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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 1.264 by root, Mon Apr 5 02:05:32 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
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;
143
144 for (object *op = ob->inv; op; op = op->below)
145 if (op->flag [FLAG_APPLIED])
146 switch (op->type)
147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151
152 case SPELL:
153 case WAND:
154 case ROD:
155 case HORN:
156 case BOW:
157 case RANGED:
158 op->flag [FLAG_APPLIED] = false;
159 ranged_ob = op;
160 break;
161
162 case WEAPON:
163 op->flag [FLAG_APPLIED] = false;
164 combat_ob = op;
165 break;
166 }
167
168 ob->update_stats (); // we unapplied stuff above
169
170 ob->current_weapon = 0;
171 if (object *item = combat_ob ? combat_ob : ranged_ob)
172 ob->apply (item);
173
271 activate (); 174 activate ();
272
273 send_rules (ob);
274 send_news (ob);
275 display_motd (ob);
276 175
277 INVOKE_PLAYER (CONNECT, this); 176 INVOKE_PLAYER (CONNECT, this);
278 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
279} 178}
280 179
281void 180void
282player::disconnect () 181player::disconnect ()
283{ 182{
183 if (ob)
184 {
185 ob->close_container (); //TODO: client-specific
186 ob->drop_unpaid_items ();
187 }
188
284 if (ns) 189 if (ns)
285 { 190 {
286 if (active) 191 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 192 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288 193
289 INVOKE_PLAYER (DISCONNECT, this); 194 INVOKE_PLAYER (DISCONNECT, this);
290 195
291 ns->reset_stats (); 196 ns->reset_stats ();
292 ns->pl = 0; 197 ns->pl = 0;
293 this->ns = 0; 198 ns = 0;
294 } 199 }
295 200
296 if (ob) 201 // this is important for the player scheduler to get the correct refcount
297 ob->close_container (); //TODO: client-specific 202 // when ns = 0
203 observe = viewpoint = ob;
298 204
299 deactivate (); 205 deactivate ();
300} 206}
207
208//-GPL
301 209
302// the need for this function can be explained 210// the need for this function can be explained
303// by load_object not returning the object 211// by load_object not returning the object
304void 212void
305player::set_object (object *op) 213player::set_object (object *op)
306{ 214{
307 ob = op; 215 ob = observe = viewpoint = op;
308 ob->contr = this; /* this aren't yet in archetype */ 216 ob->contr = this; /* this aren't yet in archetype */
309 217
310 ob->speed_left = 0.5;
311 ob->speed = 1.0; 218 ob->speed = 1.0f;
219 ob->speed_left = 0.5f;
220
312 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
313} 222}
223
224void
225player::set_observe (object *op)
226{
227 observe = viewpoint = op ? op : ob;
228 do_los = 1;
229}
230
231void
232player::set_viewpoint (object *op)
233{
234 viewpoint = op ? op : (object *)observe;
235 do_los = 1;
236}
237
238//+GPL
314 239
315player::player () 240player::player ()
316{ 241{
317 /* There are some elements we want initialised to non zero value - 242 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point. 243 * we deal with that below this point.
319 */ 244 */
320 outputs_sync = 6; /* Every 2 seconds */ 245 outputs_sync = 4;
321 outputs_count = 10; /* Keeps present behaviour */ 246 outputs_count = 4;
322 unapply = unapply_nochoice; 247 unapply = unapply_nochoice;
323 248
324 savebed_map = first_map_path; /* Init. respawn position */ 249 savebed_map = first_map_path; /* Init. respawn position */
325 250
326 gen_sp_armour = 10; 251 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal; 252 bowtype = bow_normal;
329 petmode = pet_normal; 253 petmode = pet_normal;
330 listening = 10;
331 usekeys = containers; 254 usekeys = containers;
332 peaceful = 1; /* default peaceful */ 255 peaceful = 1; /* default peaceful */
333 do_los = 1; 256 do_los = 1;
257
258 weapon_sp = 1.0f;
259 weapon_sp_left = 0.5f;
334} 260}
335 261
336void 262void
337player::do_destroy () 263player::do_destroy ()
338{ 264{
343 if (ob) 269 if (ob)
344 { 270 {
345 ob->destroy_inv (false); 271 ob->destroy_inv (false);
346 ob->destroy (); 272 ob->destroy ();
347 } 273 }
274
275 ob = observe = viewpoint = 0;
348} 276}
349 277
350player::~player () 278player::~player ()
351{ 279{
352 /* Clear item stack */ 280 /* Clear item stack */
353 free (stack_items); 281 free (stack_items);
282}
283
284/*
285 * get_player_archetype() return next player archetype from archetype
286 * list. Not very efficient routine, but used only creating new players.
287 * Note: there MUST be at least one player archetype!
288 */
289static archetype *
290get_player_archetype (archetype *at)
291{
292 // archetypes could have been reloaded
293 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
294
295 if (!nat)
296 return at;
297
298 archvec::iterator i = archetypes.find (nat);
299
300 for (;;)
301 {
302 if (++i == archetypes.end ())
303 i = archetypes.begin ();
304 else if (*i == at)
305 cleanup ("not a single player archetype found");
306
307 if ((*i)->type == PLAYER)
308 return *i;
309 }
354} 310}
355 311
356/* Tries to add player on the connection passed in ns. 312/* 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 313 * All we can really get in this is some settings like host and display
358 * mode. 314 * mode.
360player * 316player *
361player::create () 317player::create ()
362{ 318{
363 player *pl = new player; 319 player *pl = new player;
364 320
365 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
366 322
367 pl->ob->roll_stats (); 323 pl->ob->roll_stats ();
368 pl->ob->stats.wc = 2; 324 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */ 325 pl->ob->run_away = 25; /* Then we panick... */
370 326
371 set_first_map (pl->ob); 327 set_first_map (pl->ob);
372 328
373 return pl; 329 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} 330}
403 331
404object * 332object *
405get_nearest_player (object *mon) 333get_nearest_player (object *mon)
406{ 334{
409 unsigned lastdist; 337 unsigned lastdist;
410 rv_vector rv; 338 rv_vector rv;
411 339
412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 340 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
413 { 341 {
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)) 342 if (!can_detect_enemy (mon, ol->ob, &rv))
442 continue; 343 continue;
443 344
444 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
445 { 346 {
640 541
641 return firstdir; 542 return firstdir;
642} 543}
643 544
644void 545void
645give_initial_items (object *pl, treasurelist * items) 546give_initial_items (object *pl, treasurelist *items)
646{ 547{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL) 548 if (pl->randomitems)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 549 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651 550
652 for (op = pl->inv; op; op = next) 551 for (object *next, *op = pl->inv; op; op = next)
653 { 552 {
654 next = op->below; 553 next = op->below;
655 554
656 /* Forces get applied per default, unless they have the 555 /* Forces get applied per default, unless they have the
657 * flag "neutral" set. Sorry but I can't think of a better way 556 * flag "neutral" set. Sorry but I can't think of a better way
662 /* we never give weapons/armour if these cannot be used 561 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions 562 * by this player due to race restrictions
664 */ 563 */
665 if (pl->type == PLAYER) 564 if (pl->type == PLAYER)
666 { 565 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
567 &&
668 (op->type == ARMOUR || op->type == BOOTS || 568 (op->type == ARMOUR || op->type == BOOTS
669 op->type == CLOAK || op->type == HELMET || 569 || op->type == CLOAK || op->type == HELMET
670 op->type == SHIELD || op->type == GLOVES || 570 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE))
671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 { 573 {
673 op->destroy (); 574 op->destroy ();
674 continue; 575 continue;
675 } 576 }
676 } 577 }
677 578
678 /* This really needs to be better - we should really give 579 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 580 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 581 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 582 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 583 if (op->type == SKILL)
685 { 584 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 585 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 586 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 587 {
694 op->destroy (); 588 op->destroy ();
589 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 591 break;
697 } 592 }
698 593
699 if (op->nrof > 1) 594 if (op->nrof > 1)
700 op->nrof = 1; 595 op->nrof = 1;
701 } 596 }
702 597
703 if (op->type == SPELLBOOK && op->inv) 598 if (op->type == SPELLBOOK && op->inv)
704 {
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707 600
708 /* Give starting characters identified, uncursed, and undamned 601 /* Give starting characters identified, uncursed, and undamned
709 * items. Just don't identify gold or silver, or it won't be 602 * items. Just don't identify gold or silver, or it won't be
710 * merged properly. 603 * merged properly.
711 */ 604 */
712 if (need_identify (op)) 605 if (need_identify (op))
713 { 606 {
714 SET_FLAG (op, FLAG_IDENTIFIED); 607 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED); 608 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED); 609 CLEAR_FLAG (op, FLAG_DAMNED);
717 } 610 }
611
718 if (op->type == SPELL) 612 if (op->type == SPELL)
719 { 613 {
720 op->destroy (); 614 op->destroy ();
721 continue; 615 continue;
722 } 616 }
724 { 618 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL); 619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0; 620 op->stats.exp = 0;
727 op->level = 1; 621 op->level = 1;
728 } 622 }
729 /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
730 else
731 SET_FLAG (op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
733 626
734 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
735 link_player_skills (pl); 628 pl->contr->link_skills ();
736} 629}
737 630
738void 631void
739get_party_password (object *op, partylist *party) 632get_party_password (object *op, partylist *party)
740{ 633{
750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 643 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
751} 644}
752 645
753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 646/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
754static int 647static int
755roll_stat (void) 648roll_stat ()
756{ 649{
757 int a[4], i, j, k; 650 int a[4], i, j, k;
758 651
759 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
760 a[i] = (int) rndm (6) + 1; 653 a[i] = (int) rndm (6) + 1;
771} 664}
772 665
773void 666void
774object::roll_stats () 667object::roll_stats ()
775{ 668{
776 int statsort [7]; 669 int statsort [NUM_STATS];
777 670
778 for (;;) 671 for (;;)
779 { 672 {
780 int sum = 0; 673 int sum = 0;
781 for (int i = 7; i--; ) 674 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 675 sum += statsort [i] = roll_stat ();
783 676
784 if (sum >= 82 && sum <= 116) 677 if (sum >= 82 && sum <= 116)
785 break; 678 break;
786 } 679 }
787 680
788 // Sort the stats so that rerolling is easier... 681 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 682 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 683
684 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 685 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];
798 686
799 stats.exp = 0; 687 stats.exp = 0;
800 stats.ac = 0; 688 stats.ac = 0;
801 689
802 stats.hp = stats.maxhp; 690 stats.hp = stats.maxhp;
814} 702}
815 703
816void 704void
817object::swap_stats (int a, int b) 705object::swap_stats (int a, int b)
818{ 706{
819 int tmp = get_attr_value (&contr->orig_stats, a); 707 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);
822 708
709 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 710 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;
830 711
831 //TODO: the following code looks so borked and should, at the very least, 712 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 713 // be merged with the similar code in roll_stats
833 stats.ac = 0; 714 stats.ac = 0;
834 715
853static void 734static void
854start_info (object *op) 735start_info (object *op)
855{ 736{
856 char buf[MAX_BUF]; 737 char buf[MAX_BUF];
857 738
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 739 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 740 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} 741}
863 742
864/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 746 * separate race and class; this actually changes the RACE,
868 * not the class. 747 * not the class.
869 */ 748 */
870int 749void
871key_change_class (object *op, char key) 750player::chargen_race_done ()
872{ 751{
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 */ 752 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 753 esrv_new_player (ob->contr);
881 754
882 treasurelist *tl = treasurelist::find ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
883 if (tl) 756 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
885 758
886 INVOKE_PLAYER (BIRTH, op->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
888 761
889 op->contr->ns->state = ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
890 763
891 if (op->msg) 764 if (ob->msg)
892 op->msg = NULL; 765 ob->msg = 0;
893 766
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); 767 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 769 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op);
904 esrv_send_inventory (op, op); 770 esrv_send_inventory (ob, ob);
905 op->update_stats (); 771 ob->update_stats ();
906 772
907 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
908 * is one for this race 774 * is one for this race
909 */ 775 */
910 if (*first_map_ext_path) 776 if (*first_map_ext_path)
911 { 777 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 778 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
780}
927 781
928 return 0; 782void
929 } 783player::chargen_race_next ()
930 784{
931 /* Following actually changes the race - this is the default command 785 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 786 * if we don't match with one of the options above.
933 */ 787 */
934 788
935 tmp_loop = 0; 789 do
936 while (!tmp_loop)
937 { 790 {
938 shstr name = op->name; 791 shstr name = ob->name;
939 int x = op->x, y = op->y; 792 int x = ob->x, y = ob->y;
940 793
941 op->remove_statbonus (); 794 ob->remove_statbonus ();
942 op->remove (); 795 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 796 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 797 ob->arch->copy_to (ob);
945 op->instantiate (); 798 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 799 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 800 ob->name = ob->name_pl = name;
948 op->x = x; 801 ob->x = x;
949 op->y = y; 802 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 803 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 804 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 805 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 806 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 807 }
808 while (!allowed_class (ob));
956 809
957 update_object (op, UP_OBJ_FACE); 810 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 811 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 812 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 815 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} 816}
970 817
971void 818static void
972flee_player (object *op) 819flee_player (object *op)
973{ 820{
974 int dir, diff; 821 int dir, diff;
975 rv_vector rv; 822 rv_vector rv;
976 823
979 LOG (llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
980 CLEAR_FLAG (op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
981 return; 828 return;
982 } 829 }
983 830
984 if (op->enemy == NULL) 831 if (!op->enemy)
985 { 832 {
986 LOG (llevDebug, "Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
987 CLEAR_FLAG (op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
988 return; 835 return;
989 } 836 }
990 837
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)) 838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1003 { 839 {
1004 op->enemy = NULL; 840 op->enemy = NULL;
1005 CLEAR_FLAG (op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
1006 return; 842 return;
1009 get_rangevector (op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
1010 846
1011 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
1012 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
1013 { 849 {
1014 int m = 1 - (RANDOM () & 2); 850 int m = 1 - rndm (2) * 2;
1015 851
1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1017 return; 853 return;
1018 } 854 }
1019 855
1020 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 858 op->enemy = NULL;
1023} 859}
1024 860
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 861/* 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 862 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 863 * stop.
1029 */ 864 */
1030int 865int
1031check_pick (object *op) 866check_pick (object *op)
1032{ 867{
1033 object *tmp, *next; 868 object *tmp, *next;
1034 int stop = 0; 869 int stop = 0;
1035 int wvratio; 870 int wvratio;
1036 char putstring[128];
1037 871
1038 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1040 return 1; 874 return 1;
1041 875
1042 next = op->below; 876 next = op->below;
877
878 int cnt = MAX_ITEM_PER_ACTION;
879#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1043 880
1044 /* loop while there are items on the floor that are not marked as 881 /* loop while there are items on the floor that are not marked as
1045 * destroyed */ 882 * destroyed */
1046 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1047 { 884 {
1048 tmp = next; 885 tmp = next;
1049 next = tmp->below; 886 next = tmp->below;
1050 887
888 if (cnt <= 0)
889 {
890 op->failmsg ("Couldn't pickup all items at once.");
891 return 0;
892 }
893
1051 if (op->destroyed ()) 894 if (op->destroyed ())
1052 return 0; 895 return 0;
1053 896
1054 if (!can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1055 continue; 898 continue;
1056 899
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 901 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1061 continue; 905 continue;
1062 } 906 }
1063 907
1064 /* high not bit set? We're using the old autopickup model */ 908 /* pickup handling */
909 if (op->contr->mode & PU_DEBUG)
910 {
911 /* some debugging code to figure out item information */
912 const char *str = tmp->name
913 ? format ("item name: %s item type: %d weight/value: %d",
914 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
915 : format ("item name: %s item type: %d weight/value: %d",
916 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
917
918 new_draw_info (NDI_UNIQUE, 0, op, str);
919 }
920
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
925 return 1;
926
927 /* philosophy:
928 * It's easy to grab an item type from a pile, as long as it's
929 * generic. This takes no game-time. For more detailed pickups
930 * and selections, select-items should be used. This is a
931 * grab-as-you-run type mode that's really useful for arrows for
932 * example.
933 * The drawback: right now it has no frontend, so you need to
934 * stick the bits you want into a calculator in hex mode and then
935 * convert to decimal and then 'pickup <#>
936 */
937
938 /* the first two modes are exclusive: if NOTHING we return, if
939 * STOP then we stop. All the rest are applied sequentially,
940 * meaning if any test passes, the item gets picked up. */
941
942 /* if mode is set to pick nothing up, return */
943 if (op->contr->mode == PU_NOTHING)
944 return 1;
945
946 /* if mode is set to stop when encountering objects, return */
947 /* take STOP before INHIBIT since it doesn't actually pick
948 * anything up */
949 if (op->contr->mode & PU_STOP)
950 return 0;
951
952 /* useful for going into stores and not losing your settings... */
953 /* and for battles wher you don't want to get loaded down while
954 * fighting */
955 if (op->contr->mode & PU_INHIBIT)
956 return 1;
957
958 /* prevent us from turning into auto-thieves :) */
959 if (QUERY_FLAG (tmp, FLAG_UNPAID))
960 continue;
961
962 /* ignore known cursed objects */
963 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
964 continue;
965
966 /* all food and drink if desired */
967 /* question: don't pick up known-poisonous stuff? */
1065 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1066 { 970 {
1067 switch (op->contr->mode) 971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_DRINK)
976 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 if (op->contr->mode & PU_POTION)
983 if (tmp->type == POTION)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 /* spellbooks, skillscrolls and normal books/scrolls */
990 if (op->contr->mode & PU_SPELLBOOK)
991 if (tmp->type == SPELLBOOK)
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_SKILLSCROLL)
998 if (tmp->type == SKILLSCROLL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 if (op->contr->mode & PU_READABLES)
1005 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1010
1011 /* wands/staves/rods/horns */
1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1013 if (tmp->type == WAND
1014 || tmp->type == ROD
1015 || tmp->type == HORN
1016 || tmp->type == POWER_CRYSTAL)
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 /* pick up all magical items */
1023 if (op->contr->mode & PU_MAGICAL)
1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 if (op->contr->mode & PU_VALUABLES)
1032 {
1033 if (tmp->type == MONEY || tmp->type == GEM)
1068 { 1034 {
1069 case 0: 1035 CHK_PICK_PICKUP;
1070 return 1; /* don't pick up */ 1036 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 } 1037 }
1102 } 1038 }
1103 else 1039
1104 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1105 /* NEW pickup handling */
1106 if (op->contr->mode & PU_DEBUG) 1041 if (op->contr->mode & PU_JEWELS)
1042 if (tmp->type == RING
1043 || tmp->type == AMULET
1044 || tmp->type == GIRDLE
1045 || tmp->type == SKILL_TOOL)
1107 { 1046 {
1108 /* some debugging code to figure out item information */ 1047 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; 1048 continue;
1049 }
1155 1050
1156 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1157 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1052 if (op->contr->mode & PU_FLESH)
1053 if (tmp->type == FLESH)
1054 {
1055 CHK_PICK_PICKUP;
1158 continue; 1056 continue;
1057 }
1159 1058
1160 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1161 /* question: don't pick up known-poisonous stuff? */ 1060 if (op->contr->mode & PU_BOW)
1061 if (tmp->type == BOW)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_ARROW)
1068 if (tmp->type == ARROW)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* all kinds of armor etc. */
1075 if (op->contr->mode & PU_ARMOUR)
1076 if (tmp->type == ARMOUR)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_HELMET)
1083 if (tmp->type == HELMET)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 if (op->contr->mode & PU_SHIELD)
1090 if (tmp->type == SHIELD)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1162 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1163 if (tmp->type == FOOD) 1097 if (tmp->type == BOOTS)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_GLOVES)
1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 if (op->contr->mode & PU_CLOAK)
1111 if (tmp->type == CLOAK)
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* hoping to catch throwing daggers here */
1118 if (op->contr->mode & PU_MISSILEWEAPON)
1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1124
1125 /* careful: chairs and tables are weapons! */
1126 if (op->contr->mode & PU_ALLWEAPON)
1127 {
1128 if (tmp->type == WEAPON)
1129 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1164 { 1130 {
1165 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1166 continue; 1132 continue;
1167 } 1133 }
1134 }
1168 1135
1136 /* misc stuff that's useful */
1169 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1171 { 1139 {
1172 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1173 continue; 1141 continue;
1174 } 1142 }
1175 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1176 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1177 if (tmp->type == POTION) 1147 {
1148 /* use value density to decide what else to grab */
1149 /* >=7 was >= op->contr->mode */
1150 /* >=7 is the old standard setting. Now we take the last 4 bits
1178 { 1151 */
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) 1152 wvratio = op->contr->mode & PU_RATIO;
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1153 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 { 1154 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1224 { 1158 {
1225 pick_up (op, tmp); 1159 fprintf (stderr, "%s", tmp->name);
1226 continue;
1227 } 1160 }
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 1161 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1164 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1365#endif 1165#endif
1166 CHK_PICK_PICKUP;
1366 continue; 1167 continue;
1367 }
1368 } 1168 }
1369 } /* the new pickup model */ 1169 } /* the new pickup model */
1370 } 1170 }
1371 1171
1372 return !stop; 1172 return !stop;
1173}
1174
1175/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0.
1180 */
1181static int
1182action_makes_visible (object *op)
1183{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1185 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1187 {
1188 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance.
1190 if (op->contr)
1191 op->make_noise ();
1192
1193 return 0;
1194 }
1195
1196 if (op->contr && op->contr->tmp_invis == 0)
1197 return 0;
1198
1199 /* If monsters, they should become visible */
1200 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1203 return 1;
1204 }
1205 }
1206
1207 return 0;
1373} 1208}
1374 1209
1375/* 1210/*
1376 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1377 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1378 * found object is returned. 1213 * found object is returned.
1379 */ 1214 */
1380object * 1215static object *
1381find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1382{ 1217{
1383 object *tmp = 0;
1384
1385 for (op = op->inv; op; op = op->below) 1218 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) 1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp);
1221
1222 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1223 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1224 if (object *arrow = find_arrow (tmp, type))
1225 {
1226 splay (tmp);
1389 return op; 1227 return arrow;
1228 }
1390 1229
1391 return tmp; 1230 return 0;
1392} 1231}
1393 1232
1394/* 1233/*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1234 * 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 1235 * 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 1236 * 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. 1237 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */ 1238 */
1400object * 1239static object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1402{ 1241{
1403 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1405 1244
1406 if (!type) 1245 if (!type)
1410 { 1249 {
1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1412 { 1251 {
1413 i = 0; 1252 i = 0;
1414 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1415 if (i > betterby) 1255 if (i > betterby)
1416 { 1256 {
1417 tmp = ntmp; 1257 tmp = ntmp;
1418 betterby = i; 1258 betterby = i;
1419 } 1259 }
1420 } 1260 }
1421 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1422 { 1262 {
1423 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1425 { 1265 {
1426 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1427 { 1267 {
1428 *better = 100; 1268 *better = 100;
1429 return arrow; 1269 return arrow;
1437 else 1277 else
1438 { 1278 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1279 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1280 {
1441 attacktype = 1 << attacknum; 1281 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1282 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1283 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1284 {
1445 tmp = arrow; 1285 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1286 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1287 }
1448 } 1288 }
1289
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1291 {
1451 tmp = arrow; 1292 tmp = arrow;
1452 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1453 } 1294 }
1295
1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1297 {
1456 tmp = arrow; 1298 tmp = arrow;
1457 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1458 } 1300 }
1459 } 1301 }
1460 } 1302 }
1461 } 1303 }
1304
1462 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1463 return find_arrow (op, type); 1306 return find_arrow (op, type);
1464 1307
1465 *better = betterby; 1308 *better = betterby;
1466 return tmp; 1309 return tmp;
1470 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1314 * op = the shooter
1472 * type = bow->race 1315 * type = bow->race
1473 * dir = fire direction 1316 * dir = fire direction
1474 */ 1317 */
1475 1318static object *
1476object *
1477pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1478{ 1320{
1479 object *tmp = NULL; 1321 object *tmp = NULL;
1480 maptile *m; 1322 maptile *m;
1481 int i, mflags, found, number; 1323 int i, mflags, found, number;
1482 sint16 x, y; 1324 sint16 x, y;
1497 for (i = 0, found = 0; i < 20; i++) 1339 for (i = 0, found = 0; i < 20; i++)
1498 { 1340 {
1499 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1500 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1501 mflags = get_map_flags (m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 { 1346 {
1504 tmp = NULL; 1347 tmp = 0;
1505 break; 1348 break;
1506 } 1349 }
1507 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1350 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1508 { 1351 {
1509 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1510 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1511 */ 1354 */
1512 tmp = NULL; 1355 tmp = 0;
1513 break; 1356 break;
1514 } 1357 }
1358
1515 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1516 {
1517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1360 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1518 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1519 {
1520 found++;
1521 break;
1522 }
1523 if (found)
1524 break; 1362 break;
1525 }
1526 } 1363 }
1527 if (tmp == NULL) 1364
1365 if (!tmp)
1528 return find_arrow (op, type); 1366 return find_arrow (op, type);
1529 1367
1530 if (tmp->head) 1368 if (tmp->head)
1531 tmp = tmp->head; 1369 tmp = tmp->head;
1532 1370
1545 */ 1383 */
1546int 1384int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1385fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1386{
1549 object *left, *bow; 1387 object *left, *bow;
1550 int bowspeed, mflags; 1388 int mflags;
1551 maptile *m; 1389 maptile *m;
1552 1390
1553 if (!dir) 1391 if (!dir)
1554 { 1392 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1393 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1394 return 0;
1557 } 1395 }
1558 1396
1559 if (op->type == PLAYER) 1397 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1398 bow = op->current_weapon;
1561 else 1399 else
1562 { 1400 {
1563 for (bow = op->inv; bow; bow = bow->below) 1401 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1402 /* 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. 1403 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1408 if (!bow)
1571 { 1409 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1411 return 0;
1574 } 1412 }
1413
1414 // optimisation: move object to top so we will find it quickly again
1415 splay (bow);
1575 } 1416 }
1576 1417
1577 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1578 { 1419 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1421 return 0;
1581 } 1422 }
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 1423
1592 if (arrow == NULL) 1424 if (arrow == NULL)
1593 { 1425 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1426 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1427 {
1596 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1429 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 */ 1430 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1431 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1432 CLEAR_FLAG (op, FLAG_READY_BOW);
1433
1601 return 0; 1434 return 0;
1602 } 1435 }
1603 } 1436 }
1604 1437
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1438 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1613 } 1446 }
1614 1447
1615 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1616 if (arrow->nrof == 0) 1449 if (arrow->nrof == 0)
1617 { 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1618 arrow->destroy (); 1452 arrow->destroy ();
1619 return 0; 1453 return 0;
1620 } 1454 }
1621 1455
1622 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1623 arrow = get_split_ob (arrow, 1); 1457 arrow = arrow->split ();
1624 if (!arrow) 1458 if (!arrow)
1625 { 1459 {
1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1460 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1627 return 0; 1461 return 0;
1628 } 1462 }
1629 1463
1630 arrow->set_owner (op); 1464 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1465 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1466 arrow->direction = dir;
1633 1467
1468 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1469 arrow->stats.hp = arrow->stats.dam;
1470 arrow->stats.grace = arrow->attacktype;
1471 arrow->custom_name = arrow->slaying;
1472
1473#if 0
1474 if (player *pl = op->contr)
1475 {
1476 float speed = pl->weapon_sp;
1477
1478 /* penalize ROF for bestarrow */
1479 if (pl->bowtype == bow_bestarrow)
1480 speed *= .9f;
1481 else
1482 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1483
1484 op->speed_left += speed - op->speed;
1485 }
1486#endif
1487
1488 SET_ANIMATION (arrow, arrow->direction);
1489
1490 /* update the speed */
1491 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1492 + bow->stats.dam / 7.f;
1493
1494 arrow->set_speed (max (arrow->speed, 2.f));
1495 arrow->speed_left = 0;
1496
1497 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1498
1634 if (op->type == PLAYER) 1499 if (op->type == PLAYER)
1635 { 1500 {
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; 1501 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1502 wc -= dex_bonus[op->stats.Dex];
1503
1504 if (!arrow->slaying)
1505 arrow->slaying = op->slaying;
1506
1507 arrow->attacktype |= op->attacktype;
1667 } 1508 }
1668 else 1509 else
1669 { 1510 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1511 arrow->level = op->level;
1672 } 1512 arrow->stats.wc -= bow->magic;
1673 1513
1674 if (arrow->attacktype == AT_PHYSICAL) 1514 if (!arrow->slaying)
1515 arrow->slaying = bow->slaying;
1516
1675 arrow->attacktype |= bow->attacktype; 1517 arrow->attacktype |= bow->attacktype;
1518 }
1676 1519
1677 if (bow->slaying) 1520 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1521 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1522
1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1524 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1526
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1527 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1528 m->insert (arrow, sx, sy, op);
1685 1529
1686 if (!arrow->destroyed ()) 1530 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1531 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 1532
1697 return 1; 1533 return 1;
1698} 1534}
1699 1535
1700/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1702 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1703 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1704 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1705 * hence the function name. 1541 * hence the function name.
1706 */ 1542 */
1707int 1543static int
1708player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1709{ 1545{
1710 int ret = 0, wcmod = 0; 1546 int ret;
1711 1547
1712 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1713 { 1549 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1551 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1552 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1553 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1554 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); 1555 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1722 } 1556 }
1723 else if (op->contr->bowtype == bow_threewide) 1557 else if (op->contr->bowtype == bow_threewide)
1724 { 1558 {
1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1559 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)]); 1560 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)]); 1561 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1728 } 1562 }
1729 else if (op->contr->bowtype == bow_spreadshot) 1563 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1564 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1565 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); 1566 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); 1567 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1568 }
1736 else 1569 else
1737 { 1570 {
1738 /* Simple case */ 1571 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1572 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1573 }
1574
1741 return ret; 1575 return ret;
1742} 1576}
1743
1744 1577
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1747 */ 1580 */
1748void 1581static void
1749fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1750{ 1583{
1751 object *item; 1584 object *item = op->contr->ranged_ob;
1752 1585
1753 if (!op->contr->ranges[range_misc]) 1586 if (!item)
1754 { 1587 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1588 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1589 return;
1757 } 1590 }
1758 1591
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1592 if (!item->inv)
1761 { 1593 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1595 return;
1764 } 1596 }
1597
1598 if (!op->apply (item))
1599 return;
1600
1765 if (item->type == WAND) 1601 if (item->type == WAND)
1766 { 1602 {
1767 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1768 { 1604 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1605 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)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1607
1771 return; 1608 return;
1772 } 1609 }
1773 } 1610 }
1774 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1775 { 1612 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1613 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1614
1615 // using the maximum of the rods charge allows at least one spell cast
1616 // for a rod or horn, this fixes some broken rods.
1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1777 { 1618 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1620
1779 if (item->type == ROD) 1621 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)); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1623 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1624 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1625
1783 return; 1626 return;
1784 } 1627 }
1785 } 1628 }
1786 1629
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1630 if (cast_spell (op, item, dir, item->inv, NULL))
1788 { 1631 {
1789 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1632 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1633
1790 if (item->type == WAND) 1634 if (item->type == WAND)
1791 { 1635 {
1792 if (!(--item->stats.food)) 1636 if (!(--item->stats.food))
1793 { 1637 {
1794 object *tmp; 1638 object *tmp;
1795 1639
1796 if (item->arch) 1640 if (item->arch)
1797 { 1641 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1642 CLEAR_FLAG (item, FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1643 item->face = item->arch->face;
1800 item->set_speed (0); 1644 item->set_speed (0);
1801 } 1645 }
1802 1646
1803 if ((tmp = item->in_player ())) 1647 if (object *pl = item->visible_to ())
1804 esrv_update_item (UPD_ANIM, tmp, item); 1648 esrv_update_item (UPD_ANIM, pl, item);
1805 } 1649 }
1806 } 1650 }
1807 else if (item->type == ROD || item->type == HORN) 1651 else if (item->type == ROD || item->type == HORN)
1808 drain_rod_charge (item); 1652 drain_rod_charge (item);
1809 } 1653 }
1810} 1654}
1811 1655
1812/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1813 */ 1657 */
1814void 1658bool
1815fire (object *op, int dir) 1659fire (object *who, int dir)
1816{ 1660{
1817 int spellcost = 0; 1661 int spellcost = 0;
1818 1662
1663 player *pl = who->contr;
1664
1665 if (pl->golem)
1666 {
1667 control_golem (who->contr->golem, dir);
1668 return false;
1669 }
1670
1671 object *ob = pl->ranged_ob;
1672
1673 if (!ob)
1674 return false;
1675
1676 if (who->speed_left > 0.f)
1677 --who->speed_left;
1678 else
1679 return false;
1680
1681 if (!who->apply (ob))
1682 return false;
1683
1819 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1685 if (action_makes_visible (who))
1821 make_visible (op); 1686 make_visible (who);
1822 1687
1823 switch (op->contr->shoottype) 1688 switch (ob->type)
1824 { 1689 {
1825 case range_none: 1690 case BOW:
1826 return;
1827
1828 case range_bow:
1829 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1830 return; 1692 break;
1831 1693
1832 case range_magic: /* Casting spells */ 1694 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1695 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1834 return; 1696 break;
1835 1697
1836 case range_misc: 1698 case BUILDER:
1837 fire_misc_object (op, dir);
1838 return;
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); 1699 apply_map_builder (who, dir);
1862 return; 1700 break;
1701
1702 case SKILL:
1703 do_skill (who, who, ob, dir, 0);
1704 break;
1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
1863 default: 1710 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1711 fire_misc_object (who, dir);
1865 return; 1712 break;
1866 } 1713 }
1867}
1868 1714
1869/* find_key 1715 return true;
1870 * We try to find a key for the door as passed. If we find a key 1716}
1871 * and successfully use it, we return the key, otherwise NULL 1717
1872 * This function merges both normal and locked door, since the logic 1718static 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) 1719find_key_ (object *pl, object *container, object *door)
1881{ 1720{
1882 object *tmp, *key; 1721 object *tmp, *key;
1883 1722
1884 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
1885 if (!container->inv) 1724 if (!container->inv)
1888 /* First, lets try to find a key in the top level inventory */ 1727 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1729 {
1891 if (door->type == DOOR && tmp->type == KEY) 1730 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1731 break;
1732
1893 /* For sanity, we should really check door type, but other stuff 1733 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1734 * (like containers) can be locked with special keys
1895 */ 1735 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1737 break;
1903 * a key, return 1743 * a key, return
1904 */ 1744 */
1905 if (!tmp) 1745 if (!tmp)
1906 { 1746 {
1907 for (tmp = container->inv; tmp; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1908 {
1909 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
1910 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
1911 {
1912 if ((key = find_key (pl, tmp, door))) 1750 if ((key = find_key_ (pl, tmp, door)))
1913 return key; 1751 return key;
1914 }
1915 }
1916 1752
1917 if (!tmp) 1753 if (!tmp)
1918 return NULL; 1754 return 0;
1919 } 1755 }
1920 1756
1921 /* We get down here if we have found a key. Now if its in a container, 1757 /* 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 1758 * see if we actually want to use it
1923 */ 1759 */
1924 if (pl != container) 1760 if (pl != container)
1925 { 1761 {
1926 /* Only let players use keys in containers */ 1762 /* Only let players use keys in containers */
1927 if (!pl->contr) 1763 if (!pl->contr)
1928 return NULL; 1764 return 0;
1765
1929 /* cases where this fails: 1766 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1767 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1768 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1769 * If the container is not active, return now since only active
1933 * containers can be used. 1770 * containers can be used.
1937 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
1938 * 1775 *
1939 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
1940 * all the others. 1777 * all the others.
1941 */ 1778 */
1942 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
1943 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1945 { 1782 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 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)); 1784 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1785 return NULL;
1949 } 1786 }
1950 } 1787 }
1951 1788
1952 return tmp; 1789 return tmp;
1790}
1791
1792/* find_key
1793 * We try to find a key for the door as passed. If we find a key
1794 * and successfully use it, we return the key, otherwise NULL
1795 * This function merges both normal and locked door, since the logic
1796 * for both is the same - just the specific key is different.
1797 * pl is the player,
1798 * inv is the objects inventory to searched
1799 * door is the door we are trying to match against.
1800 * This function can be called recursively to search containers.
1801 */
1802object *
1803find_key (object *pl, object *container, object *door)
1804{
1805 if (door->slaying && is_match_expr (door->slaying))
1806 {
1807 // for match expressions, we try to find the key by applying the match
1808 // to the op itself, which is supposed to find the "key", instead
1809 // of searching through containers ourselves.
1810
1811 return match_one (door->slaying, container, door, pl, pl);
1812 }
1813 else
1814 return find_key_ (pl, container, door);
1953} 1815}
1954 1816
1955/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
1957 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
1958 * 0 otherwise 1820 * 0 otherwise
1959 */ 1821 */
1960static int 1822static int
1961player_attack_door (object *op, object *door) 1823player_attack_door (object *op, object *door)
1962{ 1824{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1825 /* 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 - 1826 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1827 * otherwise, we fall through to the rest of the code.
1966 */ 1828 */
1967 object *key = find_key (op, op, door); 1829 object *key = find_key (op, op, door);
1968 1830
1969 /* IF we found a key, do some extra work */ 1831 /* If we found a key, do some extra work */
1970 if (key) 1832 if (key)
1971 { 1833 {
1972 object *container = key->env; 1834 object *container = key->env;
1973 1835
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op)) 1836 if (action_makes_visible (op))
1976 make_visible (op); 1837 make_visible (op);
1838
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1839 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1840 spring_trap (door->inv, op);
1979 1841
1980 if (door->type == DOOR) 1842 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1843 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 else if (door->type == LOCKED_DOOR) 1844 else if (door->type == LOCKED_DOOR)
1983 { 1845 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1846 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1985 remove_door2 (door); /* remove door without violence ;-) */ 1847 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1848 }
1987 1849
1988 /* Do this after we print the message */ 1850 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1851 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 1852
1994 return 1; /* Nothing more to do below */ 1853 return 1; /* Nothing more to do below */
1995 } 1854 }
1996 else if (door->type == LOCKED_DOOR) 1855 else if (door->type == LOCKED_DOOR)
1997 { 1856 {
1998 /* Might as well return now - no other way to open this */ 1857 /* Might as well return now - no other way to open this */
1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1858 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2000 return 1; 1859 return 1;
2001 } 1860 }
2002 1861
2003 return 0; 1862 return 0;
2004} 1863}
2007 * It should keep the code cleaner. 1866 * It should keep the code cleaner.
2008 * When this is called, the players direction has been updated 1867 * When this is called, the players direction has been updated
2009 * (taking into account confusion.) The player is also actually 1868 * (taking into account confusion.) The player is also actually
2010 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
2011 */ 1870 */
2012void 1871bool
2013move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
2014{ 1873{
2015 object *tmp, *mon; 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2016 sint16 nx, ny; 1875 {
2017 int on_battleground; 1876 --op->speed_left;
2018 maptile *m; 1877 return true;
1878 }
2019 1879
2020 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
2021 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
2022 1882
2023 on_battleground = op_on_battleground (op, 0, 0); 1883 if (out_of_map (op->map, nx, ny))
1884 return false;
2024 1885
2025 /* If braced, or can't move to the square, and it is not out of the 1886 /* 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 1887 * 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 1888 * 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 1889 * 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 1890 * 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 1891 * 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 1892 * quite a bit of processing. However, it probably is less than what
2032 * move_ob uses. 1893 * move_ob uses.
2033 */ 1894 */
2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1895 maptile *m = op->map->xy_find (nx, ny);
1896
1897 /* Go through all the objects, and find ones of interest. Only stop if
1898 * we find a monster - that is something we know we want to attack.
1899 * if its a door or barrel (can roll) see if there may be monsters
1900 * on the space
1901 */
1902 object *mon;
1903 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1904 {
1905 if ((mon->flag [FLAG_ALIVE]
1906 || mon->type == LOCKED_DOOR
1907 || mon->flag [FLAG_CAN_ROLL])
1908 && mon != op)
1909 break;
2035 { 1910 }
2036 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1911
1912 if (!mon) /* This happens anytime the player tries to move */
1913 return false; /* into a wall */
1914
1915 mon = mon->head_ ();
1916
1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1918 if (op->contr->weapon_sp_left > 0.f)
1919 if (player_attack_door (op, mon))
1920 {
1921 --op->contr->weapon_sp_left;
1922 return true;
2037 { 1923 }
2038 m = op->map->xy_find (nx, ny); 1924
2039 if (!m) 1925 /* The following deals with possibly attacking peaceful
2040 return; /* Don't think this should happen */ 1926 * or friendly creatures. Basically, all players are considered
1927 * unaggressive. If the moving player has peaceful set, then the
1928 * object should be pushed instead of attacked. It is assumed that
1929 * if you are braced, you will not attack friends accidently,
1930 * and thus will not push them.
1931 */
1932
1933 /* If the creature is a pet, push it even if the player is not
1934 * peaceful. Our assumption is the creature is a pet if the
1935 * player owns it and it is either friendly or unagressive.
1936 */
1937 if (op->type == PLAYER
1938 && ((mon->owner && mon->owner->contr
1939 && same_party (mon->owner->contr->party, op->contr->party))
1940 || mon->owner == op)
1941 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1942 {
1943 /* If we're braced, we don't want to switch places with it */
1944 if (op->contr->braced)
1945 return false;
1946
1947 if (op->speed_left > 0.f)
1948 {
1949 --op->speed_left;
1950
1951 op->play_sound (sound_find ("push_player"));
1952 push_ob (mon, dir, op);
1953
1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1957 return true;
2041 } 1958 }
2042 else 1959 else
2043 m = op->map;
2044
2045 if (!(tmp = m->at (nx, ny).bot))
2046 return; 1960 return false;
1961 }
2047 1962
2048 mon = 0; 1963 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 1964
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 1965 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2121 * attack them either. 1968 * attack them either.
2122 */ 1969 */
2123 if ((mon->type == PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1971 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful 1972 && ((op->contr->peaceful
2127 || (mon->type == PLAYER 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && mon->contr->
2129 peaceful)) &&
2130#else
2131 op->contr->peaceful &&
2132#endif
2133 !on_battleground)) 1974 && !on_battleground))
1975 {
1976 if (op->speed_left > 0.f)
2134 { 1977 {
1978 --op->speed_left;
1979
2135 if (!op->contr->braced) 1980 if (!op->contr->braced)
2136 { 1981 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2139 } 1984 }
2140 else 1985 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2142 1987
2143 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2144 make_visible (op); 1989 make_visible (op);
2145 }
2146 1990
1991 return true;
1992 }
1993 }
2147 /* If the object is a boulder or other rollable object, then 1994 /* 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. 1995 * roll it if not braced. You can't roll it if you are braced.
2149 */ 1996 */
2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1998 {
1999 if (op->speed_left > 0.f)
2151 { 2000 {
2001 --op->speed_left;
2002
2152 recursive_roll (mon, dir, op); 2003 recursive_roll (mon, dir, op);
2153 if (action_makes_visible (op)) 2004 if (action_makes_visible (op))
2154 make_visible (op); 2005 make_visible (op);
2155 }
2156 2006
2007 return true;
2008 }
2009 }
2157 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2158 * Way it works is like this: First, it must have some hit points 2011 * 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: 2012 * 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 2013 * 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. 2014 * that party_number -1 is no party, so attacks can still happen.
2162 */ 2015 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 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))) 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 { 2018 {
2166 2019 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 { 2020 {
2174 op->speed_left += op->speed / op->contr->weapon_sp; 2021 --op->contr->weapon_sp_left;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 }
2178 2022
2179 skill_attack (mon, op, 0, 0, 0); 2023 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 2024
2195 if (action_makes_visible (op)) 2025 if (action_makes_visible (op))
2196 make_visible (op); 2026 make_visible (op);
2197 }
2198 } /* if player should attack something */
2199}
2200 2027
2201int 2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2202move_player (object *op, int dir) 2036move_player (object *op, int dir)
2203{ 2037{
2204 int pick;
2205
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2207 return 0; 2039 return 0;
2208 2040
2209 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2210 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2211 { 2043 {
2212 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2213 return 0; 2045 return 0;
2214 } 2046 }
2215 2047
2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2218 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2219 2051
2220 op->facing = dir; 2052 op->facing = dir;
2221 2053
2222 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2223 do_hidden_move (op); 2055 do_hidden_move (op);
2224 2056
2057 bool retval;
2058 int pick = 0;
2059
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ; 2061 retval = RESULT_INT (0);
2227 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2228 fire (op, dir); 2063 retval = fire (op, dir);
2229 else 2064 else
2230 { 2065 {
2231 move_player_attack (op, dir); 2066 retval = move_player_attack (op, dir);
2232 pick = check_pick (op); 2067 pick = check_pick (op);
2233 } 2068 }
2234 2069
2235 /* Add special check for newcs players and fire on - this way, the 2070 /* Add special check for newcs players and fire on - this way, the
2236 * server can handle repeat firing. 2071 * server can handle repeat firing.
2243 /* Update how the player looks. Use the facing, so direction may 2078 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities 2079 * get reset to zero. This allows for full animation capabilities
2245 * for players. 2080 * for players.
2246 */ 2081 */
2247 animate_object (op, op->facing); 2082 animate_object (op, op->facing);
2248 return 0; 2083
2084 return retval;
2249} 2085}
2250 2086
2251/* This is similar to handle_player, below, but is only used by the 2087/* This is similar to handle_player, below, but is only used by the
2252 * new client/server stuff. 2088 * new client/server stuff.
2253 * This is sort of special, in that the new client/server actually uses 2089 * This is sort of special, in that the new client/server actually uses
2254 * the new speed values for commands. 2090 * the new speed values for commands.
2255 * 2091 *
2256 * Returns true if there are more actions we can do. 2092 * Returns true if there are more actions we can do. Should not do
2093 * many actions in a row, as that would be too unfair to other
2094 * players.
2257 */ 2095 */
2258int 2096bool
2259handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2260{ 2098{
2261 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (QUERY_FLAG (op, FLAG_SCARED))
2262 { 2100 {
2263 flee_player (op); 2101 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 { 2102 {
2267 op->speed_left--; 2103 --op->speed_left;
2104 flee_player (op);
2105
2268 return 0; 2106 return true;
2269 } 2107 }
2108 else
2109 return false;
2270 } 2110 }
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 2111
2280 /* call this here - we also will call this in do_ericserver, but 2112 /* call this here - we also will call this in do_ericserver, but
2281 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2282 * called, so we recheck it here. 2114 * called, so we recheck it here.
2283 */ 2115 */
2284 if (op->contr->ns->handle_command ()) 2116 if (op->contr->ns->handle_command ())
2285 return 1; 2117 return true;
2286 2118
2287 if (op->speed_left > 0)
2288 {
2289 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2119 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); 2120 return move_player (op, op->direction);
2299 2121
2300 return op->speed_left > 0;
2301 }
2302 }
2303
2304 return 0; 2122 return false;
2305} 2123}
2306 2124
2307int 2125static int
2308save_life (object *op) 2126save_life (object *op)
2309{ 2127{
2310 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2311 return 0; 2129 return 0;
2312 2130
2313 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2314 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2315 { 2133 {
2316 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 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)); 2135 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 2136
2322 tmp->destroy (); 2137 tmp->destroy ();
2323 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2324 2139
2325 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2326 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2327 2142
2328 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2329 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2330 2145
2331 op->update_stats (); 2146 op->update_stats ();
2332 return 1; 2147 return 1;
2333 } 2148 }
2334 2149
2338 return 0; 2153 return 0;
2339} 2154}
2340 2155
2341/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* 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 2157 * 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 2158 * function will descend into containers. op is the object to start the search
2344 * from. 2159 * from.
2345 */ 2160 */
2161static void
2162drop_unpaid_items (object *op, object *env)
2163{
2164 while (op)
2165 {
2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2167
2168 if (QUERY_FLAG (op, FLAG_UNPAID))
2169 op->insert_at (env);
2170 else if (op->inv)
2171 drop_unpaid_items (op->inv, env);
2172
2173 op = next;
2174 }
2175}
2176
2346void 2177void
2347remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2348{ 2179{
2349 while (op) 2180 if (!flag [FLAG_REMOVED])
2350 { 2181 ::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} 2182}
2409 2183
2410void 2184void
2411do_some_living (object *op) 2185do_some_living (object *op)
2412{ 2186{
2438 make_visible (op); 2212 make_visible (op);
2439 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2213 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2440 } 2214 }
2441 } 2215 }
2442 2216
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) 2217 if (op->contr->ns->state == ST_PLAYING)
2449 { 2218 {
2450 /* these next three if clauses make it possible to SLOW DOWN 2219 /* these next three if clauses make it possible to SLOW DOWN
2451 hp/grace/spellpoint regeneration. */ 2220 hp/grace/spellpoint regeneration. */
2452 if (op->contr->gen_hp >= 0) 2221 if (op->contr->gen_hp >= 0)
2469 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2238 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2470 else 2239 else
2471 { 2240 {
2472 gen_grace = op->stats.maxgrace; 2241 gen_grace = op->stats.maxgrace;
2473 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2242 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 } 2243 }
2517 2244
2518 /* Regenerate Grace */ 2245 /* Regenerate Grace */
2519 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2246 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2520 if (--op->last_grace < 0) 2247 if (--op->last_grace < 0)
2541 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2268 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2542 } 2269 }
2543 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2544 } 2271 }
2545 2272
2273 if (op->stats.food > 0)
2274 {
2546 /* Regenerate Hit Points */ 2275 /* Regenerate Spell Points */
2547 if (--op->last_heal < 0) 2276 if (!op->contr->golem && --op->last_sp < 0)
2548 {
2549 if (op->stats.hp < op->stats.maxhp)
2550 { 2277 {
2551 op->stats.hp++; 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2552 /* dms do not consume food */ 2279
2553 if (!QUERY_FLAG (op, FLAG_WIZ)) 2280 if (op->stats.sp < op->stats.maxsp)
2554 { 2281 {
2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!QUERY_FLAG (op, FLAG_WIZ))
2286 {
2555 op->stats.food--; 2287 op->stats.food--;
2288
2556 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2557 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2558 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2291 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2559 op->stats.food = last_food; 2292 op->stats.food = last_food;
2293 }
2560 } 2294 }
2561 }
2562 2295
2563 if (max_hp > 1) 2296 if (max_sp > 1)
2564 {
2565 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2566 if (over_hp > 0)
2567 { 2297 {
2568 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2298 over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0)
2300 {
2301 if (op->stats.sp < op->stats.maxsp)
2302 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2304
2305 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2306 op->stats.sp--;
2307
2308 if (op->stats.sp > op->stats.maxsp)
2309 op->stats.sp = op->stats.maxsp;
2310 }
2311
2569 op->last_heal = 0; 2312 op->last_sp = 0;
2313 }
2314 else
2315 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2570 } 2316 }
2571 else 2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2319 }
2320
2321 /* Regenerate Hit Points */
2322 if (--op->last_heal < 0)
2323 {
2324 if (op->stats.hp < op->stats.maxhp)
2572 { 2325 {
2573 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2326 op->stats.hp++;
2327
2328 /* dms do not consume food */
2329 if (!QUERY_FLAG (op, FLAG_WIZ))
2330 {
2331 op->stats.food--;
2332
2333 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion;
2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2336 op->stats.food = last_food;
2337 }
2574 } 2338 }
2339
2340 if (max_hp > 1)
2341 {
2342 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2343
2344 if (over_hp > 0)
2345 {
2346 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2347 op->last_heal = 0;
2348 }
2349 else
2350 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2575 } 2351 }
2576 else 2352 else
2577 {
2578 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2353 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2579 } 2354 }
2580 } 2355 }
2581 2356
2582 /* Digestion */ 2357 /* Digestion */
2583 if (--op->last_eat < 0) 2358 if (--op->last_eat < 0)
2584 { 2359 {
2585#ifdef COZY_SERVER 2360 int bonus = max (0, op->contr->digestion),
2586 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2361 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 2362
2592 if (op->contr->gen_hp > 0)
2593 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2363 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 2364
2597 /* dms do not consume food */ 2365 /* dms do not consume food */
2598 if (!QUERY_FLAG (op, FLAG_WIZ)) 2366 if (!QUERY_FLAG (op, FLAG_WIZ))
2599 op->stats.food--; 2367 op->stats.food--;
2600 } 2368 }
2601 2369
2602 if (op->stats.food < 0 && op->stats.hp >= 0) 2370 if (op->stats.food < 0 && op->stats.hp >= 0)
2603 { 2371 {
2604 object *tmp, *flesh = 0; 2372 object *flesh = 0;
2605 2373
2606 for (tmp = op->inv; tmp; tmp = tmp->below) 2374 for_inv_removable (op, tmp)
2607 { 2375 {
2608 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2376 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2377 continue;
2378
2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2609 { 2380 {
2610 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 op->statusmsg ("You blindly grab for a bite of food. "
2611 { 2382 "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."); 2383 op->apply (tmp);
2613 manual_apply (op, tmp, 0); 2384
2614 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2615 break; 2386 break;
2616 } 2387 }
2617 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2618 flesh = tmp; 2389 flesh = tmp;
2619 } /* End if paid for object */ 2390 }
2620 } /* end of for loop */
2621 2391
2622 /* If player is still starving, it means they don't have any food, so 2392 /* If player is still starving, it means they don't have any food, so
2623 * eat flesh instead. 2393 * eat flesh instead.
2624 */ 2394 */
2625 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2626 { 2396 {
2627 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2397 op->statusmsg ("You blindly grab for a bite of food. "
2398 "H<To prevent you from starving, you ate some random item from your backpack.>");
2628 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2629 } 2400 }
2401
2402 // If player is still starving, alert him!
2403 if (op->stats.food < 0)
2404 op->failmsg ("You are starving! "
2405 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2406 }
2407
2408 if (op->stats.food < 0)
2630 } 2409 {
2410 op->stats.hp += op->stats.food;
2411 op->stats.food = 0;
2631 2412
2632 while (op->stats.food < 0 && op->stats.hp >= 0) 2413 if (op->stats.hp < 0)
2633 op->stats.food++, op->stats.hp--; 2414 {
2415 op->contr->killer = archetype::get ("killer_starvation");
2416 op->contr->killer->destroy ();
2417 }
2418 }
2634 2419
2420 /* killer should be set here already */
2635 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2636 kill_player (op); 2422 kill_player (op);
2637 } 2423 }
2638} 2424}
2639 2425
2643 * file. 2429 * file.
2644 */ 2430 */
2645void 2431void
2646kill_player (object *op) 2432kill_player (object *op)
2647{ 2433{
2648 char buf[MAX_BUF];
2649 int x, y; 2434 int x, y;
2650
2651 //int i;
2652 maptile *map; /* this is for resurrection */ 2435 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; 2436 int will_kill_again;
2660 archetype *at; 2437 archetype *at;
2661 object *tmp; 2438 object *tmp;
2662 2439
2663 if (save_life (op)) 2440 if (save_life (op))
2664 return; 2441 return;
2665 2442
2443 dynbuf_text deathtab;
2444
2445 /* restore player */
2446 at = archetype::find (shstr_poisoning);
2447 if (object *tmp = present_arch_in_ob (at, op))
2448 {
2449 tmp->destroy ();
2450 deathtab << "Your body feels cleansed...\r";
2451 }
2452
2453 at = archetype::find (shstr_confusion);
2454 if (object *tmp = present_arch_in_ob (at, op))
2455 {
2456 tmp->destroy ();
2457 deathtab << "Your mind feels clearer...\r";
2458 }
2459
2460 cure_disease (op, 0, 0); /* remove any disease */
2461
2462 max_it (op->stats.hp , op->stats.maxhp);
2463 max_it (op->stats.sp , op->stats.maxsp);
2464 max_it (op->stats.grace, op->stats.maxgrace);
2465 max_it (op->stats.food , 200);
2466
2467 // remove all spell effects that are active
2468 // to avoid long-term effects such as word-of-recall
2469 for (object *item = op->inv; item; )
2470 {
2471 object *next = item->below;
2472
2473 if (item->type == SPELL_EFFECT && item->active)
2474 item->destroy ();
2475
2476 item = next;
2477 }
2666 2478
2667 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2479 /* 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. 2480 * in cities ONLY!!! It is very important that this doesn't get abused.
2669 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2670 */ 2482 */
2671 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2672 { 2484 {
2673 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2485 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 2486
2696 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2697 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2698 { 2489
2699 sprintf (buf, "%s's finger", &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2700 tmp->name = buf; 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2701 sprintf (buf, " This finger has been cut off %s\n" 2492 tmp->msg = format (
2702 " the %s, when he was defeated at\n level %d by %s.\n", 2493 "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); 2494 &op->name, op->contr->title,
2704 tmp->msg = buf; 2495 (int)op->level,
2496 op->contr->killer_name ()
2497 );
2705 tmp->value = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2706 tmp->materialname = "organics"; 2499 tmp->material = name_to_material (shstr_organic);
2707 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2708 }
2709 2501
2710 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2711 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2712 op->contr->braced = 0; 2504 op->contr->braced = 0;
2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2713 return; 2507 return;
2714 } 2508 }
2715 2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2512
2716 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2717 2514
2718 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2719 2516
2720 if (op->stats.food < 0) 2517 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 2518
2730 /* save the map location for corpse, gravestone */ 2519 /* save the map location for corpse, gravestone */
2731 x = op->x; 2520 x = op->x;
2732 y = op->y; 2521 y = op->y;
2733 map = op->map; 2522 map = op->map;
2761 2550
2762 lost_a_stat = 0; 2551 lost_a_stat = 0;
2763 2552
2764 for (z = 0; z < num_stats_lose; z++) 2553 for (z = 0; z < num_stats_lose; z++)
2765 { 2554 {
2766 i = RANDOM () % NUM_STATS; 2555 i = rndm (NUM_STATS);
2767 2556
2768 if (settings.stat_loss_on_death) 2557 if (settings.stat_loss_on_death)
2769 { 2558 {
2770 /* Pick a random stat and take a point off it. Tell the player 2559 /* Pick a random stat and take a point off it. Tell the player
2771 * what he lost. 2560 * what he lost.
2778 lost_a_stat = 1; 2567 lost_a_stat = 1;
2779 } 2568 }
2780 else 2569 else
2781 { 2570 {
2782 /* deplete a stat */ 2571 /* deplete a stat */
2783 archetype *deparch = archetype::find ("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2784 object *dep; 2573 object *dep;
2785 2574
2786 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2787 if (!dep) 2576 if (!dep)
2788 { 2577 {
2789 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2790 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2791 } 2580 }
2792 lose_this_stat = 1; 2581 lose_this_stat = 1;
2793 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2794 { 2583 {
2822 } 2611 }
2823 } 2612 }
2824 2613
2825 if (lose_this_stat) 2614 if (lose_this_stat)
2826 { 2615 {
2827 this_stat = get_attr_value (&(dep->stats), i); 2616 this_stat = get_attr_value (&dep->stats, i);
2828 /* We could try to do something clever like find another 2617 /* We could try to do something clever like find another
2829 * stat to reduce if this fails. But chances are, if 2618 * stat to reduce if this fails. But chances are, if
2830 * stats have been depleted to -50, all are pretty low 2619 * stats have been depleted to -50, all are pretty low
2831 * and should be roughly the same, so it shouldn't make a 2620 * and should be roughly the same, so it shouldn't make a
2832 * difference. 2621 * difference.
2840 lost_a_stat = 1; 2629 lost_a_stat = 1;
2841 } 2630 }
2842 } 2631 }
2843 } 2632 }
2844 } 2633 }
2634
2845 /* If no stat lost, tell the player. */ 2635 /* If no stat lost, tell the player. */
2846 if (!lost_a_stat) 2636 if (!lost_a_stat)
2847 { 2637 {
2848 /* determine_god() seems to not work sometimes... why is this? 2638 /* determine_god() seems to not work sometimes... why is this?
2849 Should I be using something else? GD */ 2639 Should I be using something else? GD */
2850 const char *god = determine_god (op); 2640 shstr_tmp god = determine_god (op);
2851 2641
2852 if (god && (strcmp (god, "none"))) 2642 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); 2643 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2854 else 2644 else
2855 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2645 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2856 } 2646 }
2857#else 2647#else
2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2648 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2859#endif 2649#endif
2860 2650
2861 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2862 * exp loss on the stone. 2652 * exp loss on the stone.
2863 */ 2653 */
2864 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2865 sprintf (buf, "%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2866 tmp->name = buf; 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2867 sprintf (buf, "%s's gravestones", &op->name); 2657 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2868 tmp->name_pl = buf; 2658 &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; 2659 tmp->x = op->x, tmp->y = op->y;
2872 insert_ob_in_map (tmp, op->map, NULL, 0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
2873 2661
2874 /**************************************/ 2662 /**************************************/
2875 /* */ 2663 /* */
2876 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
2877 /* if we died cause of food, give us */
2878 /* food, and reset HP's... */
2879 /* */ 2665 /* */
2880 /**************************************/ 2666 /**************************************/
2881 2667
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)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
2904 apply_death_exp_penalty (op); 2669 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 2670
2911 /* 2671 /*
2912 * Check to see if the player has any unpaid items. If so, remove them 2672 * Check to see if the player has any unpaid items. If so, remove them
2913 * and put them back in the map. 2673 * and put them back in the map.
2914 */ 2674 */
2915 remove_unpaid_objects (op->inv, op); 2675 op->drop_unpaid_items ();
2916 2676
2917 /****************************************/ 2677 /****************************************/
2918 /* */ 2678 /* */
2919 /* Move player to his current respawn- */ 2679 /* Move player to his current respawn- */
2920 /* position (usually last savebed) */ 2680 /* position (usually last savebed) */
2940 object *force; 2700 object *force;
2941 int at; 2701 int at;
2942 2702
2943 force = get_archetype (FORCE_NAME); 2703 force = get_archetype (FORCE_NAME);
2944 /* 50 ticks should be enough time for the spell to abate */ 2704 /* 50 ticks should be enough time for the spell to abate */
2945 force->speed = 0.1; 2705 force->speed = 0.1f;
2946 force->speed_left = -5.0; 2706 force->speed_left = -5.f;
2947 SET_FLAG (force, FLAG_APPLIED); 2707 SET_FLAG (force, FLAG_APPLIED);
2948 for (at = 0; at < NROFATTACKS; at++) 2708 for (at = 0; at < NROFATTACKS; at++)
2949 if (will_kill_again & (1 << at)) 2709 if (will_kill_again & (1 << at))
2950 force->resist[at] = 100; 2710 force->resist[at] = 100;
2951 2711
2952 insert_ob_in_ob (force, op); 2712 insert_ob_in_ob (force, op);
2953 op->update_stats (); 2713 op->update_stats ();
2954
2955 } 2714 }
2956 2715
2957 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2958} 2717}
2959 2718
2960void 2719static void
2961loot_object (object *op) 2720loot_object (object *op)
2962{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
2963 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
2964 2723
2965 op->close_container (); /* close open sack first */ 2724 op->close_container (); /* close open sack first */
2979 2738
2980 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2739 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2981 { 2740 {
2982 if (tmp->nrof > 1) 2741 if (tmp->nrof > 1)
2983 { 2742 {
2984 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2743 tmp->decrease (rndm (1, tmp->nrof - 1));
2985 tmp2->destroy ();
2986 insert_ob_in_map (tmp, op->map, NULL, 0); 2744 insert_ob_in_map (tmp, op->map, NULL, 0);
2987 } 2745 }
2988 else 2746 else
2989 tmp->destroy (); 2747 tmp->destroy ();
2990 } 2748 }
2997 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
2998 * what needs to be fixed. Refresh windows and fix speed if anything 2756 * what needs to be fixed. Refresh windows and fix speed if anything
2999 * was changed. 2757 * was changed.
3000 */ 2758 */
3001void 2759void
3002fix_weight (void) 2760fix_weight ()
3003{ 2761{
3004 for_all_players (pl) 2762 for_all_players (pl)
3005 { 2763 {
3006 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2764 sint32 old = pl->ob->carrying;
3007 2765
3008 if (old == sum) 2766 pl->ob->update_weight ();
3009 continue; 2767
2768 if (old != pl->ob->carrying)
2769 {
3010 pl->ob->update_stats (); 2770 pl->ob->update_stats ();
3011 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2771 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2772 }
3012 } 2773 }
3013} 2774}
3014 2775
3015void 2776void
3016fix_luck (void) 2777fix_luck ()
3017{ 2778{
3018 for_all_players (pl) 2779 for_all_players (pl)
3019 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
3020 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
3021} 2782}
3058} 2819}
3059 2820
3060void 2821void
3061make_visible (object *op) 2822make_visible (object *op)
3062{ 2823{
3063 op->hide = 0; 2824 op->flag [FLAG_HIDDEN] = 0;
3064 op->invisible = 0; 2825 op->invisible = 0;
2826
3065 if (op->type == PLAYER) 2827 if (op->type == PLAYER)
3066 { 2828 {
3067 op->contr->tmp_invis = 0; 2829 op->contr->tmp_invis = 0;
3068 op->contr->invis_race = 0; 2830 op->contr->invis_race = 0;
3069 } 2831 }
3072} 2834}
3073 2835
3074int 2836int
3075is_true_undead (object *op) 2837is_true_undead (object *op)
3076{ 2838{
3077 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2839 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3078 return 1; 2840 return 1;
3079 2841
3080 return 0; 2842 return 0;
3081} 2843}
3082 2844
3083/* look at the surrounding terrain to determine 2845/* look at the surrounding terrain to determine
3084 * the hideability of this object. Positive levels 2846 * the hideability of this object. Positive levels
3085 * indicate greater hideability. 2847 * indicate greater hideability.
3086 */ 2848 */
3087
3088int 2849int
3089hideability (object *ob) 2850hideability (object *ob)
3090{ 2851{
3091 int i, level = 0, mflag; 2852 int i, level = 0, mflag;
3092 sint16 x, y; 2853 sint16 x, y;
3093 2854
3094 if (!ob || !ob->map) 2855 if (!ob || !ob->map)
3095 return 0; 2856 return 0;
3096 2857
3097 /* so, on normal lighted maps, its hard to hide */ 2858 /* so, on normal lighted maps, its hard to hide */
3098 level = ob->map->darkness - 2; 2859 level = ob->map->darklevel () - 2;
3099 2860
3100 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3101 * If you carry a light on a non-dark map, its not 2862 * If you carry a light on a non-dark map, its not
3102 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3103 if (has_carried_lights (ob)) 2864 if (ob->has_carried_lights ())
3104 level = -(10 + (2 * ob->map->darkness)); 2865 level = -(10 + (2 * ob->map->darklevel ()));
3105 2866
3106 /* scan through all nearby squares for terrain to hide in */ 2867 /* 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]) 2868 for (i = 0, x = ob->x, y = ob->y;
2869 i <= SIZEOFFREE1;
2870 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3108 { 2871 {
3109 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3110 if (mflag & P_OUT_OF_MAP) 2873 if (mflag & P_OUT_OF_MAP)
3111 {
3112 continue; 2874 continue;
3113 } 2875
3114 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2876 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3115 level += 2; 2877 level += 2;
3116 else /* open terrain! */ 2878 else /* open terrain! */
3117 level -= 1; 2879 level -= 1;
3118 } 2880 }
3126/* For Hidden creatures - a chance of becoming 'unhidden' 2888/* For Hidden creatures - a chance of becoming 'unhidden'
3127 * every time they move - as we subtract off 'invisibility' 2889 * every time they move - as we subtract off 'invisibility'
3128 * AND, for players, if they move into a ridiculously unhideable 2890 * AND, for players, if they move into a ridiculously unhideable
3129 * spot (surrounded by clear terrain in broad daylight). -b.t. 2891 * spot (surrounded by clear terrain in broad daylight). -b.t.
3130 */ 2892 */
3131
3132void 2893void
3133do_hidden_move (object *op) 2894do_hidden_move (object *op)
3134{ 2895{
3135 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2896 int hide = 0;
3136 object *skop;
3137 2897
3138 if (!op || !op->map) 2898 if (!op || !op->map)
3139 return; 2899 return;
3140 2900
3141 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2901 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2902 int num = random_roll (0, 19, op, PREFER_LOW);
3142 2903
3143 /* its *extremely* hard to run and sneak/hide at the same time! */ 2904 /* its *extremely* hard to run and sneak/hide at the same time! */
3144 if (op->type == PLAYER && op->contr->run_on) 2905 if (op->type == PLAYER && op->contr->run_on)
3145 if (!skop || num >= skop->level) 2906 if (!skop || num >= skop->level)
3146 { 2907 {
3156 num -= hide; 2917 num -= hide;
3157 2918
3158 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2919 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3159 { 2920 {
3160 make_visible (op); 2921 make_visible (op);
2922
3161 if (op->type == PLAYER) 2923 if (op->type == PLAYER)
3162 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2924 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3163 } 2925 }
3164 else if (op->type == PLAYER && skop) 2926 else if (op->type == PLAYER && skop)
3165 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2927 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3218 * object op. This function works fine for monsters, 2980 * object op. This function works fine for monsters,
3219 * but we dont worry if the object isnt the top one in 2981 * but we dont worry if the object isnt the top one in
3220 * a pile (say a coin under a table would return "viewable" 2982 * a pile (say a coin under a table would return "viewable"
3221 * by this routine). Another question, should we be 2983 * by this routine). Another question, should we be
3222 * concerned with the direction the player is looking 2984 * concerned with the direction the player is looking
3223 * in? Realistically, most of use cant see stuff behind 2985 * in? Realistically, most of us can't see stuff behind
3224 * our backs...on the other hand, does the "facing" direction 2986 * our backs...on the other hand, does the "facing" direction
3225 * imply the way your head, or body is facing? Its possible 2987 * 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. 2988 * for them to differ. Sigh, this fctn could get a bit more complex.
3227 * -b.t. 2989 * -b.t.
3228 * This function is now map tiling safe. 2990 * This function is now map tiling safe.
3229 */ 2991 */
3230
3231int 2992int
3232player_can_view (object *pl, object *op) 2993player_can_view (object *pl, object *op)
3233{ 2994{
3234 rv_vector rv; 2995 rv_vector rv;
3235 int dx, dy; 2996 int dx, dy;
3247 3008
3248 get_rangevector (pl, op, &rv, 0x1); 3009 get_rangevector (pl, op, &rv, 0x1);
3249 3010
3250 /* starting with the 'head' part, lets loop 3011 /* starting with the 'head' part, lets loop
3251 * through the object and find if it has any 3012 * through the object and find if it has any
3252 * part that is in the los array but isnt on 3013 * part that is in the los array but isn't on
3253 * a blocked los square. 3014 * a blocked los square.
3254 * we use the archetype to figure out offsets. 3015 * we use the archetype to figure out offsets.
3255 */ 3016 */
3256 while (op) 3017 while (op)
3257 { 3018 {
3258 dx = rv.distance_x + op->arch->clone.x; 3019 dx = rv.distance_x + op->arch->x;
3259 dy = rv.distance_y + op->arch->clone.y; 3020 dy = rv.distance_y + op->arch->y;
3260 3021
3261 /* only the viewable area the player sees is updated by LOS 3022 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; 3023 return 1;
3024
3269 op = op->more; 3025 op = op->more;
3270 } 3026 }
3271 return 0;
3272}
3273 3027
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; 3028 return 0;
3300} 3029}
3301 3030
3302/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3032 * 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 3037 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3038 */
3310int 3039int
3311op_on_battleground (object *op, int *x, int *y) 3040op_on_battleground (object *op, int *x, int *y)
3312{ 3041{
3313 object *tmp;
3314
3315 /* A battleground-tile needs the following attributes to be valid: 3042 /* 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), 3043 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3317 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3044 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3318 * and the exit-coordinates sp/hp must both be > 0. 3045 * and the exit-coordinates sp/hp must both be > 0.
3319 * => The intention here is to prevent abuse of the battleground- 3046 * => The intention here is to prevent abuse of the battleground-
3320 * feature (like pickable or hidden battleground tiles). */ 3047 * feature (like pickable or hidden battleground tiles). */
3321 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3048 for (object *tmp = op->below; tmp; tmp = tmp->below)
3322 { 3049 {
3323 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3324 { 3051 {
3325 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3326 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3053 && tmp->type == BATTLEGROUND
3054 && tmp->name == shstr_battleground
3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3327 { 3056 {
3328 /*before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3329 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3058 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) 3059 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3060 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3334 { 3061 {
3335 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3336 {
3337 if (x != NULL && y != NULL) 3062 if (x && y)
3338 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3064
3339 return 1; 3065 return 1;
3340 }
3341 } 3066 }
3342 } 3067
3343 if (x != NULL && y != NULL) 3068 if (x && y)
3344 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070
3345 return 1; 3071 return 1;
3346 } 3072 }
3347 } 3073 }
3348 } 3074 }
3075
3349 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3350 return 0; 3077 return 0;
3351} 3078}
3352 3079
3353/* 3080/*
3369 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3370 int i = 0, j = 0; 3097 int i = 0, j = 0;
3371 3098
3372 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3373 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3374 trlist = treasurelist::find ("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3375 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3376 trlist = treasurelist::find ("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3377 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3378 trlist = treasurelist::find ("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3379 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3380 trlist = treasurelist::find ("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3381 3108
3382 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3383 return; 3110 return;
3384 3111
3385 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3112 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]); */ 3116 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3390 return; 3117 return;
3391 } 3118 }
3392 3119
3393 /* everything seems okay - now bring on the gift: */ 3120 /* everything seems okay - now bring on the gift: */
3394 item = &(tr->item->clone); 3121 item = tr->item;
3395 3122
3396 if (item->type == SPELL) 3123 if (item->type == SPELL)
3397 { 3124 {
3398 if (check_spell_known (who, item->name)) 3125 if (check_spell_known (who, item->name))
3399 return; 3126 return;
3458 { 3185 {
3459 /* forces in the treasurelist can alter the player's stats */ 3186 /* forces in the treasurelist can alter the player's stats */
3460 object *skin; 3187 object *skin;
3461 3188
3462 /* first get the dragon skin force */ 3189 /* 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) 3190 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3465 ; 3191 ;
3466 3192
3467 if (!skin) 3193 if (!skin)
3468 return; 3194 return;
3469 3195
3502 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3503 } 3229 }
3504 else 3230 else
3505 { 3231 {
3506 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3507 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3508 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 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); 3235 who->insert (tmp);
3510 if (who->type == PLAYER)
3511 esrv_send_item (who, tmp);
3512 }
3513}
3514
3515/**
3516 * Unready an object for a player. This function does nothing if the object was
3517 * not readied.
3518 */
3519void
3520player_unready_range_ob (player *pl, object *ob)
3521{
3522 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3523 if (pl->ranges[i] == ob)
3524 {
3525 pl->ranges[i] = 0;
3526 if (pl->shoottype == i)
3527 pl->shoottype = range_none;
3528 } 3236 }
3529} 3237}
3238
3239//-GPL
3530 3240
3531sint8 3241sint8
3532player::visibility_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3533{ 3243{
3534 if (!ns) 3244 if (!ns)
3535 return 0; 3245 return LOS_BLOCKED;
3536 3246
3537 int dx, dy; 3247 int dx, dy;
3538 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3539 return 0; 3249 return LOS_BLOCKED;
3540 3250
3541 x += dx - ns->current_x + ns->mapx / 2; 3251 x += dx - ns->current_x;
3542 y += dy - ns->current_y + ns->mapy / 2; 3252 y += dy - ns->current_y;
3543 3253
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]; 3254 return blocked_los (x, y);
3548} 3255}
3256
3257void
3258player::infobox (const char *title, const char *msg, int color)
3259{
3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3261}
3262
3263void
3264player::statusmsg (const char *msg, int color)
3265{
3266 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3267}
3268
3269void
3270player::failmsg (const char *msg, int color)
3271{
3272 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color);
3274}
3275

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