 x, y;
1497 for (i = 0, found = 0; i < 20; i++) 1331 for (i = 0, found = 0; i < 20; i++)
1498 { 1332 {
1499 x += freearr_x[dir]; 1333 x += freearr_x[dir];
1500 y += freearr_y[dir]; 1334 y += freearr_y[dir];
1501 mflags = get_map_flags (m, &m, x, y, &x, &y); 1335 mflags = get_map_flags (m, &m, x, y, &x, &y);
1336
1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1337 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 { 1338 {
1504 tmp = NULL; 1339 tmp = 0;
1505 break; 1340 break;
1506 } 1341 }
1507 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1342 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1508 { 1343 {
1509 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1344 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1510 * perhaps a bad assumption. 1345 * perhaps a bad assumption.
1511 */ 1346 */
1512 tmp = NULL; 1347 tmp = 0;
1513 break; 1348 break;
1514 } 1349 }
1350
1515 if (mflags & P_IS_ALIVE) 1351 if (mflags & P_IS_ALIVE)
1516 {
1517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1352 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1518 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1353 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1519 {
1520 found++;
1521 break;
1522 }
1523 if (found)
1524 break; 1354 break;
1525 }
1526 } 1355 }
1527 if (tmp == NULL) 1356
1357 if (!tmp)
1528 return find_arrow (op, type); 1358 return find_arrow (op, type);
1529 1359
1530 if (tmp->head) 1360 if (tmp->head)
1531 tmp = tmp->head; 1361 tmp = tmp->head;
1532 1362
1545 */ 1375 */
1546int 1376int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1377fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1378{
1549 object *left, *bow; 1379 object *left, *bow;
1550 int bowspeed, mflags; 1380 int mflags;
1551 maptile *m; 1381 maptile *m;
1552 1382
1553 if (!dir) 1383 if (!dir)
1554 { 1384 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1385 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1386 return 0;
1557 } 1387 }
1558 1388
1559 if (op->type == PLAYER) 1389 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1390 bow = op->current_weapon;
1561 else 1391 else
1562 { 1392 {
1563 for (bow = op->inv; bow; bow = bow->below) 1393 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1394 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1395 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1400 if (!bow)
1571 { 1401 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1402 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1403 return 0;
1574 } 1404 }
1405
1406 // optimisation: move object to top so we will find it quickly again
1407 splay (bow);
1575 } 1408 }
1576 1409
1577 if (!bow->race || !bow->skill) 1410 if (!bow->race || !bow->skill)
1578 { 1411 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1412 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1413 return 0;
1581 } 1414 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591 1415
1592 if (arrow == NULL) 1416 if (arrow == NULL)
1593 { 1417 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1418 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1419 {
1596 if (op->type == PLAYER) 1420 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1421 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1422 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1423 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1424 CLEAR_FLAG (op, FLAG_READY_BOW);
1425
1601 return 0; 1426 return 0;
1602 } 1427 }
1603 } 1428 }
1604 1429
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1430 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1613 } 1438 }
1614 1439
1615 /* this should not happen, but sometimes does */ 1440 /* this should not happen, but sometimes does */
1616 if (arrow->nrof == 0) 1441 if (arrow->nrof == 0)
1617 { 1442 {
1443 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1618 arrow->destroy (); 1444 arrow->destroy ();
1619 return 0; 1445 return 0;
1620 } 1446 }
1621 1447
1622 left = arrow; /* these are arrows left to the player */ 1448 left = arrow; /* these are arrows left to the player */
1623 arrow = get_split_ob (arrow, 1); 1449 arrow = arrow->split ();
1624 if (!arrow) 1450 if (!arrow)
1625 { 1451 {
1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1452 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1627 return 0; 1453 return 0;
1628 } 1454 }
1629 1455
1630 arrow->set_owner (op); 1456 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1457 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1458 arrow->direction = dir;
1633 1459
1460 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1461 arrow->stats.hp = arrow->stats.dam;
1462 arrow->stats.grace = arrow->attacktype;
1463 arrow->custom_name = arrow->slaying;
1464
1465#if 0
1466 if (player *pl = op->contr)
1467 {
1468 float speed = pl->weapon_sp;
1469
1470 /* penalize ROF for bestarrow */
1471 if (pl->bowtype == bow_bestarrow)
1472 speed *= .9f;
1473 else
1474 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1475
1476 op->speed_left += speed - op->speed;
1477 }
1478#endif
1479
1480 SET_ANIMATION (arrow, arrow->direction);
1481
1482 /* update the speed */
1483 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1484 + bow->stats.dam / 7.f;
1485
1486 arrow->set_speed (max (arrow->speed, 2.f));
1487 arrow->speed_left = 0;
1488
1489 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1490
1634 if (op->type == PLAYER) 1491 if (op->type == PLAYER)
1635 { 1492 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646
1647 /* Note that this was different for monsters - they got their level
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1653 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1493 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1494 wc -= dex_bonus[op->stats.Dex];
1495
1496 if (!arrow->slaying)
1497 arrow->slaying = op->slaying;
1498
1499 arrow->attacktype |= op->attacktype;
1667 } 1500 }
1668 else 1501 else
1669 { 1502 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1503 arrow->level = op->level;
1672 } 1504 arrow->stats.wc -= bow->magic;
1673 1505
1674 if (arrow->attacktype == AT_PHYSICAL) 1506 if (!arrow->slaying)
1507 arrow->slaying = bow->slaying;
1508
1675 arrow->attacktype |= bow->attacktype; 1509 arrow->attacktype |= bow->attacktype;
1510 }
1676 1511
1677 if (bow->slaying) 1512 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1513 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1514
1515 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1516 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1517 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1518
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1519 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1520 m->insert (arrow, sx, sy, op);
1685 1521
1686 if (!arrow->destroyed ()) 1522 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1523 move_arrow (arrow);
1688
1689 if (op->type == PLAYER)
1690 {
1691 if (left->destroyed ())
1692 esrv_del_item (op->contr, left->count);
1693 else
1694 esrv_send_item (op, left);
1695 }
1696 1524
1697 return 1; 1525 return 1;
1698} 1526}
1699 1527
1700/* Special fire code for players - this takes into 1528/* Special fire code for players - this takes into
1702 * but monsters can't. Putting that code here 1530 * but monsters can't. Putting that code here
1703 * makes the fire_bow code much cleaner. 1531 * makes the fire_bow code much cleaner.
1704 * this function should only be called if 'op' is a player, 1532 * this function should only be called if 'op' is a player,
1705 * hence the function name. 1533 * hence the function name.
1706 */ 1534 */
1707int 1535static int
1708player_fire_bow (object *op, int dir) 1536player_fire_bow (object *op, int dir)
1709{ 1537{
1710 int ret = 0, wcmod = 0; 1538 int ret;
1711 1539
1712 if (op->contr->bowtype == bow_bestarrow) 1540 if (op->contr->bowtype == bow_bestarrow)
1713 { 1541 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1542 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1543 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1544 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1545 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1546 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1719 wcmod = -1;
1720
1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1547 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1722 } 1548 }
1723 else if (op->contr->bowtype == bow_threewide) 1549 else if (op->contr->bowtype == bow_threewide)
1724 { 1550 {
1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1551 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1726 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1553 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1728 } 1554 }
1729 else if (op->contr->bowtype == bow_spreadshot) 1555 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1556 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1557 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1558 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1559 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1560 }
1736 else 1561 else
1737 { 1562 {
1738 /* Simple case */ 1563 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1564 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1565 }
1566
1741 return ret; 1567 return ret;
1742} 1568}
1743
1744 1569
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1570/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1571 * Broken apart from 'fire' to keep it more readable.
1747 */ 1572 */
1748void 1573static void
1749fire_misc_object (object *op, int dir) 1574fire_misc_object (object *op, int dir)
1750{ 1575{
1751 object *item; 1576 object *item = op->contr->ranged_ob;
1752 1577
1753 if (!op->contr->ranges[range_misc]) 1578 if (!item)
1754 { 1579 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1580 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1581 return;
1757 } 1582 }
1758 1583
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1584 if (!item->inv)
1761 { 1585 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1586 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1587 return;
1764 } 1588 }
1589
1590 if (!op->change_weapon (item))
1591 return;
1592
1765 if (item->type == WAND) 1593 if (item->type == WAND)
1766 { 1594 {
1767 if (item->stats.food <= 0) 1595 if (item->stats.food <= 0)
1768 { 1596 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1597 op->contr->play_sound (sound_find ("wand_poof"));
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1598 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1599
1771 return; 1600 return;
1772 } 1601 }
1773 } 1602 }
1774 else if (item->type == ROD || item->type == HORN) 1603 else if (item->type == ROD || item->type == HORN)
1775 { 1604 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1605 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1606
1607 // using the maximum of the rods charge allows at least one spell cast
1608 // for a rod or horn, this fixes some broken rods.
1609 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1777 { 1610 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1611 op->contr->play_sound (sound_find ("wand_poof"));
1612
1779 if (item->type == ROD) 1613 if (item->type == ROD)
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1614 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1615 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1617
1783 return; 1618 return;
1784 } 1619 }
1785 } 1620 }
1786 1621
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1622 if (cast_spell (op, item, dir, item->inv, NULL))
1788 { 1623 {
1789 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1624 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1625
1790 if (item->type == WAND) 1626 if (item->type == WAND)
1791 { 1627 {
1792 if (!(--item->stats.food)) 1628 if (!(--item->stats.food))
1793 { 1629 {
1794 object *tmp; 1630 object *tmp;
1795 1631
1796 if (item->arch) 1632 if (item->arch)
1797 { 1633 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1634 CLEAR_FLAG (item, FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1635 item->face = item->arch->face;
1800 item->set_speed (0); 1636 item->set_speed (0);
1801 } 1637 }
1802 1638
1803 if ((tmp = item->in_player ())) 1639 if (object *pl = item->visible_to ())
1804 esrv_update_item (UPD_ANIM, tmp, item); 1640 esrv_update_item (UPD_ANIM, pl, item);
1805 } 1641 }
1806 } 1642 }
1807 else if (item->type == ROD || item->type == HORN) 1643 else if (item->type == ROD || item->type == HORN)
1808 drain_rod_charge (item); 1644 drain_rod_charge (item);
1809 } 1645 }
1810} 1646}
1811 1647
1812/* Received a fire command for the player - go and do it. 1648/* Received a fire command for the player - go and do it.
1813 */ 1649 */
1814void 1650bool
1815fire (object *op, int dir) 1651fire (object *op, int dir)
1816{ 1652{
1817 int spellcost = 0; 1653 int spellcost = 0;
1654
1655 player *pl = op->contr;
1656
1657 if (pl->golem)
1658 {
1659 control_golem (op->contr->golem, dir);
1660 return false;
1661 }
1662
1663 object *ob = pl->ranged_ob;
1664
1665 if (!ob)
1666 return false;
1667
1668 if (op->speed_left > 0.f)
1669 --op->speed_left;
1670 else
1671 return false;
1672
1673 if (!op->change_weapon (ob))
1674 return false;
1818 1675
1819 /* check for loss of invisiblity/hide */ 1676 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1677 if (action_makes_visible (op))
1821 make_visible (op); 1678 make_visible (op);
1822 1679
1823 switch (op->contr->shoottype) 1680 switch (ob->type)
1824 { 1681 {
1825 case range_none: 1682 case BOW:
1826 return;
1827
1828 case range_bow:
1829 player_fire_bow (op, dir); 1683 player_fire_bow (op, dir);
1830 return; 1684 break;
1831 1685
1832 case range_magic: /* Casting spells */ 1686 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1687 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1834 return; 1688 break;
1835 1689
1836 case range_misc: 1690 case BUILDER:
1691 apply_map_builder (op, dir);
1692 break;
1693
1694 case SKILL:
1695 do_skill (op, op, ob, dir, 0);
1696 break;
1697
1698 case SKILL_TOOL:
1699 // change_weapon ensures that chosen_skill is uptodate
1700 do_skill (op, op, op->chosen_skill, dir, 0);
1701 break;
1702
1703 default:
1837 fire_misc_object (op, dir); 1704 fire_misc_object (op, dir);
1838 return; 1705 break;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return;
1866 } 1706 }
1867}
1868 1707
1869/* find_key 1708 return true;
1870 * We try to find a key for the door as passed. If we find a key 1709}
1871 * and successfully use it, we return the key, otherwise NULL 1710
1872 * This function merges both normal and locked door, since the logic 1711static object *
1873 * for both is the same - just the specific key is different.
1874 * pl is the player,
1875 * inv is the objects inventory to searched
1876 * door is the door we are trying to match against.
1877 * This function can be called recursively to search containers.
1878 */
1879object *
1880find_key (object *pl, object *container, object *door) 1712find_key_ (object *pl, object *container, object *door)
1881{ 1713{
1882 object *tmp, *key; 1714 object *tmp, *key;
1883 1715
1884 /* Should not happen, but sanity checking is never bad */ 1716 /* Should not happen, but sanity checking is never bad */
1885 if (!container->inv) 1717 if (!container->inv)
1888 /* First, lets try to find a key in the top level inventory */ 1720 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp; tmp = tmp->below) 1721 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1722 {
1891 if (door->type == DOOR && tmp->type == KEY) 1723 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1724 break;
1725
1893 /* For sanity, we should really check door type, but other stuff 1726 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1727 * (like containers) can be locked with special keys
1895 */ 1728 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1729 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1730 break;
1903 * a key, return 1736 * a key, return
1904 */ 1737 */
1905 if (!tmp) 1738 if (!tmp)
1906 { 1739 {
1907 for (tmp = container->inv; tmp; tmp = tmp->below) 1740 for (tmp = container->inv; tmp; tmp = tmp->below)
1908 {
1909 /* No reason to search empty containers */ 1741 /* No reason to search empty containers */
1910 if (tmp->type == CONTAINER && tmp->inv) 1742 if (tmp->type == CONTAINER && tmp->inv)
1911 {
1912 if ((key = find_key (pl, tmp, door))) 1743 if ((key = find_key_ (pl, tmp, door)))
1913 return key; 1744 return key;
1914 }
1915 }
1916 1745
1917 if (!tmp) 1746 if (!tmp)
1918 return NULL; 1747 return 0;
1919 } 1748 }
1920 1749
1921 /* We get down here if we have found a key. Now if its in a container, 1750 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1751 * see if we actually want to use it
1923 */ 1752 */
1924 if (pl != container) 1753 if (pl != container)
1925 { 1754 {
1926 /* Only let players use keys in containers */ 1755 /* Only let players use keys in containers */
1927 if (!pl->contr) 1756 if (!pl->contr)
1928 return NULL; 1757 return 0;
1758
1929 /* cases where this fails: 1759 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1760 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1761 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1762 * If the container is not active, return now since only active
1933 * containers can be used. 1763 * containers can be used.
1937 * inv must have been an container and must have been active. 1767 * inv must have been an container and must have been active.
1938 * 1768 *
1939 * Change the color so that the message doesn't disappear with 1769 * Change the color so that the message doesn't disappear with
1940 * all the others. 1770 * all the others.
1941 */ 1771 */
1942 if (pl->contr->usekeys == key_inventory || 1772 if (pl->contr->usekeys == key_inventory
1943 !QUERY_FLAG (container, FLAG_APPLIED) || 1773 || !QUERY_FLAG (container, FLAG_APPLIED)
1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1774 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1945 { 1775 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1776 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1777 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1778 return NULL;
1949 } 1779 }
1950 } 1780 }
1951 1781
1952 return tmp; 1782 return tmp;
1783}
1784
1785/* find_key
1786 * We try to find a key for the door as passed. If we find a key
1787 * and successfully use it, we return the key, otherwise NULL
1788 * This function merges both normal and locked door, since the logic
1789 * for both is the same - just the specific key is different.
1790 * pl is the player,
1791 * inv is the objects inventory to searched
1792 * door is the door we are trying to match against.
1793 * This function can be called recursively to search containers.
1794 */
1795object *
1796find_key (object *pl, object *container, object *door)
1797{
1798 if (door->slaying && is_match_expr (door->slaying))
1799 {
1800 // for match expressions, we try to find the key by applying the match
1801 // to the op itself, which is supposed to find the "key", instead
1802 // of searching through containers ourselves.
1803
1804 return match_one (door->slaying, container, door, pl, pl);
1805 }
1806 else
1807 return find_key_ (pl, container, door);
1953} 1808}
1954 1809
1955/* moved door processing out of move_player_attack. 1810/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1811 * returns 1 if player has opened the door with a key
1957 * such that the caller should not do anything more, 1812 * such that the caller should not do anything more,
1958 * 0 otherwise 1813 * 0 otherwise
1959 */ 1814 */
1960static int 1815static int
1961player_attack_door (object *op, object *door) 1816player_attack_door (object *op, object *door)
1962{ 1817{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1818 /* 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 - 1819 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1820 * otherwise, we fall through to the rest of the code.
1966 */ 1821 */
1967 object *key = find_key (op, op, door); 1822 object *key = find_key (op, op, door);
1968 1823
1969 /* IF we found a key, do some extra work */ 1824 /* If we found a key, do some extra work */
1970 if (key) 1825 if (key)
1971 { 1826 {
1972 object *container = key->env; 1827 object *container = key->env;
1973 1828
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
1976 make_visible (op); 1830 make_visible (op);
1831
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1832 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1833 spring_trap (door->inv, op);
1979 1834
1980 if (door->type == DOOR) 1835 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1836 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 else if (door->type == LOCKED_DOOR) 1837 else if (door->type == LOCKED_DOOR)
1983 { 1838 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1839 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1985 remove_door2 (door); /* remove door without violence ;-) */ 1840 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1841 }
1987 1842
1988 /* Do this after we print the message */ 1843 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1844 key->decrease (); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */
1991 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container);
1993 1845
1994 return 1; /* Nothing more to do below */ 1846 return 1; /* Nothing more to do below */
1995 } 1847 }
1996 else if (door->type == LOCKED_DOOR) 1848 else if (door->type == LOCKED_DOOR)
1997 { 1849 {
1998 /* Might as well return now - no other way to open this */ 1850 /* Might as well return now - no other way to open this */
1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1851 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2000 return 1; 1852 return 1;
2001 } 1853 }
2002 1854
2003 return 0; 1855 return 0;
2004} 1856}
2007 * It should keep the code cleaner. 1859 * It should keep the code cleaner.
2008 * When this is called, the players direction has been updated 1860 * When this is called, the players direction has been updated
2009 * (taking into account confusion.) The player is also actually 1861 * (taking into account confusion.) The player is also actually
2010 * going to try and move (not fire weapons). 1862 * going to try and move (not fire weapons).
2011 */ 1863 */
2012void 1864bool
2013move_player_attack (object *op, int dir) 1865move_player_attack (object *op, int dir)
2014{ 1866{
2015 object *tmp, *mon; 1867 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2016 sint16 nx, ny; 1868 {
2017 int on_battleground; 1869 --op->speed_left;
2018 maptile *m; 1870 return true;
1871 }
2019 1872
2020 nx = freearr_x[dir] + op->x; 1873 sint16 nx = freearr_x[dir] + op->x;
2021 ny = freearr_y[dir] + op->y; 1874 sint16 ny = freearr_y[dir] + op->y;
2022 1875
2023 on_battleground = op_on_battleground (op, 0, 0); 1876 if (out_of_map (op->map, nx, ny))
1877 return false;
2024 1878
2025 /* If braced, or can't move to the square, and it is not out of the 1879 /* If braced, or can't move to the square, and it is not out of the
2026 * map, attack it. Note order of if statement is important - don't 1880 * map, attack it. Note order of if statement is important - don't
2027 * want to be calling move_ob if braced, because move_ob will move the 1881 * want to be calling move_ob if braced, because move_ob will move the
2028 * player. This is a pretty nasty hack, because if we could 1882 * player. This is a pretty nasty hack, because if we could
2029 * move to some space, it then means that if we are braced, we should 1883 * move to some space, it then means that if we are braced, we should
2030 * do nothing at all. As it is, if we are braced, we go through 1884 * do nothing at all. As it is, if we are braced, we go through
2031 * quite a bit of processing. However, it probably is less than what 1885 * quite a bit of processing. However, it probably is less than what
2032 * move_ob uses. 1886 * move_ob uses.
2033 */ 1887 */
2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1888 maptile *m = op->map->xy_find (nx, ny);
1889
1890 /* Go through all the objects, and find ones of interest. Only stop if
1891 * we find a monster - that is something we know we want to attack.
1892 * if its a door or barrel (can roll) see if there may be monsters
1893 * on the space
1894 */
1895 object *mon;
1896 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1897 {
1898 if ((mon->flag [FLAG_ALIVE]
1899 || mon->type == LOCKED_DOOR
1900 || mon->flag [FLAG_CAN_ROLL])
1901 && mon != op)
1902 break;
2035 { 1903 }
2036 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1904
1905 if (!mon) /* This happens anytime the player tries to move */
1906 return false; /* into a wall */
1907
1908 mon = mon->head_ ();
1909
1910 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1911 if (op->contr->weapon_sp_left > 0.f)
1912 if (player_attack_door (op, mon))
1913 {
1914 --op->contr->weapon_sp_left;
1915 return true;
2037 { 1916 }
2038 m = op->map->xy_find (nx, ny); 1917
2039 if (!m) 1918 /* The following deals with possibly attacking peaceful
2040 return; /* Don't think this should happen */ 1919 * or friendly creatures. Basically, all players are considered
1920 * unaggressive. If the moving player has peaceful set, then the
1921 * object should be pushed instead of attacked. It is assumed that
1922 * if you are braced, you will not attack friends accidently,
1923 * and thus will not push them.
1924 */
1925
1926 /* If the creature is a pet, push it even if the player is not
1927 * peaceful. Our assumption is the creature is a pet if the
1928 * player owns it and it is either friendly or unagressive.
1929 */
1930 if (op->type == PLAYER
1931 && ((mon->owner && mon->owner->contr
1932 && same_party (mon->owner->contr->party, op->contr->party))
1933 || mon->owner == op)
1934 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1935 {
1936 /* If we're braced, we don't want to switch places with it */
1937 if (op->contr->braced)
1938 return false;
1939
1940 if (op->speed_left > 0.f)
1941 {
1942 --op->speed_left;
1943
1944 op->play_sound (sound_find ("push_player"));
1945 push_ob (mon, dir, op);
1946
1947 if (action_makes_visible (op))
1948 make_visible (op);
1949
1950 return true;
2041 } 1951 }
2042 else 1952 else
2043 m = op->map;
2044
2045 if (!(tmp = m->at (nx, ny).bot))
2046 return; 1953 return false;
1954 }
2047 1955
2048 mon = 0; 1956 bool on_battleground = op_on_battleground (op, 0, 0);
2049 /* Go through all the objects, and find ones of interest. Only stop if
2050 * we find a monster - that is something we know we want to attack.
2051 * if its a door or barrel (can roll) see if there may be monsters
2052 * on the space
2053 */
2054 while (tmp)
2055 {
2056 if (tmp == op)
2057 {
2058 tmp = tmp->above;
2059 continue;
2060 }
2061 1957
2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2063 {
2064 mon = tmp;
2065 break;
2066 }
2067
2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2069 mon = tmp;
2070
2071 tmp = tmp->above;
2072 }
2073
2074 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */
2076
2077 if (mon->head)
2078 mon = mon->head;
2079
2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2081 if (player_attack_door (op, mon))
2082 return;
2083
2084 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them.
2090 */
2091
2092 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive.
2095 */
2096 if ((op->type == PLAYER)
2097#if COZY_SERVER
2098 &&
2099 ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2101#else
2102 && mon->owner == op
2103#endif
2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced)
2108 return;
2109
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111 (void) push_ob (mon, dir, op);
2112 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op);
2114
2115 return;
2116 }
2117
2118 /* in certain circumstances, you shouldn't attack friendly 1958 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 1959 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 1960 * someone, but put it inside this loop so that you won't
2121 * attack them either. 1961 * attack them either.
2122 */ 1962 */
2123 if ((mon->type == PLAYER || mon->enemy != op) && 1963 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1964 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful 1965 && ((op->contr->peaceful
2127 || (mon->type == PLAYER 1966 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && mon->contr->
2129 peaceful)) &&
2130#else
2131 op->contr->peaceful &&
2132#endif
2133 !on_battleground)) 1967 && !on_battleground))
1968 {
1969 if (op->speed_left > 0.f)
2134 { 1970 {
1971 --op->speed_left;
1972
2135 if (!op->contr->braced) 1973 if (!op->contr->braced)
2136 { 1974 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1975 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 1976 push_ob (mon, dir, op);
2139 } 1977 }
2140 else 1978 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 1979 op->statusmsg ("You withhold your attack");
2142 1980
2143 if (op->contr->tmp_invis || op->hide) 1981 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2144 make_visible (op); 1982 make_visible (op);
2145 }
2146 1983
1984 return true;
1985 }
1986 }
2147 /* If the object is a boulder or other rollable object, then 1987 /* If the object is a boulder or other rollable object, then
2148 * roll it if not braced. You can't roll it if you are braced. 1988 * roll it if not braced. You can't roll it if you are braced.
2149 */ 1989 */
2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1990 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1991 {
1992 if (op->speed_left > 0.f)
2151 { 1993 {
1994 --op->speed_left;
1995
2152 recursive_roll (mon, dir, op); 1996 recursive_roll (mon, dir, op);
2153 if (action_makes_visible (op)) 1997 if (action_makes_visible (op))
2154 make_visible (op); 1998 make_visible (op);
2155 }
2156 1999
2000 return true;
2001 }
2002 }
2157 /* Any generic living creature. Including things like doors. 2003 /* Any generic living creature. Including things like doors.
2158 * Way it works is like this: First, it must have some hit points 2004 * Way it works is like this: First, it must have some hit points
2159 * and be living. Then, it must be one of the following: 2005 * and be living. Then, it must be one of the following:
2160 * 1) Not a player, 2) A player, but of a different party. Note 2006 * 1) Not a player, 2) A player, but of a different party. Note
2161 * that party_number -1 is no party, so attacks can still happen. 2007 * that party_number -1 is no party, so attacks can still happen.
2162 */ 2008 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2009 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2010 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 { 2011 {
2166 2012 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2167 /* If the player hasn't hit something this tick, and does
2168 * so, give them speed boost based on weapon speed. Doing
2169 * it here is better than process_players2, which basically
2170 * incurred a 1 tick offset.
2171 */
2172 if (!op->contr->has_hit)
2173 { 2013 {
2174 op->speed_left += op->speed / op->contr->weapon_sp; 2014 --op->contr->weapon_sp_left;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 }
2178 2015
2179 skill_attack (mon, op, 0, 0, 0); 2016 skill_attack (mon, op, 0, 0, 0);
2180
2181 /* If attacking another player, that player gets automatic
2182 * hitback, and doesn't loose luck either.
2183 * Disable hitback on the battleground or if the target is
2184 * the wiz.
2185 */
2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2187 {
2188 short luck = mon->stats.luck;
2189
2190 mon->contr->has_hit = 1;
2191 skill_attack (op, mon, 0, 0, 0);
2192 mon->stats.luck = luck;
2193 }
2194 2017
2195 if (action_makes_visible (op)) 2018 if (action_makes_visible (op))
2196 make_visible (op); 2019 make_visible (op);
2197 }
2198 } /* if player should attack something */
2199}
2200 2020
2201int 2021 return true;
2022 }
2023 }
2024
2025 return false;
2026}
2027
2028bool
2202move_player (object *op, int dir) 2029move_player (object *op, int dir)
2203{ 2030{
2204 int pick;
2205
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2031 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2207 return 0; 2032 return 0;
2208 2033
2209 /* Sanity check: make sure dir is valid */ 2034 /* Sanity check: make sure dir is valid */
2210 if ((dir < 0) || (dir >= 9)) 2035 if (dir < 0 || dir >= 9)
2211 { 2036 {
2212 LOG (llevError, "move_player: invalid direction %d\n", dir); 2037 LOG (llevError, "move_player: invalid direction %d\n", dir);
2213 return 0; 2038 return 0;
2214 } 2039 }
2215 2040
2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2042 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2218 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2043 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2219 2044
2220 op->facing = dir; 2045 op->facing = dir;
2221 2046
2222 if (op->hide) 2047 if (op->flag [FLAG_HIDDEN])
2223 do_hidden_move (op); 2048 do_hidden_move (op);
2224 2049
2050 bool retval;
2051 int pick = 0;
2052
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2053 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ; 2054 retval = RESULT_INT (0);
2227 else if (op->contr->fire_on) 2055 else if (op->contr->fire_on)
2228 fire (op, dir); 2056 retval = fire (op, dir);
2229 else 2057 else
2230 { 2058 {
2231 move_player_attack (op, dir); 2059 retval = move_player_attack (op, dir);
2232 pick = check_pick (op); 2060 pick = check_pick (op);
2233 } 2061 }
2234 2062
2235 /* Add special check for newcs players and fire on - this way, the 2063 /* Add special check for newcs players and fire on - this way, the
2236 * server can handle repeat firing. 2064 * server can handle repeat firing.
2243 /* Update how the player looks. Use the facing, so direction may 2071 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities 2072 * get reset to zero. This allows for full animation capabilities
2245 * for players. 2073 * for players.
2246 */ 2074 */
2247 animate_object (op, op->facing); 2075 animate_object (op, op->facing);
2248 return 0; 2076
2077 return retval;
2249} 2078}
2250 2079
2251/* This is similar to handle_player, below, but is only used by the 2080/* This is similar to handle_player, below, but is only used by the
2252 * new client/server stuff. 2081 * new client/server stuff.
2253 * This is sort of special, in that the new client/server actually uses 2082 * This is sort of special, in that the new client/server actually uses
2254 * the new speed values for commands. 2083 * the new speed values for commands.
2255 * 2084 *
2256 * Returns true if there are more actions we can do. 2085 * Returns true if there are more actions we can do. Should not do
2086 * many actions in a row, as that would be too unfair to other
2087 * players.
2257 */ 2088 */
2258int 2089bool
2259handle_newcs_player (object *op) 2090handle_newcs_player (object *op)
2260{ 2091{
2261 if (QUERY_FLAG (op, FLAG_SCARED)) 2092 if (QUERY_FLAG (op, FLAG_SCARED))
2262 { 2093 {
2263 flee_player (op); 2094 if (op->speed_left > 0.f)
2264 /* If player is still scared, that is his action for this tick */
2265 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2095 {
2267 op->speed_left--; 2096 --op->speed_left;
2097 flee_player (op);
2098
2268 return 0; 2099 return true;
2269 } 2100 }
2101 else
2102 return false;
2270 } 2103 }
2271
2272 /* I've been seeing crashes where the golem has been destroyed, but
2273 * the player object still points to the defunct golem. The code that
2274 * destroys the golem looks correct, and it doesn't always happen, so
2275 * put this in a a workaround to clean up the golem pointer.
2276 */
2277 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2278 op->contr->ranges[range_golem] = 0;
2279 2104
2280 /* call this here - we also will call this in do_ericserver, but 2105 /* call this here - we also will call this in do_ericserver, but
2281 * the players time has been increased when doericserver has been 2106 * the players time has been increased when doericserver has been
2282 * called, so we recheck it here. 2107 * called, so we recheck it here.
2283 */ 2108 */
2284 if (op->contr->ns->handle_command ()) 2109 if (op->contr->ns->handle_command ())
2285 return 1; 2110 return true;
2286 2111
2287 if (op->speed_left > 0)
2288 {
2289 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2112 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2290 {
2291 /* All move commands take 1 tick, at least for now */
2292 op->speed_left--;
2293
2294 /* Instead of all the stuff below, let move_player take care
2295 * of it. Also, some of the skill stuff is only put in
2296 * there, as well as the confusion stuff.
2297 */
2298 move_player (op, op->direction); 2113 return move_player (op, op->direction);
2299 2114
2300 return op->speed_left > 0;
2301 }
2302 }
2303
2304 return 0; 2115 return false;
2305} 2116}
2306 2117
2307int 2118static int
2308save_life (object *op) 2119save_life (object *op)
2309{ 2120{
2310 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2121 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2311 return 0; 2122 return 0;
2312 2123
2313 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2124 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2314 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2125 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2315 { 2126 {
2316 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2127 op->play_sound (sound_find ("ob_evaporate"));
2317 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2128 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2318
2319 if (op->contr)
2320 esrv_del_item (op->contr, tmp->count);
2321 2129
2322 tmp->destroy (); 2130 tmp->destroy ();
2323 CLEAR_FLAG (op, FLAG_LIFESAVE); 2131 CLEAR_FLAG (op, FLAG_LIFESAVE);
2324 2132
2325 if (op->stats.hp < 0) 2133 if (op->stats.hp < 0)
2338 return 0; 2146 return 0;
2339} 2147}
2340 2148
2341/* This goes throws the inventory and removes unpaid objects, and puts them 2149/* This goes throws the inventory and removes unpaid objects, and puts them
2342 * back in the map (location and map determined by values of env). This 2150 * back in the map (location and map determined by values of env). This
2343 * function will descend into containers. op is the object to start the search 2151 * function will descend into containers. op is the object to start the search
2344 * from. 2152 * from.
2345 */ 2153 */
2154static void
2155drop_unpaid_items (object *op, object *env)
2156{
2157 while (op)
2158 {
2159 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2160
2161 if (QUERY_FLAG (op, FLAG_UNPAID))
2162 op->insert_at (env);
2163 else if (op->inv)
2164 drop_unpaid_items (op->inv, env);
2165
2166 op = next;
2167 }
2168}
2169
2346void 2170void
2347remove_unpaid_objects (object *op, object *env) 2171object::drop_unpaid_items ()
2348{ 2172{
2349 while (op) 2173 if (!flag [FLAG_REMOVED])
2350 { 2174 ::drop_unpaid_items (inv, this);
2351 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2352
2353 if (QUERY_FLAG (op, FLAG_UNPAID))
2354 {
2355 if (env->type == PLAYER)
2356 esrv_del_item (env->contr, op->count);
2357
2358 op->insert_at (env);
2359 }
2360 else if (op->inv)
2361 remove_unpaid_objects (op->inv, env);
2362
2363 op = next;
2364 }
2365}
2366
2367/*
2368 * Returns pointer a static string containing gravestone text
2369 * Moved from apply.c to player.c - player.c is what
2370 * actually uses this function. player.c may not be quite the
2371 * best, a misc file for object actions is probably better,
2372 * but there isn't one in the server directory.
2373 */
2374char *
2375gravestone_text (object *op)
2376{
2377 static char buf2[MAX_BUF];
2378 char buf[MAX_BUF];
2379 time_t now = time (NULL);
2380
2381 strcpy (buf2, " R.I.P.\n\n");
2382 if (op->type == PLAYER)
2383 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2384 else
2385 sprintf (buf, "%s\n", &op->name);
2386
2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2388 strcat (buf2, buf);
2389 if (op->type == PLAYER)
2390 sprintf (buf, "who was in level %d when killed\n", op->level);
2391 else
2392 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2393
2394 strncat (buf2, " ", 20 - strlen (buf) / 2);
2395 strcat (buf2, buf);
2396 if (op->type == PLAYER)
2397 {
2398 sprintf (buf, "by %s.\n\n", op->contr->killer);
2399 strncat (buf2, " ", 21 - strlen (buf) / 2);
2400 strcat (buf2, buf);
2401 }
2402
2403 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2404 strncat (buf2, " ", 20 - strlen (buf) / 2);
2405 strcat (buf2, buf);
2406
2407 return buf2;
2408} 2175}
2409 2176
2410void 2177void
2411do_some_living (object *op) 2178do_some_living (object *op)
2412{ 2179{
2438 make_visible (op); 2205 make_visible (op);
2439 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2206 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2440 } 2207 }
2441 } 2208 }
2442 2209
2443 if (op->contr->outputs_sync)
2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2445 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2446 flush_output_element (op, &op->contr->outputs[i]);
2447
2448 if (op->contr->ns->state == ST_PLAYING) 2210 if (op->contr->ns->state == ST_PLAYING)
2449 { 2211 {
2450 /* these next three if clauses make it possible to SLOW DOWN 2212 /* these next three if clauses make it possible to SLOW DOWN
2451 hp/grace/spellpoint regeneration. */ 2213 hp/grace/spellpoint regeneration. */
2452 if (op->contr->gen_hp >= 0) 2214 if (op->contr->gen_hp >= 0)
2469 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2231 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2470 else 2232 else
2471 { 2233 {
2472 gen_grace = op->stats.maxgrace; 2234 gen_grace = op->stats.maxgrace;
2473 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2235 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2474 }
2475
2476 /* Regenerate Spell Points */
2477 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2478 {
2479 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp++;
2483 /* dms do not consume food */
2484 if (!QUERY_FLAG (op, FLAG_WIZ))
2485 {
2486 op->stats.food--;
2487 if (op->contr->digestion < 0)
2488 op->stats.food += op->contr->digestion;
2489 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2490 op->stats.food = last_food;
2491 }
2492 }
2493
2494 if (max_sp > 1)
2495 {
2496 over_sp = (gen_sp + 10) / rate_sp;
2497 if (over_sp > 0)
2498 {
2499 if (op->stats.sp < op->stats.maxsp)
2500 {
2501 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2502
2503 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2504 op->stats.sp--;
2505
2506 if (op->stats.sp > op->stats.maxsp)
2507 op->stats.sp = op->stats.maxsp;
2508 }
2509 op->last_sp = 0;
2510 }
2511 else
2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 } 2236 }
2517 2237
2518 /* Regenerate Grace */ 2238 /* Regenerate Grace */
2519 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2239 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2520 if (--op->last_grace < 0) 2240 if (--op->last_grace < 0)
2541 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2261 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2542 } 2262 }
2543 /* wearing stuff doesn't detract from grace generation. */ 2263 /* wearing stuff doesn't detract from grace generation. */
2544 } 2264 }
2545 2265
2266 if (op->stats.food > 0)
2267 {
2546 /* Regenerate Hit Points */ 2268 /* Regenerate Spell Points */
2547 if (--op->last_heal < 0) 2269 if (!op->contr->golem && --op->last_sp < 0)
2548 {
2549 if (op->stats.hp < op->stats.maxhp)
2550 { 2270 {
2551 op->stats.hp++; 2271 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2552 /* dms do not consume food */ 2272
2553 if (!QUERY_FLAG (op, FLAG_WIZ)) 2273 if (op->stats.sp < op->stats.maxsp)
2554 { 2274 {
2275 op->stats.sp++;
2276
2277 /* dms do not consume food */
2278 if (!QUERY_FLAG (op, FLAG_WIZ))
2279 {
2555 op->stats.food--; 2280 op->stats.food--;
2281
2556 if (op->contr->digestion < 0) 2282 if (op->contr->digestion < 0)
2557 op->stats.food += op->contr->digestion; 2283 op->stats.food += op->contr->digestion;
2558 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2284 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2559 op->stats.food = last_food; 2285 op->stats.food = last_food;
2286 }
2560 } 2287 }
2561 }
2562 2288
2563 if (max_hp > 1) 2289 if (max_sp > 1)
2564 {
2565 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2566 if (over_hp > 0)
2567 { 2290 {
2568 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2291 over_sp = (gen_sp + 10) / rate_sp;
2292 if (over_sp > 0)
2293 {
2294 if (op->stats.sp < op->stats.maxsp)
2295 {
2296 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2297
2298 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2299 op->stats.sp--;
2300
2301 if (op->stats.sp > op->stats.maxsp)
2302 op->stats.sp = op->stats.maxsp;
2303 }
2304
2569 op->last_heal = 0; 2305 op->last_sp = 0;
2306 }
2307 else
2308 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2570 } 2309 }
2571 else 2310 else
2311 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2312 }
2313
2314 /* Regenerate Hit Points */
2315 if (--op->last_heal < 0)
2316 {
2317 if (op->stats.hp < op->stats.maxhp)
2572 { 2318 {
2573 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2319 op->stats.hp++;
2320
2321 /* dms do not consume food */
2322 if (!QUERY_FLAG (op, FLAG_WIZ))
2323 {
2324 op->stats.food--;
2325
2326 if (op->contr->digestion < 0)
2327 op->stats.food += op->contr->digestion;
2328 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2329 op->stats.food = last_food;
2330 }
2574 } 2331 }
2332
2333 if (max_hp > 1)
2334 {
2335 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2336
2337 if (over_hp > 0)
2338 {
2339 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2340 op->last_heal = 0;
2341 }
2342 else
2343 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2575 } 2344 }
2576 else 2345 else
2577 {
2578 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2346 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2579 } 2347 }
2580 } 2348 }
2581 2349
2582 /* Digestion */ 2350 /* Digestion */
2583 if (--op->last_eat < 0) 2351 if (--op->last_eat < 0)
2584 { 2352 {
2585#ifdef COZY_SERVER 2353 int bonus = max (0, op->contr->digestion),
2586 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2354 penalty = max (0, -op->contr->digestion);
2587 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2588#else
2589 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2590#endif
2591 2355
2592 if (op->contr->gen_hp > 0)
2593 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2356 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2594 else
2595 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2596 2357
2597 /* dms do not consume food */ 2358 /* dms do not consume food */
2598 if (!QUERY_FLAG (op, FLAG_WIZ)) 2359 if (!QUERY_FLAG (op, FLAG_WIZ))
2599 op->stats.food--; 2360 op->stats.food--;
2600 } 2361 }
2601 2362
2602 if (op->stats.food < 0 && op->stats.hp >= 0) 2363 if (op->stats.food < 0 && op->stats.hp >= 0)
2603 { 2364 {
2604 object *tmp, *flesh = 0; 2365 object *flesh = 0;
2605 2366
2606 for (tmp = op->inv; tmp; tmp = tmp->below) 2367 for_inv_removable (op, tmp)
2607 { 2368 {
2608 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2369 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2370 continue;
2371
2372 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2609 { 2373 {
2610 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2374 op->statusmsg ("You blindly grab for a bite of food. "
2611 { 2375 "H<To prevent you from starving, you ate some random item from your backpack.>");
2612 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2613 manual_apply (op, tmp, 0); 2376 manual_apply (op, tmp, 0);
2377
2614 if (op->stats.food >= 0 || op->stats.hp < 0) 2378 if (op->stats.food >= 0 || op->stats.hp < 0)
2615 break; 2379 break;
2616 } 2380 }
2617 else if (tmp->type == FLESH) 2381 else if (tmp->type == FLESH)
2618 flesh = tmp; 2382 flesh = tmp;
2619 } /* End if paid for object */ 2383 }
2620 } /* end of for loop */
2621 2384
2622 /* If player is still starving, it means they don't have any food, so 2385 /* If player is still starving, it means they don't have any food, so
2623 * eat flesh instead. 2386 * eat flesh instead.
2624 */ 2387 */
2625 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2388 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2626 { 2389 {
2627 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2390 op->statusmsg ("You blindly grab for a bite of food. "
2391 "H<To prevent you from starving, you ate some random item from your backpack.>");
2628 manual_apply (op, flesh, 0); 2392 manual_apply (op, flesh, 0);
2629 } 2393 }
2394
2395 // If player is still starving, alert him!
2396 if (op->stats.food < 0)
2397 op->failmsg ("You are starving! "
2398 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2399 }
2400
2401 if (op->stats.food < 0)
2630 } 2402 {
2403 op->stats.hp += op->stats.food;
2404 op->stats.food = 0;
2631 2405
2632 while (op->stats.food < 0 && op->stats.hp >= 0) 2406 if (op->stats.hp < 0)
2633 op->stats.food++, op->stats.hp--; 2407 {
2408 op->contr->killer = archetype::get ("killer_starvation");
2409 op->contr->killer->destroy ();
2410 }
2411 }
2634 2412
2413 /* killer should be set here already */
2635 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2414 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2636 kill_player (op); 2415 kill_player (op);
2637 } 2416 }
2638} 2417}
2639 2418
2643 * file. 2422 * file.
2644 */ 2423 */
2645void 2424void
2646kill_player (object *op) 2425kill_player (object *op)
2647{ 2426{
2648 char buf[MAX_BUF];
2649 int x, y; 2427 int x, y;
2650
2651 //int i;
2652 maptile *map; /* this is for resurrection */ 2428 maptile *map; /* this is for resurrection */
2653
2654 /* int z;
2655 int num_stats_lose;
2656 int lost_a_stat;
2657 int lose_this_stat;
2658 int this_stat; */
2659 int will_kill_again; 2429 int will_kill_again;
2660 archetype *at; 2430 archetype *at;
2661 object *tmp; 2431 object *tmp;
2662 2432
2663 if (save_life (op)) 2433 if (save_life (op))
2664 return; 2434 return;
2665 2435
2436 dynbuf_text deathtab;
2437
2438 /* restore player */
2439 at = archetype::find (shstr_poisoning);
2440 if (object *tmp = present_arch_in_ob (at, op))
2441 {
2442 tmp->destroy ();
2443 deathtab << "Your body feels cleansed...\r";
2444 }
2445
2446 at = archetype::find (shstr_confusion);
2447 if (object *tmp = present_arch_in_ob (at, op))
2448 {
2449 tmp->destroy ();
2450 deathtab << "Your mind feels clearer...\r";
2451 }
2452
2453 cure_disease (op, 0, 0); /* remove any disease */
2454
2455 max_it (op->stats.hp , op->stats.maxhp);
2456 max_it (op->stats.sp , op->stats.maxsp);
2457 max_it (op->stats.grace, op->stats.maxgrace);
2458
2459 if (op->stats.food <= 0)
2460 op->stats.food = 999;
2461
2462 // remove all spell effects that are active
2463 // to avoid long-term effects such as word-of-recall
2464 for (object *item = op->inv; item; )
2465 {
2466 object *next = item->below;
2467
2468 if (item->type == SPELL_EFFECT && item->active)
2469 item->destroy ();
2470
2471 item = next;
2472 }
2666 2473
2667 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2474 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2668 * in cities ONLY!!! It is very important that this doesn't get abused. 2475 * in cities ONLY!!! It is very important that this doesn't get abused.
2669 * Look at op_on_battleground() for more info --AndreasV 2476 * Look at op_on_battleground() for more info --AndreasV
2670 */ 2477 */
2671 if (op_on_battleground (op, &x, &y)) 2478 if (op_on_battleground (op, &x, &y))
2672 { 2479 {
2673 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2480 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2674 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2675
2676 /* restore player */
2677 at = archetype::find ("poisoning");
2678 if (object *tmp = present_arch_in_ob (at, op))
2679 {
2680 tmp->destroy ();
2681 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2682 }
2683
2684 at = archetype::find ("confusion");
2685 if (object *tmp = present_arch_in_ob (at, op))
2686 {
2687 tmp->destroy ();
2688 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2689 }
2690
2691 cure_disease (op, 0); /* remove any disease */
2692 op->stats.hp = op->stats.maxhp;
2693 if (op->stats.food <= 0)
2694 op->stats.food = 999;
2695 2481
2696 /* create a bodypart-trophy to make the winner happy */ 2482 /* create a bodypart-trophy to make the winner happy */
2697 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2483 object *tmp = archetype::find (shstr_finger)->instance ();
2698 { 2484
2699 sprintf (buf, "%s's finger", &op->name); 2485 tmp->name = format ("%s's finger" , &op->name);
2700 tmp->name = buf; 2486 tmp->name_pl = format ("%s's fingers", &op->name);
2701 sprintf (buf, " This finger has been cut off %s\n" 2487 tmp->msg = format (
2702 " the %s, when he was defeated at\n level %d by %s.\n", 2488 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2703 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2489 &op->name, op->contr->title,
2704 tmp->msg = buf; 2490 (int)op->level,
2491 op->contr->killer_name ()
2492 );
2705 tmp->value = 0, tmp->type = 0; 2493 tmp->value = 0, tmp->type = 0;
2706 tmp->materialname = "organics"; 2494 tmp->material = name_to_material (shstr_organic);
2707 tmp->insert_at (op, tmp); 2495 tmp->insert_at (op, tmp);
2708 }
2709 2496
2710 /* teleport defeated player to new destination */ 2497 /* teleport defeated player to new destination */
2711 transfer_ob (op, x, y, 0, NULL); 2498 transfer_ob (op, x, y, 0, NULL);
2712 op->contr->braced = 0; 2499 op->contr->braced = 0;
2500
2501 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2713 return; 2502 return;
2714 } 2503 }
2715 2504
2505 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2506 deathtab << "T<YOU HAVE DIED>\n\n";
2507
2716 INVOKE_PLAYER (DEATH, op->contr); 2508 INVOKE_PLAYER (DEATH, op->contr);
2717 2509
2718 command_kill_pets (op, 0); 2510 command_kill_pets (op, 0);
2719 2511
2720 if (op->stats.food < 0) 2512 op->contr->play_sound (sound_find ("player_dies"));
2721 {
2722 sprintf (buf, "%s starved to death.", &op->name);
2723 strcpy (op->contr->killer, "starvation");
2724 }
2725 else
2726 sprintf (buf, "%s died.", &op->name);
2727
2728 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2729 2513
2730 /* save the map location for corpse, gravestone */ 2514 /* save the map location for corpse, gravestone */
2731 x = op->x; 2515 x = op->x;
2732 y = op->y; 2516 y = op->y;
2733 map = op->map; 2517 map = op->map;
2761 2545
2762 lost_a_stat = 0; 2546 lost_a_stat = 0;
2763 2547
2764 for (z = 0; z < num_stats_lose; z++) 2548 for (z = 0; z < num_stats_lose; z++)
2765 { 2549 {
2766 i = RANDOM () % NUM_STATS; 2550 i = rndm (NUM_STATS);
2767 2551
2768 if (settings.stat_loss_on_death) 2552 if (settings.stat_loss_on_death)
2769 { 2553 {
2770 /* Pick a random stat and take a point off it. Tell the player 2554 /* Pick a random stat and take a point off it. Tell the player
2771 * what he lost. 2555 * what he lost.
2778 lost_a_stat = 1; 2562 lost_a_stat = 1;
2779 } 2563 }
2780 else 2564 else
2781 { 2565 {
2782 /* deplete a stat */ 2566 /* deplete a stat */
2783 archetype *deparch = archetype::find ("depletion"); 2567 archetype *deparch = archetype::find (shstr_depletion);
2784 object *dep; 2568 object *dep;
2785 2569
2786 dep = present_arch_in_ob (deparch, op); 2570 dep = present_arch_in_ob (deparch, op);
2787 if (!dep) 2571 if (!dep)
2788 { 2572 {
2789 dep = arch_to_object (deparch); 2573 dep = deparch->instance ();
2790 insert_ob_in_ob (dep, op); 2574 insert_ob_in_ob (dep, op);
2791 } 2575 }
2792 lose_this_stat = 1; 2576 lose_this_stat = 1;
2793 if (settings.balanced_stat_loss) 2577 if (settings.balanced_stat_loss)
2794 { 2578 {
2822 } 2606 }
2823 } 2607 }
2824 2608
2825 if (lose_this_stat) 2609 if (lose_this_stat)
2826 { 2610 {
2827 this_stat = get_attr_value (&(dep->stats), i); 2611 this_stat = get_attr_value (&dep->stats, i);
2828 /* We could try to do something clever like find another 2612 /* We could try to do something clever like find another
2829 * stat to reduce if this fails. But chances are, if 2613 * stat to reduce if this fails. But chances are, if
2830 * stats have been depleted to -50, all are pretty low 2614 * stats have been depleted to -50, all are pretty low
2831 * and should be roughly the same, so it shouldn't make a 2615 * and should be roughly the same, so it shouldn't make a
2832 * difference. 2616 * difference.
2840 lost_a_stat = 1; 2624 lost_a_stat = 1;
2841 } 2625 }
2842 } 2626 }
2843 } 2627 }
2844 } 2628 }
2629
2845 /* If no stat lost, tell the player. */ 2630 /* If no stat lost, tell the player. */
2846 if (!lost_a_stat) 2631 if (!lost_a_stat)
2847 { 2632 {
2848 /* determine_god() seems to not work sometimes... why is this? 2633 /* determine_god() seems to not work sometimes... why is this?
2849 Should I be using something else? GD */ 2634 Should I be using something else? GD */
2850 const char *god = determine_god (op); 2635 shstr_tmp god = determine_god (op);
2851 2636
2852 if (god && (strcmp (god, "none"))) 2637 if (god != shstr_none)
2853 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2638 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2854 else 2639 else
2855 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2640 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2856 } 2641 }
2857#else 2642#else
2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2643 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2859#endif 2644#endif
2860 2645
2861 /* Put a gravestone up where the character 'almost' died. List the 2646 /* Put a gravestone up where the character 'almost' died. List the
2862 * exp loss on the stone. 2647 * exp loss on the stone.
2863 */ 2648 */
2864 tmp = arch_to_object (archetype::find ("gravestone")); 2649 tmp = archetype::find (shstr_gravestone)->instance ();
2865 sprintf (buf, "%s's gravestone", &op->name); 2650 tmp->name = format ("%s's gravestone", &op->name);
2866 tmp->name = buf; 2651 tmp->name_pl = format ("%s's gravestones", &op->name);
2867 sprintf (buf, "%s's gravestones", &op->name); 2652 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2868 tmp->name_pl = buf; 2653 &op->name, op->contr->title, op->contr->killer_name ());
2869 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);
2870 tmp->msg = buf;
2871 tmp->x = op->x, tmp->y = op->y; 2654 tmp->x = op->x, tmp->y = op->y;
2872 insert_ob_in_map (tmp, op->map, NULL, 0); 2655 insert_ob_in_map (tmp, op->map, NULL, 0);
2873 2656
2874 /**************************************/ 2657 /**************************************/
2875 /* */ 2658 /* */
2876 /* Subtract the experience points, */ 2659 /* Subtract the experience points, */
2877 /* if we died cause of food, give us */
2878 /* food, and reset HP's... */
2879 /* */ 2660 /* */
2880 /**************************************/ 2661 /**************************************/
2881 2662
2882 /* remove any poisoning and confusion the character may be suffering. */
2883 /* restore player */
2884 at = archetype::find ("poisoning");
2885 tmp = present_arch_in_ob (at, op);
2886
2887 if (tmp)
2888 {
2889 tmp->destroy ();
2890 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2891 }
2892
2893 at = archetype::find ("confusion");
2894 tmp = present_arch_in_ob (at, op);
2895 if (tmp)
2896 {
2897 tmp->destroy ();
2898 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2899 }
2900
2901 cure_disease (op, 0); /* remove any disease */
2902
2903 /*add_exp(op, (op->stats.exp * -0.20)); */ 2663 /*add_exp(op, (op->stats.exp * -0.20)); */
2904 apply_death_exp_penalty (op); 2664 apply_death_exp_penalty (op);
2905 if (op->stats.food < 100)
2906 op->stats.food = 900;
2907 op->stats.hp = op->stats.maxhp;
2908 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2909 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2910 2665
2911 /* 2666 /*
2912 * Check to see if the player has any unpaid items. If so, remove them 2667 * Check to see if the player has any unpaid items. If so, remove them
2913 * and put them back in the map. 2668 * and put them back in the map.
2914 */ 2669 */
2915 remove_unpaid_objects (op->inv, op); 2670 op->drop_unpaid_items ();
2916 2671
2917 /****************************************/ 2672 /****************************************/
2918 /* */ 2673 /* */
2919 /* Move player to his current respawn- */ 2674 /* Move player to his current respawn- */
2920 /* position (usually last savebed) */ 2675 /* position (usually last savebed) */
2940 object *force; 2695 object *force;
2941 int at; 2696 int at;
2942 2697
2943 force = get_archetype (FORCE_NAME); 2698 force = get_archetype (FORCE_NAME);
2944 /* 50 ticks should be enough time for the spell to abate */ 2699 /* 50 ticks should be enough time for the spell to abate */
2945 force->speed = 0.1; 2700 force->speed = 0.1f;
2946 force->speed_left = -5.0; 2701 force->speed_left = -5.f;
2947 SET_FLAG (force, FLAG_APPLIED); 2702 SET_FLAG (force, FLAG_APPLIED);
2948 for (at = 0; at < NROFATTACKS; at++) 2703 for (at = 0; at < NROFATTACKS; at++)
2949 if (will_kill_again & (1 << at)) 2704 if (will_kill_again & (1 << at))
2950 force->resist[at] = 100; 2705 force->resist[at] = 100;
2951 2706
2952 insert_ob_in_ob (force, op); 2707 insert_ob_in_ob (force, op);
2953 op->update_stats (); 2708 op->update_stats ();
2954
2955 } 2709 }
2956 2710
2957 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2711 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2958} 2712}
2959 2713
2960void 2714static void
2961loot_object (object *op) 2715loot_object (object *op)
2962{ /* Grab and destroy some treasure */ 2716{ /* Grab and destroy some treasure */
2963 object *tmp, *tmp2, *next; 2717 object *tmp, *tmp2, *next;
2964 2718
2965 op->close_container (); /* close open sack first */ 2719 op->close_container (); /* close open sack first */
2979 2733
2980 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2734 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2981 { 2735 {
2982 if (tmp->nrof > 1) 2736 if (tmp->nrof > 1)
2983 { 2737 {
2984 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2738 tmp->decrease (rndm (1, tmp->nrof - 1));
2985 tmp2->destroy ();
2986 insert_ob_in_map (tmp, op->map, NULL, 0); 2739 insert_ob_in_map (tmp, op->map, NULL, 0);
2987 } 2740 }
2988 else 2741 else
2989 tmp->destroy (); 2742 tmp->destroy ();
2990 } 2743 }
2997 * fix_weight(): Check recursively the weight of all players, and fix 2750 * fix_weight(): Check recursively the weight of all players, and fix
2998 * what needs to be fixed. Refresh windows and fix speed if anything 2751 * what needs to be fixed. Refresh windows and fix speed if anything
2999 * was changed. 2752 * was changed.
3000 */ 2753 */
3001void 2754void
3002fix_weight (void) 2755fix_weight ()
3003{ 2756{
3004 for_all_players (pl) 2757 for_all_players (pl)
3005 { 2758 {
3006 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2759 sint32 old = pl->ob->carrying;
3007 2760
3008 if (old == sum) 2761 pl->ob->update_weight ();
3009 continue; 2762
2763 if (old != pl->ob->carrying)
2764 {
3010 pl->ob->update_stats (); 2765 pl->ob->update_stats ();
3011 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2766 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2767 }
3012 } 2768 }
3013} 2769}
3014 2770
3015void 2771void
3016fix_luck (void) 2772fix_luck ()
3017{ 2773{
3018 for_all_players (pl) 2774 for_all_players (pl)
3019 if (!pl->ob->contr->ns->state) 2775 if (!pl->ob->contr->ns->state)
3020 pl->ob->change_luck (0); 2776 pl->ob->change_luck (0);
3021} 2777}
3058} 2814}
3059 2815
3060void 2816void
3061make_visible (object *op) 2817make_visible (object *op)
3062{ 2818{
3063 op->hide = 0; 2819 op->flag [FLAG_HIDDEN] = 0;
3064 op->invisible = 0; 2820 op->invisible = 0;
2821
3065 if (op->type == PLAYER) 2822 if (op->type == PLAYER)
3066 { 2823 {
3067 op->contr->tmp_invis = 0; 2824 op->contr->tmp_invis = 0;
3068 op->contr->invis_race = 0; 2825 op->contr->invis_race = 0;
3069 } 2826 }
3072} 2829}
3073 2830
3074int 2831int
3075is_true_undead (object *op) 2832is_true_undead (object *op)
3076{ 2833{
3077 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2834 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3078 return 1; 2835 return 1;
3079 2836
3080 return 0; 2837 return 0;
3081} 2838}
3082 2839
3083/* look at the surrounding terrain to determine 2840/* look at the surrounding terrain to determine
3084 * the hideability of this object. Positive levels 2841 * the hideability of this object. Positive levels
3085 * indicate greater hideability. 2842 * indicate greater hideability.
3086 */ 2843 */
3087
3088int 2844int
3089hideability (object *ob) 2845hideability (object *ob)
3090{ 2846{
3091 int i, level = 0, mflag; 2847 int i, level = 0, mflag;
3092 sint16 x, y; 2848 sint16 x, y;
3093 2849
3094 if (!ob || !ob->map) 2850 if (!ob || !ob->map)
3095 return 0; 2851 return 0;
3096 2852
3097 /* so, on normal lighted maps, its hard to hide */ 2853 /* so, on normal lighted maps, its hard to hide */
3098 level = ob->map->darkness - 2; 2854 level = ob->map->darklevel () - 2;
3099 2855
3100 /* this also picks up whether the object is glowing. 2856 /* this also picks up whether the object is glowing.
3101 * If you carry a light on a non-dark map, its not 2857 * If you carry a light on a non-dark map, its not
3102 * as bad as carrying a light on a pitch dark map */ 2858 * as bad as carrying a light on a pitch dark map */
3103 if (has_carried_lights (ob)) 2859 if (ob->has_carried_lights ())
3104 level = -(10 + (2 * ob->map->darkness)); 2860 level = -(10 + (2 * ob->map->darklevel ()));
3105 2861
3106 /* scan through all nearby squares for terrain to hide in */ 2862 /* scan through all nearby squares for terrain to hide in */
3107 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2863 for (i = 0, x = ob->x, y = ob->y;
2864 i <= SIZEOFFREE1;
2865 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3108 { 2866 {
3109 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2867 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3110 if (mflag & P_OUT_OF_MAP) 2868 if (mflag & P_OUT_OF_MAP)
3111 {
3112 continue; 2869 continue;
3113 } 2870
3114 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2871 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3115 level += 2; 2872 level += 2;
3116 else /* open terrain! */ 2873 else /* open terrain! */
3117 level -= 1; 2874 level -= 1;
3118 } 2875 }
3126/* For Hidden creatures - a chance of becoming 'unhidden' 2883/* For Hidden creatures - a chance of becoming 'unhidden'
3127 * every time they move - as we subtract off 'invisibility' 2884 * every time they move - as we subtract off 'invisibility'
3128 * AND, for players, if they move into a ridiculously unhideable 2885 * AND, for players, if they move into a ridiculously unhideable
3129 * spot (surrounded by clear terrain in broad daylight). -b.t. 2886 * spot (surrounded by clear terrain in broad daylight). -b.t.
3130 */ 2887 */
3131
3132void 2888void
3133do_hidden_move (object *op) 2889do_hidden_move (object *op)
3134{ 2890{
3135 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2891 int hide = 0;
3136 object *skop;
3137 2892
3138 if (!op || !op->map) 2893 if (!op || !op->map)
3139 return; 2894 return;
3140 2895
3141 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2896 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2897 int num = random_roll (0, 19, op, PREFER_LOW);
3142 2898
3143 /* its *extremely* hard to run and sneak/hide at the same time! */ 2899 /* its *extremely* hard to run and sneak/hide at the same time! */
3144 if (op->type == PLAYER && op->contr->run_on) 2900 if (op->type == PLAYER && op->contr->run_on)
3145 if (!skop || num >= skop->level) 2901 if (!skop || num >= skop->level)
3146 { 2902 {
3156 num -= hide; 2912 num -= hide;
3157 2913
3158 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2914 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3159 { 2915 {
3160 make_visible (op); 2916 make_visible (op);
2917
3161 if (op->type == PLAYER) 2918 if (op->type == PLAYER)
3162 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2919 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3163 } 2920 }
3164 else if (op->type == PLAYER && skop) 2921 else if (op->type == PLAYER && skop)
3165 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2922 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3218 * object op. This function works fine for monsters, 2975 * object op. This function works fine for monsters,
3219 * but we dont worry if the object isnt the top one in 2976 * but we dont worry if the object isnt the top one in
3220 * a pile (say a coin under a table would return "viewable" 2977 * a pile (say a coin under a table would return "viewable"
3221 * by this routine). Another question, should we be 2978 * by this routine). Another question, should we be
3222 * concerned with the direction the player is looking 2979 * concerned with the direction the player is looking
3223 * in? Realistically, most of use cant see stuff behind 2980 * in? Realistically, most of us can't see stuff behind
3224 * our backs...on the other hand, does the "facing" direction 2981 * our backs...on the other hand, does the "facing" direction
3225 * imply the way your head, or body is facing? Its possible 2982 * imply the way your head, or body is facing? It's possible
3226 * for them to differ. Sigh, this fctn could get a bit more complex. 2983 * for them to differ. Sigh, this fctn could get a bit more complex.
3227 * -b.t. 2984 * -b.t.
3228 * This function is now map tiling safe. 2985 * This function is now map tiling safe.
3229 */ 2986 */
3230
3231int 2987int
3232player_can_view (object *pl, object *op) 2988player_can_view (object *pl, object *op)
3233{ 2989{
3234 rv_vector rv; 2990 rv_vector rv;
3235 int dx, dy; 2991 int dx, dy;
3247 3003
3248 get_rangevector (pl, op, &rv, 0x1); 3004 get_rangevector (pl, op, &rv, 0x1);
3249 3005
3250 /* starting with the 'head' part, lets loop 3006 /* starting with the 'head' part, lets loop
3251 * through the object and find if it has any 3007 * through the object and find if it has any
3252 * part that is in the los array but isnt on 3008 * part that is in the los array but isn't on
3253 * a blocked los square. 3009 * a blocked los square.
3254 * we use the archetype to figure out offsets. 3010 * we use the archetype to figure out offsets.
3255 */ 3011 */
3256 while (op) 3012 while (op)
3257 { 3013 {
3258 dx = rv.distance_x + op->arch->clone.x; 3014 dx = rv.distance_x + op->arch->x;
3259 dy = rv.distance_y + op->arch->clone.y; 3015 dy = rv.distance_y + op->arch->y;
3260 3016
3261 /* only the viewable area the player sees is updated by LOS 3017 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3262 * code, so we need to restrict ourselves to that range of values
3263 * for any meaningful values.
3264 */
3265 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3266 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3267 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3268 return 1; 3018 return 1;
3019
3269 op = op->more; 3020 op = op->more;
3270 } 3021 }
3271 return 0;
3272}
3273 3022
3274/* routine for both players and monsters. We call this when
3275 * there is a possibility for our action distrubing our hiding
3276 * place or invisiblity spell. Artefact invisiblity is not
3277 * effected by this. If we arent invisible to begin with, we
3278 * return 0.
3279 */
3280int
3281action_makes_visible (object *op)
3282{
3283
3284 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3285 {
3286 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3287 return 0;
3288
3289 if (op->contr && op->contr->tmp_invis == 0)
3290 return 0;
3291
3292 /* If monsters, they should become visible */
3293 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3294 {
3295 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1;
3297 }
3298 }
3299 return 0; 3023 return 0;
3300} 3024}
3301 3025
3302/* op_on_battleground - checks if the given object op (usually 3026/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3027 * a player) is standing on a valid battleground-tile,
3308 * Default is to do the same as before, so only people wanting to have different points need worry about this 3032 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3033 */
3310int 3034int
3311op_on_battleground (object *op, int *x, int *y) 3035op_on_battleground (object *op, int *x, int *y)
3312{ 3036{
3313 object *tmp;
3314
3315 /* A battleground-tile needs the following attributes to be valid: 3037 /* A battleground-tile needs the following attributes to be valid:
3316 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3038 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3317 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3039 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3318 * and the exit-coordinates sp/hp must both be > 0. 3040 * and the exit-coordinates sp/hp must both be > 0.
3319 * => The intention here is to prevent abuse of the battleground- 3041 * => The intention here is to prevent abuse of the battleground-
3320 * feature (like pickable or hidden battleground tiles). */ 3042 * feature (like pickable or hidden battleground tiles). */
3321 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3043 for (object *tmp = op->below; tmp; tmp = tmp->below)
3322 { 3044 {
3323 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3045 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3324 { 3046 {
3325 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3047 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3326 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3048 && tmp->type == BATTLEGROUND
3049 && tmp->name == shstr_battleground
3050 && EXIT_X (tmp) && EXIT_Y (tmp))
3327 { 3051 {
3328 /*before we assign the exit, check if this is a teambattle */ 3052 /* before we assign the exit, check if this is a teambattle */
3329 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3053 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3330 {
3331 object *invtmp;
3332
3333 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3054 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3055 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3334 { 3056 {
3335 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3336 {
3337 if (x != NULL && y != NULL) 3057 if (x && y)
3338 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3058 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3059
3339 return 1; 3060 return 1;
3340 }
3341 } 3061 }
3342 } 3062
3343 if (x != NULL && y != NULL) 3063 if (x && y)
3344 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3065
3345 return 1; 3066 return 1;
3346 } 3067 }
3347 } 3068 }
3348 } 3069 }
3070
3349 /* If we got here, did not find a battleground */ 3071 /* If we got here, did not find a battleground */
3350 return 0; 3072 return 0;
3351} 3073}
3352 3074
3353/* 3075/*
3369 char buf[MAX_BUF]; /* tmp. string buffer */ 3091 char buf[MAX_BUF]; /* tmp. string buffer */
3370 int i = 0, j = 0; 3092 int i = 0, j = 0;
3371 3093
3372 /* get the appropriate treasurelist */ 3094 /* get the appropriate treasurelist */
3373 if (atnr == ATNR_FIRE) 3095 if (atnr == ATNR_FIRE)
3374 trlist = treasurelist::find ("dragon_ability_fire"); 3096 trlist = treasurelist::find (shstr_dragon_ability_fire);
3375 else if (atnr == ATNR_COLD) 3097 else if (atnr == ATNR_COLD)
3376 trlist = treasurelist::find ("dragon_ability_cold"); 3098 trlist = treasurelist::find (shstr_dragon_ability_cold);
3377 else if (atnr == ATNR_ELECTRICITY) 3099 else if (atnr == ATNR_ELECTRICITY)
3378 trlist = treasurelist::find ("dragon_ability_elec"); 3100 trlist = treasurelist::find (shstr_dragon_ability_elec);
3379 else if (atnr == ATNR_POISON) 3101 else if (atnr == ATNR_POISON)
3380 trlist = treasurelist::find ("dragon_ability_poison"); 3102 trlist = treasurelist::find (shstr_dragon_ability_poison);
3381 3103
3382 if (trlist == NULL || who->type != PLAYER) 3104 if (trlist == NULL || who->type != PLAYER)
3383 return; 3105 return;
3384 3106
3385 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3107 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3389 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3111 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3390 return; 3112 return;
3391 } 3113 }
3392 3114
3393 /* everything seems okay - now bring on the gift: */ 3115 /* everything seems okay - now bring on the gift: */
3394 item = &(tr->item->clone); 3116 item = tr->item;
3395 3117
3396 if (item->type == SPELL) 3118 if (item->type == SPELL)
3397 { 3119 {
3398 if (check_spell_known (who, item->name)) 3120 if (check_spell_known (who, item->name))
3399 return; 3121 return;
3458 { 3180 {
3459 /* forces in the treasurelist can alter the player's stats */ 3181 /* forces in the treasurelist can alter the player's stats */
3460 object *skin; 3182 object *skin;
3461 3183
3462 /* first get the dragon skin force */ 3184 /* first get the dragon skin force */
3463 shstr_cmp dragon_skin_force ("dragon_skin_force");
3464 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3185 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3465 ; 3186 ;
3466 3187
3467 if (!skin) 3188 if (!skin)
3468 return; 3189 return;
3469 3190
3502 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3503 } 3224 }
3504 else 3225 else
3505 { 3226 {
3506 /* generate misc. treasure */ 3227 /* generate misc. treasure */
3507 tmp = arch_to_object (tr->item); 3228 tmp = tr->item->instance ();
3508 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3229 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3509 tmp = insert_ob_in_ob (tmp, who); 3230 who->insert (tmp);
3510 if (who->type == PLAYER)
3511 esrv_send_item (who, tmp);
3512 } 3231 }
3513} 3232}
3514 3233
3515/** 3234/**
3516 * Unready an object for a player. This function does nothing if the object was 3235 * Unready an object for a player. This function does nothing if the object was
3517 * not readied. 3236 * not readied.
3518 */ 3237 */
3519void 3238void
3520player_unready_range_ob (player *pl, object *ob) 3239player_unready_range_ob (player *pl, object *ob)
3521{ 3240{
3522 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3241 if (pl->ob->current_weapon == ob)
3242 pl->ob->change_weapon (0);
3243
3244 if (pl->combat_ob == ob)
3245 pl->combat_ob = 0;
3246
3523 if (pl->ranges[i] == ob) 3247 if (pl->ranged_ob == ob)
3524 {
3525 pl->ranges[i] = 0; 3248 pl->ranged_ob = 0;
3526 if (pl->shoottype == i)
3527 pl->shoottype = range_none;
3528 }
3529} 3249}
3250
3251//-GPL
3530 3252
3531sint8 3253sint8
3532player::visibility_at (maptile *map, int x, int y) const 3254player::darkness_at (maptile *map, int x, int y) const
3533{ 3255{
3534 if (!ns) 3256 if (!ns)
3535 return 0; 3257 return LOS_BLOCKED;
3536 3258
3537 int dx, dy; 3259 int dx, dy;
3538 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3260 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3539 return 0; 3261 return LOS_BLOCKED;
3540 3262
3541 x += dx - ns->current_x + ns->mapx / 2; 3263 x += dx - ns->current_x;
3542 y += dy - ns->current_y + ns->mapy / 2; 3264 y += dy - ns->current_y;
3543 3265
3544 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3545 return 0;
3546
3547 return 100 - blocked_los [x][y]; 3266 return blocked_los (x, y);
3548} 3267}
3268
3269void
3270player::infobox (const char *title, const char *msg, int color)
3271{
3272 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3273}
3274
3275void
3276player::statusmsg (const char *msg, int color)
3277{
3278 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3279}
3280
3281void
3282player::failmsg (const char *msg, int color)
3283{
3284 play_sound (sound_find ("generic_failure"));
3285 statusmsg (msg, color);
3286}
3287

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