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Comparing deliantra/server/server/player.C (file contents):
Revision 1.137 by root, Thu May 17 14:14:55 2007 UTC vs.
Revision 1.233 by root, Mon Oct 12 14:00:59 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
123 continue; 123 continue;
124 124
125 if (*buf == '%') 125 if (*buf == '%')
126 { /* send one news */ 126 { /* send one news */
127 if (size > 0) 127 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 */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
129 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
130 "INFORMATION: %s\n%s", (char *)"%s\n%s",
131 subject, news); /*send previously read news */
129 132
130 strcpy (subject, buf + 1); 133 strcpy (subject, buf + 1);
131 strip_endline (subject); 134 strip_endline (subject);
132 size = 0; 135 size = 0;
133 news[0] = '\0'; 136 news[0] = '\0';
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 150 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 151 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp); 152 close_and_delete (fp, comp);
150} 153}
151 154
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 155/* This loads the first map an puts the player on it. */
159static void 156static void
160set_first_map (object *op) 157set_first_map (object *op)
161{ 158{
162 op->contr->maplevel = first_map_path; 159 op->contr->maplevel = first_map_path;
163 op->x = -1; 160 op->x = -1;
164 op->y = -1; 161 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 162}
179 163
180void 164void
181player::activate () 165player::activate ()
182{ 166{
187 ob->remove (); 171 ob->remove ();
188 ob->map = 0; 172 ob->map = 0;
189 ob->activate_recursive (); 173 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 174 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 175 add_friendly_object (ob);
192 enter_map ();
193} 176}
194 177
195void 178void
196player::deactivate () 179player::deactivate ()
197{ 180{
204 187
205 if (ob->map) 188 if (ob->map)
206 maplevel = ob->map->path; 189 maplevel = ob->map->path;
207 190
208 ob->remove (); 191 ob->remove ();
192 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 193 ob->map = 0;
210 party = 0; 194 party = 0;
211 195
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 196 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 197
227 ob->close_container (); //TODO: client-specific 211 ob->close_container (); //TODO: client-specific
228 212
229 ns->update_look = 0; 213 ns->update_look = 0;
230 ns->look_position = 0; 214 ns->look_position = 0;
231 215
232 clear_los (ob); 216 clear_los ();
233 217
234 ns->reset_stats (); 218 ns->reset_stats ();
235 219
236 /* make sure he's a player -- needed because of class change. */ 220 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 221 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 222 ob->race = ob->arch->race;
239 223
240 ob->carrying = sum_weight (ob); 224 ob->update_weight ();
241 link_player_skills (ob); 225 link_skills ();
242 226
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 227 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 228
245 assign (title, ob->arch->clone.name); 229 assign (title, ob->arch->object::name);
246 230
247 /* if it's a dragon player, set the correct title here */ 231 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 232 if (is_dragon_pl (ob))
249 { 233 {
250 object *tmp, *abil = 0, *skin = 0; 234 object *tmp, *abil = 0, *skin = 0;
251 235
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 236 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 237 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 238 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 239 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 240 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 241 skin = tmp;
261 242
262 set_dragon_name (ob, abil, skin); 243 set_dragon_name (ob, abil, skin);
263 } 244 }
264 245
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 246 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 247
267 esrv_new_player (this, ob->weight + ob->carrying); 248 esrv_new_player (this);
249
250 ob->update_stats ();
251
252 ns->floorbox_update ();
253 esrv_send_inventory (ob, ob);
254 esrv_add_spells (this, 0);
255
256 activate ();
257
258 send_rules (ob);
259 send_news (ob);
260 display_motd (ob);
261
262 INVOKE_PLAYER (CONNECT, this);
263 INVOKE_PLAYER (LOGIN, this);
264}
265
266void
267player::disconnect ()
268{
269 if (ob)
270 {
271 ob->close_container (); //TODO: client-specific
272 ob->drop_unpaid_items ();
273 }
274
275 if (ns)
276 {
277 if (active)
278 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 ns->reset_stats ();
283 ns->pl = 0;
284 ns = 0;
285 }
286
287 observe = ob;
288
289 deactivate ();
290}
291
292// the need for this function can be explained
293// by load_object not returning the object
294void
295player::set_object (object *op)
296{
297 ob = observe = op;
298 ob->contr = this; /* this aren't yet in archetype */
299
300 ob->speed = 1.0f;
301 ob->speed_left = 0.5f;
302
303 ob->direction = 5; /* So player faces south */
304
305 ob->flag [FLAG_READY_WEAPON] = false;
306 ob->flag [FLAG_READY_SKILL] = false;
307 ob->flag [FLAG_READY_BOW] = false;
268 308
269 for (object *op = ob->inv; op; op = op->below) 309 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED]) 310 if (op->flag [FLAG_APPLIED])
271 switch (op->type) 311 switch (op->type)
272 { 312 {
313 case SKILL:
314 ob->flag [FLAG_APPLIED] = false;
315 break;
316
273 case WAND: 317 case WAND:
274 case ROD: 318 case ROD:
275 case HORN: 319 case HORN:
276 case BOW: 320 case BOW:
277 case SKILL: 321 ranged_ob = op;
278 case SKILL_TOOL: 322 break;
323
279 case WEAPON: 324 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY); 325 combat_ob = op;
281 apply_special (ob, op, AP_APPLY);
282 break; 326 break;
283 } 327 }
284 328
285 ob->update_stats (); 329 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
286 ns->floorbox_update (); 330 ob->deactivate (); // change_weapon activates, fix this better
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299} 331}
300 332
301void 333void
302player::disconnect ()
303{
304 if (ns)
305 {
306 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308
309 INVOKE_PLAYER (DISCONNECT, this);
310
311 ns->reset_stats ();
312 ns->pl = 0;
313 ns = 0;
314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
318
319 deactivate ();
320}
321
322// the need for this function can be explained
323// by load_object not returning the object
324void
325player::set_object (object *op) 334player::set_observe (object *op)
326{ 335{
327 ob = op; 336 observe = op ? op : ob;
328 ob->contr = this; /* this aren't yet in archetype */ 337 do_los = 1;
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333} 338}
334 339
335player::player () 340player::player ()
336{ 341{
337 /* There are some elements we want initialised to non zero value - 342 /* There are some elements we want initialised to non zero value -
344 savebed_map = first_map_path; /* Init. respawn position */ 349 savebed_map = first_map_path; /* Init. respawn position */
345 350
346 gen_sp_armour = 10; 351 gen_sp_armour = 10;
347 bowtype = bow_normal; 352 bowtype = bow_normal;
348 petmode = pet_normal; 353 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 354 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 355 peaceful = 1; /* default peaceful */
352 do_los = 1; 356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
353} 360}
354 361
355void 362void
356player::do_destroy () 363player::do_destroy ()
357{ 364{
362 if (ob) 369 if (ob)
363 { 370 {
364 ob->destroy_inv (false); 371 ob->destroy_inv (false);
365 ob->destroy (); 372 ob->destroy ();
366 } 373 }
374
375 ob = observe = 0;
367} 376}
368 377
369player::~player () 378player::~player ()
370{ 379{
371 /* Clear item stack */ 380 /* Clear item stack */
398 * Note: there MUST be at least one player archetype! 407 * Note: there MUST be at least one player archetype!
399 */ 408 */
400archetype * 409archetype *
401get_player_archetype (archetype *at) 410get_player_archetype (archetype *at)
402{ 411{
403 archetype *start = at; 412 // archetypes could have been reloaded
413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414
415 if (!nat)
416 return at;
417
418 archvec::iterator i = archetypes.find (nat);
404 419
405 for (;;) 420 for (;;)
406 { 421 {
407 if (at == NULL || at->next == NULL) 422 if (++i == archetypes.end ())
408 at = first_archetype; 423 i = archetypes.begin ();
409 else 424 else if (*i == at)
410 at = at->next; 425 cleanup ("not a single player archetype found");
411 426
412 if (at->clone.type == PLAYER) 427 if ((*i)->type == PLAYER)
413 return at; 428 return *i;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 } 429 }
421} 430}
422 431
423object * 432object *
424get_nearest_player (object *mon) 433get_nearest_player (object *mon)
428 unsigned lastdist; 437 unsigned lastdist;
429 rv_vector rv; 438 rv_vector rv;
430 439
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 441 {
433 /* We should not find free objects on this friendly list, but it
434 * does periodically happen. Given that, lets deal with it.
435 * While unlikely, it is possible the next object on the friendly
436 * list is also free, so encapsulate this in a while loop.
437 */
438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
440 object *tmp = ol->ob;
441
442 /* Can't do much more other than log the fact, because the object
443 * itself will have been cleared.
444 */
445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
447 ol = ol->next;
448 remove_friendly_object (tmp);
449 if (!ol)
450 return op;
451 }
452
453 /* Remove special check for player from this. First, it looks to cause
454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
455 * complicated method of state checking would be needed in any case -
456 * as it was, a clever player could type quit, and the function would
457 * skip them over while waiting for confirmation. Remove
458 * on_same_map check, as can_detect_enemy also does this
459 */
460 if (!can_detect_enemy (mon, ol->ob, &rv)) 442 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 443 continue;
462 444
463 if (lastdist > rv.distance) 445 if (lastdist > rv.distance)
464 { 446 {
659 641
660 return firstdir; 642 return firstdir;
661} 643}
662 644
663void 645void
664give_initial_items (object *pl, treasurelist * items) 646give_initial_items (object *pl, treasurelist *items)
665{ 647{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 648 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 649 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 650
671 for (op = pl->inv; op; op = next) 651 for (object *next, *op = pl->inv; op; op = next)
672 { 652 {
673 next = op->below; 653 next = op->below;
674 654
675 /* Forces get applied per default, unless they have the 655 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 656 * flag "neutral" set. Sorry but I can't think of a better way
681 /* we never give weapons/armour if these cannot be used 661 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 662 * by this player due to race restrictions
683 */ 663 */
684 if (pl->type == PLAYER) 664 if (pl->type == PLAYER)
685 { 665 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 666 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
667 &&
687 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 669 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 670 || op->type == SHIELD || op->type == GLOVES
671 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 672 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 673 {
692 op->destroy (); 674 op->destroy ();
693 continue; 675 continue;
694 } 676 }
695 } 677 }
696 678
697 /* This really needs to be better - we should really give 679 /* Here we remove duplicated skills (as duplicated spell objects have
698 * a substitute spellbook. The problem is that we don't really 680 * _very_ confusing effects for players), which could for instance be
699 * have a good idea what to replace it with (need something like 681 * generated by bad treasurelists. - elmex
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */ 682 */
703 if (op->type == SPELLBOOK || op->type == SKILL) 683 if (op->type == SKILL)
704 { 684 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below) 685 for (object *tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name) 686 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 { 687 {
713 op->destroy (); 688 op->destroy ();
689 LOG (llevError,
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 690 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
715 continue; 691 break;
716 } 692 }
717 693
718 if (op->nrof > 1) 694 if (op->nrof > 1)
719 op->nrof = 1; 695 op->nrof = 1;
720 } 696 }
721 697
722 if (op->type == SPELLBOOK && op->inv) 698 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 699 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 700
727 /* Give starting characters identified, uncursed, and undamned 701 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 702 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 703 * merged properly.
730 */ 704 */
731 if (need_identify (op)) 705 if (need_identify (op))
732 { 706 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 707 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 708 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 709 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 710 }
711
737 if (op->type == SPELL) 712 if (op->type == SPELL)
738 { 713 {
739 op->destroy (); 714 op->destroy ();
740 continue; 715 continue;
741 } 716 }
743 { 718 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 719 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 720 op->stats.exp = 0;
746 op->level = 1; 721 op->level = 1;
747 } 722 }
748 /* lock all 'normal items by default */ 723 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 724 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 725 } /* for loop of objects in player inv */
752 726
753 /* Need to set up the skill pointers */ 727 /* Need to set up the skill pointers */
754 link_player_skills (pl); 728 pl->contr->link_skills ();
755} 729}
756 730
757void 731void
758get_party_password (object *op, partylist *party) 732get_party_password (object *op, partylist *party)
759{ 733{
860static void 834static void
861start_info (object *op) 835start_info (object *op)
862{ 836{
863 char buf[MAX_BUF]; 837 char buf[MAX_BUF];
864 838
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 839 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 840 new_draw_info (NDI_UNIQUE, 0, op, buf);
867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
869} 841}
870 842
871/* This function takes the key that is passed, and does the 843/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
876 */ 848 */
877void 849void
878player::chargen_race_done () 850player::chargen_race_done ()
879{ 851{
880 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying); 853 esrv_new_player (ob->contr);
882 854
883 treasurelist *tl = treasurelist::find ("starting_wealth"); 855 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl) 856 if (tl)
885 create_treasure (tl, ob, 0, 0, 0); 857 create_treasure (tl, ob, 0, 0, 0);
886 858
890 ob->contr->ns->state = ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
891 863
892 if (ob->msg) 864 if (ob->msg)
893 ob->msg = 0; 865 ob->msg = 0;
894 866
895 /* We create this now because some of the unique maps will need it
896 * to save here.
897 */
898 {
899 char buf[MAX_BUF];
900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
901 make_path_to_file (buf);
902 }
903
904 start_info (ob); 867 start_info (ob);
905 CLEAR_FLAG (ob, FLAG_WIZ); 868 CLEAR_FLAG (ob, FLAG_WIZ);
906 give_initial_items (ob, ob->randomitems); 869 give_initial_items (ob, ob->randomitems);
907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob); 870 esrv_send_inventory (ob, ob);
909 ob->update_stats (); 871 ob->update_stats ();
910 872
911 /* This moves the player to a different start map, if there 873 /* This moves the player to a different start map, if there
912 * is one for this race 874 * is one for this race
913 */ 875 */
914 if (*first_map_ext_path) 876 if (*first_map_ext_path)
915 { 877 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
916 object *tmp;
917 char mapname[MAX_BUF];
918
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
920 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
925 * if the map isn't there, then stay on the
926 * default initial map */
927 tmp->destroy ();
928 }
929 else 878 else
930 LOG (llevDebug, "first_map_ext_path not set\n"); 879 LOG (llevDebug, "first_map_ext_path not set\n");
931} 880}
932 881
933void 882void
943 int x = ob->x, y = ob->y; 892 int x = ob->x, y = ob->y;
944 893
945 ob->remove_statbonus (); 894 ob->remove_statbonus ();
946 ob->remove (); 895 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 896 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 897 ob->arch->copy_to (ob);
949 ob->instantiate (); 898 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 899 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 900 ob->name = ob->name_pl = name;
952 ob->x = x; 901 ob->x = x;
953 ob->y = y; 902 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 903 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 904 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 905 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 906 ob->add_statbonus ();
958 } 907 }
959 while (!allowed_class (ob)); 908 while (!allowed_class (ob));
960 909
961 update_object (ob, UP_OBJ_FACE); 910 update_object (ob, UP_OBJ_FACE);
977 LOG (llevDebug, "Fleeing player is dead.\n"); 926 LOG (llevDebug, "Fleeing player is dead.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 927 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 928 return;
980 } 929 }
981 930
982 if (op->enemy == NULL) 931 if (!op->enemy)
983 { 932 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n"); 933 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 934 CLEAR_FLAG (op, FLAG_SCARED);
986 return; 935 return;
987 } 936 }
988 937
989 /* Seen some crashes here. Since we don't store an
990 * op->enemy_count, it is possible that something destroys the
991 * actual enemy, and the object is recycled.
992 */
993 if (op->enemy->map == NULL)
994 {
995 CLEAR_FLAG (op, FLAG_SCARED);
996 op->enemy = NULL;
997 return;
998 }
999
1000 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 938 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 { 939 {
1002 op->enemy = NULL; 940 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED); 941 CLEAR_FLAG (op, FLAG_SCARED);
1004 return; 942 return;
1007 get_rangevector (op, op->enemy, &rv, 0); 945 get_rangevector (op, op->enemy, &rv, 0);
1008 946
1009 dir = absdir (4 + rv.direction); 947 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++) 948 for (diff = 0; diff < 3; diff++)
1011 { 949 {
1012 int m = 1 - (RANDOM () & 2); 950 int m = 1 - rndm (2) * 2;
1013 951
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 952 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1015 return; 953 return;
1016 } 954 }
1017 955
1028check_pick (object *op) 966check_pick (object *op)
1029{ 967{
1030 object *tmp, *next; 968 object *tmp, *next;
1031 int stop = 0; 969 int stop = 0;
1032 int wvratio; 970 int wvratio;
1033 char putstring[128];
1034 971
1035 /* if you're flying, you cna't pick up anything */ 972 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 973 if (op->move_type & MOVE_FLYING)
1037 return 1; 974 return 1;
1038 975
1039 next = op->below; 976 next = op->below;
1040 977
978 int cnt = MAX_ITEM_PER_DROP;
979#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
980
1041 /* loop while there are items on the floor that are not marked as 981 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 982 * destroyed */
1043 while (next && !next->destroyed ()) 983 while (next && !next->destroyed ())
1044 { 984 {
1045 tmp = next; 985 tmp = next;
1046 next = tmp->below; 986 next = tmp->below;
1047 987
988 if (cnt <= 0)
989 {
990 op->failmsg ("Couldn't pickup all items at once.");
991 return 0;
992 }
993
1048 if (op->destroyed ()) 994 if (op->destroyed ())
1049 return 0; 995 return 0;
1050 996
1051 if (!can_pick (op, tmp)) 997 if (!can_pick (op, tmp))
1052 continue; 998 continue;
1053 999
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1000 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 1001 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 1002 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 1003 CHK_PICK_PICKUP;
1004
1058 continue; 1005 continue;
1059 } 1006 }
1060 1007
1061 /* high not bit set? We're using the old autopickup model */ 1008 /* pickup handling */
1009 if (op->contr->mode & PU_DEBUG)
1010 {
1011 /* some debugging code to figure out item information */
1012 const char *str = tmp->name
1013 ? format ("item name: %s item type: %d weight/value: %d",
1014 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1015 : format ("item name: %s item type: %d weight/value: %d",
1016 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1017
1018 new_draw_info (NDI_UNIQUE, 0, op, str);
1019 }
1020
1021 if (op->contr->mode & PU_INHIBIT)
1022 return 1;
1023
1024 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1025 return 1;
1026
1027 /* philosophy:
1028 * It's easy to grab an item type from a pile, as long as it's
1029 * generic. This takes no game-time. For more detailed pickups
1030 * and selections, select-items should be used. This is a
1031 * grab-as-you-run type mode that's really useful for arrows for
1032 * example.
1033 * The drawback: right now it has no frontend, so you need to
1034 * stick the bits you want into a calculator in hex mode and then
1035 * convert to decimal and then 'pickup <#>
1036 */
1037
1038 /* the first two modes are exclusive: if NOTHING we return, if
1039 * STOP then we stop. All the rest are applied sequentially,
1040 * meaning if any test passes, the item gets picked up. */
1041
1042 /* if mode is set to pick nothing up, return */
1043 if (op->contr->mode == PU_NOTHING)
1044 return 1;
1045
1046 /* if mode is set to stop when encountering objects, return */
1047 /* take STOP before INHIBIT since it doesn't actually pick
1048 * anything up */
1049 if (op->contr->mode & PU_STOP)
1050 return 0;
1051
1052 /* useful for going into stores and not losing your settings... */
1053 /* and for battles wher you don't want to get loaded down while
1054 * fighting */
1055 if (op->contr->mode & PU_INHIBIT)
1056 return 1;
1057
1058 /* prevent us from turning into auto-thieves :) */
1059 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1060 continue;
1061
1062 /* ignore known cursed objects */
1063 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1064 continue;
1065
1066 /* all food and drink if desired */
1067 /* question: don't pick up known-poisonous stuff? */
1062 if (!(op->contr->mode & PU_NEWMODE)) 1068 if (op->contr->mode & PU_FOOD)
1069 if (tmp->type == FOOD)
1063 { 1070 {
1064 switch (op->contr->mode) 1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1075 if (op->contr->mode & PU_DRINK)
1076 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_POTION)
1083 if (tmp->type == POTION)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 /* spellbooks, skillscrolls and normal books/scrolls */
1090 if (op->contr->mode & PU_SPELLBOOK)
1091 if (tmp->type == SPELLBOOK)
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 if (op->contr->mode & PU_SKILLSCROLL)
1098 if (tmp->type == SKILLSCROLL)
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 if (op->contr->mode & PU_READABLES)
1105 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1106 {
1107 CHK_PICK_PICKUP;
1108 continue;
1109 }
1110
1111 /* wands/staves/rods/horns */
1112 if (op->contr->mode & PU_MAGIC_DEVICE)
1113 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1114 {
1115 CHK_PICK_PICKUP;
1116 continue;
1117 }
1118
1119 /* pick up all magical items */
1120 if (op->contr->mode & PU_MAGICAL)
1121 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1122 {
1123 CHK_PICK_PICKUP;
1124 continue;
1125 }
1126
1127 if (op->contr->mode & PU_VALUABLES)
1128 {
1129 if (tmp->type == MONEY || tmp->type == GEM)
1065 { 1130 {
1066 case 0: 1131 CHK_PICK_PICKUP;
1067 return 1; /* don't pick up */ 1132 continue;
1068 case 1:
1069 pick_up (op, tmp);
1070 return 1;
1071 case 2:
1072 pick_up (op, tmp);
1073 return 0;
1074 case 3:
1075 return 0; /* stop before pickup */
1076 case 4:
1077 pick_up (op, tmp);
1078 break;
1079 case 5:
1080 pick_up (op, tmp);
1081 stop = 1;
1082 break;
1083 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1085 pick_up (op, tmp);
1086 break;
1087
1088 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp);
1091 break;
1092
1093 default:
1094 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp);
1098 } 1133 }
1099 } 1134 }
1100 else 1135
1101 { /* old model */ 1136 /* rings & amulets - talismans seems to be typed AMULET */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG) 1137 if (op->contr->mode & PU_JEWELS)
1138 if (tmp->type == RING || tmp->type == AMULET)
1104 { 1139 {
1105 /* some debugging code to figure out item information */ 1140 CHK_PICK_PICKUP;
1106 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1115
1116 /* philosophy:
1117 * It's easy to grab an item type from a pile, as long as it's
1118 * generic. This takes no game-time. For more detailed pickups
1119 * and selections, select-items should be used. This is a
1120 * grab-as-you-run type mode that's really useful for arrows for
1121 * example.
1122 * The drawback: right now it has no frontend, so you need to
1123 * stick the bits you want into a calculator in hex mode and then
1124 * convert to decimal and then 'pickup <#>
1125 */
1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue; 1141 continue;
1142 }
1152 1143
1153 /* ignore known cursed objects */ 1144 /* we don't forget dragon food */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1145 if (op->contr->mode & PU_FLESH)
1146 if (tmp->type == FLESH)
1147 {
1148 CHK_PICK_PICKUP;
1155 continue; 1149 continue;
1150 }
1156 1151
1157 /* all food and drink if desired */ 1152 /* bows and arrows. Bows are good for selling! */
1158 /* question: don't pick up known-poisonous stuff? */ 1153 if (op->contr->mode & PU_BOW)
1154 if (tmp->type == BOW)
1155 {
1156 CHK_PICK_PICKUP;
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_ARROW)
1161 if (tmp->type == ARROW)
1162 {
1163 CHK_PICK_PICKUP;
1164 continue;
1165 }
1166
1167 /* all kinds of armor etc. */
1168 if (op->contr->mode & PU_ARMOUR)
1169 if (tmp->type == ARMOUR)
1170 {
1171 CHK_PICK_PICKUP;
1172 continue;
1173 }
1174
1175 if (op->contr->mode & PU_HELMET)
1176 if (tmp->type == HELMET)
1177 {
1178 CHK_PICK_PICKUP;
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SHIELD)
1183 if (tmp->type == SHIELD)
1184 {
1185 CHK_PICK_PICKUP;
1186 continue;
1187 }
1188
1159 if (op->contr->mode & PU_FOOD) 1189 if (op->contr->mode & PU_BOOTS)
1160 if (tmp->type == FOOD) 1190 if (tmp->type == BOOTS)
1191 {
1192 CHK_PICK_PICKUP;
1193 continue;
1194 }
1195
1196 if (op->contr->mode & PU_GLOVES)
1197 if (tmp->type == GLOVES)
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_CLOAK)
1204 if (tmp->type == CLOAK)
1205 {
1206 CHK_PICK_PICKUP;
1207 continue;
1208 }
1209
1210 /* hoping to catch throwing daggers here */
1211 if (op->contr->mode & PU_MISSILEWEAPON)
1212 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1213 {
1214 CHK_PICK_PICKUP;
1215 continue;
1216 }
1217
1218 /* careful: chairs and tables are weapons! */
1219 if (op->contr->mode & PU_ALLWEAPON)
1220 {
1221 if (tmp->type == WEAPON)
1222 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1161 { 1223 {
1162 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1163 continue; 1225 continue;
1164 } 1226 }
1227 }
1165 1228
1229 /* misc stuff that's useful */
1166 if (op->contr->mode & PU_DRINK) 1230 if (op->contr->mode & PU_KEY)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1231 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1168 { 1232 {
1169 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1170 continue; 1234 continue;
1171 } 1235 }
1172 1236
1237 /* any of the last 4 bits set means we use the ratio for value
1238 * pickups */
1173 if (op->contr->mode & PU_POTION) 1239 if (op->contr->mode & PU_RATIO)
1174 if (tmp->type == POTION) 1240 {
1241 /* use value density to decide what else to grab */
1242 /* >=7 was >= op->contr->mode */
1243 /* >=7 is the old standard setting. Now we take the last 4 bits
1175 { 1244 */
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1245 wvratio = op->contr->mode & PU_RATIO;
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1246 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 { 1247 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1248#if 0
1249 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1250 if (tmp->name != NULL)
1221 { 1251 {
1222 pick_up (op, tmp); 1252 fprintf (stderr, "%s", tmp->name);
1223 continue;
1224 } 1253 }
1225 }
1226
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 {
1312 if (tmp->type == WEAPON && tmp->name != NULL)
1313 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330 }
1331
1332 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */
1342 if (op->contr->mode & PU_RATIO)
1343 {
1344 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 {
1351 pick_up (op, tmp);
1352#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL)
1355 {
1356 fprintf (stderr, "%s", tmp->name);
1357 }
1358 else 1254 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1255 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1256 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1257 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1258#endif
1259 CHK_PICK_PICKUP;
1363 continue; 1260 continue;
1364 }
1365 } 1261 }
1366 } /* the new pickup model */ 1262 } /* the new pickup model */
1367 } 1263 }
1368 1264
1369 return !stop; 1265 return !stop;
1375 * found object is returned. 1271 * found object is returned.
1376 */ 1272 */
1377object * 1273object *
1378find_arrow (object *op, const char *type) 1274find_arrow (object *op, const char *type)
1379{ 1275{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1276 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1277 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1278 return splay (tmp);
1279
1280 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1281 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1282 if (object *arrow = find_arrow (tmp, type))
1283 {
1284 splay (tmp);
1386 return op; 1285 return arrow;
1286 }
1387 1287
1388 return tmp; 1288 return 0;
1389} 1289}
1390 1290
1391/* 1291/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1292 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1393 * against the target. A full test is not performed, simply a basic test 1293 * against the target. A full test is not performed, simply a basic test
1394 * of resistances. The archer is making a quick guess at what he sees down 1294 * of resistances. The archer is making a quick guess at what he sees down
1395 * the hall. Failing that it does it's best to pick the highest plus arrow. 1295 * the hall. Failing that it does it's best to pick the highest plus arrow.
1396 */ 1296 */
1397object * 1297object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1298find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1399{ 1299{
1400 object *tmp = NULL, *arrow, *ntmp; 1300 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1301 int attacknum, attacktype, betterby = 0, i;
1402 1302
1403 if (!type) 1303 if (!type)
1407 { 1307 {
1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1308 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409 { 1309 {
1410 i = 0; 1310 i = 0;
1411 ntmp = find_better_arrow (arrow, target, type, &i); 1311 ntmp = find_better_arrow (arrow, target, type, &i);
1312
1412 if (i > betterby) 1313 if (i > betterby)
1413 { 1314 {
1414 tmp = ntmp; 1315 tmp = ntmp;
1415 betterby = i; 1316 betterby = i;
1416 } 1317 }
1417 } 1318 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1319 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1320 {
1420 /* allways prefer assasination/slaying */ 1321 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1322 if (target->race && arrow->slaying.contains (target->race))
1422 { 1323 {
1423 if (arrow->attacktype & AT_DEATH) 1324 if (arrow->attacktype & AT_DEATH)
1424 { 1325 {
1425 *better = 100; 1326 *better = 100;
1426 return arrow; 1327 return arrow;
1434 else 1335 else
1435 { 1336 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1337 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1338 {
1438 attacktype = 1 << attacknum; 1339 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1340 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1341 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1342 {
1442 tmp = arrow; 1343 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1344 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1345 }
1445 } 1346 }
1347
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1348 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1349 {
1448 tmp = arrow; 1350 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam; 1351 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 } 1352 }
1353
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1354 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 { 1355 {
1453 tmp = arrow; 1356 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1357 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1358 }
1456 } 1359 }
1457 } 1360 }
1458 } 1361 }
1362
1459 if (tmp == NULL && arrow == NULL) 1363 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1364 return find_arrow (op, type);
1461 1365
1462 *better = betterby; 1366 *better = betterby;
1463 return tmp; 1367 return tmp;
1468 * op = the shooter 1372 * op = the shooter
1469 * type = bow->race 1373 * type = bow->race
1470 * dir = fire direction 1374 * dir = fire direction
1471 */ 1375 */
1472object * 1376object *
1473pick_arrow_target (object *op, const char *type, int dir) 1377pick_arrow_target (object *op, shstr_cmp type, int dir)
1474{ 1378{
1475 object *tmp = NULL; 1379 object *tmp = NULL;
1476 maptile *m; 1380 maptile *m;
1477 int i, mflags, found, number; 1381 int i, mflags, found, number;
1478 sint16 x, y; 1382 sint16 x, y;
1493 for (i = 0, found = 0; i < 20; i++) 1397 for (i = 0, found = 0; i < 20; i++)
1494 { 1398 {
1495 x += freearr_x[dir]; 1399 x += freearr_x[dir];
1496 y += freearr_y[dir]; 1400 y += freearr_y[dir];
1497 mflags = get_map_flags (m, &m, x, y, &x, &y); 1401 mflags = get_map_flags (m, &m, x, y, &x, &y);
1402
1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1403 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 { 1404 {
1500 tmp = NULL; 1405 tmp = 0;
1501 break; 1406 break;
1502 } 1407 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1408 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 { 1409 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1410 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption. 1411 * perhaps a bad assumption.
1507 */ 1412 */
1508 tmp = NULL; 1413 tmp = 0;
1509 break; 1414 break;
1510 } 1415 }
1416
1511 if (mflags & P_IS_ALIVE) 1417 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1418 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1419 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1520 break; 1420 break;
1521 }
1522 } 1421 }
1523 if (tmp == NULL) 1422
1423 if (!tmp)
1524 return find_arrow (op, type); 1424 return find_arrow (op, type);
1525 1425
1526 if (tmp->head) 1426 if (tmp->head)
1527 tmp = tmp->head; 1427 tmp = tmp->head;
1528 1428
1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1468 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1569 return 0; 1469 return 0;
1570 } 1470 }
1571 1471
1572 // optimisation: move object to top so we will find it quickly again 1472 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below) 1473 splay (bow);
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1579 } 1474 }
1580 1475
1581 if (!bow->race || !bow->skill) 1476 if (!bow->race || !bow->skill)
1582 { 1477 {
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1478 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1609 } 1504 }
1610 1505
1611 /* this should not happen, but sometimes does */ 1506 /* this should not happen, but sometimes does */
1612 if (arrow->nrof == 0) 1507 if (arrow->nrof == 0)
1613 { 1508 {
1509 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1614 arrow->destroy (); 1510 arrow->destroy ();
1615 return 0; 1511 return 0;
1616 } 1512 }
1617 1513
1618 left = arrow; /* these are arrows left to the player */ 1514 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1); 1515 arrow = arrow->split ();
1620 if (!arrow) 1516 if (!arrow)
1621 { 1517 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1518 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0; 1519 return 0;
1624 } 1520 }
1628 arrow->direction = dir; 1524 arrow->direction = dir;
1629 1525
1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1526 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam; 1527 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype; 1528 arrow->stats.grace = arrow->attacktype;
1529 arrow->custom_name = arrow->slaying;
1633 1530
1634 if (arrow->slaying) 1531#if 0
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr) 1532 if (player *pl = op->contr)
1638 { 1533 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp; 1534 float speed = pl->weapon_sp;
1646 1535
1647 /* penalize ROF for bestarrow */ 1536 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1537 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1538 speed *= .9f;
1650 else 1539 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1540 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1541
1653 op->speed_left += speed - op->speed; 1542 op->speed_left += speed - op->speed;
1543 }
1654#endif 1544#endif
1655 }
1656 1545
1657 SET_ANIMATION (arrow, arrow->direction); 1546 SET_ANIMATION (arrow, arrow->direction);
1658 1547
1659 /* update the speed */ 1548 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1549 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1661 + bow->stats.dam / 7.0; 1550 + bow->stats.dam / 7.f;
1662 1551
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1552 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1553 arrow->speed_left = 0;
1665 1554
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1555 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1556
1668 if (op->type == PLAYER) 1557 if (op->type == PLAYER)
1691 1580
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1581 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1582 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1583 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695 1584
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1585 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1586 m->insert (arrow, sx, sy, op);
1698 1587
1699 if (!arrow->destroyed ()) 1588 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1589 move_arrow (arrow);
1701
1702 if (op->type == PLAYER)
1703 {
1704 if (left->destroyed ())
1705 esrv_del_item (op->contr, left->count);
1706 else
1707 esrv_send_item (op, left);
1708 }
1709 1590
1710 return 1; 1591 return 1;
1711} 1592}
1712 1593
1713/* Special fire code for players - this takes into 1594/* Special fire code for players - this takes into
1718 * hence the function name. 1599 * hence the function name.
1719 */ 1600 */
1720int 1601int
1721player_fire_bow (object *op, int dir) 1602player_fire_bow (object *op, int dir)
1722{ 1603{
1723 int ret = 0, wcmod = 0; 1604 int ret;
1724 1605
1725 if (op->contr->bowtype == bow_bestarrow) 1606 if (op->contr->bowtype == bow_bestarrow)
1726 { 1607 {
1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1608 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1728 } 1609 }
1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1610 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1730 { 1611 {
1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1612 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1732 wcmod = -1;
1733
1734 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1613 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1735 } 1614 }
1736 else if (op->contr->bowtype == bow_threewide) 1615 else if (op->contr->bowtype == bow_threewide)
1737 { 1616 {
1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1617 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1618 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1740 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1619 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1741 } 1620 }
1742 else if (op->contr->bowtype == bow_spreadshot) 1621 else if (op->contr->bowtype == bow_spreadshot)
1743 { 1622 {
1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1623 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1745 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1624 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1625 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1747 } 1626 }
1748 else 1627 else
1749 { 1628 {
1779 1658
1780 if (item->type == WAND) 1659 if (item->type == WAND)
1781 { 1660 {
1782 if (item->stats.food <= 0) 1661 if (item->stats.food <= 0)
1783 { 1662 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1663 op->contr->play_sound (sound_find ("wand_poof"));
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1664 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1665
1787 return; 1666 return;
1788 } 1667 }
1789 } 1668 }
1790 else if (item->type == ROD || item->type == HORN) 1669 else if (item->type == ROD || item->type == HORN)
1791 { 1670 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1671 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1672
1673 // using the maximum of the rods charge allows at least one spell cast
1674 // for a rod or horn, this fixes some broken rods.
1675 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1793 { 1676 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1677 op->contr->play_sound (sound_find ("wand_poof"));
1795 1678
1796 if (item->type == ROD) 1679 if (item->type == ROD)
1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1680 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1681 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1682 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802 } 1685 }
1803 } 1686 }
1804 1687
1805 if (cast_spell (op, item, dir, item->inv, NULL)) 1688 if (cast_spell (op, item, dir, item->inv, NULL))
1806 { 1689 {
1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1690 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1691
1808 if (item->type == WAND) 1692 if (item->type == WAND)
1809 { 1693 {
1810 if (!(--item->stats.food)) 1694 if (!(--item->stats.food))
1811 { 1695 {
1812 object *tmp; 1696 object *tmp;
1813 1697
1814 if (item->arch) 1698 if (item->arch)
1815 { 1699 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1700 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1701 item->face = item->arch->face;
1818 item->set_speed (0); 1702 item->set_speed (0);
1819 } 1703 }
1820 1704
1821 if ((tmp = item->in_player ())) 1705 if (object *pl = item->visible_to ())
1822 esrv_update_item (UPD_ANIM, tmp, item); 1706 esrv_update_item (UPD_ANIM, pl, item);
1823 } 1707 }
1824 } 1708 }
1825 else if (item->type == ROD || item->type == HORN) 1709 else if (item->type == ROD || item->type == HORN)
1826 drain_rod_charge (item); 1710 drain_rod_charge (item);
1827 } 1711 }
1828} 1712}
1829 1713
1830/* Received a fire command for the player - go and do it. 1714/* Received a fire command for the player - go and do it.
1831 */ 1715 */
1832void 1716bool
1833fire (object *op, int dir) 1717fire (object *op, int dir)
1834{ 1718{
1835 int spellcost = 0; 1719 int spellcost = 0;
1720
1721 player *pl = op->contr;
1722
1723 if (pl->golem)
1724 {
1725 control_golem (op->contr->golem, dir);
1726 return false;
1727 }
1728
1729 object *ob = pl->ranged_ob;
1730
1731 if (!ob)
1732 return false;
1733
1734 if (op->speed_left > 0.f)
1735 --op->speed_left;
1736 else
1737 return false;
1738
1739 if (!op->change_weapon (ob))
1740 return false;
1836 1741
1837 /* check for loss of invisiblity/hide */ 1742 /* check for loss of invisiblity/hide */
1838 if (action_makes_visible (op)) 1743 if (action_makes_visible (op))
1839 make_visible (op); 1744 make_visible (op);
1840 1745
1841 player *pl = op->contr;
1842
1843 if (pl->golem)
1844 {
1845 control_golem (op->contr->golem, dir);
1846 return;
1847 }
1848
1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1857 switch (ob->type) 1746 switch (ob->type)
1858 { 1747 {
1859 case BOW: 1748 case BOW:
1860 player_fire_bow (op, dir); 1749 player_fire_bow (op, dir);
1861 break; 1750 break;
1862 1751
1863 case SPELL: 1752 case SPELL:
1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1753 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1865 break; 1754 break;
1866 1755
1867 case BUILDER: 1756 case BUILDER:
1868 apply_map_builder (op, dir); 1757 apply_map_builder (op, dir);
1869 break; 1758 break;
1874 1763
1875 default: 1764 default:
1876 fire_misc_object (op, dir); 1765 fire_misc_object (op, dir);
1877 break; 1766 break;
1878 } 1767 }
1768
1769 return true;
1879} 1770}
1880 1771
1881/* find_key 1772/* find_key
1882 * We try to find a key for the door as passed. If we find a key 1773 * We try to find a key for the door as passed. If we find a key
1883 * and successfully use it, we return the key, otherwise NULL 1774 * and successfully use it, we return the key, otherwise NULL
1900 /* First, lets try to find a key in the top level inventory */ 1791 /* First, lets try to find a key in the top level inventory */
1901 for (tmp = container->inv; tmp; tmp = tmp->below) 1792 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 { 1793 {
1903 if (door->type == DOOR && tmp->type == KEY) 1794 if (door->type == DOOR && tmp->type == KEY)
1904 break; 1795 break;
1796
1905 /* For sanity, we should really check door type, but other stuff 1797 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1798 * (like containers) can be locked with special keys
1907 */ 1799 */
1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1800 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 break; 1801 break;
1915 * a key, return 1807 * a key, return
1916 */ 1808 */
1917 if (!tmp) 1809 if (!tmp)
1918 { 1810 {
1919 for (tmp = container->inv; tmp; tmp = tmp->below) 1811 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1921 /* No reason to search empty containers */ 1812 /* No reason to search empty containers */
1922 if (tmp->type == CONTAINER && tmp->inv) 1813 if (tmp->type == CONTAINER && tmp->inv)
1923 {
1924 if ((key = find_key (pl, tmp, door))) 1814 if ((key = find_key (pl, tmp, door)))
1925 return key; 1815 return key;
1926 }
1927 }
1928 1816
1929 if (!tmp) 1817 if (!tmp)
1930 return NULL; 1818 return 0;
1931 } 1819 }
1932 1820
1933 /* We get down here if we have found a key. Now if its in a container, 1821 /* We get down here if we have found a key. Now if its in a container,
1934 * see if we actually want to use it 1822 * see if we actually want to use it
1935 */ 1823 */
1936 if (pl != container) 1824 if (pl != container)
1937 { 1825 {
1938 /* Only let players use keys in containers */ 1826 /* Only let players use keys in containers */
1939 if (!pl->contr) 1827 if (!pl->contr)
1940 return NULL; 1828 return 0;
1829
1941 /* cases where this fails: 1830 /* cases where this fails:
1942 * If we only search the player inventory, return now since we 1831 * If we only search the player inventory, return now since we
1943 * are not in the players inventory. 1832 * are not in the players inventory.
1944 * If the container is not active, return now since only active 1833 * If the container is not active, return now since only active
1945 * containers can be used. 1834 * containers can be used.
1951 * Change the color so that the message doesn't disappear with 1840 * Change the color so that the message doesn't disappear with
1952 * all the others. 1841 * all the others.
1953 */ 1842 */
1954 if (pl->contr->usekeys == key_inventory || 1843 if (pl->contr->usekeys == key_inventory ||
1955 !QUERY_FLAG (container, FLAG_APPLIED) || 1844 !QUERY_FLAG (container, FLAG_APPLIED) ||
1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1845 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1957 { 1846 {
1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1847 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1848 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1960 return NULL; 1849 return NULL;
1961 } 1850 }
1970 * 0 otherwise 1859 * 0 otherwise
1971 */ 1860 */
1972static int 1861static int
1973player_attack_door (object *op, object *door) 1862player_attack_door (object *op, object *door)
1974{ 1863{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1864 /* If its a door, try to find a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do - 1865 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1866 * otherwise, we fall through to the rest of the code.
1978 */ 1867 */
1979 object *key = find_key (op, op, door); 1868 object *key = find_key (op, op, door);
1980 1869
1981 /* IF we found a key, do some extra work */ 1870 /* If we found a key, do some extra work */
1982 if (key) 1871 if (key)
1983 { 1872 {
1984 object *container = key->env; 1873 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1874
1988 if (action_makes_visible (op)) 1875 if (action_makes_visible (op))
1989 make_visible (op); 1876 make_visible (op);
1990 1877
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1878 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 1880
1994 if (door->type == DOOR) 1881 if (door->type == DOOR)
1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1882 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 else if (door->type == LOCKED_DOOR) 1883 else if (door->type == LOCKED_DOOR)
1997 { 1884 {
1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1885 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1886 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1887 }
2001 1888
2002 /* Do this after we print the message */ 1889 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1890 key->decrease (); /* Use up one of the keys */
2004 /* Need to update the weight the container the key was in */
2005 if (container != op)
2006 esrv_update_item (UPD_WEIGHT, op, container);
2007 1891
2008 return 1; /* Nothing more to do below */ 1892 return 1; /* Nothing more to do below */
2009 } 1893 }
2010 else if (door->type == LOCKED_DOOR) 1894 else if (door->type == LOCKED_DOOR)
2011 { 1895 {
2012 /* Might as well return now - no other way to open this */ 1896 /* Might as well return now - no other way to open this */
2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1897 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2014 return 1; 1898 return 1;
2015 } 1899 }
2016 1900
2017 return 0; 1901 return 0;
2018} 1902}
2021 * It should keep the code cleaner. 1905 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 1906 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 1907 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 1908 * going to try and move (not fire weapons).
2025 */ 1909 */
2026void 1910bool
2027move_player_attack (object *op, int dir) 1911move_player_attack (object *op, int dir)
2028{ 1912{
2029 object *tmp, *mon; 1913 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1914 {
1915 --op->speed_left;
1916 return true;
1917 }
1918
2030 int on_battleground; 1919 int on_battleground;
2031 maptile *m;
2032 1920
2033 sint16 nx = freearr_x[dir] + op->x; 1921 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 1922 sint16 ny = freearr_y[dir] + op->y;
2035 1923
2036 on_battleground = op_on_battleground (op, 0, 0); 1924 on_battleground = op_on_battleground (op, 0, 0);
1925
1926 if (out_of_map (op->map, nx, ny))
1927 return false;
2037 1928
2038 /* If braced, or can't move to the square, and it is not out of the 1929 /* If braced, or can't move to the square, and it is not out of the
2039 * map, attack it. Note order of if statement is important - don't 1930 * map, attack it. Note order of if statement is important - don't
2040 * want to be calling move_ob if braced, because move_ob will move the 1931 * want to be calling move_ob if braced, because move_ob will move the
2041 * player. This is a pretty nasty hack, because if we could 1932 * player. This is a pretty nasty hack, because if we could
2042 * move to some space, it then means that if we are braced, we should 1933 * move to some space, it then means that if we are braced, we should
2043 * do nothing at all. As it is, if we are braced, we go through 1934 * do nothing at all. As it is, if we are braced, we go through
2044 * quite a bit of processing. However, it probably is less than what 1935 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 1936 * move_ob uses.
2046 */ 1937 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1938 maptile *m = op->map->xy_find (nx, ny);
1939
1940 /* Go through all the objects, and find ones of interest. Only stop if
1941 * we find a monster - that is something we know we want to attack.
1942 * if its a door or barrel (can roll) see if there may be monsters
1943 * on the space
1944 */
1945 object *mon;
1946 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1947 {
1948 if ((mon->flag [FLAG_ALIVE]
1949 || mon->type == LOCKED_DOOR
1950 || mon->flag [FLAG_CAN_ROLL])
1951 && mon != op)
1952 break;
2048 { 1953 }
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1954
1955 if (!mon) /* This happens anytime the player tries to move */
1956 return false; /* into a wall */
1957
1958 mon = mon->head_ ();
1959
1960 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1961 if (op->contr->weapon_sp_left > 0.f)
1962 if (player_attack_door (op, mon))
1963 {
1964 --op->contr->weapon_sp_left;
1965 return true;
2050 { 1966 }
2051 m = op->map->xy_find (nx, ny); 1967
2052 if (!m) 1968 /* The following deals with possibly attacking peaceful
2053 return; /* Don't think this should happen */ 1969 * or friendly creatures. Basically, all players are considered
1970 * unaggressive. If the moving player has peaceful set, then the
1971 * object should be pushed instead of attacked. It is assumed that
1972 * if you are braced, you will not attack friends accidently,
1973 * and thus will not push them.
1974 */
1975
1976 /* If the creature is a pet, push it even if the player is not
1977 * peaceful. Our assumption is the creature is a pet if the
1978 * player owns it and it is either friendly or unagressive.
1979 */
1980 if (op->type == PLAYER
1981 && ((mon->owner && mon->owner->contr
1982 && same_party (mon->owner->contr->party, op->contr->party))
1983 || mon->owner == op)
1984 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1985 {
1986 /* If we're braced, we don't want to switch places with it */
1987 if (op->contr->braced)
1988 return false;
1989
1990 if (op->speed_left > 0.f)
1991 {
1992 --op->speed_left;
1993
1994 op->play_sound (sound_find ("push_player"));
1995 push_ob (mon, dir, op);
1996
1997 if (action_makes_visible (op))
1998 make_visible (op);
1999
2000 return true;
2054 } 2001 }
2055 else 2002 else
2056 m = op->map;
2057
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return; 2003 return false;
2004 }
2060 2005
2061 mon = 0;
2062 /* Go through all the objects, and find ones of interest. Only stop if
2063 * we find a monster - that is something we know we want to attack.
2064 * if its a door or barrel (can roll) see if there may be monsters
2065 * on the space
2066 */
2067 while (tmp)
2068 {
2069 if (tmp == op)
2070 {
2071 tmp = tmp->above;
2072 continue;
2073 }
2074
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp;
2078 break;
2079 }
2080
2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2082 mon = tmp;
2083
2084 tmp = tmp->above;
2085 }
2086
2087 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */
2089
2090 if (mon->head)
2091 mon = mon->head;
2092
2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2094 if (player_attack_door (op, mon))
2095 return;
2096
2097 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them.
2103 */
2104
2105 /* If the creature is a pet, push it even if the player is not
2106 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive.
2108 */
2109 if (op->type == PLAYER
2110 && ((mon->owner && mon->owner->contr
2111 && same_party (mon->owner->contr->party, op->contr->party))
2112 || mon->owner == op)
2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2114 {
2115 /* If we're braced, we don't want to switch places with it */
2116 if (op->contr->braced)
2117 return;
2118
2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2120 push_ob (mon, dir, op);
2121 if (op->contr->tmp_invis || op->hide)
2122 make_visible (op);
2123
2124 return;
2125 }
2126
2127 /* in certain circumstances, you shouldn't attack friendly 2006 /* in certain circumstances, you shouldn't attack friendly
2128 * creatures. Note that if you are braced, you can't push 2007 * creatures. Note that if you are braced, you can't push
2129 * someone, but put it inside this loop so that you won't 2008 * someone, but put it inside this loop so that you won't
2130 * attack them either. 2009 * attack them either.
2131 */ 2010 */
2132 if ((mon->type == PLAYER || mon->enemy != op) 2011 if ((mon->type == PLAYER || mon->enemy != op)
2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 2012 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2134 && ((op->contr->peaceful 2013 && ((op->contr->peaceful
2135 || (mon->type == PLAYER && mon->contr->peaceful)) 2014 || (mon->type == PLAYER && mon->contr->peaceful))
2136 && !on_battleground)) 2015 && !on_battleground))
2016 {
2017 if (op->speed_left > 0.f)
2137 { 2018 {
2019 --op->speed_left;
2020
2138 if (!op->contr->braced) 2021 if (!op->contr->braced)
2139 { 2022 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2023 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 2024 push_ob (mon, dir, op);
2142 } 2025 }
2143 else 2026 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 2027 op->statusmsg ("You withhold your attack");
2145 2028
2146 if (op->contr->tmp_invis || op->hide) 2029 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2147 make_visible (op); 2030 make_visible (op);
2148 }
2149 2031
2032 return true;
2033 }
2034 }
2150 /* If the object is a boulder or other rollable object, then 2035 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced. 2036 * roll it if not braced. You can't roll it if you are braced.
2152 */ 2037 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2038 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2039 {
2040 if (op->speed_left > 0.f)
2154 { 2041 {
2042 --op->speed_left;
2043
2155 recursive_roll (mon, dir, op); 2044 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 2045 if (action_makes_visible (op))
2157 make_visible (op); 2046 make_visible (op);
2158 }
2159 2047
2048 return true;
2049 }
2050 }
2160 /* Any generic living creature. Including things like doors. 2051 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 2052 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following: 2053 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note 2054 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen. 2055 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2056 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2057 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2058 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2059 {
2169 if (!op->contr->has_hit) 2060 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 { 2061 {
2171 op->contr->has_hit = 1; 2062 --op->contr->weapon_sp_left;
2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2173 }
2174 2063
2175 skill_attack (mon, op, 0, 0, 0); 2064 skill_attack (mon, op, 0, 0, 0);
2176
2177 /* If attacking another player, that player gets automatic
2178 * hitback, and doesn't loose luck either.
2179 * Disable hitback on the battleground or if the target is
2180 * the wiz.
2181 */
2182 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2183 {
2184 short luck = mon->stats.luck;
2185
2186 mon->contr->has_hit = 1;
2187 skill_attack (op, mon, 0, 0, 0);
2188 mon->stats.luck = luck;
2189 }
2190 2065
2191 if (action_makes_visible (op)) 2066 if (action_makes_visible (op))
2192 make_visible (op); 2067 make_visible (op);
2193 }
2194 } /* if player should attack something */
2195}
2196 2068
2197int 2069 return true;
2070 }
2071 }
2072
2073 return false;
2074}
2075
2076bool
2198move_player (object *op, int dir) 2077move_player (object *op, int dir)
2199{ 2078{
2200 int pick; 2079 int pick;
2201 2080
2202 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2081 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2203 return 0; 2082 return 0;
2204 2083
2205 /* Sanity check: make sure dir is valid */ 2084 /* Sanity check: make sure dir is valid */
2206 if ((dir < 0) || (dir >= 9)) 2085 if ((dir < 0) || (dir >= 9))
2207 { 2086 {
2213 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2092 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2214 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2093 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2215 2094
2216 op->facing = dir; 2095 op->facing = dir;
2217 2096
2218 if (op->hide) 2097 if (op->flag [FLAG_HIDDEN])
2219 do_hidden_move (op); 2098 do_hidden_move (op);
2220 2099
2100 bool retval;
2101
2221 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2102 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2222 /*nop */ ; 2103 retval = RESULT_INT (0);
2223 else if (op->contr->fire_on) 2104 else if (op->contr->fire_on)
2224 fire (op, dir); 2105 retval = fire (op, dir);
2225 else 2106 else
2226 { 2107 {
2227 move_player_attack (op, dir); 2108 retval = move_player_attack (op, dir);
2228 pick = check_pick (op); 2109 pick = check_pick (op);
2229 } 2110 }
2230 2111
2231 /* Add special check for newcs players and fire on - this way, the 2112 /* Add special check for newcs players and fire on - this way, the
2232 * server can handle repeat firing. 2113 * server can handle repeat firing.
2239 /* Update how the player looks. Use the facing, so direction may 2120 /* Update how the player looks. Use the facing, so direction may
2240 * get reset to zero. This allows for full animation capabilities 2121 * get reset to zero. This allows for full animation capabilities
2241 * for players. 2122 * for players.
2242 */ 2123 */
2243 animate_object (op, op->facing); 2124 animate_object (op, op->facing);
2244 return 0; 2125
2126 return retval;
2245} 2127}
2246 2128
2247/* This is similar to handle_player, below, but is only used by the 2129/* This is similar to handle_player, below, but is only used by the
2248 * new client/server stuff. 2130 * new client/server stuff.
2249 * This is sort of special, in that the new client/server actually uses 2131 * This is sort of special, in that the new client/server actually uses
2250 * the new speed values for commands. 2132 * the new speed values for commands.
2251 * 2133 *
2252 * Returns true if there are more actions we can do. 2134 * Returns true if there are more actions we can do. Should not do
2135 * many actions in a row, as that would be too unfair to other
2136 * players.
2253 */ 2137 */
2254int 2138bool
2255handle_newcs_player (object *op) 2139handle_newcs_player (object *op)
2256{ 2140{
2257 if (QUERY_FLAG (op, FLAG_SCARED)) 2141 if (QUERY_FLAG (op, FLAG_SCARED))
2258 { 2142 {
2259 flee_player (op); 2143 if (op->speed_left > 0.f)
2260
2261 /* If player is still scared, that is his action for this tick */
2262 if (op->flag [FLAG_SCARED])
2263 { 2144 {
2264 --op->speed_left; 2145 --op->speed_left;
2146 flee_player (op);
2147
2265 return 0; 2148 return true;
2266 } 2149 }
2150 else
2151 return false;
2267 } 2152 }
2268 2153
2269 /* call this here - we also will call this in do_ericserver, but 2154 /* call this here - we also will call this in do_ericserver, but
2270 * the players time has been increased when doericserver has been 2155 * the players time has been increased when doericserver has been
2271 * called, so we recheck it here. 2156 * called, so we recheck it here.
2272 */ 2157 */
2273 if (op->contr->ns->handle_command ()) 2158 if (op->contr->ns->handle_command ())
2274 return 1; 2159 return true;
2275 2160
2276 if (op->speed_left > 0.f)
2277 {
2278 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2161 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2279 {
2280 /* All move commands take 1 tick, at least for now */
2281 --op->speed_left;
2282
2283 /* Instead of all the stuff below, let move_player take care
2284 * of it. Also, some of the skill stuff is only put in
2285 * there, as well as the confusion stuff.
2286 */
2287 move_player (op, op->direction); 2162 return move_player (op, op->direction);
2288 2163
2289 return op->speed_left > 0.f;
2290 }
2291 }
2292
2293 return 0; 2164 return false;
2294} 2165}
2295 2166
2296int 2167int
2297save_life (object *op) 2168save_life (object *op)
2298{ 2169{
2300 return 0; 2171 return 0;
2301 2172
2302 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2173 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2303 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2174 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2304 { 2175 {
2305 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2176 op->play_sound (sound_find ("ob_evaporate"));
2306 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2177 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2307
2308 if (op->contr)
2309 esrv_del_item (op->contr, tmp->count);
2310 2178
2311 tmp->destroy (); 2179 tmp->destroy ();
2312 CLEAR_FLAG (op, FLAG_LIFESAVE); 2180 CLEAR_FLAG (op, FLAG_LIFESAVE);
2313 2181
2314 if (op->stats.hp < 0) 2182 if (op->stats.hp < 0)
2327 return 0; 2195 return 0;
2328} 2196}
2329 2197
2330/* This goes throws the inventory and removes unpaid objects, and puts them 2198/* This goes throws the inventory and removes unpaid objects, and puts them
2331 * back in the map (location and map determined by values of env). This 2199 * back in the map (location and map determined by values of env). This
2332 * function will descend into containers. op is the object to start the search 2200 * function will descend into containers. op is the object to start the search
2333 * from. 2201 * from.
2334 */ 2202 */
2203static void
2204drop_unpaid_items (object *op, object *env)
2205{
2206 while (op)
2207 {
2208 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2209
2210 if (QUERY_FLAG (op, FLAG_UNPAID))
2211 op->insert_at (env);
2212 else if (op->inv)
2213 drop_unpaid_items (op->inv, env);
2214
2215 op = next;
2216 }
2217}
2218
2335void 2219void
2336remove_unpaid_objects (object *op, object *env) 2220object::drop_unpaid_items ()
2337{ 2221{
2338 while (op) 2222 if (!flag [FLAG_REMOVED])
2339 { 2223 ::drop_unpaid_items (inv, this);
2340 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341
2342 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 {
2344 if (env->type == PLAYER)
2345 esrv_del_item (env->contr, op->count);
2346
2347 op->insert_at (env);
2348 }
2349 else if (op->inv)
2350 remove_unpaid_objects (op->inv, env);
2351
2352 op = next;
2353 }
2354} 2224}
2355 2225
2356/* 2226/*
2357 * Returns pointer a static string containing gravestone text 2227 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2228 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2229 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2230 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2231 * but there isn't one in the server directory.
2362 */ 2232 */
2363char * 2233const char *
2364gravestone_text (object *op) 2234gravestone_text (object *op)
2365{ 2235{
2366 static char buf2[MAX_BUF]; 2236 static dynbuf_text buf;
2367 char buf[MAX_BUF];
2368 time_t now = time (NULL);
2369 2237
2370 strcpy (buf2, " R.I.P.\n\n"); 2238 buf << "---- R.I.P. ----\n\n"
2239 << op->name;
2240
2371 if (op->type == PLAYER) 2241 if (op->type == PLAYER)
2372 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2242 buf << " the " << op->contr->title;
2373 else
2374 sprintf (buf, "%s\n", &op->name);
2375 2243
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2244 buf << "\n\n";
2377 strcat (buf2, buf); 2245
2246 buf << "who was level ";
2247 buf << (sint32)op->level << "\n\n" // OO breakdown
2248 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2249
2378 if (op->type == PLAYER) 2250 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2251 buf << "by " << op->contr->killer_name () << ".\n\n";
2380 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382 2252
2383 strncat (buf2, " ", 20 - strlen (buf) / 2);
2384 strcat (buf2, buf);
2385 if (op->type == PLAYER)
2386 { 2253 {
2387 sprintf (buf, "by %s.\n\n", op->contr->killer); 2254 static char buf2[128];
2388 strncat (buf2, " ", 21 - strlen (buf) / 2); 2255 time_t now = time (NULL);
2389 strcat (buf2, buf);
2390 }
2391
2392 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2256 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2393 strncat (buf2, " ", 20 - strlen (buf) / 2); 2257 buf << buf2;
2394 strcat (buf2, buf); 2258 }
2395 2259
2396 return buf2; 2260 return buf;
2397} 2261}
2398 2262
2399void 2263void
2400do_some_living (object *op) 2264do_some_living (object *op)
2401{ 2265{
2453 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2317 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2454 else 2318 else
2455 { 2319 {
2456 gen_grace = op->stats.maxgrace; 2320 gen_grace = op->stats.maxgrace;
2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2321 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2458 }
2459
2460 /* Regenerate Spell Points */
2461 if (!op->contr->golem && --op->last_sp < 0)
2462 {
2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2464 if (op->stats.sp < op->stats.maxsp)
2465 {
2466 op->stats.sp++;
2467 /* dms do not consume food */
2468 if (!QUERY_FLAG (op, FLAG_WIZ))
2469 {
2470 op->stats.food--;
2471 if (op->contr->digestion < 0)
2472 op->stats.food += op->contr->digestion;
2473 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 op->stats.food = last_food;
2475 }
2476 }
2477
2478 if (max_sp > 1)
2479 {
2480 over_sp = (gen_sp + 10) / rate_sp;
2481 if (over_sp > 0)
2482 {
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2486
2487 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2488 op->stats.sp--;
2489
2490 if (op->stats.sp > op->stats.maxsp)
2491 op->stats.sp = op->stats.maxsp;
2492 }
2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 }
2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 } 2322 }
2501 2323
2502 /* Regenerate Grace */ 2324 /* Regenerate Grace */
2503 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2325 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2504 if (--op->last_grace < 0) 2326 if (--op->last_grace < 0)
2525 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2347 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2526 } 2348 }
2527 /* wearing stuff doesn't detract from grace generation. */ 2349 /* wearing stuff doesn't detract from grace generation. */
2528 } 2350 }
2529 2351
2352 if (op->stats.food > 0)
2353 {
2530 /* Regenerate Hit Points */ 2354 /* Regenerate Spell Points */
2531 if (--op->last_heal < 0) 2355 if (!op->contr->golem && --op->last_sp < 0)
2532 {
2533 if (op->stats.hp < op->stats.maxhp)
2534 { 2356 {
2535 op->stats.hp++; 2357 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2536 /* dms do not consume food */ 2358
2537 if (!QUERY_FLAG (op, FLAG_WIZ)) 2359 if (op->stats.sp < op->stats.maxsp)
2538 { 2360 {
2361 op->stats.sp++;
2362
2363 /* dms do not consume food */
2364 if (!QUERY_FLAG (op, FLAG_WIZ))
2365 {
2539 op->stats.food--; 2366 op->stats.food--;
2367
2540 if (op->contr->digestion < 0) 2368 if (op->contr->digestion < 0)
2541 op->stats.food += op->contr->digestion; 2369 op->stats.food += op->contr->digestion;
2542 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2370 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2543 op->stats.food = last_food; 2371 op->stats.food = last_food;
2372 }
2544 } 2373 }
2545 }
2546 2374
2547 if (max_hp > 1) 2375 if (max_sp > 1)
2548 {
2549 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2550 if (over_hp > 0)
2551 { 2376 {
2552 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2377 over_sp = (gen_sp + 10) / rate_sp;
2378 if (over_sp > 0)
2379 {
2380 if (op->stats.sp < op->stats.maxsp)
2381 {
2382 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2383
2384 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2385 op->stats.sp--;
2386
2387 if (op->stats.sp > op->stats.maxsp)
2388 op->stats.sp = op->stats.maxsp;
2389 }
2390
2553 op->last_heal = 0; 2391 op->last_sp = 0;
2392 }
2393 else
2394 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2554 } 2395 }
2555 else 2396 else
2397 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2398 }
2399
2400 /* Regenerate Hit Points */
2401 if (--op->last_heal < 0)
2402 {
2403 if (op->stats.hp < op->stats.maxhp)
2556 { 2404 {
2557 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2405 op->stats.hp++;
2406
2407 /* dms do not consume food */
2408 if (!QUERY_FLAG (op, FLAG_WIZ))
2409 {
2410 op->stats.food--;
2411
2412 if (op->contr->digestion < 0)
2413 op->stats.food += op->contr->digestion;
2414 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2415 op->stats.food = last_food;
2416 }
2558 } 2417 }
2418
2419 if (max_hp > 1)
2420 {
2421 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2422
2423 if (over_hp > 0)
2424 {
2425 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2426 op->last_heal = 0;
2427 }
2428 else
2429 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2559 } 2430 }
2560 else 2431 else
2561 {
2562 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2432 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2563 } 2433 }
2564 } 2434 }
2565 2435
2566 /* Digestion */ 2436 /* Digestion */
2567 if (--op->last_eat < 0) 2437 if (--op->last_eat < 0)
2568 { 2438 {
2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2439 int bonus = max (0, op->contr->digestion),
2440 penalty = max (0, -op->contr->digestion);
2570 2441
2571 if (op->contr->gen_hp > 0)
2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2442 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2573 else
2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575 2443
2576 /* dms do not consume food */ 2444 /* dms do not consume food */
2577 if (!QUERY_FLAG (op, FLAG_WIZ)) 2445 if (!QUERY_FLAG (op, FLAG_WIZ))
2578 op->stats.food--; 2446 op->stats.food--;
2579 } 2447 }
2580 2448
2581 if (op->stats.food < 0 && op->stats.hp >= 0) 2449 if (op->stats.food < 0 && op->stats.hp >= 0)
2582 { 2450 {
2583 object *tmp, *flesh = 0; 2451 object *flesh = 0;
2584 2452
2585 for (tmp = op->inv; tmp; tmp = tmp->below) 2453 for_inv_removable (op, tmp)
2586 { 2454 {
2587 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2455 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2456 continue;
2457
2458 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2588 { 2459 {
2589 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2460 op->statusmsg ("You blindly grab for a bite of food. "
2590 { 2461 "H<To prevent you from starving, you ate some random item from your backpack.>");
2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2592 manual_apply (op, tmp, 0); 2462 manual_apply (op, tmp, 0);
2463
2593 if (op->stats.food >= 0 || op->stats.hp < 0) 2464 if (op->stats.food >= 0 || op->stats.hp < 0)
2594 break; 2465 break;
2595 } 2466 }
2596 else if (tmp->type == FLESH) 2467 else if (tmp->type == FLESH)
2597 flesh = tmp; 2468 flesh = tmp;
2598 } /* End if paid for object */ 2469 }
2599 } /* end of for loop */
2600 2470
2601 /* If player is still starving, it means they don't have any food, so 2471 /* If player is still starving, it means they don't have any food, so
2602 * eat flesh instead. 2472 * eat flesh instead.
2603 */ 2473 */
2604 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2474 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2605 { 2475 {
2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2476 op->statusmsg ("You blindly grab for a bite of food. "
2477 "H<To prevent you from starving, you ate some random item from your backpack.>");
2607 manual_apply (op, flesh, 0); 2478 manual_apply (op, flesh, 0);
2608 } 2479 }
2480
2481 // If player is still starving, alert him!
2482 if (op->stats.food < 0)
2483 op->failmsg ("You are starving! "
2484 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2485 }
2486
2487 if (op->stats.food < 0)
2609 } 2488 {
2489 op->stats.hp += op->stats.food;
2490 op->stats.food = 0;
2610 2491
2611 while (op->stats.food < 0 && op->stats.hp >= 0) 2492 if (op->stats.hp < 0)
2612 op->stats.food++, op->stats.hp--; 2493 {
2494 op->contr->killer = archetype::get ("killer_starvation");
2495 op->contr->killer->destroy ();
2496 }
2497 }
2613 2498
2499 /* killer should be set here already */
2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2500 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2615 kill_player (op); 2501 kill_player (op);
2616 } 2502 }
2617} 2503}
2618 2504
2622 * file. 2508 * file.
2623 */ 2509 */
2624void 2510void
2625kill_player (object *op) 2511kill_player (object *op)
2626{ 2512{
2627 char buf[MAX_BUF];
2628 int x, y; 2513 int x, y;
2629
2630 //int i;
2631 maptile *map; /* this is for resurrection */ 2514 maptile *map; /* this is for resurrection */
2632
2633 /* int z;
2634 int num_stats_lose;
2635 int lost_a_stat;
2636 int lose_this_stat;
2637 int this_stat; */
2638 int will_kill_again; 2515 int will_kill_again;
2639 archetype *at; 2516 archetype *at;
2640 object *tmp; 2517 object *tmp;
2641 2518
2642 if (save_life (op)) 2519 if (save_life (op))
2643 return; 2520 return;
2644 2521
2522 dynbuf_text deathtab;
2523
2524 /* restore player */
2525 at = archetype::find ("poisoning");
2526 if (object *tmp = present_arch_in_ob (at, op))
2527 {
2528 tmp->destroy ();
2529 deathtab << "Your body feels cleansed...\r";
2530 }
2531
2532 at = archetype::find ("confusion");
2533 if (object *tmp = present_arch_in_ob (at, op))
2534 {
2535 tmp->destroy ();
2536 deathtab << "Your mind feels clearer...\r";
2537 }
2538
2539 cure_disease (op, 0, 0); /* remove any disease */
2540
2541 max_it (op->stats.hp , op->stats.maxhp);
2542 max_it (op->stats.sp , op->stats.maxsp);
2543 max_it (op->stats.grace, op->stats.maxgrace);
2544
2545 if (op->stats.food <= 0)
2546 op->stats.food = 999;
2547
2548 // remove all spell effects that are active
2549 // to avoid long-term effects such as word-of-recall
2550 for (object *item = op->inv; item; )
2551 {
2552 object *next = item->below;
2553
2554 if (item->type == SPELL_EFFECT && item->active)
2555 item->destroy ();
2556
2557 item = next;
2558 }
2645 2559
2646 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2560 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2647 * in cities ONLY!!! It is very important that this doesn't get abused. 2561 * in cities ONLY!!! It is very important that this doesn't get abused.
2648 * Look at op_on_battleground() for more info --AndreasV 2562 * Look at op_on_battleground() for more info --AndreasV
2649 */ 2563 */
2650 if (op_on_battleground (op, &x, &y)) 2564 if (op_on_battleground (op, &x, &y))
2651 { 2565 {
2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2566 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2654
2655 /* restore player */
2656 at = archetype::find ("poisoning");
2657 if (object *tmp = present_arch_in_ob (at, op))
2658 {
2659 tmp->destroy ();
2660 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2661 }
2662
2663 at = archetype::find ("confusion");
2664 if (object *tmp = present_arch_in_ob (at, op))
2665 {
2666 tmp->destroy ();
2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2668 }
2669
2670 cure_disease (op, 0); /* remove any disease */
2671 op->stats.hp = op->stats.maxhp;
2672 if (op->stats.food <= 0)
2673 op->stats.food = 999;
2674 2567
2675 /* create a bodypart-trophy to make the winner happy */ 2568 /* create a bodypart-trophy to make the winner happy */
2676 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2569 if (object *tmp = arch_to_object (archetype::find ("finger")))
2677 { 2570 {
2678 sprintf (buf, "%s's finger", &op->name); 2571 tmp->name = format ("%s's finger" , &op->name);
2679 tmp->name = buf; 2572 tmp->name_pl = format ("%s's fingers", &op->name);
2680 sprintf (buf, " This finger has been cut off %s\n"
2681 " the %s, when he was defeated at\n level %d by %s.\n",
2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2683 tmp->msg = buf; 2573 tmp->msg = format (
2574 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2575 &op->name, op->contr->title,
2576 (int)op->level,
2577 op->contr->killer_name ()
2578 );
2684 tmp->value = 0, tmp->type = 0; 2579 tmp->value = 0, tmp->type = 0;
2685 tmp->materialname = "organics"; 2580 tmp->materialname = "organics";
2686 tmp->insert_at (op, tmp); 2581 tmp->insert_at (op, tmp);
2687 } 2582 }
2688 2583
2689 /* teleport defeated player to new destination */ 2584 /* teleport defeated player to new destination */
2690 transfer_ob (op, x, y, 0, NULL); 2585 transfer_ob (op, x, y, 0, NULL);
2691 op->contr->braced = 0; 2586 op->contr->braced = 0;
2587
2588 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2692 return; 2589 return;
2693 } 2590 }
2694 2591
2592 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2593 deathtab << "T<YOU HAVE DIED>\n\n";
2594
2695 INVOKE_PLAYER (DEATH, op->contr); 2595 INVOKE_PLAYER (DEATH, op->contr);
2696 2596
2697 command_kill_pets (op, 0); 2597 command_kill_pets (op, 0);
2698 2598
2699 if (op->stats.food < 0) 2599 op->contr->play_sound (sound_find ("player_dies"));
2700 {
2701 sprintf (buf, "%s starved to death.", &op->name);
2702 strcpy (op->contr->killer, "starvation");
2703 }
2704 else
2705 sprintf (buf, "%s died.", &op->name);
2706
2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2708 2600
2709 /* save the map location for corpse, gravestone */ 2601 /* save the map location for corpse, gravestone */
2710 x = op->x; 2602 x = op->x;
2711 y = op->y; 2603 y = op->y;
2712 map = op->map; 2604 map = op->map;
2740 2632
2741 lost_a_stat = 0; 2633 lost_a_stat = 0;
2742 2634
2743 for (z = 0; z < num_stats_lose; z++) 2635 for (z = 0; z < num_stats_lose; z++)
2744 { 2636 {
2745 i = RANDOM () % NUM_STATS; 2637 i = rndm (NUM_STATS);
2746 2638
2747 if (settings.stat_loss_on_death) 2639 if (settings.stat_loss_on_death)
2748 { 2640 {
2749 /* Pick a random stat and take a point off it. Tell the player 2641 /* Pick a random stat and take a point off it. Tell the player
2750 * what he lost. 2642 * what he lost.
2801 } 2693 }
2802 } 2694 }
2803 2695
2804 if (lose_this_stat) 2696 if (lose_this_stat)
2805 { 2697 {
2806 this_stat = get_attr_value (&(dep->stats), i); 2698 this_stat = get_attr_value (&dep->stats, i);
2807 /* We could try to do something clever like find another 2699 /* We could try to do something clever like find another
2808 * stat to reduce if this fails. But chances are, if 2700 * stat to reduce if this fails. But chances are, if
2809 * stats have been depleted to -50, all are pretty low 2701 * stats have been depleted to -50, all are pretty low
2810 * and should be roughly the same, so it shouldn't make a 2702 * and should be roughly the same, so it shouldn't make a
2811 * difference. 2703 * difference.
2819 lost_a_stat = 1; 2711 lost_a_stat = 1;
2820 } 2712 }
2821 } 2713 }
2822 } 2714 }
2823 } 2715 }
2716
2824 /* If no stat lost, tell the player. */ 2717 /* If no stat lost, tell the player. */
2825 if (!lost_a_stat) 2718 if (!lost_a_stat)
2826 { 2719 {
2827 /* determine_god() seems to not work sometimes... why is this? 2720 /* determine_god() seems to not work sometimes... why is this?
2828 Should I be using something else? GD */ 2721 Should I be using something else? GD */
2829 const char *god = determine_god (op); 2722 shstr_tmp god = determine_god (op);
2830 2723
2831 if (god && (strcmp (god, "none"))) 2724 if (god != shstr_none)
2832 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2725 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2833 else 2726 else
2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2727 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2835 } 2728 }
2836#else 2729#else
2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2730 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2838#endif 2731#endif
2839 2732
2840 /* Put a gravestone up where the character 'almost' died. List the 2733 /* Put a gravestone up where the character 'almost' died. List the
2841 * exp loss on the stone. 2734 * exp loss on the stone.
2842 */ 2735 */
2843 tmp = arch_to_object (archetype::find ("gravestone")); 2736 tmp = arch_to_object (archetype::find ("gravestone"));
2844 sprintf (buf, "%s's gravestone", &op->name); 2737 tmp->name = format ("%s's gravestone", &op->name);
2845 tmp->name = buf; 2738 tmp->name_pl = format ("%s's gravestones", &op->name);
2846 sprintf (buf, "%s's gravestones", &op->name); 2739 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2847 tmp->name_pl = buf; 2740 &op->name, op->contr->title, op->contr->killer_name ());
2848 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);
2849 tmp->msg = buf;
2850 tmp->x = op->x, tmp->y = op->y; 2741 tmp->x = op->x, tmp->y = op->y;
2851 insert_ob_in_map (tmp, op->map, NULL, 0); 2742 insert_ob_in_map (tmp, op->map, NULL, 0);
2852 2743
2853 /**************************************/ 2744 /**************************************/
2854 /* */ 2745 /* */
2855 /* Subtract the experience points, */ 2746 /* Subtract the experience points, */
2856 /* if we died cause of food, give us */
2857 /* food, and reset HP's... */
2858 /* */ 2747 /* */
2859 /**************************************/ 2748 /**************************************/
2860 2749
2861 /* remove any poisoning and confusion the character may be suffering. */
2862 /* restore player */
2863 at = archetype::find ("poisoning");
2864 tmp = present_arch_in_ob (at, op);
2865
2866 if (tmp)
2867 {
2868 tmp->destroy ();
2869 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2870 }
2871
2872 at = archetype::find ("confusion");
2873 tmp = present_arch_in_ob (at, op);
2874 if (tmp)
2875 {
2876 tmp->destroy ();
2877 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2878 }
2879
2880 cure_disease (op, 0); /* remove any disease */
2881
2882 /*add_exp(op, (op->stats.exp * -0.20)); */ 2750 /*add_exp(op, (op->stats.exp * -0.20)); */
2883 apply_death_exp_penalty (op); 2751 apply_death_exp_penalty (op);
2884 if (op->stats.food < 100)
2885 op->stats.food = 900;
2886 op->stats.hp = op->stats.maxhp;
2887 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2888 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2889 2752
2890 /* 2753 /*
2891 * Check to see if the player has any unpaid items. If so, remove them 2754 * Check to see if the player has any unpaid items. If so, remove them
2892 * and put them back in the map. 2755 * and put them back in the map.
2893 */ 2756 */
2894 remove_unpaid_objects (op->inv, op); 2757 op->drop_unpaid_items ();
2895 2758
2896 /****************************************/ 2759 /****************************************/
2897 /* */ 2760 /* */
2898 /* Move player to his current respawn- */ 2761 /* Move player to his current respawn- */
2899 /* position (usually last savebed) */ 2762 /* position (usually last savebed) */
2928 if (will_kill_again & (1 << at)) 2791 if (will_kill_again & (1 << at))
2929 force->resist[at] = 100; 2792 force->resist[at] = 100;
2930 2793
2931 insert_ob_in_ob (force, op); 2794 insert_ob_in_ob (force, op);
2932 op->update_stats (); 2795 op->update_stats ();
2933
2934 } 2796 }
2935 2797
2936 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2798 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2937} 2799}
2938 2800
2939void 2801void
2940loot_object (object *op) 2802loot_object (object *op)
2941{ /* Grab and destroy some treasure */ 2803{ /* Grab and destroy some treasure */
2958 2820
2959 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2821 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2960 { 2822 {
2961 if (tmp->nrof > 1) 2823 if (tmp->nrof > 1)
2962 { 2824 {
2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2825 tmp->decrease (rndm (1, tmp->nrof - 1));
2964 tmp2->destroy ();
2965 insert_ob_in_map (tmp, op->map, NULL, 0); 2826 insert_ob_in_map (tmp, op->map, NULL, 0);
2966 } 2827 }
2967 else 2828 else
2968 tmp->destroy (); 2829 tmp->destroy ();
2969 } 2830 }
2980void 2841void
2981fix_weight (void) 2842fix_weight (void)
2982{ 2843{
2983 for_all_players (pl) 2844 for_all_players (pl)
2984 { 2845 {
2985 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2846 sint32 old = pl->ob->carrying;
2986 2847
2987 if (old == sum) 2848 pl->ob->update_weight ();
2988 continue; 2849
2850 if (old != pl->ob->carrying)
2851 {
2989 pl->ob->update_stats (); 2852 pl->ob->update_stats ();
2990 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2853 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2854 }
2991 } 2855 }
2992} 2856}
2993 2857
2994void 2858void
2995fix_luck (void) 2859fix_luck (void)
3037} 2901}
3038 2902
3039void 2903void
3040make_visible (object *op) 2904make_visible (object *op)
3041{ 2905{
3042 op->hide = 0; 2906 op->flag [FLAG_HIDDEN] = 0;
3043 op->invisible = 0; 2907 op->invisible = 0;
2908
3044 if (op->type == PLAYER) 2909 if (op->type == PLAYER)
3045 { 2910 {
3046 op->contr->tmp_invis = 0; 2911 op->contr->tmp_invis = 0;
3047 op->contr->invis_race = 0; 2912 op->contr->invis_race = 0;
3048 } 2913 }
3051} 2916}
3052 2917
3053int 2918int
3054is_true_undead (object *op) 2919is_true_undead (object *op)
3055{ 2920{
3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2921 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3057 return 1; 2922 return 1;
3058 2923
3059 return 0; 2924 return 0;
3060} 2925}
3061 2926
3062/* look at the surrounding terrain to determine 2927/* look at the surrounding terrain to determine
3063 * the hideability of this object. Positive levels 2928 * the hideability of this object. Positive levels
3064 * indicate greater hideability. 2929 * indicate greater hideability.
3065 */ 2930 */
3066
3067int 2931int
3068hideability (object *ob) 2932hideability (object *ob)
3069{ 2933{
3070 int i, level = 0, mflag; 2934 int i, level = 0, mflag;
3071 sint16 x, y; 2935 sint16 x, y;
3072 2936
3073 if (!ob || !ob->map) 2937 if (!ob || !ob->map)
3074 return 0; 2938 return 0;
3075 2939
3076 /* so, on normal lighted maps, its hard to hide */ 2940 /* so, on normal lighted maps, its hard to hide */
3077 level = ob->map->darkness - 2; 2941 level = ob->map->darklevel () - 2;
3078 2942
3079 /* this also picks up whether the object is glowing. 2943 /* this also picks up whether the object is glowing.
3080 * If you carry a light on a non-dark map, its not 2944 * If you carry a light on a non-dark map, its not
3081 * as bad as carrying a light on a pitch dark map */ 2945 * as bad as carrying a light on a pitch dark map */
3082 if (has_carried_lights (ob)) 2946 if (ob->has_carried_lights ())
3083 level = -(10 + (2 * ob->map->darkness)); 2947 level = -(10 + (2 * ob->map->darklevel ()));
3084 2948
3085 /* scan through all nearby squares for terrain to hide in */ 2949 /* scan through all nearby squares for terrain to hide in */
3086 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2950 for (i = 0, x = ob->x, y = ob->y;
2951 i <= SIZEOFFREE1;
2952 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3087 { 2953 {
3088 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2954 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3089 if (mflag & P_OUT_OF_MAP) 2955 if (mflag & P_OUT_OF_MAP)
3090 {
3091 continue; 2956 continue;
3092 } 2957
3093 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2958 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3094 level += 2; 2959 level += 2;
3095 else /* open terrain! */ 2960 else /* open terrain! */
3096 level -= 1; 2961 level -= 1;
3097 } 2962 }
3105/* For Hidden creatures - a chance of becoming 'unhidden' 2970/* For Hidden creatures - a chance of becoming 'unhidden'
3106 * every time they move - as we subtract off 'invisibility' 2971 * every time they move - as we subtract off 'invisibility'
3107 * AND, for players, if they move into a ridiculously unhideable 2972 * AND, for players, if they move into a ridiculously unhideable
3108 * spot (surrounded by clear terrain in broad daylight). -b.t. 2973 * spot (surrounded by clear terrain in broad daylight). -b.t.
3109 */ 2974 */
3110
3111void 2975void
3112do_hidden_move (object *op) 2976do_hidden_move (object *op)
3113{ 2977{
3114 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2978 int hide = 0;
3115 object *skop;
3116 2979
3117 if (!op || !op->map) 2980 if (!op || !op->map)
3118 return; 2981 return;
3119 2982
3120 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2983 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2984 int num = random_roll (0, 19, op, PREFER_LOW);
3121 2985
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 2986 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if (op->type == PLAYER && op->contr->run_on) 2987 if (op->type == PLAYER && op->contr->run_on)
3124 if (!skop || num >= skop->level) 2988 if (!skop || num >= skop->level)
3125 { 2989 {
3135 num -= hide; 2999 num -= hide;
3136 3000
3137 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3001 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3138 { 3002 {
3139 make_visible (op); 3003 make_visible (op);
3004
3140 if (op->type == PLAYER) 3005 if (op->type == PLAYER)
3141 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3006 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3142 } 3007 }
3143 else if (op->type == PLAYER && skop) 3008 else if (op->type == PLAYER && skop)
3144 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3009 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3197 * object op. This function works fine for monsters, 3062 * object op. This function works fine for monsters,
3198 * but we dont worry if the object isnt the top one in 3063 * but we dont worry if the object isnt the top one in
3199 * a pile (say a coin under a table would return "viewable" 3064 * a pile (say a coin under a table would return "viewable"
3200 * by this routine). Another question, should we be 3065 * by this routine). Another question, should we be
3201 * concerned with the direction the player is looking 3066 * concerned with the direction the player is looking
3202 * in? Realistically, most of use cant see stuff behind 3067 * in? Realistically, most of us can't see stuff behind
3203 * our backs...on the other hand, does the "facing" direction 3068 * our backs...on the other hand, does the "facing" direction
3204 * imply the way your head, or body is facing? Its possible 3069 * imply the way your head, or body is facing? It's possible
3205 * for them to differ. Sigh, this fctn could get a bit more complex. 3070 * for them to differ. Sigh, this fctn could get a bit more complex.
3206 * -b.t. 3071 * -b.t.
3207 * This function is now map tiling safe. 3072 * This function is now map tiling safe.
3208 */ 3073 */
3209
3210int 3074int
3211player_can_view (object *pl, object *op) 3075player_can_view (object *pl, object *op)
3212{ 3076{
3213 rv_vector rv; 3077 rv_vector rv;
3214 int dx, dy; 3078 int dx, dy;
3226 3090
3227 get_rangevector (pl, op, &rv, 0x1); 3091 get_rangevector (pl, op, &rv, 0x1);
3228 3092
3229 /* starting with the 'head' part, lets loop 3093 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any 3094 * through the object and find if it has any
3231 * part that is in the los array but isnt on 3095 * part that is in the los array but isn't on
3232 * a blocked los square. 3096 * a blocked los square.
3233 * we use the archetype to figure out offsets. 3097 * we use the archetype to figure out offsets.
3234 */ 3098 */
3235 while (op) 3099 while (op)
3236 { 3100 {
3237 dx = rv.distance_x + op->arch->clone.x; 3101 dx = rv.distance_x + op->arch->x;
3238 dy = rv.distance_y + op->arch->clone.y; 3102 dy = rv.distance_y + op->arch->y;
3239 3103
3240 /* only the viewable area the player sees is updated by LOS 3104 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3241 * code, so we need to restrict ourselves to that range of values
3242 * for any meaningful values.
3243 */
3244 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3245 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3246 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3247 return 1; 3105 return 1;
3106
3248 op = op->more; 3107 op = op->more;
3249 } 3108 }
3109
3250 return 0; 3110 return 0;
3251} 3111}
3252 3112
3253/* routine for both players and monsters. We call this when 3113/* routine for both players and monsters. We call this when
3254 * there is a possibility for our action distrubing our hiding 3114 * there is a possibility for our action distrubing our hiding
3255 * place or invisiblity spell. Artefact invisiblity is not 3115 * place or invisiblity spell. Artefact invisiblity causes
3256 * effected by this. If we arent invisible to begin with, we 3116 * "noise" instead. If we arent invisible to begin with, we
3257 * return 0. 3117 * return 0.
3258 */ 3118 */
3259int 3119int
3260action_makes_visible (object *op) 3120action_makes_visible (object *op)
3261{ 3121{
3262
3263 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3122 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3264 { 3123 {
3265 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3124 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3125 {
3126 // artefact invisibility is permanent, but we still make noise
3127 // this is important for game-balance.
3128 if (op->contr)
3129 op->make_noise ();
3130
3266 return 0; 3131 return 0;
3132 }
3267 3133
3268 if (op->contr && op->contr->tmp_invis == 0) 3134 if (op->contr && op->contr->tmp_invis == 0)
3269 return 0; 3135 return 0;
3270 3136
3271 /* If monsters, they should become visible */ 3137 /* If monsters, they should become visible */
3272 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3138 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3273 { 3139 {
3274 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3140 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3275 return 1; 3141 return 1;
3276 } 3142 }
3277 } 3143 }
3144
3278 return 0; 3145 return 0;
3279} 3146}
3280 3147
3281/* op_on_battleground - checks if the given object op (usually 3148/* op_on_battleground - checks if the given object op (usually
3282 * a player) is standing on a valid battleground-tile, 3149 * a player) is standing on a valid battleground-tile,
3287 * Default is to do the same as before, so only people wanting to have different points need worry about this 3154 * Default is to do the same as before, so only people wanting to have different points need worry about this
3288 */ 3155 */
3289int 3156int
3290op_on_battleground (object *op, int *x, int *y) 3157op_on_battleground (object *op, int *x, int *y)
3291{ 3158{
3292 object *tmp;
3293
3294 /* A battleground-tile needs the following attributes to be valid: 3159 /* A battleground-tile needs the following attributes to be valid:
3295 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3160 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3296 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3161 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3297 * and the exit-coordinates sp/hp must both be > 0. 3162 * and the exit-coordinates sp/hp must both be > 0.
3298 * => The intention here is to prevent abuse of the battleground- 3163 * => The intention here is to prevent abuse of the battleground-
3299 * feature (like pickable or hidden battleground tiles). */ 3164 * feature (like pickable or hidden battleground tiles). */
3300 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3165 for (object *tmp = op->below; tmp; tmp = tmp->below)
3301 { 3166 {
3302 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3167 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3303 { 3168 {
3304 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3169 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3305 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3170 && tmp->type == BATTLEGROUND
3171 && tmp->name == shstr_battleground
3172 && EXIT_X (tmp) && EXIT_Y (tmp))
3306 { 3173 {
3307 /*before we assign the exit, check if this is a teambattle */ 3174 /* before we assign the exit, check if this is a teambattle */
3308 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3175 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3309 { 3176 {
3310 object *invtmp;
3311
3312 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3177 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3313 { 3178 {
3314 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3179 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3315 { 3180 {
3316 if (x != NULL && y != NULL) 3181 if (x && y)
3317 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3182 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3183
3318 return 1; 3184 return 1;
3319 } 3185 }
3320 } 3186 }
3321 } 3187 }
3188
3322 if (x != NULL && y != NULL) 3189 if (x && y)
3323 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3190 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3191
3324 return 1; 3192 return 1;
3325 } 3193 }
3326 } 3194 }
3327 } 3195 }
3196
3328 /* If we got here, did not find a battleground */ 3197 /* If we got here, did not find a battleground */
3329 return 0; 3198 return 0;
3330} 3199}
3331 3200
3332/* 3201/*
3348 char buf[MAX_BUF]; /* tmp. string buffer */ 3217 char buf[MAX_BUF]; /* tmp. string buffer */
3349 int i = 0, j = 0; 3218 int i = 0, j = 0;
3350 3219
3351 /* get the appropriate treasurelist */ 3220 /* get the appropriate treasurelist */
3352 if (atnr == ATNR_FIRE) 3221 if (atnr == ATNR_FIRE)
3353 trlist = treasurelist::find ("dragon_ability_fire"); 3222 trlist = treasurelist::find (shstr_dragon_ability_fire);
3354 else if (atnr == ATNR_COLD) 3223 else if (atnr == ATNR_COLD)
3355 trlist = treasurelist::find ("dragon_ability_cold"); 3224 trlist = treasurelist::find (shstr_dragon_ability_cold);
3356 else if (atnr == ATNR_ELECTRICITY) 3225 else if (atnr == ATNR_ELECTRICITY)
3357 trlist = treasurelist::find ("dragon_ability_elec"); 3226 trlist = treasurelist::find (shstr_dragon_ability_elec);
3358 else if (atnr == ATNR_POISON) 3227 else if (atnr == ATNR_POISON)
3359 trlist = treasurelist::find ("dragon_ability_poison"); 3228 trlist = treasurelist::find (shstr_dragon_ability_poison);
3360 3229
3361 if (trlist == NULL || who->type != PLAYER) 3230 if (trlist == NULL || who->type != PLAYER)
3362 return; 3231 return;
3363 3232
3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3233 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3237 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3369 return; 3238 return;
3370 } 3239 }
3371 3240
3372 /* everything seems okay - now bring on the gift: */ 3241 /* everything seems okay - now bring on the gift: */
3373 item = &(tr->item->clone); 3242 item = tr->item;
3374 3243
3375 if (item->type == SPELL) 3244 if (item->type == SPELL)
3376 { 3245 {
3377 if (check_spell_known (who, item->name)) 3246 if (check_spell_known (who, item->name))
3378 return; 3247 return;
3437 { 3306 {
3438 /* forces in the treasurelist can alter the player's stats */ 3307 /* forces in the treasurelist can alter the player's stats */
3439 object *skin; 3308 object *skin;
3440 3309
3441 /* first get the dragon skin force */ 3310 /* first get the dragon skin force */
3442 shstr_cmp dragon_skin_force ("dragon_skin_force");
3443 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3311 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3444 ; 3312 ;
3445 3313
3446 if (!skin) 3314 if (!skin)
3447 return; 3315 return;
3448 3316
3483 else 3351 else
3484 { 3352 {
3485 /* generate misc. treasure */ 3353 /* generate misc. treasure */
3486 tmp = arch_to_object (tr->item); 3354 tmp = arch_to_object (tr->item);
3487 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3355 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3488 tmp = insert_ob_in_ob (tmp, who); 3356 who->insert (tmp);
3489 if (who->type == PLAYER)
3490 esrv_send_item (who, tmp);
3491 } 3357 }
3492} 3358}
3493 3359
3494/** 3360/**
3495 * Unready an object for a player. This function does nothing if the object was 3361 * Unready an object for a player. This function does nothing if the object was
3507 if (pl->ranged_ob == ob) 3373 if (pl->ranged_ob == ob)
3508 pl->ranged_ob = 0; 3374 pl->ranged_ob = 0;
3509} 3375}
3510 3376
3511sint8 3377sint8
3512player::visibility_at (maptile *map, int x, int y) const 3378player::darkness_at (maptile *map, int x, int y) const
3513{ 3379{
3514 if (!ns) 3380 if (!ns)
3515 return 0; 3381 return LOS_BLOCKED;
3516 3382
3517 int dx, dy; 3383 int dx, dy;
3518 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3384 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3519 return 0; 3385 return LOS_BLOCKED;
3520 3386
3521 x += dx - ns->current_x + ns->mapx / 2; 3387 x += dx - ns->current_x;
3522 y += dy - ns->current_y + ns->mapy / 2; 3388 y += dy - ns->current_y;
3523 3389
3524 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3525 return 0;
3526
3527 return 100 - blocked_los [x][y]; 3390 return blocked_los (x, y);
3528} 3391}
3392
3393void
3394player::infobox (const char *title, const char *msg, int color)
3395{
3396 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3397}
3398
3399void
3400player::statusmsg (const char *msg, int color)
3401{
3402 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3403}
3404
3405void
3406player::failmsg (const char *msg, int color)
3407{
3408 play_sound (sound_find ("generic_failure"));
3409 statusmsg (msg, color);
3410}
3411

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