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Comparing deliantra/server/server/player.C (file contents):
Revision 1.133 by root, Sat May 12 22:04:20 2007 UTC vs.
Revision 1.229 by root, Sat Jun 27 03:51:05 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
123 continue; 122 continue;
124 123
125 if (*buf == '%') 124 if (*buf == '%')
126 { /* send one news */ 125 { /* send one news */
127 if (size > 0) 126 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
129 131
130 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
131 strip_endline (subject); 133 strip_endline (subject);
132 size = 0; 134 size = 0;
133 news[0] = '\0'; 135 news[0] = '\0';
157 op->x = -1; 159 op->x = -1;
158 op->y = -1; 160 op->y = -1;
159} 161}
160 162
161void 163void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate () 164player::activate ()
176{ 165{
177 if (active) 166 if (active)
178 return; 167 return;
179 168
181 ob->remove (); 170 ob->remove ();
182 ob->map = 0; 171 ob->map = 0;
183 ob->activate_recursive (); 172 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 174 add_friendly_object (ob);
186 enter_map ();
187} 175}
188 176
189void 177void
190player::deactivate () 178player::deactivate ()
191{ 179{
198 186
199 if (ob->map) 187 if (ob->map)
200 maplevel = ob->map->path; 188 maplevel = ob->map->path;
201 189
202 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 192 ob->map = 0;
204 party = 0; 193 party = 0;
205 194
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 196
221 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
222 211
223 ns->update_look = 0; 212 ns->update_look = 0;
224 ns->look_position = 0; 213 ns->look_position = 0;
225 214
226 clear_los (ob); 215 clear_los ();
227 216
228 ns->reset_stats (); 217 ns->reset_stats ();
229 218
230 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
233 222
234 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
235 link_player_skills (ob); 224 link_skills ();
236 225
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 227
239 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
240 229
241 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
243 { 232 {
244 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
245 234
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 238 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 240 skin = tmp;
255 241
256 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
257 } 243 }
258 244
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 246
261 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
262 307
263 for (object *op = ob->inv; op; op = op->below) 308 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 309 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 310 switch (op->type)
266 { 311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
267 case WAND: 316 case WAND:
268 case ROD: 317 case ROD:
269 case HORN: 318 case HORN:
270 case BOW: 319 case BOW:
271 case SKILL: 320 ranged_ob = op;
272 case SKILL_TOOL: 321 break;
322
273 case WEAPON: 323 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 324 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 325 break;
277 } 326 }
278 327
279 ob->update_stats (); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
280 ns->floorbox_update (); 329 ob->deactivate (); // change_weapon activates, fix this better
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293} 330}
294 331
295void 332void
296player::disconnect ()
297{
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op) 333player::set_observe (object *op)
320{ 334{
321 ob = op; 335 observe = op ? op : ob;
322 ob->contr = this; /* this aren't yet in archetype */ 336 do_los = 1;
323
324 ob->speed_left = 0.5f;
325 ob->speed = 1.0f;
326 ob->direction = 5; /* So player faces south */
327} 337}
328 338
329player::player () 339player::player ()
330{ 340{
331 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
338 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
339 349
340 gen_sp_armour = 10; 350 gen_sp_armour = 10;
341 bowtype = bow_normal; 351 bowtype = bow_normal;
342 petmode = pet_normal; 352 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers; 353 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
346 do_los = 1; 355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
347} 359}
348 360
349void 361void
350player::do_destroy () 362player::do_destroy ()
351{ 363{
356 if (ob) 368 if (ob)
357 { 369 {
358 ob->destroy_inv (false); 370 ob->destroy_inv (false);
359 ob->destroy (); 371 ob->destroy ();
360 } 372 }
373
374 ob = observe = 0;
361} 375}
362 376
363player::~player () 377player::~player ()
364{ 378{
365 /* Clear item stack */ 379 /* Clear item stack */
392 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
393 */ 407 */
394archetype * 408archetype *
395get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
396{ 410{
397 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
398 418
399 for (;;) 419 for (;;)
400 { 420 {
401 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
402 at = first_archetype; 422 i = archetypes.begin ();
403 else 423 else if (*i == at)
404 at = at->next; 424 cleanup ("not a single player archetype found");
405 425
406 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
407 return at; 427 return *i;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 } 428 }
415} 429}
416 430
417object * 431object *
418get_nearest_player (object *mon) 432get_nearest_player (object *mon)
422 unsigned lastdist; 436 unsigned lastdist;
423 rv_vector rv; 437 rv_vector rv;
424 438
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 440 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 442 continue;
456 443
457 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
458 { 445 {
653 640
654 return firstdir; 641 return firstdir;
655} 642}
656 643
657void 644void
658give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
659{ 646{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 647 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 649
665 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
666 { 651 {
667 next = op->below; 652 next = op->below;
668 653
669 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
675 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 661 * by this player due to race restrictions
677 */ 662 */
678 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
679 { 664 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
681 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 { 672 {
686 op->destroy (); 673 op->destroy ();
687 continue; 674 continue;
688 } 675 }
689 } 676 }
690 677
691 /* This really needs to be better - we should really give 678 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 679 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 680 * generated by bad treasurelists. - elmex
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 681 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 682 if (op->type == SKILL)
698 { 683 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 684 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 685 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 686 {
707 op->destroy (); 687 op->destroy ();
688 LOG (llevError,
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 689 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
709 continue; 690 break;
710 } 691 }
711 692
712 if (op->nrof > 1) 693 if (op->nrof > 1)
713 op->nrof = 1; 694 op->nrof = 1;
714 } 695 }
715 696
716 if (op->type == SPELLBOOK && op->inv) 697 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 698 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 699
721 /* Give starting characters identified, uncursed, and undamned 700 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 701 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 702 * merged properly.
724 */ 703 */
725 if (need_identify (op)) 704 if (need_identify (op))
726 { 705 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 706 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 707 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 708 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 709 }
710
731 if (op->type == SPELL) 711 if (op->type == SPELL)
732 { 712 {
733 op->destroy (); 713 op->destroy ();
734 continue; 714 continue;
735 } 715 }
737 { 717 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 718 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 719 op->stats.exp = 0;
740 op->level = 1; 720 op->level = 1;
741 } 721 }
742 /* lock all 'normal items by default */ 722 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 723 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 724 } /* for loop of objects in player inv */
746 725
747 /* Need to set up the skill pointers */ 726 /* Need to set up the skill pointers */
748 link_player_skills (pl); 727 pl->contr->link_skills ();
749} 728}
750 729
751void 730void
752get_party_password (object *op, partylist *party) 731get_party_password (object *op, partylist *party)
753{ 732{
854static void 833static void
855start_info (object *op) 834start_info (object *op)
856{ 835{
857 char buf[MAX_BUF]; 836 char buf[MAX_BUF];
858 837
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 838 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 839 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 840}
864 841
865/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
870 */ 847 */
871void 848void
872player::chargen_race_done () 849player::chargen_race_done ()
873{ 850{
874 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 852 esrv_new_player (ob->contr);
876 853
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl) 855 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
880 857
884 ob->contr->ns->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
885 862
886 if (ob->msg) 863 if (ob->msg)
887 ob->msg = 0; 864 ob->msg = 0;
888 865
889 /* We create this now because some of the unique maps will need it
890 * to save here.
891 */
892 {
893 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf);
896 }
897
898 start_info (ob); 866 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ); 867 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems); 868 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob); 869 esrv_send_inventory (ob, ob);
903 ob->update_stats (); 870 ob->update_stats ();
904 871
905 /* This moves the player to a different start map, if there 872 /* This moves the player to a different start map, if there
906 * is one for this race 873 * is one for this race
907 */ 874 */
908 if (*first_map_ext_path) 875 if (*first_map_ext_path)
909 { 876 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
910 object *tmp;
911 char mapname[MAX_BUF];
912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else 877 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 878 LOG (llevDebug, "first_map_ext_path not set\n");
925} 879}
926 880
927void 881void
937 int x = ob->x, y = ob->y; 891 int x = ob->x, y = ob->y;
938 892
939 ob->remove_statbonus (); 893 ob->remove_statbonus ();
940 ob->remove (); 894 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch); 895 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob); 896 ob->arch->copy_to (ob);
943 ob->instantiate (); 897 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats; 898 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name; 899 ob->name = ob->name_pl = name;
946 ob->x = x; 900 ob->x = x;
947 ob->y = y; 901 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */ 902 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0); 903 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name); 904 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus (); 905 ob->add_statbonus ();
952 } 906 }
953 while (!allowed_class (ob)); 907 while (!allowed_class (ob));
954 908
955 update_object (ob, UP_OBJ_FACE); 909 update_object (ob, UP_OBJ_FACE);
971 LOG (llevDebug, "Fleeing player is dead.\n"); 925 LOG (llevDebug, "Fleeing player is dead.\n");
972 CLEAR_FLAG (op, FLAG_SCARED); 926 CLEAR_FLAG (op, FLAG_SCARED);
973 return; 927 return;
974 } 928 }
975 929
976 if (op->enemy == NULL) 930 if (!op->enemy)
977 { 931 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n"); 932 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED); 933 CLEAR_FLAG (op, FLAG_SCARED);
980 return; 934 return;
981 } 935 }
982 936
983 /* Seen some crashes here. Since we don't store an
984 * op->enemy_count, it is possible that something destroys the
985 * actual enemy, and the object is recycled.
986 */
987 if (op->enemy->map == NULL)
988 {
989 CLEAR_FLAG (op, FLAG_SCARED);
990 op->enemy = NULL;
991 return;
992 }
993
994 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 937 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 { 938 {
996 op->enemy = NULL; 939 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED); 940 CLEAR_FLAG (op, FLAG_SCARED);
998 return; 941 return;
1001 get_rangevector (op, op->enemy, &rv, 0); 944 get_rangevector (op, op->enemy, &rv, 0);
1002 945
1003 dir = absdir (4 + rv.direction); 946 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++) 947 for (diff = 0; diff < 3; diff++)
1005 { 948 {
1006 int m = 1 - (RANDOM () & 2); 949 int m = 1 - rndm (2) * 2;
1007 950
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 951 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1009 return; 952 return;
1010 } 953 }
1011 954
1022check_pick (object *op) 965check_pick (object *op)
1023{ 966{
1024 object *tmp, *next; 967 object *tmp, *next;
1025 int stop = 0; 968 int stop = 0;
1026 int wvratio; 969 int wvratio;
1027 char putstring[128];
1028 970
1029 /* if you're flying, you cna't pick up anything */ 971 /* if you're flying, you cna't pick up anything */
1030 if (op->move_type & MOVE_FLYING) 972 if (op->move_type & MOVE_FLYING)
1031 return 1; 973 return 1;
1032 974
1033 next = op->below; 975 next = op->below;
1034 976
977 int cnt = MAX_ITEM_PER_DROP;
978#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
979
1035 /* loop while there are items on the floor that are not marked as 980 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 981 * destroyed */
1037 while (next && !next->destroyed ()) 982 while (next && !next->destroyed ())
1038 { 983 {
1039 tmp = next; 984 tmp = next;
1040 next = tmp->below; 985 next = tmp->below;
1041 986
987 if (cnt <= 0)
988 {
989 op->failmsg ("Couldn't pickup all items at once.");
990 return 0;
991 }
992
1042 if (op->destroyed ()) 993 if (op->destroyed ())
1043 return 0; 994 return 0;
1044 995
1045 if (!can_pick (op, tmp)) 996 if (!can_pick (op, tmp))
1046 continue; 997 continue;
1047 998
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 999 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 1000 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 1001 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 1002 CHK_PICK_PICKUP;
1003
1052 continue; 1004 continue;
1053 } 1005 }
1054 1006
1055 /* high not bit set? We're using the old autopickup model */ 1007 /* pickup handling */
1008 if (op->contr->mode & PU_DEBUG)
1009 {
1010 /* some debugging code to figure out item information */
1011 const char *str = tmp->name
1012 ? format ("item name: %s item type: %d weight/value: %d",
1013 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1014 : format ("item name: %s item type: %d weight/value: %d",
1015 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1016
1017 new_draw_info (NDI_UNIQUE, 0, op, str);
1018 }
1019
1020 if (op->contr->mode & PU_INHIBIT)
1021 return 1;
1022
1023 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1024 return 1;
1025
1026 /* philosophy:
1027 * It's easy to grab an item type from a pile, as long as it's
1028 * generic. This takes no game-time. For more detailed pickups
1029 * and selections, select-items should be used. This is a
1030 * grab-as-you-run type mode that's really useful for arrows for
1031 * example.
1032 * The drawback: right now it has no frontend, so you need to
1033 * stick the bits you want into a calculator in hex mode and then
1034 * convert to decimal and then 'pickup <#>
1035 */
1036
1037 /* the first two modes are exclusive: if NOTHING we return, if
1038 * STOP then we stop. All the rest are applied sequentially,
1039 * meaning if any test passes, the item gets picked up. */
1040
1041 /* if mode is set to pick nothing up, return */
1042 if (op->contr->mode == PU_NOTHING)
1043 return 1;
1044
1045 /* if mode is set to stop when encountering objects, return */
1046 /* take STOP before INHIBIT since it doesn't actually pick
1047 * anything up */
1048 if (op->contr->mode & PU_STOP)
1049 return 0;
1050
1051 /* useful for going into stores and not losing your settings... */
1052 /* and for battles wher you don't want to get loaded down while
1053 * fighting */
1054 if (op->contr->mode & PU_INHIBIT)
1055 return 1;
1056
1057 /* prevent us from turning into auto-thieves :) */
1058 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1059 continue;
1060
1061 /* ignore known cursed objects */
1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1063 continue;
1064
1065 /* all food and drink if desired */
1066 /* question: don't pick up known-poisonous stuff? */
1056 if (!(op->contr->mode & PU_NEWMODE)) 1067 if (op->contr->mode & PU_FOOD)
1068 if (tmp->type == FOOD)
1057 { 1069 {
1058 switch (op->contr->mode) 1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_DRINK)
1075 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_POTION)
1082 if (tmp->type == POTION)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* spellbooks, skillscrolls and normal books/scrolls */
1089 if (op->contr->mode & PU_SPELLBOOK)
1090 if (tmp->type == SPELLBOOK)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 if (op->contr->mode & PU_SKILLSCROLL)
1097 if (tmp->type == SKILLSCROLL)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_READABLES)
1104 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 /* wands/staves/rods/horns */
1111 if (op->contr->mode & PU_MAGIC_DEVICE)
1112 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1113 {
1114 CHK_PICK_PICKUP;
1115 continue;
1116 }
1117
1118 /* pick up all magical items */
1119 if (op->contr->mode & PU_MAGICAL)
1120 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1125
1126 if (op->contr->mode & PU_VALUABLES)
1127 {
1128 if (tmp->type == MONEY || tmp->type == GEM)
1059 { 1129 {
1060 case 0: 1130 CHK_PICK_PICKUP;
1061 return 1; /* don't pick up */ 1131 continue;
1062 case 1:
1063 pick_up (op, tmp);
1064 return 1;
1065 case 2:
1066 pick_up (op, tmp);
1067 return 0;
1068 case 3:
1069 return 0; /* stop before pickup */
1070 case 4:
1071 pick_up (op, tmp);
1072 break;
1073 case 5:
1074 pick_up (op, tmp);
1075 stop = 1;
1076 break;
1077 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1079 pick_up (op, tmp);
1080 break;
1081
1082 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp);
1085 break;
1086
1087 default:
1088 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 pick_up (op, tmp);
1092 } 1132 }
1093 } 1133 }
1094 else 1134
1095 { /* old model */ 1135 /* rings & amulets - talismans seems to be typed AMULET */
1096 /* NEW pickup handling */
1097 if (op->contr->mode & PU_DEBUG) 1136 if (op->contr->mode & PU_JEWELS)
1137 if (tmp->type == RING || tmp->type == AMULET)
1098 { 1138 {
1099 /* some debugging code to figure out item information */ 1139 CHK_PICK_PICKUP;
1100 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 }
1109
1110 /* philosophy:
1111 * It's easy to grab an item type from a pile, as long as it's
1112 * generic. This takes no game-time. For more detailed pickups
1113 * and selections, select-items should be used. This is a
1114 * grab-as-you-run type mode that's really useful for arrows for
1115 * example.
1116 * The drawback: right now it has no frontend, so you need to
1117 * stick the bits you want into a calculator in hex mode and then
1118 * convert to decimal and then 'pickup <#>
1119 */
1120
1121 /* the first two modes are exclusive: if NOTHING we return, if
1122 * STOP then we stop. All the rest are applied sequentially,
1123 * meaning if any test passes, the item gets picked up. */
1124
1125 /* if mode is set to pick nothing up, return */
1126
1127 if (op->contr->mode & PU_NOTHING)
1128 return 1;
1129
1130 /* if mode is set to stop when encountering objects, return */
1131 /* take STOP before INHIBIT since it doesn't actually pick
1132 * anything up */
1133
1134 if (op->contr->mode & PU_STOP)
1135 return 0;
1136
1137 /* useful for going into stores and not losing your settings... */
1138 /* and for battles wher you don't want to get loaded down while
1139 * fighting */
1140 if (op->contr->mode & PU_INHIBIT)
1141 return 1;
1142
1143 /* prevent us from turning into auto-thieves :) */
1144 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1145 continue; 1140 continue;
1141 }
1146 1142
1147 /* ignore known cursed objects */ 1143 /* we don't forget dragon food */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1144 if (op->contr->mode & PU_FLESH)
1145 if (tmp->type == FLESH)
1146 {
1147 CHK_PICK_PICKUP;
1149 continue; 1148 continue;
1149 }
1150 1150
1151 /* all food and drink if desired */ 1151 /* bows and arrows. Bows are good for selling! */
1152 /* question: don't pick up known-poisonous stuff? */ 1152 if (op->contr->mode & PU_BOW)
1153 if (tmp->type == BOW)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_ARROW)
1160 if (tmp->type == ARROW)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* all kinds of armor etc. */
1167 if (op->contr->mode & PU_ARMOUR)
1168 if (tmp->type == ARMOUR)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_HELMET)
1175 if (tmp->type == HELMET)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SHIELD)
1182 if (tmp->type == SHIELD)
1183 {
1184 CHK_PICK_PICKUP;
1185 continue;
1186 }
1187
1153 if (op->contr->mode & PU_FOOD) 1188 if (op->contr->mode & PU_BOOTS)
1154 if (tmp->type == FOOD) 1189 if (tmp->type == BOOTS)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_GLOVES)
1196 if (tmp->type == GLOVES)
1197 {
1198 CHK_PICK_PICKUP;
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_CLOAK)
1203 if (tmp->type == CLOAK)
1204 {
1205 CHK_PICK_PICKUP;
1206 continue;
1207 }
1208
1209 /* hoping to catch throwing daggers here */
1210 if (op->contr->mode & PU_MISSILEWEAPON)
1211 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1216
1217 /* careful: chairs and tables are weapons! */
1218 if (op->contr->mode & PU_ALLWEAPON)
1219 {
1220 if (tmp->type == WEAPON)
1221 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1155 { 1222 {
1156 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1157 continue; 1224 continue;
1158 } 1225 }
1226 }
1159 1227
1228 /* misc stuff that's useful */
1160 if (op->contr->mode & PU_DRINK) 1229 if (op->contr->mode & PU_KEY)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1230 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1162 { 1231 {
1163 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1164 continue; 1233 continue;
1165 } 1234 }
1166 1235
1236 /* any of the last 4 bits set means we use the ratio for value
1237 * pickups */
1167 if (op->contr->mode & PU_POTION) 1238 if (op->contr->mode & PU_RATIO)
1168 if (tmp->type == POTION) 1239 {
1240 /* use value density to decide what else to grab */
1241 /* >=7 was >= op->contr->mode */
1242 /* >=7 is the old standard setting. Now we take the last 4 bits
1169 { 1243 */
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL) 1244 wvratio = op->contr->mode & PU_RATIO;
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1245 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 if (op->contr->mode & PU_VALUABLES)
1213 { 1246 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1247#if 0
1248 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1249 if (tmp->name != NULL)
1215 { 1250 {
1216 pick_up (op, tmp); 1251 fprintf (stderr, "%s", tmp->name);
1217 continue;
1218 } 1252 }
1219 }
1220
1221 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON)
1305 {
1306 if (tmp->type == WEAPON && tmp->name != NULL)
1307 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314 }
1315
1316 if (tmp->type == WEAPON && tmp->name == NULL)
1317 {
1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324 }
1325
1326 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */
1336 if (op->contr->mode & PU_RATIO)
1337 {
1338 /* use value density to decide what else to grab */
1339 /* >=7 was >= op->contr->mode */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits
1341 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344 {
1345 pick_up (op, tmp);
1346#if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL)
1349 {
1350 fprintf (stderr, "%s", tmp->name);
1351 }
1352 else 1253 else
1353 fprintf (stderr, "%s", tmp->arch->name); 1254 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1255 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1256 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1356#endif 1257#endif
1258 CHK_PICK_PICKUP;
1357 continue; 1259 continue;
1358 }
1359 } 1260 }
1360 } /* the new pickup model */ 1261 } /* the new pickup model */
1361 } 1262 }
1362 1263
1363 return !stop; 1264 return !stop;
1369 * found object is returned. 1270 * found object is returned.
1370 */ 1271 */
1371object * 1272object *
1372find_arrow (object *op, const char *type) 1273find_arrow (object *op, const char *type)
1373{ 1274{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1275 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378 tmp = find_arrow (op, type);
1379 else if (op->type == ARROW && op->race == type) 1276 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1277 return splay (tmp);
1278
1279 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1280 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1281 if (object *arrow = find_arrow (tmp, type))
1282 {
1283 splay (tmp);
1380 return op; 1284 return arrow;
1285 }
1381 1286
1382 return tmp; 1287 return 0;
1383} 1288}
1384 1289
1385/* 1290/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1291 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1387 * against the target. A full test is not performed, simply a basic test 1292 * against the target. A full test is not performed, simply a basic test
1388 * of resistances. The archer is making a quick guess at what he sees down 1293 * of resistances. The archer is making a quick guess at what he sees down
1389 * the hall. Failing that it does it's best to pick the highest plus arrow. 1294 * the hall. Failing that it does it's best to pick the highest plus arrow.
1390 */ 1295 */
1391object * 1296object *
1392find_better_arrow (object *op, object *target, const char *type, int *better) 1297find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1393{ 1298{
1394 object *tmp = NULL, *arrow, *ntmp; 1299 object *tmp = NULL, *arrow, *ntmp;
1395 int attacknum, attacktype, betterby = 0, i; 1300 int attacknum, attacktype, betterby = 0, i;
1396 1301
1397 if (!type) 1302 if (!type)
1401 { 1306 {
1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1307 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1403 { 1308 {
1404 i = 0; 1309 i = 0;
1405 ntmp = find_better_arrow (arrow, target, type, &i); 1310 ntmp = find_better_arrow (arrow, target, type, &i);
1311
1406 if (i > betterby) 1312 if (i > betterby)
1407 { 1313 {
1408 tmp = ntmp; 1314 tmp = ntmp;
1409 betterby = i; 1315 betterby = i;
1410 } 1316 }
1411 } 1317 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1318 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1319 {
1414 /* allways prefer assasination/slaying */ 1320 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1321 if (target->race && arrow->slaying.contains (target->race))
1416 { 1322 {
1417 if (arrow->attacktype & AT_DEATH) 1323 if (arrow->attacktype & AT_DEATH)
1418 { 1324 {
1419 *better = 100; 1325 *better = 100;
1420 return arrow; 1326 return arrow;
1428 else 1334 else
1429 { 1335 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1336 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 { 1337 {
1432 attacktype = 1 << attacknum; 1338 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1339 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1340 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1435 { 1341 {
1436 tmp = arrow; 1342 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1343 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1344 }
1439 } 1345 }
1346
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1347 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1348 {
1442 tmp = arrow; 1349 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam; 1350 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 } 1351 }
1352
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1353 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1354 {
1447 tmp = arrow; 1355 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1356 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1357 }
1450 } 1358 }
1451 } 1359 }
1452 } 1360 }
1361
1453 if (tmp == NULL && arrow == NULL) 1362 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1363 return find_arrow (op, type);
1455 1364
1456 *better = betterby; 1365 *better = betterby;
1457 return tmp; 1366 return tmp;
1462 * op = the shooter 1371 * op = the shooter
1463 * type = bow->race 1372 * type = bow->race
1464 * dir = fire direction 1373 * dir = fire direction
1465 */ 1374 */
1466object * 1375object *
1467pick_arrow_target (object *op, const char *type, int dir) 1376pick_arrow_target (object *op, shstr_cmp type, int dir)
1468{ 1377{
1469 object *tmp = NULL; 1378 object *tmp = NULL;
1470 maptile *m; 1379 maptile *m;
1471 int i, mflags, found, number; 1380 int i, mflags, found, number;
1472 sint16 x, y; 1381 sint16 x, y;
1487 for (i = 0, found = 0; i < 20; i++) 1396 for (i = 0, found = 0; i < 20; i++)
1488 { 1397 {
1489 x += freearr_x[dir]; 1398 x += freearr_x[dir];
1490 y += freearr_y[dir]; 1399 y += freearr_y[dir];
1491 mflags = get_map_flags (m, &m, x, y, &x, &y); 1400 mflags = get_map_flags (m, &m, x, y, &x, &y);
1401
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1402 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 { 1403 {
1494 tmp = NULL; 1404 tmp = 0;
1495 break; 1405 break;
1496 } 1406 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1407 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 { 1408 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1409 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption. 1410 * perhaps a bad assumption.
1501 */ 1411 */
1502 tmp = NULL; 1412 tmp = 0;
1503 break; 1413 break;
1504 } 1414 }
1415
1505 if (mflags & P_IS_ALIVE) 1416 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1417 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1418 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break; 1419 break;
1515 }
1516 } 1420 }
1517 if (tmp == NULL) 1421
1422 if (!tmp)
1518 return find_arrow (op, type); 1423 return find_arrow (op, type);
1519 1424
1520 if (tmp->head) 1425 if (tmp->head)
1521 tmp = tmp->head; 1426 tmp = tmp->head;
1522 1427
1544 { 1449 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0; 1451 return 0;
1547 } 1452 }
1548 1453
1549 if (player *pl = op->contr) 1454 if (op->contr)
1550 { 1455 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1456 else
1556 { 1457 {
1557 for (bow = op->inv; bow; bow = bow->below) 1458 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1459 /* 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. 1460 * don't need to switch back and forth between bows and weapons.
1571 if (bow->below) 1472 if (bow->below)
1572 { 1473 {
1573 bow->remove (); 1474 bow->remove ();
1574 op->insert (bow); 1475 op->insert (bow);
1575 } 1476 }
1576
1577 } 1477 }
1578 1478
1579 if (!bow->race || !bow->skill) 1479 if (!bow->race || !bow->skill)
1580 { 1480 {
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1481 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1607 } 1507 }
1608 1508
1609 /* this should not happen, but sometimes does */ 1509 /* this should not happen, but sometimes does */
1610 if (arrow->nrof == 0) 1510 if (arrow->nrof == 0)
1611 { 1511 {
1512 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1612 arrow->destroy (); 1513 arrow->destroy ();
1613 return 0; 1514 return 0;
1614 } 1515 }
1615 1516
1616 left = arrow; /* these are arrows left to the player */ 1517 left = arrow; /* these are arrows left to the player */
1617 arrow = get_split_ob (arrow, 1); 1518 arrow = arrow->split ();
1618 if (!arrow) 1519 if (!arrow)
1619 { 1520 {
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1521 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1621 return 0; 1522 return 0;
1622 } 1523 }
1626 arrow->direction = dir; 1527 arrow->direction = dir;
1627 1528
1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1529 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629 arrow->stats.hp = arrow->stats.dam; 1530 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype; 1531 arrow->stats.grace = arrow->attacktype;
1631
1632 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying); 1532 arrow->spellarg = arrow->slaying;
1634 1533
1534#if 0
1635 if (player *pl = op->contr) 1535 if (player *pl = op->contr)
1636 { 1536 {
1637 pl->has_hit = 1;
1638#if 0
1639 float speed = pl->weapon_sp; 1537 float speed = pl->weapon_sp;
1640 1538
1641 /* penalize ROF for bestarrow */ 1539 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow) 1540 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f; 1541 speed *= .9f;
1644 else 1542 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1543 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646 1544
1647 op->speed_left += speed - op->speed; 1545 op->speed_left += speed - op->speed;
1546 }
1648#endif 1547#endif
1649 }
1650 1548
1651 SET_ANIMATION (arrow, arrow->direction); 1549 SET_ANIMATION (arrow, arrow->direction);
1652 1550
1653 /* update the speed */ 1551 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1552 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1655 + bow->stats.dam / 7.0; 1553 + bow->stats.dam / 7.f;
1656 1554
1657 arrow->set_speed (max (arrow->speed, 2.0)); 1555 arrow->set_speed (max (arrow->speed, 2.f));
1658 arrow->speed_left = 0; 1556 arrow->speed_left = 0;
1659 1557
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1558 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1661 1559
1662 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1685 1583
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1584 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1585 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1586 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1587
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1588 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1589 m->insert (arrow, sx, sy, op);
1692 1590
1693 if (!arrow->destroyed ()) 1591 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1592 move_arrow (arrow);
1695
1696 if (op->type == PLAYER)
1697 {
1698 if (left->destroyed ())
1699 esrv_del_item (op->contr, left->count);
1700 else
1701 esrv_send_item (op, left);
1702 }
1703 1593
1704 return 1; 1594 return 1;
1705} 1595}
1706 1596
1707/* Special fire code for players - this takes into 1597/* Special fire code for players - this takes into
1712 * hence the function name. 1602 * hence the function name.
1713 */ 1603 */
1714int 1604int
1715player_fire_bow (object *op, int dir) 1605player_fire_bow (object *op, int dir)
1716{ 1606{
1717 int ret = 0, wcmod = 0; 1607 int ret;
1718 1608
1719 if (op->contr->bowtype == bow_bestarrow) 1609 if (op->contr->bowtype == bow_bestarrow)
1720 { 1610 {
1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1611 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1722 } 1612 }
1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1613 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724 { 1614 {
1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1615 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1726 wcmod = -1;
1727
1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1616 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1729 } 1617 }
1730 else if (op->contr->bowtype == bow_threewide) 1618 else if (op->contr->bowtype == bow_threewide)
1731 { 1619 {
1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1620 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1621 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1734 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1622 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1735 } 1623 }
1736 else if (op->contr->bowtype == bow_spreadshot) 1624 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1625 {
1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1626 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1627 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1628 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741 } 1629 }
1742 else 1630 else
1743 { 1631 {
1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1633 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1746 } 1634 }
1747 1635
1748 return ret; 1636 return ret;
1749} 1637}
1750
1751 1638
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1639/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1640 * Broken apart from 'fire' to keep it more readable.
1754 */ 1641 */
1755void 1642void
1774 1661
1775 if (item->type == WAND) 1662 if (item->type == WAND)
1776 { 1663 {
1777 if (item->stats.food <= 0) 1664 if (item->stats.food <= 0)
1778 { 1665 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1666 op->contr->play_sound (sound_find ("wand_poof"));
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1667 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781 1668
1782 return; 1669 return;
1783 } 1670 }
1784 } 1671 }
1785 else if (item->type == ROD || item->type == HORN) 1672 else if (item->type == ROD || item->type == HORN)
1786 { 1673 {
1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1674 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1675
1676 // using the maximum of the rods charge allows at least one spell cast
1677 // for a rod or horn, this fixes some broken rods.
1678 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1788 { 1679 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1680 op->contr->play_sound (sound_find ("wand_poof"));
1790 1681
1791 if (item->type == ROD) 1682 if (item->type == ROD)
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1683 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1793 else 1684 else
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1685 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1797 } 1688 }
1798 } 1689 }
1799 1690
1800 if (cast_spell (op, item, dir, item->inv, NULL)) 1691 if (cast_spell (op, item, dir, item->inv, NULL))
1801 { 1692 {
1802 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1693 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1694
1803 if (item->type == WAND) 1695 if (item->type == WAND)
1804 { 1696 {
1805 if (!(--item->stats.food)) 1697 if (!(--item->stats.food))
1806 { 1698 {
1807 object *tmp; 1699 object *tmp;
1808 1700
1809 if (item->arch) 1701 if (item->arch)
1810 { 1702 {
1811 CLEAR_FLAG (item, FLAG_ANIMATE); 1703 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1704 item->face = item->arch->face;
1813 item->set_speed (0); 1705 item->set_speed (0);
1814 } 1706 }
1815 1707
1816 if ((tmp = item->in_player ())) 1708 if (object *pl = item->visible_to ())
1817 esrv_update_item (UPD_ANIM, tmp, item); 1709 esrv_update_item (UPD_ANIM, pl, item);
1818 } 1710 }
1819 } 1711 }
1820 else if (item->type == ROD || item->type == HORN) 1712 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge (item); 1713 drain_rod_charge (item);
1822 } 1714 }
1823} 1715}
1824 1716
1825/* Received a fire command for the player - go and do it. 1717/* Received a fire command for the player - go and do it.
1826 */ 1718 */
1827void 1719bool
1828fire (object *op, int dir) 1720fire (object *op, int dir)
1829{ 1721{
1830 int spellcost = 0; 1722 int spellcost = 0;
1723
1724 player *pl = op->contr;
1725
1726 if (pl->golem)
1727 {
1728 control_golem (op->contr->golem, dir);
1729 return false;
1730 }
1731
1732 object *ob = pl->ranged_ob;
1733
1734 if (!ob)
1735 return false;
1736
1737 if (op->speed_left > 0.f)
1738 --op->speed_left;
1739 else
1740 return false;
1741
1742 if (!op->change_weapon (ob))
1743 return false;
1831 1744
1832 /* check for loss of invisiblity/hide */ 1745 /* check for loss of invisiblity/hide */
1833 if (action_makes_visible (op)) 1746 if (action_makes_visible (op))
1834 make_visible (op); 1747 make_visible (op);
1835 1748
1836 player *pl = op->contr;
1837
1838 if (pl->golem)
1839 {
1840 control_golem (op->contr->golem, dir);
1841 return;
1842 }
1843
1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return;
1848
1849 switch (ob->type) 1749 switch (ob->type)
1850 { 1750 {
1851 case BOW: 1751 case BOW:
1852 player_fire_bow (op, dir); 1752 player_fire_bow (op, dir);
1853 break; 1753 break;
1854 1754
1855 case SPELL: 1755 case SPELL:
1856 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1756 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1857 break; 1757 break;
1858 1758
1859 case BUILDER: 1759 case BUILDER:
1860 apply_map_builder (op, dir); 1760 apply_map_builder (op, dir);
1861 break; 1761 break;
1862 1762
1863 case SKILL: 1763 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0); 1764 do_skill (op, op, ob, dir, 0);
1866 break; 1765 break;
1867 1766
1868 default: 1767 default:
1869 fire_misc_object (op, dir); 1768 fire_misc_object (op, dir);
1870 break; 1769 break;
1871 } 1770 }
1771
1772 return true;
1872} 1773}
1873 1774
1874/* find_key 1775/* find_key
1875 * We try to find a key for the door as passed. If we find a key 1776 * We try to find a key for the door as passed. If we find a key
1876 * and successfully use it, we return the key, otherwise NULL 1777 * and successfully use it, we return the key, otherwise NULL
1944 * Change the color so that the message doesn't disappear with 1845 * Change the color so that the message doesn't disappear with
1945 * all the others. 1846 * all the others.
1946 */ 1847 */
1947 if (pl->contr->usekeys == key_inventory || 1848 if (pl->contr->usekeys == key_inventory ||
1948 !QUERY_FLAG (container, FLAG_APPLIED) || 1849 !QUERY_FLAG (container, FLAG_APPLIED) ||
1949 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1850 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1950 { 1851 {
1951 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1852 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1952 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1853 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1953 return NULL; 1854 return NULL;
1954 } 1855 }
1963 * 0 otherwise 1864 * 0 otherwise
1964 */ 1865 */
1965static int 1866static int
1966player_attack_door (object *op, object *door) 1867player_attack_door (object *op, object *door)
1967{ 1868{
1968 /* If its a door, try to find a use a key. If we do destroy the door, 1869 /* If its a door, try to find a key. If we do destroy the door,
1969 * might as well return immediately as there is nothing more to do - 1870 * might as well return immediately as there is nothing more to do -
1970 * otherwise, we fall through to the rest of the code. 1871 * otherwise, we fall through to the rest of the code.
1971 */ 1872 */
1972 object *key = find_key (op, op, door); 1873 object *key = find_key (op, op, door);
1973 1874
1974 /* IF we found a key, do some extra work */ 1875 /* If we found a key, do some extra work */
1975 if (key) 1876 if (key)
1976 { 1877 {
1977 object *container = key->env; 1878 object *container = key->env;
1978
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 1879
1981 if (action_makes_visible (op)) 1880 if (action_makes_visible (op))
1982 make_visible (op); 1881 make_visible (op);
1983 1882
1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1883 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1986 1885
1987 if (door->type == DOOR) 1886 if (door->type == DOOR)
1988 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1887 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1989 else if (door->type == LOCKED_DOOR) 1888 else if (door->type == LOCKED_DOOR)
1990 { 1889 {
1991 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1890 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1992 remove_door2 (door); /* remove door without violence ;-) */ 1891 remove_door2 (door); /* remove door without violence ;-) */
1993 } 1892 }
1994 1893
1995 /* Do this after we print the message */ 1894 /* Do this after we print the message */
1996 decrease_ob (key); /* Use up one of the keys */ 1895 key->decrease (); /* Use up one of the keys */
1997 /* Need to update the weight the container the key was in */
1998 if (container != op)
1999 esrv_update_item (UPD_WEIGHT, op, container);
2000 1896
2001 return 1; /* Nothing more to do below */ 1897 return 1; /* Nothing more to do below */
2002 } 1898 }
2003 else if (door->type == LOCKED_DOOR) 1899 else if (door->type == LOCKED_DOOR)
2004 { 1900 {
2005 /* Might as well return now - no other way to open this */ 1901 /* Might as well return now - no other way to open this */
2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1902 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1903 return 1;
2008 } 1904 }
2009 1905
2010 return 0; 1906 return 0;
2011} 1907}
2014 * It should keep the code cleaner. 1910 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1911 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1912 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1913 * going to try and move (not fire weapons).
2018 */ 1914 */
2019void 1915bool
2020move_player_attack (object *op, int dir) 1916move_player_attack (object *op, int dir)
2021{ 1917{
2022 object *tmp, *mon;
2023 int on_battleground; 1918 int on_battleground;
2024 maptile *m;
2025 1919
2026 sint16 nx = freearr_x[dir] + op->x; 1920 sint16 nx = freearr_x[dir] + op->x;
2027 sint16 ny = freearr_y[dir] + op->y; 1921 sint16 ny = freearr_y[dir] + op->y;
2028 1922
2029 on_battleground = op_on_battleground (op, 0, 0); 1923 on_battleground = op_on_battleground (op, 0, 0);
1924
1925 if (out_of_map (op->map, nx, ny))
1926 return false;
1927
1928 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1929 {
1930 --op->speed_left;
1931 return true;
1932 }
2030 1933
2031 /* If braced, or can't move to the square, and it is not out of the 1934 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 1935 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 1936 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 1937 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 1938 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 1939 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 1940 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1941 * move_ob uses.
2039 */ 1942 */
2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1943 maptile *m = op->map->xy_find (nx, ny);
1944
1945 /* Go through all the objects, and find ones of interest. Only stop if
1946 * we find a monster - that is something we know we want to attack.
1947 * if its a door or barrel (can roll) see if there may be monsters
1948 * on the space
1949 */
1950 object *mon;
1951 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1952 {
1953 if ((mon->flag [FLAG_ALIVE]
1954 || mon->type == LOCKED_DOOR
1955 || mon->flag [FLAG_CAN_ROLL])
1956 && mon != op)
1957 break;
2041 { 1958 }
2042 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1959
1960 if (!mon) /* This happens anytime the player tries to move */
1961 return false; /* into a wall */
1962
1963 mon = mon->head_ ();
1964
1965 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1966 if (op->contr->weapon_sp_left > 0.f)
1967 if (player_attack_door (op, mon))
1968 {
1969 --op->contr->weapon_sp_left;
1970 return true;
2043 { 1971 }
2044 m = op->map->xy_find (nx, ny); 1972
2045 if (!m) 1973 /* The following deals with possibly attacking peaceful
2046 return; /* Don't think this should happen */ 1974 * or friendly creatures. Basically, all players are considered
1975 * unaggressive. If the moving player has peaceful set, then the
1976 * object should be pushed instead of attacked. It is assumed that
1977 * if you are braced, you will not attack friends accidently,
1978 * and thus will not push them.
1979 */
1980
1981 /* If the creature is a pet, push it even if the player is not
1982 * peaceful. Our assumption is the creature is a pet if the
1983 * player owns it and it is either friendly or unagressive.
1984 */
1985 if (op->type == PLAYER
1986 && ((mon->owner && mon->owner->contr
1987 && same_party (mon->owner->contr->party, op->contr->party))
1988 || mon->owner == op)
1989 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1990 {
1991 /* If we're braced, we don't want to switch places with it */
1992 if (op->contr->braced)
1993 return false;
1994
1995 if (op->speed_left > 0.f)
1996 {
1997 --op->speed_left;
1998
1999 op->play_sound (sound_find ("push_player"));
2000 push_ob (mon, dir, op);
2001
2002 if (action_makes_visible (op))
2003 make_visible (op);
2004
2005 return true;
2047 } 2006 }
2048 else 2007 else
2049 m = op->map;
2050
2051 if (!(tmp = m->at (nx, ny).bot))
2052 return; 2008 return false;
2009 }
2053 2010
2054 mon = 0;
2055 /* Go through all the objects, and find ones of interest. Only stop if
2056 * we find a monster - that is something we know we want to attack.
2057 * if its a door or barrel (can roll) see if there may be monsters
2058 * on the space
2059 */
2060 while (tmp)
2061 {
2062 if (tmp == op)
2063 {
2064 tmp = tmp->above;
2065 continue;
2066 }
2067
2068 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2069 {
2070 mon = tmp;
2071 break;
2072 }
2073
2074 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2075 mon = tmp;
2076
2077 tmp = tmp->above;
2078 }
2079
2080 if (!mon) /* This happens anytime the player tries to move */
2081 return; /* into a wall */
2082
2083 if (mon->head)
2084 mon = mon->head;
2085
2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2087 if (player_attack_door (op, mon))
2088 return;
2089
2090 /* The following deals with possibly attacking peaceful
2091 * or frienddly creatures. Basically, all players are considered
2092 * unaggressive. If the moving player has peaceful set, then the
2093 * object should be pushed instead of attacked. It is assumed that
2094 * if you are braced, you will not attack friends accidently,
2095 * and thus will not push them.
2096 */
2097
2098 /* If the creature is a pet, push it even if the player is not
2099 * peaceful. Our assumption is the creature is a pet if the
2100 * player owns it and it is either friendly or unagressive.
2101 */
2102 if ((op->type == PLAYER)
2103#if COZY_SERVER
2104 &&
2105 ((mon->owner && mon->owner->contr
2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2107#else
2108 && mon->owner == op
2109#endif
2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2111 {
2112 /* If we're braced, we don't want to switch places with it */
2113 if (op->contr->braced)
2114 return;
2115
2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2117 push_ob (mon, dir, op);
2118 if (op->contr->tmp_invis || op->hide)
2119 make_visible (op);
2120
2121 return;
2122 }
2123
2124 /* in certain circumstances, you shouldn't attack friendly 2011 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 2012 * creatures. Note that if you are braced, you can't push
2126 * someone, but put it inside this loop so that you won't 2013 * someone, but put it inside this loop so that you won't
2127 * attack them either. 2014 * attack them either.
2128 */ 2015 */
2129 if ((mon->type == PLAYER || mon->enemy != op) && 2016 if ((mon->type == PLAYER || mon->enemy != op)
2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2017 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2131#ifdef PROHIBIT_PLAYERKILL
2132 (op->contr->peaceful 2018 && ((op->contr->peaceful
2133 || (mon->type == PLAYER 2019 || (mon->type == PLAYER && mon->contr->peaceful))
2134 && mon->contr->
2135 peaceful)) &&
2136#else
2137 op->contr->peaceful &&
2138#endif
2139 !on_battleground)) 2020 && !on_battleground))
2021 {
2022 if (op->speed_left > 0.f)
2140 { 2023 {
2024 --op->speed_left;
2025
2141 if (!op->contr->braced) 2026 if (!op->contr->braced)
2142 { 2027 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2028 op->play_sound (sound_find ("push_player"));
2144 push_ob (mon, dir, op); 2029 push_ob (mon, dir, op);
2145 } 2030 }
2146 else 2031 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 2032 op->statusmsg ("You withhold your attack");
2148 2033
2149 if (op->contr->tmp_invis || op->hide) 2034 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2150 make_visible (op); 2035 make_visible (op);
2151 }
2152 2036
2037 return true;
2038 }
2039 }
2153 /* If the object is a boulder or other rollable object, then 2040 /* If the object is a boulder or other rollable object, then
2154 * roll it if not braced. You can't roll it if you are braced. 2041 * roll it if not braced. You can't roll it if you are braced.
2155 */ 2042 */
2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2043 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2044 {
2045 if (op->speed_left > 0.f)
2157 { 2046 {
2047 --op->speed_left;
2048
2158 recursive_roll (mon, dir, op); 2049 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 2050 if (action_makes_visible (op))
2160 make_visible (op); 2051 make_visible (op);
2161 }
2162 2052
2053 return true;
2054 }
2055 }
2163 /* Any generic living creature. Including things like doors. 2056 /* Any generic living creature. Including things like doors.
2164 * Way it works is like this: First, it must have some hit points 2057 * Way it works is like this: First, it must have some hit points
2165 * and be living. Then, it must be one of the following: 2058 * and be living. Then, it must be one of the following:
2166 * 1) Not a player, 2) A player, but of a different party. Note 2059 * 1) Not a player, 2) A player, but of a different party. Note
2167 * that party_number -1 is no party, so attacks can still happen. 2060 * that party_number -1 is no party, so attacks can still happen.
2168 */ 2061 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2062 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2063 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2064 {
2065 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2171 { 2066 {
2172 op->contr->has_hit = 1; 2067 --op->contr->weapon_sp_left;
2173 2068
2174 skill_attack (mon, op, 0, 0, 0); 2069 skill_attack (mon, op, 0, 0, 0);
2175
2176 /* If attacking another player, that player gets automatic
2177 * hitback, and doesn't loose luck either.
2178 * Disable hitback on the battleground or if the target is
2179 * the wiz.
2180 */
2181 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2182 {
2183 short luck = mon->stats.luck;
2184
2185 mon->contr->has_hit = 1;
2186 skill_attack (op, mon, 0, 0, 0);
2187 mon->stats.luck = luck;
2188 }
2189 2070
2190 if (action_makes_visible (op)) 2071 if (action_makes_visible (op))
2191 make_visible (op); 2072 make_visible (op);
2192 }
2193 } /* if player should attack something */
2194}
2195 2073
2196int 2074 return true;
2075 }
2076 }
2077
2078 return false;
2079}
2080
2081bool
2197move_player (object *op, int dir) 2082move_player (object *op, int dir)
2198{ 2083{
2199 int pick; 2084 int pick;
2200 2085
2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2086 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2202 return 0; 2087 return 0;
2203 2088
2204 /* Sanity check: make sure dir is valid */ 2089 /* Sanity check: make sure dir is valid */
2205 if ((dir < 0) || (dir >= 9)) 2090 if ((dir < 0) || (dir >= 9))
2206 { 2091 {
2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2097 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2213 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2098 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2214 2099
2215 op->facing = dir; 2100 op->facing = dir;
2216 2101
2217 if (op->hide) 2102 if (op->flag [FLAG_HIDDEN])
2218 do_hidden_move (op); 2103 do_hidden_move (op);
2219 2104
2105 bool retval;
2106
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2107 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 /*nop */ ; 2108 retval = RESULT_INT (0);
2222 else if (op->contr->fire_on) 2109 else if (op->contr->fire_on)
2223 fire (op, dir); 2110 retval = fire (op, dir);
2224 else 2111 else
2225 { 2112 {
2226 move_player_attack (op, dir); 2113 retval = move_player_attack (op, dir);
2227 pick = check_pick (op); 2114 pick = check_pick (op);
2228 } 2115 }
2229 2116
2230 /* Add special check for newcs players and fire on - this way, the 2117 /* Add special check for newcs players and fire on - this way, the
2231 * server can handle repeat firing. 2118 * server can handle repeat firing.
2238 /* Update how the player looks. Use the facing, so direction may 2125 /* Update how the player looks. Use the facing, so direction may
2239 * get reset to zero. This allows for full animation capabilities 2126 * get reset to zero. This allows for full animation capabilities
2240 * for players. 2127 * for players.
2241 */ 2128 */
2242 animate_object (op, op->facing); 2129 animate_object (op, op->facing);
2243 return 0; 2130
2131 return retval;
2244} 2132}
2245 2133
2246/* This is similar to handle_player, below, but is only used by the 2134/* This is similar to handle_player, below, but is only used by the
2247 * new client/server stuff. 2135 * new client/server stuff.
2248 * This is sort of special, in that the new client/server actually uses 2136 * This is sort of special, in that the new client/server actually uses
2249 * the new speed values for commands. 2137 * the new speed values for commands.
2250 * 2138 *
2251 * Returns true if there are more actions we can do. 2139 * Returns true if there are more actions we can do. Should not do
2140 * many actions in a row, as that would be too unfair to other
2141 * players.
2252 */ 2142 */
2253int 2143bool
2254handle_newcs_player (object *op) 2144handle_newcs_player (object *op)
2255{ 2145{
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2146 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2147 {
2258 flee_player (op); 2148 if (op->speed_left > 0.f)
2259
2260 /* If player is still scared, that is his action for this tick */
2261 if (op->flag [FLAG_SCARED])
2262 { 2149 {
2263 --op->speed_left; 2150 --op->speed_left;
2151 flee_player (op);
2152
2264 return 0; 2153 return true;
2265 } 2154 }
2155 else
2156 return false;
2266 } 2157 }
2267 2158
2268 /* call this here - we also will call this in do_ericserver, but 2159 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2160 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2161 * called, so we recheck it here.
2271 */ 2162 */
2272 if (op->contr->ns->handle_command ()) 2163 if (op->contr->ns->handle_command ())
2273 return 1; 2164 return true;
2274 2165
2275 if (op->speed_left > 0.f)
2276 {
2277 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2166 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2278 {
2279 /* All move commands take 1 tick, at least for now */
2280 --op->speed_left;
2281
2282 /* Instead of all the stuff below, let move_player take care
2283 * of it. Also, some of the skill stuff is only put in
2284 * there, as well as the confusion stuff.
2285 */
2286 move_player (op, op->direction); 2167 return move_player (op, op->direction);
2287 2168
2288 return op->speed_left > 0.f;
2289 }
2290 }
2291
2292 return 0; 2169 return false;
2293} 2170}
2294 2171
2295int 2172int
2296save_life (object *op) 2173save_life (object *op)
2297{ 2174{
2299 return 0; 2176 return 0;
2300 2177
2301 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2179 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2303 { 2180 {
2304 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2181 op->play_sound (sound_find ("ob_evaporate"));
2305 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2182 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2306
2307 if (op->contr)
2308 esrv_del_item (op->contr, tmp->count);
2309 2183
2310 tmp->destroy (); 2184 tmp->destroy ();
2311 CLEAR_FLAG (op, FLAG_LIFESAVE); 2185 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 2186
2313 if (op->stats.hp < 0) 2187 if (op->stats.hp < 0)
2326 return 0; 2200 return 0;
2327} 2201}
2328 2202
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2203/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2204 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2205 * function will descend into containers. op is the object to start the search
2332 * from. 2206 * from.
2333 */ 2207 */
2208static void
2209drop_unpaid_items (object *op, object *env)
2210{
2211 while (op)
2212 {
2213 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2214
2215 if (QUERY_FLAG (op, FLAG_UNPAID))
2216 op->insert_at (env);
2217 else if (op->inv)
2218 drop_unpaid_items (op->inv, env);
2219
2220 op = next;
2221 }
2222}
2223
2334void 2224void
2335remove_unpaid_objects (object *op, object *env) 2225object::drop_unpaid_items ()
2336{ 2226{
2337 while (op) 2227 if (!flag [FLAG_REMOVED])
2338 { 2228 ::drop_unpaid_items (inv, this);
2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2340
2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2342 {
2343 if (env->type == PLAYER)
2344 esrv_del_item (env->contr, op->count);
2345
2346 op->insert_at (env);
2347 }
2348 else if (op->inv)
2349 remove_unpaid_objects (op->inv, env);
2350
2351 op = next;
2352 }
2353} 2229}
2354 2230
2355/* 2231/*
2356 * Returns pointer a static string containing gravestone text 2232 * Returns pointer a static string containing gravestone text
2357 * Moved from apply.c to player.c - player.c is what 2233 * Moved from apply.c to player.c - player.c is what
2358 * actually uses this function. player.c may not be quite the 2234 * actually uses this function. player.c may not be quite the
2359 * best, a misc file for object actions is probably better, 2235 * best, a misc file for object actions is probably better,
2360 * but there isn't one in the server directory. 2236 * but there isn't one in the server directory.
2361 */ 2237 */
2362char * 2238const char *
2363gravestone_text (object *op) 2239gravestone_text (object *op)
2364{ 2240{
2365 static char buf2[MAX_BUF]; 2241 static dynbuf_text buf;
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL);
2368 2242
2369 strcpy (buf2, " R.I.P.\n\n"); 2243 buf << "---- R.I.P. ----\n\n"
2244 << op->name;
2245
2370 if (op->type == PLAYER) 2246 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2247 buf << " the " << op->contr->title;
2372 else
2373 sprintf (buf, "%s\n", &op->name);
2374 2248
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2249 buf << "\n\n";
2376 strcat (buf2, buf); 2250
2251 buf << "who was level ";
2252 buf << (sint32)op->level << "\n\n" // OO breakdown
2253 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2254
2377 if (op->type == PLAYER) 2255 if (op->type == PLAYER)
2378 sprintf (buf, "who was in level %d when killed\n", op->level); 2256 buf << "by " << op->contr->killer_name () << ".\n\n";
2379 else
2380 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2381 2257
2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf);
2384 if (op->type == PLAYER)
2385 { 2258 {
2386 sprintf (buf, "by %s.\n\n", op->contr->killer); 2259 static char buf2[128];
2387 strncat (buf2, " ", 21 - strlen (buf) / 2); 2260 time_t now = time (NULL);
2388 strcat (buf2, buf);
2389 }
2390
2391 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2261 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2392 strncat (buf2, " ", 20 - strlen (buf) / 2); 2262 buf << buf2;
2393 strcat (buf2, buf); 2263 }
2394 2264
2395 return buf2; 2265 return buf;
2396} 2266}
2397 2267
2398void 2268void
2399do_some_living (object *op) 2269do_some_living (object *op)
2400{ 2270{
2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2322 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2453 else 2323 else
2454 { 2324 {
2455 gen_grace = op->stats.maxgrace; 2325 gen_grace = op->stats.maxgrace;
2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2326 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2457 }
2458
2459 /* Regenerate Spell Points */
2460 if (!op->contr->golem && --op->last_sp < 0)
2461 {
2462 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2463 if (op->stats.sp < op->stats.maxsp)
2464 {
2465 op->stats.sp++;
2466 /* dms do not consume food */
2467 if (!QUERY_FLAG (op, FLAG_WIZ))
2468 {
2469 op->stats.food--;
2470 if (op->contr->digestion < 0)
2471 op->stats.food += op->contr->digestion;
2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2473 op->stats.food = last_food;
2474 }
2475 }
2476
2477 if (max_sp > 1)
2478 {
2479 over_sp = (gen_sp + 10) / rate_sp;
2480 if (over_sp > 0)
2481 {
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2487 op->stats.sp--;
2488
2489 if (op->stats.sp > op->stats.maxsp)
2490 op->stats.sp = op->stats.maxsp;
2491 }
2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 }
2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 } 2327 }
2500 2328
2501 /* Regenerate Grace */ 2329 /* Regenerate Grace */
2502 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2330 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2503 if (--op->last_grace < 0) 2331 if (--op->last_grace < 0)
2524 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2352 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2525 } 2353 }
2526 /* wearing stuff doesn't detract from grace generation. */ 2354 /* wearing stuff doesn't detract from grace generation. */
2527 } 2355 }
2528 2356
2357 if (op->stats.food > 0)
2358 {
2529 /* Regenerate Hit Points */ 2359 /* Regenerate Spell Points */
2530 if (--op->last_heal < 0) 2360 if (!op->contr->golem && --op->last_sp < 0)
2531 {
2532 if (op->stats.hp < op->stats.maxhp)
2533 { 2361 {
2534 op->stats.hp++; 2362 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2535 /* dms do not consume food */ 2363
2536 if (!QUERY_FLAG (op, FLAG_WIZ)) 2364 if (op->stats.sp < op->stats.maxsp)
2537 { 2365 {
2366 op->stats.sp++;
2367
2368 /* dms do not consume food */
2369 if (!QUERY_FLAG (op, FLAG_WIZ))
2370 {
2538 op->stats.food--; 2371 op->stats.food--;
2372
2539 if (op->contr->digestion < 0) 2373 if (op->contr->digestion < 0)
2540 op->stats.food += op->contr->digestion; 2374 op->stats.food += op->contr->digestion;
2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2375 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2542 op->stats.food = last_food; 2376 op->stats.food = last_food;
2377 }
2543 } 2378 }
2544 }
2545 2379
2546 if (max_hp > 1) 2380 if (max_sp > 1)
2547 {
2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2549 if (over_hp > 0)
2550 { 2381 {
2551 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2382 over_sp = (gen_sp + 10) / rate_sp;
2383 if (over_sp > 0)
2384 {
2385 if (op->stats.sp < op->stats.maxsp)
2386 {
2387 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2388
2389 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2390 op->stats.sp--;
2391
2392 if (op->stats.sp > op->stats.maxsp)
2393 op->stats.sp = op->stats.maxsp;
2394 }
2395
2552 op->last_heal = 0; 2396 op->last_sp = 0;
2397 }
2398 else
2399 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2553 } 2400 }
2554 else 2401 else
2402 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2403 }
2404
2405 /* Regenerate Hit Points */
2406 if (--op->last_heal < 0)
2407 {
2408 if (op->stats.hp < op->stats.maxhp)
2555 { 2409 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2410 op->stats.hp++;
2411
2412 /* dms do not consume food */
2413 if (!QUERY_FLAG (op, FLAG_WIZ))
2414 {
2415 op->stats.food--;
2416
2417 if (op->contr->digestion < 0)
2418 op->stats.food += op->contr->digestion;
2419 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2420 op->stats.food = last_food;
2421 }
2557 } 2422 }
2423
2424 if (max_hp > 1)
2425 {
2426 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2427
2428 if (over_hp > 0)
2429 {
2430 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2431 op->last_heal = 0;
2432 }
2433 else
2434 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2558 } 2435 }
2559 else 2436 else
2560 {
2561 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2437 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2562 } 2438 }
2563 } 2439 }
2564 2440
2565 /* Digestion */ 2441 /* Digestion */
2566 if (--op->last_eat < 0) 2442 if (--op->last_eat < 0)
2567 { 2443 {
2568#ifdef COZY_SERVER 2444 int bonus = max (0, op->contr->digestion),
2569 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2445 penalty = max (0, -op->contr->digestion);
2570 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2571#else
2572 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2573#endif
2574 2446
2575 if (op->contr->gen_hp > 0)
2576 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2447 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2577 else
2578 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2579 2448
2580 /* dms do not consume food */ 2449 /* dms do not consume food */
2581 if (!QUERY_FLAG (op, FLAG_WIZ)) 2450 if (!QUERY_FLAG (op, FLAG_WIZ))
2582 op->stats.food--; 2451 op->stats.food--;
2583 } 2452 }
2584 2453
2585 if (op->stats.food < 0 && op->stats.hp >= 0) 2454 if (op->stats.food < 0 && op->stats.hp >= 0)
2586 { 2455 {
2587 object *tmp, *flesh = 0; 2456 object *flesh = 0;
2588 2457
2589 for (tmp = op->inv; tmp; tmp = tmp->below) 2458 for_inv_removable (op, tmp)
2590 { 2459 {
2591 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2460 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2461 continue;
2462
2463 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2592 { 2464 {
2593 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2465 op->statusmsg ("You blindly grab for a bite of food. "
2594 { 2466 "H<To prevent you from starving, you ate some random item from your backpack.>");
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2596 manual_apply (op, tmp, 0); 2467 manual_apply (op, tmp, 0);
2468
2597 if (op->stats.food >= 0 || op->stats.hp < 0) 2469 if (op->stats.food >= 0 || op->stats.hp < 0)
2598 break; 2470 break;
2599 } 2471 }
2600 else if (tmp->type == FLESH) 2472 else if (tmp->type == FLESH)
2601 flesh = tmp; 2473 flesh = tmp;
2602 } /* End if paid for object */ 2474 }
2603 } /* end of for loop */
2604 2475
2605 /* If player is still starving, it means they don't have any food, so 2476 /* If player is still starving, it means they don't have any food, so
2606 * eat flesh instead. 2477 * eat flesh instead.
2607 */ 2478 */
2608 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2479 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2609 { 2480 {
2610 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2481 op->statusmsg ("You blindly grab for a bite of food. "
2482 "H<To prevent you from starving, you ate some random item from your backpack.>");
2611 manual_apply (op, flesh, 0); 2483 manual_apply (op, flesh, 0);
2612 } 2484 }
2485
2486 // If player is still starving, alert him!
2487 if (op->stats.food < 0)
2488 op->failmsg ("You are starving! "
2489 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2490 }
2491
2492 if (op->stats.food < 0)
2613 } 2493 {
2494 op->stats.hp += op->stats.food;
2495 op->stats.food = 0;
2614 2496
2615 while (op->stats.food < 0 && op->stats.hp >= 0) 2497 if (op->stats.hp < 0)
2616 op->stats.food++, op->stats.hp--; 2498 {
2499 op->contr->killer = archetype::get ("killer_starvation");
2500 op->contr->killer->destroy ();
2501 }
2502 }
2617 2503
2504 /* killer should be set here already */
2618 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2505 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2619 kill_player (op); 2506 kill_player (op);
2620 } 2507 }
2621} 2508}
2622 2509
2626 * file. 2513 * file.
2627 */ 2514 */
2628void 2515void
2629kill_player (object *op) 2516kill_player (object *op)
2630{ 2517{
2631 char buf[MAX_BUF];
2632 int x, y; 2518 int x, y;
2633
2634 //int i;
2635 maptile *map; /* this is for resurrection */ 2519 maptile *map; /* this is for resurrection */
2636
2637 /* int z;
2638 int num_stats_lose;
2639 int lost_a_stat;
2640 int lose_this_stat;
2641 int this_stat; */
2642 int will_kill_again; 2520 int will_kill_again;
2643 archetype *at; 2521 archetype *at;
2644 object *tmp; 2522 object *tmp;
2645 2523
2646 if (save_life (op)) 2524 if (save_life (op))
2647 return; 2525 return;
2648 2526
2527 dynbuf_text deathtab;
2528
2529 /* restore player */
2530 at = archetype::find ("poisoning");
2531 if (object *tmp = present_arch_in_ob (at, op))
2532 {
2533 tmp->destroy ();
2534 deathtab << "Your body feels cleansed...\r";
2535 }
2536
2537 at = archetype::find ("confusion");
2538 if (object *tmp = present_arch_in_ob (at, op))
2539 {
2540 tmp->destroy ();
2541 deathtab << "Your mind feels clearer...\r";
2542 }
2543
2544 cure_disease (op, 0, 0); /* remove any disease */
2545
2546 max_it (op->stats.hp , op->stats.maxhp);
2547 max_it (op->stats.sp , op->stats.maxsp);
2548 max_it (op->stats.grace, op->stats.maxgrace);
2549
2550 if (op->stats.food <= 0)
2551 op->stats.food = 999;
2552
2553 // remove all spell effects that are active
2554 // to avoid long-term effects such as word-of-recall
2555 for (object *item = op->inv; item; )
2556 {
2557 object *next = item->below;
2558
2559 if (item->type == SPELL_EFFECT && item->active)
2560 item->destroy ();
2561
2562 item = next;
2563 }
2649 2564
2650 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2565 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2651 * in cities ONLY!!! It is very important that this doesn't get abused. 2566 * in cities ONLY!!! It is very important that this doesn't get abused.
2652 * Look at op_on_battleground() for more info --AndreasV 2567 * Look at op_on_battleground() for more info --AndreasV
2653 */ 2568 */
2654 if (op_on_battleground (op, &x, &y)) 2569 if (op_on_battleground (op, &x, &y))
2655 { 2570 {
2656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2571 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2657 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2658
2659 /* restore player */
2660 at = archetype::find ("poisoning");
2661 if (object *tmp = present_arch_in_ob (at, op))
2662 {
2663 tmp->destroy ();
2664 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2665 }
2666
2667 at = archetype::find ("confusion");
2668 if (object *tmp = present_arch_in_ob (at, op))
2669 {
2670 tmp->destroy ();
2671 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2672 }
2673
2674 cure_disease (op, 0); /* remove any disease */
2675 op->stats.hp = op->stats.maxhp;
2676 if (op->stats.food <= 0)
2677 op->stats.food = 999;
2678 2572
2679 /* create a bodypart-trophy to make the winner happy */ 2573 /* create a bodypart-trophy to make the winner happy */
2680 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2574 if (object *tmp = arch_to_object (archetype::find ("finger")))
2681 { 2575 {
2682 sprintf (buf, "%s's finger", &op->name); 2576 tmp->name = format ("%s's finger" , &op->name);
2683 tmp->name = buf; 2577 tmp->name_pl = format ("%s's fingers", &op->name);
2684 sprintf (buf, " This finger has been cut off %s\n"
2685 " the %s, when he was defeated at\n level %d by %s.\n",
2686 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2687 tmp->msg = buf; 2578 tmp->msg = format (
2579 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2580 &op->name, op->contr->title,
2581 (int)op->level,
2582 op->contr->killer_name ()
2583 );
2688 tmp->value = 0, tmp->type = 0; 2584 tmp->value = 0, tmp->type = 0;
2689 tmp->materialname = "organics"; 2585 tmp->materialname = "organics";
2690 tmp->insert_at (op, tmp); 2586 tmp->insert_at (op, tmp);
2691 } 2587 }
2692 2588
2693 /* teleport defeated player to new destination */ 2589 /* teleport defeated player to new destination */
2694 transfer_ob (op, x, y, 0, NULL); 2590 transfer_ob (op, x, y, 0, NULL);
2695 op->contr->braced = 0; 2591 op->contr->braced = 0;
2592
2593 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2696 return; 2594 return;
2697 } 2595 }
2698 2596
2597 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2598 deathtab << "T<YOU HAVE DIED>\n\n";
2599
2699 INVOKE_PLAYER (DEATH, op->contr); 2600 INVOKE_PLAYER (DEATH, op->contr);
2700 2601
2701 command_kill_pets (op, 0); 2602 command_kill_pets (op, 0);
2702 2603
2703 if (op->stats.food < 0) 2604 op->contr->play_sound (sound_find ("player_dies"));
2704 {
2705 sprintf (buf, "%s starved to death.", &op->name);
2706 strcpy (op->contr->killer, "starvation");
2707 }
2708 else
2709 sprintf (buf, "%s died.", &op->name);
2710
2711 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2712 2605
2713 /* save the map location for corpse, gravestone */ 2606 /* save the map location for corpse, gravestone */
2714 x = op->x; 2607 x = op->x;
2715 y = op->y; 2608 y = op->y;
2716 map = op->map; 2609 map = op->map;
2744 2637
2745 lost_a_stat = 0; 2638 lost_a_stat = 0;
2746 2639
2747 for (z = 0; z < num_stats_lose; z++) 2640 for (z = 0; z < num_stats_lose; z++)
2748 { 2641 {
2749 i = RANDOM () % NUM_STATS; 2642 i = rndm (NUM_STATS);
2750 2643
2751 if (settings.stat_loss_on_death) 2644 if (settings.stat_loss_on_death)
2752 { 2645 {
2753 /* Pick a random stat and take a point off it. Tell the player 2646 /* Pick a random stat and take a point off it. Tell the player
2754 * what he lost. 2647 * what he lost.
2805 } 2698 }
2806 } 2699 }
2807 2700
2808 if (lose_this_stat) 2701 if (lose_this_stat)
2809 { 2702 {
2810 this_stat = get_attr_value (&(dep->stats), i); 2703 this_stat = get_attr_value (&dep->stats, i);
2811 /* We could try to do something clever like find another 2704 /* We could try to do something clever like find another
2812 * stat to reduce if this fails. But chances are, if 2705 * stat to reduce if this fails. But chances are, if
2813 * stats have been depleted to -50, all are pretty low 2706 * stats have been depleted to -50, all are pretty low
2814 * and should be roughly the same, so it shouldn't make a 2707 * and should be roughly the same, so it shouldn't make a
2815 * difference. 2708 * difference.
2823 lost_a_stat = 1; 2716 lost_a_stat = 1;
2824 } 2717 }
2825 } 2718 }
2826 } 2719 }
2827 } 2720 }
2721
2828 /* If no stat lost, tell the player. */ 2722 /* If no stat lost, tell the player. */
2829 if (!lost_a_stat) 2723 if (!lost_a_stat)
2830 { 2724 {
2831 /* determine_god() seems to not work sometimes... why is this? 2725 /* determine_god() seems to not work sometimes... why is this?
2832 Should I be using something else? GD */ 2726 Should I be using something else? GD */
2833 const char *god = determine_god (op); 2727 shstr_tmp god = determine_god (op);
2834 2728
2835 if (god && (strcmp (god, "none"))) 2729 if (god != shstr_none)
2836 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2730 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2837 else 2731 else
2838 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2732 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2839 } 2733 }
2840#else 2734#else
2841 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2735 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2842#endif 2736#endif
2843 2737
2844 /* Put a gravestone up where the character 'almost' died. List the 2738 /* Put a gravestone up where the character 'almost' died. List the
2845 * exp loss on the stone. 2739 * exp loss on the stone.
2846 */ 2740 */
2847 tmp = arch_to_object (archetype::find ("gravestone")); 2741 tmp = arch_to_object (archetype::find ("gravestone"));
2848 sprintf (buf, "%s's gravestone", &op->name); 2742 tmp->name = format ("%s's gravestone", &op->name);
2849 tmp->name = buf; 2743 tmp->name_pl = format ("%s's gravestones", &op->name);
2850 sprintf (buf, "%s's gravestones", &op->name); 2744 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2851 tmp->name_pl = buf; 2745 &op->name, op->contr->title, op->contr->killer_name ());
2852 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);
2853 tmp->msg = buf;
2854 tmp->x = op->x, tmp->y = op->y; 2746 tmp->x = op->x, tmp->y = op->y;
2855 insert_ob_in_map (tmp, op->map, NULL, 0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
2856 2748
2857 /**************************************/ 2749 /**************************************/
2858 /* */ 2750 /* */
2859 /* Subtract the experience points, */ 2751 /* Subtract the experience points, */
2860 /* if we died cause of food, give us */
2861 /* food, and reset HP's... */
2862 /* */ 2752 /* */
2863 /**************************************/ 2753 /**************************************/
2864 2754
2865 /* remove any poisoning and confusion the character may be suffering. */
2866 /* restore player */
2867 at = archetype::find ("poisoning");
2868 tmp = present_arch_in_ob (at, op);
2869
2870 if (tmp)
2871 {
2872 tmp->destroy ();
2873 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2874 }
2875
2876 at = archetype::find ("confusion");
2877 tmp = present_arch_in_ob (at, op);
2878 if (tmp)
2879 {
2880 tmp->destroy ();
2881 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2882 }
2883
2884 cure_disease (op, 0); /* remove any disease */
2885
2886 /*add_exp(op, (op->stats.exp * -0.20)); */ 2755 /*add_exp(op, (op->stats.exp * -0.20)); */
2887 apply_death_exp_penalty (op); 2756 apply_death_exp_penalty (op);
2888 if (op->stats.food < 100)
2889 op->stats.food = 900;
2890 op->stats.hp = op->stats.maxhp;
2891 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2892 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2893 2757
2894 /* 2758 /*
2895 * Check to see if the player has any unpaid items. If so, remove them 2759 * Check to see if the player has any unpaid items. If so, remove them
2896 * and put them back in the map. 2760 * and put them back in the map.
2897 */ 2761 */
2898 remove_unpaid_objects (op->inv, op); 2762 op->drop_unpaid_items ();
2899 2763
2900 /****************************************/ 2764 /****************************************/
2901 /* */ 2765 /* */
2902 /* Move player to his current respawn- */ 2766 /* Move player to his current respawn- */
2903 /* position (usually last savebed) */ 2767 /* position (usually last savebed) */
2932 if (will_kill_again & (1 << at)) 2796 if (will_kill_again & (1 << at))
2933 force->resist[at] = 100; 2797 force->resist[at] = 100;
2934 2798
2935 insert_ob_in_ob (force, op); 2799 insert_ob_in_ob (force, op);
2936 op->update_stats (); 2800 op->update_stats ();
2937
2938 } 2801 }
2939 2802
2940 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2803 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2941} 2804}
2942 2805
2943void 2806void
2944loot_object (object *op) 2807loot_object (object *op)
2945{ /* Grab and destroy some treasure */ 2808{ /* Grab and destroy some treasure */
2962 2825
2963 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2826 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2964 { 2827 {
2965 if (tmp->nrof > 1) 2828 if (tmp->nrof > 1)
2966 { 2829 {
2967 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2830 tmp->decrease (rndm (1, tmp->nrof - 1));
2968 tmp2->destroy ();
2969 insert_ob_in_map (tmp, op->map, NULL, 0); 2831 insert_ob_in_map (tmp, op->map, NULL, 0);
2970 } 2832 }
2971 else 2833 else
2972 tmp->destroy (); 2834 tmp->destroy ();
2973 } 2835 }
2984void 2846void
2985fix_weight (void) 2847fix_weight (void)
2986{ 2848{
2987 for_all_players (pl) 2849 for_all_players (pl)
2988 { 2850 {
2989 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2851 sint32 old = pl->ob->carrying;
2990 2852
2991 if (old == sum) 2853 pl->ob->update_weight ();
2992 continue; 2854
2855 if (old != pl->ob->carrying)
2856 {
2993 pl->ob->update_stats (); 2857 pl->ob->update_stats ();
2994 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2858 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2859 }
2995 } 2860 }
2996} 2861}
2997 2862
2998void 2863void
2999fix_luck (void) 2864fix_luck (void)
3041} 2906}
3042 2907
3043void 2908void
3044make_visible (object *op) 2909make_visible (object *op)
3045{ 2910{
3046 op->hide = 0; 2911 op->flag [FLAG_HIDDEN] = 0;
3047 op->invisible = 0; 2912 op->invisible = 0;
2913
3048 if (op->type == PLAYER) 2914 if (op->type == PLAYER)
3049 { 2915 {
3050 op->contr->tmp_invis = 0; 2916 op->contr->tmp_invis = 0;
3051 op->contr->invis_race = 0; 2917 op->contr->invis_race = 0;
3052 } 2918 }
3055} 2921}
3056 2922
3057int 2923int
3058is_true_undead (object *op) 2924is_true_undead (object *op)
3059{ 2925{
3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2926 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3061 return 1; 2927 return 1;
3062 2928
3063 return 0; 2929 return 0;
3064} 2930}
3065 2931
3066/* look at the surrounding terrain to determine 2932/* look at the surrounding terrain to determine
3067 * the hideability of this object. Positive levels 2933 * the hideability of this object. Positive levels
3068 * indicate greater hideability. 2934 * indicate greater hideability.
3069 */ 2935 */
3070
3071int 2936int
3072hideability (object *ob) 2937hideability (object *ob)
3073{ 2938{
3074 int i, level = 0, mflag; 2939 int i, level = 0, mflag;
3075 sint16 x, y; 2940 sint16 x, y;
3076 2941
3077 if (!ob || !ob->map) 2942 if (!ob || !ob->map)
3078 return 0; 2943 return 0;
3079 2944
3080 /* so, on normal lighted maps, its hard to hide */ 2945 /* so, on normal lighted maps, its hard to hide */
3081 level = ob->map->darkness - 2; 2946 level = ob->map->darklevel () - 2;
3082 2947
3083 /* this also picks up whether the object is glowing. 2948 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 2949 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 2950 * as bad as carrying a light on a pitch dark map */
3086 if (has_carried_lights (ob)) 2951 if (ob->has_carried_lights ())
3087 level = -(10 + (2 * ob->map->darkness)); 2952 level = -(10 + (2 * ob->map->darklevel ()));
3088 2953
3089 /* scan through all nearby squares for terrain to hide in */ 2954 /* scan through all nearby squares for terrain to hide in */
3090 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2955 for (i = 0, x = ob->x, y = ob->y;
2956 i <= SIZEOFFREE1;
2957 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3091 { 2958 {
3092 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2959 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3093 if (mflag & P_OUT_OF_MAP) 2960 if (mflag & P_OUT_OF_MAP)
3094 {
3095 continue; 2961 continue;
3096 } 2962
3097 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2963 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3098 level += 2; 2964 level += 2;
3099 else /* open terrain! */ 2965 else /* open terrain! */
3100 level -= 1; 2966 level -= 1;
3101 } 2967 }
3109/* For Hidden creatures - a chance of becoming 'unhidden' 2975/* For Hidden creatures - a chance of becoming 'unhidden'
3110 * every time they move - as we subtract off 'invisibility' 2976 * every time they move - as we subtract off 'invisibility'
3111 * AND, for players, if they move into a ridiculously unhideable 2977 * AND, for players, if they move into a ridiculously unhideable
3112 * spot (surrounded by clear terrain in broad daylight). -b.t. 2978 * spot (surrounded by clear terrain in broad daylight). -b.t.
3113 */ 2979 */
3114
3115void 2980void
3116do_hidden_move (object *op) 2981do_hidden_move (object *op)
3117{ 2982{
3118 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2983 int hide = 0;
3119 object *skop;
3120 2984
3121 if (!op || !op->map) 2985 if (!op || !op->map)
3122 return; 2986 return;
3123 2987
3124 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2988 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2989 int num = random_roll (0, 19, op, PREFER_LOW);
3125 2990
3126 /* its *extremely* hard to run and sneak/hide at the same time! */ 2991 /* its *extremely* hard to run and sneak/hide at the same time! */
3127 if (op->type == PLAYER && op->contr->run_on) 2992 if (op->type == PLAYER && op->contr->run_on)
3128 if (!skop || num >= skop->level) 2993 if (!skop || num >= skop->level)
3129 { 2994 {
3139 num -= hide; 3004 num -= hide;
3140 3005
3141 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3006 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3142 { 3007 {
3143 make_visible (op); 3008 make_visible (op);
3009
3144 if (op->type == PLAYER) 3010 if (op->type == PLAYER)
3145 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3011 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3146 } 3012 }
3147 else if (op->type == PLAYER && skop) 3013 else if (op->type == PLAYER && skop)
3148 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3014 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3201 * object op. This function works fine for monsters, 3067 * object op. This function works fine for monsters,
3202 * but we dont worry if the object isnt the top one in 3068 * but we dont worry if the object isnt the top one in
3203 * a pile (say a coin under a table would return "viewable" 3069 * a pile (say a coin under a table would return "viewable"
3204 * by this routine). Another question, should we be 3070 * by this routine). Another question, should we be
3205 * concerned with the direction the player is looking 3071 * concerned with the direction the player is looking
3206 * in? Realistically, most of use cant see stuff behind 3072 * in? Realistically, most of us can't see stuff behind
3207 * our backs...on the other hand, does the "facing" direction 3073 * our backs...on the other hand, does the "facing" direction
3208 * imply the way your head, or body is facing? Its possible 3074 * imply the way your head, or body is facing? It's possible
3209 * for them to differ. Sigh, this fctn could get a bit more complex. 3075 * for them to differ. Sigh, this fctn could get a bit more complex.
3210 * -b.t. 3076 * -b.t.
3211 * This function is now map tiling safe. 3077 * This function is now map tiling safe.
3212 */ 3078 */
3213
3214int 3079int
3215player_can_view (object *pl, object *op) 3080player_can_view (object *pl, object *op)
3216{ 3081{
3217 rv_vector rv; 3082 rv_vector rv;
3218 int dx, dy; 3083 int dx, dy;
3230 3095
3231 get_rangevector (pl, op, &rv, 0x1); 3096 get_rangevector (pl, op, &rv, 0x1);
3232 3097
3233 /* starting with the 'head' part, lets loop 3098 /* starting with the 'head' part, lets loop
3234 * through the object and find if it has any 3099 * through the object and find if it has any
3235 * part that is in the los array but isnt on 3100 * part that is in the los array but isn't on
3236 * a blocked los square. 3101 * a blocked los square.
3237 * we use the archetype to figure out offsets. 3102 * we use the archetype to figure out offsets.
3238 */ 3103 */
3239 while (op) 3104 while (op)
3240 { 3105 {
3241 dx = rv.distance_x + op->arch->clone.x; 3106 dx = rv.distance_x + op->arch->x;
3242 dy = rv.distance_y + op->arch->clone.y; 3107 dy = rv.distance_y + op->arch->y;
3243 3108
3244 /* only the viewable area the player sees is updated by LOS 3109 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3245 * code, so we need to restrict ourselves to that range of values
3246 * for any meaningful values.
3247 */
3248 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3249 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3250 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3251 return 1; 3110 return 1;
3111
3252 op = op->more; 3112 op = op->more;
3253 } 3113 }
3114
3254 return 0; 3115 return 0;
3255} 3116}
3256 3117
3257/* routine for both players and monsters. We call this when 3118/* routine for both players and monsters. We call this when
3258 * there is a possibility for our action distrubing our hiding 3119 * there is a possibility for our action distrubing our hiding
3259 * place or invisiblity spell. Artefact invisiblity is not 3120 * place or invisiblity spell. Artefact invisiblity causes
3260 * effected by this. If we arent invisible to begin with, we 3121 * "noise" instead. If we arent invisible to begin with, we
3261 * return 0. 3122 * return 0.
3262 */ 3123 */
3263int 3124int
3264action_makes_visible (object *op) 3125action_makes_visible (object *op)
3265{ 3126{
3266
3267 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3127 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3268 { 3128 {
3269 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3129 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3130 {
3131 // artefact invisibility is permanent, but we still make noise
3132 // this is important for game-balance.
3133 if (op->contr)
3134 op->make_noise ();
3135
3270 return 0; 3136 return 0;
3137 }
3271 3138
3272 if (op->contr && op->contr->tmp_invis == 0) 3139 if (op->contr && op->contr->tmp_invis == 0)
3273 return 0; 3140 return 0;
3274 3141
3275 /* If monsters, they should become visible */ 3142 /* If monsters, they should become visible */
3276 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3143 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3277 { 3144 {
3278 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3145 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3279 return 1; 3146 return 1;
3280 } 3147 }
3281 } 3148 }
3149
3282 return 0; 3150 return 0;
3283} 3151}
3284 3152
3285/* op_on_battleground - checks if the given object op (usually 3153/* op_on_battleground - checks if the given object op (usually
3286 * a player) is standing on a valid battleground-tile, 3154 * a player) is standing on a valid battleground-tile,
3291 * Default is to do the same as before, so only people wanting to have different points need worry about this 3159 * Default is to do the same as before, so only people wanting to have different points need worry about this
3292 */ 3160 */
3293int 3161int
3294op_on_battleground (object *op, int *x, int *y) 3162op_on_battleground (object *op, int *x, int *y)
3295{ 3163{
3296 object *tmp;
3297
3298 /* A battleground-tile needs the following attributes to be valid: 3164 /* A battleground-tile needs the following attributes to be valid:
3299 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3165 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3300 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3166 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3301 * and the exit-coordinates sp/hp must both be > 0. 3167 * and the exit-coordinates sp/hp must both be > 0.
3302 * => The intention here is to prevent abuse of the battleground- 3168 * => The intention here is to prevent abuse of the battleground-
3303 * feature (like pickable or hidden battleground tiles). */ 3169 * feature (like pickable or hidden battleground tiles). */
3304 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3170 for (object *tmp = op->below; tmp; tmp = tmp->below)
3305 { 3171 {
3306 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3172 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3307 { 3173 {
3308 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3174 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3309 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3175 && tmp->type == BATTLEGROUND
3176 && tmp->name == shstr_battleground
3177 && EXIT_X (tmp) && EXIT_Y (tmp))
3310 { 3178 {
3311 /*before we assign the exit, check if this is a teambattle */ 3179 /* before we assign the exit, check if this is a teambattle */
3312 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3180 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3313 { 3181 {
3314 object *invtmp;
3315
3316 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3182 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3317 { 3183 {
3318 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3184 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3319 { 3185 {
3320 if (x != NULL && y != NULL) 3186 if (x && y)
3321 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3187 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3188
3322 return 1; 3189 return 1;
3323 } 3190 }
3324 } 3191 }
3325 } 3192 }
3193
3326 if (x != NULL && y != NULL) 3194 if (x && y)
3327 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3195 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3196
3328 return 1; 3197 return 1;
3329 } 3198 }
3330 } 3199 }
3331 } 3200 }
3201
3332 /* If we got here, did not find a battleground */ 3202 /* If we got here, did not find a battleground */
3333 return 0; 3203 return 0;
3334} 3204}
3335 3205
3336/* 3206/*
3352 char buf[MAX_BUF]; /* tmp. string buffer */ 3222 char buf[MAX_BUF]; /* tmp. string buffer */
3353 int i = 0, j = 0; 3223 int i = 0, j = 0;
3354 3224
3355 /* get the appropriate treasurelist */ 3225 /* get the appropriate treasurelist */
3356 if (atnr == ATNR_FIRE) 3226 if (atnr == ATNR_FIRE)
3357 trlist = treasurelist::find ("dragon_ability_fire"); 3227 trlist = treasurelist::find (shstr_dragon_ability_fire);
3358 else if (atnr == ATNR_COLD) 3228 else if (atnr == ATNR_COLD)
3359 trlist = treasurelist::find ("dragon_ability_cold"); 3229 trlist = treasurelist::find (shstr_dragon_ability_cold);
3360 else if (atnr == ATNR_ELECTRICITY) 3230 else if (atnr == ATNR_ELECTRICITY)
3361 trlist = treasurelist::find ("dragon_ability_elec"); 3231 trlist = treasurelist::find (shstr_dragon_ability_elec);
3362 else if (atnr == ATNR_POISON) 3232 else if (atnr == ATNR_POISON)
3363 trlist = treasurelist::find ("dragon_ability_poison"); 3233 trlist = treasurelist::find (shstr_dragon_ability_poison);
3364 3234
3365 if (trlist == NULL || who->type != PLAYER) 3235 if (trlist == NULL || who->type != PLAYER)
3366 return; 3236 return;
3367 3237
3368 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3238 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3372 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3242 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3373 return; 3243 return;
3374 } 3244 }
3375 3245
3376 /* everything seems okay - now bring on the gift: */ 3246 /* everything seems okay - now bring on the gift: */
3377 item = &(tr->item->clone); 3247 item = tr->item;
3378 3248
3379 if (item->type == SPELL) 3249 if (item->type == SPELL)
3380 { 3250 {
3381 if (check_spell_known (who, item->name)) 3251 if (check_spell_known (who, item->name))
3382 return; 3252 return;
3441 { 3311 {
3442 /* forces in the treasurelist can alter the player's stats */ 3312 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3313 object *skin;
3444 3314
3445 /* first get the dragon skin force */ 3315 /* first get the dragon skin force */
3446 shstr_cmp dragon_skin_force ("dragon_skin_force");
3447 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3316 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3448 ; 3317 ;
3449 3318
3450 if (!skin) 3319 if (!skin)
3451 return; 3320 return;
3452 3321
3487 else 3356 else
3488 { 3357 {
3489 /* generate misc. treasure */ 3358 /* generate misc. treasure */
3490 tmp = arch_to_object (tr->item); 3359 tmp = arch_to_object (tr->item);
3491 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3360 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3492 tmp = insert_ob_in_ob (tmp, who); 3361 who->insert (tmp);
3493 if (who->type == PLAYER)
3494 esrv_send_item (who, tmp);
3495 } 3362 }
3496} 3363}
3497 3364
3498/** 3365/**
3499 * Unready an object for a player. This function does nothing if the object was 3366 * Unready an object for a player. This function does nothing if the object was
3511 if (pl->ranged_ob == ob) 3378 if (pl->ranged_ob == ob)
3512 pl->ranged_ob = 0; 3379 pl->ranged_ob = 0;
3513} 3380}
3514 3381
3515sint8 3382sint8
3516player::visibility_at (maptile *map, int x, int y) const 3383player::darkness_at (maptile *map, int x, int y) const
3517{ 3384{
3518 if (!ns) 3385 if (!ns)
3519 return 0; 3386 return LOS_BLOCKED;
3520 3387
3521 int dx, dy; 3388 int dx, dy;
3522 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3389 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3523 return 0; 3390 return LOS_BLOCKED;
3524 3391
3525 x += dx - ns->current_x + ns->mapx / 2; 3392 x += dx - ns->current_x;
3526 y += dy - ns->current_y + ns->mapy / 2; 3393 y += dy - ns->current_y;
3527 3394
3528 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3529 return 0;
3530
3531 return 100 - blocked_los [x][y]; 3395 return blocked_los (x, y);
3532} 3396}
3397
3398void
3399player::infobox (const char *title, const char *msg, int color)
3400{
3401 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3402}
3403
3404void
3405player::statusmsg (const char *msg, int color)
3406{
3407 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3408}
3409
3410void
3411player::failmsg (const char *msg, int color)
3412{
3413 play_sound (sound_find ("generic_failure"));
3414 statusmsg (msg, color);
3415}
3416

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