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Comparing deliantra/server/server/player.C (file contents):
Revision 1.115 by root, Fri Apr 27 02:43:04 2007 UTC vs.
Revision 1.212 by root, Tue Dec 23 00:39:48 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
130 131
131 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
132 strip_endline (subject); 133 strip_endline (subject);
133 size = 0; 134 size = 0;
134 news[0] = '\0'; 135 news[0] = '\0';
158 op->x = -1; 159 op->x = -1;
159 op->y = -1; 160 op->y = -1;
160} 161}
161 162
162void 163void
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}
174
175void
176player::activate () 164player::activate ()
177{ 165{
178 if (active) 166 if (active)
179 return; 167 return;
180 168
182 ob->remove (); 170 ob->remove ();
183 ob->map = 0; 171 ob->map = 0;
184 ob->activate_recursive (); 172 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 174 add_friendly_object (ob);
187 enter_map ();
188} 175}
189 176
190void 177void
191player::deactivate () 178player::deactivate ()
192{ 179{
199 186
200 if (ob->map) 187 if (ob->map)
201 maplevel = ob->map->path; 188 maplevel = ob->map->path;
202 189
203 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 192 ob->map = 0;
205 party = 0; 193 party = 0;
206 194
207 // for weird reasons, this is often "ob", keeping a circular reference 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 196
210 players.erase (this); 197 players.erase (this);
211} 198}
212 199
213// connect the player with a specific client 200// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 201// also changes, rationalises, and fixes some incorrect settings
215void 202void
216player::connect (client *ns) 203player::connect (client *ns)
217{ 204{
218 this->ns = ns; 205 this->ns = ns;
219 ns->pl = this; 206 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
224 211
225 ns->update_look = 0; 212 ns->update_look = 0;
226 ns->look_position = 0; 213 ns->look_position = 0;
227 214
228 clear_los (ob); 215 clear_los ();
229 216
230 ns->reset_stats (); 217 ns->reset_stats ();
231 218
232 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
235 222
236 if (!legal_range (ob, shoottype)) 223 ob->update_weight ();
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 224 link_skills ();
241 225
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243 227
244 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
245 229
246 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
248 { 232 {
249 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
250 234
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
257 abil = tmp; 238 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
259 skin = tmp; 240 skin = tmp;
260 241
261 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
262 } 243 }
263 244
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 246
266 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
267 248
268 ob->update_stats (); 249 ob->update_stats ();
250
269 ns->floorbox_update (); 251 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 253 esrv_add_spells (this, 0);
273 254
274 activate (); 255 activate ();
275 256
282} 263}
283 264
284void 265void
285player::disconnect () 266player::disconnect ()
286{ 267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
287 if (ns) 274 if (ns)
288 { 275 {
289 if (active) 276 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291 278
294 ns->reset_stats (); 281 ns->reset_stats ();
295 ns->pl = 0; 282 ns->pl = 0;
296 ns = 0; 283 ns = 0;
297 } 284 }
298 285
299 if (ob) 286 observe = ob;
300 ob->close_container (); //TODO: client-specific
301 287
302 deactivate (); 288 deactivate ();
303} 289}
304 290
305// the need for this function can be explained 291// the need for this function can be explained
306// by load_object not returning the object 292// by load_object not returning the object
307void 293void
308player::set_object (object *op) 294player::set_object (object *op)
309{ 295{
310 ob = op; 296 ob = observe = op;
311 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
312 298
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
315 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330}
331
332void
333player::set_observe (object *op)
334{
335 observe = op ? op : ob;
336 do_los = 1;
316} 337}
317 338
318player::player () 339player::player ()
319{ 340{
320 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
325 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
326 347
327 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
328 349
329 gen_sp_armour = 10; 350 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 351 bowtype = bow_normal;
332 petmode = pet_normal; 352 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers; 353 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
336 do_los = 1; 355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
337} 359}
338 360
339void 361void
340player::do_destroy () 362player::do_destroy ()
341{ 363{
346 if (ob) 368 if (ob)
347 { 369 {
348 ob->destroy_inv (false); 370 ob->destroy_inv (false);
349 ob->destroy (); 371 ob->destroy ();
350 } 372 }
373
374 ob = observe = 0;
351} 375}
352 376
353player::~player () 377player::~player ()
354{ 378{
355 /* Clear item stack */ 379 /* Clear item stack */
382 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
383 */ 407 */
384archetype * 408archetype *
385get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
386{ 410{
387 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
388 418
389 for (;;) 419 for (;;)
390 { 420 {
391 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
392 at = first_archetype; 422 i = archetypes.begin ();
393 else 423 else if (*i == at)
394 at = at->next; 424 cleanup ("not a single player archetype found");
395 425
396 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
397 return at; 427 return *i;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 } 428 }
405} 429}
406 430
407object * 431object *
408get_nearest_player (object *mon) 432get_nearest_player (object *mon)
412 unsigned lastdist; 436 unsigned lastdist;
413 rv_vector rv; 437 rv_vector rv;
414 438
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 440 {
417 /* We should not find free objects on this friendly list, but it
418 * does periodically happen. Given that, lets deal with it.
419 * While unlikely, it is possible the next object on the friendly
420 * list is also free, so encapsulate this in a while loop.
421 */
422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
424 object *tmp = ol->ob;
425
426 /* Can't do much more other than log the fact, because the object
427 * itself will have been cleared.
428 */
429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
431 ol = ol->next;
432 remove_friendly_object (tmp);
433 if (!ol)
434 return op;
435 }
436
437 /* Remove special check for player from this. First, it looks to cause
438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
439 * complicated method of state checking would be needed in any case -
440 * as it was, a clever player could type quit, and the function would
441 * skip them over while waiting for confirmation. Remove
442 * on_same_map check, as can_detect_enemy also does this
443 */
444 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 442 continue;
446 443
447 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
448 { 445 {
643 640
644 return firstdir; 641 return firstdir;
645} 642}
646 643
647void 644void
648give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
649{ 646{
650 object *op, *next = NULL;
651
652 if (pl->randomitems != NULL) 647 if (pl->randomitems)
653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654 649
655 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
656 { 651 {
657 next = op->below; 652 next = op->below;
658 653
659 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
660 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
665 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
666 * by this player due to race restrictions 661 * by this player due to race restrictions
667 */ 662 */
668 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
669 { 664 {
670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
671 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
672 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
673 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
675 { 672 {
676 op->destroy (); 673 op->destroy ();
677 continue; 674 continue;
678 } 675 }
679 } 676 }
702 if (op->nrof > 1) 699 if (op->nrof > 1)
703 op->nrof = 1; 700 op->nrof = 1;
704 } 701 }
705 702
706 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
707 {
708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 }
710 705
711 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
712 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
713 * merged properly. 708 * merged properly.
714 */ 709 */
715 if (need_identify (op)) 710 if (need_identify (op))
716 { 711 {
717 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
718 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
719 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
720 } 715 }
716
721 if (op->type == SPELL) 717 if (op->type == SPELL)
722 { 718 {
723 op->destroy (); 719 op->destroy ();
724 continue; 720 continue;
725 } 721 }
727 { 723 {
728 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
729 op->stats.exp = 0; 725 op->stats.exp = 0;
730 op->level = 1; 726 op->level = 1;
731 } 727 }
732 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
733 else
734 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
735 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
736 731
737 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
738 link_player_skills (pl); 733 pl->contr->link_skills ();
739} 734}
740 735
741void 736void
742get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
743{ 738{
774} 769}
775 770
776void 771void
777object::roll_stats () 772object::roll_stats ()
778{ 773{
779 int statsort [7]; 774 int statsort [NUM_STATS];
780 775
781 for (;;) 776 for (;;)
782 { 777 {
783 int sum = 0; 778 int sum = 0;
784 for (int i = 7; i--; ) 779 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 780 sum += statsort [i] = roll_stat ();
786 781
787 if (sum >= 82 && sum <= 116) 782 if (sum >= 82 && sum <= 116)
788 break; 783 break;
789 } 784 }
790 785
791 // Sort the stats so that rerolling is easier... 786 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 788
789 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
795 stats.Dex = statsort[1];
796 stats.Con = statsort[2];
797 stats.Int = statsort[3];
798 stats.Wis = statsort[4];
799 stats.Pow = statsort[5];
800 stats.Cha = statsort[6];
801 791
802 stats.exp = 0; 792 stats.exp = 0;
803 stats.ac = 0; 793 stats.ac = 0;
804 794
805 stats.hp = stats.maxhp; 795 stats.hp = stats.maxhp;
817} 807}
818 808
819void 809void
820object::swap_stats (int a, int b) 810object::swap_stats (int a, int b)
821{ 811{
822 int tmp = get_attr_value (&contr->orig_stats, a); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825 813
814 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 815 stats.stat (i) = contr->orig_stats.stat (i);
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833 816
834 //TODO: the following code looks so borked and should, at the very least, 817 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 818 // be merged with the similar code in roll_stats
836 stats.ac = 0; 819 stats.ac = 0;
837 820
856static void 839static void
857start_info (object *op) 840start_info (object *op)
858{ 841{
859 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
860 843
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
865} 846}
866 847
867/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
872 */ 853 */
873void 854void
874player::chargen_race_done () 855player::chargen_race_done ()
875{ 856{
876 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
878 859
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 861 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
882 863
886 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
887 868
888 if (ob->msg) 869 if (ob->msg)
889 ob->msg = 0; 870 ob->msg = 0;
890 871
891 /* We create this now because some of the unique maps will need it
892 * to save here.
893 */
894 {
895 char buf[MAX_BUF];
896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
897 make_path_to_file (buf);
898 }
899
900 start_info (ob); 872 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
905 ob->update_stats (); 876 ob->update_stats ();
906 877
907 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
908 * is one for this race 879 * is one for this race
909 */ 880 */
910 if (*first_map_ext_path) 881 if (*first_map_ext_path)
911 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else 883 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
927} 885}
928 886
929void 887void
939 int x = ob->x, y = ob->y; 897 int x = ob->x, y = ob->y;
940 898
941 ob->remove_statbonus (); 899 ob->remove_statbonus ();
942 ob->remove (); 900 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 901 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 902 ob->arch->copy_to (ob);
945 ob->instantiate (); 903 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 905 ob->name = ob->name_pl = name;
948 ob->x = x; 906 ob->x = x;
949 ob->y = y; 907 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 911 ob->add_statbonus ();
954 } 912 }
955 while (!allowed_class (ob)); 913 while (!allowed_class (ob));
956 914
957 update_object (ob, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
973 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
974 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
975 return; 933 return;
976 } 934 }
977 935
978 if (op->enemy == NULL) 936 if (!op->enemy)
979 { 937 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
982 return; 940 return;
983 } 941 }
984 942
985 /* Seen some crashes here. Since we don't store an
986 * op->enemy_count, it is possible that something destroys the
987 * actual enemy, and the object is recycled.
988 */
989 if (op->enemy->map == NULL)
990 {
991 CLEAR_FLAG (op, FLAG_SCARED);
992 op->enemy = NULL;
993 return;
994 }
995
996 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 { 944 {
998 op->enemy = NULL; 945 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1000 return; 947 return;
1014 /* Cornered, get rid of scared */ 961 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 962 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 963 op->enemy = NULL;
1017} 964}
1018 965
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 966/* check_pick sees if there is stuff to be picked up/picks up stuff.
1021 * IT returns 1 if the player should keep on moving, 0 if he should 967 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 968 * stop.
1023 */ 969 */
1024int 970int
1025check_pick (object *op) 971check_pick (object *op)
1026{ 972{
1033 if (op->move_type & MOVE_FLYING) 979 if (op->move_type & MOVE_FLYING)
1034 return 1; 980 return 1;
1035 981
1036 next = op->below; 982 next = op->below;
1037 983
984 int cnt = MAX_ITEM_PER_DROP;
985#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
986
1038 /* loop while there are items on the floor that are not marked as 987 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 988 * destroyed */
1040 while (next && !next->destroyed ()) 989 while (next && !next->destroyed ())
1041 { 990 {
1042 tmp = next; 991 tmp = next;
1043 next = tmp->below; 992 next = tmp->below;
1044 993
994 if (cnt <= 0)
995 {
996 op->failmsg ("Couldn't pickup all items at once.");
997 return 0;
998 }
999
1045 if (op->destroyed ()) 1000 if (op->destroyed ())
1046 return 0; 1001 return 0;
1047 1002
1048 if (!can_pick (op, tmp)) 1003 if (!can_pick (op, tmp))
1049 continue; 1004 continue;
1050 1005
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1006 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 1007 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 1008 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 1009 CHK_PICK_PICKUP;
1010
1055 continue; 1011 continue;
1056 } 1012 }
1057 1013
1058 /* high not bit set? We're using the old autopickup model */ 1014 /* high not bit set? We're using the old autopickup model */
1059 if (!(op->contr->mode & PU_NEWMODE)) 1015 if (!(op->contr->mode & PU_NEWMODE))
1061 switch (op->contr->mode) 1017 switch (op->contr->mode)
1062 { 1018 {
1063 case 0: 1019 case 0:
1064 return 1; /* don't pick up */ 1020 return 1; /* don't pick up */
1065 case 1: 1021 case 1:
1066 pick_up (op, tmp); 1022 CHK_PICK_PICKUP;
1067 return 1; 1023 return 1;
1068 case 2: 1024 case 2:
1069 pick_up (op, tmp); 1025 CHK_PICK_PICKUP;
1070 return 0; 1026 return 0;
1071 case 3: 1027 case 3:
1072 return 0; /* stop before pickup */ 1028 return 0; /* stop before pickup */
1073 case 4: 1029 case 4:
1074 pick_up (op, tmp); 1030 CHK_PICK_PICKUP;
1075 break; 1031 break;
1076 case 5: 1032 case 5:
1077 pick_up (op, tmp); 1033 CHK_PICK_PICKUP;
1078 stop = 1; 1034 stop = 1;
1079 break; 1035 break;
1080 case 6: 1036 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1037 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1082 pick_up (op, tmp); 1038 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1039 CHK_PICK_PICKUP;
1083 break; 1040 break;
1084 1041
1085 case 7: 1042 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM) 1043 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1088 break; 1045 break;
1089 1046
1090 default: 1047 default:
1091 /* use value density */ 1048 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1049 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1050 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp); 1051 CHK_PICK_PICKUP;
1095 } 1052 }
1096 } 1053 }
1097 else 1054 else
1098 { /* old model */ 1055 { /* old model */
1099 /* NEW pickup handling */ 1056 /* NEW pickup handling */
1103 if (tmp->name != NULL) 1060 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1061 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1062 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else 1063 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1064 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1065 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 1066
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1067 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 } 1068 }
1112 1069
1113 /* philosophy: 1070 /* philosophy:
1154 /* all food and drink if desired */ 1111 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */ 1112 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD) 1113 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD) 1114 if (tmp->type == FOOD)
1158 { 1115 {
1159 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1160 continue; 1117 continue;
1161 } 1118 }
1162 1119
1163 if (op->contr->mode & PU_DRINK) 1120 if (op->contr->mode & PU_DRINK)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1121 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165 { 1122 {
1166 pick_up (op, tmp); 1123 CHK_PICK_PICKUP;
1167 continue; 1124 continue;
1168 } 1125 }
1169 1126
1170 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION) 1128 if (tmp->type == POTION)
1172 { 1129 {
1173 pick_up (op, tmp); 1130 CHK_PICK_PICKUP;
1174 continue; 1131 continue;
1175 } 1132 }
1176 1133
1177 /* spellbooks, skillscrolls and normal books/scrolls */ 1134 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK) 1135 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK) 1136 if (tmp->type == SPELLBOOK)
1180 { 1137 {
1181 pick_up (op, tmp); 1138 CHK_PICK_PICKUP;
1182 continue; 1139 continue;
1183 } 1140 }
1184 1141
1185 if (op->contr->mode & PU_SKILLSCROLL) 1142 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL) 1143 if (tmp->type == SKILLSCROLL)
1187 { 1144 {
1188 pick_up (op, tmp); 1145 CHK_PICK_PICKUP;
1189 continue; 1146 continue;
1190 } 1147 }
1191 1148
1192 if (op->contr->mode & PU_READABLES) 1149 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL) 1150 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 { 1151 {
1195 pick_up (op, tmp); 1152 CHK_PICK_PICKUP;
1196 continue; 1153 continue;
1197 } 1154 }
1198 1155
1199 /* wands/staves/rods/horns */ 1156 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE) 1157 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1158 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 { 1159 {
1203 pick_up (op, tmp); 1160 CHK_PICK_PICKUP;
1204 continue; 1161 continue;
1205 } 1162 }
1206 1163
1207 /* pick up all magical items */ 1164 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1165 if (op->contr->mode & PU_MAGICAL)
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1166 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 { 1167 {
1211 pick_up (op, tmp); 1168 CHK_PICK_PICKUP;
1212 continue; 1169 continue;
1213 } 1170 }
1214 1171
1215 if (op->contr->mode & PU_VALUABLES) 1172 if (op->contr->mode & PU_VALUABLES)
1216 { 1173 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1174 if (tmp->type == MONEY || tmp->type == GEM)
1218 { 1175 {
1219 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1220 continue; 1177 continue;
1221 } 1178 }
1222 } 1179 }
1223 1180
1224 /* rings & amulets - talismans seems to be typed AMULET */ 1181 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS) 1182 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET) 1183 if (tmp->type == RING || tmp->type == AMULET)
1227 { 1184 {
1228 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1229 continue; 1186 continue;
1230 } 1187 }
1231 1188
1232 /* we don't forget dragon food */ 1189 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH) 1190 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH) 1191 if (tmp->type == FLESH)
1235 { 1192 {
1236 pick_up (op, tmp); 1193 CHK_PICK_PICKUP;
1237 continue; 1194 continue;
1238 } 1195 }
1239 1196
1240 /* bows and arrows. Bows are good for selling! */ 1197 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW) 1198 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW) 1199 if (tmp->type == BOW)
1243 { 1200 {
1244 pick_up (op, tmp); 1201 CHK_PICK_PICKUP;
1245 continue; 1202 continue;
1246 } 1203 }
1247 1204
1248 if (op->contr->mode & PU_ARROW) 1205 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW) 1206 if (tmp->type == ARROW)
1250 { 1207 {
1251 pick_up (op, tmp); 1208 CHK_PICK_PICKUP;
1252 continue; 1209 continue;
1253 } 1210 }
1254 1211
1255 /* all kinds of armor etc. */ 1212 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR) 1213 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR) 1214 if (tmp->type == ARMOUR)
1258 { 1215 {
1259 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1260 continue; 1217 continue;
1261 } 1218 }
1262 1219
1263 if (op->contr->mode & PU_HELMET) 1220 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET) 1221 if (tmp->type == HELMET)
1265 { 1222 {
1266 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1267 continue; 1224 continue;
1268 } 1225 }
1269 1226
1270 if (op->contr->mode & PU_SHIELD) 1227 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD) 1228 if (tmp->type == SHIELD)
1272 { 1229 {
1273 pick_up (op, tmp); 1230 CHK_PICK_PICKUP;
1274 continue; 1231 continue;
1275 } 1232 }
1276 1233
1277 if (op->contr->mode & PU_BOOTS) 1234 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS) 1235 if (tmp->type == BOOTS)
1279 { 1236 {
1280 pick_up (op, tmp); 1237 CHK_PICK_PICKUP;
1281 continue; 1238 continue;
1282 } 1239 }
1283 1240
1284 if (op->contr->mode & PU_GLOVES) 1241 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES) 1242 if (tmp->type == GLOVES)
1286 { 1243 {
1287 pick_up (op, tmp); 1244 CHK_PICK_PICKUP;
1288 continue; 1245 continue;
1289 } 1246 }
1290 1247
1291 if (op->contr->mode & PU_CLOAK) 1248 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK) 1249 if (tmp->type == CLOAK)
1293 { 1250 {
1294 pick_up (op, tmp); 1251 CHK_PICK_PICKUP;
1295 continue; 1252 continue;
1296 } 1253 }
1297 1254
1298 /* hoping to catch throwing daggers here */ 1255 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON) 1256 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1257 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 { 1258 {
1302 pick_up (op, tmp); 1259 CHK_PICK_PICKUP;
1303 continue; 1260 continue;
1304 } 1261 }
1305 1262
1306 /* careful: chairs and tables are weapons! */ 1263 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON) 1264 if (op->contr->mode & PU_ALLWEAPON)
1308 { 1265 {
1309 if (tmp->type == WEAPON && tmp->name != NULL) 1266 if (tmp->type == WEAPON && tmp->name != NULL)
1310 { 1267 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1268 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1269 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 { 1270 {
1314 pick_up (op, tmp); 1271 CHK_PICK_PICKUP;
1315 continue; 1272 continue;
1316 } 1273 }
1317 } 1274 }
1318 1275
1319 if (tmp->type == WEAPON && tmp->name == NULL) 1276 if (tmp->type == WEAPON && tmp->name == NULL)
1320 { 1277 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1278 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 { 1279 {
1323 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1324 continue; 1281 continue;
1325 } 1282 }
1326 } 1283 }
1327 } 1284 }
1328 1285
1329 /* misc stuff that's useful */ 1286 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY) 1287 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1288 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 { 1289 {
1333 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1334 continue; 1291 continue;
1335 } 1292 }
1336 1293
1337 /* any of the last 4 bits set means we use the ratio for value 1294 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */ 1295 * pickups */
1339 if (op->contr->mode & PU_RATIO) 1296 if (op->contr->mode & PU_RATIO)
1340 { 1297 {
1341 /* use value density to decide what else to grab */ 1298 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */ 1299 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits 1300 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */ 1301 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5; 1302 wvratio = op->contr->mode & PU_RATIO;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1303 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1347 { 1304 {
1348 pick_up (op, tmp); 1305 CHK_PICK_PICKUP;
1349#if 0 1306#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1307 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL) 1308 if (tmp->name != NULL)
1352 { 1309 {
1353 fprintf (stderr, "%s", tmp->name); 1310 fprintf (stderr, "%s", tmp->name);
1354 } 1311 }
1355 else 1312 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1313 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1314 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1315 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359#endif 1316#endif
1360 continue; 1317 continue;
1361 } 1318 }
1372 * found object is returned. 1329 * found object is returned.
1373 */ 1330 */
1374object * 1331object *
1375find_arrow (object *op, const char *type) 1332find_arrow (object *op, const char *type)
1376{ 1333{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1334 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 else if (op->type == ARROW && op->race == type) 1335 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1336 return splay (tmp);
1337
1338 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1339 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1340 if (object *arrow = find_arrow (tmp, type))
1341 {
1342 splay (tmp);
1383 return op; 1343 return arrow;
1344 }
1384 1345
1385 return tmp; 1346 return 0;
1386} 1347}
1387 1348
1388/* 1349/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1350 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1351 * against the target. A full test is not performed, simply a basic test
1413 } 1374 }
1414 } 1375 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1376 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1377 {
1417 /* allways prefer assasination/slaying */ 1378 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1379 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1419 { 1380 {
1420 if (arrow->attacktype & AT_DEATH) 1381 if (arrow->attacktype & AT_DEATH)
1421 { 1382 {
1422 *better = 100; 1383 *better = 100;
1423 return arrow; 1384 return arrow;
1431 else 1392 else
1432 { 1393 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1394 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1395 {
1435 attacktype = 1 << attacknum; 1396 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1397 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1398 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 { 1399 {
1439 tmp = arrow; 1400 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1401 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1402 }
1442 } 1403 }
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1404 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1405 {
1445 tmp = arrow; 1406 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1412 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1413 }
1453 } 1414 }
1454 } 1415 }
1455 } 1416 }
1417
1456 if (tmp == NULL && arrow == NULL) 1418 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1419 return find_arrow (op, type);
1458 1420
1459 *better = betterby; 1421 *better = betterby;
1460 return tmp; 1422 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1426 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1427 * op = the shooter
1466 * type = bow->race 1428 * type = bow->race
1467 * dir = fire direction 1429 * dir = fire direction
1468 */ 1430 */
1469
1470object * 1431object *
1471pick_arrow_target (object *op, const char *type, int dir) 1432pick_arrow_target (object *op, const char *type, int dir)
1472{ 1433{
1473 object *tmp = NULL; 1434 object *tmp = NULL;
1474 maptile *m; 1435 maptile *m;
1491 for (i = 0, found = 0; i < 20; i++) 1452 for (i = 0, found = 0; i < 20; i++)
1492 { 1453 {
1493 x += freearr_x[dir]; 1454 x += freearr_x[dir];
1494 y += freearr_y[dir]; 1455 y += freearr_y[dir];
1495 mflags = get_map_flags (m, &m, x, y, &x, &y); 1456 mflags = get_map_flags (m, &m, x, y, &x, &y);
1457
1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1458 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 { 1459 {
1498 tmp = NULL; 1460 tmp = 0;
1499 break; 1461 break;
1500 } 1462 }
1501 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1463 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1502 { 1464 {
1503 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1465 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1504 * perhaps a bad assumption. 1466 * perhaps a bad assumption.
1505 */ 1467 */
1506 tmp = NULL; 1468 tmp = 0;
1507 break; 1469 break;
1508 } 1470 }
1471
1509 if (mflags & P_IS_ALIVE) 1472 if (mflags & P_IS_ALIVE)
1510 {
1511 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1473 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1512 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1474 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1513 {
1514 found++;
1515 break;
1516 }
1517 if (found)
1518 break; 1475 break;
1519 }
1520 } 1476 }
1521 if (tmp == NULL) 1477
1478 if (!tmp)
1522 return find_arrow (op, type); 1479 return find_arrow (op, type);
1523 1480
1524 if (tmp->head) 1481 if (tmp->head)
1525 tmp = tmp->head; 1482 tmp = tmp->head;
1526 1483
1539 */ 1496 */
1540int 1497int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1498fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1499{
1543 object *left, *bow; 1500 object *left, *bow;
1544 int bowspeed, mflags; 1501 int mflags;
1545 maptile *m; 1502 maptile *m;
1546 1503
1547 if (!dir) 1504 if (!dir)
1548 { 1505 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1506 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1507 return 0;
1551 } 1508 }
1552 1509
1553 if (op->type == PLAYER) 1510 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1511 bow = op->current_weapon;
1555 else 1512 else
1556 { 1513 {
1557 for (bow = op->inv; bow; bow = bow->below) 1514 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1515 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1516 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1521 if (!bow)
1565 { 1522 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1523 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1524 return 0;
1568 } 1525 }
1526
1527 // optimisation: move object to top so we will find it quickly again
1528 if (bow->below)
1529 {
1530 bow->remove ();
1531 op->insert (bow);
1532 }
1569 } 1533 }
1570 1534
1571 if (!bow->race || !bow->skill) 1535 if (!bow->race || !bow->skill)
1572 { 1536 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1537 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1538 return 0;
1575 } 1539 }
1576
1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1578
1579 /* penalize ROF for bestarrow */
1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1583 if (bowspeed < 1)
1584 bowspeed = 1;
1585 1540
1586 if (arrow == NULL) 1541 if (arrow == NULL)
1587 { 1542 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1543 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1544 {
1590 if (op->type == PLAYER) 1545 if (op->type == PLAYER)
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1546 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1547 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1593 else 1548 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1549 CLEAR_FLAG (op, FLAG_READY_BOW);
1550
1595 return 0; 1551 return 0;
1596 } 1552 }
1597 } 1553 }
1598 1554
1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1555 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1607 } 1563 }
1608 1564
1609 /* this should not happen, but sometimes does */ 1565 /* this should not happen, but sometimes does */
1610 if (arrow->nrof == 0) 1566 if (arrow->nrof == 0)
1611 { 1567 {
1568 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1612 arrow->destroy (); 1569 arrow->destroy ();
1613 return 0; 1570 return 0;
1614 } 1571 }
1615 1572
1616 left = arrow; /* these are arrows left to the player */ 1573 left = arrow; /* these are arrows left to the player */
1617 arrow = get_split_ob (arrow, 1); 1574 arrow = arrow->split ();
1618 if (!arrow) 1575 if (!arrow)
1619 { 1576 {
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1621 return 0; 1578 return 0;
1622 } 1579 }
1623 1580
1624 arrow->set_owner (op); 1581 arrow->set_owner (op);
1625 arrow->skill = bow->skill; 1582 arrow->skill = bow->skill;
1626 arrow->direction = dir; 1583 arrow->direction = dir;
1627 1584
1585 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1586 arrow->stats.hp = arrow->stats.dam;
1587 arrow->stats.grace = arrow->attacktype;
1588
1589 if (arrow->slaying)
1590 arrow->spellarg = strdup (arrow->slaying);
1591
1592#if 0
1593 if (player *pl = op->contr)
1594 {
1595 float speed = pl->weapon_sp;
1596
1597 /* penalize ROF for bestarrow */
1598 if (pl->bowtype == bow_bestarrow)
1599 speed *= .9f;
1600 else
1601 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1602
1603 op->speed_left += speed - op->speed;
1604 }
1605#endif
1606
1607 SET_ANIMATION (arrow, arrow->direction);
1608
1609 /* update the speed */
1610 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1611 + bow->stats.dam / 7.f;
1612
1613 arrow->set_speed (max (arrow->speed, 2.f));
1614 arrow->speed_left = 0;
1615
1616 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1617
1628 if (op->type == PLAYER) 1618 if (op->type == PLAYER)
1629 { 1619 {
1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1631 op->update_stats ();
1632 }
1633
1634 SET_ANIMATION (arrow, arrow->direction);
1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1636 arrow->stats.hp = arrow->stats.dam;
1637 arrow->stats.grace = arrow->attacktype;
1638 if (arrow->slaying != NULL)
1639 arrow->spellarg = strdup (arrow->slaying);
1640
1641 /* Note that this was different for monsters - they got their level
1642 * added to the damage. I think the strength bonus is more proper.
1643 */
1644
1645 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1646
1647 /* update the speed */
1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1649 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1650
1651 arrow->set_speed (max (arrow->speed, 1.0));
1652 arrow->speed_left = 0;
1653
1654 if (op->type == PLAYER)
1655 {
1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1657 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1658 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1659
1660 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1620 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1621 wc -= dex_bonus[op->stats.Dex];
1622
1623 if (!arrow->slaying)
1624 arrow->slaying = op->slaying;
1625
1626 arrow->attacktype |= op->attacktype;
1661 } 1627 }
1662 else 1628 else
1663 { 1629 {
1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1665 arrow->level = op->level; 1630 arrow->level = op->level;
1666 } 1631 arrow->stats.wc -= bow->magic;
1667 1632
1668 if (arrow->attacktype == AT_PHYSICAL) 1633 if (!arrow->slaying)
1634 arrow->slaying = bow->slaying;
1635
1669 arrow->attacktype |= bow->attacktype; 1636 arrow->attacktype |= bow->attacktype;
1637 }
1670 1638
1671 if (bow->slaying) 1639 wc -= arrow->level;
1672 arrow->slaying = bow->slaying; 1640 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1673 1641
1642 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1674 arrow->move_type = MOVE_FLY_LOW; 1643 arrow->move_type = MOVE_FLY_LOW;
1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1644 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1676 1645
1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1646 op->play_sound (sound_find ("fire_arrow"));
1678 m->insert (arrow, sx, sy, op); 1647 m->insert (arrow, sx, sy, op);
1679 1648
1680 if (!arrow->destroyed ()) 1649 if (!arrow->destroyed ())
1681 move_arrow (arrow); 1650 move_arrow (arrow);
1682
1683 if (op->type == PLAYER)
1684 {
1685 if (left->destroyed ())
1686 esrv_del_item (op->contr, left->count);
1687 else
1688 esrv_send_item (op, left);
1689 }
1690 1651
1691 return 1; 1652 return 1;
1692} 1653}
1693 1654
1694/* Special fire code for players - this takes into 1655/* Special fire code for players - this takes into
1699 * hence the function name. 1660 * hence the function name.
1700 */ 1661 */
1701int 1662int
1702player_fire_bow (object *op, int dir) 1663player_fire_bow (object *op, int dir)
1703{ 1664{
1704 int ret = 0, wcmod = 0; 1665 int ret;
1705 1666
1706 if (op->contr->bowtype == bow_bestarrow) 1667 if (op->contr->bowtype == bow_bestarrow)
1707 { 1668 {
1708 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1669 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1709 } 1670 }
1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1671 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1711 { 1672 {
1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1673 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1713 wcmod = -1;
1714
1715 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1674 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1716 } 1675 }
1717 else if (op->contr->bowtype == bow_threewide) 1676 else if (op->contr->bowtype == bow_threewide)
1718 { 1677 {
1719 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1678 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1720 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1679 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1721 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1680 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1722 } 1681 }
1723 else if (op->contr->bowtype == bow_spreadshot) 1682 else if (op->contr->bowtype == bow_spreadshot)
1724 { 1683 {
1725 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1684 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1726 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1685 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1727 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1686 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1728
1729 } 1687 }
1730 else 1688 else
1731 { 1689 {
1732 /* Simple case */ 1690 /* Simple case */
1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1691 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 } 1692 }
1693
1735 return ret; 1694 return ret;
1736} 1695}
1737
1738 1696
1739/* Fires a misc (wand/rod/horn) object in 'dir'. 1697/* Fires a misc (wand/rod/horn) object in 'dir'.
1740 * Broken apart from 'fire' to keep it more readable. 1698 * Broken apart from 'fire' to keep it more readable.
1741 */ 1699 */
1742void 1700void
1743fire_misc_object (object *op, int dir) 1701fire_misc_object (object *op, int dir)
1744{ 1702{
1745 object *item; 1703 object *item = op->contr->ranged_ob;
1746 1704
1747 if (!op->contr->ranges[range_misc]) 1705 if (!item)
1748 { 1706 {
1749 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1707 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1750 return; 1708 return;
1751 } 1709 }
1752 1710
1753 item = op->contr->ranges[range_misc];
1754 if (!item->inv) 1711 if (!item->inv)
1755 { 1712 {
1756 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1713 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1757 return; 1714 return;
1758 } 1715 }
1716
1717 if (!op->change_weapon (item))
1718 return;
1719
1759 if (item->type == WAND) 1720 if (item->type == WAND)
1760 { 1721 {
1761 if (item->stats.food <= 0) 1722 if (item->stats.food <= 0)
1762 { 1723 {
1763 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1724 op->contr->play_sound (sound_find ("wand_poof"));
1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1725 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1726
1765 return; 1727 return;
1766 } 1728 }
1767 } 1729 }
1768 else if (item->type == ROD || item->type == HORN) 1730 else if (item->type == ROD || item->type == HORN)
1769 { 1731 {
1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1732 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1733
1734 // using the maximum of the rods charge allows at least one spell cast
1735 // for a rod or horn, this fixes some broken rods.
1736 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1771 { 1737 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1738 op->contr->play_sound (sound_find ("wand_poof"));
1739
1773 if (item->type == ROD) 1740 if (item->type == ROD)
1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1741 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1775 else 1742 else
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1744
1777 return; 1745 return;
1778 } 1746 }
1779 } 1747 }
1780 1748
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1749 if (cast_spell (op, item, dir, item->inv, NULL))
1782 { 1750 {
1783 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1751 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1752
1784 if (item->type == WAND) 1753 if (item->type == WAND)
1785 { 1754 {
1786 if (!(--item->stats.food)) 1755 if (!(--item->stats.food))
1787 { 1756 {
1788 object *tmp; 1757 object *tmp;
1789 1758
1790 if (item->arch) 1759 if (item->arch)
1791 { 1760 {
1792 CLEAR_FLAG (item, FLAG_ANIMATE); 1761 CLEAR_FLAG (item, FLAG_ANIMATE);
1793 item->face = item->arch->clone.face; 1762 item->face = item->arch->face;
1794 item->set_speed (0); 1763 item->set_speed (0);
1795 } 1764 }
1796 1765
1797 if ((tmp = item->in_player ())) 1766 if (object *pl = item->visible_to ())
1798 esrv_update_item (UPD_ANIM, tmp, item); 1767 esrv_update_item (UPD_ANIM, pl, item);
1799 } 1768 }
1800 } 1769 }
1801 else if (item->type == ROD || item->type == HORN) 1770 else if (item->type == ROD || item->type == HORN)
1802 drain_rod_charge (item); 1771 drain_rod_charge (item);
1803 } 1772 }
1804} 1773}
1805 1774
1806/* Received a fire command for the player - go and do it. 1775/* Received a fire command for the player - go and do it.
1807 */ 1776 */
1808void 1777bool
1809fire (object *op, int dir) 1778fire (object *op, int dir)
1810{ 1779{
1811 int spellcost = 0; 1780 int spellcost = 0;
1781
1782 player *pl = op->contr;
1783
1784 if (pl->golem)
1785 {
1786 control_golem (op->contr->golem, dir);
1787 return false;
1788 }
1789
1790 object *ob = pl->ranged_ob;
1791
1792 if (!ob)
1793 return false;
1794
1795 if (op->speed_left > 0.f)
1796 --op->speed_left;
1797 else
1798 return false;
1799
1800 if (!op->change_weapon (ob))
1801 return false;
1812 1802
1813 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
1815 make_visible (op); 1805 make_visible (op);
1816 1806
1817 switch (op->contr->shoottype) 1807 switch (ob->type)
1818 { 1808 {
1819 case range_none: 1809 case BOW:
1820 return;
1821
1822 case range_bow:
1823 player_fire_bow (op, dir); 1810 player_fire_bow (op, dir);
1824 return; 1811 break;
1825 1812
1826 case range_magic: /* Casting spells */ 1813 case SPELL:
1827 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1814 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1828 return; 1815 break;
1829 1816
1830 case range_misc: 1817 case BUILDER:
1818 apply_map_builder (op, dir);
1819 break;
1820
1821 case SKILL:
1822 do_skill (op, op, ob, dir, 0);
1823 break;
1824
1825 default:
1831 fire_misc_object (op, dir); 1826 fire_misc_object (op, dir);
1832 return; 1827 break;
1833
1834 case range_golem: /* Control summoned monsters from scrolls */
1835 control_golem (op->contr->ranges[range_golem], dir);
1836 return;
1837
1838 case range_skill:
1839 if (!op->chosen_skill)
1840 {
1841 if (op->type == PLAYER)
1842 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1843
1844 return;
1845 }
1846
1847 do_skill (op, op, op->chosen_skill, dir, NULL);
1848 return;
1849 case range_builder:
1850 apply_map_builder (op, dir);
1851 return;
1852 default:
1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1854 return;
1855 } 1828 }
1829
1830 return true;
1856} 1831}
1857 1832
1858/* find_key 1833/* find_key
1859 * We try to find a key for the door as passed. If we find a key 1834 * We try to find a key for the door as passed. If we find a key
1860 * and successfully use it, we return the key, otherwise NULL 1835 * and successfully use it, we return the key, otherwise NULL
1947 * 0 otherwise 1922 * 0 otherwise
1948 */ 1923 */
1949static int 1924static int
1950player_attack_door (object *op, object *door) 1925player_attack_door (object *op, object *door)
1951{ 1926{
1952 /* If its a door, try to find a use a key. If we do destroy the door, 1927 /* If its a door, try to find a key. If we do destroy the door,
1953 * might as well return immediately as there is nothing more to do - 1928 * might as well return immediately as there is nothing more to do -
1954 * otherwise, we fall through to the rest of the code. 1929 * otherwise, we fall through to the rest of the code.
1955 */ 1930 */
1956 object *key = find_key (op, op, door); 1931 object *key = find_key (op, op, door);
1957 1932
1958 /* IF we found a key, do some extra work */ 1933 /* If we found a key, do some extra work */
1959 if (key) 1934 if (key)
1960 { 1935 {
1961 object *container = key->env; 1936 object *container = key->env;
1962 1937
1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1964 if (action_makes_visible (op)) 1938 if (action_makes_visible (op))
1965 make_visible (op); 1939 make_visible (op);
1940
1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1941 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1967 spring_trap (door->inv, op); 1942 spring_trap (door->inv, op);
1968 1943
1969 if (door->type == DOOR) 1944 if (door->type == DOOR)
1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1945 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1971 else if (door->type == LOCKED_DOOR) 1946 else if (door->type == LOCKED_DOOR)
1972 { 1947 {
1973 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1948 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1974 remove_door2 (door); /* remove door without violence ;-) */ 1949 remove_door2 (door); /* remove door without violence ;-) */
1975 } 1950 }
1976 1951
1977 /* Do this after we print the message */ 1952 /* Do this after we print the message */
1978 decrease_ob (key); /* Use up one of the keys */ 1953 key->decrease (); /* Use up one of the keys */
1979 /* Need to update the weight the container the key was in */
1980 if (container != op)
1981 esrv_update_item (UPD_WEIGHT, op, container);
1982 1954
1983 return 1; /* Nothing more to do below */ 1955 return 1; /* Nothing more to do below */
1984 } 1956 }
1985 else if (door->type == LOCKED_DOOR) 1957 else if (door->type == LOCKED_DOOR)
1986 { 1958 {
1987 /* Might as well return now - no other way to open this */ 1959 /* Might as well return now - no other way to open this */
1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1960 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1989 return 1; 1961 return 1;
1990 } 1962 }
1991 1963
1992 return 0; 1964 return 0;
1993} 1965}
1996 * It should keep the code cleaner. 1968 * It should keep the code cleaner.
1997 * When this is called, the players direction has been updated 1969 * When this is called, the players direction has been updated
1998 * (taking into account confusion.) The player is also actually 1970 * (taking into account confusion.) The player is also actually
1999 * going to try and move (not fire weapons). 1971 * going to try and move (not fire weapons).
2000 */ 1972 */
2001void 1973bool
2002move_player_attack (object *op, int dir) 1974move_player_attack (object *op, int dir)
2003{ 1975{
2004 object *tmp, *mon;
2005 sint16 nx, ny;
2006 int on_battleground; 1976 int on_battleground;
2007 maptile *m;
2008 1977
2009 nx = freearr_x[dir] + op->x; 1978 sint16 nx = freearr_x[dir] + op->x;
2010 ny = freearr_y[dir] + op->y; 1979 sint16 ny = freearr_y[dir] + op->y;
2011 1980
2012 on_battleground = op_on_battleground (op, 0, 0); 1981 on_battleground = op_on_battleground (op, 0, 0);
1982
1983 if (out_of_map (op->map, nx, ny))
1984 return false;
1985
1986 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1987 {
1988 --op->speed_left;
1989 return true;
1990 }
2013 1991
2014 /* If braced, or can't move to the square, and it is not out of the 1992 /* If braced, or can't move to the square, and it is not out of the
2015 * map, attack it. Note order of if statement is important - don't 1993 * map, attack it. Note order of if statement is important - don't
2016 * want to be calling move_ob if braced, because move_ob will move the 1994 * want to be calling move_ob if braced, because move_ob will move the
2017 * player. This is a pretty nasty hack, because if we could 1995 * player. This is a pretty nasty hack, because if we could
2018 * move to some space, it then means that if we are braced, we should 1996 * move to some space, it then means that if we are braced, we should
2019 * do nothing at all. As it is, if we are braced, we go through 1997 * do nothing at all. As it is, if we are braced, we go through
2020 * quite a bit of processing. However, it probably is less than what 1998 * quite a bit of processing. However, it probably is less than what
2021 * move_ob uses. 1999 * move_ob uses.
2022 */ 2000 */
2023 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2001 maptile *m = op->map->xy_find (nx, ny);
2002
2003 /* Go through all the objects, and find ones of interest. Only stop if
2004 * we find a monster - that is something we know we want to attack.
2005 * if its a door or barrel (can roll) see if there may be monsters
2006 * on the space
2007 */
2008 object *mon;
2009 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2010 {
2011 if ((mon->flag [FLAG_ALIVE]
2012 || mon->type == LOCKED_DOOR
2013 || mon->flag [FLAG_CAN_ROLL])
2014 && mon != op)
2015 break;
2024 { 2016 }
2025 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2017
2018 if (!mon) /* This happens anytime the player tries to move */
2019 return false; /* into a wall */
2020
2021 mon = mon->head_ ();
2022
2023 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2024 if (op->contr->weapon_sp_left > 0.f)
2025 if (player_attack_door (op, mon))
2026 {
2027 --op->contr->weapon_sp_left;
2028 return true;
2026 { 2029 }
2027 m = op->map->xy_find (nx, ny); 2030
2028 if (!m) 2031 /* The following deals with possibly attacking peaceful
2029 return; /* Don't think this should happen */ 2032 * or friendly creatures. Basically, all players are considered
2033 * unaggressive. If the moving player has peaceful set, then the
2034 * object should be pushed instead of attacked. It is assumed that
2035 * if you are braced, you will not attack friends accidently,
2036 * and thus will not push them.
2037 */
2038
2039 /* If the creature is a pet, push it even if the player is not
2040 * peaceful. Our assumption is the creature is a pet if the
2041 * player owns it and it is either friendly or unagressive.
2042 */
2043 if (op->type == PLAYER
2044 && ((mon->owner && mon->owner->contr
2045 && same_party (mon->owner->contr->party, op->contr->party))
2046 || mon->owner == op)
2047 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2048 {
2049 /* If we're braced, we don't want to switch places with it */
2050 if (op->contr->braced)
2051 return false;
2052
2053 if (op->speed_left > 0.f)
2054 {
2055 --op->speed_left;
2056
2057 op->play_sound (sound_find ("push_player"));
2058 push_ob (mon, dir, op);
2059
2060 if (action_makes_visible (op))
2061 make_visible (op);
2062
2063 return true;
2030 } 2064 }
2031 else 2065 else
2032 m = op->map;
2033
2034 if (!(tmp = m->at (nx, ny).bot))
2035 return; 2066 return false;
2067 }
2036 2068
2037 mon = 0;
2038 /* Go through all the objects, and find ones of interest. Only stop if
2039 * we find a monster - that is something we know we want to attack.
2040 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space
2042 */
2043 while (tmp)
2044 {
2045 if (tmp == op)
2046 {
2047 tmp = tmp->above;
2048 continue;
2049 }
2050
2051 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2052 {
2053 mon = tmp;
2054 break;
2055 }
2056
2057 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2058 mon = tmp;
2059
2060 tmp = tmp->above;
2061 }
2062
2063 if (!mon) /* This happens anytime the player tries to move */
2064 return; /* into a wall */
2065
2066 if (mon->head)
2067 mon = mon->head;
2068
2069 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2070 if (player_attack_door (op, mon))
2071 return;
2072
2073 /* The following deals with possibly attacking peaceful
2074 * or frienddly creatures. Basically, all players are considered
2075 * unaggressive. If the moving player has peaceful set, then the
2076 * object should be pushed instead of attacked. It is assumed that
2077 * if you are braced, you will not attack friends accidently,
2078 * and thus will not push them.
2079 */
2080
2081 /* If the creature is a pet, push it even if the player is not
2082 * peaceful. Our assumption is the creature is a pet if the
2083 * player owns it and it is either friendly or unagressive.
2084 */
2085 if ((op->type == PLAYER)
2086#if COZY_SERVER
2087 &&
2088 ((mon->owner && mon->owner->contr
2089 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2090#else
2091 && mon->owner == op
2092#endif
2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2094 {
2095 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced)
2097 return;
2098
2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2100 (void) push_ob (mon, dir, op);
2101 if (op->contr->tmp_invis || op->hide)
2102 make_visible (op);
2103
2104 return;
2105 }
2106
2107 /* in certain circumstances, you shouldn't attack friendly 2069 /* in certain circumstances, you shouldn't attack friendly
2108 * creatures. Note that if you are braced, you can't push 2070 * creatures. Note that if you are braced, you can't push
2109 * someone, but put it inside this loop so that you won't 2071 * someone, but put it inside this loop so that you won't
2110 * attack them either. 2072 * attack them either.
2111 */ 2073 */
2112 if ((mon->type == PLAYER || mon->enemy != op) && 2074 if ((mon->type == PLAYER || mon->enemy != op)
2113 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2075 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2114#ifdef PROHIBIT_PLAYERKILL
2115 (op->contr->peaceful 2076 && ((op->contr->peaceful
2116 || (mon->type == PLAYER 2077 || (mon->type == PLAYER && mon->contr->peaceful))
2117 && mon->contr->
2118 peaceful)) &&
2119#else
2120 op->contr->peaceful &&
2121#endif
2122 !on_battleground)) 2078 && !on_battleground))
2079 {
2080 if (op->speed_left > 0.f)
2123 { 2081 {
2082 --op->speed_left;
2083
2124 if (!op->contr->braced) 2084 if (!op->contr->braced)
2125 { 2085 {
2126 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2086 op->play_sound (sound_find ("push_player"));
2127 push_ob (mon, dir, op); 2087 push_ob (mon, dir, op);
2128 } 2088 }
2129 else 2089 else
2130 new_draw_info (0, 0, op, "You withhold your attack"); 2090 op->statusmsg ("You withhold your attack");
2131 2091
2132 if (op->contr->tmp_invis || op->hide) 2092 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2133 make_visible (op); 2093 make_visible (op);
2134 }
2135 2094
2095 return true;
2096 }
2097 }
2136 /* If the object is a boulder or other rollable object, then 2098 /* If the object is a boulder or other rollable object, then
2137 * roll it if not braced. You can't roll it if you are braced. 2099 * roll it if not braced. You can't roll it if you are braced.
2138 */ 2100 */
2139 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2101 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2102 {
2103 if (op->speed_left > 0.f)
2140 { 2104 {
2105 --op->speed_left;
2106
2141 recursive_roll (mon, dir, op); 2107 recursive_roll (mon, dir, op);
2142 if (action_makes_visible (op)) 2108 if (action_makes_visible (op))
2143 make_visible (op); 2109 make_visible (op);
2144 }
2145 2110
2111 return true;
2112 }
2113 }
2146 /* Any generic living creature. Including things like doors. 2114 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2115 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2116 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 2117 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 2118 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2119 */
2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2120 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2153 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2121 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2154 { 2122 {
2155 2123 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2156 /* If the player hasn't hit something this tick, and does
2157 * so, give them speed boost based on weapon speed. Doing
2158 * it here is better than process_players2, which basically
2159 * incurred a 1 tick offset.
2160 */
2161 if (!op->contr->has_hit)
2162 { 2124 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2125 --op->contr->weapon_sp_left;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167 2126
2168 skill_attack (mon, op, 0, 0, 0); 2127 skill_attack (mon, op, 0, 0, 0);
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2176 {
2177 short luck = mon->stats.luck;
2178
2179 mon->contr->has_hit = 1;
2180 skill_attack (op, mon, 0, 0, 0);
2181 mon->stats.luck = luck;
2182 }
2183 2128
2184 if (action_makes_visible (op)) 2129 if (action_makes_visible (op))
2185 make_visible (op); 2130 make_visible (op);
2186 }
2187 } /* if player should attack something */
2188}
2189 2131
2190int 2132 return true;
2133 }
2134 }
2135
2136 return false;
2137}
2138
2139bool
2191move_player (object *op, int dir) 2140move_player (object *op, int dir)
2192{ 2141{
2193 int pick; 2142 int pick;
2194 2143
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2144 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2196 return 0; 2145 return 0;
2197 2146
2198 /* Sanity check: make sure dir is valid */ 2147 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9)) 2148 if ((dir < 0) || (dir >= 9))
2200 { 2149 {
2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2155 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2207 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2156 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2208 2157
2209 op->facing = dir; 2158 op->facing = dir;
2210 2159
2211 if (op->hide) 2160 if (op->flag [FLAG_HIDDEN])
2212 do_hidden_move (op); 2161 do_hidden_move (op);
2213 2162
2163 bool retval;
2164
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2165 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 /*nop */ ; 2166 retval = RESULT_INT (0);
2216 else if (op->contr->fire_on) 2167 else if (op->contr->fire_on)
2217 fire (op, dir); 2168 retval = fire (op, dir);
2218 else 2169 else
2219 { 2170 {
2220 move_player_attack (op, dir); 2171 retval = move_player_attack (op, dir);
2221 pick = check_pick (op); 2172 pick = check_pick (op);
2222 } 2173 }
2223 2174
2224 /* Add special check for newcs players and fire on - this way, the 2175 /* Add special check for newcs players and fire on - this way, the
2225 * server can handle repeat firing. 2176 * server can handle repeat firing.
2232 /* Update how the player looks. Use the facing, so direction may 2183 /* Update how the player looks. Use the facing, so direction may
2233 * get reset to zero. This allows for full animation capabilities 2184 * get reset to zero. This allows for full animation capabilities
2234 * for players. 2185 * for players.
2235 */ 2186 */
2236 animate_object (op, op->facing); 2187 animate_object (op, op->facing);
2237 return 0; 2188
2189 return retval;
2238} 2190}
2239 2191
2240/* This is similar to handle_player, below, but is only used by the 2192/* This is similar to handle_player, below, but is only used by the
2241 * new client/server stuff. 2193 * new client/server stuff.
2242 * This is sort of special, in that the new client/server actually uses 2194 * This is sort of special, in that the new client/server actually uses
2243 * the new speed values for commands. 2195 * the new speed values for commands.
2244 * 2196 *
2245 * Returns true if there are more actions we can do. 2197 * Returns true if there are more actions we can do. Should not do
2198 * many actions in a row, as that would be too unfair to other
2199 * players.
2246 */ 2200 */
2247int 2201bool
2248handle_newcs_player (object *op) 2202handle_newcs_player (object *op)
2249{ 2203{
2250 if (QUERY_FLAG (op, FLAG_SCARED)) 2204 if (QUERY_FLAG (op, FLAG_SCARED))
2251 { 2205 {
2252 flee_player (op); 2206 if (op->speed_left > 0.f)
2253 /* If player is still scared, that is his action for this tick */
2254 if (QUERY_FLAG (op, FLAG_SCARED))
2255 { 2207 {
2256 op->speed_left--; 2208 --op->speed_left;
2209 flee_player (op);
2210
2257 return 0; 2211 return true;
2258 } 2212 }
2213 else
2214 return false;
2259 } 2215 }
2260 2216
2261 /* call this here - we also will call this in do_ericserver, but 2217 /* call this here - we also will call this in do_ericserver, but
2262 * the players time has been increased when doericserver has been 2218 * the players time has been increased when doericserver has been
2263 * called, so we recheck it here. 2219 * called, so we recheck it here.
2264 */ 2220 */
2265 if (op->contr->ns->handle_command ()) 2221 if (op->contr->ns->handle_command ())
2266 return 1; 2222 return true;
2267 2223
2268 if (op->speed_left > 0)
2269 {
2270 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2224 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2271 {
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player (op, op->direction); 2225 return move_player (op, op->direction);
2280 2226
2281 return op->speed_left > 0;
2282 }
2283 }
2284
2285 return 0; 2227 return false;
2286} 2228}
2287 2229
2288int 2230int
2289save_life (object *op) 2231save_life (object *op)
2290{ 2232{
2292 return 0; 2234 return 0;
2293 2235
2294 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2236 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2295 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2237 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2296 { 2238 {
2297 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2239 op->play_sound (sound_find ("ob_evaporate"));
2298 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2240 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2299
2300 if (op->contr)
2301 esrv_del_item (op->contr, tmp->count);
2302 2241
2303 tmp->destroy (); 2242 tmp->destroy ();
2304 CLEAR_FLAG (op, FLAG_LIFESAVE); 2243 CLEAR_FLAG (op, FLAG_LIFESAVE);
2305 2244
2306 if (op->stats.hp < 0) 2245 if (op->stats.hp < 0)
2319 return 0; 2258 return 0;
2320} 2259}
2321 2260
2322/* This goes throws the inventory and removes unpaid objects, and puts them 2261/* This goes throws the inventory and removes unpaid objects, and puts them
2323 * back in the map (location and map determined by values of env). This 2262 * back in the map (location and map determined by values of env). This
2324 * function will descend into containers. op is the object to start the search 2263 * function will descend into containers. op is the object to start the search
2325 * from. 2264 * from.
2326 */ 2265 */
2266static void
2267drop_unpaid_items (object *op, object *env)
2268{
2269 while (op)
2270 {
2271 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2272
2273 if (QUERY_FLAG (op, FLAG_UNPAID))
2274 op->insert_at (env);
2275 else if (op->inv)
2276 drop_unpaid_items (op->inv, env);
2277
2278 op = next;
2279 }
2280}
2281
2327void 2282void
2328remove_unpaid_objects (object *op, object *env) 2283object::drop_unpaid_items ()
2329{ 2284{
2330 while (op) 2285 if (!flag [FLAG_REMOVED])
2331 { 2286 ::drop_unpaid_items (inv, this);
2332 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2333
2334 if (QUERY_FLAG (op, FLAG_UNPAID))
2335 {
2336 if (env->type == PLAYER)
2337 esrv_del_item (env->contr, op->count);
2338
2339 op->insert_at (env);
2340 }
2341 else if (op->inv)
2342 remove_unpaid_objects (op->inv, env);
2343
2344 op = next;
2345 }
2346} 2287}
2347 2288
2348/* 2289/*
2349 * Returns pointer a static string containing gravestone text 2290 * Returns pointer a static string containing gravestone text
2350 * Moved from apply.c to player.c - player.c is what 2291 * Moved from apply.c to player.c - player.c is what
2351 * actually uses this function. player.c may not be quite the 2292 * actually uses this function. player.c may not be quite the
2352 * best, a misc file for object actions is probably better, 2293 * best, a misc file for object actions is probably better,
2353 * but there isn't one in the server directory. 2294 * but there isn't one in the server directory.
2354 */ 2295 */
2355char * 2296const char *
2356gravestone_text (object *op) 2297gravestone_text (object *op)
2357{ 2298{
2358 static char buf2[MAX_BUF]; 2299 static dynbuf_text buf;
2359 char buf[MAX_BUF];
2360 time_t now = time (NULL);
2361 2300
2362 strcpy (buf2, " R.I.P.\n\n"); 2301 buf << "---- R.I.P. ----\n\n"
2302 << op->name;
2303
2363 if (op->type == PLAYER) 2304 if (op->type == PLAYER)
2364 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2305 buf << " the " << op->contr->title;
2365 else
2366 sprintf (buf, "%s\n", &op->name);
2367 2306
2368 strncat (buf2, " ", 20 - strlen (buf) / 2); 2307 buf << "\n\n";
2369 strcat (buf2, buf); 2308
2309 buf << "who was level ";
2310 buf << (sint32)op->level << "\n\n" // OO breakdown
2311 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2312
2370 if (op->type == PLAYER) 2313 if (op->type == PLAYER)
2371 sprintf (buf, "who was in level %d when killed\n", op->level); 2314 buf << "by " << op->contr->killer_name () << ".\n\n";
2372 else
2373 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2374 2315
2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 if (op->type == PLAYER)
2378 { 2316 {
2379 sprintf (buf, "by %s.\n\n", op->contr->killer); 2317 static char buf2[128];
2380 strncat (buf2, " ", 21 - strlen (buf) / 2); 2318 time_t now = time (NULL);
2381 strcat (buf2, buf);
2382 }
2383
2384 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2319 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2385 strncat (buf2, " ", 20 - strlen (buf) / 2); 2320 buf << buf2;
2386 strcat (buf2, buf); 2321 }
2387 2322
2388 return buf2; 2323 return buf;
2389} 2324}
2390 2325
2391void 2326void
2392do_some_living (object *op) 2327do_some_living (object *op)
2393{ 2328{
2445 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2380 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2446 else 2381 else
2447 { 2382 {
2448 gen_grace = op->stats.maxgrace; 2383 gen_grace = op->stats.maxgrace;
2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2384 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2450 }
2451
2452 /* Regenerate Spell Points */
2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2454 {
2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2456 if (op->stats.sp < op->stats.maxsp)
2457 {
2458 op->stats.sp++;
2459 /* dms do not consume food */
2460 if (!QUERY_FLAG (op, FLAG_WIZ))
2461 {
2462 op->stats.food--;
2463 if (op->contr->digestion < 0)
2464 op->stats.food += op->contr->digestion;
2465 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2466 op->stats.food = last_food;
2467 }
2468 }
2469
2470 if (max_sp > 1)
2471 {
2472 over_sp = (gen_sp + 10) / rate_sp;
2473 if (over_sp > 0)
2474 {
2475 if (op->stats.sp < op->stats.maxsp)
2476 {
2477 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2478
2479 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2480 op->stats.sp--;
2481
2482 if (op->stats.sp > op->stats.maxsp)
2483 op->stats.sp = op->stats.maxsp;
2484 }
2485 op->last_sp = 0;
2486 }
2487 else
2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2489 }
2490 else
2491 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2492 } 2385 }
2493 2386
2494 /* Regenerate Grace */ 2387 /* Regenerate Grace */
2495 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2388 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2496 if (--op->last_grace < 0) 2389 if (--op->last_grace < 0)
2517 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2410 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2518 } 2411 }
2519 /* wearing stuff doesn't detract from grace generation. */ 2412 /* wearing stuff doesn't detract from grace generation. */
2520 } 2413 }
2521 2414
2415 if (op->stats.food > 0)
2416 {
2522 /* Regenerate Hit Points */ 2417 /* Regenerate Spell Points */
2523 if (--op->last_heal < 0) 2418 if (!op->contr->golem && --op->last_sp < 0)
2524 {
2525 if (op->stats.hp < op->stats.maxhp)
2526 { 2419 {
2527 op->stats.hp++; 2420 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2528 /* dms do not consume food */ 2421
2529 if (!QUERY_FLAG (op, FLAG_WIZ)) 2422 if (op->stats.sp < op->stats.maxsp)
2530 { 2423 {
2424 op->stats.sp++;
2425
2426 /* dms do not consume food */
2427 if (!QUERY_FLAG (op, FLAG_WIZ))
2428 {
2531 op->stats.food--; 2429 op->stats.food--;
2430
2532 if (op->contr->digestion < 0) 2431 if (op->contr->digestion < 0)
2533 op->stats.food += op->contr->digestion; 2432 op->stats.food += op->contr->digestion;
2534 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2433 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2535 op->stats.food = last_food; 2434 op->stats.food = last_food;
2435 }
2536 } 2436 }
2537 }
2538 2437
2539 if (max_hp > 1) 2438 if (max_sp > 1)
2540 {
2541 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2542 if (over_hp > 0)
2543 { 2439 {
2544 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2440 over_sp = (gen_sp + 10) / rate_sp;
2441 if (over_sp > 0)
2442 {
2443 if (op->stats.sp < op->stats.maxsp)
2444 {
2445 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2446
2447 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2448 op->stats.sp--;
2449
2450 if (op->stats.sp > op->stats.maxsp)
2451 op->stats.sp = op->stats.maxsp;
2452 }
2453
2545 op->last_heal = 0; 2454 op->last_sp = 0;
2455 }
2456 else
2457 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2546 } 2458 }
2547 else 2459 else
2460 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2461 }
2462
2463 /* Regenerate Hit Points */
2464 if (--op->last_heal < 0)
2465 {
2466 if (op->stats.hp < op->stats.maxhp)
2548 { 2467 {
2549 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2468 op->stats.hp++;
2469
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 {
2473 op->stats.food--;
2474
2475 if (op->contr->digestion < 0)
2476 op->stats.food += op->contr->digestion;
2477 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2478 op->stats.food = last_food;
2479 }
2550 } 2480 }
2481
2482 if (max_hp > 1)
2483 {
2484 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2485
2486 if (over_hp > 0)
2487 {
2488 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2489 op->last_heal = 0;
2490 }
2491 else
2492 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2551 } 2493 }
2552 else 2494 else
2553 {
2554 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2495 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2555 } 2496 }
2556 } 2497 }
2557 2498
2558 /* Digestion */ 2499 /* Digestion */
2559 if (--op->last_eat < 0) 2500 if (--op->last_eat < 0)
2560 { 2501 {
2561#ifdef COZY_SERVER 2502 int bonus = max (0, op->contr->digestion),
2562 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2503 penalty = max (0, -op->contr->digestion);
2563 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2564#else
2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2566#endif
2567 2504
2568 if (op->contr->gen_hp > 0)
2569 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2505 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2570 else
2571 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2572 2506
2573 /* dms do not consume food */ 2507 /* dms do not consume food */
2574 if (!QUERY_FLAG (op, FLAG_WIZ)) 2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2575 op->stats.food--; 2509 op->stats.food--;
2576 } 2510 }
2577 2511
2578 if (op->stats.food < 0 && op->stats.hp >= 0) 2512 if (op->stats.food < 0 && op->stats.hp >= 0)
2579 { 2513 {
2580 object *tmp, *flesh = 0; 2514 object *flesh = 0;
2581 2515
2582 for (tmp = op->inv; tmp; tmp = tmp->below) 2516 for_inv_removable (op, tmp)
2583 { 2517 {
2584 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2518 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2519 continue;
2520
2521 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2585 { 2522 {
2586 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2523 op->statusmsg ("You blindly grab for a bite of food. "
2587 { 2524 "H<To prevent you from starving, you ate some random item from your backpack.>");
2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2589 manual_apply (op, tmp, 0); 2525 manual_apply (op, tmp, 0);
2526
2590 if (op->stats.food >= 0 || op->stats.hp < 0) 2527 if (op->stats.food >= 0 || op->stats.hp < 0)
2591 break; 2528 break;
2592 } 2529 }
2593 else if (tmp->type == FLESH) 2530 else if (tmp->type == FLESH)
2594 flesh = tmp; 2531 flesh = tmp;
2595 } /* End if paid for object */ 2532 }
2596 } /* end of for loop */
2597 2533
2598 /* If player is still starving, it means they don't have any food, so 2534 /* If player is still starving, it means they don't have any food, so
2599 * eat flesh instead. 2535 * eat flesh instead.
2600 */ 2536 */
2601 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2537 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2602 { 2538 {
2603 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2539 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2604 manual_apply (op, flesh, 0); 2541 manual_apply (op, flesh, 0);
2605 } 2542 }
2543
2544 // If player is still starving, alert him!
2545 if (op->stats.food < 0)
2546 op->failmsg ("You are starving! "
2547 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2548 }
2549
2550 if (op->stats.food < 0)
2606 } 2551 {
2552 op->stats.hp += op->stats.food;
2553 op->stats.food = 0;
2607 2554
2608 while (op->stats.food < 0 && op->stats.hp >= 0) 2555 if (op->stats.hp < 0)
2609 op->stats.food++, op->stats.hp--; 2556 {
2557 op->contr->killer = archetype::get ("killer_starvation");
2558 op->contr->killer->destroy ();
2559 }
2560 }
2610 2561
2562 /* killer should be set here already */
2611 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2563 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2612 kill_player (op); 2564 kill_player (op);
2613 } 2565 }
2614} 2566}
2615 2567
2619 * file. 2571 * file.
2620 */ 2572 */
2621void 2573void
2622kill_player (object *op) 2574kill_player (object *op)
2623{ 2575{
2576 int x, y;
2624 char buf[MAX_BUF]; 2577 char buf[MAX_BUF];
2625 int x, y;
2626
2627 //int i;
2628 maptile *map; /* this is for resurrection */ 2578 maptile *map; /* this is for resurrection */
2629
2630 /* int z;
2631 int num_stats_lose;
2632 int lost_a_stat;
2633 int lose_this_stat;
2634 int this_stat; */
2635 int will_kill_again; 2579 int will_kill_again;
2636 archetype *at; 2580 archetype *at;
2637 object *tmp; 2581 object *tmp;
2638 2582
2639 if (save_life (op)) 2583 if (save_life (op))
2640 return; 2584 return;
2641
2642 2585
2643 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2586 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2644 * in cities ONLY!!! It is very important that this doesn't get abused. 2587 * in cities ONLY!!! It is very important that this doesn't get abused.
2645 * Look at op_on_battleground() for more info --AndreasV 2588 * Look at op_on_battleground() for more info --AndreasV
2646 */ 2589 */
2662 { 2605 {
2663 tmp->destroy (); 2606 tmp->destroy ();
2664 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2607 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2665 } 2608 }
2666 2609
2667 cure_disease (op, 0); /* remove any disease */ 2610 cure_disease (op, 0, 0); /* remove any disease */
2668 op->stats.hp = op->stats.maxhp; 2611 op->stats.hp = op->stats.maxhp;
2669 if (op->stats.food <= 0) 2612 if (op->stats.food <= 0)
2670 op->stats.food = 999; 2613 op->stats.food = 999;
2671 2614
2672 /* create a bodypart-trophy to make the winner happy */ 2615 /* create a bodypart-trophy to make the winner happy */
2673 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2616 if (object *tmp = arch_to_object (archetype::find ("finger")))
2674 { 2617 {
2675 sprintf (buf, "%s's finger", &op->name); 2618 tmp->name = format ("%s's finger" , &op->name);
2676 tmp->name = buf; 2619 tmp->name_pl = format ("%s's fingers", &op->name);
2677 sprintf (buf, " This finger has been cut off %s\n"
2678 " the %s, when he was defeated at\n level %d by %s.\n",
2679 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2680 tmp->msg = buf; 2620 tmp->msg = format (
2621 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2622 &op->name, op->contr->title,
2623 (int)op->level,
2624 op->contr->killer_name ()
2625 );
2681 tmp->value = 0, tmp->type = 0; 2626 tmp->value = 0, tmp->type = 0;
2682 tmp->materialname = "organics"; 2627 tmp->materialname = "organics";
2683 tmp->insert_at (op, tmp); 2628 tmp->insert_at (op, tmp);
2684 } 2629 }
2685 2630
2691 2636
2692 INVOKE_PLAYER (DEATH, op->contr); 2637 INVOKE_PLAYER (DEATH, op->contr);
2693 2638
2694 command_kill_pets (op, 0); 2639 command_kill_pets (op, 0);
2695 2640
2696 if (op->stats.food < 0) 2641 op->contr->play_sound (sound_find ("player_dies"));
2697 {
2698 sprintf (buf, "%s starved to death.", &op->name);
2699 strcpy (op->contr->killer, "starvation");
2700 }
2701 else
2702 sprintf (buf, "%s died.", &op->name);
2703
2704 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2705 2642
2706 /* save the map location for corpse, gravestone */ 2643 /* save the map location for corpse, gravestone */
2707 x = op->x; 2644 x = op->x;
2708 y = op->y; 2645 y = op->y;
2709 map = op->map; 2646 map = op->map;
2816 lost_a_stat = 1; 2753 lost_a_stat = 1;
2817 } 2754 }
2818 } 2755 }
2819 } 2756 }
2820 } 2757 }
2758
2821 /* If no stat lost, tell the player. */ 2759 /* If no stat lost, tell the player. */
2822 if (!lost_a_stat) 2760 if (!lost_a_stat)
2823 { 2761 {
2824 /* determine_god() seems to not work sometimes... why is this? 2762 /* determine_god() seems to not work sometimes... why is this?
2825 Should I be using something else? GD */ 2763 Should I be using something else? GD */
2829 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2767 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2830 else 2768 else
2831 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2769 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2832 } 2770 }
2833#else 2771#else
2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2772 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2835#endif 2773#endif
2836 2774
2837 /* Put a gravestone up where the character 'almost' died. List the 2775 /* Put a gravestone up where the character 'almost' died. List the
2838 * exp loss on the stone. 2776 * exp loss on the stone.
2839 */ 2777 */
2840 tmp = arch_to_object (archetype::find ("gravestone")); 2778 tmp = arch_to_object (archetype::find ("gravestone"));
2841 sprintf (buf, "%s's gravestone", &op->name); 2779 tmp->name = format ("%s's gravestone", &op->name);
2842 tmp->name = buf; 2780 tmp->name_pl = format ("%s's gravestones", &op->name);
2843 sprintf (buf, "%s's gravestones", &op->name); 2781 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2844 tmp->name_pl = buf; 2782 &op->name, op->contr->title, op->contr->killer_name ());
2845 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);
2846 tmp->msg = buf;
2847 tmp->x = op->x, tmp->y = op->y; 2783 tmp->x = op->x, tmp->y = op->y;
2848 insert_ob_in_map (tmp, op->map, NULL, 0); 2784 insert_ob_in_map (tmp, op->map, NULL, 0);
2849 2785
2850 /**************************************/ 2786 /**************************************/
2851 /* */ 2787 /* */
2872 { 2808 {
2873 tmp->destroy (); 2809 tmp->destroy ();
2874 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2810 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2875 } 2811 }
2876 2812
2877 cure_disease (op, 0); /* remove any disease */ 2813 cure_disease (op, 0, 0); /* remove any disease */
2814
2815 // remove all spell effects that are active
2816 // to avoid long-term effects such as word-of-recall
2817 for (object *item = op->inv; item; )
2818 {
2819 object *next = item->below;
2820
2821 if (item->type == SPELL_EFFECT && item->active)
2822 item->destroy ();
2823
2824 item = next;
2825 }
2878 2826
2879 /*add_exp(op, (op->stats.exp * -0.20)); */ 2827 /*add_exp(op, (op->stats.exp * -0.20)); */
2880 apply_death_exp_penalty (op); 2828 apply_death_exp_penalty (op);
2829
2881 if (op->stats.food < 100) 2830 if (op->stats.food < 100)
2882 op->stats.food = 900; 2831 op->stats.food = 900;
2832
2883 op->stats.hp = op->stats.maxhp; 2833 op->stats.hp = op->stats.maxhp;
2884 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2834 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2885 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2835 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2886 2836
2887 /* 2837 /*
2888 * Check to see if the player has any unpaid items. If so, remove them 2838 * Check to see if the player has any unpaid items. If so, remove them
2889 * and put them back in the map. 2839 * and put them back in the map.
2890 */ 2840 */
2891 remove_unpaid_objects (op->inv, op); 2841 op->drop_unpaid_items ();
2892 2842
2893 /****************************************/ 2843 /****************************************/
2894 /* */ 2844 /* */
2895 /* Move player to his current respawn- */ 2845 /* Move player to his current respawn- */
2896 /* position (usually last savebed) */ 2846 /* position (usually last savebed) */
2916 object *force; 2866 object *force;
2917 int at; 2867 int at;
2918 2868
2919 force = get_archetype (FORCE_NAME); 2869 force = get_archetype (FORCE_NAME);
2920 /* 50 ticks should be enough time for the spell to abate */ 2870 /* 50 ticks should be enough time for the spell to abate */
2921 force->speed = 0.1; 2871 force->speed = 0.1f;
2922 force->speed_left = -5.0; 2872 force->speed_left = -5.f;
2923 SET_FLAG (force, FLAG_APPLIED); 2873 SET_FLAG (force, FLAG_APPLIED);
2924 for (at = 0; at < NROFATTACKS; at++) 2874 for (at = 0; at < NROFATTACKS; at++)
2925 if (will_kill_again & (1 << at)) 2875 if (will_kill_again & (1 << at))
2926 force->resist[at] = 100; 2876 force->resist[at] = 100;
2927 2877
2928 insert_ob_in_ob (force, op); 2878 insert_ob_in_ob (force, op);
2929 op->update_stats (); 2879 op->update_stats ();
2930
2931 } 2880 }
2932 2881
2933 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2882 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934} 2883}
2935 2884
2955 2904
2956 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2905 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2957 { 2906 {
2958 if (tmp->nrof > 1) 2907 if (tmp->nrof > 1)
2959 { 2908 {
2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2909 tmp->decrease (rndm (1, tmp->nrof - 1));
2961 tmp2->destroy ();
2962 insert_ob_in_map (tmp, op->map, NULL, 0); 2910 insert_ob_in_map (tmp, op->map, NULL, 0);
2963 } 2911 }
2964 else 2912 else
2965 tmp->destroy (); 2913 tmp->destroy ();
2966 } 2914 }
2977void 2925void
2978fix_weight (void) 2926fix_weight (void)
2979{ 2927{
2980 for_all_players (pl) 2928 for_all_players (pl)
2981 { 2929 {
2982 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2930 sint32 old = pl->ob->carrying;
2983 2931
2984 if (old == sum) 2932 pl->ob->update_weight ();
2985 continue; 2933
2934 if (old != pl->ob->carrying)
2935 {
2986 pl->ob->update_stats (); 2936 pl->ob->update_stats ();
2987 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2937 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2938 }
2988 } 2939 }
2989} 2940}
2990 2941
2991void 2942void
2992fix_luck (void) 2943fix_luck (void)
3034} 2985}
3035 2986
3036void 2987void
3037make_visible (object *op) 2988make_visible (object *op)
3038{ 2989{
3039 op->hide = 0; 2990 op->flag [FLAG_HIDDEN] = 0;
3040 op->invisible = 0; 2991 op->invisible = 0;
2992
3041 if (op->type == PLAYER) 2993 if (op->type == PLAYER)
3042 { 2994 {
3043 op->contr->tmp_invis = 0; 2995 op->contr->tmp_invis = 0;
3044 op->contr->invis_race = 0; 2996 op->contr->invis_race = 0;
3045 } 2997 }
3048} 3000}
3049 3001
3050int 3002int
3051is_true_undead (object *op) 3003is_true_undead (object *op)
3052{ 3004{
3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3005 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3054 return 1; 3006 return 1;
3055 3007
3056 return 0; 3008 return 0;
3057} 3009}
3058 3010
3059/* look at the surrounding terrain to determine 3011/* look at the surrounding terrain to determine
3060 * the hideability of this object. Positive levels 3012 * the hideability of this object. Positive levels
3061 * indicate greater hideability. 3013 * indicate greater hideability.
3062 */ 3014 */
3063
3064int 3015int
3065hideability (object *ob) 3016hideability (object *ob)
3066{ 3017{
3067 int i, level = 0, mflag; 3018 int i, level = 0, mflag;
3068 sint16 x, y; 3019 sint16 x, y;
3078 * as bad as carrying a light on a pitch dark map */ 3029 * as bad as carrying a light on a pitch dark map */
3079 if (has_carried_lights (ob)) 3030 if (has_carried_lights (ob))
3080 level = -(10 + (2 * ob->map->darkness)); 3031 level = -(10 + (2 * ob->map->darkness));
3081 3032
3082 /* scan through all nearby squares for terrain to hide in */ 3033 /* scan through all nearby squares for terrain to hide in */
3083 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3034 for (i = 0, x = ob->x, y = ob->y;
3035 i <= SIZEOFFREE1;
3036 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3084 { 3037 {
3085 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3038 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3086 if (mflag & P_OUT_OF_MAP) 3039 if (mflag & P_OUT_OF_MAP)
3087 {
3088 continue; 3040 continue;
3089 } 3041
3090 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3042 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3091 level += 2; 3043 level += 2;
3092 else /* open terrain! */ 3044 else /* open terrain! */
3093 level -= 1; 3045 level -= 1;
3094 } 3046 }
3102/* For Hidden creatures - a chance of becoming 'unhidden' 3054/* For Hidden creatures - a chance of becoming 'unhidden'
3103 * every time they move - as we subtract off 'invisibility' 3055 * every time they move - as we subtract off 'invisibility'
3104 * AND, for players, if they move into a ridiculously unhideable 3056 * AND, for players, if they move into a ridiculously unhideable
3105 * spot (surrounded by clear terrain in broad daylight). -b.t. 3057 * spot (surrounded by clear terrain in broad daylight). -b.t.
3106 */ 3058 */
3107
3108void 3059void
3109do_hidden_move (object *op) 3060do_hidden_move (object *op)
3110{ 3061{
3111 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3062 int hide = 0;
3112 object *skop;
3113 3063
3114 if (!op || !op->map) 3064 if (!op || !op->map)
3115 return; 3065 return;
3116 3066
3117 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3067 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3068 int num = random_roll (0, 19, op, PREFER_LOW);
3118 3069
3119 /* its *extremely* hard to run and sneak/hide at the same time! */ 3070 /* its *extremely* hard to run and sneak/hide at the same time! */
3120 if (op->type == PLAYER && op->contr->run_on) 3071 if (op->type == PLAYER && op->contr->run_on)
3121 if (!skop || num >= skop->level) 3072 if (!skop || num >= skop->level)
3122 { 3073 {
3132 num -= hide; 3083 num -= hide;
3133 3084
3134 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3085 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3135 { 3086 {
3136 make_visible (op); 3087 make_visible (op);
3088
3137 if (op->type == PLAYER) 3089 if (op->type == PLAYER)
3138 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3090 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3139 } 3091 }
3140 else if (op->type == PLAYER && skop) 3092 else if (op->type == PLAYER && skop)
3141 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3093 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3194 * object op. This function works fine for monsters, 3146 * object op. This function works fine for monsters,
3195 * but we dont worry if the object isnt the top one in 3147 * but we dont worry if the object isnt the top one in
3196 * a pile (say a coin under a table would return "viewable" 3148 * a pile (say a coin under a table would return "viewable"
3197 * by this routine). Another question, should we be 3149 * by this routine). Another question, should we be
3198 * concerned with the direction the player is looking 3150 * concerned with the direction the player is looking
3199 * in? Realistically, most of use cant see stuff behind 3151 * in? Realistically, most of us can't see stuff behind
3200 * our backs...on the other hand, does the "facing" direction 3152 * our backs...on the other hand, does the "facing" direction
3201 * imply the way your head, or body is facing? Its possible 3153 * imply the way your head, or body is facing? It's possible
3202 * for them to differ. Sigh, this fctn could get a bit more complex. 3154 * for them to differ. Sigh, this fctn could get a bit more complex.
3203 * -b.t. 3155 * -b.t.
3204 * This function is now map tiling safe. 3156 * This function is now map tiling safe.
3205 */ 3157 */
3206
3207int 3158int
3208player_can_view (object *pl, object *op) 3159player_can_view (object *pl, object *op)
3209{ 3160{
3210 rv_vector rv; 3161 rv_vector rv;
3211 int dx, dy; 3162 int dx, dy;
3223 3174
3224 get_rangevector (pl, op, &rv, 0x1); 3175 get_rangevector (pl, op, &rv, 0x1);
3225 3176
3226 /* starting with the 'head' part, lets loop 3177 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any 3178 * through the object and find if it has any
3228 * part that is in the los array but isnt on 3179 * part that is in the los array but isn't on
3229 * a blocked los square. 3180 * a blocked los square.
3230 * we use the archetype to figure out offsets. 3181 * we use the archetype to figure out offsets.
3231 */ 3182 */
3232 while (op) 3183 while (op)
3233 { 3184 {
3234 dx = rv.distance_x + op->arch->clone.x; 3185 dx = rv.distance_x + op->arch->x;
3235 dy = rv.distance_y + op->arch->clone.y; 3186 dy = rv.distance_y + op->arch->y;
3236 3187
3237 /* only the viewable area the player sees is updated by LOS 3188 /* only the viewable area the player sees is updated by LOS
3238 * code, so we need to restrict ourselves to that range of values 3189 * code, so we need to restrict ourselves to that range of values
3239 * for any meaningful values. 3190 * for any meaningful values.
3240 */ 3191 */
3241 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3192 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3242 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3243 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3244 return 1; 3193 return 1;
3194
3245 op = op->more; 3195 op = op->more;
3246 } 3196 }
3197
3247 return 0; 3198 return 0;
3248} 3199}
3249 3200
3250/* routine for both players and monsters. We call this when 3201/* routine for both players and monsters. We call this when
3251 * there is a possibility for our action distrubing our hiding 3202 * there is a possibility for our action distrubing our hiding
3252 * place or invisiblity spell. Artefact invisiblity is not 3203 * place or invisiblity spell. Artefact invisiblity causes
3253 * effected by this. If we arent invisible to begin with, we 3204 * "noise" instead. If we arent invisible to begin with, we
3254 * return 0. 3205 * return 0.
3255 */ 3206 */
3256int 3207int
3257action_makes_visible (object *op) 3208action_makes_visible (object *op)
3258{ 3209{
3259
3260 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3210 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3261 { 3211 {
3262 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3212 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3213 {
3214 // artefact invisibility is permanent, but we still make noise
3215 // this is important for game-balance.
3216 if (op->contr)
3217 op->make_noise ();
3218
3263 return 0; 3219 return 0;
3220 }
3264 3221
3265 if (op->contr && op->contr->tmp_invis == 0) 3222 if (op->contr && op->contr->tmp_invis == 0)
3266 return 0; 3223 return 0;
3267 3224
3268 /* If monsters, they should become visible */ 3225 /* If monsters, they should become visible */
3269 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3226 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3270 { 3227 {
3271 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3228 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3272 return 1; 3229 return 1;
3273 } 3230 }
3274 } 3231 }
3232
3275 return 0; 3233 return 0;
3276} 3234}
3277 3235
3278/* op_on_battleground - checks if the given object op (usually 3236/* op_on_battleground - checks if the given object op (usually
3279 * a player) is standing on a valid battleground-tile, 3237 * a player) is standing on a valid battleground-tile,
3284 * Default is to do the same as before, so only people wanting to have different points need worry about this 3242 * Default is to do the same as before, so only people wanting to have different points need worry about this
3285 */ 3243 */
3286int 3244int
3287op_on_battleground (object *op, int *x, int *y) 3245op_on_battleground (object *op, int *x, int *y)
3288{ 3246{
3289 object *tmp;
3290
3291 /* A battleground-tile needs the following attributes to be valid: 3247 /* A battleground-tile needs the following attributes to be valid:
3292 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3248 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3293 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3249 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3294 * and the exit-coordinates sp/hp must both be > 0. 3250 * and the exit-coordinates sp/hp must both be > 0.
3295 * => The intention here is to prevent abuse of the battleground- 3251 * => The intention here is to prevent abuse of the battleground-
3296 * feature (like pickable or hidden battleground tiles). */ 3252 * feature (like pickable or hidden battleground tiles). */
3297 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3253 for (object *tmp = op->below; tmp; tmp = tmp->below)
3298 { 3254 {
3299 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3255 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3300 { 3256 {
3301 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3257 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3302 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3258 && tmp->type == BATTLEGROUND
3259 && tmp->name == shstr_battleground
3260 && EXIT_X (tmp) && EXIT_Y (tmp))
3303 { 3261 {
3304 /*before we assign the exit, check if this is a teambattle */ 3262 /* before we assign the exit, check if this is a teambattle */
3305 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3263 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3306 { 3264 {
3307 object *invtmp;
3308
3309 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3265 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3310 { 3266 {
3311 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3267 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3312 { 3268 {
3313 if (x != NULL && y != NULL) 3269 if (x && y)
3314 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3270 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3271
3315 return 1; 3272 return 1;
3316 } 3273 }
3317 } 3274 }
3318 } 3275 }
3276
3319 if (x != NULL && y != NULL) 3277 if (x && y)
3320 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3278 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3279
3321 return 1; 3280 return 1;
3322 } 3281 }
3323 } 3282 }
3324 } 3283 }
3284
3325 /* If we got here, did not find a battleground */ 3285 /* If we got here, did not find a battleground */
3326 return 0; 3286 return 0;
3327} 3287}
3328 3288
3329/* 3289/*
3345 char buf[MAX_BUF]; /* tmp. string buffer */ 3305 char buf[MAX_BUF]; /* tmp. string buffer */
3346 int i = 0, j = 0; 3306 int i = 0, j = 0;
3347 3307
3348 /* get the appropriate treasurelist */ 3308 /* get the appropriate treasurelist */
3349 if (atnr == ATNR_FIRE) 3309 if (atnr == ATNR_FIRE)
3350 trlist = treasurelist::find ("dragon_ability_fire"); 3310 trlist = treasurelist::find (shstr_dragon_ability_fire);
3351 else if (atnr == ATNR_COLD) 3311 else if (atnr == ATNR_COLD)
3352 trlist = treasurelist::find ("dragon_ability_cold"); 3312 trlist = treasurelist::find (shstr_dragon_ability_cold);
3353 else if (atnr == ATNR_ELECTRICITY) 3313 else if (atnr == ATNR_ELECTRICITY)
3354 trlist = treasurelist::find ("dragon_ability_elec"); 3314 trlist = treasurelist::find (shstr_dragon_ability_elec);
3355 else if (atnr == ATNR_POISON) 3315 else if (atnr == ATNR_POISON)
3356 trlist = treasurelist::find ("dragon_ability_poison"); 3316 trlist = treasurelist::find (shstr_dragon_ability_poison);
3357 3317
3358 if (trlist == NULL || who->type != PLAYER) 3318 if (trlist == NULL || who->type != PLAYER)
3359 return; 3319 return;
3360 3320
3361 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3321 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3365 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3325 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3366 return; 3326 return;
3367 } 3327 }
3368 3328
3369 /* everything seems okay - now bring on the gift: */ 3329 /* everything seems okay - now bring on the gift: */
3370 item = &(tr->item->clone); 3330 item = tr->item;
3371 3331
3372 if (item->type == SPELL) 3332 if (item->type == SPELL)
3373 { 3333 {
3374 if (check_spell_known (who, item->name)) 3334 if (check_spell_known (who, item->name))
3375 return; 3335 return;
3434 { 3394 {
3435 /* forces in the treasurelist can alter the player's stats */ 3395 /* forces in the treasurelist can alter the player's stats */
3436 object *skin; 3396 object *skin;
3437 3397
3438 /* first get the dragon skin force */ 3398 /* first get the dragon skin force */
3439 shstr_cmp dragon_skin_force ("dragon_skin_force");
3440 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3399 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3441 ; 3400 ;
3442 3401
3443 if (!skin) 3402 if (!skin)
3444 return; 3403 return;
3445 3404
3480 else 3439 else
3481 { 3440 {
3482 /* generate misc. treasure */ 3441 /* generate misc. treasure */
3483 tmp = arch_to_object (tr->item); 3442 tmp = arch_to_object (tr->item);
3484 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3443 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3485 tmp = insert_ob_in_ob (tmp, who); 3444 who->insert (tmp);
3486 if (who->type == PLAYER)
3487 esrv_send_item (who, tmp);
3488 } 3445 }
3489} 3446}
3490 3447
3491/** 3448/**
3492 * Unready an object for a player. This function does nothing if the object was 3449 * Unready an object for a player. This function does nothing if the object was
3493 * not readied. 3450 * not readied.
3494 */ 3451 */
3495void 3452void
3496player_unready_range_ob (player *pl, object *ob) 3453player_unready_range_ob (player *pl, object *ob)
3497{ 3454{
3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3455 if (pl->ob->current_weapon == ob)
3456 pl->ob->current_weapon = 0;
3457
3458 if (pl->combat_ob == ob)
3459 pl->combat_ob = 0;
3460
3499 if (pl->ranges[i] == ob) 3461 if (pl->ranged_ob == ob)
3500 {
3501 pl->ranges[i] = 0; 3462 pl->ranged_ob = 0;
3502 if (pl->shoottype == i)
3503 pl->shoottype = range_none;
3504 }
3505} 3463}
3506 3464
3507sint8 3465sint8
3508player::visibility_at (maptile *map, int x, int y) const 3466player::visibility_at (maptile *map, int x, int y) const
3509{ 3467{
3512 3470
3513 int dx, dy; 3471 int dx, dy;
3514 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3472 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3515 return 0; 3473 return 0;
3516 3474
3517 x += dx - ns->current_x + ns->mapx / 2; 3475 x += dx - ns->current_x;
3518 y += dy - ns->current_y + ns->mapy / 2; 3476 y += dy - ns->current_y;
3519 3477
3520 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3521 return 0;
3522
3523 return 100 - blocked_los [x][y]; 3478 return 100 - blocked_los (x, y);
3524} 3479}
3480
3481void
3482player::infobox (const char *title, const char *msg, int color)
3483{
3484 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3485}
3486
3487void
3488player::statusmsg (const char *msg, int color)
3489{
3490 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3491}
3492
3493void
3494player::failmsg (const char *msg, int color)
3495{
3496 play_sound (sound_find ("generic_failure"));
3497 statusmsg (msg, color);
3498}
3499

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