ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.115 by root, Fri Apr 27 02:43:04 2007 UTC vs.
Revision 1.266 by root, Tue Apr 6 23:34:57 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <sounds.h> 29#include <sounds.h>
29#include <living.h> 30#include <living.h>
30#include <object.h> 31#include <object.h>
31#include <spells.h> 32#include <spells.h>
34#include <algorithm> 35#include <algorithm>
35#include <functional> 36#include <functional>
36 37
37playervec players; 38playervec players;
38 39
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp))
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
199 72
200 if (ob->map) 73 if (ob->map)
201 maplevel = ob->map->path; 74 maplevel = ob->map->path;
202 75
203 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 78 ob->map = 0;
205 party = 0; 79 party = 0;
206 80
207 // for weird reasons, this is often "ob", keeping a circular reference 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 82
210 players.erase (this); 83 players.erase (this);
211} 84}
212 85
213// connect the player with a specific client 86// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
215void 88void
216player::connect (client *ns) 89player::connect (client *ns)
217{ 90{
218 this->ns = ns; 91 this->ns = ns;
219 ns->pl = this; 92 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
224 97
225 ns->update_look = 0; 98 ns->update_look = 0;
226 ns->look_position = 0; 99 ns->look_position = 0;
227 100
228 clear_los (ob); 101 clear_los ();
229 102
230 ns->reset_stats (); 103 ns->reset_stats ();
231 104
232 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
235 108
236 if (!legal_range (ob, shoottype)) 109 ob->update_weight ();
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 110 link_skills ();
241 111
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
245 113
246 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
248 { 116 {
249 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
250
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253 118
254 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
257 abil = tmp; 122 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
259 skin = tmp; 124 skin = tmp;
260 125
261 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
262 } 127 }
263 128
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 130
266 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
267 132
268 ob->update_stats (); 133 ob->update_stats ();
134
269 ns->floorbox_update (); 135 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
273 138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
143
144 ob->update_stats (); // we unapplied stuff above
274 activate (); 145 activate ();
275
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279 146
280 INVOKE_PLAYER (CONNECT, this); 147 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this); 148 INVOKE_PLAYER (LOGIN, this);
282} 149}
283 150
284void 151void
285player::disconnect () 152player::disconnect ()
286{ 153{
154 if (ob)
155 {
156 ob->close_container (); //TODO: client-specific
157 ob->drop_unpaid_items ();
158 }
159
287 if (ns) 160 if (ns)
288 { 161 {
289 if (active) 162 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 163 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291 164
294 ns->reset_stats (); 167 ns->reset_stats ();
295 ns->pl = 0; 168 ns->pl = 0;
296 ns = 0; 169 ns = 0;
297 } 170 }
298 171
299 if (ob) 172 // this is important for the player scheduler to get the correct refcount
300 ob->close_container (); //TODO: client-specific 173 // when ns = 0
174 observe = viewpoint = ob;
301 175
302 deactivate (); 176 deactivate ();
303} 177}
178
179//-GPL
304 180
305// the need for this function can be explained 181// the need for this function can be explained
306// by load_object not returning the object 182// by load_object not returning the object
307void 183void
308player::set_object (object *op) 184player::set_object (object *op)
309{ 185{
310 ob = op; 186 ob = observe = viewpoint = op;
311 ob->contr = this; /* this aren't yet in archetype */ 187 ob->contr = this; /* this aren't yet in archetype */
312 188
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 189 ob->speed = 1.0f;
190 ob->speed_left = 0.5f;
191
315 ob->direction = 5; /* So player faces south */ 192 ob->direction = 5; /* So player faces south */
316} 193}
194
195void
196player::set_observe (object *op)
197{
198 observe = viewpoint = op ? op : ob;
199 do_los = 1;
200}
201
202void
203player::set_viewpoint (object *op)
204{
205 viewpoint = op ? op : (object *)observe;
206 do_los = 1;
207}
208
209//+GPL
317 210
318player::player () 211player::player ()
319{ 212{
320 /* There are some elements we want initialised to non zero value - 213 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point. 214 * we deal with that below this point.
325 unapply = unapply_nochoice; 218 unapply = unapply_nochoice;
326 219
327 savebed_map = first_map_path; /* Init. respawn position */ 220 savebed_map = first_map_path; /* Init. respawn position */
328 221
329 gen_sp_armour = 10; 222 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 223 bowtype = bow_normal;
332 petmode = pet_normal; 224 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers; 225 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 226 peaceful = 1; /* default peaceful */
336 do_los = 1; 227 do_los = 1;
228
229 weapon_sp = 1.0f;
230 weapon_sp_left = 0.5f;
337} 231}
338 232
339void 233void
340player::do_destroy () 234player::do_destroy ()
341{ 235{
346 if (ob) 240 if (ob)
347 { 241 {
348 ob->destroy_inv (false); 242 ob->destroy_inv (false);
349 ob->destroy (); 243 ob->destroy ();
350 } 244 }
245
246 ob = observe = viewpoint = 0;
351} 247}
352 248
353player::~player () 249player::~player ()
354{ 250{
355 /* Clear item stack */ 251 /* Clear item stack */
356 free (stack_items); 252 free (stack_items);
253}
254
255/*
256 * get_player_archetype() return next player archetype from archetype
257 * list. Not very efficient routine, but used only creating new players.
258 * Note: there MUST be at least one player archetype!
259 */
260static archetype *
261get_player_archetype (archetype *at)
262{
263 // archetypes could have been reloaded
264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
265
266 if (!nat)
267 return at;
268
269 archvec::iterator i = archetypes.find (nat);
270
271 for (;;)
272 {
273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
357} 281}
358 282
359/* Tries to add player on the connection passed in ns. 283/* Tries to add player on the connection passed in ns.
360 * All we can really get in this is some settings like host and display 284 * All we can really get in this is some settings like host and display
361 * mode. 285 * mode.
363player * 287player *
364player::create () 288player::create ()
365{ 289{
366 player *pl = new player; 290 player *pl = new player;
367 291
368 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
369 293
370 pl->ob->roll_stats (); 294 pl->ob->roll_stats ();
371 pl->ob->stats.wc = 2; 295 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */ 296 pl->ob->run_away = 25; /* Then we panick... */
373 297
374 set_first_map (pl->ob); 298 set_first_map (pl->ob);
375 299
376 return pl; 300 return pl;
377}
378
379/*
380 * get_player_archetype() return next player archetype from archetype
381 * list. Not very efficient routine, but used only creating new players.
382 * Note: there MUST be at least one player archetype!
383 */
384archetype *
385get_player_archetype (archetype *at)
386{
387 archetype *start = at;
388
389 for (;;)
390 {
391 if (at == NULL || at->next == NULL)
392 at = first_archetype;
393 else
394 at = at->next;
395
396 if (at->clone.type == PLAYER)
397 return at;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 }
405} 301}
406 302
407object * 303object *
408get_nearest_player (object *mon) 304get_nearest_player (object *mon)
409{ 305{
412 unsigned lastdist; 308 unsigned lastdist;
413 rv_vector rv; 309 rv_vector rv;
414 310
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 312 {
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)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 314 continue;
446 315
447 if (lastdist > rv.distance) 316 if (lastdist > rv.distance)
448 { 317 {
643 512
644 return firstdir; 513 return firstdir;
645} 514}
646 515
647void 516void
648give_initial_items (object *pl, treasurelist * items) 517give_initial_items (object *pl, treasurelist *items)
649{ 518{
650 object *op, *next = NULL;
651
652 if (pl->randomitems != NULL) 519 if (pl->randomitems)
653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 520 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654 521
655 for (op = pl->inv; op; op = next) 522 for (object *next, *op = pl->inv; op; op = next)
656 { 523 {
657 next = op->below; 524 next = op->below;
658 525
659 /* Forces get applied per default, unless they have the 526 /* Forces get applied per default, unless they have the
660 * flag "neutral" set. Sorry but I can't think of a better way 527 * flag "neutral" set. Sorry but I can't think of a better way
665 /* we never give weapons/armour if these cannot be used 532 /* we never give weapons/armour if these cannot be used
666 * by this player due to race restrictions 533 * by this player due to race restrictions
667 */ 534 */
668 if (pl->type == PLAYER) 535 if (pl->type == PLAYER)
669 { 536 {
670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 537 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
538 &&
671 (op->type == ARMOUR || op->type == BOOTS || 539 (op->type == ARMOUR || op->type == BOOTS
672 op->type == CLOAK || op->type == HELMET || 540 || op->type == CLOAK || op->type == HELMET
673 op->type == SHIELD || op->type == GLOVES || 541 || op->type == SHIELD || op->type == GLOVES
542 || op->type == BRACERS || op->type == GIRDLE))
674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 543 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
675 { 544 {
676 op->destroy (); 545 op->destroy ();
677 continue; 546 continue;
678 } 547 }
679 } 548 }
680 549
681 /* This really needs to be better - we should really give 550 /* Here we remove duplicated skills (as duplicated spell objects have
682 * a substitute spellbook. The problem is that we don't really 551 * _very_ confusing effects for players), which could for instance be
683 * have a good idea what to replace it with (need something like 552 * generated by bad treasurelists. - elmex
684 * a first level treasurelist for each skill.)
685 * remove duplicate skills also
686 */ 553 */
687 if (op->type == SPELLBOOK || op->type == SKILL) 554 if (op->type == SKILL)
688 { 555 {
689 object *tmp;
690
691 for (tmp = op->below; tmp; tmp = tmp->below) 556 for (object *tmp = op->below; tmp; tmp = tmp->below)
692 if (tmp->type == op->type && tmp->name == op->name) 557 if (tmp->type == op->type && tmp->name == op->name)
693 break;
694
695 if (tmp)
696 { 558 {
697 op->destroy (); 559 op->destroy ();
560 LOG (llevError,
698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 561 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
699 continue; 562 break;
700 } 563 }
701 564
702 if (op->nrof > 1) 565 if (op->nrof > 1)
703 op->nrof = 1; 566 op->nrof = 1;
704 } 567 }
705 568
706 if (op->type == SPELLBOOK && op->inv) 569 if (op->type == SPELLBOOK && op->inv)
707 {
708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 570 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 }
710 571
711 /* Give starting characters identified, uncursed, and undamned 572 /* Give starting characters identified, uncursed, and undamned
712 * items. Just don't identify gold or silver, or it won't be 573 * items. Just don't identify gold or silver, or it won't be
713 * merged properly. 574 * merged properly.
714 */ 575 */
715 if (need_identify (op)) 576 if (need_identify (op))
716 { 577 {
717 SET_FLAG (op, FLAG_IDENTIFIED); 578 SET_FLAG (op, FLAG_IDENTIFIED);
718 CLEAR_FLAG (op, FLAG_CURSED); 579 CLEAR_FLAG (op, FLAG_CURSED);
719 CLEAR_FLAG (op, FLAG_DAMNED); 580 CLEAR_FLAG (op, FLAG_DAMNED);
720 } 581 }
582
721 if (op->type == SPELL) 583 if (op->type == SPELL)
722 { 584 {
723 op->destroy (); 585 op->destroy ();
724 continue; 586 continue;
725 } 587 }
727 { 589 {
728 SET_FLAG (op, FLAG_CAN_USE_SKILL); 590 SET_FLAG (op, FLAG_CAN_USE_SKILL);
729 op->stats.exp = 0; 591 op->stats.exp = 0;
730 op->level = 1; 592 op->level = 1;
731 } 593 }
732 /* lock all 'normal items by default */ 594 else /* lock all 'normal items by default */
733 else
734 SET_FLAG (op, FLAG_INV_LOCKED); 595 SET_FLAG (op, FLAG_INV_LOCKED);
735 } /* for loop of objects in player inv */ 596 } /* for loop of objects in player inv */
736 597
737 /* Need to set up the skill pointers */ 598 /* Need to set up the skill pointers */
738 link_player_skills (pl); 599 pl->contr->link_skills ();
739} 600}
740 601
741void 602void
742get_party_password (object *op, partylist *party) 603get_party_password (object *op, partylist *party)
743{ 604{
753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 614 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
754} 615}
755 616
756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 617/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
757static int 618static int
758roll_stat (void) 619roll_stat ()
759{ 620{
760 int a[4], i, j, k; 621 int a[4], i, j, k;
761 622
762 for (i = 0; i < 4; i++) 623 for (i = 0; i < 4; i++)
763 a[i] = (int) rndm (6) + 1; 624 a[i] = (int) rndm (6) + 1;
774} 635}
775 636
776void 637void
777object::roll_stats () 638object::roll_stats ()
778{ 639{
779 int statsort [7]; 640 int statsort [NUM_STATS];
780 641
781 for (;;) 642 for (;;)
782 { 643 {
783 int sum = 0; 644 int sum = 0;
784 for (int i = 7; i--; ) 645 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 646 sum += statsort [i] = roll_stat ();
786 647
787 if (sum >= 82 && sum <= 116) 648 if (sum >= 82 && sum <= 116)
788 break; 649 break;
789 } 650 }
790 651
791 // Sort the stats so that rerolling is easier... 652 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 653 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 654
655 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 656 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];
801 657
802 stats.exp = 0; 658 stats.exp = 0;
803 stats.ac = 0; 659 stats.ac = 0;
804 660
805 stats.hp = stats.maxhp; 661 stats.hp = stats.maxhp;
817} 673}
818 674
819void 675void
820object::swap_stats (int a, int b) 676object::swap_stats (int a, int b)
821{ 677{
822 int tmp = get_attr_value (&contr->orig_stats, a); 678 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);
825 679
680 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 681 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;
833 682
834 //TODO: the following code looks so borked and should, at the very least, 683 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 684 // be merged with the similar code in roll_stats
836 stats.ac = 0; 685 stats.ac = 0;
837 686
856static void 705static void
857start_info (object *op) 706start_info (object *op)
858{ 707{
859 char buf[MAX_BUF]; 708 char buf[MAX_BUF];
860 709
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 710 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 711 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} 712}
866 713
867/* This function takes the key that is passed, and does the 714/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 715 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 716 * The function name is for historical reasons - now we have
872 */ 719 */
873void 720void
874player::chargen_race_done () 721player::chargen_race_done ()
875{ 722{
876 /* this must before then initial items are given */ 723 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 724 esrv_new_player (ob->contr);
878 725
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 726 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
880 if (tl) 727 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 728 create_treasure (tl, ob, 0, 0, 0);
882 729
883 INVOKE_PLAYER (BIRTH, ob->contr); 730 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, ob->contr); 731 INVOKE_PLAYER (LOGIN, ob->contr);
885 732
886 ob->contr->ns->state = ST_PLAYING; 733 ob->contr->ns->state = ST_PLAYING;
887 734
888 if (ob->msg) 735 if (ob->msg)
889 ob->msg = 0; 736 ob->msg = 0;
890
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 }
899 737
900 start_info (ob); 738 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 739 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 740 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob); 741 esrv_send_inventory (ob, ob);
905 ob->update_stats (); 742 ob->update_stats ();
906 743
907 /* This moves the player to a different start map, if there 744 /* This moves the player to a different start map, if there
908 * is one for this race 745 * is one for this race
909 */ 746 */
910 if (*first_map_ext_path) 747 if (*first_map_ext_path)
911 { 748 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 749 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 750 LOG (llevDebug, "first_map_ext_path not set\n");
927} 751}
928 752
929void 753void
939 int x = ob->x, y = ob->y; 763 int x = ob->x, y = ob->y;
940 764
941 ob->remove_statbonus (); 765 ob->remove_statbonus ();
942 ob->remove (); 766 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 767 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 768 ob->arch->copy_to (ob);
945 ob->instantiate (); 769 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 770 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 771 ob->name = ob->name_pl = name;
948 ob->x = x; 772 ob->x = x;
949 ob->y = y; 773 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 774 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 775 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 776 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 777 ob->add_statbonus ();
954 } 778 }
955 while (!allowed_class (ob)); 779 while (!allowed_class (ob));
956 780
957 update_object (ob, UP_OBJ_FACE); 781 update_object (ob, UP_OBJ_FACE);
960 ob->stats.hp = ob->stats.maxhp; 784 ob->stats.hp = ob->stats.maxhp;
961 ob->stats.sp = ob->stats.maxsp; 785 ob->stats.sp = ob->stats.maxsp;
962 ob->stats.grace = 0; 786 ob->stats.grace = 0;
963} 787}
964 788
965void 789static void
966flee_player (object *op) 790flee_player (object *op)
967{ 791{
968 int dir, diff; 792 int dir, diff;
969 rv_vector rv; 793 rv_vector rv;
970 794
973 LOG (llevDebug, "Fleeing player is dead.\n"); 797 LOG (llevDebug, "Fleeing player is dead.\n");
974 CLEAR_FLAG (op, FLAG_SCARED); 798 CLEAR_FLAG (op, FLAG_SCARED);
975 return; 799 return;
976 } 800 }
977 801
978 if (op->enemy == NULL) 802 if (!op->enemy)
979 { 803 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n"); 804 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 805 CLEAR_FLAG (op, FLAG_SCARED);
982 return; 806 return;
983 } 807 }
984 808
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)) 809 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 { 810 {
998 op->enemy = NULL; 811 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED); 812 CLEAR_FLAG (op, FLAG_SCARED);
1000 return; 813 return;
1003 get_rangevector (op, op->enemy, &rv, 0); 816 get_rangevector (op, op->enemy, &rv, 0);
1004 817
1005 dir = absdir (4 + rv.direction); 818 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++) 819 for (diff = 0; diff < 3; diff++)
1007 { 820 {
1008 int m = 1 - (RANDOM () & 2); 821 int m = 1 - rndm (2) * 2;
1009 822
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 823 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1011 return; 824 return;
1012 } 825 }
1013 826
1014 /* Cornered, get rid of scared */ 827 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 829 op->enemy = NULL;
1017} 830}
1018 831
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 832/* 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 833 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 834 * stop.
1023 */ 835 */
1024int 836int
1025check_pick (object *op) 837check_pick (object *op)
1026{ 838{
1027 object *tmp, *next; 839 object *tmp, *next;
1028 int stop = 0; 840 int stop = 0;
1029 int wvratio; 841 int wvratio;
1030 char putstring[128];
1031 842
1032 /* if you're flying, you cna't pick up anything */ 843 /* if you're flying, you can't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 844 if (op->move_type & MOVE_FLYING)
1034 return 1; 845 return 1;
1035 846
1036 next = op->below; 847 next = op->below;
848
849 int cnt = MAX_ITEM_PER_ACTION;
850#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1037 851
1038 /* loop while there are items on the floor that are not marked as 852 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 853 * destroyed */
1040 while (next && !next->destroyed ()) 854 while (next && !next->destroyed ())
1041 { 855 {
1042 tmp = next; 856 tmp = next;
1043 next = tmp->below; 857 next = tmp->below;
1044 858
859 if (cnt <= 0)
860 {
861 op->failmsg ("Couldn't pickup all items at once.");
862 return 0;
863 }
864
1045 if (op->destroyed ()) 865 if (op->destroyed ())
1046 return 0; 866 return 0;
1047 867
1048 if (!can_pick (op, tmp)) 868 if (!can_pick (op, tmp))
1049 continue; 869 continue;
1050 870
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 871 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 872 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 873 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 874 CHK_PICK_PICKUP;
875
1055 continue; 876 continue;
1056 } 877 }
1057 878
1058 /* high not bit set? We're using the old autopickup model */ 879 /* pickup handling */
880 if (op->contr->mode & PU_DEBUG)
881 {
882 /* some debugging code to figure out item information */
883 const char *str = tmp->name
884 ? format ("item name: %s item type: %d weight/value: %d",
885 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
886 : format ("item name: %s item type: %d weight/value: %d",
887 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
888
889 new_draw_info (NDI_UNIQUE, 0, op, str);
890 }
891
892 if (op->contr->mode & PU_INHIBIT)
893 return 1;
894
895 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
896 return 1;
897
898 /* philosophy:
899 * It's easy to grab an item type from a pile, as long as it's
900 * generic. This takes no game-time. For more detailed pickups
901 * and selections, select-items should be used. This is a
902 * grab-as-you-run type mode that's really useful for arrows for
903 * example.
904 * The drawback: right now it has no frontend, so you need to
905 * stick the bits you want into a calculator in hex mode and then
906 * convert to decimal and then 'pickup <#>
907 */
908
909 /* the first two modes are exclusive: if NOTHING we return, if
910 * STOP then we stop. All the rest are applied sequentially,
911 * meaning if any test passes, the item gets picked up. */
912
913 /* if mode is set to pick nothing up, return */
914 if (op->contr->mode == PU_NOTHING)
915 return 1;
916
917 /* if mode is set to stop when encountering objects, return */
918 /* take STOP before INHIBIT since it doesn't actually pick
919 * anything up */
920 if (op->contr->mode & PU_STOP)
921 return 0;
922
923 /* useful for going into stores and not losing your settings... */
924 /* and for battles wher you don't want to get loaded down while
925 * fighting */
926 if (op->contr->mode & PU_INHIBIT)
927 return 1;
928
929 /* prevent us from turning into auto-thieves :) */
930 if (QUERY_FLAG (tmp, FLAG_UNPAID))
931 continue;
932
933 /* ignore known cursed objects */
934 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
935 continue;
936
937 /* all food and drink if desired */
938 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 939 if (op->contr->mode & PU_FOOD)
940 if (tmp->type == FOOD)
1060 { 941 {
1061 switch (op->contr->mode) 942 CHK_PICK_PICKUP;
943 continue;
944 }
945
946 if (op->contr->mode & PU_DRINK)
947 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
948 {
949 CHK_PICK_PICKUP;
950 continue;
951 }
952
953 if (op->contr->mode & PU_POTION)
954 if (tmp->type == POTION)
955 {
956 CHK_PICK_PICKUP;
957 continue;
958 }
959
960 /* spellbooks, skillscrolls and normal books/scrolls */
961 if (op->contr->mode & PU_SPELLBOOK)
962 if (tmp->type == SPELLBOOK)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 if (op->contr->mode & PU_SKILLSCROLL)
969 if (tmp->type == SKILLSCROLL)
970 {
971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_READABLES)
976 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 /* wands/staves/rods/horns */
983 if (op->contr->mode & PU_MAGIC_DEVICE)
984 if (tmp->type == WAND
985 || tmp->type == ROD
986 || tmp->type == HORN
987 || tmp->type == POWER_CRYSTAL)
988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
992
993 /* pick up all magical items */
994 if (op->contr->mode & PU_MAGICAL)
995 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
996 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 if (op->contr->mode & PU_VALUABLES)
1003 {
1004 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 1005 {
1063 case 0: 1006 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1007 continue;
1065 case 1:
1066 pick_up (op, tmp);
1067 return 1;
1068 case 2:
1069 pick_up (op, tmp);
1070 return 0;
1071 case 3:
1072 return 0; /* stop before pickup */
1073 case 4:
1074 pick_up (op, tmp);
1075 break;
1076 case 5:
1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1084
1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp);
1088 break;
1089
1090 default:
1091 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp);
1095 } 1008 }
1096 } 1009 }
1097 else 1010
1098 { /* old model */ 1011 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 1012 if (op->contr->mode & PU_JEWELS)
1013 if (tmp->type == RING
1014 || tmp->type == AMULET
1015 || tmp->type == GIRDLE
1016 || tmp->type == SKILL_TOOL)
1101 { 1017 {
1102 /* some debugging code to figure out item information */ 1018 CHK_PICK_PICKUP;
1103 if (tmp->name != NULL)
1104 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))));
1106 else
1107 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))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue; 1019 continue;
1020 }
1149 1021
1150 /* ignore known cursed objects */ 1022 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1023 if (op->contr->mode & PU_FLESH)
1024 if (tmp->type == FLESH)
1025 {
1026 CHK_PICK_PICKUP;
1152 continue; 1027 continue;
1028 }
1153 1029
1154 /* all food and drink if desired */ 1030 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1031 if (op->contr->mode & PU_BOW)
1032 if (tmp->type == BOW)
1033 {
1034 CHK_PICK_PICKUP;
1035 continue;
1036 }
1037
1038 if (op->contr->mode & PU_ARROW)
1039 if (tmp->type == ARROW)
1040 {
1041 CHK_PICK_PICKUP;
1042 continue;
1043 }
1044
1045 /* all kinds of armor etc. */
1046 if (op->contr->mode & PU_ARMOUR)
1047 if (tmp->type == ARMOUR)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1053 if (op->contr->mode & PU_HELMET)
1054 if (tmp->type == HELMET)
1055 {
1056 CHK_PICK_PICKUP;
1057 continue;
1058 }
1059
1060 if (op->contr->mode & PU_SHIELD)
1061 if (tmp->type == SHIELD)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1156 if (op->contr->mode & PU_FOOD) 1067 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1068 if (tmp->type == BOOTS)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_GLOVES)
1075 if (tmp->type == GLOVES || tmp->type == BRACERS)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_CLOAK)
1082 if (tmp->type == CLOAK)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* hoping to catch throwing daggers here */
1089 if (op->contr->mode & PU_MISSILEWEAPON)
1090 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 /* careful: chairs and tables are weapons! */
1097 if (op->contr->mode & PU_ALLWEAPON)
1098 {
1099 if (tmp->type == WEAPON)
1100 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1101 {
1159 pick_up (op, tmp); 1102 CHK_PICK_PICKUP;
1160 continue; 1103 continue;
1161 } 1104 }
1105 }
1162 1106
1107 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1108 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1109 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1110 {
1166 pick_up (op, tmp); 1111 CHK_PICK_PICKUP;
1167 continue; 1112 continue;
1168 } 1113 }
1169 1114
1115 /* any of the last 4 bits set means we use the ratio for value
1116 * pickups */
1170 if (op->contr->mode & PU_POTION) 1117 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1118 {
1119 /* use value density to decide what else to grab */
1120 /* >=7 was >= op->contr->mode */
1121 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1122 */
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1123 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1124 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 { 1125 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1126#if 0
1127 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1128 if (tmp->name != NULL)
1218 { 1129 {
1219 pick_up (op, tmp); 1130 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1131 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=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 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1349#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL)
1352 {
1353 fprintf (stderr, "%s", tmp->name);
1354 }
1355 else 1132 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1133 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1134 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1135 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1359#endif 1136#endif
1137 CHK_PICK_PICKUP;
1360 continue; 1138 continue;
1361 }
1362 } 1139 }
1363 } /* the new pickup model */ 1140 } /* the new pickup model */
1364 } 1141 }
1365 1142
1366 return !stop; 1143 return !stop;
1144}
1145
1146/* routine for both players and monsters. We call this when
1147 * there is a possibility for our action distrubing our hiding
1148 * place or invisiblity spell. Artefact invisiblity causes
1149 * "noise" instead. If we arent invisible to begin with, we
1150 * return 0.
1151 */
1152static int
1153action_makes_visible (object *op)
1154{
1155 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1156 {
1157 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1158 {
1159 // artefact invisibility is permanent, but we still make noise
1160 // this is important for game-balance.
1161 if (op->contr)
1162 op->make_noise ();
1163
1164 return 0;
1165 }
1166
1167 if (op->contr && op->contr->tmp_invis == 0)
1168 return 0;
1169
1170 /* If monsters, they should become visible */
1171 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1172 {
1173 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1174 return 1;
1175 }
1176 }
1177
1178 return 0;
1367} 1179}
1368 1180
1369/* 1181/*
1370 * Find an arrow in the inventory and after that 1182 * Find an arrow in the inventory and after that
1371 * in the right type container (quiver). Pointer to the 1183 * in the right type container (quiver). Pointer to the
1372 * found object is returned. 1184 * found object is returned.
1373 */ 1185 */
1374object * 1186static object *
1375find_arrow (object *op, const char *type) 1187find_arrow (object *op, const char *type)
1376{ 1188{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1189 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) 1190 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1191 return splay (tmp);
1192
1193 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1194 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1195 if (object *arrow = find_arrow (tmp, type))
1196 {
1197 splay (tmp);
1383 return op; 1198 return arrow;
1199 }
1384 1200
1385 return tmp; 1201 return 0;
1386} 1202}
1387 1203
1388/* 1204/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1205 * 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 1206 * against the target. A full test is not performed, simply a basic test
1391 * of resistances. The archer is making a quick guess at what he sees down 1207 * of resistances. The archer is making a quick guess at what he sees down
1392 * the hall. Failing that it does it's best to pick the highest plus arrow. 1208 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1209 */
1394object * 1210static object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1211find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1212{
1397 object *tmp = NULL, *arrow, *ntmp; 1213 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1214 int attacknum, attacktype, betterby = 0, i;
1399 1215
1400 if (!type) 1216 if (!type)
1404 { 1220 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1221 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 { 1222 {
1407 i = 0; 1223 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1224 ntmp = find_better_arrow (arrow, target, type, &i);
1225
1409 if (i > betterby) 1226 if (i > betterby)
1410 { 1227 {
1411 tmp = ntmp; 1228 tmp = ntmp;
1412 betterby = i; 1229 betterby = i;
1413 } 1230 }
1414 } 1231 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1232 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1233 {
1417 /* allways prefer assasination/slaying */ 1234 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1235 if (target->race && arrow->slaying.contains (target->race))
1419 { 1236 {
1420 if (arrow->attacktype & AT_DEATH) 1237 if (arrow->attacktype & AT_DEATH)
1421 { 1238 {
1422 *better = 100; 1239 *better = 100;
1423 return arrow; 1240 return arrow;
1431 else 1248 else
1432 { 1249 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1250 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1251 {
1435 attacktype = 1 << attacknum; 1252 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1253 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1254 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 { 1255 {
1439 tmp = arrow; 1256 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1257 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1258 }
1442 } 1259 }
1260
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1261 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1262 {
1445 tmp = arrow; 1263 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1264 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1265 }
1266
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1267 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1268 {
1450 tmp = arrow; 1269 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1270 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1271 }
1453 } 1272 }
1454 } 1273 }
1455 } 1274 }
1275
1456 if (tmp == NULL && arrow == NULL) 1276 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1277 return find_arrow (op, type);
1458 1278
1459 *better = betterby; 1279 *better = betterby;
1460 return tmp; 1280 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1284 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1285 * op = the shooter
1466 * type = bow->race 1286 * type = bow->race
1467 * dir = fire direction 1287 * dir = fire direction
1468 */ 1288 */
1469 1289static object *
1470object *
1471pick_arrow_target (object *op, const char *type, int dir) 1290pick_arrow_target (object *op, shstr_cmp type, int dir)
1472{ 1291{
1473 object *tmp = NULL; 1292 object *tmp = NULL;
1474 maptile *m; 1293 maptile *m;
1475 int i, mflags, found, number; 1294 int i, mflags, found, number;
1476 sint16 x, y; 1295 sint16 x, y;
1491 for (i = 0, found = 0; i < 20; i++) 1310 for (i = 0, found = 0; i < 20; i++)
1492 { 1311 {
1493 x += freearr_x[dir]; 1312 x += freearr_x[dir];
1494 y += freearr_y[dir]; 1313 y += freearr_y[dir];
1495 mflags = get_map_flags (m, &m, x, y, &x, &y); 1314 mflags = get_map_flags (m, &m, x, y, &x, &y);
1315
1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1316 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 { 1317 {
1498 tmp = NULL; 1318 tmp = 0;
1499 break; 1319 break;
1500 } 1320 }
1501 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1321 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1502 { 1322 {
1503 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1323 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1504 * perhaps a bad assumption. 1324 * perhaps a bad assumption.
1505 */ 1325 */
1506 tmp = NULL; 1326 tmp = 0;
1507 break; 1327 break;
1508 } 1328 }
1329
1509 if (mflags & P_IS_ALIVE) 1330 if (mflags & P_IS_ALIVE)
1510 {
1511 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1331 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1512 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1332 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1513 {
1514 found++;
1515 break;
1516 }
1517 if (found)
1518 break; 1333 break;
1519 }
1520 } 1334 }
1521 if (tmp == NULL) 1335
1336 if (!tmp)
1522 return find_arrow (op, type); 1337 return find_arrow (op, type);
1523 1338
1524 if (tmp->head) 1339 if (tmp->head)
1525 tmp = tmp->head; 1340 tmp = tmp->head;
1526 1341
1539 */ 1354 */
1540int 1355int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1356fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1357{
1543 object *left, *bow; 1358 object *left, *bow;
1544 int bowspeed, mflags; 1359 int mflags;
1545 maptile *m; 1360 maptile *m;
1546 1361
1547 if (!dir) 1362 if (!dir)
1548 { 1363 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1364 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1365 return 0;
1551 } 1366 }
1552 1367
1553 if (op->type == PLAYER) 1368 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1369 bow = op->current_weapon;
1555 else 1370 else
1556 { 1371 {
1557 for (bow = op->inv; bow; bow = bow->below) 1372 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1373 /* 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. 1374 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1379 if (!bow)
1565 { 1380 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1381 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1382 return 0;
1568 } 1383 }
1384
1385 // optimisation: move object to top so we will find it quickly again
1386 splay (bow);
1569 } 1387 }
1570 1388
1571 if (!bow->race || !bow->skill) 1389 if (!bow->race || !bow->skill)
1572 { 1390 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1391 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1392 return 0;
1575 } 1393 }
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 1394
1586 if (arrow == NULL) 1395 if (arrow == NULL)
1587 { 1396 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1397 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1398 {
1590 if (op->type == PLAYER) 1399 if (op->type == PLAYER)
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1400 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 */ 1401 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1593 else 1402 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1403 CLEAR_FLAG (op, FLAG_READY_BOW);
1404
1595 return 0; 1405 return 0;
1596 } 1406 }
1597 } 1407 }
1598 1408
1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1409 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1607 } 1417 }
1608 1418
1609 /* this should not happen, but sometimes does */ 1419 /* this should not happen, but sometimes does */
1610 if (arrow->nrof == 0) 1420 if (arrow->nrof == 0)
1611 { 1421 {
1422 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1612 arrow->destroy (); 1423 arrow->destroy ();
1613 return 0; 1424 return 0;
1614 } 1425 }
1615 1426
1616 left = arrow; /* these are arrows left to the player */ 1427 left = arrow; /* these are arrows left to the player */
1617 arrow = get_split_ob (arrow, 1); 1428 arrow = arrow->split ();
1618 if (!arrow) 1429 if (!arrow)
1619 { 1430 {
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1431 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1621 return 0; 1432 return 0;
1622 } 1433 }
1623 1434
1624 arrow->set_owner (op); 1435 arrow->set_owner (op);
1625 arrow->skill = bow->skill; 1436 arrow->skill = bow->skill;
1626 arrow->direction = dir; 1437 arrow->direction = dir;
1627 1438
1439 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1440 arrow->stats.hp = arrow->stats.dam;
1441 arrow->stats.grace = arrow->attacktype;
1442 arrow->custom_name = arrow->slaying;
1443
1444#if 0
1445 if (player *pl = op->contr)
1446 {
1447 float speed = pl->weapon_sp;
1448
1449 /* penalize ROF for bestarrow */
1450 if (pl->bowtype == bow_bestarrow)
1451 speed *= .9f;
1452 else
1453 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1454
1455 op->speed_left += speed - op->speed;
1456 }
1457#endif
1458
1459 SET_ANIMATION (arrow, arrow->direction);
1460
1461 /* update the speed */
1462 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1463 + bow->stats.dam / 7.f;
1464
1465 arrow->set_speed (max (arrow->speed, 2.f));
1466 arrow->speed_left = 0;
1467
1468 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1469
1628 if (op->type == PLAYER) 1470 if (op->type == PLAYER)
1629 { 1471 {
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; 1472 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1473 wc -= dex_bonus[op->stats.Dex];
1474
1475 if (!arrow->slaying)
1476 arrow->slaying = op->slaying;
1477
1478 arrow->attacktype |= op->attacktype;
1661 } 1479 }
1662 else 1480 else
1663 { 1481 {
1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1665 arrow->level = op->level; 1482 arrow->level = op->level;
1666 } 1483 arrow->stats.wc -= bow->magic;
1667 1484
1668 if (arrow->attacktype == AT_PHYSICAL) 1485 if (!arrow->slaying)
1486 arrow->slaying = bow->slaying;
1487
1669 arrow->attacktype |= bow->attacktype; 1488 arrow->attacktype |= bow->attacktype;
1489 }
1670 1490
1671 if (bow->slaying) 1491 wc -= arrow->level;
1672 arrow->slaying = bow->slaying; 1492 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1673 1493
1494 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1674 arrow->move_type = MOVE_FLY_LOW; 1495 arrow->move_type = MOVE_FLY_LOW;
1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1496 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1676 1497
1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1498 op->play_sound (sound_find ("fire_arrow"));
1678 m->insert (arrow, sx, sy, op); 1499 m->insert (arrow, sx, sy, op);
1679 1500
1680 if (!arrow->destroyed ()) 1501 if (!arrow->destroyed ())
1681 move_arrow (arrow); 1502 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 1503
1691 return 1; 1504 return 1;
1692} 1505}
1693 1506
1694/* Special fire code for players - this takes into 1507/* Special fire code for players - this takes into
1696 * but monsters can't. Putting that code here 1509 * but monsters can't. Putting that code here
1697 * makes the fire_bow code much cleaner. 1510 * makes the fire_bow code much cleaner.
1698 * this function should only be called if 'op' is a player, 1511 * this function should only be called if 'op' is a player,
1699 * hence the function name. 1512 * hence the function name.
1700 */ 1513 */
1701int 1514static int
1702player_fire_bow (object *op, int dir) 1515player_fire_bow (object *op, int dir)
1703{ 1516{
1704 int ret = 0, wcmod = 0; 1517 int ret;
1705 1518
1706 if (op->contr->bowtype == bow_bestarrow) 1519 if (op->contr->bowtype == bow_bestarrow)
1707 { 1520 {
1708 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1521 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1709 } 1522 }
1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1523 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1711 { 1524 {
1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1525 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); 1526 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1716 } 1527 }
1717 else if (op->contr->bowtype == bow_threewide) 1528 else if (op->contr->bowtype == bow_threewide)
1718 { 1529 {
1719 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1530 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)]); 1531 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)]); 1532 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1722 } 1533 }
1723 else if (op->contr->bowtype == bow_spreadshot) 1534 else if (op->contr->bowtype == bow_spreadshot)
1724 { 1535 {
1725 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1536 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); 1537 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); 1538 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1728
1729 } 1539 }
1730 else 1540 else
1731 { 1541 {
1732 /* Simple case */ 1542 /* Simple case */
1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 } 1544 }
1545
1735 return ret; 1546 return ret;
1736} 1547}
1737
1738 1548
1739/* Fires a misc (wand/rod/horn) object in 'dir'. 1549/* Fires a misc (wand/rod/horn) object in 'dir'.
1740 * Broken apart from 'fire' to keep it more readable. 1550 * Broken apart from 'fire' to keep it more readable.
1741 */ 1551 */
1742void 1552static void
1743fire_misc_object (object *op, int dir) 1553fire_misc_object (object *op, int dir)
1744{ 1554{
1745 object *item; 1555 object *item = op->contr->ranged_ob;
1746 1556
1747 if (!op->contr->ranges[range_misc]) 1557 if (!item)
1748 { 1558 {
1749 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1750 return; 1560 return;
1751 } 1561 }
1752 1562
1753 item = op->contr->ranges[range_misc];
1754 if (!item->inv) 1563 if (!item->inv)
1755 { 1564 {
1756 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1565 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1757 return; 1566 return;
1758 } 1567 }
1568
1569 if (!op->apply (item))
1570 return;
1571
1759 if (item->type == WAND) 1572 if (item->type == WAND)
1760 { 1573 {
1761 if (item->stats.food <= 0) 1574 if (item->stats.food <= 0)
1762 { 1575 {
1763 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1576 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)); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1578
1765 return; 1579 return;
1766 } 1580 }
1767 } 1581 }
1768 else if (item->type == ROD || item->type == HORN) 1582 else if (item->type == ROD || item->type == HORN)
1769 { 1583 {
1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1584 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1585
1586 // using the maximum of the rods charge allows at least one spell cast
1587 // for a rod or horn, this fixes some broken rods.
1588 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1771 { 1589 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1590 op->contr->play_sound (sound_find ("wand_poof"));
1591
1773 if (item->type == ROD) 1592 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)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1775 else 1594 else
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1595 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1596
1777 return; 1597 return;
1778 } 1598 }
1779 } 1599 }
1780 1600
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1601 if (cast_spell (op, item, dir, item->inv, NULL))
1782 { 1602 {
1783 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1603 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1604
1784 if (item->type == WAND) 1605 if (item->type == WAND)
1785 { 1606 {
1786 if (!(--item->stats.food)) 1607 if (!(--item->stats.food))
1787 { 1608 {
1788 object *tmp; 1609 object *tmp;
1789 1610
1790 if (item->arch) 1611 if (item->arch)
1791 { 1612 {
1792 CLEAR_FLAG (item, FLAG_ANIMATE); 1613 CLEAR_FLAG (item, FLAG_ANIMATE);
1793 item->face = item->arch->clone.face; 1614 item->face = item->arch->face;
1794 item->set_speed (0); 1615 item->set_speed (0);
1795 } 1616 }
1796 1617
1797 if ((tmp = item->in_player ())) 1618 if (object *pl = item->visible_to ())
1798 esrv_update_item (UPD_ANIM, tmp, item); 1619 esrv_update_item (UPD_ANIM, pl, item);
1799 } 1620 }
1800 } 1621 }
1801 else if (item->type == ROD || item->type == HORN) 1622 else if (item->type == ROD || item->type == HORN)
1802 drain_rod_charge (item); 1623 drain_rod_charge (item);
1803 } 1624 }
1804} 1625}
1805 1626
1806/* Received a fire command for the player - go and do it. 1627/* Received a fire command for the player - go and do it.
1807 */ 1628 */
1808void 1629bool
1809fire (object *op, int dir) 1630fire (object *who, int dir)
1810{ 1631{
1811 int spellcost = 0; 1632 int spellcost = 0;
1812 1633
1634 player *pl = who->contr;
1635
1636 if (pl->golem)
1637 {
1638 control_golem (who->contr->golem, dir);
1639 return false;
1640 }
1641
1642 object *ob = pl->ranged_ob;
1643
1644 if (!ob)
1645 return false;
1646
1647 if (who->speed_left > 0.f)
1648 --who->speed_left;
1649 else
1650 return false;
1651
1652 if (!who->apply (ob))
1653 return false;
1654
1813 /* check for loss of invisiblity/hide */ 1655 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op)) 1656 if (action_makes_visible (who))
1815 make_visible (op); 1657 make_visible (who);
1816 1658
1817 switch (op->contr->shoottype) 1659 switch (ob->type)
1818 { 1660 {
1819 case range_none: 1661 case BOW:
1820 return;
1821
1822 case range_bow:
1823 player_fire_bow (op, dir); 1662 player_fire_bow (who, dir);
1824 return; 1663 break;
1825 1664
1826 case range_magic: /* Casting spells */ 1665 case SPELL:
1827 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1666 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1828 return; 1667 break;
1829 1668
1830 case range_misc: 1669 case BUILDER:
1831 fire_misc_object (op, dir);
1832 return;
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); 1670 apply_map_builder (who, dir);
1851 return; 1671 break;
1672
1673 case SKILL:
1674 do_skill (who, who, ob, dir, 0);
1675 break;
1676
1677 case RANGED:
1678 do_skill (who, ob, who->chosen_skill, dir, 0);
1679 break;
1680
1852 default: 1681 default:
1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1682 fire_misc_object (who, dir);
1854 return; 1683 break;
1855 } 1684 }
1856}
1857 1685
1858/* find_key 1686 return true;
1859 * We try to find a key for the door as passed. If we find a key 1687}
1860 * and successfully use it, we return the key, otherwise NULL 1688
1861 * This function merges both normal and locked door, since the logic 1689static object *
1862 * for both is the same - just the specific key is different.
1863 * pl is the player,
1864 * inv is the objects inventory to searched
1865 * door is the door we are trying to match against.
1866 * This function can be called recursively to search containers.
1867 */
1868object *
1869find_key (object *pl, object *container, object *door) 1690find_key_ (object *pl, object *container, object *door)
1870{ 1691{
1871 object *tmp, *key; 1692 object *tmp, *key;
1872 1693
1873 /* Should not happen, but sanity checking is never bad */ 1694 /* Should not happen, but sanity checking is never bad */
1874 if (!container->inv) 1695 if (!container->inv)
1877 /* First, lets try to find a key in the top level inventory */ 1698 /* First, lets try to find a key in the top level inventory */
1878 for (tmp = container->inv; tmp; tmp = tmp->below) 1699 for (tmp = container->inv; tmp; tmp = tmp->below)
1879 { 1700 {
1880 if (door->type == DOOR && tmp->type == KEY) 1701 if (door->type == DOOR && tmp->type == KEY)
1881 break; 1702 break;
1703
1882 /* For sanity, we should really check door type, but other stuff 1704 /* For sanity, we should really check door type, but other stuff
1883 * (like containers) can be locked with special keys 1705 * (like containers) can be locked with special keys
1884 */ 1706 */
1885 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1707 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1886 break; 1708 break;
1892 * a key, return 1714 * a key, return
1893 */ 1715 */
1894 if (!tmp) 1716 if (!tmp)
1895 { 1717 {
1896 for (tmp = container->inv; tmp; tmp = tmp->below) 1718 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 {
1898 /* No reason to search empty containers */ 1719 /* No reason to search empty containers */
1899 if (tmp->type == CONTAINER && tmp->inv) 1720 if (tmp->type == CONTAINER && tmp->inv)
1900 {
1901 if ((key = find_key (pl, tmp, door))) 1721 if ((key = find_key_ (pl, tmp, door)))
1902 return key; 1722 return key;
1903 }
1904 }
1905 1723
1906 if (!tmp) 1724 if (!tmp)
1907 return NULL; 1725 return 0;
1908 } 1726 }
1909 1727
1910 /* We get down here if we have found a key. Now if its in a container, 1728 /* We get down here if we have found a key. Now if its in a container,
1911 * see if we actually want to use it 1729 * see if we actually want to use it
1912 */ 1730 */
1913 if (pl != container) 1731 if (pl != container)
1914 { 1732 {
1915 /* Only let players use keys in containers */ 1733 /* Only let players use keys in containers */
1916 if (!pl->contr) 1734 if (!pl->contr)
1917 return NULL; 1735 return 0;
1736
1918 /* cases where this fails: 1737 /* cases where this fails:
1919 * If we only search the player inventory, return now since we 1738 * If we only search the player inventory, return now since we
1920 * are not in the players inventory. 1739 * are not in the players inventory.
1921 * If the container is not active, return now since only active 1740 * If the container is not active, return now since only active
1922 * containers can be used. 1741 * containers can be used.
1926 * inv must have been an container and must have been active. 1745 * inv must have been an container and must have been active.
1927 * 1746 *
1928 * Change the color so that the message doesn't disappear with 1747 * Change the color so that the message doesn't disappear with
1929 * all the others. 1748 * all the others.
1930 */ 1749 */
1931 if (pl->contr->usekeys == key_inventory || 1750 if (pl->contr->usekeys == key_inventory
1932 !QUERY_FLAG (container, FLAG_APPLIED) || 1751 || !QUERY_FLAG (container, FLAG_APPLIED)
1933 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1752 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1934 { 1753 {
1935 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1754 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1936 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1755 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1937 return NULL; 1756 return NULL;
1938 } 1757 }
1939 } 1758 }
1940 1759
1941 return tmp; 1760 return tmp;
1761}
1762
1763/* find_key
1764 * We try to find a key for the door as passed. If we find a key
1765 * and successfully use it, we return the key, otherwise NULL
1766 * This function merges both normal and locked door, since the logic
1767 * for both is the same - just the specific key is different.
1768 * pl is the player,
1769 * inv is the objects inventory to searched
1770 * door is the door we are trying to match against.
1771 * This function can be called recursively to search containers.
1772 */
1773object *
1774find_key (object *pl, object *container, object *door)
1775{
1776 if (door->slaying && is_match_expr (door->slaying))
1777 {
1778 // for match expressions, we try to find the key by applying the match
1779 // to the op itself, which is supposed to find the "key", instead
1780 // of searching through containers ourselves.
1781
1782 return match_one (door->slaying, container, door, pl, pl);
1783 }
1784 else
1785 return find_key_ (pl, container, door);
1942} 1786}
1943 1787
1944/* moved door processing out of move_player_attack. 1788/* moved door processing out of move_player_attack.
1945 * returns 1 if player has opened the door with a key 1789 * returns 1 if player has opened the door with a key
1946 * such that the caller should not do anything more, 1790 * such that the caller should not do anything more,
1947 * 0 otherwise 1791 * 0 otherwise
1948 */ 1792 */
1949static int 1793static int
1950player_attack_door (object *op, object *door) 1794player_attack_door (object *op, object *door)
1951{ 1795{
1952 /* If its a door, try to find a use a key. If we do destroy the door, 1796 /* 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 - 1797 * might as well return immediately as there is nothing more to do -
1954 * otherwise, we fall through to the rest of the code. 1798 * otherwise, we fall through to the rest of the code.
1955 */ 1799 */
1956 object *key = find_key (op, op, door); 1800 object *key = find_key (op, op, door);
1957 1801
1958 /* IF we found a key, do some extra work */ 1802 /* If we found a key, do some extra work */
1959 if (key) 1803 if (key)
1960 { 1804 {
1961 object *container = key->env; 1805 object *container = key->env;
1962 1806
1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1964 if (action_makes_visible (op)) 1807 if (action_makes_visible (op))
1965 make_visible (op); 1808 make_visible (op);
1809
1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1810 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1967 spring_trap (door->inv, op); 1811 spring_trap (door->inv, op);
1968 1812
1969 if (door->type == DOOR) 1813 if (door->type == DOOR)
1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1814 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1971 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
1972 { 1816 {
1973 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1817 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1974 remove_door2 (door); /* remove door without violence ;-) */ 1818 remove_door2 (door); /* remove door without violence ;-) */
1975 } 1819 }
1976 1820
1977 /* Do this after we print the message */ 1821 /* Do this after we print the message */
1978 decrease_ob (key); /* Use up one of the keys */ 1822 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 1823
1983 return 1; /* Nothing more to do below */ 1824 return 1; /* Nothing more to do below */
1984 } 1825 }
1985 else if (door->type == LOCKED_DOOR) 1826 else if (door->type == LOCKED_DOOR)
1986 { 1827 {
1987 /* Might as well return now - no other way to open this */ 1828 /* Might as well return now - no other way to open this */
1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1829 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1989 return 1; 1830 return 1;
1990 } 1831 }
1991 1832
1992 return 0; 1833 return 0;
1993} 1834}
1996 * It should keep the code cleaner. 1837 * It should keep the code cleaner.
1997 * When this is called, the players direction has been updated 1838 * When this is called, the players direction has been updated
1998 * (taking into account confusion.) The player is also actually 1839 * (taking into account confusion.) The player is also actually
1999 * going to try and move (not fire weapons). 1840 * going to try and move (not fire weapons).
2000 */ 1841 */
2001void 1842bool
2002move_player_attack (object *op, int dir) 1843move_player_attack (object *op, int dir)
2003{ 1844{
2004 object *tmp, *mon; 1845 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2005 sint16 nx, ny; 1846 {
2006 int on_battleground; 1847 --op->speed_left;
2007 maptile *m; 1848 return true;
1849 }
2008 1850
2009 nx = freearr_x[dir] + op->x; 1851 sint16 nx = freearr_x[dir] + op->x;
2010 ny = freearr_y[dir] + op->y; 1852 sint16 ny = freearr_y[dir] + op->y;
2011 1853
2012 on_battleground = op_on_battleground (op, 0, 0); 1854 if (out_of_map (op->map, nx, ny))
1855 return false;
2013 1856
2014 /* If braced, or can't move to the square, and it is not out of the 1857 /* 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 1858 * 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 1859 * 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 1860 * 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 1861 * 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 1862 * 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 1863 * quite a bit of processing. However, it probably is less than what
2021 * move_ob uses. 1864 * move_ob uses.
2022 */ 1865 */
2023 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1866 maptile *m = op->map->xy_find (nx, ny);
1867
1868 /* Go through all the objects, and find ones of interest. Only stop if
1869 * we find a monster - that is something we know we want to attack.
1870 * if its a door or barrel (can roll) see if there may be monsters
1871 * on the space
1872 */
1873 object *mon;
1874 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1875 {
1876 if ((mon->flag [FLAG_ALIVE]
1877 || mon->type == LOCKED_DOOR
1878 || mon->flag [FLAG_CAN_ROLL])
1879 && mon != op)
1880 break;
2024 { 1881 }
2025 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1882
1883 if (!mon) /* This happens anytime the player tries to move */
1884 return false; /* into a wall */
1885
1886 mon = mon->head_ ();
1887
1888 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1889 if (op->contr->weapon_sp_left > 0.f)
1890 if (player_attack_door (op, mon))
1891 {
1892 --op->contr->weapon_sp_left;
1893 return true;
2026 { 1894 }
2027 m = op->map->xy_find (nx, ny); 1895
2028 if (!m) 1896 /* The following deals with possibly attacking peaceful
2029 return; /* Don't think this should happen */ 1897 * or friendly creatures. Basically, all players are considered
1898 * unaggressive. If the moving player has peaceful set, then the
1899 * object should be pushed instead of attacked. It is assumed that
1900 * if you are braced, you will not attack friends accidently,
1901 * and thus will not push them.
1902 */
1903
1904 /* If the creature is a pet, push it even if the player is not
1905 * peaceful. Our assumption is the creature is a pet if the
1906 * player owns it and it is either friendly or unagressive.
1907 */
1908 if (op->type == PLAYER
1909 && ((mon->owner && mon->owner->contr
1910 && same_party (mon->owner->contr->party, op->contr->party))
1911 || mon->owner == op)
1912 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1913 {
1914 /* If we're braced, we don't want to switch places with it */
1915 if (op->contr->braced)
1916 return false;
1917
1918 if (op->speed_left > 0.f)
1919 {
1920 --op->speed_left;
1921
1922 op->play_sound (sound_find ("push_player"));
1923 push_ob (mon, dir, op);
1924
1925 if (action_makes_visible (op))
1926 make_visible (op);
1927
1928 return true;
2030 } 1929 }
2031 else 1930 else
2032 m = op->map;
2033
2034 if (!(tmp = m->at (nx, ny).bot))
2035 return; 1931 return false;
1932 }
2036 1933
2037 mon = 0; 1934 bool on_battleground = op_on_battleground (op, 0, 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 1935
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 1936 /* in certain circumstances, you shouldn't attack friendly
2108 * creatures. Note that if you are braced, you can't push 1937 * creatures. Note that if you are braced, you can't push
2109 * someone, but put it inside this loop so that you won't 1938 * someone, but put it inside this loop so that you won't
2110 * attack them either. 1939 * attack them either.
2111 */ 1940 */
2112 if ((mon->type == PLAYER || mon->enemy != op) && 1941 if ((mon->type == PLAYER || mon->enemy != op)
2113 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1942 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2114#ifdef PROHIBIT_PLAYERKILL
2115 (op->contr->peaceful 1943 && ((op->contr->peaceful
2116 || (mon->type == PLAYER 1944 || (mon->type == PLAYER && mon->contr->peaceful))
2117 && mon->contr->
2118 peaceful)) &&
2119#else
2120 op->contr->peaceful &&
2121#endif
2122 !on_battleground)) 1945 && !on_battleground))
1946 {
1947 if (op->speed_left > 0.f)
2123 { 1948 {
1949 --op->speed_left;
1950
2124 if (!op->contr->braced) 1951 if (!op->contr->braced)
2125 { 1952 {
2126 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1953 op->play_sound (sound_find ("push_player"));
2127 push_ob (mon, dir, op); 1954 push_ob (mon, dir, op);
2128 } 1955 }
2129 else 1956 else
2130 new_draw_info (0, 0, op, "You withhold your attack"); 1957 op->statusmsg ("You withhold your attack");
2131 1958
2132 if (op->contr->tmp_invis || op->hide) 1959 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2133 make_visible (op); 1960 make_visible (op);
2134 }
2135 1961
1962 return true;
1963 }
1964 }
2136 /* If the object is a boulder or other rollable object, then 1965 /* 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. 1966 * roll it if not braced. You can't roll it if you are braced.
2138 */ 1967 */
2139 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1968 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1969 {
1970 if (op->speed_left > 0.f)
2140 { 1971 {
1972 --op->speed_left;
1973
2141 recursive_roll (mon, dir, op); 1974 recursive_roll (mon, dir, op);
2142 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2143 make_visible (op); 1976 make_visible (op);
2144 }
2145 1977
1978 return true;
1979 }
1980 }
2146 /* Any generic living creature. Including things like doors. 1981 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 1982 * 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: 1983 * 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 1984 * 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. 1985 * that party_number -1 is no party, so attacks can still happen.
2151 */ 1986 */
2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1987 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))) 1988 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2154 { 1989 {
2155 1990 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 { 1991 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 1992 --op->contr->weapon_sp_left;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167 1993
2168 skill_attack (mon, op, 0, 0, 0); 1994 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 1995
2184 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2185 make_visible (op); 1997 make_visible (op);
2186 }
2187 } /* if player should attack something */
2188}
2189 1998
2190int 1999 return true;
2000 }
2001 }
2002
2003 return false;
2004}
2005
2006bool
2191move_player (object *op, int dir) 2007move_player (object *op, int dir)
2192{ 2008{
2193 int pick;
2194
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2009 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2196 return 0; 2010 return 0;
2197 2011
2198 /* Sanity check: make sure dir is valid */ 2012 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9)) 2013 if (dir < 0 || dir >= 9)
2200 { 2014 {
2201 LOG (llevError, "move_player: invalid direction %d\n", dir); 2015 LOG (llevError, "move_player: invalid direction %d\n", dir);
2202 return 0; 2016 return 0;
2203 } 2017 }
2204 2018
2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2020 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2207 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2021 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2208 2022
2209 op->facing = dir; 2023 op->facing = dir;
2210 2024
2211 if (op->hide) 2025 if (op->flag [FLAG_HIDDEN])
2212 do_hidden_move (op); 2026 do_hidden_move (op);
2213 2027
2028 bool retval;
2029 int pick = 0;
2030
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2031 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 /*nop */ ; 2032 retval = RESULT_INT (0);
2216 else if (op->contr->fire_on) 2033 else if (op->contr->fire_on)
2217 fire (op, dir); 2034 retval = fire (op, dir);
2218 else 2035 else
2219 { 2036 {
2220 move_player_attack (op, dir); 2037 retval = move_player_attack (op, dir);
2221 pick = check_pick (op); 2038 pick = check_pick (op);
2222 } 2039 }
2223 2040
2224 /* Add special check for newcs players and fire on - this way, the 2041 /* Add special check for newcs players and fire on - this way, the
2225 * server can handle repeat firing. 2042 * server can handle repeat firing.
2232 /* Update how the player looks. Use the facing, so direction may 2049 /* Update how the player looks. Use the facing, so direction may
2233 * get reset to zero. This allows for full animation capabilities 2050 * get reset to zero. This allows for full animation capabilities
2234 * for players. 2051 * for players.
2235 */ 2052 */
2236 animate_object (op, op->facing); 2053 animate_object (op, op->facing);
2237 return 0; 2054
2055 return retval;
2238} 2056}
2239 2057
2240/* This is similar to handle_player, below, but is only used by the 2058/* This is similar to handle_player, below, but is only used by the
2241 * new client/server stuff. 2059 * new client/server stuff.
2242 * This is sort of special, in that the new client/server actually uses 2060 * This is sort of special, in that the new client/server actually uses
2243 * the new speed values for commands. 2061 * the new speed values for commands.
2244 * 2062 *
2245 * Returns true if there are more actions we can do. 2063 * Returns true if there are more actions we can do. Should not do
2064 * many actions in a row, as that would be too unfair to other
2065 * players.
2246 */ 2066 */
2247int 2067bool
2248handle_newcs_player (object *op) 2068handle_newcs_player (object *op)
2249{ 2069{
2250 if (QUERY_FLAG (op, FLAG_SCARED)) 2070 if (QUERY_FLAG (op, FLAG_SCARED))
2251 { 2071 {
2252 flee_player (op); 2072 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 { 2073 {
2256 op->speed_left--; 2074 --op->speed_left;
2075 flee_player (op);
2076
2257 return 0; 2077 return true;
2258 } 2078 }
2079 else
2080 return false;
2259 } 2081 }
2260 2082
2261 /* call this here - we also will call this in do_ericserver, but 2083 /* call this here - we also will call this in do_ericserver, but
2262 * the players time has been increased when doericserver has been 2084 * the players time has been increased when doericserver has been
2263 * called, so we recheck it here. 2085 * called, so we recheck it here.
2264 */ 2086 */
2265 if (op->contr->ns->handle_command ()) 2087 if (op->contr->ns->handle_command ())
2266 return 1; 2088 return true;
2267 2089
2268 if (op->speed_left > 0)
2269 {
2270 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2090 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); 2091 return move_player (op, op->direction);
2280 2092
2281 return op->speed_left > 0;
2282 }
2283 }
2284
2285 return 0; 2093 return false;
2286} 2094}
2287 2095
2288int 2096static int
2289save_life (object *op) 2097save_life (object *op)
2290{ 2098{
2291 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2099 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2292 return 0; 2100 return 0;
2293 2101
2294 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2102 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2295 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2103 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2296 { 2104 {
2297 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2105 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)); 2106 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 2107
2303 tmp->destroy (); 2108 tmp->destroy ();
2304 CLEAR_FLAG (op, FLAG_LIFESAVE); 2109 CLEAR_FLAG (op, FLAG_LIFESAVE);
2305 2110
2306 if (op->stats.hp < 0) 2111 if (op->stats.hp < 0)
2307 op->stats.hp = op->stats.maxhp; 2112 op->stats.hp = op->stats.maxhp;
2308 2113
2309 if (op->stats.food < 0) 2114 if (op->stats.food < 0)
2310 op->stats.food = 999; 2115 op->stats.food = MAX_FOOD;
2311 2116
2312 op->update_stats (); 2117 op->update_stats ();
2313 return 1; 2118 return 1;
2314 } 2119 }
2315 2120
2319 return 0; 2124 return 0;
2320} 2125}
2321 2126
2322/* This goes throws the inventory and removes unpaid objects, and puts them 2127/* 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 2128 * 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 2129 * function will descend into containers. op is the object to start the search
2325 * from. 2130 * from.
2326 */ 2131 */
2132static void
2133drop_unpaid_items (object *op, object *env)
2134{
2135 while (op)
2136 {
2137 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2138
2139 if (QUERY_FLAG (op, FLAG_UNPAID))
2140 op->insert_at (env);
2141 else if (op->inv)
2142 drop_unpaid_items (op->inv, env);
2143
2144 op = next;
2145 }
2146}
2147
2327void 2148void
2328remove_unpaid_objects (object *op, object *env) 2149object::drop_unpaid_items ()
2329{ 2150{
2330 while (op) 2151 if (!flag [FLAG_REMOVED])
2331 { 2152 ::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}
2347
2348/*
2349 * Returns pointer a static string containing gravestone text
2350 * Moved from apply.c to player.c - player.c is what
2351 * actually uses this function. player.c may not be quite the
2352 * best, a misc file for object actions is probably better,
2353 * but there isn't one in the server directory.
2354 */
2355char *
2356gravestone_text (object *op)
2357{
2358 static char buf2[MAX_BUF];
2359 char buf[MAX_BUF];
2360 time_t now = time (NULL);
2361
2362 strcpy (buf2, " R.I.P.\n\n");
2363 if (op->type == PLAYER)
2364 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2365 else
2366 sprintf (buf, "%s\n", &op->name);
2367
2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2369 strcat (buf2, buf);
2370 if (op->type == PLAYER)
2371 sprintf (buf, "who was in level %d when killed\n", op->level);
2372 else
2373 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2374
2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 if (op->type == PLAYER)
2378 {
2379 sprintf (buf, "by %s.\n\n", op->contr->killer);
2380 strncat (buf2, " ", 21 - strlen (buf) / 2);
2381 strcat (buf2, buf);
2382 }
2383
2384 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2386 strcat (buf2, buf);
2387
2388 return buf2;
2389} 2153}
2390 2154
2391void 2155void
2392do_some_living (object *op) 2156do_some_living (object *op)
2393{ 2157{
2445 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2209 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2446 else 2210 else
2447 { 2211 {
2448 gen_grace = op->stats.maxgrace; 2212 gen_grace = op->stats.maxgrace;
2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2213 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 } 2214 }
2493 2215
2494 /* Regenerate Grace */ 2216 /* Regenerate Grace */
2495 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2217 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2496 if (--op->last_grace < 0) 2218 if (--op->last_grace < 0)
2517 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2239 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2518 } 2240 }
2519 /* wearing stuff doesn't detract from grace generation. */ 2241 /* wearing stuff doesn't detract from grace generation. */
2520 } 2242 }
2521 2243
2244 if (op->stats.food > 0)
2245 {
2522 /* Regenerate Hit Points */ 2246 /* Regenerate Spell Points */
2523 if (--op->last_heal < 0) 2247 if (!op->contr->golem && --op->last_sp < 0)
2524 {
2525 if (op->stats.hp < op->stats.maxhp)
2526 { 2248 {
2527 op->stats.hp++; 2249 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2528 /* dms do not consume food */ 2250
2529 if (!QUERY_FLAG (op, FLAG_WIZ)) 2251 if (op->stats.sp < op->stats.maxsp)
2530 { 2252 {
2253 op->stats.sp++;
2254
2255 /* dms do not consume food */
2256 if (!QUERY_FLAG (op, FLAG_WIZ))
2257 {
2531 op->stats.food--; 2258 op->stats.food--;
2259
2532 if (op->contr->digestion < 0) 2260 if (op->contr->digestion < 0)
2533 op->stats.food += op->contr->digestion; 2261 op->stats.food += op->contr->digestion;
2534 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2262 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2535 op->stats.food = last_food; 2263 op->stats.food = last_food;
2264 }
2536 } 2265 }
2537 }
2538 2266
2539 if (max_hp > 1) 2267 if (max_sp > 1)
2540 {
2541 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2542 if (over_hp > 0)
2543 { 2268 {
2544 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2269 over_sp = (gen_sp + 10) / rate_sp;
2270 if (over_sp > 0)
2271 {
2272 if (op->stats.sp < op->stats.maxsp)
2273 {
2274 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2275
2276 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2277 op->stats.sp--;
2278
2279 if (op->stats.sp > op->stats.maxsp)
2280 op->stats.sp = op->stats.maxsp;
2281 }
2282
2545 op->last_heal = 0; 2283 op->last_sp = 0;
2284 }
2285 else
2286 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2546 } 2287 }
2547 else 2288 else
2289 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2290 }
2291
2292 /* Regenerate Hit Points */
2293 if (--op->last_heal < 0)
2294 {
2295 if (op->stats.hp < op->stats.maxhp)
2548 { 2296 {
2549 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2297 op->stats.hp++;
2298
2299 /* dms do not consume food */
2300 if (!QUERY_FLAG (op, FLAG_WIZ))
2301 {
2302 op->stats.food--;
2303
2304 if (op->contr->digestion < 0)
2305 op->stats.food += op->contr->digestion;
2306 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2307 op->stats.food = last_food;
2308 }
2550 } 2309 }
2310
2311 if (max_hp > 1)
2312 {
2313 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2314
2315 if (over_hp > 0)
2316 {
2317 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2318 op->last_heal = 0;
2319 }
2320 else
2321 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2551 } 2322 }
2552 else 2323 else
2553 {
2554 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2324 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2555 } 2325 }
2556 } 2326 }
2557 2327
2558 /* Digestion */ 2328 /* Digestion */
2559 if (--op->last_eat < 0) 2329 if (--op->last_eat < 0)
2560 { 2330 {
2561#ifdef COZY_SERVER 2331 int bonus = max (0, op->contr->digestion),
2562 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2332 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 2333
2568 if (op->contr->gen_hp > 0)
2569 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2334 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 2335
2573 /* dms do not consume food */ 2336 /* dms do not consume food */
2574 if (!QUERY_FLAG (op, FLAG_WIZ)) 2337 if (!QUERY_FLAG (op, FLAG_WIZ))
2575 op->stats.food--; 2338 op->stats.food--;
2576 } 2339 }
2577 2340
2578 if (op->stats.food < 0 && op->stats.hp >= 0) 2341 if (op->stats.food < 0 && op->stats.hp >= 0)
2579 { 2342 {
2580 object *tmp, *flesh = 0; 2343 object *flesh = 0;
2581 2344
2582 for (tmp = op->inv; tmp; tmp = tmp->below) 2345 for_inv_removable (op, tmp)
2583 { 2346 {
2584 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2347 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2348 continue;
2349
2350 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2585 { 2351 {
2586 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2352 op->statusmsg ("You blindly grab for a bite of food. "
2587 { 2353 "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."); 2354 op->apply (tmp);
2589 manual_apply (op, tmp, 0); 2355
2590 if (op->stats.food >= 0 || op->stats.hp < 0) 2356 if (op->stats.food >= 0 || op->stats.hp < 0)
2591 break; 2357 break;
2592 } 2358 }
2593 else if (tmp->type == FLESH) 2359 else if (tmp->type == FLESH)
2594 flesh = tmp; 2360 flesh = tmp;
2595 } /* End if paid for object */ 2361 }
2596 } /* end of for loop */
2597 2362
2598 /* If player is still starving, it means they don't have any food, so 2363 /* If player is still starving, it means they don't have any food, so
2599 * eat flesh instead. 2364 * eat flesh instead.
2600 */ 2365 */
2601 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2366 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2602 { 2367 {
2603 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2368 op->statusmsg ("You blindly grab for a bite of food. "
2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2604 manual_apply (op, flesh, 0); 2370 op->apply (flesh);
2605 } 2371 }
2372
2373 // If player is still starving, alert him!
2374 if (op->stats.food < 0)
2375 op->failmsg ("You are starving! "
2376 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2377 }
2378
2379 if (op->stats.food < 0)
2606 } 2380 {
2381 op->stats.hp += op->stats.food;
2382 op->stats.food = 0;
2607 2383
2608 while (op->stats.food < 0 && op->stats.hp >= 0) 2384 if (op->stats.hp < 0)
2609 op->stats.food++, op->stats.hp--; 2385 {
2386 op->contr->killer = archetype::get ("killer_starvation");
2387 op->contr->killer->destroy ();
2388 }
2389 }
2610 2390
2391 /* killer should be set here already */
2611 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2392 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2612 kill_player (op); 2393 kill_player (op);
2613 } 2394 }
2614} 2395}
2615 2396
2619 * file. 2400 * file.
2620 */ 2401 */
2621void 2402void
2622kill_player (object *op) 2403kill_player (object *op)
2623{ 2404{
2624 char buf[MAX_BUF];
2625 int x, y; 2405 int x, y;
2626
2627 //int i;
2628 maptile *map; /* this is for resurrection */ 2406 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; 2407 int will_kill_again;
2636 archetype *at; 2408 archetype *at;
2637 object *tmp; 2409 object *tmp;
2638 2410
2639 if (save_life (op)) 2411 if (save_life (op))
2640 return; 2412 return;
2641 2413
2414 dynbuf_text deathtab;
2415
2416 /* restore player */
2417 at = archetype::find (shstr_poisoning);
2418 if (object *tmp = present_arch_in_ob (at, op))
2419 {
2420 tmp->destroy ();
2421 deathtab << "Your body feels cleansed...\r";
2422 }
2423
2424 at = archetype::find (shstr_confusion);
2425 if (object *tmp = present_arch_in_ob (at, op))
2426 {
2427 tmp->destroy ();
2428 deathtab << "Your mind feels clearer...\r";
2429 }
2430
2431 cure_disease (op, 0, 0); /* remove any disease */
2432
2433 max_it (op->stats.hp , op->stats.maxhp);
2434 max_it (op->stats.sp , op->stats.maxsp);
2435 max_it (op->stats.grace, op->stats.maxgrace);
2436 max_it (op->stats.food , 200);
2437
2438 // remove all spell effects that are active
2439 // to avoid long-term effects such as word-of-recall
2440 for (object *item = op->inv; item; )
2441 {
2442 object *next = item->below;
2443
2444 if (item->type == SPELL_EFFECT && item->active)
2445 item->destroy ();
2446
2447 item = next;
2448 }
2642 2449
2643 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2450 /* 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. 2451 * in cities ONLY!!! It is very important that this doesn't get abused.
2645 * Look at op_on_battleground() for more info --AndreasV 2452 * Look at op_on_battleground() for more info --AndreasV
2646 */ 2453 */
2647 if (op_on_battleground (op, &x, &y)) 2454 if (op_on_battleground (op, &x, &y))
2648 { 2455 {
2649 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2456 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2651
2652 /* restore player */
2653 at = archetype::find ("poisoning");
2654 if (object *tmp = present_arch_in_ob (at, op))
2655 {
2656 tmp->destroy ();
2657 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2658 }
2659
2660 at = archetype::find ("confusion");
2661 if (object *tmp = present_arch_in_ob (at, op))
2662 {
2663 tmp->destroy ();
2664 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2665 }
2666
2667 cure_disease (op, 0); /* remove any disease */
2668 op->stats.hp = op->stats.maxhp;
2669 if (op->stats.food <= 0)
2670 op->stats.food = 999;
2671 2457
2672 /* create a bodypart-trophy to make the winner happy */ 2458 /* create a bodypart-trophy to make the winner happy */
2673 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2459 object *tmp = archetype::find (shstr_finger)->instance ();
2674 { 2460
2675 sprintf (buf, "%s's finger", &op->name); 2461 tmp->name = format ("%s's finger" , &op->name);
2676 tmp->name = buf; 2462 tmp->name_pl = format ("%s's fingers", &op->name);
2677 sprintf (buf, " This finger has been cut off %s\n" 2463 tmp->msg = format (
2678 " the %s, when he was defeated at\n level %d by %s.\n", 2464 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2679 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2465 &op->name, op->contr->title,
2680 tmp->msg = buf; 2466 (int)op->level,
2467 op->contr->killer_name ()
2468 );
2681 tmp->value = 0, tmp->type = 0; 2469 tmp->value = 0, tmp->type = 0;
2682 tmp->materialname = "organics"; 2470 tmp->material = name_to_material (shstr_organic);
2683 tmp->insert_at (op, tmp); 2471 tmp->insert_at (op, tmp);
2684 }
2685 2472
2686 /* teleport defeated player to new destination */ 2473 /* teleport defeated player to new destination */
2687 transfer_ob (op, x, y, 0, NULL); 2474 transfer_ob (op, x, y, 0, NULL);
2688 op->contr->braced = 0; 2475 op->contr->braced = 0;
2476
2477 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2689 return; 2478 return;
2690 } 2479 }
2691 2480
2481 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2482 deathtab << "T<YOU HAVE DIED>\n\n";
2483
2692 INVOKE_PLAYER (DEATH, op->contr); 2484 INVOKE_PLAYER (DEATH, op->contr);
2693 2485
2694 command_kill_pets (op, 0); 2486 command_kill_pets (op, 0);
2695 2487
2696 if (op->stats.food < 0) 2488 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 2489
2706 /* save the map location for corpse, gravestone */ 2490 /* save the map location for corpse, gravestone */
2707 x = op->x; 2491 x = op->x;
2708 y = op->y; 2492 y = op->y;
2709 map = op->map; 2493 map = op->map;
2737 2521
2738 lost_a_stat = 0; 2522 lost_a_stat = 0;
2739 2523
2740 for (z = 0; z < num_stats_lose; z++) 2524 for (z = 0; z < num_stats_lose; z++)
2741 { 2525 {
2742 i = RANDOM () % NUM_STATS; 2526 i = rndm (NUM_STATS);
2743 2527
2744 if (settings.stat_loss_on_death) 2528 if (settings.stat_loss_on_death)
2745 { 2529 {
2746 /* Pick a random stat and take a point off it. Tell the player 2530 /* Pick a random stat and take a point off it. Tell the player
2747 * what he lost. 2531 * what he lost.
2754 lost_a_stat = 1; 2538 lost_a_stat = 1;
2755 } 2539 }
2756 else 2540 else
2757 { 2541 {
2758 /* deplete a stat */ 2542 /* deplete a stat */
2759 archetype *deparch = archetype::find ("depletion"); 2543 archetype *deparch = archetype::find (shstr_depletion);
2760 object *dep; 2544 object *dep;
2761 2545
2762 dep = present_arch_in_ob (deparch, op); 2546 dep = present_arch_in_ob (deparch, op);
2763 if (!dep) 2547 if (!dep)
2764 { 2548 {
2765 dep = arch_to_object (deparch); 2549 dep = deparch->instance ();
2766 insert_ob_in_ob (dep, op); 2550 insert_ob_in_ob (dep, op);
2767 } 2551 }
2768 lose_this_stat = 1; 2552 lose_this_stat = 1;
2769 if (settings.balanced_stat_loss) 2553 if (settings.balanced_stat_loss)
2770 { 2554 {
2798 } 2582 }
2799 } 2583 }
2800 2584
2801 if (lose_this_stat) 2585 if (lose_this_stat)
2802 { 2586 {
2803 this_stat = get_attr_value (&(dep->stats), i); 2587 this_stat = get_attr_value (&dep->stats, i);
2804 /* We could try to do something clever like find another 2588 /* We could try to do something clever like find another
2805 * stat to reduce if this fails. But chances are, if 2589 * stat to reduce if this fails. But chances are, if
2806 * stats have been depleted to -50, all are pretty low 2590 * stats have been depleted to -50, all are pretty low
2807 * and should be roughly the same, so it shouldn't make a 2591 * and should be roughly the same, so it shouldn't make a
2808 * difference. 2592 * difference.
2816 lost_a_stat = 1; 2600 lost_a_stat = 1;
2817 } 2601 }
2818 } 2602 }
2819 } 2603 }
2820 } 2604 }
2605
2821 /* If no stat lost, tell the player. */ 2606 /* If no stat lost, tell the player. */
2822 if (!lost_a_stat) 2607 if (!lost_a_stat)
2823 { 2608 {
2824 /* determine_god() seems to not work sometimes... why is this? 2609 /* determine_god() seems to not work sometimes... why is this?
2825 Should I be using something else? GD */ 2610 Should I be using something else? GD */
2826 const char *god = determine_god (op); 2611 shstr_tmp god = determine_god (op);
2827 2612
2828 if (god && (strcmp (god, "none"))) 2613 if (god != shstr_none)
2829 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2614 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2830 else 2615 else
2831 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2616 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2832 } 2617 }
2833#else 2618#else
2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2619 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2835#endif 2620#endif
2836 2621
2837 /* Put a gravestone up where the character 'almost' died. List the 2622 /* Put a gravestone up where the character 'almost' died. List the
2838 * exp loss on the stone. 2623 * exp loss on the stone.
2839 */ 2624 */
2840 tmp = arch_to_object (archetype::find ("gravestone")); 2625 tmp = archetype::find (shstr_gravestone)->instance ();
2841 sprintf (buf, "%s's gravestone", &op->name); 2626 tmp->name = format ("%s's gravestone", &op->name);
2842 tmp->name = buf; 2627 tmp->name_pl = format ("%s's gravestones", &op->name);
2843 sprintf (buf, "%s's gravestones", &op->name); 2628 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2844 tmp->name_pl = buf; 2629 &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; 2630 tmp->x = op->x, tmp->y = op->y;
2848 insert_ob_in_map (tmp, op->map, NULL, 0); 2631 insert_ob_in_map (tmp, op->map, NULL, 0);
2849 2632
2850 /**************************************/ 2633 /**************************************/
2851 /* */ 2634 /* */
2852 /* Subtract the experience points, */ 2635 /* Subtract the experience points, */
2853 /* if we died cause of food, give us */
2854 /* food, and reset HP's... */
2855 /* */ 2636 /* */
2856 /**************************************/ 2637 /**************************************/
2857 2638
2858 /* remove any poisoning and confusion the character may be suffering. */
2859 /* restore player */
2860 at = archetype::find ("poisoning");
2861 tmp = present_arch_in_ob (at, op);
2862
2863 if (tmp)
2864 {
2865 tmp->destroy ();
2866 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2867 }
2868
2869 at = archetype::find ("confusion");
2870 tmp = present_arch_in_ob (at, op);
2871 if (tmp)
2872 {
2873 tmp->destroy ();
2874 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2875 }
2876
2877 cure_disease (op, 0); /* remove any disease */
2878
2879 /*add_exp(op, (op->stats.exp * -0.20)); */ 2639 /*add_exp(op, (op->stats.exp * -0.20)); */
2880 apply_death_exp_penalty (op); 2640 apply_death_exp_penalty (op);
2881 if (op->stats.food < 100)
2882 op->stats.food = 900;
2883 op->stats.hp = op->stats.maxhp;
2884 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2885 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2886 2641
2887 /* 2642 /*
2888 * Check to see if the player has any unpaid items. If so, remove them 2643 * Check to see if the player has any unpaid items. If so, remove them
2889 * and put them back in the map. 2644 * and put them back in the map.
2890 */ 2645 */
2891 remove_unpaid_objects (op->inv, op); 2646 op->drop_unpaid_items ();
2892 2647
2893 /****************************************/ 2648 /****************************************/
2894 /* */ 2649 /* */
2895 /* Move player to his current respawn- */ 2650 /* Move player to his current respawn- */
2896 /* position (usually last savebed) */ 2651 /* position (usually last savebed) */
2916 object *force; 2671 object *force;
2917 int at; 2672 int at;
2918 2673
2919 force = get_archetype (FORCE_NAME); 2674 force = get_archetype (FORCE_NAME);
2920 /* 50 ticks should be enough time for the spell to abate */ 2675 /* 50 ticks should be enough time for the spell to abate */
2921 force->speed = 0.1; 2676 force->speed = 0.1f;
2922 force->speed_left = -5.0; 2677 force->speed_left = -5.f;
2923 SET_FLAG (force, FLAG_APPLIED); 2678 SET_FLAG (force, FLAG_APPLIED);
2924 for (at = 0; at < NROFATTACKS; at++) 2679 for (at = 0; at < NROFATTACKS; at++)
2925 if (will_kill_again & (1 << at)) 2680 if (will_kill_again & (1 << at))
2926 force->resist[at] = 100; 2681 force->resist[at] = 100;
2927 2682
2928 insert_ob_in_ob (force, op); 2683 insert_ob_in_ob (force, op);
2929 op->update_stats (); 2684 op->update_stats ();
2930
2931 } 2685 }
2932 2686
2933 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2687 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2934} 2688}
2935 2689
2936void 2690static void
2937loot_object (object *op) 2691loot_object (object *op)
2938{ /* Grab and destroy some treasure */ 2692{ /* Grab and destroy some treasure */
2939 object *tmp, *tmp2, *next; 2693 object *tmp, *tmp2, *next;
2940 2694
2941 op->close_container (); /* close open sack first */ 2695 op->close_container (); /* close open sack first */
2955 2709
2956 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2710 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2957 { 2711 {
2958 if (tmp->nrof > 1) 2712 if (tmp->nrof > 1)
2959 { 2713 {
2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2714 tmp->decrease (rndm (1, tmp->nrof - 1));
2961 tmp2->destroy ();
2962 insert_ob_in_map (tmp, op->map, NULL, 0); 2715 insert_ob_in_map (tmp, op->map, NULL, 0);
2963 } 2716 }
2964 else 2717 else
2965 tmp->destroy (); 2718 tmp->destroy ();
2966 } 2719 }
2973 * fix_weight(): Check recursively the weight of all players, and fix 2726 * fix_weight(): Check recursively the weight of all players, and fix
2974 * what needs to be fixed. Refresh windows and fix speed if anything 2727 * what needs to be fixed. Refresh windows and fix speed if anything
2975 * was changed. 2728 * was changed.
2976 */ 2729 */
2977void 2730void
2978fix_weight (void) 2731fix_weight ()
2979{ 2732{
2980 for_all_players (pl) 2733 for_all_players (pl)
2981 { 2734 {
2982 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2735 sint32 old = pl->ob->carrying;
2983 2736
2984 if (old == sum) 2737 pl->ob->update_weight ();
2985 continue; 2738
2739 if (old != pl->ob->carrying)
2740 {
2986 pl->ob->update_stats (); 2741 pl->ob->update_stats ();
2987 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2742 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2743 }
2988 } 2744 }
2989} 2745}
2990 2746
2991void 2747void
2992fix_luck (void) 2748fix_luck ()
2993{ 2749{
2994 for_all_players (pl) 2750 for_all_players (pl)
2995 if (!pl->ob->contr->ns->state) 2751 if (!pl->ob->contr->ns->state)
2996 pl->ob->change_luck (0); 2752 pl->ob->change_luck (0);
2997} 2753}
3034} 2790}
3035 2791
3036void 2792void
3037make_visible (object *op) 2793make_visible (object *op)
3038{ 2794{
3039 op->hide = 0; 2795 op->flag [FLAG_HIDDEN] = 0;
3040 op->invisible = 0; 2796 op->invisible = 0;
2797
3041 if (op->type == PLAYER) 2798 if (op->type == PLAYER)
3042 { 2799 {
3043 op->contr->tmp_invis = 0; 2800 op->contr->tmp_invis = 0;
3044 op->contr->invis_race = 0; 2801 op->contr->invis_race = 0;
3045 } 2802 }
3048} 2805}
3049 2806
3050int 2807int
3051is_true_undead (object *op) 2808is_true_undead (object *op)
3052{ 2809{
3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2810 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3054 return 1; 2811 return 1;
3055 2812
3056 return 0; 2813 return 0;
3057} 2814}
3058 2815
3059/* look at the surrounding terrain to determine 2816/* look at the surrounding terrain to determine
3060 * the hideability of this object. Positive levels 2817 * the hideability of this object. Positive levels
3061 * indicate greater hideability. 2818 * indicate greater hideability.
3062 */ 2819 */
3063
3064int 2820int
3065hideability (object *ob) 2821hideability (object *ob)
3066{ 2822{
3067 int i, level = 0, mflag; 2823 int i, level = 0, mflag;
3068 sint16 x, y; 2824 sint16 x, y;
3069 2825
3070 if (!ob || !ob->map) 2826 if (!ob || !ob->map)
3071 return 0; 2827 return 0;
3072 2828
3073 /* so, on normal lighted maps, its hard to hide */ 2829 /* so, on normal lighted maps, its hard to hide */
3074 level = ob->map->darkness - 2; 2830 level = ob->map->darklevel () - 2;
3075 2831
3076 /* this also picks up whether the object is glowing. 2832 /* this also picks up whether the object is glowing.
3077 * If you carry a light on a non-dark map, its not 2833 * If you carry a light on a non-dark map, its not
3078 * as bad as carrying a light on a pitch dark map */ 2834 * as bad as carrying a light on a pitch dark map */
3079 if (has_carried_lights (ob)) 2835 if (ob->has_carried_lights ())
3080 level = -(10 + (2 * ob->map->darkness)); 2836 level = -(10 + (2 * ob->map->darklevel ()));
3081 2837
3082 /* scan through all nearby squares for terrain to hide in */ 2838 /* 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]) 2839 for (i = 0, x = ob->x, y = ob->y;
2840 i <= SIZEOFFREE1;
2841 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3084 { 2842 {
3085 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2843 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3086 if (mflag & P_OUT_OF_MAP) 2844 if (mflag & P_OUT_OF_MAP)
3087 {
3088 continue; 2845 continue;
3089 } 2846
3090 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2847 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3091 level += 2; 2848 level += 2;
3092 else /* open terrain! */ 2849 else /* open terrain! */
3093 level -= 1; 2850 level -= 1;
3094 } 2851 }
3102/* For Hidden creatures - a chance of becoming 'unhidden' 2859/* For Hidden creatures - a chance of becoming 'unhidden'
3103 * every time they move - as we subtract off 'invisibility' 2860 * every time they move - as we subtract off 'invisibility'
3104 * AND, for players, if they move into a ridiculously unhideable 2861 * AND, for players, if they move into a ridiculously unhideable
3105 * spot (surrounded by clear terrain in broad daylight). -b.t. 2862 * spot (surrounded by clear terrain in broad daylight). -b.t.
3106 */ 2863 */
3107
3108void 2864void
3109do_hidden_move (object *op) 2865do_hidden_move (object *op)
3110{ 2866{
3111 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2867 int hide = 0;
3112 object *skop;
3113 2868
3114 if (!op || !op->map) 2869 if (!op || !op->map)
3115 return; 2870 return;
3116 2871
3117 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2872 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2873 int num = random_roll (0, 19, op, PREFER_LOW);
3118 2874
3119 /* its *extremely* hard to run and sneak/hide at the same time! */ 2875 /* its *extremely* hard to run and sneak/hide at the same time! */
3120 if (op->type == PLAYER && op->contr->run_on) 2876 if (op->type == PLAYER && op->contr->run_on)
3121 if (!skop || num >= skop->level) 2877 if (!skop || num >= skop->level)
3122 { 2878 {
3132 num -= hide; 2888 num -= hide;
3133 2889
3134 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2890 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3135 { 2891 {
3136 make_visible (op); 2892 make_visible (op);
2893
3137 if (op->type == PLAYER) 2894 if (op->type == PLAYER)
3138 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2895 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3139 } 2896 }
3140 else if (op->type == PLAYER && skop) 2897 else if (op->type == PLAYER && skop)
3141 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2898 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3194 * object op. This function works fine for monsters, 2951 * object op. This function works fine for monsters,
3195 * but we dont worry if the object isnt the top one in 2952 * but we dont worry if the object isnt the top one in
3196 * a pile (say a coin under a table would return "viewable" 2953 * a pile (say a coin under a table would return "viewable"
3197 * by this routine). Another question, should we be 2954 * by this routine). Another question, should we be
3198 * concerned with the direction the player is looking 2955 * concerned with the direction the player is looking
3199 * in? Realistically, most of use cant see stuff behind 2956 * in? Realistically, most of us can't see stuff behind
3200 * our backs...on the other hand, does the "facing" direction 2957 * our backs...on the other hand, does the "facing" direction
3201 * imply the way your head, or body is facing? Its possible 2958 * 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. 2959 * for them to differ. Sigh, this fctn could get a bit more complex.
3203 * -b.t. 2960 * -b.t.
3204 * This function is now map tiling safe. 2961 * This function is now map tiling safe.
3205 */ 2962 */
3206
3207int 2963int
3208player_can_view (object *pl, object *op) 2964player_can_view (object *pl, object *op)
3209{ 2965{
3210 rv_vector rv; 2966 rv_vector rv;
3211 int dx, dy; 2967 int dx, dy;
3223 2979
3224 get_rangevector (pl, op, &rv, 0x1); 2980 get_rangevector (pl, op, &rv, 0x1);
3225 2981
3226 /* starting with the 'head' part, lets loop 2982 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any 2983 * through the object and find if it has any
3228 * part that is in the los array but isnt on 2984 * part that is in the los array but isn't on
3229 * a blocked los square. 2985 * a blocked los square.
3230 * we use the archetype to figure out offsets. 2986 * we use the archetype to figure out offsets.
3231 */ 2987 */
3232 while (op) 2988 while (op)
3233 { 2989 {
3234 dx = rv.distance_x + op->arch->clone.x; 2990 dx = rv.distance_x + op->arch->x;
3235 dy = rv.distance_y + op->arch->clone.y; 2991 dy = rv.distance_y + op->arch->y;
3236 2992
3237 /* only the viewable area the player sees is updated by LOS 2993 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3238 * code, so we need to restrict ourselves to that range of values
3239 * for any meaningful values.
3240 */
3241 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
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; 2994 return 1;
2995
3245 op = op->more; 2996 op = op->more;
3246 } 2997 }
3247 return 0;
3248}
3249 2998
3250/* routine for both players and monsters. We call this when
3251 * there is a possibility for our action distrubing our hiding
3252 * place or invisiblity spell. Artefact invisiblity is not
3253 * effected by this. If we arent invisible to begin with, we
3254 * return 0.
3255 */
3256int
3257action_makes_visible (object *op)
3258{
3259
3260 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3261 {
3262 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3263 return 0;
3264
3265 if (op->contr && op->contr->tmp_invis == 0)
3266 return 0;
3267
3268 /* If monsters, they should become visible */
3269 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3270 {
3271 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3272 return 1;
3273 }
3274 }
3275 return 0; 2999 return 0;
3276} 3000}
3277 3001
3278/* op_on_battleground - checks if the given object op (usually 3002/* op_on_battleground - checks if the given object op (usually
3279 * a player) is standing on a valid battleground-tile, 3003 * 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 3008 * Default is to do the same as before, so only people wanting to have different points need worry about this
3285 */ 3009 */
3286int 3010int
3287op_on_battleground (object *op, int *x, int *y) 3011op_on_battleground (object *op, int *x, int *y)
3288{ 3012{
3289 object *tmp;
3290
3291 /* A battleground-tile needs the following attributes to be valid: 3013 /* 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), 3014 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3293 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3015 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3294 * and the exit-coordinates sp/hp must both be > 0. 3016 * and the exit-coordinates sp/hp must both be > 0.
3295 * => The intention here is to prevent abuse of the battleground- 3017 * => The intention here is to prevent abuse of the battleground-
3296 * feature (like pickable or hidden battleground tiles). */ 3018 * feature (like pickable or hidden battleground tiles). */
3297 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3019 for (object *tmp = op->below; tmp; tmp = tmp->below)
3298 { 3020 {
3299 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3021 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3300 { 3022 {
3301 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3023 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3302 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3024 && tmp->type == BATTLEGROUND
3025 && tmp->name == shstr_battleground
3026 && EXIT_X (tmp) && EXIT_Y (tmp))
3303 { 3027 {
3304 /*before we assign the exit, check if this is a teambattle */ 3028 /* before we assign the exit, check if this is a teambattle */
3305 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3029 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3306 {
3307 object *invtmp;
3308
3309 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3030 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3031 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3310 { 3032 {
3311 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3312 {
3313 if (x != NULL && y != NULL) 3033 if (x && y)
3314 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3034 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3035
3315 return 1; 3036 return 1;
3316 }
3317 } 3037 }
3318 } 3038
3319 if (x != NULL && y != NULL) 3039 if (x && y)
3320 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3040 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3041
3321 return 1; 3042 return 1;
3322 } 3043 }
3323 } 3044 }
3324 } 3045 }
3046
3325 /* If we got here, did not find a battleground */ 3047 /* If we got here, did not find a battleground */
3326 return 0; 3048 return 0;
3327} 3049}
3328 3050
3329/* 3051/*
3345 char buf[MAX_BUF]; /* tmp. string buffer */ 3067 char buf[MAX_BUF]; /* tmp. string buffer */
3346 int i = 0, j = 0; 3068 int i = 0, j = 0;
3347 3069
3348 /* get the appropriate treasurelist */ 3070 /* get the appropriate treasurelist */
3349 if (atnr == ATNR_FIRE) 3071 if (atnr == ATNR_FIRE)
3350 trlist = treasurelist::find ("dragon_ability_fire"); 3072 trlist = treasurelist::find (shstr_dragon_ability_fire);
3351 else if (atnr == ATNR_COLD) 3073 else if (atnr == ATNR_COLD)
3352 trlist = treasurelist::find ("dragon_ability_cold"); 3074 trlist = treasurelist::find (shstr_dragon_ability_cold);
3353 else if (atnr == ATNR_ELECTRICITY) 3075 else if (atnr == ATNR_ELECTRICITY)
3354 trlist = treasurelist::find ("dragon_ability_elec"); 3076 trlist = treasurelist::find (shstr_dragon_ability_elec);
3355 else if (atnr == ATNR_POISON) 3077 else if (atnr == ATNR_POISON)
3356 trlist = treasurelist::find ("dragon_ability_poison"); 3078 trlist = treasurelist::find (shstr_dragon_ability_poison);
3357 3079
3358 if (trlist == NULL || who->type != PLAYER) 3080 if (trlist == NULL || who->type != PLAYER)
3359 return; 3081 return;
3360 3082
3361 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3083 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]); */ 3087 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3366 return; 3088 return;
3367 } 3089 }
3368 3090
3369 /* everything seems okay - now bring on the gift: */ 3091 /* everything seems okay - now bring on the gift: */
3370 item = &(tr->item->clone); 3092 item = tr->item;
3371 3093
3372 if (item->type == SPELL) 3094 if (item->type == SPELL)
3373 { 3095 {
3374 if (check_spell_known (who, item->name)) 3096 if (check_spell_known (who, item->name))
3375 return; 3097 return;
3434 { 3156 {
3435 /* forces in the treasurelist can alter the player's stats */ 3157 /* forces in the treasurelist can alter the player's stats */
3436 object *skin; 3158 object *skin;
3437 3159
3438 /* first get the dragon skin force */ 3160 /* 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) 3161 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3441 ; 3162 ;
3442 3163
3443 if (!skin) 3164 if (!skin)
3444 return; 3165 return;
3445 3166
3459 else 3180 else
3460 j = 1; 3181 j = 1;
3461 strcat (buf, spellpathnames[i]); 3182 strcat (buf, spellpathnames[i]);
3462 } 3183 }
3463 } 3184 }
3185
3464 strcat (buf, "."); 3186 strcat (buf, ".");
3465 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3187 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3188 }
3467 3189
3468 /* evtl. adding flags: */ 3190 /* evtl. adding flags: */
3478 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3200 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3479 } 3201 }
3480 else 3202 else
3481 { 3203 {
3482 /* generate misc. treasure */ 3204 /* generate misc. treasure */
3483 tmp = arch_to_object (tr->item); 3205 tmp = tr->item->instance ();
3484 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3206 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); 3207 who->insert (tmp);
3486 if (who->type == PLAYER)
3487 esrv_send_item (who, tmp);
3488 }
3489}
3490
3491/**
3492 * Unready an object for a player. This function does nothing if the object was
3493 * not readied.
3494 */
3495void
3496player_unready_range_ob (player *pl, object *ob)
3497{
3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3499 if (pl->ranges[i] == ob)
3500 {
3501 pl->ranges[i] = 0;
3502 if (pl->shoottype == i)
3503 pl->shoottype = range_none;
3504 } 3208 }
3505} 3209}
3210
3211//-GPL
3506 3212
3507sint8 3213sint8
3508player::visibility_at (maptile *map, int x, int y) const 3214player::darkness_at (maptile *map, int x, int y) const
3509{ 3215{
3510 if (!ns) 3216 if (!ns)
3511 return 0; 3217 return LOS_BLOCKED;
3512 3218
3513 int dx, dy; 3219 int dx, dy;
3514 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3220 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3515 return 0; 3221 return LOS_BLOCKED;
3516 3222
3517 x += dx - ns->current_x + ns->mapx / 2; 3223 x += dx - ns->current_x;
3518 y += dy - ns->current_y + ns->mapy / 2; 3224 y += dy - ns->current_y;
3519 3225
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]; 3226 return blocked_los (x, y);
3524} 3227}
3228
3229void
3230player::infobox (const char *title, const char *msg, int color)
3231{
3232 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3233}
3234
3235void
3236player::statusmsg (const char *msg, int color)
3237{
3238 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3239}
3240
3241void
3242player::failmsg (const char *msg, int color)
3243{
3244 play_sound (sound_find ("generic_failure"));
3245 statusmsg (msg, color);
3246}
3247

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines